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Racial segregation in your world
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<blockquote data-quote="John Morrow" data-source="post: 2220471" data-attributes="member: 27012"><p>Most are concentrated into native areas but they can be found outside of them.</p><p></p><p>I have a racially and ethnically mixed group of friends and players that talk about issues of race and culture so it's an issue I play with a little. For example, the Druid was a pretty hard-core elven woods elf while the NPC Rogue/Wizard is a "city elf" whose parents sent her to "elf school" to learn all those elven things like how to use a rapier, longbow, etc. She speaks elven with a strange accent because Common is really her native language. The Druid doesn't consider her "authentic" and she wound up marrying a human PC, which neither set of parents was too happy about, either. They are also travelling with a half-elf NPC that hates her human side (her father left her mother). And the irony of it all is that the Druid has been reincarnated as a human (the spirit of the world is trying to teach him a lesson about racism) so the only full-blooded elf in the party isn't "authentic" and is carrying a half-elven child while neither of the two characters who badly want to be full-blooded elves are.</p><p></p><p>The halflings, on the other hand, are socially flexible and widely accepted, but they have to deal with several annoying racial stereotypes (e.g., cook, thief, comedy relief) and they are often dismissed as cute but not very effective. The irony there is that the halfling ranger in the party probably deals more damage per round with his bow than any other character in the party but still gets talked over and has trouble finding things in his size, much to his frustration. The player of the halfling ranger likes to joke that things like the requirement that an Arcane Archer be an elf is "the Man's way of keeping the halfling down".</p><p></p><p></p><p></p><p>The orcs are generally Evil and are segregated into some tribal areas of barbarians. The goblinoids in my game are Evil by nature (they can't be Neutral or Good) and hold what they can on the edges of human society. Neither is welcome in the human cities, nor are gnolls or kobolds. You'll find elven enclaves in many cities, who primarily run magic schools and manage trade in goods to and from the main elven woods. Dwarves are generally more solitary outside of their homelands and you'll often find them running a solitary smithy, stonework, or gem-cutting shop with their family and maybe a few others. The halflings tend to be found in the service sector in the inns, taverns, theaters, and seedier parts of town (hence the stereotypes). They tend to move freely among the humans but generally have an areas in a city where they cluster to live. The gnomes are small in number and are extremely rare outside of their homelands.</p><p></p><p></p><p></p><p>The first part of my game was loosely based on various incarnations of the Keep on the Borderlands module (i.e., KotB, RttKotB, and Hackmaster's LKotB) but part of what I did was break the Caves of Chaos into more isolated encounter areas. So I don't exactly have Caves of Chaos things because I tried to place the various monster races into the environment they are given in the various monster books, thus Goblins prefer a different environment than Bugbears, who perfer a different environment than Hobgoblins, and so on. And I also eliminated or changed those creatures that wouldn't fit in the environment.</p><p></p><p>My version of the Keep (a hybrid of the RttKotB and LKotB), however, did have quite a few halflings, some elves, some half-elves, and a dwarven smithy. In some ways, it was a microcosm of a northern city.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2220471, member: 27012"] Most are concentrated into native areas but they can be found outside of them. I have a racially and ethnically mixed group of friends and players that talk about issues of race and culture so it's an issue I play with a little. For example, the Druid was a pretty hard-core elven woods elf while the NPC Rogue/Wizard is a "city elf" whose parents sent her to "elf school" to learn all those elven things like how to use a rapier, longbow, etc. She speaks elven with a strange accent because Common is really her native language. The Druid doesn't consider her "authentic" and she wound up marrying a human PC, which neither set of parents was too happy about, either. They are also travelling with a half-elf NPC that hates her human side (her father left her mother). And the irony of it all is that the Druid has been reincarnated as a human (the spirit of the world is trying to teach him a lesson about racism) so the only full-blooded elf in the party isn't "authentic" and is carrying a half-elven child while neither of the two characters who badly want to be full-blooded elves are. The halflings, on the other hand, are socially flexible and widely accepted, but they have to deal with several annoying racial stereotypes (e.g., cook, thief, comedy relief) and they are often dismissed as cute but not very effective. The irony there is that the halfling ranger in the party probably deals more damage per round with his bow than any other character in the party but still gets talked over and has trouble finding things in his size, much to his frustration. The player of the halfling ranger likes to joke that things like the requirement that an Arcane Archer be an elf is "the Man's way of keeping the halfling down". The orcs are generally Evil and are segregated into some tribal areas of barbarians. The goblinoids in my game are Evil by nature (they can't be Neutral or Good) and hold what they can on the edges of human society. Neither is welcome in the human cities, nor are gnolls or kobolds. You'll find elven enclaves in many cities, who primarily run magic schools and manage trade in goods to and from the main elven woods. Dwarves are generally more solitary outside of their homelands and you'll often find them running a solitary smithy, stonework, or gem-cutting shop with their family and maybe a few others. The halflings tend to be found in the service sector in the inns, taverns, theaters, and seedier parts of town (hence the stereotypes). They tend to move freely among the humans but generally have an areas in a city where they cluster to live. The gnomes are small in number and are extremely rare outside of their homelands. The first part of my game was loosely based on various incarnations of the Keep on the Borderlands module (i.e., KotB, RttKotB, and Hackmaster's LKotB) but part of what I did was break the Caves of Chaos into more isolated encounter areas. So I don't exactly have Caves of Chaos things because I tried to place the various monster races into the environment they are given in the various monster books, thus Goblins prefer a different environment than Bugbears, who perfer a different environment than Hobgoblins, and so on. And I also eliminated or changed those creatures that wouldn't fit in the environment. My version of the Keep (a hybrid of the RttKotB and LKotB), however, did have quite a few halflings, some elves, some half-elves, and a dwarven smithy. In some ways, it was a microcosm of a northern city. [/QUOTE]
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