Regions in your homeworld?

Ferret said:
I debated puting this in Homebrew, but theres not much brewing happening.

Has anyoneintroduced regions into your world where the races speak different languages, different cultures and so on? How has it worked? Did you use different races? Where the regions solely populated with different races of did you get races with the same culture? Anything?

In my homebrews, I usually get rid of the Common Tongue. Sometimes there is a Merchant's Tongue, but it is usually only suitable for certain types of conversations (namely, those that involve buying and selling, and common goods and service and legal terms).

There are always additional languages, but rarely are they entirely racial. While a language might be considered Dwarven, this is because the dwarves all come from a particular area and live with a common tongue. Humans living in the area probably speak the language natively as well.

Different cultures have different languages and customs.

I sometimes change counting systems, too, which is always fun. You know how easily players fall into the trap of assuming a base 10 number system? It's spectacular fun when the elves traditionally used a base 9 system for mystical reasons.

I will also often "delete" words from a language. For instace, a nomadic, hunting race might not have any word for property, as they have no concept of such. So maybe they substitute the word meal for ownership. This adds flavor to different cultures and gives players a starting point for realising some of the ideosyncrasies of their race.
 

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Ferret said:
What I want to guage is how people have put the populations in their regions, and also I always get the impression that when Elves from the otherside of the world meet that stop, hug, one invites the other to tea, and they have an immediate trust of each other (Which I don't for one minute happens anywhere other then in R.A Salvador books.) This is in the light of having foreign and native people of the same and different people, and sounds even more ridiculous now...
Well, I had already mentioned humans IMC, but it's similar for elves. I don't use PHB elves, but have modeled them in different regional races and cultures that they additionally cover the roles of dwarves and gnomes. Their mutual relationships are as diverse as those between humans; that means that they are mostly driven by interests and not (necessarily) by race. Their relationship to humans covers the whole range from open hatred to friendly neighbours. Similar things are true for orcs. Nearly all elves know the language of a long gone elven empire that has been completely destroyed by humans in an ancient war, but they usually speak their native languages. There are always elves that speak the language of my players, so this has no negative influence on play but just serves for background flavour.

reanjr said:
I will also often "delete" words from a language. For instace, a nomadic, hunting race might not have any word for property, as they have no concept of such. So maybe they substitute the word meal for ownership. This adds flavor to different cultures and gives players a starting point for realising some of the ideosyncrasies of their race.
Heh, that has other funny implications when the PC's with all their possessions show up in their camp for a friendly visit :D.
 

I've got quite a few regions in my homebrew, but sadly so far only three have been played in to any depth.

Holy Santoric Empire - Modeled on a combination of medieval Germany and the Byzantine Empire, the HSE is the largest human run realm in the world. A myriad of religions call it home, each wielding extensive power. While the Emperor has control of his personal domains, as well as a standing "Imperial Army," the nobility, especially nobles on the fringes of the Empire, have a great deal of leeway in terms of feudal responsibilities... the Empire's borders are not really finite, but slowly fizzle away the further one gets from the capital. Even though the Emperor has no real control over them, even the Frost Barons of the Frozen North or the squabbling nobles of Moramir would, when convenient, claim to be a part of the "Great Empire." (Currently ruled by ex-PCs)

Moramir - Moramir is modeled more on the rest of feudal Europe. Moramir is a land fragmented by war and migration. Some half a millenia before the present, the elves living within the Great Empire found themselves driven to the south, infringing on lands already held by humans. The resulting infighting has split the former kingdom of Moramir into component duchies, counties and baronies, each fighting the other and their respective races enemy for power.

The Frozen North - To the north of the Great Empire lies a large, frozen wasteland, populated by frost giants, snow beasts, and some of the hardiest souls alive. Most of the humanoids living this far north have devolved into tribes, with only a few towns and cities surviving the cold on trade of walrus skin, sealskin, and other northern commodities. This land is wild, untamed, and uncivilized.

Ak Konylu - Based on medieval China. To the west, across the massive Balarac Mountains from the Great Empire, lies the only power that rivals the human realm in size. Larger and more populated, Ak Konylu's greatest weakness lies in the power of her regional govenors. At present, doubts about the paternity of the Celestial Emperor have devolved this realm into a massive civil war, each of the five resulting kingdoms having the power to crush most any other polity on the planet. Unlike the Great Empire, however, Ak Konylu is not ruled by humans (despite their ubiquitous presence). Instead, it is ruled by a race of tiger hengeyokai, who despite the civil wars, still maintain a fierce grip on power. (Current campaign)

Slave Coast - Merchants extraordinaire, the cities of the Slave Coast have increased their trade far beyond their namesake commodity. Silks from Ak Konylu, furs from the north, amber from the Great Empire all find their way here across the trackless deserts and vast seas. Modeled after the medieval Middle East.

Dulkadir - A land of darkness and death, that so far no one has gone near... its the equivalent of "Here there be dragons!" on my map. :)
 

As to the matter of what happens when different elven cultures meet, it depends on the cultures.

In my campaign there's at least one island with two elven cultures on it, wood elves and wild elves. There are also a number of high elven immigrants, who live among the wood elves. The wood elves live along the coast, living off the sea and the jungle's edge. The interior of the island- a thick, steaming jungle- is claimed by the wild elves, who are savages and quite xenophobic. The wild and wood elves are in a perpetual war (with the high elves living and fighting with the wood elves). The wood elves see the high elves as agents of the human empire that has claimed their isle, and so live with them resentfully and treat them with a certain level of scorn.

All on one small isle. :)
 

The human and halfling folk of the Kingdoms have just started to reconquer the land in the past couple of hundred years after being pushed into one small eastern corner of the continent. Once they spoke different languages, but they've blended together into one. Merchants, and many border holdings, often speak either Orcish or Goblin to deal with the powerful states to the west. The gnoll hordes speak enough Orcish to make it a trade tongue.

The dwarves and elves hate both humans and orcs and kill them both on sight (they don't like each other much either), so they seldom learn common, nor do humans learn their languages.

Aquilan humans from the empire that dominates the southern continent have their own language. Few of them cross the sea due to the menace of hobgoblin war-galleys and floating formian hives.
 

In Urbis, there are 26 distinct regions in the "core area", and I have tried my best to make them as culturally diverse as possible.

Most of the regions are dominated by humans, but several are not. There are three elven realms (one is the traditional "Fey Court", one used to be the stereotypical "Elven Islands in the West", but now goes through the equivalent of the Japanese Meji Restoration, complete with rapid industrialization, and the last one has a dwindling population of elves who have taken up kidnapping human babies for breeding purposes), three dwarven nations (one is extremely conservative, one - with a large population of gnomes - is quite progressive, and one is under siege by by snake-men), one nation of halflings (based on Switzerland), and one nation of hobgoblins.

There is also a nation ruled over by an extended family of dragons, one region devastated by a permanent elemental storm, and much, much more...
 

Ferret said:
What I want to guage is how people have put the populations in their regions, and also I always get the impression that when Elves from the otherside of the world meet that stop, hug, one invites the other to tea, and they have an immediate trust of each other (Which I don't for one minute happens anywhere other then in R.A Salvador books.) This is in the light of having foreign and native people of the same and different people, and sounds even more ridiculous now...

I think I'll develop my thoughts, and then respond again.

In RL, you can have people whose ancestors all came from the same place--and this could be a really long time ago--or who joined a common religion or even philosophy or idealogy (in other words, the sorts of things we don't discuss much on EnWorld) and who might live on different sides of the planet but who also trust each other more then their current neighbors. Or not.

I think the question is, what sustains the common culture of the elves, gnomes, dwarves, etc? inborn (genetic) traits, common religion, sustained contact with each other, that there was some common kingdom a long time ago (and with there long lives it could have been a really long time ago), or probably some combination. Or maybe none of the above, and they don't have much in common--but this requires a big reworking of the races.
 

What I'm thinking, I think, is whilst we can see how somone from say south america or wherever could go to england (or wherever) and not be treated differently. It completly changes when it isn't just culture but actually speices, it would be like a french rabbit and an austrailian cat met. or a both french, or both rabbits.

Do you see what I mean?

Also it has gotten me thinking how they would be treated differently, but then again I keep thinking they are going to trust spomeone more form their own race then someone who isn't. :confused:

I think I confused my self.
 

Yes, although I did keep common as the lingua franca.

Furthermore, I have also introduced several region-specific races -- while the core D&D races (humans, dwarves, elves, gnomes, halflings) are found about everywhere, some other races are restricted in their region of origin. It's a good way to introduce exotic races such as uldras, goliaths, raptorans, and co.

And finally, I did the same for classes. A few classes are found in all cultures, but you'll find hexblades only in some regions.
 

Ferret said:
Has anyoneintroduced regions into your world where the races speak different languages, different cultures and so on?
In my homebrew, there is a clear reason for all races speaking common (plus their respective native languages), and for all races having peaceful relationships. However, my campaign world "The Highlands" is just limited to a region the size of UK. Beyond, nobody speaks common, and beyond is wastelands populated by goblinoids, orcs, and gnolls. So people tracelling outside the Highlands will have difficulties of communication.
 

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