Michael Morris
First Post
The Telzoans and “Others”
"Racism exists where understanding does not - the two cannot coexist." - Telsindria.
Non-human races exist outside of Telzoa’s social structure, and this presents numerous problems but also some unique opportunities for members of these races.
Legally the Telzoans recognize elves, oyasini (halflings), and gnomes as “civilized” races. Despite this, they hold almost no legal rights beyond a right to live and not be killed or robbed without cause. Depending on the region and relations with races in the area though even these rights can disappear. This is still better than the situation faced by other races that can be hunted and killed like animals without legal ramification.
Telzoans have an even dimmer view of half-elves and half-orcs in most areas. The very existance of each these races drives a cold knife into the ideas of blood purity and human superiority. Half-orcs are particularly reviled most circles and in some areas they can be killed like animals just as their orcish parents can.
Despite all this, the amount of antagonism to be viewed between the local populace and any of the demihuman races is more likely than not to be caused by recent events rather than be triggered by long standing racial prejudices. Since most of the demihuman races live longer than humans they have learned how to avoid testing the volatile tempers of humans, especially large groups of humans. Nevertheless mob attacks on demihumans do occur from time to time, and anyone not of human race within the cities of Telzoa is highly advised to observe caution.
Elves have perhaps the easiest time, so long as they can conceal their racial identity. It is a trivial matter for most elves to pass them off as adolescent boys or girls in the right costuming, and most do when traveling outside of their own domains. Nevertheless elves face some severe prejudicial laws in some areas. In Altania it is not against the law to kill an elf, regardless of the circumstances. In most of the other countries of Telzoa elves cannot testify in human court as they are deemed untrustworthy, expert liars. Most areas have a bounty out for any elven mage - and many an unfortunate elf has been brought in for the bounty simply because he's able to read.
In other areas elves are more accepted. While the laws in Dalsundria are still barbaric where elves are concerned, the people don't seem to notice even openly costumed elves overmuch - particularly in the cities. In Hone Rae they are held in the highest regard - but this is to be expected perhaps in a country with a populace composed of at least 40% half-elves, and nearly everyone in the country has an elven parent within 3 generations of themselves.
Dwarves can't conceal their identity as easily, but their skill in "useful" crafts, particularly weapon smithing, has kept them clear of most admonishment, except from jealous human competitors. Still, dwarves distrust humankind, especially in light of the treatment of the elves in recent generations (the Black Week massacres in Pildania, were as many as 40 elves were rounded up, drawn and quartered is still spoke of in dwarven and elven circles). Dwarves want no part in such insanity, and unlike the elves they see no reason to believe that the Telzoans will change their ways unless they want something - and then your only safe until they get what they want. Hence dwarves maintain a cold relationship on the island with the Telzoans. They also harbor a collective grudge for the failure of humankind to help them when Kilidzear was destroyed.
Halflings are the least seen of the "common" demihuman races in Telzoa. They refer to themselves as “Oyasini” and most people in Carthasana follow suit. The halflings native to Telzoa almost exclusively stay west of the wall, and only the rare few adventurers come out of those domains to mingle with humankind. Of those folks who've seen an halfling, the vast majority have only seen the males, or Oyasoi. Females (oyasi) are too rare and valuable to the race to be readily found outside their clan-holds, despite the fact that the females run the society from those clanholds (a concept that boggles the minds of more than a few knights told of the fact). Oyasi that do make these sorts of journeys take special care to conceal their wings from casual observance, as they (rightfully) fear that the more ignorant members of the Telzoan populace would accuse them of witchcraft or of being demons.
While individual gnomes often manage to make individual impressions on Telzoans, as a race they are held as a great unknown. Few indeed are the humans that can remember seeing a grouping of gnomes, and some believe that they aren't a race at all, but aberrant dwarves - a belief dwarves actively deny and gnomes ignore while they continue to smile and nod. Very much the great enigma to humans, gnomes would prefer to keep things that way lest they fall upon the kind of hatreds that humans have espoused to the other races from time to time.
While humans may dislike elves, distrust dwarves and ignore the small folk, their feelings for orcs are very plain: hatred. And the feeling is mutual. However, orcs are pragmatic enough never to pass up on an opportunity to fight as mercenaries, and as a result most of the fighting that orcs have been involved in since Hanial's War have been as mercenaries. And while human lords won't turn orcs loose on any task requiring finesse, supervision, or non-combat related skills, they will certainly hire them as ready, and usually willing, cannon fodder. Trick is, human paymasters often assign the orcs to assignments that virtually assure half of them are killed - reducing the actual pay that must be made. In return, orcish chieftains usually only send good troops to human commanders that have proven themselves willing to use those troops well. Others are supplied with inexperienced or outright green troops. This habit has led to the assumption by many lords that orcs are weak. That is a dangerous assumption - for the orcs remain some of the best fighters in the region, and they've repeatedly proven themselves to be among the better soldiers of the world.
Goblins, on the other hand, mostly deserve their reputation as fierce but utterly incompetent fighters. Goblins actually perform better than orcs in small groups though, and orcs recognize this fact and make extensive use of goblin scouts. Telzoans claim to despise goblins, but most can't tell them apart from orcs - as indeed the differences between the two races are about as slight as the differences between elves and humans. Goblins avoid confronting humans in large numbers, but enjoy preying on individual travelers and virtually any other target of opportunity they can find. All the nations of Telzoa have a bounty out goblin scalps, and all goblins realize that going into a human city is just asking to have that bounty collected.
Kobolds are at once the most dangerous and most maligned of the "goblin" races, despite being physically the weakest. Kobolds are opportunists like the goblins, and use highly structured units to make up for their physical weakness while exploiting such opportunities like the orcs. Kobolds have become masters of making sure that any misbehavior on their part is blamed on the goblins. For their effort they are actually able to carry on trade with the Telzoans of some regions, particularly in Altania, where one band of kobolds has figured out how to spin spider's silk into cloth and garments. They have been able to demand and gain very high prices for these items. While kobolds aren't actively hunted in most regions, they are still viewed with disdain and fear, and they know it. Kobolds traveling among humans usually do so in comparatively large robes to conceal their stature.
"Racism exists where understanding does not - the two cannot coexist." - Telsindria.
Non-human races exist outside of Telzoa’s social structure, and this presents numerous problems but also some unique opportunities for members of these races.
Legally the Telzoans recognize elves, oyasini (halflings), and gnomes as “civilized” races. Despite this, they hold almost no legal rights beyond a right to live and not be killed or robbed without cause. Depending on the region and relations with races in the area though even these rights can disappear. This is still better than the situation faced by other races that can be hunted and killed like animals without legal ramification.
Telzoans have an even dimmer view of half-elves and half-orcs in most areas. The very existance of each these races drives a cold knife into the ideas of blood purity and human superiority. Half-orcs are particularly reviled most circles and in some areas they can be killed like animals just as their orcish parents can.
Despite all this, the amount of antagonism to be viewed between the local populace and any of the demihuman races is more likely than not to be caused by recent events rather than be triggered by long standing racial prejudices. Since most of the demihuman races live longer than humans they have learned how to avoid testing the volatile tempers of humans, especially large groups of humans. Nevertheless mob attacks on demihumans do occur from time to time, and anyone not of human race within the cities of Telzoa is highly advised to observe caution.
Elves have perhaps the easiest time, so long as they can conceal their racial identity. It is a trivial matter for most elves to pass them off as adolescent boys or girls in the right costuming, and most do when traveling outside of their own domains. Nevertheless elves face some severe prejudicial laws in some areas. In Altania it is not against the law to kill an elf, regardless of the circumstances. In most of the other countries of Telzoa elves cannot testify in human court as they are deemed untrustworthy, expert liars. Most areas have a bounty out for any elven mage - and many an unfortunate elf has been brought in for the bounty simply because he's able to read.
In other areas elves are more accepted. While the laws in Dalsundria are still barbaric where elves are concerned, the people don't seem to notice even openly costumed elves overmuch - particularly in the cities. In Hone Rae they are held in the highest regard - but this is to be expected perhaps in a country with a populace composed of at least 40% half-elves, and nearly everyone in the country has an elven parent within 3 generations of themselves.
Dwarves can't conceal their identity as easily, but their skill in "useful" crafts, particularly weapon smithing, has kept them clear of most admonishment, except from jealous human competitors. Still, dwarves distrust humankind, especially in light of the treatment of the elves in recent generations (the Black Week massacres in Pildania, were as many as 40 elves were rounded up, drawn and quartered is still spoke of in dwarven and elven circles). Dwarves want no part in such insanity, and unlike the elves they see no reason to believe that the Telzoans will change their ways unless they want something - and then your only safe until they get what they want. Hence dwarves maintain a cold relationship on the island with the Telzoans. They also harbor a collective grudge for the failure of humankind to help them when Kilidzear was destroyed.
Halflings are the least seen of the "common" demihuman races in Telzoa. They refer to themselves as “Oyasini” and most people in Carthasana follow suit. The halflings native to Telzoa almost exclusively stay west of the wall, and only the rare few adventurers come out of those domains to mingle with humankind. Of those folks who've seen an halfling, the vast majority have only seen the males, or Oyasoi. Females (oyasi) are too rare and valuable to the race to be readily found outside their clan-holds, despite the fact that the females run the society from those clanholds (a concept that boggles the minds of more than a few knights told of the fact). Oyasi that do make these sorts of journeys take special care to conceal their wings from casual observance, as they (rightfully) fear that the more ignorant members of the Telzoan populace would accuse them of witchcraft or of being demons.
While individual gnomes often manage to make individual impressions on Telzoans, as a race they are held as a great unknown. Few indeed are the humans that can remember seeing a grouping of gnomes, and some believe that they aren't a race at all, but aberrant dwarves - a belief dwarves actively deny and gnomes ignore while they continue to smile and nod. Very much the great enigma to humans, gnomes would prefer to keep things that way lest they fall upon the kind of hatreds that humans have espoused to the other races from time to time.
While humans may dislike elves, distrust dwarves and ignore the small folk, their feelings for orcs are very plain: hatred. And the feeling is mutual. However, orcs are pragmatic enough never to pass up on an opportunity to fight as mercenaries, and as a result most of the fighting that orcs have been involved in since Hanial's War have been as mercenaries. And while human lords won't turn orcs loose on any task requiring finesse, supervision, or non-combat related skills, they will certainly hire them as ready, and usually willing, cannon fodder. Trick is, human paymasters often assign the orcs to assignments that virtually assure half of them are killed - reducing the actual pay that must be made. In return, orcish chieftains usually only send good troops to human commanders that have proven themselves willing to use those troops well. Others are supplied with inexperienced or outright green troops. This habit has led to the assumption by many lords that orcs are weak. That is a dangerous assumption - for the orcs remain some of the best fighters in the region, and they've repeatedly proven themselves to be among the better soldiers of the world.
Goblins, on the other hand, mostly deserve their reputation as fierce but utterly incompetent fighters. Goblins actually perform better than orcs in small groups though, and orcs recognize this fact and make extensive use of goblin scouts. Telzoans claim to despise goblins, but most can't tell them apart from orcs - as indeed the differences between the two races are about as slight as the differences between elves and humans. Goblins avoid confronting humans in large numbers, but enjoy preying on individual travelers and virtually any other target of opportunity they can find. All the nations of Telzoa have a bounty out goblin scalps, and all goblins realize that going into a human city is just asking to have that bounty collected.
Kobolds are at once the most dangerous and most maligned of the "goblin" races, despite being physically the weakest. Kobolds are opportunists like the goblins, and use highly structured units to make up for their physical weakness while exploiting such opportunities like the orcs. Kobolds have become masters of making sure that any misbehavior on their part is blamed on the goblins. For their effort they are actually able to carry on trade with the Telzoans of some regions, particularly in Altania, where one band of kobolds has figured out how to spin spider's silk into cloth and garments. They have been able to demand and gain very high prices for these items. While kobolds aren't actively hunted in most regions, they are still viewed with disdain and fear, and they know it. Kobolds traveling among humans usually do so in comparatively large robes to conceal their stature.