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Worlds without Human Dominance
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<blockquote data-quote="Robert Ranting" data-source="post: 4789804" data-attributes="member: 28906"><p>The Diamond Throne campaign setting of Arcana Evolved is decidedly non-human centric. In the 10,000 year history of the setting, humans have seldom been ruled by their own kind, and when they have, war, famine and magical cataclysms are the norm. Currently the known world is divided up between three major races, the noble Hu-Charad Giants, the malevolent Harrid, and the Dragons of the Squamous Horde. While humans are still one of the most numerous of the eleven PC races, they wield very little political power in the major nations. The Dragons see them as useful servants, the Giants see them as children in need of guidance, and the Harrid see them as a convenient source of cheap labor. Oh, and of course, most monsters think they are delicious.</p><p></p><p>I emulated this theme in my first homebrew campaign world for AE, making the Giants into a steamtech-powered hegemony convinced that humanity was dangerously ignorant and should be controlled. Beyond the Hegemony, a vast wilderness area was ruled by the Litorians (lion-men), who considered humans to be little more than talking monkeys, and the air and sky were controlled by the Trade Principalities of the Faen (gnomes/halflings). Humans weren't even the most numerous race, because a magical accident had uplifted all the world's brown rats into the Nezumi, who bred much faster.</p><p></p><p>Still, the humans of Thraevin had surprising diversity. On the surface, there appeared to be two types of humans, city-folk who had become part of the Giant Hegemony, and the tribals who attempted to keep the "old ways" alive. Yet, the tribes of humans each had a distinct culture and language. While they shared some similarities (notably totem animal worship) I tried where possible to underline the differences in their core value systems, their manner of speach, dress, and accents. Not being terribly clever, I repurposed real-world cultural stereotypes for this, but my players seemed to appreciate the variety in the NPCs they interacted with.</p><p></p><p>Robert "Giants Rule: Because Humans Have Proven They Can't Do It Themselves" Ranting</p></blockquote><p></p>
[QUOTE="Robert Ranting, post: 4789804, member: 28906"] The Diamond Throne campaign setting of Arcana Evolved is decidedly non-human centric. In the 10,000 year history of the setting, humans have seldom been ruled by their own kind, and when they have, war, famine and magical cataclysms are the norm. Currently the known world is divided up between three major races, the noble Hu-Charad Giants, the malevolent Harrid, and the Dragons of the Squamous Horde. While humans are still one of the most numerous of the eleven PC races, they wield very little political power in the major nations. The Dragons see them as useful servants, the Giants see them as children in need of guidance, and the Harrid see them as a convenient source of cheap labor. Oh, and of course, most monsters think they are delicious. I emulated this theme in my first homebrew campaign world for AE, making the Giants into a steamtech-powered hegemony convinced that humanity was dangerously ignorant and should be controlled. Beyond the Hegemony, a vast wilderness area was ruled by the Litorians (lion-men), who considered humans to be little more than talking monkeys, and the air and sky were controlled by the Trade Principalities of the Faen (gnomes/halflings). Humans weren't even the most numerous race, because a magical accident had uplifted all the world's brown rats into the Nezumi, who bred much faster. Still, the humans of Thraevin had surprising diversity. On the surface, there appeared to be two types of humans, city-folk who had become part of the Giant Hegemony, and the tribals who attempted to keep the "old ways" alive. Yet, the tribes of humans each had a distinct culture and language. While they shared some similarities (notably totem animal worship) I tried where possible to underline the differences in their core value systems, their manner of speach, dress, and accents. Not being terribly clever, I repurposed real-world cultural stereotypes for this, but my players seemed to appreciate the variety in the NPCs they interacted with. Robert "Giants Rule: Because Humans Have Proven They Can't Do It Themselves" Ranting [/QUOTE]
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