The post, in case you don’t want to click on an offsite link:

You know what’s more fun than worldbuilding that makes some fantasy races EEEEVIIIIIIILLLLL???

Worldbuilding that gives the different races cultural differences that help explain why there’s a lot of conflict between them:

Goblin culture doesn’t have a concept of “Property”. A stick on the ground and a tool in a locked shed are equally up for grabs if a thing needs doing. They casually take and leave things all over their communities, eat from communal pots, and genuinely Do Not Understand why the Core Races are so Angry and prone to Violence all the time.

Consequently Goblins who live near Core communities develop a reputation as “Thieves” despite not even having a word for that. (The closest word they have is more like “Greedy” and it means a person that hides things so nobody else can use them, and it’s a surefire fight-starter to call a Goblin that)

Common Orc Spiritual beliefs hold that a Soul can only grow stronger by overcoming Challenges in life, and see intruding on another person’s Challenge unasked for as not just Rude, but Deeply Harmful. You’re Stealing their chance to Grow. Asking for help is deeply personal and doing so can be both a way to grow closer with them or a too-personal intrusion, depending on your existing relationship with them. An exception is Children, as far as most Orcs are concerned, all Children are fundamentally the responsibility of the Whole Community, regardless of whose child they are, or even if said child is an Orc at all.

This means that Orcs who live near Core neighbors often seem Rude and Standoffish if not outright hostile, because they neither ask for nor offer aid even in times of trouble, and respond to unasked for aid themselves with Anger. There are even rumors that they Steal Children, because if an Orc finds a child lost in the woods they’re pretty much immediately going to start feeding it, and if they can’t find where to bring it back to, or it doesn’t seem to be well cared for, they’re just gonna keep it.*


I just love the idea. It’s a lot more believable and nuanced than the “this race is inheritely evil/good/dumb/advanced for no particular reason” some RPGs pull off, and makes certain allegedly “evil” races actually playable if you’re not relying on a system that already has them as playable characters.

Do you have any similar homebrew concepts for your versions of Goblins, Kobolds, Orcs, Dwarves etc.?

  • wordman@lemmy.ml
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    1 year ago

    Something that crocodiles do has made them one of the longest lasting species on Earth, specifically by allowing populations to explode after massive disasters.

    The way it works is: about 90% of baby crocodiles are eaten by… adult crocodiles. So, when a natural disaster (say) wipes out huge quantities of adults at once, baby crocks find themselves in world mostly without predators that eat them, this living long enough to become adults. These adults go back to eating new babies, preventing the population from running amok.

    If you imagine the “evil humanoid species™”—kobolds or whatever—does this, you can imagine why the “good guys” are always surprised at how the “hordes” replenish so quickly after being “culled”. You can also imagine the “culling” of adults erodes and annihilates any culture that might have existed in an endless downward spiral.

    But, oh, “that’s OK because they’re cannibals”.

    • Pat Scaramuzza@mastodon.social
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      1 year ago

      This was developed into a great novel series by Niven, Pournelle, and Barnes called ‘The Legacy of Heorot’. Spoiler - the big, bad creatures are rare…until you kill the adults off. 🙂