Alternative Fantasy Race Relations

In 1948 America was at the pinnacle of its prosperity. It was nation of wealth and status in the world community. Russia was the United States’ great rival, an opposing superpower which seemed to us completely indomitable. The nation of Japan had lost a bitter war with us only a few years prior, and most Americans still held tight to their anger towards the Japanese people for the atrocities of that war. While China was a backwards, technologically inept nation of farmers, who were strong allies of the United States during World War II.

That was 63 years ago. Today, in 2011, the world looks a much different place. Russia’s economic collapse and subsequent failure to recover has knocked it off the radar of most American citizens. Japan, once the bitter rival of the U.S., is now one of its closest allies. China–no longer a close friend of the U.S.–has risen to become one of the most economically and technologically successful nations in the world. And America, while still wealthy and powerful, has been steadily on the decline in the decades since that pinnacle of prosperity mentioned above. It would seem that the old adage rings true: things change.

So why in nine hells do fantasy races always hold the same position, and have the same relationship, in every single universe?

This has bothered me for a long time. Dwarves always hate elves just a little bit, and elves always reciprocate. This hatred is never enough to put them at each others throats, though, and it pretty much peaks at rude comments. Orcs, goblins, gnolls, kobolds, and generally anything which has a skin color no real-life human can have, are always evil monsters. It generally seems that these creatures are granted intelligence by game designers for the sole purpose of making them more challenging foes. Halflings and Gnomes are probably the most diverse, but as a rule neither race is anything but amicable. There’s never a city with sings which read “you must be this tall to enter.”

And humans. Humans are the worst offenders of all. Nearly without exception, humans are “more diverse than other races.” They are almost always a young race, with lifespans equivalent to modern real-life humans. Most settings take special note of how prolific humans are, and that despite their youth compared to other species, their diversity has allowed them to flourish and become nearly omnipresent compared to the other species.

I understand why things are done this way. A dwarf isn’t a dwarf if he doesn’t like hammers, beards, and ale. If somebody made all the dwarves in their world sober, clean shaven accountants, that would be a crime on par with that of the Twilight books. It also helps for players to enter a game already knowing who the “good guys” and the “bad guys” are. Since they’re supposed to be characters in this world, they should know those things. And if the player already knows what their character should know, it helps speed things along. Besides, things can become difficult if two player races are so opposed to one another that they would refuse to work together.

And in all fairness, it has become somewhat popular for these concepts to be toyed with in recent years. Orcs, in particular, now seem to appear as a goodly race more often than they appear as a monster. But that having been said, there’s a certain appeal to a gritty and unpleasant setting where people don’t get along very well. I enjoy mixing the traditional concepts up, and letting my players run wild in a world more unusual than a typical fantasy setting.

Below is some information on a number of fantasy races. This information is for use in a future campaign world of mine which I may or may not ever finish. Any race which isn’t mentioned is one I haven’t figured out what to do with yet.

Humans

Average Lifespan: 45 years

The great human empires have come and gone in the roughly ten thousand years since the race was born. All that remains of them are ruined castles scattered across the land. What humans remain are a lost race. They have fallen so far from the heights of their glory that few humans even know their peoples had any glory to begin with. The few stories which still speak of their ancient empires are fractured and mythological in nature.

Now, most humans live in small tribal villages, or in roaming bands of nomadic barbarians. Humans will occasionally settle in the ruins of some crumbling castle, never realizing their ancestors built it. As a species, they are of little importance. Most human tribes are too concerned with finding food or waging territorial wars with other humans to become involved in more lofty pursuits.

The one thing which sets humans apart is that nearly all of them are born with the innate talent for sorcery. Though not all choose to pursue this path, fully half of humans do. And even those who do not are normally able to cast one or two simple spells.

Somewhat ironically, it is this sorcery which caused the downfall of humanity in the first place. Some four hundred years past, when human power was at its height, and human wars raged across the land, an evil king hatched a plan to put an end to his rivals. Using a ritual of unspeakable evil, this king slaughtered half of his subjects, granting the rest of his people sorcerer abilities, with the unintended side effect of reducing their intelligence.

The evil king’s genocidal rampage was successful none the less. But within a generation, the reduced intelligence of humanity had caused his government to collapse. For several generations, humans became progressively stupider, and more bestial. Since then, however, the race has recuperated somewhat. Humans are still one of the less intelligent races, but they are intellectually capable for the most part.

Babyls are an offshoot of humanity which did not cease their generational decline. Babyls appear to be human, but their intelligence has reduced them to animals without the ability to understand language. Some elven societies keep Babyls as pets.

Dwarves

Average Lifespan: 2,000 years.

Dwarves are an extremely prolific race, living not only in mountains, but also in underground complexes beneath plains, and even some forests. As a people, they are wary of magic, but technologically advanced, having developed both gunpowder and steam propulsion. While most dwarves still prefer a heavy axe or hammer in combat, rifles are common as a first-strike weapon. And many dwarven communities are now linked together by an advanced network of underground trains.

Socially, Dwarves are strictly hierarchical. Children obey their parents, wives obey their husbands, men obey the clan elders, and clan elders obey the king, and even kings obey The Emperor. Despite the many lands which dwarves inhabit, spread across many continents, there is only one single dwarven nation. Each dwarf is part of the regimented machine of dwarven society, and proud to play whatever role they play.

Dwarves also have a long standing and bitter blood feud with elves. The two races are constantly at war with one another. While land is often lost or gained, neither side has yet emerged as dominant in hundreds of millennia of conflict. Dwarves have access to much greater levels of organization and support, whilst elven magical abilities mean every elven life is normally paid for with dozens of dwarven lives.

Elves

Average Lifespan: 10,000 years.

Elves are numerous. Not quite as prolific as dwarves, but nearly so. They make their homes primarily in woodland areas, but sometimes construct their cities on plains, in swamps, or anywhere else, so long as it isn’t a mountain. Elves are too individualistic for centralized governments. Each elven city is a state unto itself. The laws and customs vary from city-state to city-state, sometimes wildly. Almost universally, though, these city states are governed by a mageocracy.

The elven predilection for magic permeates their entire society. Nearly without exception, every elf is a wizard. Some of these wizards govern, others are architects or military tacticians, but each is, above all, a wizard. The rare elf who is not a wizard will, at best, be treated as little better than a slave. At worst he or she could be cast out into a world which can be harsh towards the haughty and unpleasant elven race. These cast outs normally try to make their lives within orc society, but a few attempt to integrate with humans.

Halflings

Average Lifespan: 50 years

Halflings are a slave race. They have no real culture or identity left to them save that of countless generations of servitude. Halfling slaves are what make elven society work, with each elf owning perhaps 2 or 3 halflings. Orcs keep halflings as slaves as well, though not in such great numbers. There is likely to be one halfling slave for every ten orcs in a community. The orcs consider them very useful for sea travel, since halflings don’t take up much room, or eat many rations.

Orcs

Average Lifespan: 80 years

If you need to travel on water, talk to an orc. This coast-dwelling species is master of the open sea. On a whole, they’ve managed to remain neutral in the conflicts between other races. Some individual orcish towns have thrown in their lot with either elves or dwarves simply as a matter of necessity.

Colorful Characters 4: Baron Ika of the Treebreaker Tribe

Ika of the Treebreaker tribe was born twenty six years ago. Like all goblin children, Ika was raised in an environment where her ability to bite and claw the other children was the only thing which ensured her next meal. Early childhood served to hone a goblin’s devious instincts, and had the added benefit of making Ika tough-as-nails. By the time she was a year old, she already had a reputation among the other children for being absolutely fearless.

When Ika was four, she and some other children were hunting snails in a small copse of trees not far from the village. Quickly bored by their task, the other children decided to test Ika’s fearlessness. They set fire to a bush, and told Ika that if she ran, she was a coward. They then scuttled off to wait just outside the treeline, and come up with jeers and taunts to throw at Ika when she eventually came out.

The fire spread from tree to tree, and the goblin children continued to wait. The fire eventually drew other goblins as well, and the children told them about Ika’s test. Not being a particularly nurturing race, most of the adults started trying to come up with jeers of their own. But Ika never emerged. As the fire smoldered, the goblins returned to their village, believing the young fool to have died.

Ika had, in fact, remained in the flaming death trap much longer than she should have been able to survive. But, as the fire became omnipresent around her, Ika’s need for self preservation overrode her need to prove she was tougher than any of the other goblin. Badly burned, and coughing violently from smoke inhalation, she stumbled out of the cluster of trees on the opposite side from the one the other goblins were waiting at. And it was there that the hunting party of Baron Greegorg found her.

Greegorg of Stok was a human lord who could best be described as arrogant, amoral, and cheap. So when he found a coughing young goblin child separated from the rest of her tribe, he saw it as a golden opportunity to improve his small castle’s plumbing. So Ika, biting and scratching the whole time, was thrown in chains and taken to Castle Stok where she was forced to clean the stables, chamberpots, and even the dreaded brown chute, for six years. In that time she had ample opportunity to observe the baron, and the goings on of human lords.

In the seventh year of Ika’s slavery, a human she had not seen before approached her while she was dumping shit from her small cart just outside the castle walls. He asked her if she would like to be free, which she said she would. He then asked her if she was willing to kill, and she answered that she was eager to. The man went on to explain that he was an assassin, and that he had been hired by a rival to kill baron Greegorg. But the deed had to be done that very night, and he had no means of entering the castle.

Ika smiled a devilish smile, and told the assassin about the brown chute. A long shaft, angled at 45 degrees, which ended five feet off the ground on the castle wall, and began in the Baron’s own bedchamber. An easy entrance for an assassin with the fortitude to brave the slime and the stench. The man grimaced and told her he would come for her if he was successful. Seven hours later, the assassin returned, smelling horribly, and freed her.

Able to determine her own destiny for the first time in over half her lifetime, Ika didn’t quite know what to do or where to go. The assassin, whose name she learned was Blavid, offered to allow her to travel with him. And so, for some years, Ika aided him in his work as he traveled about the kingdom. She was not quite as subtle or skilled as the assassin, but her strength in combat proved to be a significant asset to the human.

During the fifth year of her travels with Blavid, he and Ika were helping a merchant dispose of some competition when she recognized the village they were in. It was one which her clan had raided shortly before she had been enslaved. After the mark had been slain, Ika bid farewell to Blavid so she could return to goblin kind. He, having grown fond of the little green woman, told her to look him up if she ever needed anyone killed.

It took nearly a fortnight of traveling and searching, but Ika found the village she had been taken from as a gobling. Reintegrating with her tribe was not easy, though. Her fellow Treebreakers were suspicious of her. So many goblin children die as a matter of course that few even remembered her. Those who did remember her story were unsure if the goblin standing before them was indeed Ika of the Treebreaker, or just a tribeless goblin looking to infiltrate their village.

Shunned by her people, Ika determined to prove herself the only way a goblin can: through violence. She recalled a tale from her childhood of a blade of legendary strength, used by Treebreaker chieftains in generations past. According to the tale, it rested in a dangerous crypt deep in the forest of Umulgar which bordered the Treebreaker village.

Ika offered a gold to one of the village elders to tell her where the crypt could be found. With that information in hand, she set off to find the sword. She braved the many wolves and the giant spiders of the forest to reach the entrance to the crypt. Within she faced further danger from deadly traps, and undead goblins. Through all these, Ika survived. And when she pulled the sword called Gorgok’s Tongue from the pedestal on which it rested, she felt its power sear her skin and rattle her bones. When she returned to the surface, she found that she was a changed goblin. Her contact with the sword had awakened a latent sorcererous power within her.

Armed with her newfound talent and her mighty blade, Ika returned to the Treebreaker village. She arrived just in time for a post-raid feast. The goblins were dancing and eating and drinking; all of which Ika interrupted by cutting off the chief’s head. And, as the head rolled across the ground with half a chicken head still hanging from its jaws, Ika shouted, “Ika is leader now! Ika is baron of Treabreakers!”

The tribe did not attempt to block her ascent, and have prospered in the many years which she has led them.

Personality

Baron Ika is more worldly than most goblins, and has a great deal more pride. Her self-bestowed title of Baron is a good indication of how she sees herself, and how she thinks others should see her. She is a goblin to be feared, and she knows it.

Tactics

Baron Ika always tries to cast Mage Armor on herself before combat, raising her AC to 24 for an hour. If she’s unable to do so before combat, she will use her first action during combat to do so.

Ika keeps her spells in reserve, and attempts to attack the weakest character whenever possible. Her preference is to quickly kill this character, then use her sword’s ability to raise them as a skeleton to assist her. If she is accompanied by other goblins, which she most often should be, she directs them to attack more powerful party members to keep them distracted.

If Ika is reduced below 75% health, she will begin to cast Magic Missile when it is convenient. She will use one of her potions at 50% health, but save the rest in case she needs to flee. If reduced below 25% health, she will use a withdraw action to attempt to escape and hide from her attackers. If they are too persistent in attempting to find her, she will prepare an ambush.

Thoughts On Use

Baron Ika works well as a boss in a first or second level adventure. If you were so inclined, however, she could be the sidekick or lieutenant of a boss in a level 3-5 adventure.

Baron Ika of the Treebreaker Tribe (CR 3)

XP: 800
Female Goblin 3 (Fighter 2/Sorcerer 1)
NE Small humanoid
Init +7; Senses Perception +1, Darkvision 60ft


Defenses


AC 20, Flat Footed 16, Touch 15 [10 + Armor(4) + Dex (3) + Amulet(1) + Size(1) + Dodge(1)]
hp 29 (2d10 + 1d6 + 6)
Fort +5 Ref +3 Will + 1 (+1 vs. fear)


Offense


Speed 30ft
Melee Gorgok’s Tongue + 7 (1d10 + 5/19-20 x2)
Ranged Dagger + 5 (1d3/x2)
Sorcerer Spells (CL 1st; Concentration +3 (+7 when casting defensively); Spell Failure 20%)
1st (4/day)–Mage Armor, Magic Missile (two missiles)
0 (at will)– Bleed, Mage Hand, Message, Detect Magic
Bloodline Elemental (Fire)
Bloodline Powers
Elemental Ray (5/day)–Ranged touch attack, 30ft, 1d6 fire damage.


Stats


Str 15 (+2) Dex 17 (+3) Con 15 (+2) Int 12 (+1) Wis 9 (-1) Cha 14 (+2)
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Dodge, Weapon Focus (Greatsword), Combat Casting
Skills Intimidate(+7), Perception (+1), Ride (+10), Spellcraft(+5), Stealth (+9), Survival (+4)
Languages Goblin, Common
Gear Gorgok’s Tongue, Chain Shirt, Amulet of Natural Armor +1, 10 daggers, 3 potions of cure light wounds, 12 gold pieces.


Weapon: Gorgok’s Tongue


Aura Faint Necromancy[Evil]; CL 4th
The hilt of this goblin-sized greatsword is engraved to look like a goblin’s head, with the ears forming the cross guard, and the hair wrapped around the grip. The goblin’s mouth is open, and the waving blade extends from it like a tongue. This is a +2 Greatsword. Once per day, a creature killed by Gorgok’s Tongue will rise as a skeleton under the wielder’s command as the Animate Deadspell.

It is very unusual for a blade of this quality to bear the markings of goblinkind. And, in fact, it was not crafted by goblins. A century ago, an evil halfling wizard conquered several tribes of goblins and forced them to raid nearby towns. He had this blade crafted as a gift for his most effective goblin chief, Gorgok of the Treebreaker tribe.

Magic Items: By Deed or by Craft

One of the great legacies of Dungeons and Dragons, a legacy continued by Pathfinder, is the strong presence of magical items. Ever since Gygax and Arneson first published their “Rules for Fantastic Medieval Wargames Campaigns,” magical swords, helms, rings, and so on have been a staple of treasure hordes around gaming tables everywhere. These wondrous treasures have served not only as motivation for players to delve ever deeper into the dungeon, but have played a role as an essential part of character progression and enhancement. This has remained true even as games moved beyond the tabletop. Modern games, such as World of Warcraft, can often be simplified as a quest to get magic items, so you can engage in more difficult challenges, which result in better magic items.

In Pathfinder, most of the magical items available can be gathered in one of three ways. The most traditional way of acquiring such treasures is to find them; whether it’s at the bottom of a dragon’s horde, or resting on a pedestal in the tower of an evil lich. A character might also earn magic items, either by gold, or by deed. Finally, with the right skills, a character can simply make the item they desire. Pathfinder (and D&D 3.5 before it) provides detailed information on creating magic items, including the cost of raw materials, and the amount of time the work will require. All a character needs are a few prerequisites: ranks in a crafting skill, a few feats, maybe a spellcasting class, and they’re good to go.

Some magic items which can never be crafted, regardless of skill. These exceedingly rare items are known as artifacts. The most common artifacts have perhaps a couple dozen iterations in existence. Most are even more rare than that, and many are one-of-a-kind. The exact reason why an artifact can’t be replicated varies from item to item. Some are simply of mysterious origins, such as the Deck of Many Things. Others might be ancestral treasure, created in time immemorial, such as the Axe of Dwarvish Lords.

My favorite type, though, are the artifacts which are created by intersecting with greatness. Good examples of this tend to come from D&D, since Pathfinder’s mythology is not yet well established. Take the hand and eye of Vecna, for instance. If a player were to cut the hand and eye from just any lich, and attempt to replace his or her own hand and eye with the lich’s, it wouldn’t work. Like as not, the character’s shortsighted plan would leave him or her short handed. Alternatively, attempting the same thing using The Hand, and The Eye will work, and it will grant the character fantastic abilities to boot. These artifacts gained their power because they were once part of Vecna. Other items which gained their power through association with greatness are The Mace of Cuthbert, The Sword of Kas, and the Wand of Orcus.

I find these items so much more engaging than other magic items, or even other artifacts, because of the inclusion of a history. When my fighter hefts the Sword of Kas, she knows the blade was forged for one of the most evil swordsman in history. She knows the blood of countless innocents have run over the handle she now grips. That knowledge transforms the blade from a hunk of metal and a bonus to my attack roll, into something which my character cares about. That kind of interest in the game world is something which game masters should strive to instill in their players.

That excessive buildup brings me to the main point of this post:

What if all magic items were created by deed, rather than craft?

I’ve been toying with this idea for a couple months now, and I think it has potential. Such a dramatic shift in gameplay mechanics is perhaps best suited to an entirely new system. But I’m a Pathfinder GM, so I’ll present it as a house rule (probably a campaign-specific one) for that game.

The immediate problem with this idea is one of supply and demand. Pathfinder is designed with magic items in mind, and a character without them is going to have a much more difficult time dealing with encounters of his or her level. That isn’t to say that it’s impossible, many people enjoy low-magic games where magical treasures are much more rare than they are in standard play. But even in standard play, a high level character is lucky to have even one artifact. Clearly, that gap needs to be bridged for the idea to be viable.

The obvious response is to simply lower the threshold of awesomeness required to transform a normal item into a magical item. I think it was probably clear from the start that we’d need to do this, but there’s a danger in going too far. If we try to use this new method of magic item creation to simply supplant the current system without any additional changes, then killing five people will need to be enough to create a +1 bonus. That completely defeats the purpose of the new method, since the backstory for 90% of items will simply be “used by a nameless soldier for the three weeks he survived such-and-so war.”

The best solution to the supply and demand problem is to meet in the middle. Any game using this method needs to be a low-magic game, where players can’t expect to be able to find an upgrade in every dungeon they delve into. The threshold of awesomeness required to create a magic item will also need to be lowered drastically. Low enough so that magic items will be accessible starting as early as level 1 or 2, but high enough that the story behind the creation of the items will still be of interest to the player. I’ve given some possible examples below.

One other problem with this system is any kind of run-of-the-mill magic items which give simple bonuses. Items such as +1 daggers or +2 armor inherently lack flavor. In certain rare circumstances they may be appropriate (I detail a +1 bow below), but as a rule, magical equipment created through association with greatness should reflect the nature of that greatness more specifically than a flat numeric boost can.

Examples:

Boarslayer’s Blade: This blade grants a +2 bonus to attack and damage rolls when wielded against creatures of the Animal type. It was created by legendary human ranger Hassif Annandar when he was only 12 years old, and protected an injured playmate by slaying the boar which had attacked them.

Bow of Winning Accuracy: This is a +1 shortbow. It was created by a mysterious stranger who appeared at an elven archery tournament held annually in Mahgtinton Wood. The stranger won the competition easily, astounding the crowd by striking her own arrows in twain eight times on a target twice the normal distance from the shooting line. The stranger disappeared before she could be congratulated, but she left her bow behind. Legend says that the stranger was none other than the fiendish bandit of Mahgtinton Wood: Shora The Fox.

The Immovable Rod (as Immovable Rod, found on page 484 of the Pathfinder Core Rulebook.) This unusual magic device was created when the kingdom of Queen Darsus was beset by demons. The queen led her servants and children into her bedchambers, and barred the door with this rod. For three days she single-handedly held the door closed using only her strength, and what leverage she gained from the bar.

The Devilsblood Blade This is a Flaming Burst Battleaxe. It was created during the battle of Obrent’Kel, when an army of dwarves fought off an invading force of hill giants. The giants had hated the dwarves for years, and made a pact with devils to finally wipe out the clan. During the battle, a lowly Axe Hand named Torel Anvilchest (who would later become a general in the clan’s leadership) faced down and slew a horned devil after being separated from his unit.

Ring of Invisibility (as the item of the same name on page 481 of the Pathfinder Core Rulebook) When master assassin Arcturus Iammad accepted a contract from the price of Galnar to slay his father, the king, Arcturus didn’t know what he was in for. After sneaking into the massive Castle Galnar, it took the assassin no less than a month to finally finish what he thought would be only a night’s work. The labyrinth of secret passages, illusions, and magic portals within the structure were enough to nearly drive him mad. But not once was he seen, and once he found the king, he finished the job he had been given.