Elves in Sheep’s Clothing

by Christian Martinez

Hello everyone! This is my first post here on the blog and I hope to be making more on a fairly frequent basis. I’m a new face here – though I’ve been involved since July and am working on a few projects behind the scenes (i.e. the upcoming Hidden Kingdom 4E Adventure Setting, and The Dead Queens of Morvena). Hope you enjoy this first article and you can expect to see more from me in the future. Now on to the article…

When characters are travelling, it’s nice to have the world change around them even if it’s just as a marker to demonstrate that they’re somewhere other than where they started. One of our writers, John Payne, came up with a great way to do this in his recent article by changing the beasts of burden used in a society.

His article got me thinking of how I make worlds feel whole and textured in my games. My personal favorite technique to help your players feel like they’re somewhere foreign isn’t to simply to change what the races are called but to change the behavior and trappings of races and cultures.

One thing I dislike in fantasy settings are drastically different species of the same race (especially elves) themed to environments instead of new races altogether or different cultures of the same. As an alternative, I introduce three different examples cultures of elves, each having a distinctly different feel and behavior while remaining mechanically identical. The goal is to show one way a GM can make players feel like they’re truly  travelling in a complete and textured world. 

The Kingdom of Cielo

These elves don’t have any particular inclination for forests or magic, they are the dominant race in a kingdom they conquered by air. They excel in the construction of sky-ships, using them to patrol and maintain their lands.

On religion, they view gods as a frivolous waste of time, worshipping their ancestors instead. They have a flair for the melodramatic and a decided lack of subtlety including a very strong connection between appearance/behavior and one’s nature and profession. What you see is what you get in Cielo – the elves there don’t have a cultural basis for subtly, sarcasm, or double meanings. Villains and dastards wear black cloaks and skulk through alleys; heroes are dressed in white and gleaming gold and never speak a lie; sky-ship captains swing from ropes, wear brightly colored loose fitting clothes, and spend their time wooing women at every port they call on.

The Changed

In a great City sprawling across half a continent, engaged in an eternal war, Elves exist as magically altered members of humanity. Designed for war as scouts, snipers and long distance combatants they come from many walks of life.

Those that volunteer to become elves have to pay for the incredibly expensive process from their own pockets and those that are drafted into the military are often subjected to the change as a way to “pay their debts off” by providing a service to the city.

Scorned and treated with distrust by most humans in the City once elves retire from the military they often stick to the underbelly of society, if they don’t try to leave the City altogether in search for lonely wildernesses. Those that volunteered often work as thieves or operatives for various noble houses or powerful guilds, possessing a much better fate than their drafted cousins.

When exposed to elves from different continents or planes these elves react with shock and perhaps hope for something better. They yearn for leadership and examples to lead them from their mostly miserable lot.

The Wela’n Elves

In the depths of far jungles dwell these Elves, building temple-pyramids high enough to challenge mountains. Obsessed with time itself they build their pyramids up cycle by cycle, year by year, perhaps using John’s Ettl to do much of the work.

They worship time and its passage, chronicling it with a hundred different systems of calendar.  They’ve evolved no monetary currency and instead use a complex system of trade and barter with value based upon the time spent upon an object. Older objects are worth much more than newer ones as a general rule.

At the tops of their pyramids lie sacred pools of water maintained from the beginnings of their obsession with time. Their priests stare into the pools reading the future in the ripples caused by rain and their own hands drawing patterns on the surface.

Behavior, government and even trade is ruled by time (of year, month, week and day) and outsiders will make little headway without knowledge of the calendar or a good guide.

What kinds of cultures have you created for your game? What are some of your favorite fantasy or rpg cultures? What ways do you flesh out your world; make it feel more textured and real?

About Christian Martinez

lives somewhere in his mind and has for some-time, though his body can often be found seated in various New York Starbucks. He discovered gaming through D & D as a child and has been fascinated with creating worlds to occupy and romp through ever since.