This section is to expand on the general cultures of the world, as they apply to the world of Artist Party Equals Equals.
Humans
Humans come in all shapes, colors and sizes. Humans can readily intermix with other races, so humans with some lineage of another race are very common (elves and orcs being two of the most-seen).
Culture
Human culture is a mishmash of virtually every other culture in existence. Their art, music, architecture, society, and morality bleeds from all corners of the globe. Humans have the habit of taking other cultures' properties a step further or adapting them to their own needs (which most members of the other races see as a corruption of their time-honored traditions). For this reason, most humans are versatile, ambitious, and somewhat shortsighted, especially given their limited lifespans.
Personality
Humans vary widely according to their upbringing, but as a whole they tend to be rather hasty and hardworking, due in part to their short lifespans and in part to the natural conquerer's ambition that humans are born with. Shorsightedness is common, and it's rare to find a human who has the very broad viewpoint of an elf or the steadfast determination of a dwarf. Humans have little chance to form their own morality, and thus take easily to causes where the "right thing" simply involves joining a particular group or subscribing to the moral code of a God. Humans who don't adopt causes often end up cynical and hopeless in terms of determining "right and wrong" for themselves.
Politics and Nations
Humans tend to form large, centralized civilizations in temperate lands on the surface. Because of their reliance on magic and technology to defend themselves, most humans dwell near or in cities. There are presently three major centers of human civilization: Drakon (the former spread of the Draconian Empire), Lasaed (the far eastern reaches of the same continent), and Delem (the central part of the continent westward). All areas have well-defined cities and ruling authorities, although barbaric tribes live in the surrounding forests, plains and mountains of these areas.
Love
Humans run the gamut on what love is. From devoted, monogamous relationships to free-form septsomes, from straight to gay and everything inbetween, every sort of relationship imaginable can be found amongst the humans, who tend to take easily to influences and suggestions. Humans also frequently parent children with other races, mostly Elves and Orcs. It is here that one small detail comes to light with the humans and their ability to populate with other races: almost every other civilized race in the world had a creator deity. Humans, however, did not. Some theorize that humans are the primal race, the original one from which all the other humanoid races were created, and it is because of this that they can cross-breed with them.
Religion
Humans are unique in that they have no central racial deity. Pelor, the God of the Sun, is worshipped most frequently in human lands, due to his life-giving energy and benevolent, accepting nature. Heironeous, St. Cuthbert, and Hextor are worshipped frequently (and legally) in more civilized areas due to their lawful and orderly nature. Chaotic Gods such as Kord, Olidammara, and Erythnul find little acceptance in civilized areas, though they are widely revered by wild people and by roguish members of society. Nature-based deities such as Obad-Hai, Ehlonna, and Fharlagn are generally respected for their sway over wild regions, but dedicated worshippers tend to exist in pockets or be spread out across the land. Deeply evil Gods such as Nerull and Vecna share similar status, but are worshipped in secret just about anywhere that murder and betrayal exist. Humans also worship a spattering of racial Gods, when they see fit to do so.
Elves
Elves are the longest-lived common race and generally regard themselves as the protectors and promoters of high art, sophisticated culture, and magic. They rarely intermix inside their civilization, but elven wanderers often beget half-human offspring, which highbrow elves consider both an embarassment and a sort of gift to "lesser" races.
Culture
Elven culture is riddled with art. Most elves, with their incredibly long lives, see their time in this place as a chance to gather as much understanding as possible before departing to the ultimate destination: their "true home," Arvandor, where all elves from ages past gather for an eternity of song and delight. Thus, everything an elf does, be it sleep, speak, talk, eat, fight, cast spells, study, or create an object, is a chance to gain further understanding of reality and is regarded as an art. Elven culture strongly encourages the cultivation of a highly-sophisticated personal understanding of morality and the world at large, thus why most elves do not adventure until they are in their second century of life. Magic, one of the finest ways of understanding mysteries, is very strongly encouraged as an art form for all elves to study (at least a little bit). Thus, elves tend to become Wizards more often than they become other classes.
Personality
Elves tend to maintain a very broad viewpoint on things, something they are much better at doing than most other races, given the exceptionally long timespan they have to "grow up." Their growth is a constant journey for personal understanding of themselves and the world around them, so most elves tend toward the chaotic alignment. They regard most other races as somewhat shortsighted and often misled, and more proactive elves see it as their duty to enlighten (or, failing that, lead) the lesser races down the path of truth. Though they do not hate, many Elves regard Dwarves as too stuck in their ways to ever really understand anything at all. They thus have a kind of animosity toward Dwarven culture, an animosity that's difficult to support, given the overall power and steadfastness of Dwarven culture and workmanship. Elves regard humans as short-sighted and temperamental, Gnomes as fun but ultimately unwise, and Halflings as flighty and a touch shallow. They hate Orcs and other savage races because of their senseless and hateful destruction of all things aesthetic, beautiful, or magical. Drow are even worse, twisting the beauty and sensibilities of the Elves toward evil, selfish, destructive purposes.
Politics and Nations
Elves live in natural environments. A large portion (maybe 30% to 40%) of Elves are wanderers, seeing the world alone or in pairs. When they do civilize, they live in either small villages or traveling bands. Cities of more than 2,000 are rare (there are perhaps fifteen in the entire world) and usually secluded deep in nature and well-hidden, often blending in with the natural environment. Leadership of any given group is recognized by virtue of personal merit; there is little political bickering and almost no hereditary rulership. Few Elves have disagreements of what constitutes an ideal leader: a person who exemplifies intellect, wisdom, and ability to lead, combined with courage, tenacity, care for his fellows, and a love of all things artful and beautiful. There is no central authority amongst Elven "nations," save the respect the leaders and people have for each other.
Love
For Elves, life is a voyage of self-discovery, and an Elf's love life is no different. Elves are somewhat detached and spontaneous with their relationships, coming and going as they see fit. They also tend slightly toward bisexuality, due to their curious and explorative nature. That being said, Elves are also capable of devoted and single-minded love to one being. As a race, they share an intangible spiritual connection to each other that comes from their meditative lifestyle, and occasionally they will find someone whom they have a very strong bond with. This connection, if given several hundred years to develop, may blossom and grow into a sense of completeness so powerful and irresistable that Elves simply cease relationships with other beings; to be with anyone besides that single person is literally unthinkable. Once this happens they generally retreat into seclusion for the remainder of their lives to be with each other. Should they choose to continue adventuring, it is always together. Should one of them die, the soul departing for another world causes a wound in the living one. He soon becomes incapable of action, and his life comes to an end of its own accord. According to legend, such Elf spirits haunt the material plane, wilting flowers and causing heartache to all whose presence they enter, until they are capable of breaking free and returning to the company of their beloved.
Religion
Elves, first and foremost, worship Corellon Larethian, the creator and protector of their race. Any individual elf, or any given village or tribe or subrace, may primarily worship another God, but even these Gods answer to Corellon Himself, and all Elves pay reverence to Him in some way or another. Contrary to popular belief, the Elven clergy in general is loose and undemanding, believing that individuals are best off finding for themselves the wisdom of The Protector and His Seldarine court. Of course, shrines, sermons (usually consisting of poetry and music in reverence to Him), and guidance are offered to all who want it. Here is another way in which the Elves hate the Drow: whereas the Elven Gods and clergy are rather liberal in their guidance of worshippers, Drow religion demands absolute loyalty and adherence to dogma and sacrifice, usually with dire consequences for the individual who shows the slightest spark of infidelity. In addition, the chaotic evil nature of the Drow results in a constant deific war, with peace coming only through death and fear. The individual is thusly trapped, with every God threatening those who do not worship them. Lolth, being the most powerful by far, is a wise choice for any Drow who wishes to die of old age.
Dwarves
The Hive. Men of Stone. Gears in the Machine. Whatever the name, Dwarves exemplify order, tenacity, hard work, and a laborous camraderie unmatched by any other race in the world.
Culture
The Elves call Dwarves stubborn, set in their ways, and unwilling to bend to new ideas. Most Dwarves would respond to this accusation with a nod and a grunt before turning back to their work, be it a carven archway, a good thick wool tunic, a well-braided beard, or a razor-sharp Dwarven waraxe. Dwarves admire hard work and dedication in all parts of life. Family and clan mean a lot to them, and The Hall (the Dwarven term for hometown) is almost as much. Self means little in terms of personal growth, and for most Dwarves, happiness is a fulfilled sense of duty, hard work, and structure. Dwarves favor function over form, and their architecture and craftsmanship show it, emphasizing geometric shapes and straight lines. A Dwarven waraxe may not be much to look at, but it will probably cleave through any other weapon it encounters. Similarly, Dwarven Halls are built to last, with pillars rising hundreds of feet high and furnaces harnessing the raw fire of the very earth itself. A Dwarf's admiration of a piece of work comes more from quality materials than aesthetic beauty, and good metal and gemstones are popular amongst Dwarves. A Dwarf's familiarity with metal and stone make him a natural at working with those materials.
Personality
Dwarves are dutiful and steady, a trait which makes most other races think of them as gruff, reserved, and set in their ways. However, one who earns the admiration and loyalty of a Dwarf is virtually guaranteed a lifetime of loyal care and companionship. A Dwarf who finds himself thought of as unattractive meets the accusations with the certainty that his rough hands and body were given to him to hew the earth and protect the home, something he excels at more than anyone he's ever met. Arcane magic is generally looked down upon in Dwarven culture. Dwarves believe that all the magic they need is given to them from appropriate sources (aka their Gods), and it's better to rely on quality craftsmanship than magical enhancements. "Solid" is a good word for describing a Dwarf. Because of their reverence for the ideals of stability and steadfastness, most Dwarves who become adventurers favor the Fighter class.
Politics and Nations
Dwarves live predominantly in Halls, massive cavern complexes carved out of mountains. Dwarves living on the surface are rare, and Dwarves living in the Underdark are even less common (besides, of course, the Duergar, who live so far deep underground that even the Drow do not match their level of delving). Dwarf society is composed of Clans, each with a main house that has a Head (male or female). The Heads of each Clan elect, every so often, a Bund, or leader, who oversees the operation of his Hall. Though not a requirement, lineage and wealth are taken into great consideration in picking a Bund. A Bund retains his office until he either dies or steps down. All Dwarven Halls maintain a Council, who meet every fifty years or so to discuss trade, technology, and other pressing matters.
Religion
Dwarves predominantly worship Moradin, their creator and protector, with great piety and diligence. Moradin demands regular and dutiful worship, but sensibly so, and always with the good of the Clan and Hall in mind. There are lesser Dwarven deities, but each one has a specific function, and is given an appropriate place in each church. Churches of Moradin exist in every Hall and are well-organized and well-financed, with services held weekly. Ceremonies consist of chants and hymns in Dwarvish, preceding a sermon by either an Ollam or cleric, followed by a few well-earned hours of feasting and (always honorable) fighting. The Dwarves then go back to their duties.
Gnomes
Gnomes are the pranksters, the joke-tellers, and general laugh-it-off, happy-go-lucky joyeurs of the common races.
Culture
Gnomish culture encourages laughter, goodheartedness, and kindness and love for life and natural things. Gnomes love the world and all parts of it, and believe that joy and good cheer are most important in the life of any living being.
Personality
Gnomes have a very lighthearted approach to life, seeing it as a wondrous thing to be approached with a sense of play and good spirit. Pranks and good jokes are a must, for not only do they encourage good humor from the recipient, but they also keep one's wits sharp for counter-pranks. Gnomes have a natural talent for illusionary magic, and this only re-enforces this tendency. They tend to respond to hostility with cunning and good spirit, rather than vengeance. Frustrating and befuddling an opponent until he is impotent to act is as good as defeating him outright in the mind of a Gnome. Besides their laughing nature, Gnomes are also innately curious, and therefore often tend to become tinkerers and mages. This curiosity differs from that of Elves, however, as and Elf's curiosity is a quest for understanding, whereas a Gnome takes delight in the world and all its creations. Due to their goodhearted and freespirited nature, the class of Bard comes naturally to members of the Gnomish race.
Politics and Nations
Gnomish politics are either hereditary or democratic, depending on which Gnomish nation is in question. Gnomish settlements are usually situated in more natural areas, and are usually so well concealed and drenched in illusionary magic that an army could march through a Gnomish city and never be aware of it. Gnomes are also right at home with nature, arguably more so than the Elves. Gnomes as a whole do not share a national identity, as there is little need for them to ever group together as a race to resist threats or share resources, but they gladly help other Gnomish communities in time of need (and, indeed, prank them from time to time).
Religion
Gnomes revere their primary God, Garl Glittergold, as an exemplary of Gnomish personality. A legendary prankster himself, Garl supposedly once brought his wrath to bear on a community of evil gnomes - by making their clothes run away from them until they repented. Clerics of Garl are often pranksters themselves, and sermons are not so much dignified ceremonies as they are stand-up comedies with interspersed song and dance. Garl enjoys seeing piety and regular worship from his followers, but is lenient with those who exemplify the Gnomish ideal. Garl, of course, has his own pantheon of lesser Gods, and rumor has it that when not committing miracles, they while away the time by pranking each other in their great golden heaven of Bytopia.
Halflings
Halflings, as the other small common race, stand in stark contrast to Gnomes. Whereas Gnomes are freespirited and jolly, Halflings are usually cautious and reserved. However, centuries of nomadic, survival-based lifestyle have made Halflings as a race cunning and resourceful.
Culture
Halflings as a race are utilitarian, resourceful, and efficient. They take what they need and leave the rest. After all, taking too much may slow one down or incur the wrath of more powerful beings. Thus,their magic and craftsmanship are based mostly on the criteria of function and efficiency - what can be made with as few resources as possible? This thinking spreads to Halfling relationships as well. If you want to say something, say it as eloquently and concisely as possible. Their language has therefore evolved as a simple, rapid tongue where things can be described easily in terms of their value, size, and other physical or utilitarian properties.
Personality
Halflings seem quiet and reserved to most other races, but in reality they are more so cautious and observant. Centuries of surviving around people bigger and stronger than them have taught Halflings to not involve themselves unless necessary, not to take risks unless they need something, and never to speak up unless it must be heard. This doesn't mean they are depressed or glum; to the contrary, Halflings have a dry wit with which minimalist jokes are delivered with precise tone and timing, and they have a knack for shutting up loudmouth fools with a single well-placed sentence. Because Halflings tend to rely on their skills and cunning, rather than force of personality or fighting ability, adventurers usually take up the class of Rogue.
Politics and Nations
Halflings live in nomadic bands. Individual families sometimes take up residence in the larger cities and villages of other races (mostly Humans), but as a whole Halflings stick together on the road. Leaders of individual bands are decided by the band itself, and Halflings have no national identity. Bands are, however, kind when they meet each other, since there is a good chance they are both going through the same situation. Sharing is important in Halfling communities, for without an established village, currency has little or no meaning. Most Halflings are content just to live.
Religion
Halflings are levelheaded and objective, so religion doesn't come very naturally to them. However, they often worship Yondalla, who supposedly created their race and to this day works to protect it. Churches of Yondalla (or members of her pantheon) are usually a wagon in the train containing a small shrine. Since Yondalla holds the title of Nurturing Matriarch, Halflings often look to her for bountiful hunts and gatherings. Their are other gods that watch over specific aspects of halfling culture, such as stealth, warfare, travel, weather, etc.
Orcs
Comments (0)
You don't have permission to comment on this page.