GiantOctopodes
2015-08-05, 03:11 AM
So I'm in the very early, broad stroke steps of world building. I'm currently painting the races in broad strokes and defining their interactions with each other, and the Dragonborn have proven to be my first stumbling block.
Here is what I have for the common races, so you have an idea of where I'm starting from:
Humans- Humans are humans, and are largely the same as ever. Varied in their practices, government structures, beliefs, and everything else, the best and the worst are found amongst them. They are populous and expansionistic as a whole, and their empires rise and fall with the passing of generations.
Dwarves- Dwarves love mining and working with the stone, and are a proud race of blacksmiths and craftsmen, every one. They're tough as the mountain stone and just as slow to change. They are fine enchanters who tend to make permanent magic items, whose power waxes over the course of centuries. Their fine enchanted items are handed down from generation to generation, and they themselves craft what they do not receive as inheritance, so it is a rare adult dwarven warrior who is not bedecked in magic arms and armor. This would make them a fine prize for those who can slay one, but there are two issues there. First, they fight in well disciplined tactics and never travel alone, and they never leave their dead behind unless there is absolutely no alternative (those bitter losses where such events occur are deeply etched in their memories, the only thing longer than their beards). Second, dwarven armaments do not magically resize, and the secrets to altering it to fit a new wearer are known only to dwarves. If you ask any dwarf, it is impossible for anyone other than them to do so. They never trade their magic to outsiders, though they readily trade raw metal, gems, basic metal goods and decorative items, most often for food, lumber, leather, and other goods more easily obtained on the surface.
Elves- Ephemeral is the perfect word to describe elves. They tend to want to experience the full breadth of existence, and rarely stick with any one vocation, task, lover, or anything else. Their homes are more often than not temporary structures, and even when they take up residence somewhere, they will typically pack up and leave with little to no notice days, weeks, months or years later, whenever they feel that they've gotten enough out of their current experience and that it's time to move on. Their wanderlust, combined with the fact that they are passably good at a great many things, makes them heavily romanticized, and wild tales of their magics, their ageless nature, their trance, and just about every other aspect of their nature circulates freely amongs the humans (they are the most common non-humans seen in human lands), with no one quite certain how true any of it might be. Despite being journeymen at many tasks, it is rare indeed the elves who have the patience and commitment to master anything. Even their magics tend to be temporary modifications of common items, or potions, scrolls, or other consumables, and even their "permanent" magic items see the magic fade from them over time. No one has any idea whatsoever how many of them there are, they hold no cities, gatherings of them will form and break apart with the passing of the moons, and they are encountered in the oddest of places, doing the oddest of things, as they explore life in all its richness.
Halflings- Far more insular and clannish than Dwarves could ever hope to be, halflings are a poorly understood race. Their tribes wander about in a nomadic lifestyle, living off the land and only making contact with outsiders when they need to trade. Their magic favors stealth and concealment, and they are so good at hiding their encampments of carts and tents that they are virtually never found unless they mean to be, and they have a reputation for stealth far beyond anything that is reasonable. They also have a reputation as thieves and liars, and when a burglary occurs and no culprit is found, it is often assumed that halflings had something to do with it, and blamed on them even when no encampment is nearby. After all, who can really tell whether an encampment is or isn't nearby. This in turn only feeds into their reputation, such that halflings are often greeted with a cold welcome, and often find themselves facing unfavorable and unfair business terms when trading, as many see it as only right to recoup something when the payment is surely ill gotten or stolen goods.
Gnomes- Innovators and experimenters, Gnomes are masters of crafting bizarre inventions which often produce effects normally only seen in magical items, such as allowing a man to fly, or causing fire and explosive force, or making a light which is not extinguished by water, amongst many other things. Truth be told, this is largely because their race, overall, is not particularly magically inclined. However, between their impressive devices, which common folk often see as magic (for how could it be anything else?), and their use of cantrips and minor magical effects to give the impression of great magical power, they have a rather undeserved reputation as a race of powerful wizards. Those that do excel in magical arts tend to push any boundaries they can, often practicing necromancy and other taboo forms of magic. Due to the often catastrophic results of their experimentation, they are not welcome in wealthy and populous areas of the human cities they frequent, but a combination of respect and fear prevents them from being barred from them, and they often have significant wealth they both create and share. As such, gnomish communities often arise in the slums of human cities, where, should things go awry, the lords of the realm are far less likely to care. The larger the cities, the more likely the gnomish presence and the higher their presence there, such that in the largest of human cities they outnumber even the elves, on average (though the elvish population naturally fluctuates frequently). They are rumored to have their own cities, but where they are, or why gnomes seemingly tend to favor living in human cities over living in their own, are questions few have answers for.
So, given that, what place do Dragonborn have in the world? I have a few ideas, but none of which I'm particularly happy with. Hopefully some guidance can be provided.
Idea #1
Dragonborn- No one other than Dragons are quite certain about how Dragonborn are formed (and Dragons tend to be rather silent on the matter), but virtually all Dragon's lairs and surrounding lands have them present, a clan of whatever color the Dragon in question might be. They worship dragons as their gods- not in the abstract sense, or some overarching diety, but the actual Dragon whose lair they center around is seen as their creator, their protector, their sole reason for existence. The size and prosperity of the Dragonborn clan they 'shepherd' is often seen as a reflection of the power and prestige of the Dragon itself, a view firmly and repeatedly reinforced by those with particularly large and prosperous clans. They are also used as an extension of the personal conflicts a Dragon might have, such that neighboring Dragons competing for territory might not battle with more than words and threats themselves, while the Dragonborn openly war with each other. Typically, none of the Dragonborn wanders too far from the presence of their patron, other than to seek out something to appease it. The exception are the rare few (and they are rare indeed) who rebel against the idea of their race existing to serve the Dragon, who are exiled for their beliefs. It is from those individuals that adventuring Dragonborn most often arise. The other possibility are those clans who live to see their Dragon patron killed. Many of those Dragonborn who suffer such a tragedy simply waste away and die, all will to live gone from them. A rare few turn to a more independent existence. Those Dragonborn who are magically gifted, which is relatively common within their race, tend to favor evocation magic.
Idea #2
Dragonborn- The origin of the Dragonborn remain mysterious. It is said that they once existed solely to serve the Dragons whose color matched that of the Dragonborn clans. However, through their warring with each other on the Dragon's behalf, ideas were exchanged that eventually led to a bloody revolution, where the Dragonborn declared their independence and attacked the Dragons they had formerly served. Proving a capable threat to them, the Dragonborn won their independence, and the amount of Dragons in the world was drastically reduced. To this day, some Dragonborn actively hunt Dragons, seeing them as enslavers of their ancestors (the facts of which are perhaps less clear than some Dragonborn might be willing to admit), with some even lumping the metallic Dragons in with the Chromatic dragons and hunting them indiscriminately. They tend to be fiercely against slavery or indentured servanthood of any kind, and are often wary of even business contracts or any other extended arrangements. While some intermingling of the clans has occurred over time, many members of the clans are still 'true' members of their clan, and their colors remain undiluted. Those Dragonborn who are magically gifted, which is relatively common within their race, tend to favor evocation magic.
Idea #3
Dragonborn- The origins of the Dragonborn have long since been lost in the mists of time. It is said that in ages past they served the Dragons, and that they once had an ill fated rebellion during which they sought to gain their independence. The fury and vengeance of the chromatic dragons was severe, and civil wars between those who wanted independence and those who did not led to near extinction. Even amongst those who survived, many clung to the old traditions, and refused to intermingle or interbreed. Between their relative rarity and the extreme dangers of the existence of most dragonborn, their population levels have only dwindled as the centuries have worn on since that time. It is estimated that should nothing significantly change, they may well fade from the world entirely within the next several centuries. Their impending extinction has imposed upon most a grim fatalism, an acceptance of the inevitability of the end of all things. Those who are magically gifted among them tend to favor evocation magic.
Idea #4
Dragonborn are not included at all
Do any of those sound workable or interesting? Anyone have other ideas for Dragonborn that are flavorful and compelling, in a way that does not provide significant overlap with the races I currently have set up? Your assistance is greatly appreciated!
Here is what I have for the common races, so you have an idea of where I'm starting from:
Humans- Humans are humans, and are largely the same as ever. Varied in their practices, government structures, beliefs, and everything else, the best and the worst are found amongst them. They are populous and expansionistic as a whole, and their empires rise and fall with the passing of generations.
Dwarves- Dwarves love mining and working with the stone, and are a proud race of blacksmiths and craftsmen, every one. They're tough as the mountain stone and just as slow to change. They are fine enchanters who tend to make permanent magic items, whose power waxes over the course of centuries. Their fine enchanted items are handed down from generation to generation, and they themselves craft what they do not receive as inheritance, so it is a rare adult dwarven warrior who is not bedecked in magic arms and armor. This would make them a fine prize for those who can slay one, but there are two issues there. First, they fight in well disciplined tactics and never travel alone, and they never leave their dead behind unless there is absolutely no alternative (those bitter losses where such events occur are deeply etched in their memories, the only thing longer than their beards). Second, dwarven armaments do not magically resize, and the secrets to altering it to fit a new wearer are known only to dwarves. If you ask any dwarf, it is impossible for anyone other than them to do so. They never trade their magic to outsiders, though they readily trade raw metal, gems, basic metal goods and decorative items, most often for food, lumber, leather, and other goods more easily obtained on the surface.
Elves- Ephemeral is the perfect word to describe elves. They tend to want to experience the full breadth of existence, and rarely stick with any one vocation, task, lover, or anything else. Their homes are more often than not temporary structures, and even when they take up residence somewhere, they will typically pack up and leave with little to no notice days, weeks, months or years later, whenever they feel that they've gotten enough out of their current experience and that it's time to move on. Their wanderlust, combined with the fact that they are passably good at a great many things, makes them heavily romanticized, and wild tales of their magics, their ageless nature, their trance, and just about every other aspect of their nature circulates freely amongs the humans (they are the most common non-humans seen in human lands), with no one quite certain how true any of it might be. Despite being journeymen at many tasks, it is rare indeed the elves who have the patience and commitment to master anything. Even their magics tend to be temporary modifications of common items, or potions, scrolls, or other consumables, and even their "permanent" magic items see the magic fade from them over time. No one has any idea whatsoever how many of them there are, they hold no cities, gatherings of them will form and break apart with the passing of the moons, and they are encountered in the oddest of places, doing the oddest of things, as they explore life in all its richness.
Halflings- Far more insular and clannish than Dwarves could ever hope to be, halflings are a poorly understood race. Their tribes wander about in a nomadic lifestyle, living off the land and only making contact with outsiders when they need to trade. Their magic favors stealth and concealment, and they are so good at hiding their encampments of carts and tents that they are virtually never found unless they mean to be, and they have a reputation for stealth far beyond anything that is reasonable. They also have a reputation as thieves and liars, and when a burglary occurs and no culprit is found, it is often assumed that halflings had something to do with it, and blamed on them even when no encampment is nearby. After all, who can really tell whether an encampment is or isn't nearby. This in turn only feeds into their reputation, such that halflings are often greeted with a cold welcome, and often find themselves facing unfavorable and unfair business terms when trading, as many see it as only right to recoup something when the payment is surely ill gotten or stolen goods.
Gnomes- Innovators and experimenters, Gnomes are masters of crafting bizarre inventions which often produce effects normally only seen in magical items, such as allowing a man to fly, or causing fire and explosive force, or making a light which is not extinguished by water, amongst many other things. Truth be told, this is largely because their race, overall, is not particularly magically inclined. However, between their impressive devices, which common folk often see as magic (for how could it be anything else?), and their use of cantrips and minor magical effects to give the impression of great magical power, they have a rather undeserved reputation as a race of powerful wizards. Those that do excel in magical arts tend to push any boundaries they can, often practicing necromancy and other taboo forms of magic. Due to the often catastrophic results of their experimentation, they are not welcome in wealthy and populous areas of the human cities they frequent, but a combination of respect and fear prevents them from being barred from them, and they often have significant wealth they both create and share. As such, gnomish communities often arise in the slums of human cities, where, should things go awry, the lords of the realm are far less likely to care. The larger the cities, the more likely the gnomish presence and the higher their presence there, such that in the largest of human cities they outnumber even the elves, on average (though the elvish population naturally fluctuates frequently). They are rumored to have their own cities, but where they are, or why gnomes seemingly tend to favor living in human cities over living in their own, are questions few have answers for.
So, given that, what place do Dragonborn have in the world? I have a few ideas, but none of which I'm particularly happy with. Hopefully some guidance can be provided.
Idea #1
Dragonborn- No one other than Dragons are quite certain about how Dragonborn are formed (and Dragons tend to be rather silent on the matter), but virtually all Dragon's lairs and surrounding lands have them present, a clan of whatever color the Dragon in question might be. They worship dragons as their gods- not in the abstract sense, or some overarching diety, but the actual Dragon whose lair they center around is seen as their creator, their protector, their sole reason for existence. The size and prosperity of the Dragonborn clan they 'shepherd' is often seen as a reflection of the power and prestige of the Dragon itself, a view firmly and repeatedly reinforced by those with particularly large and prosperous clans. They are also used as an extension of the personal conflicts a Dragon might have, such that neighboring Dragons competing for territory might not battle with more than words and threats themselves, while the Dragonborn openly war with each other. Typically, none of the Dragonborn wanders too far from the presence of their patron, other than to seek out something to appease it. The exception are the rare few (and they are rare indeed) who rebel against the idea of their race existing to serve the Dragon, who are exiled for their beliefs. It is from those individuals that adventuring Dragonborn most often arise. The other possibility are those clans who live to see their Dragon patron killed. Many of those Dragonborn who suffer such a tragedy simply waste away and die, all will to live gone from them. A rare few turn to a more independent existence. Those Dragonborn who are magically gifted, which is relatively common within their race, tend to favor evocation magic.
Idea #2
Dragonborn- The origin of the Dragonborn remain mysterious. It is said that they once existed solely to serve the Dragons whose color matched that of the Dragonborn clans. However, through their warring with each other on the Dragon's behalf, ideas were exchanged that eventually led to a bloody revolution, where the Dragonborn declared their independence and attacked the Dragons they had formerly served. Proving a capable threat to them, the Dragonborn won their independence, and the amount of Dragons in the world was drastically reduced. To this day, some Dragonborn actively hunt Dragons, seeing them as enslavers of their ancestors (the facts of which are perhaps less clear than some Dragonborn might be willing to admit), with some even lumping the metallic Dragons in with the Chromatic dragons and hunting them indiscriminately. They tend to be fiercely against slavery or indentured servanthood of any kind, and are often wary of even business contracts or any other extended arrangements. While some intermingling of the clans has occurred over time, many members of the clans are still 'true' members of their clan, and their colors remain undiluted. Those Dragonborn who are magically gifted, which is relatively common within their race, tend to favor evocation magic.
Idea #3
Dragonborn- The origins of the Dragonborn have long since been lost in the mists of time. It is said that in ages past they served the Dragons, and that they once had an ill fated rebellion during which they sought to gain their independence. The fury and vengeance of the chromatic dragons was severe, and civil wars between those who wanted independence and those who did not led to near extinction. Even amongst those who survived, many clung to the old traditions, and refused to intermingle or interbreed. Between their relative rarity and the extreme dangers of the existence of most dragonborn, their population levels have only dwindled as the centuries have worn on since that time. It is estimated that should nothing significantly change, they may well fade from the world entirely within the next several centuries. Their impending extinction has imposed upon most a grim fatalism, an acceptance of the inevitability of the end of all things. Those who are magically gifted among them tend to favor evocation magic.
Idea #4
Dragonborn are not included at all
Do any of those sound workable or interesting? Anyone have other ideas for Dragonborn that are flavorful and compelling, in a way that does not provide significant overlap with the races I currently have set up? Your assistance is greatly appreciated!