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Of the Virtue and Folly of Man, Dwarf and Elf

Split the Party MtG Art from Adventures in the Forgotten Realms by Zoltan Boros

With Block, Dodge, Parry now completely OUT and ABOUT, I’m shifting my focus on making more ‘things’ for it. One of those ‘things’ is a big hexcrawl, and as I’m working on that, I’m looking at tools, methods and procedures to help me flesh out my setting.

Image: Split the Party MtG Art from Adventures in the Forgotten Realms by Zoltan Boros

I want it to be relatively ‘classic’ in feel – humans, dwarves, elves, a sprawling wilderness, ancient ruins, the whole shebang. I’d like to avoid some of the things that I consider ‘pitfalls’ in design and worldbuilding, or, to put it differently, I’d like to challenge myself to work around concepts such as ‘sentient races that are always evil’, bioessentialism and colonialism. Given that the classic D&D experience is “Renaissance technology in a medieval coat of paint with Western themes of expansion, wilderness and ‘dangerous natives'”, I have my work cut out for me.

However, I’d also still like ways for there to be, say, 1d6 orcs as an encounter, or 3d6 goblins ambushing your camp – without everything being heavy all the time.

I was thinking of an old mindstorm blogpost (as I often do, and you should, too), particularly the one that includes world anchors.

The way in which the themes of the campaign can be interpreted on a spectrum of abstraction is really neat – a ‘dial’ that can be turned to adjust the impact of themes on a campaign.

Virtue & Folly

Each ancestry found in the setting has Virtues and Follies. This does not mean each member of said ancestry embodies each aspect, or even embodies it at all; it’s more that, if meeting a “very dwarvy dwarf” or “very elvish elf”, their character is likely to have a clear relation with their ancestry’s virtues and follies.

This could mean that they embody each, or that they explicitly resist embodying them. This is not about individuals; it’s about cultural and traditional tendencies within the larger group.

These virtues and follies are ‘divinely ordained’; this is just how the gods made these peoples (and I mean, it’s true; the Warden/Dungeon Master has set these as the defining conflicts/tensions).

This also means that, in natural language/in universe, characters could refer to “the folly of Men” or “the virtue of Dwarves” which I think sounds cool.

Below is an example default interpretation of virtues and follies. I think having these defined as you world-build can help flesh out details, as well as conflicts between various groups. Radically changing certain aspects is also likely to have very interesting results!

Example “Classic” Virtues & Follies

Humans

Virtues:

Follies:

Elves

Virtues:

Follies:

Dwarves

Virtues:

Follies:

Halflings

Virtues:

Follies:

Orcs

Virtues:

Follies:

Goblins

Virtues:

Follies:

Hobgoblins

Virtues:

Follies:

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