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:

  • Ambition: Their short lives drive them to accomplish much in limited time.
  • Adaptability: Humans thrive in diverse environments and social structures.

Follies:

  • Pride: Believing themselves exceptional despite their ordinariness.
  • Legacy: Obsession with being remembered after their brief lives end.

Elves

Virtues:

  • Mastery: Their long lives allow perfection of chosen crafts and arts. They see their mastery over a skill (be it poetry, magic, swordplay or other) as reaching perfection.
  • Harmony: Deep connection with natural cycles and patterns, due to seeing the ‘bigger picture’ of things.

Follies:

  • Stagnation: Resistance to change after centuries of established ways; a tendency to ‘wait things out’.
  • Arrogance: Looking down on “lesser” beings with shorter lifespans, who will never reach their level of mastery.

Dwarves

Virtues:

  • Steadfastness: Unwavering loyalty to kin and community.
  • Craftsmanship: Divine gift for creating lasting works of beauty and function; their drive lies in creating beautiful ‘things’, as opposed to elves focusing on ‘mastering skill’.

Follies:

  • Greed: Unhealthy attachment to wealth and material possessions.
  • Grudge-bearing: Inability to forgive perceived slights across generations.

Halflings

Virtues:

  • Contentment: Finding joy in simple pleasures and everyday moments.
  • Community: Prioritizing relationships and shared experiences.

Follies:

  • Complacency: Reluctance to change comfortable situations, even when necessary.
  • Insulation: Tendency to avoid broader world problems that don’t directly affect them.

Orcs

Virtues:

  • Vigor: Exceptional vitality and life force. Their shorter lifespans imbue them with great intensity.
  • Directness: Honest expression of thoughts and emotions without pretense.

Follies:

  • Domination: A tendency to settle disputes through “might makes right”, which can perpetuate a cycle of violence/believing that taking things is the only way to get them.
  • Impulsivity: Acting before thinking through consequences.

Goblins

Virtues:

  • Ingenuity: Creativity in using limited resources.
  • Brotherhood: Being relatively small and weak compared to other beings, goblins must stick together to get things done.

Follies:

  • Servility: Compulsion to follow stronger entities, often against self-interest.
  • Mischief: Irresistible urge to cause chaos and disruption.

Hobgoblins

Virtues:

  • Discipline: Natural inclination toward order and hierarchy. Hobgoblins see an inherent beauty in structure.
  • Strategy: Gift for long-term planning and tactical thinking.

Follies:

  • Tyranny: Their desire for control, structure and hierarchy can lead to oppressive structures.
  • Rigidity: Inability to adapt when plans fail or circumstances change.

5 responses to “Of the Virtue and Folly of Man, Dwarf and Elf”

  1. Whoo boy you are right – this is a tricky one!

    I can see where you are coming from but I think you may be missing the mark. In your defence, the work is made so much harder for you because so much of what makes up a “classic feel” for RPGs is steeped in bioessentialism and colonialism. I’m not here to be critical – I think we can all agree that the big classic RPG influences were very much a “product of their time”.

    “Virtue and folly” sound great in a classic, Tolkienesque way but they are really a fancy way of saying “racial stereotype”. And, ah, I would *really* recommend moving away from these stereotypes being divinely ordained because that is what people used to believe IRL (and a not insignificant proportion of the population still does) and used it to legitimize a whole lot of Very Bad Things.

    I honestly don’t think you can break away from the ick of classic RPGs and maintain the “race as culture” perspective so popularised by LotR (particularly as JRR explicitly based his races on real world cultures).

    One thing that could help is to stop thinking of core organisational groupings as species and think instead of factions. Give the factions perspectives, goals, misunderstandings and prejudices, and then populate them how you like. They could be any mix of species, or species exclusive, as you see fit. You still get your “2d6 goblins attack” but it’ll be “2d6 unseelie gang members on a blood hunt attack”. Nothing stopping you having “evil” factions that want to eat you, just don’t make them all one species. Like, you could say that all members of the unseelie gang are goblins as they are a species supremacist group, but not all goblins are members of the unseelie gang.

    The other thing is you can just… not assign personality traits at a species level. It is oddly controversial but you just don’t need them. Check out Wildsea for an example of this. They have species ranging from humans, to cactus people, to a hive mind swarm of spiders in a person suit, and at no point does it say “x are like y”. This was a conscious choice by the creator. His view is that you can play your skinbag of spiders however you want to because GMs and players are always going to do that anyway.

    1. First of all, thanks for writing such a well thought-out comment!
      You are completely right, about so many “classic feel” things being steeped in bioessentialism and colonialism. And yes, by invoking this very topic I am making things ‘hard’ for myself; I don’t want to avoid the topic, heck, I want to address it, but I do by no means have a good solution.
      I think what I was trying to do, is that in this particular region I’m working on, these are some prevalent cultural traits among certain groups, some of which are derived from the unique perspective that racial properties (mostly, elven age) offer. Other species can aligned/part of this culture as well, but some aspects are unique due to age.
      Perhaps, to keep some focus on my ideas, I should primarily aim for “the interesting different perspectives that lifespan brings”.

      Elves are gifted with a remarkable lifespan, living generally to about a thousand human years.
      These long lifespans tend to create a unique perspective on life.
      ### Virtues
      **Mastery.** Elves tend to believe it’s their duty to dedicate their life to perfection, seeing their own skill as an expression of the divine. This means that whatever skill an elf dedicates themselves to, they are likely to master, be it the arcane, poetry, artistry or swordplay.
      **Harmony.** Their long lifespans allow them to perceive patterns and cycles others might not, which tends to express itself as a deep connection with nature.
      ### Follies
      **Stagnation.** Elves can be resistant to change after centuries of doing things a certain way; a tendency to “wait things out”.
      **Arrogance.** Their unique view – to both mastery and harmony – is rarely shared by “lesser beings” with shorter lifespans, which can cause elves to look down upon them.
      ## Ways of Life
      Beyond their long lifespans, elves aren’t necessarily biologically ‘unique’; anyone could reach their skill at magic or combat, if they’d have hundreds of years to practice.
      A byproduct of their lifespans is that older elves tend to accrue large archives or other depositories of knowledge, to store their memories and experiences.
      Older elves tend to easily make a fortune with their chosen skill. They prefer to live in an elaborate private residence of sorts – a tree, tower or manor – with a small community springing up nearby, to cater to the elven master (and profit of off their work).

      Elves form slow, deliberate bonds—rarely more than once or twice in a lifetime. They see human love as urgent and volatile, though often beautiful. Elves are few, but not yet fading—though many retreat from the world, and few take apprentices outside their own kin.

      1. Looks good! From this I can imagine that elven organisations would tend to be much less diverse as you go up the hierarchy as other species would tend to retire or die before they get promoted. This could lead to extremely powerful but stagnant, out of touch, and risk averse organisations.

        You seen Cavegirl’s take on demihumans? It’s similar but comes from a different angle. It also adds the idea that the Elven mastery is more like a fixation than anything else, and likely to lead to them being incomprehensible than useful. It’s a good explanation as to why they are not actually the best at everything;

        https://cavegirlgames.blogspot.com/2023/05/another-take-on-demihumans-as-social.html?sc=1685600878388#c3404321960237204495

      2. Oh, I haven’t seen Cavegirl’s take yet, and those are really cool!
        “This person has autism, but their knowledge or power means we have to treat them respectfully.”
        made me laugh the moment I saw it.
        Thanks for sharing!

  2. […] Of the Virtue and Folly of Man, Dwarf and Elf es del autor de Block, Dodge, Parry (en palabras de NachoG su derivado de Into the odd favorito) y expande este juego con ideas OSR para darle profundidad a las razas. […]

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