A collection of my ramblings on fantasy physics, game mechanics, and planar adventures as they apply to Dungeons and Dragons and its retroclones.
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Wednesday, February 10, 2021
Names for soul jars
Monday, February 8, 2021
Dark elves and racist coding?
(Note: This post was originally composed in August 2019 and was not posted until February 2021. It may come across as "politically correct." The statements I make here do not necessarily reflect my views as of this writing. I decided to leave it unaltered for archival purposes.)
Dark elves are a bit more difficult. D&D in particular depicts its "drow" as literally dark-skinned in contrast to other elves, and has traditionally linked this to their evil nature by writing backstories where they were cursed with black skin for their wickedness. This is disturbing because the same logic was used to justify the historical enslavement of black Africans in the Americas. Pathfinder tries to soften the blow by claiming that drow were mutated by magical radiation when they refused to evacuate during an apocalypse out of pride, but this doesn't actually solve the underlying issue and in this case specifically the drow are still depicted as being metaphorically punished for some perceived sin. Fantasy gaming depicts light-skinned elves as the original or purity, whereas dark-skinned elves are an aberration or corruption.
Many other fantasy works such as The Elder Scrolls, Warhammer Fantasy and WarCraft try to avoid the negative implications by depicting dark elves as dark-skinned and non-evil or as light-skinned and evil. Although non-evil drow exist in obscure D&D lore, the fandom seems quite resistant to addressing the controversial underpinnings of the drow. I can only imagine why.
Still, even settings in which dark elves are distinguished only by darker skin but are otherwise not stigmatized still have racist sounding terminology. Imagine if human cultures were referred to solely by their skin color: white humans, yellow humans, black humans, brown humans, etc. Does that sound like a nice shorthand to label people? Because that is precisely what a lot of video games, novels, and anime/manga are doing with elves.
Given my distaste for the traditional depiction of drow as being cursed or mutated with black skin as punishment for wickedness or pride, I would prefer to adopt Raging Heroes' "burnt elves" backstory wholesale. How exactly does that make my burnt elves different from the standard drow and their disturbing implications? Firstly, these burnt elves are literally charred in body and soul; whereas the elfish skin tones could be anything, so nobody is named by their skin tone. Secondly, this scarring of the soul is the cause of the burnt elves' subsequent behavior (wicked or otherwise) rather than a result; an inverse of the traditional drow being punished with dark skin for their sins. Thirdly, these burnt elves are the descendants of the victims and instigators of the ethnic violence that scarred them in the first place; thus they serve as a metaphor for the cycles of abuse/violence and its harmful effects on society. They have a theme with critical examination, not just thoughtlessly tossing ideas together without considering the context.
My elves are different?
Indeed, one of the most important and basic aspects of Tolkien's cosmology that is forgotten in fantasy gaming is the concept of fëa and hröa (soul and body). Tolkien's elves may reincarnate after death, because their souls are bound the world. However, time in Middle Earth operates on the logic of ages, with each successive age being progressively boring and bland. Since the elves are bound to Middle Earth, they are subject to this deterioration as well. The elves grew resentful of their inevitable fate. Sauron played upon this resentment to convince their master smiths to forge the rings of power specifically to arrest this cycle. Obviously, that didn't work and Middle Earth ultimately deteriorated into the horrible modern Earth.
Earlier editions of D&D payed lip service to the concept of different souls by specifically that elves are not subject to raise dead and resurrection spells but must instead be revived through reincarnation spells. This was discarded around third edition in A.D. 2000 and elves became subject to standard revival effects, presumably because it was really inconvenient for players.
Anyway, my efforts seem fruitless since many other authors already devised creative takes on elves over the last several decades since D&D popularized the surface-level Tolkien clones.
- RuneQuest depicts elves as plant people, not unlike some folkloric imaginings of wood nymphs.
- Warhammer depicts elves as prone to inhumanly excessive emotions.
- Magic: The Gathering depicts extremely vicious wood elves in its Lorwyn setting, nothing like the popular hippie stereotype.
- The Dragon Prince depicts elves with horns and ethnic groups based on their elemental magic affinity, such as "moon", "sky" and "stars." (D&D does this too, but here the magic system gives it weight)
- Warcraft depicts various elf ethnic groups created by magical mutations. (These are far more extreme than the largely cosmetic D&D ethnicity.) There are night elves, high elves, blood elves, void elves, fel-corrupted elves, and more.
- The miniatures company Raging Heroes wrote a backstory for elves in which they were depicted as one soul sharing two bodies, one a tree and the other an animal; dark elves were created during a war that burned their groves, leaving their surviving animal halves horribly burned and their souls permanently shredded.
At this point, probably the best I can do is just mix-and-match elements based on the work of other authors. Pick what bits that I like and stick them together, while making sure the result looks holistic and not lazy patchwork.
There are basically only three flavors of elves: high elves, wood elves, and dark elves. Virtually every depiction in the fantasy genre is a variation on one or more of those three. By keeping myself restricted to detailing those three for the most part, I can save myself a lot of work that would otherwise be wasted on convoluted backstories for the bazillion different elfish ethnic groups. Three ethnic groups are much easier to write as distinct than a bazillion.