Darrell J. Pursiful

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Fantasy “Races,” Again

I’ve previously commented on my aversion to the term “race” in reference to fantastical beings like elves, dwarves, and the like. My preferred term is “kind” or “kindred,” but that’s neither here nor there.

Now I’ve learned via Charlie Hall at Polygon that Eugene Marshall has worked out a way to convert some of my concerns into Dungeons and Dragons terms. Marshall is not only an author and game designer, he’s also a professor of philosophy who knows of which he speaks when he points out the moral and philosophical bankruptcy of the whole construct of “race” as the term has been used in the past few hundred years.

Marshall is the author of Ancestry and Culture: An Alternative to Race in 5e. He replaces the longstanding template of “choosing a race” in D&D with a choice of both a culture and an ancestry. Your culture might give you a stat bonus in intelligence or constitution, but your biological ancestry determines things like height, life span, and special abilities like dark vision. His system allows for a multiplicity of diverse ancestries, and even provides perks for characters with a diverse cultural heritage.

As Hall writes,

With Ancestry & Culture, diversity is no longer a bludgeon that Dungeon Masters beat their players over the head with. Marshall’s system is permissive, rather than restrictive. Diversity ascends from being merely a tool to cast orcs and drow as the “other.” Instead, it becomes a boon from which players can draw their own strength.

Hear, hear!

For ten bucks, I expect I’ll be picking this up at Drive-Thru RPG. The excerpt from the introduction that Hall provides is nearly enough to sell me on the product.

For what it’s worth, Marshall’s approach is similar, but not identical, to what I’ve been doing in my fantasy novels. Characters have a “kindred,” a biological ancestry (elf or dwarf or whatever); a “chaos,” an elemental affinity that shapes their magical potential (air, water, etc.); and a “culture,” the nuts and bolts of the languages they speak, the customs they observe, the technology they use, and so forth.

Unlike Marshall, I’m imagining a situation somewhat like the prehistoric real-world earth, with various members of genus Homo interacting with one another in various ways. (And the situation here is looking more complicated all the time.) Not all of these populations are interfertile, so not all mixed ancestries are possible, and I’ve tried to put a little bit of science into the implications for those that are (cf. the nature of sapiens-Neanderthal interbreeding in the lower Paleolithic). Still, I expect I will thoroughly enjoy Marshall’s supplement.

The Prehistoric World Is Moving into D&D 5e Territory

I have previously opined that the prehistoric world was somewhat “Tolkienesque,” with multiple humanoid species interacting with each other in a variety of ways. In a recent Discover article, Bridget Alex surveys how things have changed even in recent years.

When I first wrote about extinct hominins and fantasy fiction, the newly discovered “hobbit” (Homo floresiensis) was all the rage. The very next year saw the discovery of H. naledi in South Africa, and an article published just this year concludes that remains found in the Philippines come from an otherwise unknown species dubbed H. luzonensis.

If we can assume some late surviving members of H. erectus on the margins (they were contemporary with us but geographically separated), that brings us to seven hominin species fighting, trading, and in at least some instances interbreeding with each other from roughly 300,000 to 30,000 years ago.

So it’s no longer just humans, elves, dwarves, and halflings. Now we’ve got to add gnomes, orcs, and…I don’t know, tieflings?—with no guarantees somebody won’t find yet another extinct hominin species tomorrow.

The prehistoric world is quickly gaining the appearance of a D&D campaign with no restrictions on character race.

The Prehistoric World Was Rather Tolkienesque

Fifty thousand years ago or so, there were multiple species of humanoids on planet Earth. There were, of course, biologically modern humans: good old fashioned Homo sapiens sapiens. There were also, we now know, Neanderthals in northern Europe, Denisovans from Siberia to southeast Asia, and, most recently, the “hobbits” (Homo floresiensis) of the island of Flores in Indonesia. Sometimes these various groups traded with one another. Sometimes they fought one another. Occasionally—and the genetic evidence for this continues to mount—at least some of them *ahem* socialized with one another and produced viable offspring.

Some of this complexity is captured in a number of fascinating articles that have appeared recently at io9:

I think the makings are there for a really interesting way to understand and depict the various races one encounters in fantasy fiction. How do these races differ from one another physiologically? What strengths and weaknesses do each possess? In fact, that is exactly how I went about fleshing out the various inhabitants of the Wonder: the true fae, dwarves, trolls, and little folk such as the yunwi tsunsdi.

For cultural/ethical characteristics and magical capabilities, I of course leaned heavily on mythology and folklore. I’m not trying to “explain” dwarves and the rest in anything like a scientific way, after all. But when looking for a bit of extra color, I was very happy to see what paleoanthropologists could tell me about some of humanity’s nearest kin.