Shadow World: Retconning the Dyari.

There was a recent discussion on the forums about Dyari. I’ve written about Elves before here, but the recent conversation brought me around again.

I’ve put together a more detailed history of the Elves and posted it on the forums a decade ago. In the subsequent years I’ve fine tuned and expanded upon it as part of our definitive Master Atlas and now in the SW: Book of Essaence I’m working on. I feel that most of my material is well within Canon, but there is one significant change I made: I demoted the Dyari to a cultural group.

The Dyari are a more philosophical issue for me. First and foremost, I have no interest in strict racially dictated moral and cultural traits: i.e. Orcs are “evil”, Gnomes are good with tech or devices, Dwarves like to work with stone and metal. These monolithic ideas that beings were born into specific abilities, attitudes and predilections were simple and appealing 40 years ago. IIt allowed us to easily drop races into convenient trait and identity buckets for game play. And, it gave free reign for player groups to attack and kill any person or being inherently “evil”. Per the MA:

The Dark Elves instead gained their name because
of an earned reputation for associating with
the powers of darkness
. It is true that many of their
kind have been seduced by the lure of the Unlife
(many of the Priests Arnak are Dyar, for instance),
but most Dyari are merely what one might call
“mercenary.” They embody the worst traits of the
Loari but to the extreme: they are vain and arrogant,
considering all other races (including other
Elves) to be inferior. They have a lust for power:
political, magical, physical, and spiritual.

    I am uncomfortable with an entire race, male, female and children being painted in such broad strokes, I feel that the origins of the Elves lends themselves to worship or alliance with the Lords of Orhan, but ultimately there should be a role of self-determination. For me, the solution was to have Elves that withdrew from the Lords of Orhan, become inherently “outcasts” from the collective Elven community. That is not to say that they would become evil, or automatically follow the Charonic pantheon. This solution allows for a variety of motivations: moral independence, agnosticism, allegiance to a local god, atheism etc. This of course introduces aspects of religious indoctrination, complicated cultural forces, and player choice.

    It’s important to note that SW Dyari are not DnD Drow with black skin and white hair. That is a powerful image used throughout fantasy pop culture and VERY popular with players. Instead Terry wrote this:

    The Dyari (Iy: “Delvers”) are, despite their nickname
    of “Dark Elves,” no darker in skin pigmentation
    than their brethren; in fact they are very
    fair-skinned.
    While most have raven hair, a few
    are born with pure white locks. Their ears frequently
    have more pronounced points than the
    other Elves; their eyes are grey, black, or sometimes
    amber. Often, however, they are so similar to their
    Loar cousins that it is difficult—at least for mortals—
    to tell the difference.

    For me and my campaign, that was the opening to retcon Dyari and provide a more nuanced approach to “fallen” Elves. Notably, during gameplay, I’ve framed Ilyar to be more intolerable, insufferable and judgmental in their approach to mortals and other lesser beings, while Dyari tend towards libertarianism. Certainly some contemporary parallels!

    A final point, and one that I’ve also written about extensively. I don’t see the Charonic gods to be inherently evil or part of the Unlife. Certainly some of the gods of Charon embrace less celebrated behaviors and personality traits, but these aspects are all inherent to the human condition. I’ll have more on this in the upcoming SW: Book of Essaence!

    For many, or even most GM’s, this is probably too much of a retcon, but I’m happy to hear everyone’s thoughts!

    Rethinking Inherently “Evil” Races. (Updated 2/14/21)

    Image result for evil fantasy races

    Synchronicity, being what it is, has brought together one of my blog topics and some current discussions floating around the web. In particular the racist nature of dark-skinned fantasy races that also are inherently “evil”.

    Over on the RM Forums there is discussion about the dark-skin – evil duality. However I am more interested in the broader issue of evil races and if they even make sense. As a primer this is an interesting take:

    Certainly a lot of progression has occurred in fantasy over the last 40 years: simplistic tropes have developed into more mature themes, the founding player base has aged and “awoken” and world building has expanded into more realistic modeling of societies.

    Putting Tolkien aside, perhaps the most stark examples of monolithic races that I can remember was in David Eddings Belgariad series. Even as a young reader, the stark rigid depiction of racial characteristics was distracting. But this was pretty standard for Golden Age fantasy gaming and driven by the ideas on literature.

    There are probably many driving forces for the standardization of evil races in fantasy gaming:

    1. Alignment. The introduction of alignments, and the assignment of alignments to races, monsters and creatures created a blanket behavioral type that was hard to overcome. I remember one early game where we first introduced a half-orc PC–the rest of the group was suspicious that the PC was secretly an assassin and was never trusted.
    2. Physical characteristics. Again, there is enough written about skin color, but there is also the physical attractiveness equation: ugly = bad, beautiful = good (although beautiful is also depicted as evil, but in a remote dispassionate cruelty).
    3. Story element. Every hero needs a foe, so races of inherently evil humanoids are a great standard foil. Fighting, attacking and killing any member of a evil race is just and righteous.
    4. Societal traits. Civilizations that are ambitious, colonialist, capitalist or warlike could be described as “Evil” or just immoral. Does that mean that every member of the society also holds those traits? A majority of them? Or just the leaders and powerful members of society?

    Personally, I like moral ambiguity in my campaigns. It provides a more complicated ethical framework and consequences for actions. However, I realize that one of the appeals of RPG’s is it’s relief from a morally complicated reality and the escape to a good vs evil paradigm.

    But even if you like a simpler framework, does it make sense to apply a blanket label like “evil” to an entire race? Is that corruption embedded in their DNA? Is it nature vs nurture? Can a societal structure create so much influence as to pre-ordain a person’s ethical nature? This is a philosophical debate, but still worth considering when using races like Dark Elves and Orcs in your setting.

    One hand-wave approach to rationalizing a racial alignment is to have it driven by the race/society’s god; ie they worship an evil god therefore the people are “evil” too. Simple. In my own Shadow World campaign, the only truly evil entity is the Unlife. Dyari (Dark Elves) are simply a label for Elves that have forsaken the Lords of Orhan, and are not a distinct separate race.

    There are a lot of arguments against a intrinsic evil as a racial trait. What are the argument for it? What do you do in your game?

    {Update} In a related note, James over at Grognardia had an interesting post on alignment languages. It’s been decades since I’ve dealt with alignments, but the more I ponder the concept of alignment languages the less it makes sense. Based on the comments to James’ post, a lot of people struggle to define or rationalize them.