Carrion Fields:
A Breeding-ground for Racism

        Role-playing games, RPGs, are perhaps one of the newer venues for the fan of fantasy.  These games allow an ordinary fanatic to take on the personage of any character that they wish to create.  Human, elf, half-elf, drow, dwarf, orc, felar, arial, storm giant, cloud giant, frost giant, fire giant...the list goes on and on depending upon the system that is being used.  However, this web site is dedicated to the racism that is found in fantasy, not the who, what, when, where, and hows of the RPG itself.  To help to narrow the growing field down a little, a specific RPG, titled Carrion Fields, has been chosen as the object of study.  This RPG is mentioned in the essay on racism (page 2), but it is now going to be examined in much greater detail.

        The best place for one to start is, of course, the beginning. In order to make the racism of the RPG better to understand, the steps to creating a character should be looked at. Now, since racism is the main point that is being emphasized, the steps that do not deal with the race itself are going to be skipped. First, comes the choosing of the character's race. There is a listing of the races available, their main statistics (intelligence, wisdom, strength), and how much extra it will cost the character to gain per level. Though this chart is in the essay, here it is again for the sake of expediency:
 

*Human       The standard race. Average stats, gains levels fast.
+Elf         Very smart & quick, but frail. Always good. Costs 500 extra exp
*Half-Elf    Human/elf mix. Intelligent, fast, and wise. Costs 100 extra exp.
*Half-Drow   Human/drow mix. Intelligent, fast, and wise. Costs 100 extra exp.
--Dark-Elf    Evil elves, smart and quick. Costs 500 extra exp.
+Storm Giant Good giants, Strong, smartest of Giants.  Costs 500 extra exp.
*Cloud Giant Neutral giants that fly, Strong and Stout.  Costs 500 extra exp.
--Fire Giant  Evil giants. Very strong, stout, very dumb.  Costs 500 extra exp.
*Arial       Agile bird-like creatures that fly, smart. Costs 250 extra exp.
*Felar       Modified cats, agile and tough but weakened. Costs 250 extra exp.
+*Dwarf       Healthy little folk, but not too nimble. Costs 250 extra exp.
--Duergar     Evil Dwarves, more agile than their cousins.  Costs 250 extra exp.
*Gnome       Tough little creatures. Wisest race, smart. Costs 300 extra exp.
*Svirfnebli  Deep gnomes, strong and very wise.  Costs 250 extra exp.
*Wood-Elf    Neutral elves, sturdier than their cousins. Costs 400 extra exp.
--Orc         Evil, destructive, strong, but cowardly.  Costs 100 extra exp.
-*Minotaur    Very rare, strong and cunning, and fairly dumb. Costs 450 extra exp
(Carrion Fields)
* = neutral        + = good        -- = evil
-* = generally evil, but may be neutral
+* = generally good, but may be neutral
A Darkelf

 

The alignment (good vs. evil) of the various races has been denoted so that comparison is easier.  When looking at the list of races, it becomes immediately apparent that those races that are good are smarter as well as faster, while those that are evil tend to be of much lesser intelligence but are stronger.  For example, one would think that "Light-Elves" and "Dark-Elves" would have the same characteristics, except one would be good and the other evil. However, this is not the case.  "True" elves are actually a little smarter and slightly weaker than their evil cousins. Or in the case of the giants, where the Storm giants are the smartest and the Fire giants are "very dumb."  So in order for a race to be smart, it has to be good...but if if the role-player wants to be strong, it would be better to choose an evil character because all dark-skinned, evil characters are strong.  This is only the beginning though.

        Before actually choosing a race, it is recommended that the new player check the "help files" on the various races.  These files will give a description of the average member of the race, as well as provide more information on the statistics of that race. Here are a few elaborate race descriptions. Three races have been chosen: the Elf because it represents the purest of the good races, the Orc because it epitomizes the ugly evil races, and the Human for comparison sake:::

Elves are slightly taller than humans but have a much lighter build. They lack the strength and stamina of the other races but are far more agile, both in body and mind. The average elf is approximately 6'3" and of fair complexion. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron and so are barred from the use of iron in their adventuring careers. Elves are notoriously hard to spot and walk unnoticed automatically. They may see in the dark with infravision. Elves must stay good to cast any spells they know. Elves who have turned to evil are frowned upon. Max stats: Str: Strong Int: God-like Wis: Sagacious Dex: Quick Con: Average

Orcs are taller than humans and often deformed or mis-shapen. Their race was originally crafted by the Dark Gods from fallen Elves as a poor imitation of the Elven race. After generations of inbreeding and corruption, very little of their original Elven heritage remains. Their skin color varies from a pale gray or yellow to dark mottled colors and is often pock-marked or scabrous. Their ears are somewhat pointed like that of Elves but may be blunted or distorted. They are thick-browed and remarkably strong despite having wiry limbs. As with other races, there are variations in appearance among Clans, some being hairless, some with tusks, etc. Orcs are cunning but woefully stupid, strong but cowardly, and use pure brute strength in plowing through their opponents. Greed, fear, and rage drive the writhing brain of the Orc. Living together in Clans, only a single Chief can lead the Clan village. A village shaman oversees the selection of the Chief as well as other rituals integral to the culture. See HELP CLANCHIEF for more information regarding the Chief selection process. Living in squalor since the time of their creation, Orcs have a strong immune system and can eat things that would poison a Human, with no ill affects. They are able to hide within caves, swamplands, and within their own Clan villages. However, as creatures of darkness, Orcs are easily damaged by light-based attacks. All Orcs are evil and are too quarrelsome and bestial to ever be orderly in nature. Although they aren't skilled enough to become true pickpockets, Orcs can learn how to steal from one another. Because of their bitter hatred of Elves (and Wood-Elves) they will attack either on sight when berserking and strong enough to do so. Max stats: Str: Herculean Int: Average Wis: Average Dex: Dextrous Con: Vigorous

Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all classes. Humans are able to gain more benefit from magical devices. Humans average six feet in height and are known to have colorings of all types. Max stats: Str : Strong Int: Genius Wis: Wise Dex: Dextrous Con: Healthy.
            --Carrion Fields

        Obviously, the description for the Orc is a lot more involved than that for either the Elf or the Human, but that is not to say that the descriptions for the other races is lacking. On the contrary, in a few short lines, the writers of this RPG are able to sum up not only the appearance of the races, but also give a general idea of how the race might be played and how common that race is.  The description for the Orc includes more of the history for that race, but a similar help file could be found on the Elves.  Due to the length of that history, it is kept separate.  If the lines of racism hadn't been drawn before, this more in-depth look at the actual descriptions of the races is one more step in that direction.  The elves are lithe and agile, while the orc is "deformed or mis-shapen" and "is often pock-marked or scabrous."

        However, there is still even one greater leap to be made until the full realization of the racism of the RPG can truly be uncovered. Once a new player has created a character, he or she must then travel through the Academy, a general area where important skills are learned (opening doors, walking in various directions, using objects, buying and selling, etc).  There is one room in particular where the racist nature of the game becomes all too apparent.  Soon a large chamber is entered wherein lies a large table. At this table sits a member of each race, whether in actual chairs at the table for the giants or small chairs on top of the table for races such as the gnome.  This large meeting has been frozen "by the Gods" so that the young player might observe each race. Here are the directions given to the "newbie:" 

"Before you sits the great council.  The gods have frozen the proceedings for you to look upon.  Do not interfere.  LOOK at each of the Elders and hear their thoughts.  When you have learned all that you can, you may leave to the north."

        Once again, three races will be examined. This time those races shall be the Drow (Dark-elf) as the only intelligent representative of evil, the Elf as the representative of good, and the Human once again for comparison.  While somewhat lengthy at times, these glimpses into the minds of the races seated at the great table are in fact the true origin of the racism in the game. Or rather, this is the only tangible sign that racism is key to the role-playing experience. It should be kept in mind that these looks into the mind are to help the new role-player know how to think and act while in the game. These are the attitudes that they are directed to have while playing.

You see a sadistically regal, erotically dark woman lounging with deadly
indifference.  She is an almost exact opposite of the High-Elven Elder.  Where he is light-skinned, she is blue-ebony.  Where he is fragile and reed-like, she is razor strong.  She is the embodiment of all that is horrifically beautiful in the Drow.
Suddenly you are no longer yourself...
.. this table of fools.  They quibble over petty differences and whine when things go against them.  None of these so-called races deserve to eat the scraps from the lowest House's table.  When the Underdark rises no one will quibble over lands,  They will be too busy begging for mercy. Maybe we will spare the fire-giants' lives and make them slaves instead.  They are too stupid to be of any real use, but one can see value in the strength of their stature, and they understand the meaning of power.  The rest though will be chained and sacrificed to The Demon Queen as she desires. The orcs might have potential if they could be organized into true armies, the brute force and lust for blood that they seem to espouse can always prove useful to one who can harness it.  However, I think they can not be counted on no matter what.  Perhaps in chains they would have use. Look at the surface Elf.  HA!  His people will be obliterated the first night. They will be lucky to find anything resembling a single corpse.  In fact, I may order this one spared and offer him to the fire-giant for sport... it would be an interesting match.  The Wood-Elves are worse still, they have become like the animals they dwell with not seeing the glory of the power they could wield. The real question is what to do with the Duergar filth.  Their metal-work is inferior, but they are useful.  They seem to think they will be spared in some neighborly gesture.  What fools!  They cannot understand how close the invasion is. I wonder if the fire-giant can be persuaded to join me later, it would be interesting....

This ancient ethereal figure embodies all of the physical attributes of an elf to a point of near perfection.  He is regal and aloof, holding himself above and apart from the group surrounding the great table.
Suddenly you are no longer yourself...
.. foolish beings banter over such trivial things of land and power.  They care nothing for the pursuit of higher thought.  By Twist! I cannot believe that they would even acknowledge the Drow as a race let alone invite them to this gathering.  The fact that the other races even refer to them as elves is bad enough, they should just seal up the holes they come out of and be done with it.  The Wood-Elves at least maintain an acceptable nature even if they no longer maintain the light entirely in their chaotic hearts.  The rest are little better, I have not seen the dwarf or his dark cousin hold still for more than a moment.  The giants are so busy trying to prove who is better amongst themselves they barely notice the rest of us, not that I want to be included in this bunch.  And these bird-folk, even I can admit their artisans have some promise but their lives are so short they seem to try to squish every experience into a day.  The orc shouldn't even be here!  Even now I can see his hunger for violence...And who would have thought the Familiars or Felar as they call themselves could come so far.  Vile creatures, with their clan wars and Warlords. If they are not held in check they might well be a problem in the future. Ahh, now the gnome over there, his people I can respect.  What they lack in stature, they certainly make up for with their exquisite minds.  I must ask him to join me in a discussion of the impact...

You see an elderly human.  He is strong for his race, but compared to some around the room he seems average.  He sits comfortably and nods occasionally to his peers.
Suddenly you are no longer yourself....Eastern road has been strong, while merchants from the newly found deserts south of Hamsah Mu'tazz bring more gold every day.  I can certainly accept the prejudices of these races if they continue to line the purses of the High Council of Mayors.  Stirrings from the Underdark are disturbing, but the exotic spices and luminescent plants from there bring in a fair amount of gold in trade. I need to get the dwarven emissary alone; he is the High Forge if I am not mistaken.  They have been very effective in skirting the tariffs we placed on their imports.  They must take us for fools thinking we believe they do not understand the tax codes. Well, all in all, war is profitable and as long as it does not interrupt trade who knows what opportunities can develop.  That orc seems to want war in any case.  Foolish creatures who can't see the benefit of any society outside of their clans.  And you can't trade with someone who wants to use your skin for a warbanner!  In any case, with explorers uncovering new lands every day, commerce still thrives.

 

        So the drow are evil and manipulating, the elves see themselves as beyond superior to the other races, and the humans care only for profits. This is not the only theme that is seen though. Even in this "brief glimpse" into the thoughts of these representatives, the great hatred and racism is dreadfully apparent.  The game itself is based on this hatred and racism. The RPG forum is literally founded on the warring and hatred of different fantasy races. It uses past stereotypes and lends to the creation of even newer ones.  Racism and ethnocentricity are the tools used by the role-player to make their cThe Dreamercharacter believable.  Do these ideas that one's own race is superior to all others have any carry-over into the real world? While that is hard to determine, psychological studies, especially those of Bandura, have shown that people--especially young people--do mock that which they see and hear. When role-playing, the person does not just watch the action, they live it.  Would it not be likely then that the cross-over would be even greater?

 

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