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#category: dwarves
middleearth-polls · 8 months
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waitineedaname · 3 months
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I've said in the past that I think bears are hot the same way butches are hot but I think maybe I'm just into dwarves. I think my type is dwarves specifically drawn by ryoko kui
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soldsouls · 3 months
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When Gale mentions he once summoned a magma mephit in his youth, says he was lovely and they still keep in touch, I imagine Luci just giving him the weirdest side look, the kind you could not possibly miss. You might assume he's thinking something nasty, but it's largely disbelief and "that's fckn weird". His own experience with mortals has been more in-line with Shovel's: starved, ignored, beaten, tossed around, all-in-all treated like an animal or worse than one. After all, imps and quasits and other such beings are generally considered "not people". He can't quite believe Gale feels differently.
#OOC / HOLLY.#starvation tw#abuse tw#I grant you mephits aren't fiends but the point stands#there are many among the magically inclined who treat familiars like crap#honestly Luci doesn't even consider himself a 'person' because he's an imp#and tis generally only elves / humans / dwarves / etc who are categorized as 'people'#not that he considers himself less than mind you. it doesn't bother him to not fall into the 'people' category#neither do archdevils. neither do angels. neither do gods. y'know?#the key point is the way you get treated when someone doesn't consider you a person#he's extremely shocked and mistrustful when other party members approach him like a person#moreso for the magically inclined like Gale or ppl with history with devils like Wyll and Karlach#at best he considers it a misguided reaction due to him appearing elven [if he LOOKED like an imp would they still treat him this way?]#or false politeness as so many adopt for manipulation#it would take a significant event to get him to believe it's genuine#he thinks he's clear on what his place is in the party and that it depends on him staying useful enough + just shy of overly irritating#[irritating to some degree is fine but there's a reason he won't antagonize Minthara for example#he thinks they'd all smash his head in without an ounce of regret if he pushes the wrong buttons#he's acutely aware some have far less tolerance than others [again Minthara] — that's his opinion on the matter anyway#whether it's true is up to whoever writes them of course]
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macrotiis · 16 days
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Me & Gwen watched the first few episodes of Dungeon Meshi & we both really love Senshi, he's adorable.
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i love the extras of dungeon meshi in how it fleshes out the world because they make it so much more evident how race affects every part of the story while avoiding the zootopia racism problem. like obv a main theme of the story is like, humanity and desire, 'to eat is to live', etc, but since the majority of it takes place in the dungeon isolated from society and thru the lens of laios, the racial aspects play out more like shadows on a wall for most of the story.
then in the extras we get comics like this
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which at a glance fleshes out the racial aspects via a character explaining the racial rules of universe - humans have x amount of bones, while orcs and kobolds have more. however, if u take it less straightforwardly, it points out how the concept of 'human' is a constructed concept in the world. the fact that there are different categories of human in different parts of the world based off of what types of humanoids occur there is already a demonstration of this. in response, the bones explanation seems to kabru and the characters as an objective way of measuring humans vs nonhumans.
but obv, when the culture was deciding what humanoids were humans and nonhumans, they weren't blindly analyzing skeletons and then deciding. just visually, one can glean that orcs and kobolds look less like the ingroup of tallmen, elves, dwarves, gnomes, etc. the bones explanation appears as a justification for that immediate prejudice under a scientific guise - I'm sure that one could come up with the same number of physical differences between a gnome and an elf that they would find between a tallman and an orc. it sounds a lot better to say 'well, an orc has 230 bones while a human has 206' then 'well, an orc looks ewwww yucky yucky to me while a human looks normal'.
and what i like abt the comic is that the characters take the explanation at face value for the most part. when a contradiction is brought up in the oni, kabru can neatly slot them into the predetermined number of bones framework. bc that's kinda how it works irl - there r cultural prejudices that we can posthumously justify, and if we find something outside of it, we can twist it to fit into our predetermined binary. however, since the reader does not live in a world where there are orcs and kobolds to be prejudiced against, we can see that flaw in the cultural logic. when the party encounters the orcs, the number of bones has no bearing on their humanity. They r shown to be cliquish and distrusting of outsiders, but not any more than the elves are later in the story.
tldr dungeon meshi worldbuilding is so good
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hannahp0calypse · 1 month
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I feel like something fascinating about dungeon meshi's worldbuilding (and writing in general!) is how much is said without being said. A genuine, actual, real example of "show don't tell", and not the kinda thing people misinterpret that to mean.
Like, I'm thinking about when we first meet Orcs and Kobolds, when we first learn about "demi-humans", right. Here's a category of people that's humanoid, intelligent, capable of all the thought and reasoning we are. But, they're not human, obviously. They're too bestial, too far removed from "human", right? "Human" applies to elves, dwarves, gnomes, tallmen, halffoots, not these animal-people. Obviously!
But then there's that tidbit of lore about the south eastern archipelago, where Shuro and co are from. See, over there, the population is entirely tallmen and ogres. So, culturally, "human" means "tallmen"! Elves, gnomes, dwarves? They're not human. And definitely not ogres, too. They've got horns! That's not human!!
And it's such a clear statement - "the privilege of being considered Human is arbitrary, cultural, and political". It doesn't need to be said aloud, but it's real, it's there, and it informs the worldbuilding and all the characters within. Hell, just compare it to the divide between long-lived races and short-lived races, or between "humans" and beastmen.
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curiositypolling · 26 days
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pls reblog for sample size etc
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schneiderenjoyer · 5 months
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Now that global's getting some more good world lore with the recent two events, I can finally just talk about how much it fascinates me that arcanists, by nature of their genetics, actually are just a different species of their own.
Like, the clear discrimination aside, the fact they definitely stand out among humans truly emphasizes the battle they face to be recognized as equals to humans if you view their race as not a sub-category of human, but as a different species entirely. How like fantasies depict humanoid creatures such as elves and dwarves, but they're never classified as human. That's what arcanists are starting to feel like.
This idea is also supported by the many hints and factoids scattered around the in-game UI. How the Celluloid Activity (the game's energy system) is a form of genetic DNA seen only in arcanists that help them control arcanum. Or how the concept of Gnosis or Deep Thought is their way of focusing their energy and help process the world and the arcanum around them. Blonney's struggle narratively in the event shows just how much arcanists think very differently compared to humans that it's seen as "odd" and "not normal" (also love the neuro divergent subtext of that for arcanists honestly).
But the real kicker of how it makes me confirm that it's not just a human discrimination of a race, but straight up xenophobia for an entire species is the conversations we get from the entire Nightmare in Green Lake, where the majority of the cast is purely arcanists interacting with other arcanists.
From the conversation in car of casually talking about Tooth Fairy eating fairies to the point she got cursed to have her teeth stolen like it's a conversation about the weather, to them just glossing over the erratic behavior of Changeling keeping campers hostage and later just getting rid (or throwing them out of the campsite) once she's bored of them. These are seen as normal behavior to arcanists.
Like, forget the members of the foundation probably seeing worse, I'm surprised Blonney didn't react more to the realization, it's honestly hilarious. But that just shows the clear divide of what makes arcanists different from humans. Which also explains why a lot of the arcanists talk so cryptic and artistic, sometimes not making sense unlike the human characters who talk straightforward and direct.
Because to us, as humans, we understand that language better and viewing arcanists' language is hard to decipher since they're a different species with a different culture and way of thinking.
This opens up larger avenues of viewing the struggles of arcanists in a human dominated world and the dark implication of the Foundation potentially experimenting on arcanists not to find the cell to withstand the Storm, but to transplant the ability to use arcanum onto humans through genetic alteration. Which can be backed up with the masks the Manus gives to humans to withstand the Storm, but in exchange turns them into monstrous beings because they can't handle the forced application of Celluloid Activity on their body.
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I don't know if this was addressed already but how many fae types have we seen or heard of so far?
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Off the top of my head, the two main classifications of fae seem to be nocturnal fae and diurnal fae, and there are several other kinds of fae that fall under each. Here is what I can recall:
All fae have pointed ears.
Depending on the subspecies of fae, they may have additional traits or powers.
Some fae can make their own magic, as well as absorb magic from nature to use.
Generally, fae govern certain natural elements such as fire or water.
🌙 Nocturnal fae
Nocturnal fae have many yet-to-be-named subclassifications; for example, both Lilia and Sebek's mother and grandfather are considered nocturnal fae but Lilia resembles a bat/ and Sebek's family resembles crocodiles.
The Zigvolts’ specific subspecies have not yet been formally named to us. Their subspecies is known for having scales and a strong bite.
Lilia says that "his kind" of fae can live up to 1000 years. It is said in book 7 that he is a bat fae, which may explain his weakness to the sunlight.
The language of the nocturnal fae sounds like animalistic snarls, grunts, and growls to the human ear.
Dragon fae (Dragon fae are also most likely a subspecies of nocturnal fae, which may be why the Briar Valley army’s slogan mentions the night. Malleus, as well as the Draconia line, are dragon fae; they are descended from actual dragons. Dragona fae are considered babies at 200 years old, teenagers at 500 years old, and adults at 1000 years old.)
Lilia, Malleus, and Sebek demonstrate enhanced senses. Lilia and Malleus also have enhanced physical abilities (strength, speed, etc.)
It is implied that fae in the Briar Valley are nocturnal fae. Additionally, silver hair is more common for nocturnal fae. Blonde hair is not common.
☀️ Diurnal fae
They do not get along with nocturnal fae.
The Fairy Queen from Fairy Gala is considered a diurnal fae.
Pixies are a smaller type of fae that fall under the "diurnal" category; they speak in a language which sounds like bell-like tinkling.
Pixies are usually associated with the various elements of nature so there are fire pixies, water pixies, and flora pixies.
We also see crafting pixies (those are the ones with blonde hair and leafy clothes), which fix items and can make a special bell which translates pixie speech.) The leader of the craft fairies is named Macy.
An honorable mention goes to dwarves, which were suggested to be a kind of fae. In 5-55 of the main story, Yuu thinks the Seven Dwarves are a type of fae because of their pointed ears:
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However, even if you select the bottom option it’s not confirmed that the dwarves are a type of fae until a few chapters later (5-59) by Jamil.
It’s not stated whether dwarves are diurnal, nocturnal, or neither. Based on just aesthetic alone, I’d guess diurnal.
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cosmiado · 6 months
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(let me know which categories i inevitably forgot! this man has SO many voices good lord)
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themadlu · 2 months
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Astarion's Star Elf Background Headcanons
In collaboration with the lovely @spacebarbarianweird!
A bit of a less popular take on Astarion’s background headcanons—I know it is generally accepted that he is originally a moon elf from the Faerunian upper class, but, between in-game trivia and developing my own stories, a different idea came up. 
I’ll outline why I think the Star Elf headcanon fits the sassy elf, and how it plays into his storyline.
Obviously, this is all done for the shits and giggles, so every headcanon is valid, and I’d love to hear about different takes on Astarion’s origins!
Race: Star Elves
Star Elves, or Ruar-tel-quessir, have only recently returned to Faerun due to repeated attacks by an extra-planar entity on their home-realm of Sildëyuir. 
Because of their prolonged absence and reclusive communities, Star Elves are not familiar with most of Toril’s customs and history. In Sildëyuir, they had no contact with most other species (such as humans, dwarves, halflings, gnomes, etc.), and they prefer to keep to themselves once in Faerun too. 
They are particularly wary of humans, as their misuse of magic and warmongering tendencies were what caused Star Elves to flee Toril in the first place. 
They consider themselves better than most other races, only getting along with other elves. They fear for Moon Elves and half-elves who mix with other species, and they consider them overly-generous and too naive. 
As such, Star Elves tend to come across as aloof and cautious. (I know this may not sound like Astarion at all, but bear with me).
Their moral alignment is purely chaotic, with a majority of them being in the chaotic good or neutral categories. 
Physically, Star Elves share some traits with their fellow Moon Elves: light skin (check) and gold, red or silver (check) hair. 
However, Star Elves have grey or violet-coloured eyes with gold flecks in them (imagine an Astarion with violet eyes!).
Star Elves are also taller than other elves, standing between 5½ to 6 ft tall, with a slender build.
They are also considered extremely beautiful by human standards, much more so than any other type of elf. 
Astarion’s Background as a Star Elf:
Right, let’s talk about objective things first: physicality. 
Astarion fits the Star Elf type quite well: 
He has silver hair, light skin (given he is still the palest of the bunch even after he is well fed).
He fits the height range at 5 ft 9.
He has a slender body (a bit too built for an elf, but that is likely Larian knowing what sells),
Most importantly, he is strikingly handsome. Exceedingly so, more than most other elves in the game. 
As there is no confirmation about pre-vampirism eye colour, in my head he used to have violet eyes. I think that would have made him stand out in Baldurian society even more. 
Which gets me to the more subjective part of personality and backstory. 
Aloof and cautious may not be the first qualities that come to mind thinking of Mr Sass, but work with me. 
Someone aloof is not overly friendly, being cool and distant instead. Is Astarion friendly? I mean, genuinely friendly to people, and not forcing himself to look eager because he is forced to do so by Cazador or by circumstances? 
He threatens Tav as soon as they meet, is snarky with everyone else for a good portion of Act 1 (and with some even during Act 2 and 3), and at the end of game party he keeps mostly to himself.
Ultimately, Tav is the only one he seems comfortable enough to be open and friendly with, and that requires a lot of trust, care and work (especially for good-aligned Tavs). 
As for the cautious side, he is a bloodthirsty little shit who loves a good fight, but he doesn’t strike me as someone who would throw himself into desperate situations (without proper compensation at least). 
He disapproves of Tav doing things for free or forcing him into situations where the risks are too great, often stating that ignoring those needing help is the easiest thing, they just need to ‘look away and keep walking’. 
His inherent racism towards other races (ehem, gnomes) can be a result of spending his early years in a very secluded environment.
He presents himself as someone loving life luxuries, but I think that's his Baldur's Gate, more constructed persona. He seems just as happy to fondle about in the dirt TWICE, despite claiming he is not used to it. Maybe he's not as upper class as he wants to appear.
Granted, these traits may be a result of him being a glorified sex slave subject to unimaginable torture for 200 years, but I think his need to be have the upper hand in power dynamics existed before his undeath too.
The chaotic nature is evident, and I headcanon he starts off as chaotic neutral, starts leaning into the evil side as he gets corrupted by power first and by abuse after, then he can either get back to chaotic neutral with a good-aligned companion or become fully chaotic evil as the Ascendant. 
And this leads me to the actual backstory.
Astarion’s Backstory:
Larian originally set Astarion out to be a noble, then changed his background to charlatan and, in some lost character sheet, courtesan (fancy type of prostitute). I’ll stick with the final charlatan/courtesan version. 
Astarion was born somewhere in Faerun in a community of Star Elves. 
His family was of poor background, having fallen out with the leaders of the enclave.
That, paired with the isolation of the community, prompted Astarion to leave his home in his early 20s, slightly earlier than usual for elves. 
He wanted more from life than being stuck in a reclusive society and being looked down upon from others. He wanted to live a comfortable existence, be wealthy, be admired, and to achieve that he needed one thing: power. 
He headed to Baldur’s Gate (convincing fellow travellers to let him on their carts, horses, etc.) with nothing more than the clothes on his person, attracted by its reputation as a multicultural hub brimming with opportunities. He did forge some documents proving he already had some basic qualification to enter law school (not sure reclusive elves issue any), completed his studies and started a career as magistrate. 
During this time, he quickly realised how his looks were one of his biggest strengths in forging alliances. He had been complimented before, but most Star Elves are beautiful, so he was not as universally admired as he was in Baldur’s Gate. He used and abused this knowledge, flirting with individuals from many other races (gnomes aside, he has standards) and genders, enjoying the perks his smooth persona got him (money, status, promotions) and revelling in the adulation of his admirers.
He became even more power hungry, signing laws because they would benefit him or his upper class acquaintances rather than the general population. He was ready to do anything to achieve his goals. 
It was in one of the many soirees he attended that he came across Cazador (or rather, Cazador noticed him). The Vampire Lord saw an astonishingly handsome, young and inexperienced elf who could work most people around his manicured slim fingers and immediately singled him out. Studied him. I don’t think he introduced himself before turning him; rather, he gathered information about him via his connections and learned he was an up and coming magistrate, an outsider, conveniently with no family or stable relationships who would miss him or go look for him should he disappear. 
We know Cazador is a machiavellian villain, so he probably found a way to convince Astarion (through a bribe and pulling at his dislike of lower class vagrants) into signing a law forcibly evicting the Gur from the land they settled on, on the basis of it belonging to some patriar or noble and therefore their permanence being illegal. Cazador knew retaliation would be swift, and I bet he probably even had someone tell the Gur which magistrate had them kicked out. 
Cazador waited nearby while Astarion was being brutally assaulted, chasing off the Gur thugs to claim his prized future spawn. He didn’t need permission to bite Astarion and turn him, but he asked likely because he knew he would never turn down a chance at eternal life and because it would be another way to torment him later (‘Remember boy, I gave you the grace of my gift, you begged for it!’). Probably, Astarion’s last words as a living elf were, ‘Do…any…thing…please’. 
After becoming a spawn and suffering centuries of abuse, Astarion forgot about his past, himself and his family. He doesn’t even remember what type of elf he is (Moon or Star). His parents may still be alive, but with their life being secluded from the outside world, it is unlikely he will come across them in their lifetime.
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middleearth-polls · 8 months
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Disclaimer: Missing options are due to my memory being bad - sorry!
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spaghettioverdose · 2 months
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The fundamental problem with trying to make tolkien-style fantasy worlds with dwarves, elves, goblins, orcs etc. that aren't racist is that the very premise of this world is "races and race science are real, races can have a race character and some races are better in most ways than all the other ones (except that they can't breed as fast)". The way fantasy races are thought of and treated as, is very much just taking colonial race science categories, exaggerating them and adding magic into the mix. That is an inescapable fact of what fantasy races are and why they're even called races in the first place.
A lot of fantasy racism discourse tends to gravitate around orcs often being inherently evil creatures who mostly exist as dumb brute enemies to be slaughtered at will, but I've personally seen less mention of the fact their role in the stories and games is to essentially represent The Barbarian Oriental Hordes and The Savages. This becomes very apparent if you look at the way they are designed. The good guy human faction has cathedrals, churches, temples, priests and clerics. The orcs have tents, totems and shamans.
This also applies to elves. The high elves are basically always some sort of tall, blonde, white skinned ubermensch who are vastly better than everyone in most ways except breeding (almost always borders on some sort of great replacement theory type shit). Wood elves are almost entirely the noble savage trope.
In almost all cases they also get a racial character where for example the high elves are depicted being smart, elegant, speak in an eloquent and flowery way and have all sort of other behaviours baked into them. Orcs are framed to be stupid, brutish, have no appreciation for art (their totems and paintings don't get counted because they are "savage" and "primitive") and are naturally destructive.
The only real way to avoid the racist tropes of fantasy effectively is to drop the whole race aspect of it. And this doesn't mean that you need to have a regular-human-only setting. You can still have a guy with pointy ears but just without framing them as a race of people. As an example, the fantasy setting I've been working on (on occasion) doesn't have races but it does have people with pointy ears, multiple eyes or other stuff like that. In this setting it is due to mutation and transformation brought through magic in one way or another. Some through using magic, others through curses.
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y-rhywbeth2 · 5 months
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Lore: Life in Faerûn, Part 1
Disclaimer & Other Stuff [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Abeir-Toril Why it's called the "Forgotten" Realms History | Time & Festivals | Lexicon [1] [2]| Languages | Living in Faerûn [1] [?] | Notable Organisations | Magic | Baldurs Gate | Waterdeep | The Underdark | Geography and Human Cultures ---[WIP]
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Demihumans in common society (ie human society); common is not a daily language; the postal service; some stuff about gender, gender roles and body modification in the Realms; social strata... Plus some details about other things - most of which will be built on in other posts.
Also featuring; what to do with your leisure time in the realms: like literature, theatre, cafés, where to go clubbing aaand the festhalls.
Education: church school, rich idiots at academies, bardic colleges, etc.
And how good medicine is on Toril, if you can't find a spellcaster to heal you. Baths are both mandatory and freely available, we shall have no unwashed peasants in this setting.
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Humans are the dominant peoples of the Realms, and the vast majority of cultures one will find oneself in are human cultures. Nine-in-ten people are human, with the one remainder being one of any of the eight non-humans (some of whom are more commonly encountered than others).
Most of what is said here refers to human lands and cultures (which is 99% of the world anyway), and non-human cultures I'll cover in their own write ups.
Humans mostly know the other "common" races - elves, dwarves, halflings and gnomes, whom they call "demihumans" or "humanoids" - as trade partners or as neighbours belonging to minority groups within their home cities.
Demihumans are mostly accepted as fellow citizens within human lands, although the elves are often viewed with mistrust due to the stereotype that they are fickle fey creatures who get uppity when you start tearing down nature and building your cities in their lands. This tolerance is not extended to people who are categorised as monsters, including the Underdark races, tieflings and "goblinkin" - a category that includes orcs, goblins, bugbears and so forth. Half-orcs usually find themselves being sorted into this category, and most have to deal with a lot of respectability politics in order to be accepted into their human family's lands. Elves and dwarves also share this hostility towards orcs, and have a long history of wars with them.
The hin (halflings, to non-hin) and gnomes who find themselves living in human cities are accepted by being seen as useful in the eyes of the Big Folk. Both are known as being useful as couriers, tinkers and repairmen, and for running laundromats. Gnomes in particular are the chief inventors and innovators of the realms, and due to their tendency to be quiet and helpful they are heavily overlooked by others.
Dragonborn are a rare sight, but have mostly built a reputation of respect.
Most humans do not know much about non-human cultures, knowing them only through story, rumour and whatever personal experience they have. Stereotypes are often taken at face value, and being more used to the likes of lightfoot halflings and silver elves, the average person would probably be quite surprised by the different cultural attitudes and colder receptions they'd get from, say, ghostwise halflings or gold elves.
Outside of cosmopolitan areas, where your neighbour can punch you in the face for stupid comments, humans feel no particular pressure to be respectful to demihumans and foreigners, and would roll their eyes at what their Earth equivalents would call "political correctness" if you told them off.
On the nonhumans' end, humans are watched with concern, as they do tend to cause their fair share of disasters that rapidly become everyone's problem.
Many of the people of Faerûn move around a lot; religious pilgrims, traders, immigrants and those bloody adventurers transcend the boundaries of culture and country on a daily basis. For this reason, the Common tongue was invented.
People do not use Common as a daily language, though certain terms may enter daily speech as loanwords. Common is a pidgin trade tongue that grew out of Chondathan, the language spoken in Western Faerûn. It's a simple language, easy to learn and spread around, and useful for exchanging basic information with people from other lands who don't share a language with you - but it's useless for daily life. While it has a written form, most people can't read or write in it.
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Maps are rare, and if you want an accurate map you'll usually find it in the possession of local rulers and temples (which supply the Realms with most of their scribes and such). Each realm has a book of maps (atlas) available for the use of their military and other officials.
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If you want to send a package or letter in the Realms, temples often double as a post office. The delivery will be sent from temple to temple until it reaches its destination and will be delivered to the addressee,
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Most of the Realms does not consider men or women to be inherently lesser or greater than the other and all genders are equal under all laws, though they do have traditional gender roles that it's believed most are better suited for - or at least areas where one gender is more represented than the other. Women dominate in trade and domestic areas, while men dominate in war and crafting, however it isn't considered immoral or unthinkable to see somebody defying the gender norm. If your daughter picks up a sword, learns to use it and runs away to fight dragons your primary concerns are less "oh no, a girl is fighting" and far more likely about the threat to her life and who in the hells is going to help you run the family store now if she has no siblings? Gender roles can be looser or more rigid, depending on where in the Realms you go. Some realms may be Patriarchal or Matriarchal, but it's not the rule and some of these places have grown more egalitarian over time.
Organisations do not generally discriminate in any way based on gender when it comes to their members.
The term for transgender in the Common tongue is sildur. (Elven: Alur, Dwarvish: Thulol, Gnome: Thoulal, Hin: Zalshaer) Transmutation magic is the primary form of body modification and transitioning on Toril, although apparently most people will turn towards divine magic before trusting a wizard to do it. Mages are expensive to hire and viewed with some measure of fear by the common person.
You can petition the gods at their temples for body modifications in return for sufficient offerings, if you don't trust wizards. Be that "I want to be blond" or "I don't want these breasts." Exactly how much and what the god is going to expect in exchange for this varies on the faith of the petitioner and the past relationship between them and the god. Naturally, certain gods are favoured above others for this kind of thing. You're more likely to petition Sune (love and beauty) or Liira (joy and freedom) than the likes of Bane and Shar. ---
Faerûn has its social classes, defined by wealth and family lineage, but they do not have true feudal or caste systems, or any system where upwards social mobility is totally impossible (though the upper classes will certainly do their best to prevent that. (Hi, Waterdeep, I'll give you your own post)). Any commoner could theoretically gain a noble title to the distress of the hereditary nobility. In Sembia if you have enough coin, you can just give yourself a title and everyone has to shut up and go along with it, because money. And that's how most of them got theirs anyway.
Slavery is illegal in all of Faerûn with the exception of Dambrath, Thay, Mulhorand and Unther. The slave trade still exists underground elsewhere, and is quietly overlooked in some places, but it is considered evil by the world at large and somebody found to be a slaver will be met with violent reprisal.
Nobles are... well, nobles. They're rich and have powerful friends and the law is far nicer to them than to the lower classes. They're mostly corrupt and constantly scheming against each other. Their kids go through rebellious stages and do drugs and cause chaos for the commoners and join weird cults.
Landownership outside of kingdoms and such with codified property law generally follows the rules that you can do what you like with whatever land you hold; charge rent, put up signs, make the rules... but you own it only by the tolerance of your neighbours. If they don't like the way you do things, you're quickly going to find yourself in trouble. Also led to my one of my new favourite quotes:
“If you set up an inn and then murder everyone who stops there and keep their goods, even if that’s morally acceptable to you as a devout follower of Bane or of Cyric, it will not be suffered to stand."
Yes! Screw you, edgelord!
Crime and punishment varies depending on where you are, but carries fun stuff like fines, brandings, prison labour, floggings, stockades and executions. I think the concept of the law, "justice" and court proceedings will be left for another post where I will passive aggressively judge a young Astarion and his corrupt magistrate ways.
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Leisure:
Literature: Literacy is a hit and a miss in the Realms. Some people prize literacy, and it's common enough that broadsheets and newspapers are in business and PCs can read and write by default; but there are still others who can't and couldn't care less if they can't read some bard's chicken scratch. The ruling class in particular gets a little nervous about the idea of a fully literate populace, since that would allow them to be educated, and better suited to communicate with each other and get ideas. That bit varies though. Cormyr, for example. has encouraged its population to learn to read and get educated for several reasons including making it harder for the country to be infiltrated by enemy spies.
Chapbooks are serially published cheap little paperback things. They contain all sorts of things, like children's tales, donated recipes, political opinions, random bits of advice from people on trades and such, gossip from other countries disguised as news, memoirs, and smut. The rating of that last bit varies in rating. In Waterdeep they favour romantic stories over sex and over in Amn they're just flat out publishing porn about the goddesses of love and sensuality, Sune and Sharess - with the full support and encouragement of their churches.
The most popular genre of actual novels is the personal travel logs of explorers and other wanderers. The Realms are flooded with such books.
There are also non-fiction books available. Philosophy (which is written through the lens of religion, as a rule); books on rulership (controlled by the noble class, sometimes outlawed); and on business (which are subject to attempted control by the likes of merchant guilds)
Book printing is a sketchy business. Authors may one day discover that there are whole new best selling reprints of their books they've never been informed of (or paid for). Plagiarism is also a common problem.
Theatre: Aside from actual theatres, there are a few ways to catch a play.
Traveling caravans are known to sport a few actors, who can make a bit of extra money for the group by putting on a performance as well as advertising the stock their caravan carries (product placement everywhere). Most bards have the "classic" scenes of famous plays memories, so as to perform them on demand.
Theatres often hire doppelgangers, as their shapeshifting ability is very useful in realistically portraying monstrous characters too dangerous to actually hire. Of course there's also this little issue where your doppelganger hirelings may start killing people outside of work hours, but eh. The show must go on.
There are also puppet shows like Punch-and-Judy called Oldboots - because the shows are actually done by wearing worn old boots on your hands instead of actual puppets.
Establishments: Alehouses - Pubs and bars, existing primarily for those looking for an alcoholic beverage. The term "barkeeper" is unknown to Torilians, who would refer to them as tavernmasters. The word "mug" and "pint" also do not exist. Inns and Alehouses don't have menus, you're eating whatever's being cooked.
Dining-house or Feasthall - Known to us as a restaurant. Establishments are also known by the Chondathan word skaethar which is used as a formal term in Common in other parts of the world. In larger inns, one might find a section of the building that acts as a dining-house. Most of the time the menu is a chalk board on the wall, informing customers what's fresh. The really fancy ones, visited by the rich (or those who want to seem so) get paper menus printed by machine or made with fancy calligraphy.
Kaeth house - A café. Coffee is known in the Realms as kaeth or kaethae - or "fireswill", colloquially. The drink is rare and expensive northwards of Calimshan, but is available in large cosmopolitan trade cities, as far North as Waterdeep. Calishite coffee is taken black with nuts and spices like ginger. Sembian and Chessentan styles of coffee are often mixed with chocolate and liqueur. In lands where coffee is widely known, they tend to have their own drinking utensils and customs around it, but in the north it's just served in tankards. Hot chocolate is also on the menu. Teas exist, but are less popular and are seen as a medicinal drinks.
Temples of Liira - The goddess of joy and revelry charges her followers with hosting parties and making everyone they meet is having fun and feeling happy. As such, going to her temples is kind of like going clubbing. The main hall of the temple is a dance hall, with other rooms branching off to include lounges and a well-stocked bar. Liirans also offer dance lessons.
Temples of Sune - As devotees of the goddess of beauty, Sunites are obligated to give you a makeover if you ask, so this is a good destination for a haircut, pedicure or fashion consultation or whatever. As Sune is also the goddess of love, Sunites can also be asked for matchmaking services. The church also sponsors schools and classes teaching all forms of art (including music, song, performance arts, etc).
Festhalls - Try not to confuse these with feasthalls, or you're going to have an embarrassing time. Ah Festhalls, where to start. They're spaces considered outside of society; everyone leaves their real life, identity, social rank and all of that outside and comes here to just let go for a few hours. Festhalls will provide you with a warm bed for the night; they'll wash, mend and dry your clothes; they have hot baths and spa services; you can dance to music, or just lounge around enjoying a good drink and some company; it's also something of a casino, where you can play cards and gamble or even just play normal board games or something... And they're strip clubs, BDSM scenes and specialty brothels! You got a kink none of the brothels can scratch? Festhalls provide and cater to goddamn anything that turns you on, so long as it's legal, safe, sane and consensual.
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Education: What counts as an education varies from place to place and depends on what the realm desires of its public. Some places will emphasise the commoners knowing the basics of military drills, the chain of command and such in case of the need for a levy. Other places, like trade centres such as Waterdeep, prioritise maths and literacy.
In most of the Realms - especially in rural areas, a basic informal tutoring involves teaching basic maths, local laws and customs and some basic knowledge of the alphabet and market/road signs.
Most schooling is done by priests, which is free to the public. Unless you're dealing with the sketchier gods or the ones with deeper mysteries, all clergy are also happy to teach everything about their faith when asked. While some may obscure less savoury details, no follower of any god will outright lie about the details of their faith, as that is considered a sin.
If you're not rich you can get a basic education by hiring "low sages" - the likes of book shop owners, hedge mages, retired adventurers and other people with access to information who can share with you what they know. Of course, what they know may not be the most accurate information in the world.
You can also purchase some basic short paperback school books.
Most trades guilds will provide a basic education in that trade in exchange for a coin or two. Although some of this will simply just be "don't do this at home, hire a professional." They also hold classes open to the public now and then.
Schools as educational organisations also exist and are usually founded by bards or monastic orders in large cities. Most schools and academies are simply a handful of ageing, well educated people with a house who provide lessons for enrolled children there - though larger establishments exist.
For nobles there are Academies, which will also teach their children social etiquette and other things the upper class needs to worry over lest their reputation drop so low it falls into the Lower Planes and dies in the River Styx. Sometimes these Academies are actually just social clubs for young rich idiots to get drunk, do drugs and have orgies in, but that's not so common and gets shut down when it does happen.
While the rich and powerful have the opportunity to send their darlings to Academies, they'd rather not. It's... embarrassing. It means you can't afford a private tutor (or that your darling is a brat with a personality that suggests they're a demon spawned in the Abyss).
Bards are usually trained at Bardic Colleges - these vary in quality and specialty (some may be better for certain instruments, for example). The only requirements for entry are that one passes an audition, impressing their interviewers enough that they are taken on.
Civic information is typically freely available to anyone who asks for it, and courtiers and scribes are obligated to share the information.
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Medicine: Medicine is primarily the practice of demihumans, who've been around for much longer than humans and had more practice. They also tend to hold the market, finding a place for themselves in human lands by offering their services as physicians and herbalists.
Faerûnians have an almost Earth-level awareness of human anatomy; the organs and their function, the function of blood and the cardiovascular system as well as the risks of shock and infections are common knowledge. While the concept of microbes and spread of disease is unknown, the importance of hygiene in staying healthy is known, and there are establishments that offer baths and laundry services to travellers and homeless people. The filthy unwashed peasant is not a thing on Toril. Plagues are not as disastrous as they were in Earth history - most households and communities will avoid being totally wiped out, but they are terrible and mysterious things and the afflicted are avoided.
Medicines as we know them - called "physics" - are expensive and hard to get ahold of, and most people rely on herb lore or priests like clerics and druids. Herbal anaesthetics are widely used. Cauterisation is a common practice, and many people have scars from it.
Most trade towns have apothecaries, be they part of a shrine or a business.
Physicians are often in conflict with divine spellcasters, since they're competing over the same market.
Some diseases are known by different names in the Realms: Windchill fever - Pneumonia Sallar - Typhus Whitewasting - Leprosy Foamjaws - Rabies And a heart attack is known as a heartstop.
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thispageisrendering · 10 months
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Autistic Safe Spaces
If you own a business or a restaurant that serves the public, as the issue gets talked about more, you might be wondering how you can better help the neurodivergent community. Some places try to give spaces where autistic people can go to get their needs fulfilled, so if that is of interest to you, I've compiled a list of things we really enjoy.... made by an actual neurodivergent person.
NOTE: This is list is made by an adult, for adults and teens. The needs of children are slightly different, though similar, and would surely require a different list. 1. Silence - A lot of places, including malls, restaurants, and crowded stores, are overwhelmingly loud. The brains of autistic people process stimuli differently, and we can't "tune out" sounds in the same way neurotypicals can. Silence can involve the (seemingly) obvious things, like turning down music or reducing the number of people in an area, but a lot of things are loud to the point of pain that you might not think of, including metal silverware on ceramic dishware, shopping carts, doors opening and closing, and shoes on floors. A good rule of thumb is to think about how you would feel in a space if you had a migraine. This is easier in some places than others, but accommodations such as plastic dishware, softer floors, and carts left outside can make a big difference. 2. Stillness - I call the visual category stillness and not "blankness" or "simpleness" because that is simply not what I mean. A space can still be quite beautiful while not being overstimulating. We do not want ugly things, and you can still use style and color theory and design principles, but we do want walls without too much signage or distracting detail, floors and carpets without tightly repeating patterns or too much contrast (stripes and small tiles both bug me), and a visual block from the rest of the world, where things are moving like crazy.
3. Style - Because autism is often seen as a disorder than affects children, style can often be overlooked when designing materials and spaces for autistic people (although this, I would argue, is silly; many brilliant artists are / were on the spectrum, and a child, especially an autistic child, can enjoy beauty as much or more than you), and if you have the chance, I plead to you-- remedy this. Autistic people can appreciate detail and wonder in a way that is not concurrent with anything neurotypical people do, and along with having "icks", things we find particularly distressing, we also experience "glimmers", moments of unbounded joy over (possibly) seemingly ordinary things. I feel glimmers when shown any well-executed style; I feel glimmers in office buildings and abandoned neighborhoods and driving by courthouses... any style that is significantly different from my own, and significantly committed to the bit, so to speak, is a wonder to me. If you have the money and the resources, give us beauty, give us a an area that contains classy chic lounge or a medieval tavern or a vast, well-made mural of hyperfixations you polled from your own customers... pay craftsmen to give you a 20th century train station or a heist or an illusion floor in one area that looks as if dwarves are mining for gold hundreds of feet below you. You do not need to overwhelm us with detail-- this area need not be unusually large, or contain live-action roleplaying employees, or be loud or bright or over-the-top-- but you should also take the project seriously, bring people who love what they do and will truly take this opportunity with joy and a keen eye for style. 4. Solitude - I am a high-masking individual, which means that when I am being watched, I cannot "safely" relax; if you appear distressed, people sometimes talk to you, and ask if you are okay, which is a nightmare for me. I strongly prefer small, quiet spaces where I can be alone, about the size of a bathroom cubicle (which is where I do go to decompress a lot), where I can be unobserved and alone. It is a wonderful feeling-- it doesn't need to be (and shouldn't) be a perfectly soundproof room, but just somewhere I can be myself for a minute.
5. Snacking - Being autistic is exhausting. We process 42% more information than you all, and it really takes it out of us. Lots of people on all ends of the neurodiversity spectrum people have trouble waiting long hours between meals, but when a lack of snacks could mean a meltdown... please just let us eat our own food. At a sit-down restaurant, waiting for the food and not being able to eat anything until it comes is unbearable, I just get so hungry and frustrated, while being overstimulated and masking the whole time, and on top of that, because I cannot eat gluten, dairy, or much sugar / refined carbs, the appetizers are usually unappetizing or off-limits for me, and the food on the menu itself just as bad. I don't actually get much sustenance from meals provided and / or eaten in public, and a bit of acceptance around eating a couple pecans while you wait for you meal goes a long way. This is also true in stores, especially in malls, where food sold is usually not of much value to me, but there aren't great places to sit down and eat something. And, as a side note, if you want to sell food that appeals to people with autism, think Plain, Cheap, and Childish-- I mean this with absolutely no disrespect to autistic people, but I would never in a million years eat a fancy sharp cheddar (it tastes awful and gives me a headache), but I love the shredded colby jack from Costco. We like simple mac 'n' cheese, chicken nuggets, plain noodles, hot dogs... if a fancy chef would think it wasn't real food, it probably tastes amazing to us.
In conclusion: I don't know why I alliterated this list; I just started doing it, and I liked it. Many autistic people love life and everything in it, we just can't take it in all at once. Give us beauty. Give us the silence and stillness to appreciate it. And, overwhelmingly... leave us alone :). We love our solitude.
I have just been chatting in this post (I'm sure there are spelling mistakes please ignore them lol), so feel free to add if you have more ideas, fellow neurodivergents. POST SCRIPT: If you are doing anything similar to this, please talk to autistic people before embarking on a journey like this, and take in a wide bank of opinions. Don't worry, we like to answer honest questions, and we talk quite a lot if you let us. We love you guys. You got this.
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exhausted-archivist · 6 months
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Thedas: Not a Middle Ages Fantasy But an Ahistorical, Pre-Industrial, Mega Fauna Fantasy
Part 1: Mega Fauna
The long and the short of it? Thedas is an ahistorical world with magic, two moons, giant fauna - giants, dragons, giant bears, giant arachnids, and has some "ancient" and recent technology that would reach as late as the 1800-1900s in our timeline - such as bunsen burners, smokeless coal, table saw, thresher, heliography, and theodolite. Nothing about Thedas is a 1:1 equivalent for Earth and never has been, we know from the devs that it wasn't the intention either. From a fantasy perspective it is a blend of your typical fantasy stories with adventure, dragons, magic, elves and dwarves, varying mythology, and culture ending events; mixed with a venture into a "what if" ahistorical history.
In the case of Dragon Age, Gaider mentions it was a "what if our own history had magic and elves and dwarves?" and "how might Christianity be different if, instead of Jesus, it had been founded by Joan of Ark?" and subverting tropes of fantasy while still being recognizable: elves being brought low vs aloof and immortal; dwarves bring political schemers vs stouthearted Scotsmen; mages who were feared for good reason.
These were the basic foundations going into Dragon Age, and the spirit of those things is evident through out the series. While there are clear moments of parallels, allegories, and themes of the modern world, our world; I think that, for better or worse, the series has kept to the spirit of those foundations. Keeping things recognizable while exploring the world they've crafted, that grows as the team grows.
Its the spirit of that foundation that really lends to the idea of Thedas being a mega flora and fauna world.
Disclaimer and Considerations:
Take all of this with a grain of salt, whether you take it or leave it. Aside from the actual lore mentioned (with sources next to it) all of this is estimations and based off of known art standards or "canon" as the term is called.
Size is a hard thing to nail down in Dragon Age, the scaling and modeling between the games - main and all additional third party installment - are inconsistent at best largely due to limitations and scope of the game. Such limitations we see reflected in Bull not being 8' and instead is 6'9, the fact that the nightmare demon was scaled down because of scope. Then there are the cinematic scenes, they aren't reliable as they often have models float, sunk into the ground, or given camera angles that force perspectives.
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ALT Concept art is a touch more reliable in the idea of the intention but isn't any more hard fact due to the question of if the intention was carried through or not due to tech limitations or design choices.
In consideration of concept art I want to clarify a principal used in art that I will be referencing. Traditionally when drawing characters, artists will use proportional canons. Which is when one uses the height of the character’s head as a unit, to have the proportions of the body match natural ratios. A good write up of this concept is linked here and here.
Content warning for everyone, there will be mentions and/or depictions of the following:
Multi-eyed creatures
Scorpions
Spiders
This post also includes images from the following:
The Missing comic
Dragon Age Absolution
Part 1a: Does Thedas Actually Have Mega Fauna?
Yes, they do. Now the first thought might be the obvious dragons, giants, wyverns, titans, and some magical creatures. But there are some creatures of which we have actual measurable sizes for.
I have the more "concrete" fauna separated into two categories: known sizes and comparable sizes. Known is as stated in lore, if we're given fixed numbers at any point, while comparable sizes are for creatures who we either have vague descriptions or equated to something we know the sizes for.
Comparable sizes are also separated from known sizes as they either have variations, or I am unsure of the lore for them still holds; as with anything dao, game guides, and ttrpg on this blog, these are treated and considered as canon unless clear contradictions are available.
Known Sizes
Giant spiders:
Their scale isn't measured by how high they stand on the ground or by body length but from leg to leg. Or rather that is what you would expect for them to be measured by, but it is hard to say for sure. I run with the leg to leg measurement for the provided size in canon; where they are/can be 12' / 3.65m. [Codex]
Looking at extracted game models (which aren't reliable for in-game models) the giant spider stands at 3' 11.28" / 1.2m and measures 5' 4.2" / 1.63m leg to leg.
Griffons:
Their length is 12' / 3.65m or larger with even larger wingspans. Males can weigh over 1,000 lbs / 453.59kg while females are a little less. [Last Flight ch. 2 p. 31]
For context of how big both of these are length wise, on average: Javan rhinos are 12'5 / 3.8m in length, Indian rhinos are between 10.8’-12.5’ / 3.3-3.8m in length, African forest elephants are between 7.22’-12.13’ / 2.2-3.7m in length, African Bush elephants are 10’-16.5’ / 3-5m in length, thresher sharks can be 10.5’-20’ / 3.2-6.1m long, female great white sharks have an overall length of 15’-21’ / 4.57-6.4 m; males 11’-13’ / 3.35-3.96 m. Most crocodiles exceed that with an average of 13-14' / 3.96-4.26m.
If you're like me and that just is a jumble of words, below are the size comparison to a 6' / 1.83m male figure, the scuba diver is roughly the same length as well. I had to edit the horizontal figures to compare lengths but scale wise they are still 6' / 1.83m. I also spliced together multiple images so they would be easier to see (and tumblr has a 30 image limit).
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ALT [Image Sources from left to right, top to bottom: Rhinos: Javan Rhino, Indian Rhino Elephants: African Bush Elephant, African Forest Elephant Crocodiles: American Crocodile, Mugger Crocodile Sharks: Thresher Shark, Great White Shark]
Comparable Sizes
Mabari:
Stated as being as tall and as wide as dwarves*; going off the dwarf heights from Inquisition game models would put them at a range of 4'9-5'3 / 144.78-160.02cm.** This is unclear if they mean from the head or shoulder, which typically you would measure quadrupeds from the shoulder. Something to note however, the mabari extracted models from Inquisition measure at 3' 4.6" / 1.03m at the shoulder but 4' 2" / 1.27m at the head.
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This is also roughly echoed in the concept art, where the shoulder height lines up with the shoulder height of the extracted model from Inquisition, however is closer to the dwarf height range when measuring from the top of the head.
Either way mabari are considered giant breeds when looking at dogs. Regardless of if they are the height of a dwarf 4'9-5'3 / 144.78-160.02cm or the height shown in the extracted model or concept art of 3' 4.6" / 1.03m at the shoulder but 4' 2" / 1.27m at the head. The largest dog in the real world was a great dane at 3' 5.18" / 1.046m.***
*[Dragon Age Tabletop (da ttrpg), Blood in Ferelden] **[Source] ***[Source]
Deepstalkers:
There is a bit of a variant with their sizing scale across all entries. From being able to curl up to be the size of boulders or large rocks.* To The Calling describes them as follows
The “stalagmite” unfolded, revealing a serpentine creature with a long and wormlike neck that ended in a maw full of sharp teeth. Its mottled skin was almost perfectly camouflaged to match the stone around it.
He noticed where the creature’s limbs folded up under its carapace, where it tucked its long neck under its body. Hidden in plain sight, the disguise was almost perfect.
Meanwhile the Missing comic shows them as being much larger than Harding, a dwarf. The ttrpg also describes them as "small reptilian creatures". There also seems to be sizes difference noted between each type of deepstalker: deepstalker, leader, and matriarch.
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ALT [Image Sources: BioWare Promo Material, Dragon Age Wiki, and The Missing Comic #1]
Additional measurements include the odd 2' 6.3" / .77m from the extracted model from Inquisition which doesn't line up with the in-game sizing as they're proportionally much larger when next to a dwarf. Then when looking at the concept art scaling from the red dev book shared by Mark Darrah, they stand nearly 6' / 1.83m.
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So there is a stark range of size difference as well as really any consistency when it comes to the bipedal, raptor-like, predators.
*Note the range for what is a large rock and what is a boulder is pretty vague. **This is based on various screenshots as pictured above. Comparing them to Shale, a human character, dwarves, and an elf. *** [World of Thedas (WoT) vol. 1 p. 163, Origins game guide, da ttrpg, The Calling novel, and The Missing Comic]
Dragonlings:
Specifically when they are newly hatched are the size of a deer. At the shoulder they'd be 2'8 - 3' / 81 - 91cm. Their length could be from 3'1 - 7'2 / 95 - 220cm. [Dragonling Codex] *Note the ttrpg does denote that they are the size of a young deer, which would be about 1 1/2 years old. This is distinctly different from a fawn and they are the same size height wise as a mature deer. It is simply a difference in muscle mass.
Here is a helpful comparison of a white tail deer, one of the more common deer:
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ALT [Image Source]
Below is concept art from Tom Rhodes that I have cropped for a much clearer view. The shoulder height of the dragonling reaches roughly the same height as deer above.
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ALT [Image Source]
Part 1b Sizing from Concept art and Development
Here, I want to look at the concept art of creatures, while acknowledging that they don't always end up on the same scale in game - due to a variety of technical reasons. As we see with the fact that spiders are not 12' / 3.65m in game nor are they close to that.
But with that in mind, we can at least glean the intention if not what might be more reflective of the lore. As we know, not all of da lore is game engine/mechanic friendly and thus there is merit in seeing if we can measure through comparison of in dev work. Especially thanks to the human comparison in some of them.
One piece of such concept art that suggests mega fauna is the design guide for da4 that was teased to us by Mark Darrah in 2016 and in the BioWare: Secrets and Stories From 25 Years of Game Development (B25) p. 274.
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Using this, we can tell what might have been the intended -- again if it is not reflected in game -- size for the animals in Thedas. However, I will note for the sake of clarity that this isn't perfect reference; as some of the scaling seems to be questionable/warping. This is after all, an image of a picture in a book. I would be thrilled to see if we ever get to see a flat image of this.
But what we can see when we clean it up, and line up everything while cross referencing other concept art; the scaling seems to work out something like this with the human figure in the center being the "hero" proportions/ideals that would make his height 6'2 / 1.88m.
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Great Bear
Some of the concept art that we can use for comparisons are pieces such as the concept art for the Great Bear and Quillback (development name dragon bear and vulture hyena):
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Going off the stock hero height for female it is 5'6 - 5'7.5 / 1.67 - 1.71m and for males it is 6' - 6'2 / 1.83 - 1.88m. That would make a great bear roughly 10'11 - 11'2 / 3.34 - 3.42m in this concept art. However in the red book, the scaling suggest it is around 14' / 4.26m. Which is an example of how the book as reference might either be unreliable or the new updated intention for the scaling/design.
Regardless of which numbers you favor, when you look at those scales in contrast to our two largest modern bears:
Kodiak Bear: 3'4 - 5' / 1.02 - 1.52m at the shoulder, 6'5 - 9' / 1.96 - 2.74m in length, and 9' - 10' / 2.75 - 3.05m standing upright
Polar Bear: 3'7 - 5'3 / 1.09 - 1.6 m (male) or 2’8 - 3’11 / .81-1.19 m (female) at the shoulder, 7’10 - 9’10 / 2.4-3 m length, and 8’ - 10’ / 2.5 - 3.05 m standing upright Note: I have edited together the sourced images for clearer scaling.
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ALT [Image Sources: Bears: Kodiak Bear, Polar Bear]
Additionally when looking at the tarot cards, which also tend to echo concept art more than the final game we see this massive and dramatic height difference for great bears.
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Another varying size reference we have from concept art is this piece by Tom Rhodes comparing the great bear to the normal bear/brown bear. This is in direct conflict with the scale illustrated in the dev book, though this could simply be due to the stage of development this was created in as it looks to be a draw over of a game model when looking at the great bear.
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ALT [Image Source]
Nightmare Demon
The Nightmare demon, or "Blinky" as fans call it, or "Smilely" as Varric calls it. This is however a demon so it's appearance and size can change due to influences outside of its control, I want to acknowledge that. This one was something I wasn't expecting to make a comparison with, as we know that not only was the final version of this demon scaled well as it seems that part of it was cut off in the dev book. But I found this concept art from Heroes of Dragon Age (HoDA) and I believe it roughly matches up with the dev book in terms of scale. It might be scaling larger however, I cannot say with any certainty. And when comparing it to the game model in DAI, this is actually a little smaller in comparison. The extracted game model of the Nightmare demon is 93.47' / 28.49m, while in comparison this concept art implies that it is 54.5' / 16.61m when you measure the silhouette which we can estimate to be 6'2.
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ALT [Image Source]
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ALT You can see how much they sized down the nightmare demon for HoDA (which is understandable given the constraints of a mobile game), especially when you scale them down to show the actual difference. Which is funny considering the nightmare demon is greatly scaled down from the original concept.
Phoenix
Another piece we have, is concept art for the phoenix. Unlike with the hero figure from before, we are estimating Orisino's height based on the height of elven game models. This would put Orisinao at 5'9 - 6' / 1.75 - 1.83m for an elven male.
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ALT [Image Source]
This height reference is echoed and reinforced when we look at the dev book from B25 and Mark Darrah. When you bring the phoenix over to line it up with the hero character in the center, it puts the shoulder a phoenix is roughly 6'2. Implying that, at least for this art, Oresino is within that 5'9-6' / 1.75-1.83m range as his height is lower than the shoulder.
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As you can see the extracted game model is not comparable due to the fact it, like the bears are not at all the same size as their in-game models. They are being scaled up a great deal to what we see in game. The extracted model height for the phoenix is 2' 7.4" / 0.8m, which is much shorter than their in-game counter part that shows it to be around the height of the human/elf character if not a little taller.
Quillback
Shown in the concept art with the great bear, we do have scalable concept art with the quillback and we are able to see that it does line up with the scaling for the dev book. It is also roughly the same size as the extracted game model. It's shoulder height being 4' 10.6" / 1.49m. The quillback also seems to be one of the few creatures where their in game counter part matches up with their model and concept art.
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Part 1 Conclusion
As we can see with all the comparable or confirmed sizing of these creatures in Thedas, most are predators and scavengers, fairly large ones at that. So much so, it would dictate a high oxygen content in the atmosphere, plenty of prey to fuel animals of this size, and plenty of land area to allow for the biodiversity that we see. Even down to the subterranean level as well.
We know that gravity also works differently in Thedas, to a degree it is requires as to allow creatures the size of dragons and griffons fly, and giants roam the surface. But also to allow dwarves ranging from 4'9-5'3 / 144.78-160.02 cm to live 2-4 miles / 3.21-6.43 km below sea level + the distance from the actual surface. To give context, the deepest cave we've explored on earth is the Veryovkia cave at 1.37 miles / 2.12 km deep and the entrance to the cave is 1.41 miles / 2.28 km above sea level. Meaning the deepest cave doesn't even go down to sea level.
But with all that said, I'm only wrapping up here as I'm running out of image allowance for this post. I'll continue this in the next part, and if you've read this far, thank you.
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