How we understand things depends in large part on how we see them. That to a good degree depends on how we frame them, and that relies to a great extent on how they are explained to us but those who first introduced us to the subject.
The creationist rejects evolution because the very idea of evolution contradicts what he was told early in life of how it all began. The skeptic rejects the existence of the sasquatch because he was told earlier that such an animal could not exist in North America because their ancestors had no was to get here from Asia. In both cases, creationist and skeptic, their rejection of the respective ideas comes from what they had earlier learned, and education they have accepted on the authority of those who taught it.
In the field of role playing guides—RPGs—our first exposure to how our characters are described in numerical terms came in the RPG Dungeons & Dragons—D&D. The a character is described in terms of 6 characteristics ranging in value from 3 to 18—which suffices in an RPG that was limited to figures presented on the human scale, but which sort of breaks down when an individual appears in a much larger size.
The characteristics also selected to represent a character present a further problem, for not everybody has the same understanding of what they mean. A term such as “Strength” or “Intelligence” do have a certain meaning, but not everybody understands them exactly the same way. In addition, our characteristics are also held to represent different aspects of us. Strength represents the physical, Intelligence the mental, but when you get right down to it both can be said to be representations of the physical, with Intelligence representing how capable a person is in what he has in the way of brain capacity and his ability to use it.
How characteristics are determined also frames how we see them. When a player rolls 3d6 for each in a particular order he may sometimes end up with such as Strength and Dexerity having values of 18 and 3 respectively; which is possible in reality, but often indicates a serious problem in the individual.
By and large our statistics tend to be interconnected. The genius is very often strong as well as smart. In his case the Physical is related to the Mental. There are exceptions, but most are rare.
In the end we are all integrated as individuals. Good health most often means good coordination, good strength, good intelligence, good wisdom, and good social skills. With but a few exceptions being smart also means being wise—except among the young, and being wise often means being skilled in social situations.
But our tendency is to segregate the characteristics because that is how we were taught to deal with them. In addition in some RPGs the designer takes the practice to an extreme, with FATAL for example presenting a total of 20 characteristics in five groups, which don’t always have a role to play in all but a few occasions.
Then you have one such as Mythus, where the Attribues—as they are called—represent interconnected aspects of a figure; such as how capable he could be, how powerful he is, and how swiftly he can bring an aspect or Category into play. But because of how we were taught to see characteristics in an RPG we tend to ignore that in favor of how we were told to handle such matters.
The fact that RPGs began originally as wargames also affects how we view them, for in a wargame the goal is to engage in combat. Even when the attempt is made to make social aspects a part of play we tend to present such as a part of conflict, a part of combat, the mechanics we use shaped to resemble how combat is handled. We either won’t see that there are other ways of handling it, or we can’t see.
You get right down to it, it is our stubbornness that limits how we can handle matters, for we much prefer to handles things in certain ways having learned earlier in life that that is how you do it.
And in case you’re wondering, this does need to be rewritten because I kind of wobbled about with it. I let the stream of consciousness stuff carry me away. But you can look at this as an example of my thinking on the subject and do some thinking of your own. Call this a rough draft and let your mind wander afield.
Much to my surprise I got a donation. The donor prefers to be anonymous, so he shall remain unnamed. So at the moment I’m 25 dollars closer to my goal, which convinces me that actually producing material is a good thing.
You’re welcome to donate yourself. You’re also welcome to comment as well. Cash I can spend. Encouragement just encourages me, and for the most part to keep working on Mythus and other matters.
And now I need to shut this down and get some sleep. I hope you’re all doing well and whatever is happening in your life gives you encouragement.
I may change my mind later, but at the moment I think this is ready to go. Yes, I have decided to simplify matters, and to consolidate all my production blogs into one. So now all you need to remember is Mythusmage Today.
I may have one more feature to add, a forum. But that can wait for later
Physical: x1.5 then adjust for size
- 1-15: Alf
- 26-35: Alfar
- 1-35: Dark
- 41-60: Cymic
- 61-70: Flower
- 71-95: Germanic
- 96-00: Nihon
Skills: Anything regarding nature, including plants and animals. Also those involving agility and grace and criminal activities both Mental and Spiritual. Also Perception Mental and Physical.
Add in craft, white metal smithing, and Heka Forging having to do with gems and jewelry.
What is an elf? An elf is a cheery orc. The story of both is a long one, so it can wait for later.
Elves by and large are about 5’10 and slender. The elves of Ærth can handle iron and such like metals, but the elves of Phæree cannot. Those elves have a Heka Forged sort of tin armor which has all the nature of iron, be it though made of tin.
In magick Elves have Full Practice in White, Gray, and Green Magick at +1 to DR, and Black Magick at -1. Where Ethoi are concerned they may take Priesthoods in Shadowy Darkness and Moonlight at +1, at -1 to all Other ethoi. In Green Magick they may try for Full Practice be their Mental Trait have a value of but 80.
All elves have at least 3 psychogenic powers, and some 20% can use castings.
On Demographics: Since the elves of Ærth live for hundreds of years, they don’t have many kids. With their medicine and their magick they really don’t need many, and see no reason to have a whole lot. So the Human domination of Ærth is in no real peril. To make this simple Ærth’s elves see no reason to dominate.
The Dwarfs of Aerth
Physical: x2 then adust for size.
Skills: Mining, crafting, engineering, among other things.
- 21-35: Caledonian
- 36-40: Finnmark
- 41-50: Hibernian
- 51- 60:Nihon
- 61-85: Norge
- 86-00: Sung
The dwarfs of Aerth are a small people, yet strong for their size. They rarely get above 4 feet in height, but are stocky and muscular for their size. Hair and skin tend to be a darkish fair, and when they have beards such are thickly curled and dark in color.
They count elves, orcs, and drow among their employers, and very often employ hobgoblins and a few goblins in their work.
Most often they employ hammers and picks in battle, and a number among the Hibernian dwarfs make use of pikes some 12 feet in length in formations known as schiltrons. Crossbows are the most often used in missile war.
Physical: X1.2 then adjust for size.
Drow are skillful in deceit, trickery, and fraud. All drow have psychogenic powers and can use Castings. When checking for Full Practice where Priesthood is concerned the check is made at 2 DRs better, for Gray magick at 1 DR better, and for the Ethos of Shadowy Darkness at 3 DRs better.
With the exception of the Afar Drow the Æropean races are pale skinned and have either light blond or white blond hair. They are sometimes called the black elves because of their dark natures, not because of skin color.
The drow are not elves. Rather they are more closely related to the trow and trolls. They are nasty, cruel, and enjoy inflicting pain. Most who have an ethos follow Shadowy Darkness, with some few following Gloomy Darkness
- 01-05: Afar
- 06-70: Hibernian
- 71-90: Orkney
- 91-00: Shetland
Special Note: The Afar Drow are an anomaly. At 7 feet in height and some 250 pounds in weight they are size 1.5. They are also black skinned with thick black hair and deep black eyes.
Afar Drow are also more drawn to the Ethos of Moonlight, and some even to the Ethos of Sunlight. Those who adhere to Gloomy Darkness are rare indeed among them. In terms of philosophy they tend to be practicing Buddhists, with some East Afrikan animism added in
One thing to note about the Afar is that they like being trusted, and will honor their promises. Doesn’t mean they don’t play tricks, but for the most part to impart a lesson instead of harming another.
Afar Drow never wear clothes or footwear, though they do wear jewelry and the like.
Spiritual x 1.4
Physical x1.3 then multiply by size.
All have a few minor psychogenic powers, mostly of the Physical variety. 1% can use Castings. Among Alfen HPs some 20% can use castings, on a 1-20 on percentiles said Alfen can use Castings. There are no known Full Practitioners among The Alfen.
Skills: +1 in DR to Criminal Activities, Physical and Gymnastics—I may add more later.
The Alfen come in the following races:
- 01-20: Caledonian
- 31-35: Euskaran
- 36-50: Gallic
- 51-65: Hibernian
- 66-80: Lyonesse
- 81-00: Prydain
The Alfen of Ærth are a small people, rarely more than 3 feet in height. They are slender in build, have slightly pointed ears, and almond shaped eyes with cat like pupils. Skin is fair, hair is light, and no few have freckles. Gingers amount to some 35% of the total population, especially among the Gallic and Hibernian races. Among the Euskara Alfen there are a few with skin and hair a medium brown.
Most Alfen live in farming communities and small towns. The few magicians and preachers among their numbers take up residence in cities and urban areas. They are known as small time thieves and a few have become known as cat burglars and second story men.
There are a few who live apart, but most of these are either loners or fugitives from justice.
The most notable Alfen was the Cymric Robert of Glenfidden, who was a member of the Paladins of France, having earned the position thanks to his skill in personal security. Robert lived in the 7th century after Atlantl’s fall—17th century AD by our count.