One of the interesting elements of space fantasy
campaigns is that they let GMs experiment with really different
species—as opposed to races—and the civilizations and cultures
that they might develop. With that in mind, presented here are
suggestions for the ways in which creatures' biology can contribute
to how they interact socially, politically and religiously, thus
creating interesting backdrops for interplanetary adventures.
The Default: Various Types of Mammals
Humans are almost guaranteed, of course, with elves and
dwarves a close second, probably some kind of halfling, and maybe
gnomes and half-orcs. Whatever the case, the dominant races in most
campaign worlds are various types of mammals. (Thus the same can be
said, too, for many of the NPC races in settings, such as orcs and
other humanoids, giants and the like.) They give life birth, and even
larger litters—that is to say, multiple births—are relatively
small in number. Offspring usually know who their mothers are, and
thus most likely their fathers, too. Additionally, children remain at
home for a lengthy period of time before they can provide for
themselves.
These factors taken together mean that family
connections become quite important, and thus can lead to
predominantly matriarchal or patriarchal systems of government, laws
of inheritance, and such (such as among the Amazons or more
traditionally medieval societies). As a result, characters who don't
have families—orphans, foundlings, loners and the like—might find
it more difficult to work their way into certain social circles, but
areas that see lots of travelers won't present much of a problem.
Something a Little Different: Reptiloids
In many ways, the cultures and civilizations built by
reptiloid species are similar to mammalian ones. Take, for instance,
the lizard folk and troglodytes, both presented in the Bestiary,
or the serpentfolk presented in Bestiary 2 along with
supplements from Green Ronin's Freeport setting. For them, the
concept of family can still be quite important. Because young are
hatched from eggs, however, there is less certainty regarding
parentage, and thus the society might take more of a communal outlook
toward caring for them. Since more young are born at one time, less
value is placed on each individual. What is more, since hatchlings
are sometimes even expected to fend for themselves right from the
start, this means that close family ties are less developed. While
there can be individuals who seek to promote the well-being of the
whole species, others are just as likely (if not more so) to be
concerned only with their own survival and success. Taken further,
this can lead to a culture in which greater strength—perhaps
demonstrated through prowess in combat—becomes the means of
attaining positions of leadership, rather than promotion through
communal decision-making.
All of One (Hive) Mind: Insectoids
Along with lots of other creatures, Bestiary 4
presents the formians. These sentient insects have a society
dominated by a central figure, the queen. From an individual
perspective, all that matters is following her orders; she, then,
provides the materials needed for life to her loyal followers. There
is virtually no sense of self-determination; indeed, those who think
to follow their own paths are deemed to be deviants at best and at
worst, threats to peace and stability. Because large numbers of
creatures are born from clutches of eggs, they are not seen as being
of individual importance. Instead, all that matters is what they can
do to serve the queen. They work together to generate foodstuffs and
accumulate other goods, all of which remain under the queen's
control, for her to distribute as she deems appropriate. In theory
she should have no favorites among her loyal followers, but in
practice that is not always the case.
Unhindered by Bonds of Blood: Arborlings
An eponymously titled PDF supplement from Clockwork
Gnome Publishing presents an interesting variant species, the
intelligent and mobile tree creatures known as arborlings. As
sentient plants, they are born through the spreading of seeds or
pollen; this is a relatively anonymous process when compared to live
birth or even hatching from eggs. For this reason, while a given
creature might feel some sense of kinship for its offspring, a much
greater emphasis is put on individuality. That is, one cannot be
expected to heed a parent's wishes when it is almost impossible to
prove parentage. What is more, since the earth, water and sunlight
provide the materials necessary for survival, and those are commonly
available to all creatures, then there is little cause for
competition in acquiring them. This tend to makes for a peaceful
society, and one in which decisions are made through discussion of
the common good rather than any sense of obedience to any authority.
An exception, can arise, however, when outsiders
threaten the territory in which these creatures live. At such times,
when they are forced to band together in mutual self-defense, then a
charismatic and crafty leader might arise to rally them in battle.
Beyond the Pale: The Undead
Taking the strangeness even a step further, one can
consider a society made up of the undead. They don't need to
reproduce through any natural means; rather they can be created in a
number of ways. Some, like skeletons and zombies, are simply the
animated remains of living creatures; they lack any real drive of
their own, but simply follow orders. Others, such as ghosts, wraiths
and spectres, come into being when a mortal dies and—for one reason
or another—is unable to attain any peaceful kind of afterlife.
Finally there are those who enter into undeath knowingly: the lich, a
wizard who seeks a kind of immortality; and the vampire, who
willingly or unwillingly participate in the blood ritual.
An interesting aspect of life (for lack of a better
term) in a predominantly undead society is the strict hierarchy that
exists among these types of creatures. As mentioned above, skeletons
and zombies are clearly of the lowest stature. Above them are some of
those like ghouls, ghasts, wights and wraiths, who possess greater
power but who cannot to rise above their given positions. It is only
among the ghosts, vampires and liches that can aspire to any real
power. In this way they tend to build up their own centers of
influence, commanding those beneath them while working toward their
individual ends. While they may work together toward common purposes,
they are just as likely to betray each other, since there is no love
lost among their kind. Their main weakness is a reliance on living
creatures for food, be that in the form of blood, brains or flesh.
They do have the benefit of time, however, since they can plot action
over the course of decades, centuries and even millenia.
Lifespan and Outlook on Life
When considering the outlooks of different cultures
and societies, it is important to keep in mind how long each of
them lives. Humans, for example, are considered by others to be
impetuous and grasping, in part because they typically live for
less than a century. While halflings and half-orcs are pretty
similar in nature, dwarves, gnomes and elves tend to view them as
short-sighted. In this way, the formians are much more like humans
in nature, while arborlings and lizard folk tend to see things in
the same way as the older races. Only among the undead does time
truly lose its relevance.
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