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@krazydnd
Majority and Minority
This is a worldbuilding post, not a politics post, though obviously there's some overlap. It's mostly written in service of understanding some of the "inherent" dynamics that might exist absent e.g. colonialism, prejudice, overt discrimination, fetishism, exoticism, historical inequality, etc.
There are a lot of ways that any minority will face problems the majority doesn't, even in the case where that disadvantage is not something that was ever intentional or rooted in prejudice.
Let's take the case of elves and humans. In this toy example, humans make up 90% of the population, and elves make up 10%. Their history is long and peaceful, and the ratio has been constant for a long time. These elves are humanoid, relatively long-lived (by a factor of let's say x2), taller but skinnier, and have some relatively subtle differences in biology. We will assume that there's relatively little difference in culture, that they all speak the same language, etc.
Services
All else being equal, we should expect that elves make up both 10% of those providing the services, and 10% of those demanding the services.
For many cases, this is perfectly fine, particularly those where there aren't differences in biology. If you need a website made for you, you wouldn't care whether an elf or human was doing it. You wouldn't care whether your janitor is elf or human, this is going to have no impact on how clean the floors are. Again, we're assuming relatively minor differences in biology, not super-elves who do everything with grace and precision.
For other cases, this isn't perfectly fine. We should assume that only 10% of doctors are elves, and depending on the total population, this means that some specialist positions will only have humans. How many urologists are there in a mid-sized city? And it almost doesn't matter whether the doctors are elf or humans, because the patients have this same 90/10 split. Assuming there's no demographic concentration, doctors get experience on elves at 10% the rate. We should then think that unless there's specific effort being made to train people in every service sector that they're simply less experienced with the elven clientele.
This applies to lots of services. If elves are taller and more slender, then what they need from a tailor is very different, right? If their hair grows differently, or is finer, then they might prefer different haircut, styles, and have unique needs from their barbers. Even relatively small differences in physiology would mean they have different demands of a personal trainer. We haven't established whether they have different diets, but it's easy to imagine even relatively small difference in preference result in worse experience overall (more on this later).
So in a society that has made no particular efforts to change these fact, we should expect that elves simply experience worse service on average than humans do. Every service they go to has less accrued experience with their demographic, if nothing else.
Goods
Humans and elves might also want different goods.
If elves are taller, they might want longer beds and longer blankets to go along with those beds. They'd want different clothes, whether or not those are made by a tailor. They would want different chairs for their longer legs, and different tables to sit at, and this is just focusing on the single aspect of height. If their hair is lighter, fingers longer, etc. there are all kinds of differences between the products that they would want and those that humans would want.
Diet is also something to consider, because it makes up a large component of consumption. If elves have slightly different preferences, like a lower spice tolerance or vegetarianism, then they're going to have a harder time finding foods that match their tastes, less selection, and a lower quality of goods at higher prices.
Goods operate on economies of scale, which means that some products would only make sense to make with humans in mind. This is especially true in the modern day, but I think was also true in medieval times, because the invention of factory processes wasn't the invention of making a lot of identical things.
So the smaller market of elves will have less selection than the larger market of humans, and in many cases craftsmen and companies will have to decide whether to make a product that works for both markets, run two different product lines, or simply abandon the elf market.
This applies to entertainment too, which is midway between good and service. A large production, like a play or a movie, will have to decide whether it's catering to elves or humans, or more likely, how much it's catering to each demographic. Obviously there's financial pressure to cater to the largest market. In our perfectly egalitarian city, perhaps this doesn't matter so much, but there are specific themes that might resonate more with elves that humans, and these won't get explored, and certain characters that humans might prefer over elves, which would show up a lot. (The less we assume a homogenous culture, the worse this would be for the elves.)
Demographic Concentration
One very natural way to combat these issues is demographic concentration. All the elves use elf services, all the human use human services. That would be at the most extreme, more likely we would see a mix. Another name for this is "ghettoization", which I've always found to be a little ... well, charged, given the history of ghettos. I'll be avoiding that term here, especially because when we talk about ghettoization it's often in the context of explicit legal and discriminatory pressures that we're assuming don't exist.
The process of demographic concentration goes like this: rather than going to a doctor who has 10% elven patients, the elves go to a doctor that only sees elven patients. This removes any kind of skill gap that's based in a lack of experience, and in that way is good.
However, a city can only support so many people of each profession, and in a mid-sized city this can mean either a lack of specialists or a lack of options. If the city is large enough to support 9 urologists, then we expect either the elves have zero or one. Zero puts them right back where they were (going to doctors who see only 10% elves), while one leaves them with a single choice.
If demographic concentration were "complete", an extreme situation where elves only went to businesses that catered to elves, then the elves would essentially have their smaller city inside the larger city, with 10% (or less) of the options and much less variety given the economies of scale. And of course there would be some businesses that simply would not exist, because they can't be supported by that small a number of people.
Demographic concentration that's geographic concentration would have even more magnified effects, and even if we started with cultures that are homogenous, heterogeneity would be likely to follow.
Society
You're an elf. You make a post on the internet about elf stuff. Who is most likely to respond to it? Well, all else being equal, it's going to be 90% humans.
You're an elf. You want to play some tabletop game and find a group. If there are less than ten people, how likely is it that you're the only elf?
You're an elf. You work in a small office. How many other elves do you expect there to be?
Now, this is not necessarily bad. We've stipulated that the elves and humans essentially share a culture, and that they're biologically close to each other, and that their society is one without any inbuilt prejudice.
But there are all kinds of situations where there's going to be some friction. You and your friends are looking for a place to eat, your office is organizing a potluck, you're trying to get at one specific element that is unique to elves and the humans are trying to offer their own experiences which suddenly makes it about a human stuff ...
How much of a problem this is definitely depends on some very specific elements of culture and differences between majority and minority. We can imagine all kinds of scenarios where this is more of and less of a problem, and scenarios where the problem is a reflexive one. Maybe an elf posts about hating cold ears in the winter, and a bunch of humans chime in that they hate it too, but the elves have longer, more sensitive ears, and it's really not the same thing, but it might feel very slightly alienating to share this thing and get what's supposed to be relating to you, but is not.
I think this one is particularly hard to gauge in the abstract.
Advanced Cases
We've been assuming that there are only humans and elves, that there's a 90/10 split, that there are no enormous biological differences, that they mostly share a culture, and that their society is egalitarian.
So what if we change those things?
Obviously every problem is amplified if the minority group is smaller. 99/1, or even 999/1, provides much different dynamics. At those ratios, it's not just that people have less experience with the minority, they might only have a single experience. A tiny minority is essentially captive to the majority's tastes and needs. An egalitarian society might accommodate them, making sure that public benches and drinking fountains and classrooms and buses and schools and libraries and city hall and prisons work for everyone. An egalitarian society with certain assumptions about the balance of public and private might have laws that require all buildings follow a code that works for everyone. But there would still be frictions and things that fall through the cracks.
If there are enormous biological differences, accommodation becomes more difficult and expensive, and less likely to be done. A restaurant that caters to elves by giving an option that humans also enjoy (for example a nice, if standard, spring salad) is reasonable. A restaurant that needs a selection of rocklike food bricks on hand is less reasonable, depending on whether they're shelf-stable. For a restaurant to hold a collection of live animals? Or perishable foods? Unlikely to happen if they're expecting that to account for a tenth of their headcount for the night.
The biological question applies to many, many, many things. One of the fantasy things I often think about is hobbits (and I might have even made a post about this), and how their size means that they have different biology, and how this impacts things like rent prices and meal prices and generally creates a lot of sociologically interesting impacts. But obviously you can get much different, you can have species that have very few meaningful points of intersection, where accommodation is not a matter of easy wins, it's difficult work that produces two (or more!) parallel sets of infrastructure if you want to do it properly.
Humans need a house that's wired up for water, can you imagine how much of a pain in the ass it would be if glorpians needed their own glorp tubes and didn't really have much to do with water?
Conclusion
This is one of those things that I think about a lot because ... I guess because I don't hear people talking about underlying structural forces too often? Because in worldbuilding terms, I think it's a very useful thing to think about, rather than always borrowing language and constructs from the real world. There are structural challenges that emerge from lopsided numbers alone. And there are solutions to those challenges that might emerge naturally, and others that might have to be pursued by policy-minded individuals.
(Just pretend that I wrote a big long caveat about how in the real world, this is one small aspect driving sociocultural forces, I really hope that this is obvious to you, the reader, and I just don't have the energy to spend five paragraphs doing defensive writing against an imagined conversation on how this analysis gives an incomplete picture of structural challenges. I know this, you know this.)
What are some chronic illnesses that can only occur in a fantasy setting?
Partial transformation - mummy rot is slowly turning you to sand, a near miss from a medusa left you with partially stoned body parts, etc.
Hypnotic suggestions from being mind controlled persist after the controller’s death, causing the victim to occasionally take actions to support the cause of a mind flayer cult that no longer exists.
Repeated demonic possession has left the patient with permanent gaps in their soul’s defenses, causing them to immediately get re-possessed if they go outside a consecrated area.
Post-resurrection trauma as the revived soul remembers an unpleasant afterlife.
Magical healing can get very weird if something is stuck in the wound. It’ll get you back on your feet, but you can get outcomes like “there’s a chunk of wood fused into your chest because the magic couldn’t figure out how to get the arrow out of your chest and just healed it in place,” and this can cause mobility issues or infection vectors down the line.
SHealth tied to something else - the health of a tree, the amount of frost on the ground, the inverse of another person’s, the political power of whoever cursed you
Curse of bad luck - makes any small illness or injury potentially fatal if not treated with anti-curse in addition to anti-infection procedures
Magical reliance on a magical or nonmagical substance - can have any number of side effects
Repeatedly being drunk by vampires can cause an increase in blood production and therefore high blood pressure and related ailments. Can be treated by blood letting.
There’s a lot of hybridization happening in a lot of fantasy settings, and that’s just asking for a lot of people with weird half-dragon genetic disorders. Works out fine for some people, not so much for others.
Parasitized by (insert creature here). If you don’t take the correct precautions to keep it dormant it will continue to spread and eventually hatch out/transform you.
Repeated contact with the undead has left you open to their influence - leading to hearing or seeing things that other mortals can’t, which can distort or distract from more mundane concerns.
Alternately to being more vulnerable to intrusion, one’s soul can form a scar that makes helpful magic more difficult to take in.
Sleep disorders that make one fall into an impenetrable sleep at a specific trigger, or to do so for years at a time.
Out of phase with 4D space, one’s body not connected to itself or anchored in place/time in the usual way. There could be a consistent two hour gap between the things you hear and what has happened, you might clip into the floor as if it was in a different place for you, or you might slide through the material plane in cross section.
Intermittent intangibility.
Split into two people, each with only half your traits.
Stuck in a mirror.
Sensitivity to ambient magic - like the thing where peoples’ joints ache before a storm but for being near ley lines or people with a lot of magic built up or other magic reservoirs. - The potential for magic, but where the magic has not yet begun.
Heal spell dependency: years of repeated serious injuries being healed by magic causes the body to stop healing naturally. seen often in professional fighters and those with a long career in hazardous occupations.
the forgotten dread: memory modification magic has caused the subject’s conscious mind to forget some past trauma, but their subconscious still remembers, causing them emotions that they cannot explain or justify ranging from mild discomfort to blind panic when presented with triggers related to the aforementioned trauma. often encountered in cases where the subject has paid an unscrupulous mage to make them forget their past as an ill-advised alternative to therapy.
Psychically Transmitted Memories: the subject’s mind has been linked to another person’s and, although the bond has since been severed, they have retained memories or thought patterns from the other person that are difficult to distinguish from their own.
Negative Life Syndrome (previously “False Life Syndrome”): seen most often in cases when the subject is exposed to dark magic while in the womb, Negative Life Syndrome leaves the subject’s life energies tainted by undeath without making them truly undead. common symptoms include intolerance of radiant magic, aversion to sunlight, and the inability to set foot on hallowed ground; rare symptoms include healing from negative energies, sudden necrosis, and the desire to eat flesh or drink blood of living beings.
lycanthropy
Early Life Possessions: the subject was possessed by a spirit or demon during early childhood or infancy, and the possessing presence was in control of them when they learned important milestones, such as how to walk or speak. The subject is now dependant upon the possessing presence to help them perform these tasks or, in cases where the presence has since been exorcised, performs the relevant tasks at a level appropriate for an infant or small child.
Body requires nutrients not found in human food, and you must eat rocks, or gems, or some other alternative. You may or may not have the ability to actually digest these without magical assistance
Awareness of too many dimensions makes it difficult to interact with just this one - either to keep track of conversations, or walk to specific locations without ending up on another planet instead
Telekinetic psychosis - delusions tend to physically affect those around you (but HIGH chance for ableism in this one!)
you have flare-ups where your skin tends to slough off and be replaced by some other substance
After sharing life energy with a dying loved one, you’re now both trying to survive off one person’s supply. Like chronic fatigue, but if your loved one gets too big of a bruise you won’t have the energy to get up until it heals
living in reverse
stuck at a certain age
supersenses lead to constant overstimulation
you’re a changeling, and if you don’t have someone who loves you close by, you’ll turn back into sticks and mud
One that I like is the idea that paladins (and anybody else with supernatural immunity to disease) have their own “disease” in the form of severe allergies. If you’re magically insulated from ever catching any disease, ever, your immune system isn’t getting any kind of natural use. So it overreacts to everything. Being immune to being sick makes them “sick.”
Mages that have complications of their own magic, such as Pyromancers overheating if they don’t let off a fireball now and then, or conversely, being prone to hypothermia and needing their fire magic in order to stay warm.
I think a lot about the architecture ideas drawn by Étienne-Louis Boullée
They're sketches from the 1780s and they look like the end of the fucking universe
Boullée is a personal favorite. You might also enjoy...
Giovanni Battista Piranesi:
Hugh Ferriss:
Marcin Bialas:
Alexander Brodsky:
Tsutomu Nihei:
WOULD
There used to be a lot of activities that took place around a populated area like a village or town, which you would encounter before you reached the town itself. Most of those crafts have either been eliminated in the developed world or now take place out of view on private land, and so modern authors don't think of them when creating fantasy worlds or writing historical fiction. I think that sprinkling those in could both enrich the worlds you're writing in and, potentially, add useful plot devices.
For example, your travelers might know that they're near civilization when they start finding trees in the woods that have been tapped, for pitch or for sap. They might find a forester's trap line and trace it back to his hut to get medical care. Maybe they retrace the passage of a peasant and his pig out hunting for truffles. If they're coming along a coast, maybe your travelers come across the pools where sea water is dried down to salt, or the furnaces where bog iron ore is smelted.
Maybe they see a column of smoke and follow it to the house-sized kilns of a potter's yard where men work making bricks or roof tiles. From miles away they could smell the unmistakeable odor of pine sap being rendered down into pitch, and follow that to a village. Or they hear the flute playing of a shepherd boy whiling away the hours in the high pasture.
They could find the clearing where the charcoal burners recently broke down an earth kiln, and follow the hoof prints and drag marks of their horse and sledge as they hauled the charcoal back to civilization. Or follow the sound of metal on stone to a quarry or gravel pit. Maybe they know they're nearly to town when they come across a clay bank with signs of recent clay gathering.
Of course around every town and city there will be farms, more densely packed the closer you are. But don't just think of fields of grains or vegetables. Think of managed woodlands, like maybe trees coppiced-- cut and then regrown--to customize the shape or size of the branches. Cows being grazed in a communal green. Waiting as a huge flock of ducks is driven across the road. Orchards in bloom.
If they're approaching by road, there will be things best done out of town. The threshing floor where grain is beaten with flails or run through crushing wheels to separate the grain from its casing, and then winnowed, using the wind to carry away the chaff. Laundresses working in the river, their linens bleaching on the grass at the drying yard. The stench of the tanners, barred from town for stinking so badly. The rushing wheel-race and great creaking wheel of the flour mill.
If it's a larger town, there might be a livestock market outside the gates, with goats milling in woven willow pens or chickens in wooden cages. Or a line of horses for the wealthier buyer or your desperate travelers. There might be a red light district, escaping the regulations of the city proper, or plain old slums. More industrial yards, like the yards where fabric is dyed (these might also smell quite bad, like rotting plant material, or urine).
There are so many things that preindustrial people did and would find familiar that we just don't know about now. So much of life was lived out in the open for anyone to see. Make your world busy and loud and colorful!
You mentioned coppicing:
The coppice and pollard systems are one of my favorite pre-modern things, it's just so visually unique and sensible, but most people haven't heard about it.
When you coppice, you cut the tree close to the ground, so only the trunk is left, then the tree puts out fairly straight shoots that are great for firewood. They would typically have these trees harvested on rotation so new trees would be ready every year.
This is a coppiced tree:
When you pollard, you cut the tree to the trunk, but higher, and let the branches grow for longer. They'll be be nice and straight (depending on species) with fewer knots, and suitable to various crafts without much need to work the wood. Sadly seems to be etymologically unrelated to "pole", though the branches from these trees were used to make poles. Part of why you do this instead of coppicing is that the shoots are out of reach of animals.
This is a pollarded tree:
It's very likely that you'd see something like this as a sign of civilization as you came toward a town or village, depending on the species of tree that they have available, though note that this is something you do when you have a timeline of many years, rather than something you set up for the year after.
I love contemplating how actually scary this is. Nothing in horror movies affects me anymore but I get the most wonderful chills from the idea of these beautiful, haunting, mindless things just hovering in this murky water like a minefield for anyone foolish enough to go swimming or unlucky enough to fall in. How it’s still not as bad as being a fish small enough for them to paralyze and consume. How they regularly paralyze and consume fish but evolved before anything like a fish ever existed. A fish is such a complex creature that can see and think and navigate and be afraid but sometimes it touches these brainless, boneless, ghostly things that were just already there, millions of years sooner, and it dies and it never understands why that is. The thing that killed it and ate it doesn’t know either, it doesn’t know anything. It doesn’t have enough of a brain to even realize it has killed and eaten something. Some of its cells simply fired little harpoons into the cells of the other thing, and squirted deadly chemicals into them, and hauled up the paralyzed body to digest it. It’s a spider’s web without a spider but it still fills things with venom and eats them. :)
In the past fifty years, fantasy’s greatest sin might be its creation of a bland, invariant, faux-Medieval European backdrop. The problem isn’t that every fantasy novel is set in the same place: pick a given book, and it probably deviates somehow. The problem is that the texture of this place gets everywhere.
What’s texture, specifically? Exactly what Elliot says: material culture. Social space. The textiles people use, the jobs they perform, the crops they harvest, the seasons they expect, even the way they construct their names. Fantasy writing doesn’t usually care much about these details, because it doesn’t usually care much about the little people – laborers, full-time mothers, sharecroppers, so on. (The last two books of Earthsea represent LeGuin’s remarkable attack on this tendency in her own writing.) So the fantasy writer defaults – fills in the tough details with the easiest available solution, and moves back to the world-saving, vengeance-seeking, intrigue-knotting narrative. Availability heuristics kick in, and we get another world of feudal serfs hunting deer and eating grains, of Western name constructions and Western social assumptions. (Husband and wife is not the universal historical norm for family structure, for instance.)
Defaulting is the root of a great many evils. Defaulting happens when we don’t think too much about something we write – a character description, a gender dynamic, a textile on display, the weave of the rug. Absent much thought, automaticity, the brain’s subsconscious autopilot, invokes the easiest available prototype – in the case of a gender dynamic, dad will read the paper, and mom will cut the protagonist’s hair. Or, in the case of worldbuilding, we default to the bland fantasy backdrop we know, and thereby reinforce it. It’s not done out of malice, but it’s still done.
The only way to fight this is by thinking about the little stuff. So: I was quite wrong. You do need to worldbuild pretty hard. Worldbuild against the grain, and worldbuild to challenge. Think about the little stuff. You don’t need to position every rain shadow and align every tectonic plate before you start your short story. But you do need to build a base of historical information that disrupts and overturns your implicit assumptions about how societies ‘ordinarily’ work, what they ‘ordinarily’ eat, who they ‘ordinarily’ sleep with. Remember that your slice of life experience is deeply atypical and selective, filtered through a particular culture with particular norms. If you stick to your easy automatic tendencies, you’ll produce sexist, racist writing – because our culture still has sexist, racist tendencies, tendencies we internalize, tendencies we can now even measure and quantify in a laboratory. And you’ll produce narrow writing, writing that generalizes a particular historical moment, its flavors and tongues, to a fantasy world that should be much broader and more varied. Don’t assume that the world you see around you, its structures and systems, is inevitable.
We... need worldbuilding by Seth Dickinson
why is religious Christmas imagery all so joyful and pleasant? where is the inherent horror of the birth of Christ? A mother is handed her newborn child, wailing and innocent. Her hands come away sticky. Red. Simply by giving her son life she has already killed him. He is doomed from the beginning. Her love will not save him from suffering. Because the thing cradled in her arms is not a baby, it is a sacrifice: born amongst the other bleating animals whose blood will one day be spilled in the name of what demands it. the night is silent with anticipation. Mary, did you know? That your womb was also a grave?
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Computers are very simple you see we take the hearts of dead stars and we flatten them into crystal chips and then we etch tiny pathways using concentrated light into the dead star crystal chips and if we etch the pathways just so we can trick the crystals into doing our thinking for us hope this clears things up.
How does it feel to be the most Galaxy Brained person in this entire thread
Well that certainly belongs on the post
Fabric
Ambulocetus in the Light The world is haunted by a past far older than ours. Whales once walked on land. Sometimes the land remembers them--or they remember the land.
Homage to history and my beautiful but fraught Pacific Northwest.
In my shop
Apparently in China peach wood (Along with the rest of the plant) is believed to have properties that repel evil spirits, a little similar to silver in European legends or iron for both European fae and West Asian/Middle eastern Jinn. Taoists sometimes keep swords made of peach wood because of this. This made me realize something. If you took a peach wood stick, and attached studs to it of both silver and iron you'd end up with a club or staff (or mace, flail etc.) that would have the weaknesses of many kinds of supernatural creatures while still retaining effectiveness as a normal weapon (peach is a hardwood and silver's poor edge retention doesn't matter for studs). You could even keep adding new stud materials to get something ridiculous that affects over 120 catalogued folkloric monsters. Since you just need a few little studs you could even get some really expensive materials like meteoric iron (a thumb tip sized meteorite can still cost like 10-20 bucks I think). I could somewhat feasibly make a weapon that affects every monster ever thought to walk the earth, from vampires and werewolves to jinn and jiangshi and even mankind.
Club of Fuck That Supernatural Shit And Also Everything Else
The first simulated image of a black hole was calculated with an IBM 7040 computer using 1960 punch cards and hand-plotted by French astrophysicist Jean-Pierre Luminet in 1978.
the romance of hand-plotting. this guy looked at the numbers and drew each of those dots manually, and the image emerged. we can only imagine how he felt
And how blessed are we that he should have left us such a wonderful image to imagine on. And imagine on we did, our minds and eyes cast toward the skies and deeper still within, toward further understanding our place between the cosmic and the atomic.
Have you ever wondered how tech technicians recover data from faulty flash and memory whose data cannot be recovered by normal methods.
this is necromancy
Ive seen people be like in modern fantasy like "oh the pritagonists can just look up spells on their phone how do you solve that"
Imma be honest most people who go on recipe websites and book every recipe they see don't even use them lmao why would with be different
Given how terrible most recipe websites are i can only imagine how bad spell websites would be
Having to navigate someone's entire life story of how they became a witch in order to get to the part where they actually talk about the gods-damned banishing ritual
I'm pretty sure open portals are against OSHA regulations
It took me a few moments to realise that these people are inside a warehouse type building and have opened a door to show the wild weather outside they are not in fact outside opening the door of their warehouse to show us the weather they are keeping inside
*taking notes for a fantasy story* They are now
this sign can't stop me because I can't read