---
title: Vanderlin Separation of Race and Culture
---
# Separation of Race and Culture in Vanderlin
:::warning
Note:
> Race refers to the categorical skin tones of a single species, eg. Ice Cap humens, or (currently) Sea Elves.
> Species refers to distinct types of humanoids, eg. humens, elves, and dwarves. Often conflated with 'fantasy race.' Avoid that misconception wherever possible.
:::
## Problem
Currently, Vanderlin characters are directly tied to culture based on their skin colour. Certain species like humens have had their race adjusted away from Kingsfieldian, Rockhillian, or Grenzelhoftian and shifted to more abstract descriptors, however many other species still hold this association.
This is an issue. We should not directly tie culture to a skin tone customization choice. However, removing the cultural aspect entirely limits the player in their self-expression.
## Solution
I propose the following:
1. Removal of cultural references in current skin tone selection.
2. Implementation of culture as a separate, selectable feature.
3. Adjustment of character description display to accordingly, referencing culture rather than race.
### Skin tones:
:::info
These are all subject to change and still imperfect, but they're a good step in the right direction.
:::
_Humen adjustments:_
- Crimson Lands skintone needs renaming, as Crimson Lands is a location and culture.
- Rename to 'Steppe' or 'Grassland'.
_Elf adjustments:_
- Rename all races to the humen naming scheme which utilize the same values. All species with the same available skin tones should use consistent language, similar to hair.
### Culture:
Each character, within their features menu, is given a new 'Culture' prompt. This includes the following as selections.
Universal selections are available to all, while other cultures are restricted to their most common species unless a triumph buy is purchased.
Each culture should have an attached description, which is displayed in the chat upon selection akin to gods.
> For a potential triumph buy at the cost of 2, select any culture.
:::info
During implementation, leave room for specific cultures to alter a character's traits. This is not intended to be a min/max feature or touch stats, but rather something to give each background more identity.
:::
| Universal | Desc |
| -------- | -------- |
| Vanderlin | Both a city and a state; a cultural melting pot inheriting Enigma's title of Trade Capital of Psydonia after the fall of Heartfelt. Vanderlinians love their pastas and bicker endlessly. |
| Rockhill | Once a shithole, now an even worse shithole. Located conveniently in the fetid bogs of Enigma, Rockhill has since converted into a militaristic bastion against the Brass Cataclysm. Their diet is interestingly comprised largely of whatever pies they can make.
| Heartfelt | Those hailing from Heartfelt remember the trauma of their city's fall vividly. The masterful doctors and steam artificers clutch this wound close to their hearts, forced to abandon their home and flee the expanding scourge of rogue automaton constructs. |
| Kingsfield | Kingsfieldian culture influences every nation connected by pneumatic tubes and rail. They are known to love artistry, bureaucracy, and their syrup.
| Valoria | Despite potentially being located in the most unfortunate area of Faience, Valorians are known for their ingenuity and craft. Valorian vinyards never disappoint, and Valorians will not hesitate to talk your ear off about whatever distracts them from impending doom.
| Zaladin | Both feared and respected for the sheer might of their armies, whether slaves or conscripts. Zaladinian heros may walk willingly into shackles for a chance at glory in their gladiator sports. |
| Wintermare | Proud, typically wealthy snow-dwellers. Known for their fashion and arcyne academia. Never ask them their opinions of Grenzelhoft.
| Grenzelhoft | Known for their mighty weiners, meals, and talented jesters. Potentially some of the most grim, bigoted people one could ever meet. Never ask them their opinions of Wintermare. |
| Amber Hollow| Almost all whom trace hollowkin ancestry have family history reaching back to the hollow, a triumph over their dark elven once-overlords. Mighty redwoods make Hollow Dwellers proficient vertical navigators. |
| Crimsonlands| Survivors, plain and simple. The harsh steppes of their nomadic peoples' homes are roaming with cannabalistic orc bands, never granting the fortune of true relaxation.
| Ambiguous | Either you have no distinct dialect, or society is simply ignorant to your origin. You will not be recognized. |
| Location | Species | Desc |
| -------- | -------- | -------- |
| Subterra | Dark-elf, Half-drow, Dwarf, Kobold | Known by humens to be hardened by the harsh environment of the world below. To the average humen, a Subterran could refer to anywhere from citizens of the nearest outpost of Zizo, to a deep culture of hermits, or even a group of dwarves who dug too deep. Regardless, none are to be trusted. |
| Coastal Tribes | Elf, Half-elf | Known by humens to be haughty, wealthy, disconnected pricks. Much of the culture has since been absorbed by Wintermare. Never ask their opinions on any of the Sea Tribes. |
| Sea Tribes | Elf, Half-elf | Known by humens to be cruel, relentless slavers. They say the basalt sands of their home island are stained with blood. Never ask their opinions on any of the Coastal Tribes. |
| Desert Tribes | Elf, Half-elf | Known by humens to be rebellious and unruly. Assumed to be involved with the Xylixian freemen of Zaladin. |
| Crimson Tribes | Elf, Half-elf | Known by humens to be naive and weak. How they manage to survive the harsh steppe with roaming orc bands is anyone's guess. |
| Obsidian Tribes | Elf, Aasimar | Known by humens to be miserably devout Necrans. They worship their holy tree, "The Waiting Wood," praying to its skulls for but a chance to speak to The Veiled Lady herself.
:::info
Intentionally biased descriptions, vague humen opinions that allows a lot of growth later and player creativity. Do not trust this narrator.
:::
### Display:
Rather than
>'[pronoun] ancestry is [ancestry],'
displaying upon examine, instead display
>'You think [pronoun] is from [culture].'
after the player has heard their examine target speak. In event of Ambiguous being selected, display nothing.