- original source: https://www.tumblr.com/firebirdeternal/616605850794065920/you-know-whats-more-fun-than-worldbuilding-that
The post, in case you don't want to click on an offsite link:
You know what’s more fun than worldbuilding that makes some fantasy races EEEEVIIIIIIILLLLL!!!!?
Worldbuilding that gives the different races cultural differences that help explain why there’s a lot of conflict between them:
Goblin culture doesn’t have a concept of “Property”. A stick on the ground and a tool in a locked shed are equally up for grabs if a thing needs doing. They casually take and leave things all over their communities, eat from communal pots, and genuinely Do Not Understand why the Core Races are so Angry and prone to Violence all the time.
Consequently Goblins who live near Core communities develop a reputation as “Thieves” despite not even having a word for that. (The closest word they have is more like “Greedy” and it means a person that hides things so nobody else can use them, and it’s a surefire fight-starter to call a Goblin that)
Common Orc Spiritual beliefs hold that a Soul can only grow stronger by overcoming Challenges in life, and see intruding on another person’s Challenge unasked for as not just Rude, but Deeply Harmful. You’re Stealing their chance to Grow. Asking for help is deeply personal and doing so can be both a way to grow closer with them or a too-personal intrusion, depending on your existing relationship with them. An exception is Children, as far as most Orcs are concerned, all Children are fundamentally the responsibility of the Whole Community, regardless of whose child they are, or even if said child is an Orc at all.
This means that Orcs who live near Core neighbors often seem Rude and Standoffish if not outright hostile, because they neither ask for nor offer aid even in times of trouble, and respond to unasked for aid themselves with Anger. There are even rumors that they Steal Children, because if an Orc finds a child lost in the woods they’re pretty much immediately going to start feeding it, and if they can’t find where to bring it back to, or it doesn’t seem to be well cared for, they’re just gonna keep it.*
I just love the idea. It's a lot more believable and nuanced than the "this race is inheritely evil/good/dumb/advanced for no particular reason" some RPGs pull off, and makes certain allegedly "evil" races actually playable if you're not relying on a system that already has them as playable characters.
Do you have any similar homebrew concepts for your versions of Goblins, Kobolds, Orcs, Dwarves etc.?
I have a fun headcanon about dwarves: Their bones contain a toxic substance they call Stone-Marrow. Dwarves take pride in a potent Stone-Marrow, as any achievements a dwarf has are even more impressive if they were under the effects of a powerful poison at the time. This also ties into dwarven drinking culture, as alcohol resistance is a sign of strong marrow.
Stone-Marrow is even tied into dwarven funerals. When a dwarf dies, their bones are used to forge metal tools that are handed down to their descendants. The Stone-Marrow causes the metal to grow strong in ways other races can't recreate, no matter how hard they try. Because the objects made from a dwarf are decided by the dwarf, they are said to carry the will of that dwarf with them. All of this combines to mean that when a dwarf fights with a steel axe left to them by their grandfather, they are literally fighting with their grandfather in their hand.
The only restriction on metals used for dwarven funerals is gold, as only royalty can be turned into dwarven gold. The throne and crown is made of dwarven gold, giving the current king a feeling for the support given by the kings of the past, and the weight of responsibility their position comes with.
So if you ever need an insult to give to an elf, call them "marrow-less!" But never insult a dwarf's weapons in front of them.