The Lands

The Lands is my fantasy world. It was originally devised for a short story but soon became the setting for some old-school gaming. These pages are a reference for friends role-playing with me. Concepts are rated M for mature readers. All content unique to The Lands copyright © 2006-2024 D Berk.

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I have lived in Australia all my life (except for short visits to NZ and the EU). I live for my interests and also for sharing those interests with friends. I enjoy talking and blogging is a kind of talking.

8.5.06

Gender & Sexuality


What follows is a somewhat scholarly discussion of gender and sexuality within a particular fantasy setting. This mundane world topic is reconsidered within a different context. The most important thing to note is that in The Lands inheritance of property or titles passes to the eldest child of whatever sex and this reduces its relevence in most other aspects of life. For many ones sex only becomes important if one is an adult gone-a-wooing. But the topic can still be a complex one. Some information referenced here is expanded upon on other pages of this site for the inquisitive to find.

Gender Roles

Will the natural differences between the sexes result in stratification (power) or specialization (role) within the society of a fantasy setting? In The Lands the answer is only to a limited extent and only in specific contexts. The only natural differences that manifest in game mechanics here are size and life span - average size is greater for men while average life span is greater for women. One may expect these differences to also produce cultural differences but they are usually scant.

A male warrior who assumes he is better than a female warrior simply by virtue of size soon discovers his mistake if she has as much talent with a sword as he. At most the greater average mass of men directs more of them into the work of a labourer but this would hardly convey greater status. A woman will have greater life experience than a man in very old age and this is sufficient for some cultures to accord to women a greater role in the transmission of oral traditions. Any power conveyed by this role will be advisory at best. These small practical differences can be exaggerated by culture but only with the Cavar & Magøsha of Rovnara have they been turned into a peculiar protocol.

While size and longevity are the only differences explicitly expressed in game mechanics, others may become relevant in role-playing. Men tend to aggression but a calm and calculating manner can overcome that. Women endure pregnancy but this only affects particular women at particular times (and cultures have ways of accommodating them including the use of herbal abortifacients). Only among Dwarves has the distinction between aggressive males and enduring females been locked into military life.

There are differences that derive from nature and are then exaggerated by culture. But what of those differences that may be wholly cultural? One concept that has some impact on the way that men and women are perceived is the gendered identity of worshipped immortals. The characteristics of particular gods and goddesses are assumed by many to reflect the nature of the sexes. A quick look at the portfolios of gods and goddesses will show the flaws in these assumptions and can become the topic of rousing fireside conversations. These supposed differences may influence the life choices made by some lay worshippers. But clergy themselves try to dismiss those assumptions because they simply want to attract the best candidates for clerical roles. And churches are more interested in influencing sexuality than they are gender roles.

Sexuality

In a world of some millions all manner of inclinations exist and saying there is only one natural way is a bold statement indeed. However there will be practices that are deemed the norm due to the combined factors of economics and culture. A key bulwark standing between a subsistance village and its destitution is population. There is an imperative to reproduce that is emphasized by tradition (limited by a ban on reproduction between the closely related). Having children is more important than who one beds in getting them.

Infertility is a subject of pity but those who actively neglect such duty well into adulthood may be looked on with perplexity. Jests are sometimes directed at those who are 'the last of their line' (even if they have siblings). Adopting orphans quickly silences such rudeness however. Things are better in population centres or busy cross-roads and relaxed acceptance can be found - buying and selling is how one contributes to prosperity there.

Narman culture has been influenced by Half-Elves and resulted in somewhat libertine attitudes to sexuality. In contrast Plana culture has only partly resisted the stuffy influence of Half-Dwarves who prefer food to sex. Specific customs and standards vary betweeen these and other cultures. Here are a few examples.

The Lehenic throw lavish same-sex weddings. However a closer look shows restrictions - one or both partners must be gentry and the priority of the resulting bond is demoted if a more important one (such as an alliance-forming marriage) is proposed by family elders. Among the Eriman of the Wandering Lands matters are freer. An age-old tradition of wheel-weddings exists in which two companions-in-arms (of whatever sexes) are recognized as lovers. This dates back to the time in which Eriman chariot drivers and the archers that rode with them formed particularly close bonds.

It is deemed prudent to only have children with one partner even if one may have had other partners in life of whichever sex. It is normal for a mixed-sex marriage to follow intercourse rather than the other way around. The standard of having one partner at a time is commonplace (even if it is frequently altered to having only one public partner at a time). However there is a custom for mercantile spouses long separated by travel to openly take 'port partners' whether they stay at home or voyage far away.

Celibacy is regarded as unusual in adults (even among clerics). However some suggest it as a worthy path for those who have been injured by the torments of passionate love or for those who were never that lusty. Then there are those who are so focused on a particular vocation or life-work that they eschew sexuality entirely. Some mages find casting spells and crafting magical items so exhilarating that they regard any other activity to be utterly mundane.

Dress & Undress

Most cultures in The Lands have a matter-of-fact acceptance of the practical aspects of nudity. The key consideration affecting clothing is climate. To keep dry and warm is vital. Insulating the body from a harsh and gritty environment is also important. Status and role can be shown by fancy garments. There are notions of modesty but they rarely assume the extreme proportions of alarm that they sometimes have in this world.

As with this world however context is important. Bathing naked in a natural spring with companions is considered normal. Walking the streets of a village naked however would mark you as a mad person to have a blanket thrown over. One trick of rogues is to run naked through a crowded square while fellow gang members pick-pocket distracted onlookers.

Only in some older and more developed cultures (such as the Empire of Nerina) is nudity sexualized with the use of scanty costumes intended to draw attention to the selected body parts they cover. Otherwise the norm in The Lands is to be fully clothed or entirely naked as circumstances dictate. And finally it is worth noting that many clothes, such as the ever-useful combination of tunic and hose, are unisex, with more flowing garments like robes indicating rank more than anything.