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Referring to elves as a 'race' makes perfect sense. They're clearly different from the other humanoids, have their own features, and biological properties and oddities.[^1]
But 'sylvan elves'? The elves who live in forests, but generally act like any other elf? They're clearly just elves living in a different climate. Likewise, gnomes who lives deeper underground may well call themselves 'deep gnomes' (or be called that by others), but the D&D stats show no reason to consider them physically distinct. Even Tolkien's different types of elves, who had plenty of physical differences, gained those differences mostly due to different lived experiences.[^2]
The 'subrace' idea sounds like a post-Victorian notion of cultural differences. I don't want to get high and mighty with Gygax over this. He was born before WWII, to a community of wacky religious nuts. By the standards of his time, I'd say he's a 12th level Social Justice Paladin. Wizards of the cost, in $current_year could have updated their thinking a little faster.
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I've just checked and D&D are still pushing this old shit, and leaning into it hard, by making sure each subrace has its own natural abilities. So we still have all the darker-skinned 'subraces', who live deep down in caves, where all the bad-guys live.
...I got nothing. Just cannot be arsed.
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Anyway, we have an easy fix. 'Subraces' can just be reframed as different cultures. I don't want to lose svirfneblin gnomes.
Svirfneblins!
It's a fun word. And they make a perfectly good independent culture. A fantasy world might only have one group of svirfneblins, and one group of 'grey elves' who live in the mountains. Or, just as our world has cultural groups spread around an area, perhaps this world has little pockets of svirfneblins all over the world. National borders are a modern invention after all.
And why not give humans the same treatment? Imagine a group of elves approaching the PCs, and addressing a human.
I hear you are one of the 'hill humans'. Is it true that your race can craft the most enduring swords, daggers, and horse-shoes in the world? And that all of you learn to play pipes?
Anyone who lives on hills will probably have a piping culture - far-travelling wind-instruments are very important for long-range communication. Everyone knows Scotland for the bagpipes, but people in Afghanistan use them too, and the reason is probably the hills in both cases.
I won't stick a whole bunch of culture in the BIND RPG rules, because it sounds boring. But if I make any more adventure modules, I'd be temped to reintroduce goblins as 'gremlins', just for variety.
[^1]: Of course it's not scientifically accurate, but if someone really needs accurate scientific terminology for their elves, they can go and play Shadowrun. [^2]: And perhaps through a little Lamarkian inheritance (and even Shadowrun wouldn't have a problem with radical elvish trait-inheritance)