Showing posts with label humanoids. Show all posts
Showing posts with label humanoids. Show all posts

Tuesday 5 May 2020

D&D Monsters: Doppelgangers

Doppelgangers are one of those races that, were they really to exist, would surely have a significant effect on the world and be much on the minds of the general public. That they aren't in the standard D&D universes is largely thanks to the great number of other sentient races that exist, many of which are even more threatening.

The word "doppelganger", which means something like "double-walker" in German, only dates back to the late 18th century. However, the general concept of a spooky double of a person is a common one in mythology, folk tales, and just plain ghost stories going back for thousands of years. It's also a common theme in more recent fiction, with perhaps the alien in the 1938 novella Who Goes There? being a particular inspiration for the D&D version. (The story was later remade as a film titled The Thing, although the black-and-white version Gygax would have been familiar with at the time features quite a different sort of monster).

Wednesday 23 January 2019

D&D Monsters: Trolls

Unlike the ogre, which seems to have a medieval origin, trolls have a pedigree that stretches back into ancient myth. Specifically, they are Scandinavian, where they are nocturnal humanoids, often living out in the wilds and at least suspicious of, if not outright hostile to, humans. Tolkien used them in the way that D&D later went on to use ogres, but retaining the mythic feature of them turning to stone in sunlight.

Many other fantasy works have used trolls in the "large, strong and stupid" role of D&D ogres, with the stone-based giants of Pratchett's Discworld and the grey-skinned mountain trolls of Harry Potter being particularly original or well-known examples. The troll of D&D, however, has no real resemblance to these, or to the mythic creature; Gygax instead stated that his inspiration was the 1961 novel Three Hearts and Three Lions by Poul Anderson, which features a regenerating troll, along with a number of other tropes he adopted for the game.


1E

Trolls are initially shown as cadaverous humanoids with a green or grey warty skin, exaggerated facial features, including a long pointed nose, and writhing tendrils in place of hair. The eyes are large black wells beneath a pronounced brow ridge. Trolls possess no visible genitalia, and so presumably do not reproduce in the human fashion, and have only four digits on their hands and feet - even then one of the toes appears vestigial.

Physically, they are powerful creatures, able to deliver a rapid series of blows, each more powerful than a typical sword-strike, and they have a rubbery hide that's thicker and more resilient than rhino-skin. Even without their regenerative powers, they are about halfway between ogres and the smallest of true giants in their ability to soak up damage - although some of this could be due to simple combat prowess, or a lack of truly vital organs. They also have acute senses, particularly smell (which would explain the large nose).

Tuesday 22 January 2019

D&D Monsters: Ogres

Ogres are a common feature in folklore, in which they are typically powerful and brutish humanoids with a taste for human flesh. The word does not seem to go back any further than the Middle Ages, although the basic concept is, of course, much older, and similar beings exist in a variety of ancient myths. Inevitably, they have been widely used in fantasy literature, although they don't appear in Tolkien, since he adapted the same word-root into his "orc".

The D&D concept of the ogre, however, seems to owe a lot to Tolkien's trolls, and as a big, stupid, foe with no particular frills beyond sheer strength, they seem a popular opponent to throw at low-level characters.


1E

As described in 1E, ogres are powerful humanoids, closer in size to the smallest of giants than to humans. The image shows enlarged ears and a flattened face with a sloping forehead. Oddly, their feet bend in the middle, and there is a spur (possibly one of the toes) pointing backwards from the heel. In other respects, however, their build is essentially human-like. Their skin is said to vary from yellow to very dark brown, and to have numerous warty bumps that aren't apparent in the illustration.

Sunday 30 December 2018

D&D Monsters: Bugbears

While in modern English, the term "bugbear" is really only used to mean a source of irritation or a recurring problem, it did originally refer to a kind of supernatural being. The first half of the word likely has the same origin as the word "bogeyman", and implies a sort of evil spirit. Whether or not the second half was originally meant to indicate that the spirit in question looked bear-like is less apparent, but it was certainly used as such in the Late Middle Ages. By that time, bugbears, like the bogeyman, seem to have been used more as something to frighten children into obedience (such as, say, not wandering off into the forest) than as anything seriously believed in by adults.

The D&D conception of the bugbear is initially an exceptionally large and hairy goblin. Its function in the original editions is as a means of extending the list of five "evil tribal humanoid" races one further step, and thus providing a continuing challenge once characters had reached 3rd level or so. As with those other races, they have become more detailed and varied in use since.


1E

In 1st edition, the five tribal races of evil humanoid form a distinct game mechanical hierarchy, running from kobolds to gnolls. Bugbears are essentially the same idea continued one step beyond the gnolls. In fact, almost the only difference between the two races in terms of game statistics is that the bugbear has one extra hit die, and thus a 5% higher chance of landing a blow in combat and (on average) 5 extra hit points.

Saturday 12 May 2018

D&D Monsters: Kobolds

Having recently looked at the toughest of the five standard "evil tribal humanoids" of D&D, it's time to complete the set by looking at the weakest. The kobolds of D&D have, it's fair to say, generally been treated with ridicule. That's not because they're particularly silly (although there are enough examples of creatures that are), but because they're so puny: one of the very few creatures that are likely to lose to first level characters, even when they have them outnumbered. The intent may be to have even first level characters appear heroic by defeating larger bands of foes; the result has mainly been to make those foes laughable.

The word "kobold" is German, and refers to a sort of capricious or malevolent sprite, similar to goblins in English folklore. They are often household spirits, but are, perhaps, better known as evil spirits haunting mines and bringing rock collapses and toxic vapours down on hapless miners. It's almost certainly this conception that Gygax used as inspiration when he devised the race for the earliest edition of D&D.

Friday 16 March 2018

D&D Monsters: Gnolls

Continuing my look at some of the standard monsters of D&D, and continuing with the theme of the "evil tribal" races, it's time to turn to the gnolls - something that's particularly appropriate right now, given that they've recently been used as antagonists on Critical Role.

Although it has also been borrowed by other works, such as Terry Pratchett's Discworld novels, the term "gnoll" is not one that's native to folklore or legend. Gygax borrowed the word from a short fantasy story by Lord Dunsany, in which it is used to describe sinister woodland beings. Although Dunsany never described what his "gnoles" looked like, Gygax has stated that he took the word to mean that they were supposed to resemble a cross between a gnome and a troll, which is as plausible an etymology as any.

By the time of the 1E Monster Manual, however, he had already switched to the "hyena man" look that they have kept ever since. This appears to be original to D&D.

Wednesday 14 March 2018

D&D Monsters: Hobgoblins

Last time, I looked at the history of goblins in D&D; now it's time to look at their larger cousins, the hobgoblins. Of the five standard "evil tribal humanoids", hobgoblins stand out in that they appear, from the earliest illustrations, to be rather more civilised than the others. In my experience, a number of campaign worlds, home-brews included, have therefore included relatively sophisticated hobgoblin nations, rather than leaving them solely as barbarian hordes, as is more commonly done with orcs.

The term "hobgoblin" is a part of traditional British folklore, referring to a particular sort of goblin that's usually seen as less malevolent than the normal sort - albeit capricious, and often dangerous pranksters. Puck, in A Midsummer Night's Dream, is a hobgoblin of this sort, showing that Shakespeare, at least, thought of these beings as mischievous, but not actively evil. The original meaning of "hob" is unclear, although there's nothing to suggest that it originally meant "larger".

Tolkien is the first to use "hobgoblin" in that sense, using it, briefly, to refer to larger orcs in The Hobbit, in distinction to the regular "goblins". Gygax presumably borrowed this for D&D, and seems also to have been influenced by the uruk-hai of The Lord of the Rings, which share a number of traits with 1E hobgoblins.

Monday 1 January 2018

D&D Monsters: Goblins

Following on from my earlier ponderings on the development of orcs in Dungeons and Dragons and related franchises, I am now going to focus on a very similar creature: the goblin. Goblins have, perhaps, changed less than orcs over the years since their first introduction into the game, but change they have, and they are a very common low-level opponent, one that's generally intended to be marginally weaker than a starting player character, and thus a threat in large numbers without being a complete walk-over when encountered in smaller groups.

The term "goblin" is, of course, an ancient one in English, referring to a (usually) malevolent magical being that is typically small and misshapen; a sort of evil fairy. As with orcs, the more modern conception of goblins comes from J.R.R. Tolkien. Indeed, Tolkien uses the word as simply another word for "orc", mainly as the term that hobbits use for that race. The fact that the word therefore ends up being used more frequently in The Hobbit, in which these particular antagonists seem less of a serious threat than their counterparts in Lord of the Rings do, likely combines with the original folklore meaning of the word to produce the "like orcs, only weaker" idea first used in D&D.


1E

Goblins appear in the very earliest editions of D&D, at first without much in the way of description. By the time of the "Advanced" edition, they are part of a distinct hierarchy of five evil tribal humanoid races, forming the second step on the chain, one slot below the orcs. Statistically speaking, they are extremely similar to orcs, but just marginally weaker: they are slower, have one less hit point, a 5% lower chance of landing a blow on an opponent, and inflict, on average, one less point of damage when they do so. In practical terms, this doesn't make a huge difference, but it could be just enough to turn the tide in an otherwise close battle (as is likely at low level).

Tuesday 26 September 2017

The Evolution of Orcs

Orcs are perhaps the quintessential low-level D&D monster, and one that has been adopted by a range of other RPGs and computer games since. Unlike my earlier ponderings on D&D fantasy creatures, I'm not here going to focus much on what orcs might be like biologically; they're pretty clearly anthropoid beings that, some minor features aside, are broadly similar to humans. Instead, I'm going to look at some different conceptions of them down the years, focussing mainly on D&D itself.

Orcs, in the modern sense, are, of course, the invention of J.R.R. Tolkien. He borrowed the word from Old English, in which it's usually translated as "monster", and is possibly just a less common alternative word for "ogre". But it was Tolkien who introduced the concept of the orc as an evil race of humanoid beings, from which Gygax obviously took his inspiration when writing D&D. Tolkien's orcs are the result of twisted experiments on elves, and are typically described as sallow-skinned and misshapen, although there does seem to be some variation among them. They exist primarily as the foot-soldiers of more powerful evil entities.


1E

Orcs appear in D&D right from the beginning, in which they are an evil, tribal, race of often subterranean humanoids. In 1E (that is, the 1977 "Advanced" edition), they are one of five evil tribal humanoid races, which form a distinct game mechanical hierarchy of increasing physical prowess. Orcs are the third step on this chain, the mid-point against which one could argue that everything else is measured. With no special powers, beyond the ability to see in the dark (which almost everything has) and exactly one hit die, they're pretty much equivalent to starting humans and are about as "default" a monster as one could wish to find.