Saturday, August 24, 2019

An Alternate Character Interpretation for Monstrous Humanoid Races

Orcs! Kobolds! Goblins, Hobgoblins, and Bugbears! Matt Colville pointed out in his wonderful video on the subject that these monsters make up common threats faced by low level parties and indeed are part of what makes the wilderness feel threatening at lower levels. Unlike bandits or other criminals, these races are nearly always used as enemies in the D&D canon (if such a thing even really exists)-- if you come into contact with one, it's almost certainly going to fight you or try to flee from you. There are other such creatures, and I'll cover them in a later post because this one got enough traction.

There are fundamentally two different interpretations of 'monstrous humanoids'- the "Tolkien" interpretation and the "Blizzard" interpretation, based vaguely after the interpretations of Orcs in Middle Earth and Azeroth, respectively. For the uninitiated, 'Tolkien'-style monster men are clearly subhuman, irredeemably evil, and often the direct creation of an evil intelligence which still controls them. 'Blizzard'-stlye monster men are equals to humans in their capabilities (more or less), about as morally grey as humans, and if they were controlled or created by an evil intelligence, this is no longer the case or is only the case for some of them. I will seek a compromise with the two ideas, as much as I can, with suggestions on reinterpretations that lend themselves to one or another interpretation because I LIKE THAT MORAL AMBIGUITY MMMM CAN'T GET ENOUGH!

This is the third in my series of Alternate Character Interpretations for 5e monsters. If it continues to be reasonably popular, I will continue it as a series. Here are the first two posts, for reference. I will offer my interpretation for each of the monster types, and offer sub-interpretations that are Darker and Lighter, offering examples of how these monsters can be used as badder villains or morally grey or heroic NPCs. I will also offer suggestions on potential homebrewing opportunities presented by my reinterpretation! If you have suggestions or requests for this format, please speak up! ENOUGH BABBLING LET'S GET TO THE POST! 

ORCS-- The Suicidal Daredevils, or Even Orcs Hate Orcs
"Oi! You hear how Varn got offed? 'E tried to gank some priest, and he hit the priest so hard that he died from his own attack!"
"That's nothin. You hear how Marp died? Fought a half-dragon to a standstill! The same half-dragon who killed off all of Hag's crew!"
"Hella Ka way to go!" "Hella."

Orcs are difficult to develop an original idea for, simply because they've been reinterpreted so many times! Ultimately, what I have isn't the most original, but hopefully it provides a useful lens to reinterpret them!

Orcs are described as devoted to their deities and to the idea of strength, and I decided to emphasize the self-destructive nature of their behavior. These orcs seek death-- seek to find the deadliest foes they can and do battle with them or the greatest obstacles and try to best them. The better they do, the more likely they are to be held in esteem by their god. An orc's existence is a brutish and unpleasant one. As such, it doesn't seem too absurd that they would seek a glorious death-- death is the best thing that will ever happen to them. Their one-eyed god even provides an example of such behavior for others to emulate! They'd retain their violent raider lifestyle, but it would be justified with an understanding that while death is an inevitability, a glorious death is a goal to be accomplished.

Brighter Orcs would be almost samurai-like, seeking honorable combat and a good death through meaningful. They may be rather fun to be around when they're well fed and convinced not to fight-- acting kind of like metalheads, bikers, or Klingons. These could may valuable allies for adventurers, if they could be convinced! These may make fun possibilities for Orc PCs, though they may be rather short-lived.

Darker Orcs would interpret the 'suicidal' aspect in a miserable and deadly direction. They would see no value in life, fighting to the last and taking no prisoners. They wouldn't be cruel, simply violent and fatalistic, accepting each injury as their natural lot in life and seeing no evil in inflicting these injuries on others. These creatures could be an apocalyptic threat if presented in sufficient numbers, or simply a depressing annoyance if marginalized enough-- it depends greatly on tone. Perhaps they're spontaneously created as low-level minions of the heralds of the end of the world?

Potential Homebrews would include granting orcs the half-orc Relentless Endurance ability, allowing them to always go down swinging. 4e's Savage Demise ability for orcs (granting a free attack when they died) would also be appropriate here.

KOBOLDS-- The Ascended Vermin, or Dragons Turned Vermin Into Tiny Versions Of Themselves
We knew so little when we first crawled over the Master's egg. Mistaking its warmth for a source of food, we hibernated, and we changed. We took on the blessings of our master, appearing more like their divine visages. Our minds grew and came to know purpose. The purpose to serve.

Kobolds, more and more, have been described in relation to dragons. Even their appearance has changed-- moving from doglike creatures in earlier editions to draconic creatures in later editions. I've chosen to emphasize this in this interpretation. Here, the shifting appearance of Kobolds is folded into their history. While Kobolds can reproduce like any other race, they are created spontaneously when vermin like bugs or rats bathe in the energies of a dragon's egg. They morph into draconic forms, often retaining aspects of their former natures, and gain a compusion to defend their new draconic masters. This compulsion may fade over time, but it becomes the defining purpose of Kobold tribes.

Brighter Kobolds would emphasize their caretaker roles. They may act as the guardians and teachers of young dragons who grow up without a sire to parent them. This could lead to a very close relationship between a kobold tribe and a dragon, eventually leading to an inversion of the relationship, as the powerful dragon cares for their hapless kobold minions. Hunting down a lost dragon wyrmling could provide a great plot hook for a kobold PC!

Darker Kobolds may add some sort of ritual required to awaken and empower their draconic master-- preferably involving blood sacrifice. This would provide a potential set up for a Kobold dungeon with a Wyrmling boss fight at the end. If you want the Kobolds to be more threatening, you could make the process industrial in scale, feeding their master's clutch with dozens of kidnapped victims in the sewers or catacombs beneath a city.

Potential Homebrews would involve some sort of synergy between dragons and their Kobold minions (maybe the minions gain advantage when near the dragon and grant advantage to attacks made against foes they're surrounding). Powerful dragons could even conjure Kobolds out of thin air (or from insects or rodents scurrying around their lair or from jars or something) as adds during boss fights! 

GOBLINS-- The Crawling Folk, or Basically Literally Rat-People
We assumed it was just rats. We should have suspected otherwise when gold started disappearing along with the cheese. We should have known better when the ratcatchers were found face first in a river. We must have been fools to not notice that the skittering beneath our feet was a few octaves too low. Now it's too late. All hail the goblin king, lord of the sewers.

Goblins are very, very common foes. They're described as pathetic, groveling, and cruel, and their abilities reflect this, with a skill at stealth and an ease at escaping dangerous situations. One could describe them as similar to rats in this capacity-- common vermin that are annoying to pin down and can be threatening to the weak and isolated. So, why not make them a LOT more like rats! Have them swarm like rats, and disappear en-masse if threatened. Have them steal from food cupboards and kidnap the young and weak for additional snacks! Have them act like very smart vermin-- vermin capable of picking locks and setting ambushes with metal weapons, but vermin nonetheless. They lack a true culture or identity, being easily intimidated by strongmen, but not easily herded, disappearing swiftly into crannies you didn't know were there.

Brighter Goblins would lack the brutality of standard D&D goblins, only fighting when they must and preferring to steal with stealth rather than with force. Kind of like Nott from Critical Role, an excellent example of such a Goblin PC.

Darker Goblins would emphasize the swarmlike element of rats, rising from the underground to overwhelm opponents with numbers. Such creatures could be deadly threats even to relatively high level PCs, if they attack with enough numbers while the PCs are caught unawares.

Potential Homebrews would allow Goblins to squeeze through spaces that would normally only fit Tiny creatures, allowing them to appear from nearly anywhere. Pack Tactics would emphasize their swarmlike nature to the extreme, making them threats to even well-armored foes. Treating them as swarms against high-level PCs would help greatly with bookkeeping! You may even consider adopting some of the rules of Cranium Rat Swarm to grant them bizarre powers when acting as a unit. A Goblin King may even be a mass of goblins fused together by their high population (like a Rat King), preventing movement but granting powerful spellcasting abilities. 

HOBGOBLINS-- The Colonialist Conquistadors, or Let's Hate On Settled Cultures For A Change
When the Great Ships came, I assumed it was the baggage train of the divine host, and those who emerged were of an unearthly countenance. I welcomed them as guests, as any good king should, but they betrayed me and slew my court with their bizarre weapons. Now my nation lies in ruins and all hope is lost!

Monstrous Humanoids are often portrayed as 'savage', which has some unpleasant implications. That being said, I think they make interesting enemies, so I have no problem including them! That being said, Hobgoblins are the exception to this, and I seized upon this opportunity to present a unique opportunity for the 'savages' to be the good guys for once!

The scenario I went with would be a version of the New World scenario, though the truth is, it can represent any time a more 'civilized' empire decided to beat on comparatively innocent 'savages' (funnily enough, the Aztec treatment of their vassal states would make another good example). These Hobgoblins would wield more advanced weapons than the home nations of the PCs and already have an established militaristic empire from which to force-project. They may have a complex church, potentially with great powers of summoning, allowing the DM to vary up the monsters faced by higher level parties. This sort of empire could act as a background note, looming threat, or even the focus of an entire campaign!

The Hobgoblin mastery of Goblins could be tied to the way that Old World sailing vessels brought rats to the places they visited-- the Hobgoblins pay little attention to Goblins, but they benefit from the havoc they wreak on the locals.

Brighter Hobgoblins would emphasize their 'civilized' nature. They would be more Lawful than Evil, focusing on imposing their version of civilization on the wilderness, whatever the wilderness thinks about it. PCs from this society would not need to wholly reject it to be good guys-- they may simply refrain from practicing the less scrupulous aspects of their culture.

Darker Hobgoblins would represent the end of the world to the nations of the PCs, carrying D&Dified versions of the plagues that wiped out much of the population of the New World. Demonic possessions and swarms of undead would ravage the countryside, seemingly ignoring the hobgoblin society that would sweep in to impose their rule beind them. Are they behind it or simply lucky benefactors? That's up to you!

Potential Homebrews would give their army gunpowder weapons, using the either a homebrew Gunslinger class or the gunpowder weapon rules in the DMG. Powerful Hobgoblins may have Artificer abilities and the like. 

BUGBEARS-- The Sneaky Slashers, or Jason Voorhees As A Goblinoid
The hulking brute emerged from the shadows with impossible quietness. The heads of its previous victims hung around its neck as gruesome trophies. It wasted no time, lunging at the doctor with a massive mace, crushing her skull in an instant. The third expedition to the Silent Woods would end in failure, and the bugbear would feast well tonight.

Bugbears are a bit paradoxical. They're big bad monster men who get benefits towards stealth and ambushes. Who else possesses those traits? Classic slasher villains, of course! These Bugbears don't have a complex society-- they're loners by nature. The Goblins that they may surround themselves with would almost act as omens of their presence, which would only become known in short violent bursts. They would steal and kill all with leaving as little a trace as possible. The relatively low CR of the Bugbear would allow low-level PCs to feel like real heroes in stopping these killers that posed such a threat to isolated communities.

Brighter Bugbears would act less like slasher villains and more like cryptids (Bigfoot). They'd be very shy, but potentially violent if confronted, making their livings far from civilization. These could potentially be even scarier than their eviler comrades, simply by building up a legend around them. Nothing is scarier, after all!

Darker Bugbears would ignore all possible logic or justifications for their action and simply look to make them as evil as possible. Perhaps these versions of Bugbears don't naturally reproduce, instead being created from Goblins and Hobgoblins that go mad or cannibalize their kin (like Wendigos).

Potential Homebrews amplifying the fear-factor could move these low-level menaces into the major leagues. Bumping their HP is a no-brainer, as is Multiattack, but more clever solutions may involve granting at-will spells that allow silent or stealthy movement (e.g. Misty Step, Invisibility) and amplifying their sneaky attacks to involve more damage or forms of crowd control. A way to generate fear may also be the ticket. 

END
As usual, these are just interpretations-- not intended to replace anything (unless YOU want them to).

TL;DR Orcs ignore risks, Kobolds are tied to dragons from birth, Goblins are like rats, Hobgoblins are colonialists, and Bugbears are slasher villains

(Originally published here on February 20, 2018)
 

No comments:

Post a Comment