But I wasn't asking half of the people, I was asking Sabathius42 what they meant by their statement. If I had to speculate, given the context of the post, I would say they didn't mean hungry = hostile = evil, they meant a random monster who is evil (a one-off / unique) is hostile/hungry to eat you. Big difference, but I will not know for sure until they respond. Perhaps you are current, but I don't think so.half of what people mean by evil is harmful to me.
I'm working on a setting where the gnolls are the ones who take care of the dead and run the setting's mausoleum (it's an enclosed area). And I don't mean "take care of the dead" in the carrion-eater sense, either (although some do wonder about that); I mean in the "proper burial to avoid undead" sense.
Dropbears. You just snuck Dropbears into your campaign.In my Eberron, there is a culture of bugbears that hasn't been part of the larger goblinoid culture since a bit before the fall of the old empire, as they had split off and formed a druidic cult in the swamplands now known as the Shadow Marches. They live arboreal lives, building "nests" in the great trees and only descending from the trees to hunt and trade. They tend to hunt as ambush predators, waiting in total stillness for prey to pass under them, and then soundlessly drop on them, breaking their spine, or if needed striking critical areas at the moment of impact with a weapon.
Sorry for the delay....for some reason I never got an alert this thread had any more activity.Just curious, why does hungry = evil?
years ago, I wrote a couple of adventures where the PCs play the monsters. Sick and tired of humans and demi-humans always raiding their lands and killing them, they put aside many of the "traditional" behavior of monstrous humanoids as described in various monster manuals. They formed truces, worked with diplomacy, and worked for the betterment of their communities using a pragmatic approach. While they still often resorted to violence to achieve their goals (like every other human species), they didn't act inherently evil and backstabbyish with each other. Mostly out of necessity, but they pretty much became like every other intelligent humanoid species.
There's a lot of leeway with using the Norse mythology. We all know that the drow were based on the Dökkálfar, being described in the Prose Edda as "quite unlike the Ljósálfar" and "dark as pitch." But does that mean evil? The Ljósálfar are described as "fairer than the sun to look it". That doesn't necessarily mean good. It could be haughty, and just physically pale and fair. Therefore, the Dökkálfar aren't necessarily evil, they're just the opposite. They could be down to earth (literally), realistic, and pragmatic.While I don't agree with the basic premise, I do handle drow differently than the default lore.
My world is loosely based on Norse mythology, and in that mythology drow come from Svartleheim (or Svartalfheim depending on how you anglicize it). But the "being cursed by Corellon" never really worked for me, even if I did steal a lot of non-human gods and lore from FR and Greyhawk.
So in my mythology, elves were one of the first humanoids created, as other humanoids were created many elves felt a bit superior and that they were better and more perfect. A faction of the elves took it further, that with their obvious superiority meant that their rightful place was to rule over the "lesser" races.
They were rejected by the other elves. Bitter and angry, they sought out a new realm to call home. They found Svartleheim, home of Lollth, matched the darkness of their souls and claimed it for their own. Since then there has been a feedback loop, the new home radiating a dark magic ensuring their bitterness and hatred while that bitterness and hatred shapes the realm.
Eventually this affected the very color of their skin turning the drow a dark gray. With time, the drow became more aligned with Lollth and other evil gods. To this day drow live in Svartleheim and constantly feel the the pull of their home rarely spending significant time in Midgard other than to cause misery and chaos. It is incredibly rare for a drow to spend more than a few weeks away from their home plane of existence.
However there was a group that managed to break away, a splinter group rejected the darkness, rejected the hatred. They became Gray Elves. Gray elves still feel the pull of anger and chaos shaping their emotions but they work hard to suppress them and live a life based on logic and reason. Living in Midgard, their skin color slowly faded over time to be barely noticeable. The transformation can go both ways. A gray elf that foregoes logic can become drow once more, a drow that rejects their upbringing will seek out other gray elves. Over decades, the skin color will change. The skin color change also affects duergar and svirfeneblin that also reside in Svartleheim.
Admittedly all of this is derivative from Star Trek and Romulans vs Vulcans, but I started using the gray elves first who traditionally have a very lawful and ordered structure to their society.
As a side note, Svartleheim is my stand-in for the underdark. It's a separate plane of existence that is most easily accessed deep underground.
As I said, my cosmology is loosely based.There's a lot of leeway with using the Norse mythology. We all know that the drow were based on the Dökkálfar, being described in the Prose Edda as "quite unlike the Ljósálfar" and "dark as pitch." But does that mean evil? The Ljósálfar are described as "fairer than the sun to look it". That doesn't necessarily mean good. It could be haughty, and just physically pale and fair. Therefore, the Dökkálfar aren't necessarily evil, they're just the opposite. They could be down to earth (literally), realistic, and pragmatic.
Nordic mythology is really sparse in regards to that particular legend, so there's a lot of room to tweak it
Oh for sure. Also, the Prose Edda (and many of the poems before that) were written shortly after the Christianization of Iceland, so I'm sure that had a major impact to how those poems and stories were actually written down compared to how they were told verbally beforehand.As I said, my cosmology is loosely based.
There's debate as to whether they really distinguished between dwarves and elves. What little we know mostly comes from white priests who wrote down what they thought was important. There's even debate on whether Ragnarok was really a thing.
But it works for my campaign world. Parts are recognizable, but it's vague enough that I can adjust for my own needs.
But kobolds are considered cowardly and there is nothing worse on the battlefield that one part of your army suddenly runs away.Kobolds: The Private Military Company
Consider the role of Mercenaries in a sort-of-medieval/renaissance world. People like Sir John Hawkwood, for instance. Ideally, you want mercenaries who are competent, relatively cheap and likely to stick to their contract. Evil but (usually) trustworthy bastards are preferred.
I can see Kobolds used as mercenaries or "Auxiliaries" by various Human-dominated empires or City States. Why risk humans when you can buy the services of a regiment of Kobolds? It might even be the more "civilized" option (less rape, more pillage).
The innate abilities of Kobolds make them an obvious choice for military adventures. They have some magical abilities and can be numerous, well-organised and ruthless. They also fight well at night, which is a huge advantage over most human armies. Also, they don't want to conquer farmland in the nice, sunny parts of the world. The late Romans could tell you why this is important....
The Kobold Kolonel and his or her officers will be more intelligent and skilled that the average kobold, or even the average human. They will be well-paid and (in consequence) they might develop expensive tastes and become wealthy patrons of the arts or influential in politics. After all, they have to do SOMETHING with their gold. They might even hire adventurers.
Morale rules are gone from 5E, so it can very well be that "kobolds are cowardly and incompentant" is a lie that has been perpetuated against them, just as a certain group was depicted during the likes of WW2...But kobolds are considered cowardly and there is nothing worse on the battlefield that one part of your army suddenly runs away.
Also, there is not THE type or mercenary you want. In some situations, especially when you already have a good army and just want to hire some extra power, you want some big, dumb aggressive brute who charges into battle and doesn't understand that they are fodder. A dead mercenary doesn't want to get paid.
In other situations, especially when you do not have a good army of your own you want competent mercenaries with brilliant tactics who wage the war for you and are hopefully so honourable to not leave you in the middle of the war or exploit the fact that you are completely defenceless without them.
And sometimes you want specialists for something your own army can't do. Here I can see kobolds for their trapmaking and for tunneling (tied with dwarven mercenaries).
And in other cases you want people who are so happy about being paid that they stay absolutely loyal so you can trust them over your own men.
This is actually how I like to deal with player disagreements when I go and change the "core elements" of monsters on them.Morale rules are gone from 5E, so it can very well be that "kobolds are cowardly and incompentant" is a lie that has been perpetuated against them, just as a certain group was depicted during the likes of WW2...
No idea why you bring real world references into it.Morale rules are gone from 5E, so it can very well be that "kobolds are cowardly and incompentant" is a lie that has been perpetuated against them, just as a certain group was depicted during the likes of WW2...
That's the main point I'm after. If alignment or racial generalizations are removed, you have to access the individual, not the race. A brave and loyal kobold, a shrewd but peaceful half-orc, a kind and helpful mind flayer - these are the sort of things this thread seems to be attempting to present.the "it could be a lie" can be used about every defining trait for everyone.