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Role of Evil Humanoids in Your Game
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<blockquote data-quote="steeldragons" data-source="post: 6944971" data-attributes="member: 92511"><p>My world's pantheon includes, among its initial/founding "elder" gods, Karos the Chaosbringer. Lord of Demons and Fire (specifically its destructive properties). His chiefest of minions is Djarthoon, Mother of Monsters. Goddess of corruption, temptation, and directly responsible for the spawning of a variety of monstrous and chimeric creatures. </p><p></p><p>For the traditional "evil humanoids" of D&D, most of the Orean species are broken into the categories of: <em><strong>Goblinoids, Reptileans,</strong></em> and those broadly lumped together as the <em><strong>"Beastmen."</strong></em> Then, nearly unheard of by common folk and beyond the basic knowledge of the Orean adventurer (other than certain sages, ancient elves/creatures, or occult historians) are the<em> Shi'Daeiri </em>(Drow) and the <em>Duusa </em>(a long dead empire of snakemen/yuan-ti-esque guys). Ogres and Trolls are not considered among "evil humanoids," but categorized as "giantkin" and most often encountered solitarily or in smaller groups than these other swarming raiders or organized tribes.</p><p></p><p><strong>Goblinoids:</strong> the D&D standards. Goblins, Bugbears, Hobgoblins (also AD&D's Boggles, Norkers, and the Redcap are also considered offshoots of "goblins" but far more rarely encountered)</p><p></p><p><em><strong>Goblins </strong></em>began as the corruptions of both light and dark elves (as the only sentient species in the dawn of the world) tempted by/fallen to evil (which the dark ones already were). They have become, of course, a self-perpetuating species, breed like rabbits, and are found trying to eke out an existence in almost any terrain. If approached carefully, those in close proximity to larger civilized lands might actually be open to trade or paid services. Though most are the raiding pillaging savages, endless minions of evil we know and slay, er, I mean, "love" of traditional D&D (with a smattering of PF) lore.</p><p></p><p><em><strong>Bugbears</strong></em> were created from the tainted corruption and ill-fated wish or deal made with Djrathoon or Karos (depends on the legend being told) by a band of halflings that were looking for the size and power to overcome (or destroy) the massive goblin armies they were combating. The resulting transmutation -combining the two- became the first bugbears, further corrupted and tainted by eons of further mixing with goblin blood. The two species (goblins and bugbears) are intrinsically linked. As with their smaller cousins, certain bugbears living in close proximity to (usually human) settlements, or of heightened intelligence (it happens!) may have tentative trade arrangements or mutually beneficial treaties (though not necessarily "alliances") with their neighbors. The bulk of most tribes found/encountered, however, are going to be the tradition "brutes", interested in bullying those weaker than themselves, sowing violence, kipnapping, enslaving, and/or dining on demihumans (especially smallfolk).</p><p></p><p>The third commonly recognized "true" goblinoid race,<strong><em> Hobgoblins</em></strong>, are the species that resulted from the breeding of goblins with enslaved men to create the storm-trooper/shock troops/military class of the ancient Selurian Empire (so their precious Selurian blood need not be spilt in their endless conquests and wars). The Empire now all-but gone (there are a few small remnant islands where "Seluria" still exist but they are far removed from the commonly traversed world), and hobgoblins breeding-true for the centuries since its collapse, they tend to exist as self-perpetuating war-bands gathering together now and then into truly threatening armies under a particularly powerful warlord or flocking to evil overlords of all kinds -from some genetically implanted <em>need</em>- to serve and fight for. They are, by far, the most organized, militant, and intelligent and thus, widely viewed as the most dangerous of the goblin races.</p><p></p><p>Honorable mention goes to the <em><strong>Redcap</strong></em>, a species of goblin (whether by chance or design) hailing from and infused with the magic of the land of Faerie. These creatures are rarely found in the material "mortal" realms and hardly ever more than one at a time (they are so miserable in their wickedness and cruelty they do not even like to associate with others of their own kind).</p><p></p><p>More later.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6944971, member: 92511"] My world's pantheon includes, among its initial/founding "elder" gods, Karos the Chaosbringer. Lord of Demons and Fire (specifically its destructive properties). His chiefest of minions is Djarthoon, Mother of Monsters. Goddess of corruption, temptation, and directly responsible for the spawning of a variety of monstrous and chimeric creatures. For the traditional "evil humanoids" of D&D, most of the Orean species are broken into the categories of: [I][B]Goblinoids, Reptileans,[/B][/I] and those broadly lumped together as the [I][B]"Beastmen."[/B][/I] Then, nearly unheard of by common folk and beyond the basic knowledge of the Orean adventurer (other than certain sages, ancient elves/creatures, or occult historians) are the[I] Shi'Daeiri [/I](Drow) and the [I]Duusa [/I](a long dead empire of snakemen/yuan-ti-esque guys). Ogres and Trolls are not considered among "evil humanoids," but categorized as "giantkin" and most often encountered solitarily or in smaller groups than these other swarming raiders or organized tribes. [B]Goblinoids:[/B] the D&D standards. Goblins, Bugbears, Hobgoblins (also AD&D's Boggles, Norkers, and the Redcap are also considered offshoots of "goblins" but far more rarely encountered) [I][B]Goblins [/B][/I]began as the corruptions of both light and dark elves (as the only sentient species in the dawn of the world) tempted by/fallen to evil (which the dark ones already were). They have become, of course, a self-perpetuating species, breed like rabbits, and are found trying to eke out an existence in almost any terrain. If approached carefully, those in close proximity to larger civilized lands might actually be open to trade or paid services. Though most are the raiding pillaging savages, endless minions of evil we know and slay, er, I mean, "love" of traditional D&D (with a smattering of PF) lore. [I][B]Bugbears[/B][/I] were created from the tainted corruption and ill-fated wish or deal made with Djrathoon or Karos (depends on the legend being told) by a band of halflings that were looking for the size and power to overcome (or destroy) the massive goblin armies they were combating. The resulting transmutation -combining the two- became the first bugbears, further corrupted and tainted by eons of further mixing with goblin blood. The two species (goblins and bugbears) are intrinsically linked. As with their smaller cousins, certain bugbears living in close proximity to (usually human) settlements, or of heightened intelligence (it happens!) may have tentative trade arrangements or mutually beneficial treaties (though not necessarily "alliances") with their neighbors. The bulk of most tribes found/encountered, however, are going to be the tradition "brutes", interested in bullying those weaker than themselves, sowing violence, kipnapping, enslaving, and/or dining on demihumans (especially smallfolk). The third commonly recognized "true" goblinoid race,[B][I] Hobgoblins[/I][/B], are the species that resulted from the breeding of goblins with enslaved men to create the storm-trooper/shock troops/military class of the ancient Selurian Empire (so their precious Selurian blood need not be spilt in their endless conquests and wars). The Empire now all-but gone (there are a few small remnant islands where "Seluria" still exist but they are far removed from the commonly traversed world), and hobgoblins breeding-true for the centuries since its collapse, they tend to exist as self-perpetuating war-bands gathering together now and then into truly threatening armies under a particularly powerful warlord or flocking to evil overlords of all kinds -from some genetically implanted [I]need[/I]- to serve and fight for. They are, by far, the most organized, militant, and intelligent and thus, widely viewed as the most dangerous of the goblin races. Honorable mention goes to the [I][B]Redcap[/B][/I], a species of goblin (whether by chance or design) hailing from and infused with the magic of the land of Faerie. These creatures are rarely found in the material "mortal" realms and hardly ever more than one at a time (they are so miserable in their wickedness and cruelty they do not even like to associate with others of their own kind). More later. [/QUOTE]
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