Tabletop Meditations #14: Postscript on Elves, Dwarves, & Trolls

I’d noticed the odd relationship between the Elves, Trolls, and Dwarves concerning their evolution through mythology and into fantasy roleplaying as it stands today and decided to explore these commonalities and divergences. This is what led me to write Tabletop Meditations #11 through #13. However, there are few things that I’ve not said about elves, dwarves, and trolls such as bringing up the issue of half-races and sub-races including Orcs though I may have (or not as the case may be) touched on them.

The common points between each of the aforementioned races being their beginnings in mythology, their adoption into the realm of fairytale, adaptation into fantasy fiction, and further adaptation from fiction into the world of roleplaying seemed to me to be not only connected but related. Especially since they all originated in Northern European mythology and all at one time or another were also considered different types of fairy-folk.

They had all three begun as separate or mostly separate types of creatures where the lines of distinction in the original myths were still blurry. This is especially true of the elves and dwarves and then after their division between the trolls and dwarves though one was a diminutive race and the other essentially deformed giants. Note that I had avoided a discussion on giants in and of themselves as they are not as entwined with the dwarves and elves, though the birth of the dwarven race seems to owe directly to the lore of giants.

The subject of giants is also very broad and they really don’t change much throughout their existence whereas the trolls though they are essentially giants themselves noticeably change with time though their base nature does not. Trolls also possess several unique and readily identifiable features both physical and personality wise. There is also an abundance of material which brings these features to the forefront and serves as documentation of their evolution as a fantasy race. Essentially the giants’ path from myth to roleplaying is almost identical to if not a bit more plain than the trolls and so I chose follow trolls especially since they are more distinctly prevalent in myth and fairytale as archetypical villains and characters than giants. Not to mention the trolls’ evolution is more demonstrably entangled with that of the dwarves and elves.

Just as well, I also avoided any in-depth discussion of the sub-races derived from the 3 fantasy races only really mentioning the Orcs and Drow, both descendants of the elves. This was mainly so I could keep focus on the pieces and as the sub-races are simply variations on the core race getting directly to that core without explicitly excluding them was the best strategy. In roleplaying games these 3 races are used as a foundation to create variations off of, the elves in particular as demonstrated by the 2 most prevalent and popular of these which happen to be the Orcs and the Drow.

Orcs originally started as a sub-race of elves but embodying all of the opposite negative characteristics of the elves’ positive but the Drow have usurped that role in the minds of roleplayers. I’m not going to write an article solely dedicated to Orcs as it would be very short though there is an overabundance of information on them starting from Tolkien onward but most of it is supernumerary. As the Orcs are not only associated with the elves but derive, especially in Tolkien’s Legendarium, from them the story of their evolution is somewhat redundant with that of the true elves though the etymology of the name is interesting it’s also somewhat problematic.

Orcs are portrayed as a savage, clannish species that is barbarically tribal even though some authors and game designers try to inject some nobility into them, either through the design of their culture or the portrayal of individual characters as racial/cultural representatives of the more noble/human aspects of the Orcish. They have and are undergoing their own evolution in the world of roleplaying fantasy seen specifically in certain attempts at humanizing them. A perfect example is demonstrated in the Palladium Fantasy RPG.

In the right group, orcs, can be as fiercely loyal, heroic and courageous as a palladin [sic]. Orcs of good or aberrant alignment will never betray a friend or ally, or desert him at a moment of need. [Siembieda, Kevin. 1998. Palladium Fantasy RPG: Second Edition. Palladium Books Inc. MI. 302]

Of course, this new humanization is built on top of the old and familiar. “They have a reputation for being dull-witted, muscle-bound brutes with a wicked disposition.” [Siembieda. 302] The Drow on the other hand are a more recent invention of Gary Gygax for Dungeons & Dragons and are essentially the literal visual and spiritual inversion of classic elves rather than an inferior and corrupted reflection that are the Orcs.

Half-races are another related subject which I also failed to touch upon although they play a prominent part in Tolkien’s Legendarium especially where half-elves are concerned.

The sons of Eärendil were Elros and Elrond, the Peredhil or Half-Elven. … At the end of the First Age the Valar gave to the Half-elven an irrevocable choice to which kindred they would belong. Elrond chose to be of Elven-kind[.] … To him therefore was granted the same grace as to those of the High Elves that still lingered in Middle-earth[.] … Elros chose to be of Man-kind and remain with the Edain; but a great life-span was granted to him many times that of lesser men. [J.R.R. Tolkien. The Lord of the Rings (1991 ed.). HarperCollins Publishers. Appendix A. 1010]

Basically, men and elves can interbreed but the resulting offspring can choose between an elvish immortality or a slightly enhanced mortal span of life, at least according to Tolkien. Of course, he also mentions another half-race in his work which really doesn’t serve much of an explicit role overall, these are the half-orcs.

Among the Dunlendings who, in the Third Age of Sun, came to Saruman’s banner of the White Hand in Isengard, there were some whose blood, by the sorcery of Saruman, became mixed with that of the Orcs and Uruk-hai. These were large Men, lynx-eyed and evil, who were called Half-orcs. [Day, David. 1979. A Tolkien Bestiary. Mitchell Beazley Publishers Limited. 128]

Both of these human-hybrid races are much beloved and perhaps a little overused in tabletop roleplaying. Although I guess there could be an argument here to logically classify both half-races as half-elves. This means that somehow the genetics between humans and elves and an elven sub-race, the Orcs, are somehow compatible. A taxonomy between these races, or is it species, might prove a bit problematic but this can be dismissed since the godhead of Tolkien’s Middle Earth created them all in the first place, so magic. Guess that helps to explain half-dragons too.

The attempt to fit fantasy races into modern-day taxonomy is beside the point failing the concept that, for one reason or another (often essentially irrational) they need to exist within that fictional world. Essentially, a half-race is a plot element or story device rather than a rational element to be quantified or scientifically explained.

Fantasy races as a whole being more than a collection of character traits and in terms of tabletop gaming, bonuses and abilities in the context of story and/or setting. This is especially useful to keep in mind when abandoning Tolkien altogether. Basically, when explaining half-races, species, and taxonomy in a fantasy setting it comes down to just utilizing the minimal amount of rationalization necessary for suspension of disbelief and patch the holes with myth and magic or good-sounding pseudoscience to explain it away.

My aim in writing these 3 articles was to explore the roots of these 3 archetypical fantasy races which are still an integral part of popular fantasy today, their entanglements, and how that shaped the current concepts about these mythic creatures while touching upon the more interesting questions that swirl about them and the concept of fantasy races. The common roots of elves, dwarves, and trolls continue to twist through myth, fairytale, fantasy-fiction, and even each other continually budding off and sprouting new ideas and concepts from the old.

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Bizarre Beasties #8 – Throgg

The Throgg, a pre-generated monster for Dice & Glory that can add unpredictability to any summoner’s repertoire. Also these creatures are massive brutes with an appetite for anything they can successfully kill, chew, and swallow. Additionally they are fairly resilient against certain attacks as well as being tough.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. Throggs are fleshed out enough for GM’s to drop them into game-sessions and their bestiaries to use immediately without any prep-work beyond reading the document. Finally, Throggs are a great addition to any GM’s bestiary.

Bizarre Beasties #8 – 621k

Evil hippo-monsters!

Weird Races #5 – The Stryx (vulture-men)

The Stryx, a strange race of ebon-skinned vulture-men that reside in cliff-side caves. In mass-combat they can function as a quick-moving mercenary unit. This PDF contains stats for the base race itself. It includes warrior and Carrion-Master classes and a brief description of their culture and ethnicity. In addition to mass combat unit stats. The package also includes a unique racial class, the Carrion-Master.

At the discretion of Game-Masters (GMs), Weird Races can add richness and variety to their game worlds easily and quickly. The Stryx are fleshed out and “statted-out” enough for GM’s to drop them into their game-sessions and use immediately without any prep-work beyond reading the document.

Weird Races #5 – 815k

Carrion-eating vulture-men!