Tabletop Meditations #13: Dwarves

They are prominent in Germanic and Scandinavian legend and generally dwelt in rocks and caves and recesses of the earth. They were guardians of mineral wealth and precious stones and very skillful at their work. They were not unfriendly to man, but could on occasions, be vindictive and mischievous. [Rockwood, Camilla, ed. 2009. Brewer’s Dictionary of Phrase & Fable, 18th Edition. Chambers Harrap Publishers Ltd. Dwarf]

In the popular mind, the term ‘Dwarves’ tends to bring to mind a short, bearded man with a Scottish accent wielding a battle-axe, namely actor John Rhys-Davies’ portrayal of the dwarf Gimli in Peter Jackson’s The Lord of the Rings movie trilogy not malignant, black-skinned creatures to which sunlight is deadly.

In the world were also DWARFS – ugly creatures, but masterly craftsmen, who lived under the earth[.][Hamilton, Edith. 1942. Mythology. Little, Brown and Company, Boston. 460-461]

As elves and fairies at one time were nearly indistinguishable so too were the dwarves even when compared to trolls. Dwarves just as elves and even trolls were born with the mythic world, wandered into folktales, were adapted into fairytales, and then reinvented by the authors of fantasy fiction.

The two most popular beings to be included in HEROIC FANTASY as either COMPANIONS to or enemies of humans are dwarfs and ELVES, yet the origins of these two groups of beings are confusing. In Nordic mythology the Alfar (elves) comprise one of the four main groups of dwarfs, but in Celtic mythology the elves are a part of the land of FAERIE, distinct from the dwarfs, who are creatures of the Earth. [Clute, John & Grant, John. 1997. The Encyclopedia of Fantasy. St Martin’s Press, New York. Dwarfs. Dwarfs]

The confusion between the elves and the dwarves also includes mention of another fantasy race or at least the seed which would lead to the inception of one of the more infamous of the fantasy races, the dark elves.

[I]n the North of Midgard, there were dwarfs; they lived in Nidavellir (Dark Home) in caves and potholes, while somewhere below was Svartalfheim(Land of the Dark Elves). No valid distinction though can be drawn between the dwarfs and dark elves; they appear to have been interchangeable. [Crossley-Holland, Kevin. 2015. The Norse Myths. The Folio Society Ltd., London. xxv]

The current guise of dwarves are that of short, under or at 4 ft. tall, men with long bushy beards, barrel chests possessed of metalworking skills and knowledge of the underground as well as a penchant for swinging axes, hammers, and picks. “They are small, but solidly built and strong, almost always bearing beards and wielding axes.” [Clute & Grant. Dwarfs]

Inevitably one question tends to crop up repeatedly when discussing dwarves concerning the etymology of the word itself or more specifically about the plural noun form of ‘dwarves’ as opposed to ‘dwarfs’. The word ‘Dwarf’ and its unusual plural ‘Dwarves’ are well known but so is its proper plural ‘Dwarfs’, so where did these two different plural forms come from? Well, the second ‘Dwarfs’ is the proper plural form before the early 20th century but the plural noun form of ‘Dwarves’ began to be used more frequently as time wound on.

The work with the most influence in this regard is J.R.R. Tolkien’s The Hobbit (1937) where the unusual noun form was corrected in certain editions by the editor to the then more common ‘Dwarfs’ but by the time it was to exert its influence over the creator of Dungeons & Dragons, Gary Gygax, the unusual noun form was left in place. In Appendix N of the Advanced Dungeons & Dragons Game Master’s Guide (1979) Tolkien’s work is listed as “Inspirational Reading”. Thusly Tolkien and Gary Gygax helped to propagate the newer plural form of ‘Dwarves’ which is now considered by most to be the proper form when discussing the fantasy race.

However, long before that question of English noun form, or even before English came to be, the concept of diminutive but supernaturally powerful creatures associated with the elemental earth was already an old idea.

Dwarves as did the elves began existence conjoined to other ideas taking a somewhat alien proto-form deep in the past as far back as the ancient Greeks. In the colorful myths of ancient Greece creatures called the Dactyls or Daktyloi served as their precursors.

[T]he Daktyloi, or “little fingers,” [are] the ten sons of the Great Mother Rhea. They emerged when, in Rhea’s birth pangs delivering Zeus, she dug her fingers into the earth. The Daktyloi are dwarf craftsmen, gifted and generative, evoking the wisdom and creativity of unconscious impulses that consciousness tends to overlook. [Ronnberg, Amy ed., 2010. The Book of Symbols: Reflections on Archetypal Images. Cologne, Germany. TASCHEN. 384]

The Dactyls/Daktyloi resemble at least in part the core points of the modern dwarf: supernatural birth of the race, short stature, and great skill at working metals and stone. “DACTYLS, the discoverers of iron and the art of working it. Their home was usually said to be Mount Ida in Crete. They were considered to have magical powers.” [Hamilton. 481] But aside from the possible (and quite probable) influence of the Greek Dactyls, modern dwarves began as a part of the Norse creation myth. They were one of the most ancient races in existence aside from the giants and the gods themselves.

In whatever form that dwarves seem to take they are always perceived as beings created directly by the actions of the gods. They are always an ancient race closely associated with said divinities and are always in some way associated with the alchemical element of earth. It is primarily from the Norse myths that the current concept of dwarves is drawn and it is in these myths that we can see these elements at work.

[A]ccording to the Eddas, the dwarfs sprang into being close on the heels of the gods and they took shape from the same primordial stuff as the planet’s rocks, mountains, and seas. The tale of the origin of dwarfs is one and the same as the dawning of the earth.  [Constable, George ed. 1985. The Enchanted World: Dwarfs. Time-Life Books. Alexandria, Virginia. 9-10]

The story of the Norse dwarves is much grimmer than miraculous unlike the Dactyloi from whom they inherit a few of their defining traits. After the slaying of Ymir by the gods: “Within the soil, life quickened and began to squirm: the dwarfs. As maggots spring from decaying flesh, say the Eddas, so the dwarfs took form within the vast landscape of Ymir’s corpse. Children of the earth, they were at first as featureless as earthworms.” [Constable. 11]

The appearance of said featureless worms, the proto-dwarves, from dead flesh was a widely held belief in antiquity that maggots spontaneously erupted from rotten meat in a process known as ‘Spontaneous Generation’, an idea supported by Aristotle. It was these worms that were observed by the gods and for whatever reason the gods decided to remake them.

They [the Norse creator gods Odin, Vili, and Ve] transformed the dwarves […] who had been small maggotlike creatures born from the flesh of the first giant, Ymir, into intelligent humanoids. [Wilkinson, Philip & Philip, Neil. 2007. Eyewitness Companions: Mythology. DK Publishing. NY, NY. 115]

Of course, the Norse gods didn’t stop there. “From Ymir’s skull they made the dome of the sky, placing a dwarf to support it at each of the four corners and to hold it high above the earth.” [Davidson, H.R. Ellis. 1964. Gods and Myths of Northern Europe. Penguin Books. England. 27] Dwarves were definitely portrayed as having great physical strength as well as being initially gifted with great and magical skills.

[T]he dwarfs, creatures with strange names, who bred in the earth like maggots, and dwelt in hills and rocks. These were skilled craftsmen, and it was they who wrought the great treasures of the gods. [Davidson. 28]

Contrary to the popular depictions of dwarves nowadays, in myth the shade of their skin was a reflection of their earthy nature. “To the dwarfs they gave human shape, but their hue was the blackness of earth in which they had being.” [Mackenzie, Donald A. 1912. Teutonic Myth and Legend. Kessinger Publishing (Reprint). 13]

Their slight stature was apparently proportional to their original worm-forms though they were still somewhat associated with the concept of elves. “In the Northern “Story of Creation” these elves, or black dwarfs, are, it is evident, intentionally belittled.” [Mackenzie. xxxvi] They also, like the worms they were, continued to live beneath the earth and were also associated in certain terms with trolls even as the gods set a king to rule over them.

Over them the gods set Modsognir, who is Mimer, to be king. In the mounds of the earth dwell one tribe of these earth-black elves, within rocks another, and a third have their habitation inside high and precipitous mountains. Besides these are the Trolls[.] [Mackenzie. 13]

Basically at this point, what separated the dwarves and elves from one another was that the ‘light elves’ lived in Alfheim and the ‘dark elves’ what would later become the dwarves, lived deep in the earth. At first there was no real distinction between them as two separate races. Often dwarves were also included in the same breath as trolls and indeed they shared the same lethal allergy to the sun. “Because they lived in caves, or underground, the dwarfs and giants also had in common a mortal terror of sunlight; it turned them into stone.” [Crossley-Holland. 243]

Perhaps it was the dwarves’ connection to the earth that precipitated their divine transmutation into their humanoid form by the gods and the gods’ need for their skills which were inherent due to this supernatural association marked most prominently by the color of their skin. Here is where they become the murderous craftsmen of the gods who live deep in the black earth that are so common to the northern myths.  These squat subterranean creatures wielded enough supernatural power and a deep enough wisdom of the earth to necessitate their consultation and employment by the gods.

They were as old as the rocks they inhabited, and from that ancient bond with the earth had come mundane wisdom and an intimacy with earthly mysteries. [Constable. 9]

Dwarves were the masters of the earthly as the gods were masters of the heavens.

Living in the realm of dark rock and flickering volcanic flame, moving through underground passageways as easily as fish course the water and birds ride the wind, they were guardians and master manipulators of the earth’s mineral riches. [Constable. 14]

Granted the Norse gods were suited perfectly as clients of such oddly-talented creatures. “The Scandinavian pantheon was devoted to war and luxury, and naturally looked to the dwarfs for arms and adornment.” [Constable. 14] Of course, it is often implied that the gods looked down upon their craftsmen as lowly creatures not much different from the worms that they were shaped from save for the occasional requirement of their earthly abilities. So the dwarves began to use cunning and deception as much as mortals when confronted with the supernatural in such tales. In addition to this, they also mastered the magical-arts which were to become one of their many crafts.

As a number of myths make clear, dwarfs and giants were repositories of knowledge and magic songs and on occasion revealed their wisdom to the gods. [Crossley-Holland. 242]

There are multiple stories of the dwarves proving their skills often forging masterpieces for the gods in particular Mjöllnir, Thor’s hammer. “With his dwarf-wrought hammer, Thor kept the frost giants at bay, although they were ceaselessly restive.” [Constable. 22] Dwarves were now the craftsmen of legend; they were wizards and the makers of great weapons and miraculous items.

It is no surprise that dwarfs, capable of breathing life into cold metal, were masters of incantations and the runic alphabet, used in the ancient Norse world for mystic inscriptions. [Constable. 25]

The hammer of Thor was perhaps their most famous work but by no means their only work for the gods in fact it was the third.

The third treasure was the great hammer Mjollnir, which would hit anything at which it was thrown and return to the thrower’s hand. Because of the interference of the fly, however, which was Loki in disguise, it was a little short in the handle. [Davidson. 43]

The skills of dwarves and the resultant products of said skills played greater and greater parts in the Norse myths. They were so skilled as to be able to nearly undo the mischief sowed by the god Loki himself, of course hired by Loki to save his own skin.

One day in a fit of mischief Loki cut off Sif’s golden hair, and Thor would have killed him if he had not found two cunning dwarfs to make new tresses of real gold for Sif, which would grow like natural hair. They also made Freyr’s wonderful ship and Odin’s great spear Gungnir. […][T]hey succeeded in forging a marvelous boar with bristles of gold, which could run faster than any steed and light up the darkest night. They also forged the great gold ring, Draupnir, from which eight other rings dropped every ninth night. [Davidson. 42]

Another key myth which concerns the dwarves is The Mead of Inspiration which not only reveals a specific aspect of their magical prowess but also a central element of their emerging inherit racial personality. The titular mead was a powerful concoction that gave wisdom and poetic inspiration to any who imbibed of it. A pair of villainous dwarves had brewed it from the blood of a god.

When two companies of gods [the Aesir and the Vanir] met to make peace, they took a vessel and spat into it, and from the contents they created the wise Kvasir, who was able to answer all questions. Kvasir however was killed by two dwarfs, who let his blood run into three huge vessels, and mixed it with honey to make a rich mead. Whoever drank of this received the gift of inspiration, and could compose poetry and utter words of wisdom. The malicious dwarfs, however, went too far when they killed a giant called Gilling, and his wife as well. The giant’s son, Suttung, took vengeance on them by putting them on a rock and leaving them there to drown. To save their lives they were forced to give him the mead, and it is for this reason that poetry is called ‘Kvasir’s blood’ or ‘ship of the dwarfs’. [Davidson. 40]

Dwarves drawn from the Nordic myths began to spread across Europe the diminutive race branching off into many different types. “Their names varied from land to land and region to region. The British Isles had their goblins, knackers and leprechauns, Germany its Erdleute and Stillevolk, and Scandinavia its trolls and bergfolk and huldrefolk. But their kinship to the earth, their matchless skills and their stunted stature were universal.” [Constable. 8]

It is here that dwarves figure more as adversaries and dangerous fairies to be treated with caution and apprehension than the hard-fighting miner-warriors of popular fantasy as they seeped into the folktales of Europe. The entire race bore the guilt of the crime of the pair who had brewed the blood-mead and were now famous as having a penchant for hording and guarding the treasures of the deep earth.

The ugly, misshapen dwarfs […] represent greed; they do nothing that is not in their own interests. Mastersmiths and magicians, quick to show malice, they lust after fair women, after power and, above all, after gold. [Crossley-Holland. Xxxviii]

Eventually dwarves found themselves thrust into the fairytales of northern Europe and Great Britain often as the antagonists or later on, providing magical assistance to the hero. “As the sagas devolved into FOLKTALES dwarfs were regularly depicted as scheming and cunning, and in this form they found their way into FAIRYTALES[.]” [Clute & Grant. Dwarfs] Dwarves were the villains or monsters in such well-traveled fairytales as Rumpelstiltskin and The Yellow Dwarf or benevolent in such tales as Snow White and the Seven Dwarves.

Dwarves became a force of nature, of the earth but as fleeting as the wind and nearly invisible but always lurking at the edges of normal reality. “Within the earth itself, a tapping sound that came from a region untunneled by mortal miners might betray the activity of a mining party of dwarfs.” [Constable.9] They were everywhere especially their traditional haunts where their voices could be heard floating upon the air. “[I]n Scandinavia, echoes cast back from stony mountainsides were known in the Norse language as dvergamal – “voice of the dwarf.” Dwarfs, perhaps amusing themselves, were said to cause the echo by mimicking any sound heard in their domain. But they melted into the rocks long before a human intruder could draw near enough to spot them.” [Constable. 9] At this point they had almost merged completely with fairies as just another kind of fairy-folk.

In fact many types of creatures that had spawned directly from the dwarves that are still considered a part of fairy-kind.

Sometimes they are described as drawing their power from the Earth. In this sense they may be synonymous with gnomes, and to a lesser extent with kobolds (→GOBLINS) and leprechauns. All these strands emphasize the diminutive and mischievous aspects, but dwarfs are also warlike. [Clute & Grant. Dwarfs]

In fairy tales dwarves had twisted into villains though they weren’t much better in myth. But they had gotten closer to the modern idea of the little race.

In Teutonic myths, the dwarfs are small man-like beings, versed in the lore of mineral and skillful as forgers of weapons and treasures for the gods. In Wagner’s Nibelungen Ring they are crafty and cunning and dwell in the bowels of the earth. [Martin. Dwarf.]

It is the image of a demented villain with a tiny twisted body and a fiendish mind and an ancient soul filled with arcane power that Richard Wagner drew upon when he delved into Teutonic myth for his master-symphony, known as Wagner’s Ring Cycle or the Ring of the Nibelung.

The dwarfs, or nibelungs, are black uncouth pigmies, hating the good, hating the gods; they are crafty and cunning, and dwell in the bowels of the earth. [Martin. 307]

In that story it is the Nibelung Alberich that forges the ring of power from “Rhinegold” stolen from the Rhine Maidens (3 water-nymphs invented by Wagner for his story) that causes the whole fiasco which propels the entire epic to its ultimate conclusion. Wagner drew from the traditional figure of the dwarf. “The traditional dwarf-figure is drawn from NORDIC FANTASY, particularly the Volsunga Saga and Nibelungenlied[.]” [Clute & Grant. Dwarfs]

As dwarves survived in Wagner’s compositions from the 19th-century and into the twentieth they were to be reworked by J.R.R Tolkien yet again into something resembling almost wholly, the modern concept of the dwarven fantasy race.

Modern treatments of dwarfs can be traced to J.R.R. TOLKIEN, who drew upon both Nordic myth and some of the mischievous aspects in the works of E.A. WYKE-SMITH to depict his dwarves (as he spelled it) in The Hobbit (1937); these have all the aspects of traditional dwarfs, including squabbling belligerence, but are essentially good. [Clute & Grant. Dwarfs]

Tolkien however, took away their evil dispositions and tempered their mystical powers. As with his versions of the elves and trolls, a patron god creates the dwarves.

In a great hall under the mountains of Middle-earth Aulë, the Smith of the Valar, fashioned the Seven Fathers of Dwarves during the Ages of Darkness[.] [Day, David. 1979. A Tolkien Bestiary. Mitchell Beazley Publishers Limited. 69]

Tolkien also solidified the physical attributes that now describe the race while discarding the grotesqueness that had been a part of them of old.

[.]Aulë made Dwarves stout and strong, unaffected by cold and fire, and sturdier than the races that followed. Aulë knew of the great evil of Melkor, so he made the Dwarves stubborn, indomitable, and persistent in labour and hardship.  They were brave in battle and their pride and will could not be broken. [Day. 69]

He also handily described their now familiar skills at the same time diminishing their magical abilities reducing their skillset to hard labor and earth-craft.

The Dwarves were deep-delving miners, masons, metal-workers and the most wondrous stone-carvers. [T]hey were made strong, long-bearded and tough, but not tall, being four to five feet in height. As their toil was long, they were each granted a life of about two and half centuries, for they were mortal[.] [Day. 69]

It is from Tolkien that Gary Gygax took his inspiration and with only some slight modifications chiseled the image that dwarves now take in fantasy RPGs the world over.

Dwarves are typically deep tan to light brown of skin, with ruddy cheeks and bright eyes (almost never blue). Their hair is brown, black or gray. They favor earth tones with small bits of bright color in their clothing. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky muscular build. They live for no less than 350 years on the average. [Gygax, Gary. 1978. Advanced D&D Monster Manual. TSR Games. Dwarves.]

It is at this point that dwarves have solidified into short, human-like creatures that dwell deep in the earth or in mountain caves that wield the knowledge of the earth from whence they reap its treasures (namely gold and gems) and possess the skills of miners and craftsmen. They also tend to be a bit war-like and are a stout and stubborn folk. A few of their number may still wield the powers of old and forge a magic weapon here and there. Dwarven magic where it does exist often is associated with or draws its inspirations from the Nordic runes. Of course, this brings us to what is in some ways a somewhat pedantic and in others kind of important question about the dwarven race as a whole, what of the dwarven women?

Universally it seems that dwarves had been a race solely of males, a race that is comprised of a very limited and fixed number of individuals as with the Dactyls, or a race that may rely on its members creating new members as they themselves were created, by carving them from the living rock of the underground. It was not until Tolkien that the question was tackled in a world that operated on the laws of nature (mostly), as in such a world the question of how the dwarves would reproduce would naturally be raised. According to Tolkien dwarves had “very few women-folk.” [J.R.R. Tolkien. The Lord of the Rings (1991 ed.). HarperCollins Publishers. Appendix A. 1050 – footnote]

In fact, the only dwarf-woman named in Tolkien’s work was Dís the daughter of Thráin II. “It was said by Gimli that there are few dwarf-women, probably no more than a third of the whole people. They seldom walk abroad except at great need. They are in voice and appearance, and in garb if they must go on a journey, so like to the dwarf-men that the eyes and ears of other peoples cannot tell them apart. This has given rise to the foolish opinion among Men that there are no dwarf-women, and that the Dwarves ‘grow out of stone’.” [Tolkien. 1053] This has also led to the beard or no beard argument which frankly is dependent on the setting/world and the whims of its creator(s).

The scarcity and temperament of the dwarf-women (at least in Tolkien) seems to direct the fate of the dwarves in the same direction as that of those two races that they share so many generative similarities with, the elves and trolls.  In the cycles of myth they are destined to fade from the mortal world as the dying vestiges of a long-disappeared elder age. “It is known that they dwindled further, but whether they still live within secret caverns of the World or have now gone […] cannot be learned.” [Day.75] Though in the many varied worlds of roleplaying they battle on with pick, hammer, and ax.

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Tabletop Meditations #12: Trolls

They have been and are, from their very inception, the consummate villain whether they be fierce beasts bent on random destruction and death, or mystical monsters that snatch away the hero’s loved ones for some nefarious purpose, or a supernatural arbiter of an unbelievably harsh but ironic justice.

The malformed embodiment of pure malevolence, the flesh-eating troll populates the many worlds of fantasy roleplaying serving almost solely as an adversary ready to slay and be slain. Trolls bring to mind the image of a ravaging giant obviously more beast than humanoid seemingly mindless in all its endeavors save the intent to inflict harm, at least in the minds of today’s fantasy roleplayers.

A troll is a predatory giant demi-humanoid with claws and fangs found in Nordic & Scandinavian myth and in the roots of Norwegian fairytales where they stand as vicious vestiges of an elder and chaotic world. In the Encyclopedia of Fantasy they are defined as: “MONSTERS of Scandinavian MYTH and NORDIC FANTASY; related Shetland myths call them trows. They have affinities with GIANTS (size, general malevolence, fondness for eating human flesh) and earth ELEMENTALS: they are associated with mountains and cold, and often turn to stone on exposure to daylight[.]” [Clute, John & Grant, John. 1997. The Encyclopedia of Fantasy. St Martin’s Press, New York. Trolls.]

They have taken many forms from their inception in Nordic lore through to their adaptation into their fairytale roles as monsters with a penchant for abduction and cannibalism; at one time they were even able to fly.

Besides these [Elves/Dwarves] are the Trolls, who fly hither and thither carrying bundles of sticks, and have power to change their shape. [Mackenzie, Donald A. 1912. Teutonic Myth and Legend. Kessinger Publishing (Reprint). 13]

The evolution of the concept of trolls has parallels to that of Elves. Like elves they matriculated through lore into fairytales and then into fantasy and Sword & Sorcery fiction then ultimately from there into tabletop RPGs. Also like elves they seem to have had a less than active role in the myths that birthed them serving mainly as an “off-camera” enemy to a certain hammer-wielding god.

[…] Thor was away Fighting trolls and troll women and their wolfchildren in Iron Wood[.] [Crossley-Holland, Kevin. 2015. The Norse Myths. The Folio Society Ltd., London. 121]

At their beginnings they were closely associated with the gods, as adversarial legions, and there was little distinction between them and dwarves aside from a not yet strictly defined size difference.

In Icelandic myth malignant one-eyed giants, and in Scandinavian folklore mischievous DWARFS, some cunning and treacherous, some fair and good to men […]. They lived in hills and were wonderfully skilled in working metals, and they had a propensity for stealing, even carrying off women and children. […] Their name is Old Norse for ‘demon’. [Rockwood, Camilla, ed. 2009. Brewer’s Dictionary of Phrase & Fable, 18th Edition. Chambers Harrap Publishers Ltd. Trolls]

The mythic roots of the troll, both as a fantasy race and monster, penetrate deeply into the mythology of Northern Europe (Norse mythology, the folktales of Lapland and Norwegian fairytales). At their beginnings in Norse myth they were giants born of evil taking their place as the enemies of the gods, this probably the apex of their imaginary existence. “Now by divination did Odin come to know that in Ironwood the Hag, Angerboda (Gulveig-Hoder) was rearing the dread progeny of Loke with purpose to bring disaster to the gods. Three monster children there were – Fenrer, the wolf; Jormungand, the Midgard serpent; and Hel. From these the Trolls are sprung.” [Mackenzie. 90] It is interesting that in the Norse mythology the trolls were the malformed offspring of godling monsters born of the trickster god Loki thereby distancing the trolls from the gods a step further than even the beasts of Ragnarök those who are destined to slay the gods and the world.

The classical root of the troll twists from myth into folktales and eventually fairy tales particularly those of Scandinavia. They were adopted by folktales in Lapland in the far north of Finland as supernatural antagonists then collected into fairytales in Norway at various times especially in the 19th century with Asbjørnsen & Moe being the most notable today of those collector-editors of folk & fairytale aside from the German Brothers Grimm. In the Norwegian tales trolls were synonymous with mortal fear of the dark and wild places of the world.

Every Norse child had heard […] that giant trolls laired under country bridges, preying on livestock, shepherds, and farmers. […] The Lapps gave a wide berth to the northern mountains, assuming that trolls chose places large enough in scale to suit their size. The same wariness of mountains applied to other countries, and trackless forests were also regarded as unsafe. [Constable, George ed. 1985. The Enchanted World: Giants and Ogres. Time-Life Books. Alexandria, Virginia. 86]

Trolls invaded vast tracts of wasteland and began to take up residence in the familiar haunts of fairy-folk, wild woods, dark forests, shadowy canyons, windswept mountains, and occupied ruined castles and old shanties in the middle of nowhere.

In the old days, the Lapps rarely ventured north towards the Arctic coast: They were hardy people, but all knew of the land in the north called Trollebotn, or Troll Bottom, a wind-swept waste haunted by huge, murderous beings. No Laplander cared to face those trolls, some of them three-headed, some with more hideous deformities, all malevolent and filled with hatred for humankind. [Constable. 79]

In these tales the concept of trolls is similar to elves in that their, the trolls’, identity merged with that of fairies becoming a part of the realm of fairy for a time even exhibiting the level of mystical power associated with such beings. However, trolls were always nasty. They ran the gamut from being vicious supernatural predators with awesome magical powers to simply giant slavering beasts that happened to be very formidable against even the strongest warrior.

The fairy tales of note concerning trolls are, at least in my opinion – Three Billy Goats Gruff (the troll lives under a bridge and threatens the titular Billy goats), The Ash Lad who had an Eating Match with the Troll (where a farm boy tricks a troll into committing hari-kari), Soria Moria Castle (where trolls  with 3 and even 9 heads make an appearance), The Golden Bird (where trolls are caretakers of wondrous treasures & enchanters of a prince to whom they’ve cursed into the form of a fox), The Companion (troll-hags are slain and there’s a potential troll-wife in a princess who was described to “wear a troll-hide” but was restored by the hero who beat the hide off of her).

In these tales trolls also seem to exhibit a trait which definitely distinguishes them from their true-fairy brethren, they are viciously, even sadistically, vindictive.  For example in the tale titled Troll’s Stone – After her and her husband’s failure to lure any herdsmen or the village priest to their cave so that they could eat them, the she-troll sends her husband to the frozen lake to catch fish where he promptly lays on the ice, he’s lazy, and freezes to death while fishing and as he was late with dinner his wife decides to go out to find him. Finding instead his frozen corpse on the ice and unable to drag his body back home she promptly snatches up his catch and: “Before she went, she said, “A curse on thee, thou wicked lake! Never shall a living fish be caught in thee again.” Which words have indeed proved fatal to the fishery, for the lake since then has never yielded a single fish.” [Booss, Claire ed. 1984. Scandinavian Folk & Fairy Tales. Crown Publishers, Inc. 630]

Trolls always seemed to direct this particularly vicious side towards humans especially those who refused to hold fast to ancient traditions and arcane treaties with the elder world of the trolls even as the trolls themselves faded and sank into the shadowed places of the earth.

The Trolls in Resslared best exemplify the balance of the trollish sense of justice. In the tale the local trolls “were wont to borrow food and drink, which they always returned two-fold.” [Booss. 282] The people of the village had a certain understanding with them and lived with the trolls peaceably. Eventually of course, the old residents died off and new people began to replace them who were not as “charitable” as their predecessors while the trolls lived on. Eventually, as fairy tales go, “[o]ne day the “mother” of the Trolls went, as was her custom of old, to a cottage, and asked the housewife if she could lend her a measure of meal.” [Booss. 282] Needless to say the housewife refused this and every additional request of the old troll lying that all her cans were empty, her cows farrow, and the like. So as justice is served in such stories: “The housewife laughed in her sleeve, and thought that she had escaped the Trolls cheaply; but when she inspected her larder it was found that she had really told the truth to the Troll woman. […] Ever after that the plenty that had heretofore been was wanting, until finally the people were compelled to sell out and move away.” [Booss. 283]

A perfect example of pure viciousness on the part of a troll is in the tale The Trolls in Skurugata – Once a hunter named Pelle Kant trespassed on troll territory. “It is generally understood that Trolls, when their territory is encroached upon by mankind, withdraw to some more secluded place. So when Eksjö was built, those that dwelt in the vicinity moved to Skurugata, a defile between two high mountains whose perpendicular sides rise so near to each other as to leave the bottom in continual semi-darkness and gloom.” [Booss. 251]  It is in this place that the hunter, Pelle, decided to go shooting and then as the hunt was unsuccessful cursed and raved aloud that the trolls had cursed his gun. So a troll woman makes an appearance and offers a poodle for him to shoot instead. He ties the unfortunate animal to a tree and shoots it through the head only to discover afterward that it was actually his own child wrapped in a dog’s hide. The troll woman then rewards him with a dollar piece which always reappears in his pocket when spent which he proceeded to use to drink himself to death.

Starting at about 1841 Peter Christen Asbjørnsen and Jørgen Moe collected together folktales from around Norway many of which concerned trolls. In these tales Christianity has a significant part to play representing an opposing force to elder and very hostile pagan forces (embodied primarily in the trolls). It is the wave of the new world overwhelming the old fully represented in the struggle between the hero and the troll(s). Once again it seemed that the trolls were nearing new heights as potential opposition to the divine though now even the sound of church bells could hurt and even kill them. “Should they be within the hearing of church bells, or otherwise fall under religious influence, their power is destroyed.” [Booss. xiv] The new power of Christianity was overpowering the older world of faerie.

Of course in these tales trolls were also granted the ability to sniff out “Christian blood” as well as having a peculiar thirst for it. In the story The Boys Who Met the Trolls in the Hedal Woods – “The boys were all ears, and listened well to hear whether it might be an animal or a Forest Troll which they heard. But then it started snorting even harder and said, “I smell the smell of Christian blood here!”” [Asbjørnsen, Peter Christen & Moe, Jørgen. 1960. Norwegian Folktales. Pantheon Books, NY. 10] Trolls were the enemy from the elder chaos opposing the emerging god of light and its new order.

All at once the Troll came, and he was so huge and burly that he had to go sideways to get in through the door. When he had got his first head in, he shouted, “Ugh! Ugh! I smell the smell of Christian blood!” [Asbjørnsen & Moe. 70] – from the tale Soria Moria Castle.

It is at this point that J.R.R. Tolkien makes his appearance once again in the ephemeral world of faerie and that of the elves, dwarves, and trolls. He redefined their birth as a race of pure unadulterated evil.

It is thought that in the First Age of Starlight, in the deep Pits of Angband, Melkor the Enemy bred a race of giant cannibals who were fierce and strong but without intelligence. These black-blooded giants were called Trolls, and for five Ages of Starlight and four Ages of Sun they committed deeds as evil as their dull wits allowed. [Day, David. 1979. A Tolkien Bestiary. Mitchell Beazley Publishers Limited. Trolls]

He refined the behavior of trolls including their level of stupidity (to be fair they were not very bright in the fairytales either; see The Ash Lad who had an Eating Match with the Troll), their strength, and their raw savagery. “They desired most a diet of raw flesh. They killed for pleasure, and without reason – save an undirected avarice – hoarded what treasures they took from their victims.” [Day. Trolls] The appearance he ascribed to his trolls though was not carried over into the popular figure of the troll but which did link the creatures more closely to the earth than they had been since their inception though he did leave their vulnerability to sunlight untouched. “Trolls were rock hard and powerful. Yet in the sorcery of their making there was a fatal flaw: they feared light. The spell of their creation had been cast in darkness and if light did fall on them it was as if that spell were broken and the armour of their skin grew inwards. Their evil soulless beings were crushed as they became lifeless stone.” [Day. Trolls] A curse which is prominent in gory detail in certain tales.

Just then, the sun appeared at the rim of an eastern ridge. […] With a hoarse cry […] Her great bulk swelled, until her eyes were black and her skin taut and shiny. Then she burst in a blinding spray of blood. Slowly, the loose skin collapsed and crumpled toward the rock edge, shriveling into a boulder that still bore the troll wife’s face, its mouth wide in a silent scream. Trolls could not survive the sun. It turned them to stone. [Constable, George. 1985. The Enchanted World: Night Creatures. Time-Life Books Inc., Chicago, Illinois. 28]

Tolkien did cement their size and strength in the popular imagination however which was then further refined in a later work of sword & sorcery and this is where current tabletop roleplayers will start to recognize the monster that stalks the underworlds of their imaginations. The tough specimen of troll found in the novel Three Hearts and Three Lions (1961) by Poul Anderson is the model used by Gary Gygax for his troll “which regenerates even as it is hacked apart and must be burnt piecemeal.” [Clute. Trolls] That very work is listed under “inspirational and educational reading” in Appendix N of the Advanced D&D Dungeon Masters Guide (1979) evidence of its direct adaptation by Gygax.

“Trolls are horrid carnivores found in nearly every clime. They are feared by most creatures, as a troll knows no fear and attacks unceasingly. Their sense of smell is very acute, their infravision is superior, and their strength is very great.” [Gygax, Gary. 1978. Advanced D&D Monster Manual. TSR Games. 97] This is the very image of what is now considered a troll reimagined as a nightmare predator and fodder-monster of RPGs.

The scaly stone-hide ascribed by Tolkien now fully shed and their subhuman appearance now exaggerated to its fullest. “Troll hide is a nauseating moss green, mottled green and gray, or putrid gray. The writhing hair-like growth upon a troll’s head is greenish black or iron gray. The eyes of a troll are dull black.” [Gygax. 97] They are also mostly bestial and are more brutish and dangerous than ever.

A troll attacks with its clawed forelimbs and its great teeth. […][A]fter being damaged, a troll will begin to regenerate. […][T]his regeneration includes the rebonding of severed members. The loathsome members of a troll have the ability to fight on even if severed from the body; a hand can claw or strangle, the head bite, etc. Total dismemberment will not slay a troll, for its parts will slither and scuttle together, rejoin, and the troll will arise whole and ready to continue combat. To kill a troll, the monster must be burned or immersed in acid, any separate pieces being treated in the same fashion or they create a whole again […]. [Gygax. 97]

In the popular imagination Trolls lurk in ill-lit (often slime-plagued) subterranean lairs and are ugly, smelly, often giant, and always viciously evil. They are not as codified as the Elves though, aside from the ideas of the sun turning them into stone and their eating flesh. Most trolls found in roleplaying games have retained the ability to regenerate found in Gygax’s AD&D, however this ability is not always carried over. Strangely enough, the popular concept of trolls has splintered the magic-slinging elder-world denizen of fairytales from the monster-enemy concept of sword & sorcery and RPGs to the point that trolls have bifurcated into two separate species: the RPG Troll and the troll of fairy-stories.

Born in the cold forge of Nordic myth trolls trickled down through history in folktales and then fairytales where they served as the hideous man-eating monster lurking about the wastes at the edge of civilization just waiting to snatch away women and eat livestock and children. Sword & Sorcery fiction trans-mutated them into veritable juggernauts, more than a match for any warrior who would dare confront them face to ugly face. They are the embodiment of every repugnant aspect of mankind sitting in their lairs among the hoard of treasure looted from the corpses of their victims, striking out blindly at the sunlit world in which they have no place.

Trolls like elves were transformed and added to by storytellers and writers until they reached their core forms in fantasy games today but unlike elves they seemed to spring forth fully formed very close to what can still be recognized as (if not already named) a troll thought up from the ether as antagonistic monsters from the very beginning.

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Tabletop Meditations #11: Elves

Elves, the humanoid embodiments of beauty and grace armed with the wisdom of ages as well as a not insignificant amount of magical power. They are ubiquitous in modern fantasy but once upon a time Elves, Dwarves, Goblins, and fairies were synonymous and virtually the same thing.

The popular concept of an “elf” is a tall, angelically beautiful humanoid akin to a human being with a pair of pointed ears possibly armed with a head full of arcane knowledge. In concept elves have mutated from obscure references in ancient myth and then into the fairies of Victorian nursery stories ultimately taking their core modern form in the work of J.R.R Tolkien. In a way, the transformation of the “elf” resembles, at least superficially, the evolution of one of the most infamous characters in literature, Lucifer.

“[O]n the second day of creation, one of the archangels, in fact the highest archangel of all, had through pride attempted to set himself up to be worshipped as an equal to God (2 Enoch 29.4-5; cf. 1 John 3:8). The Latin translation of Isa 14:12 names this individual “Lucifer”.” [Van der Toorn, Karel. 1999. Dictionary of Deities and Demons in the Bible, Second Edition. Brill Academic Publishers, The Netherlands. 246]

This reference in the King James Bible was to be taken by John Milton and shaped as Tolkien did the elves, into the character of Lucifer the fallen angel onto which the popular idea of the Devil/Satan persona hangs.

Lucifer “Light-bearer” in Latin; used in Classical mythology with reference to the planet Venus as a morning star. The name appears in Isaiah 14:12 – “How art thou Fallen from heaven, O Lucifer, son of the morning!” –[…] the misinterpretation of this passage resulted in Lucifer being added to the list of names associated with SATAN; it became popular in this sense following John MILTON’s use of it in Paradise Lost (1667). [Clute, John & Grant, John. 1997. The Encyclopedia of Fantasy. St Martin’s Press, New York. Lucifer]

The Devil had (or has depending on your beliefs) many names but the one most identified with the archfiend nowadays is the popularized one, his name before the fall. The current concept of elves in popular culture has followed a similar line of evolution as the Evil One but first, what exactly is an elf as defined in the popular culture of today?

Elves in the popular mind are the humanoid embodiment of beauty, grace, and wisdom and of a race each of whose members are effectively immortal. They are beautiful, skilled, wise, and may wield some mystical powers. When it comes to roleplaying games (RPGs) they are often one of many such creatures segregated into arbitrary categories referred to as “Races”.

The term “race” when used in the context of RPGs and this article, refers to a character classification based on assumed or actual genetic stock (in actual taxonomy it would be Species) that determines special benefits and penalties within the game as well as any other flavor or baggage that comes packaged with it. There is some controversy attached to this idea as fictional races served as narrative devices washing out individual identities of its members in favor of coloring the whole as evil hordes or semi-metaphoric masses for some other purpose by the author(s). This in turn translated into RPGs where a character’s race began to predetermine certain aspects of the character regardless of any other factors especially when it comes to moral predestination, i.e. the “evil races”. For now, and in this article “Race” in the context of RPGs will be treated more as character modifying packages with no attached moral predetermination.

The modern idea of the elf began as vague references in various mythic cycles, in particular the Nordic, Scandinavian, Teutonic, and Germanic myths, beginning as creatures of near god-like power and then with time reducing to evil dwarves and tiny fairies. Strangely enough, dwarves began as ‘dark’ or ‘evil’ elves of the earth only later to retain their diminutive size and craft abilities as their cousins the  ‘light elves’ regained their stature.

Originally a dwarfish being of Germanic mythology, possessed of magical powers which it used for the good or ill of mankind. Later the name was used for a malignant imp, and then for FAIRY creatures that dance on the grass in the full moon and so on.  [Rockwood, Camilla, ed. 2009. Brewer’s Dictionary of Phrase & Fable, 18th Edition. Chambers Harrap Publishers Ltd. Elf]

Elves are defined in Bulfinch’s Mythology as: “Spiritual beings of many powers and dispositions, some being evil, and some good.” and goes on to say that: “The Edda mentions another class of beings, inferior to the gods, but still possessed of great power; these were called Elves. The white spirits, or Elves of Light, were exceedingly fair, more brilliant than the sun, and clad in garments of a delicate and transparent texture. They loved the light, were kindly disposed to mankind, and generally appeared as fair and lovely children. Their country was called Alfheim, and was the domain of Freyr, the god of the sun, in whose light they were always sporting.” [Martin, Richard ed. 1991. Bulfinch’s Mythology. HarperCollins Publishers Inc. New York, NY. 302]

Here elves already possess much of what the modern roleplayer associates with them even the vague relationship with the moon. However, they seem to have a lot more mystical power than usual and are a bit small being akin to children at this point. Also elves seem, as Lucifer in the bible, to appear more as references though the elves play little if any active parts in the myths that birthed them.

Light elves and dark elves and the inhabitants of Niflheim are mentioned in the myths from time to time, but they do not have an active part to play in them. [Crossley-Holland, Kevin. 2015. The Norse Myths. The Folio Society Ltd., London. Xxxviii]

It’s somewhere at this point that elves and fairies begin to become confused although it’s not very clear that elves were fairies to begin with or vice versa.

The other common English term for an individual fairy was “elf”, and this derived not from Latin but from the Nordic and Teutonic languages, reaching England with invasions from the Continent. In Scandinavia, the word for “elves” was alfar, which – appropriately, since fairies were tied to things of the earth – had to do with mountains and water. [Constable, George ed. 1984. The Enchanted World: Fairies and Elves. Time-Life Books. Alexandria, Virginia. 10-11]

To complicate things elves were divided into good and evil strains as well. “The alfar of Scandanavia were believed to be divided into good and bad branches: the Liosálfar, or Light Elves, who were air dwellers; and the Döckálfar, or Dark Elves, whose kingdoms were beneath the ground.” [Constable. 11.] As they became increasingly delineated from dwarves they also lost their explicit relationship with the deep earth.

[I]n Celtic myth elves are far more closely related to the world of FAERIE, which makes them creatures of light and air, whereas dwarfs are creatures of darkness and earth. [Clute, John & Grant, John. 1997. The Encyclopedia of Fantasy. St Martin’s Press, New York. Elves.]

Elves and dwarves were also segregated by morality at this time more commonly known as alignment in tabletop roleplaying circles. “In Nordic myth the good elves live in Alfheim while the black (bad) elves live in Svartheim. The Svarts are shown as dwarfs or goblins[.]” [Clute. Elves] It is at this point dwarves can be left behind as they branch off in another direction away from elves. As dwarves and goblins became Svarts and began to split from the general faerie host elves seemed to melt further into the mass especially when elves reached the Victorian era. “Throughout the Victorian period, elves and fairies are interchangeable.” [Clute. Elves]

The 19th century saw an unprecedented growth in children’s fiction with the late 19th and early 20th centuries being referred to as the “Golden Age of Children’s Literature” [according to Wikipedia]. This mode of fiction often incorporated fantasy elements specifically fairies and faerie folk and among those, elves proved extremely popular. Of course, elves again began to mutate to suit their audience.

A subset of fictional elves – brownies – were considered to appeal particularly to children. Brownies derive from Scottish FOLKLORE, where they are depicted as helpful faerie folk who attach themselves to a household and assist in running it; if they are offended, though, their mischievous side surfaces and they become hobgoblins […]. Brownies were […] popularized in the USA by Palmer Cox (1840-1924) with his illustrated brownie poems in St. Nicholas Magazine, which later appeared in the first of several books, The Brownies: Their Book (coll 1887). The popularity of these books meant that the brownie was firmly entrapped in the realm of CHILDREN’S FANTASY. [Clute. Elves]

As time marched on past the Victorian era fantasy writers began to adopt the ancient image of the elf as a vestige of an elder world though still leaving the elf firmly in the realm of fairy. Namely Lord Dunsany in The King of Elfland’s Daughter (1924) and Poul Anderson in The Broken Sword (1954) where the elves regained their stature but were still inextricably linked with the world of faerie. It wasn’t until The Lord of the Rings (1954-55) that elves, though still relics of an older world though not necessarily a wholly faerie realm, gain what is the core of the modern concept of elves.

It was not until the 20th century that authors sought to establish elves as a distinct part of Faerie [.][…] Elves thus became acceptable adult “packaging” for fairies, and in that sense elves ceased to be playful and mischievous: they became secret guardians of Faerie, aristocratic and full of the wisdom of the ancient world. [Clute. Elves]

This is where J.R.R. Tolkien, a name forever linked with high fantasy and very specific fantasy races including the aforementioned Dwarves and Goblins among others, comes into the picture to sculpt the idea of elves into a more familiar form than they had heretofore taken.

Thus Eru, the One, who the Earthborn know as Ilúvatar, created the fairest race that ever was made and the wisest. Ilúvatar declared that Elves would have and make more beauty than any earthly creatures and they would possess the greatest happiness and deepest sorrow. They would be immortal and ageless, so they might live as long as the Earth lived. They would never know sickness and pestilence, but their bodies would be like the Earth in substance and could be destroyed. [Day, David. 1979. A Tolkien Bestiary. Mitchell Beazley Publishers Limited. 84]

Tolkien forever transformed the elf from fairy tale denizen into the majestic demi-angelic beings the idea of which forms the core of today’s idea of the creatures within his Legendarium which includes the Lord of the Rings and the Silmarillion. They were beautiful, human-size, wise, and gifted with certain supernatural talents.

These people were the Quendi, who are called Elves, and when they came into being the first thing they perceived was the light of new stars. […] And further, when the new light entered the eyes of Elves in that awakening moment it was held there, so that ever after it shone from those eyes. [Day. 84]

It was from Tolkien’s Quendi that the core of what would morph into the Elf fantasy RPG race came when adapted by Gary Gygax for Dungeons & Dragons. It was also Tolkien that completely broke the dwarves from elves making them into completely unrelated races within his elaborate Legendarium.

Elves, certainly as depicted by J.R.R. TOLKIEN but also as portrayed in some early FAIRYTALES, tend to be more graceful than dwarfs, are seemingly ageless, and though mischievous are not warlike. [Clute. Elves]

Gary Gygax kept the heart of the elf from Tolkien and reintroduced some elements reminiscent of their fey origin. “They concern themselves with the natural beauty around them, dancing and frolicking, playing and singing unless necessity dictates otherwise. Because elves love nature, they are not fond of ships or mines, but of growing things and the lands under the sky.” [Gygax, Gary. 1979. Advanced D&D Dungeon Masters Guide. TSR Games. 16] This as compared to Tolkien’s model and this: “Elf (plu. Elves) Fairies of diminutive size, supposed to be fond of practical jokes. (Anglo-Saxon, ælf)” [Rockwood. Fairies.] It was after this that the elven race was born as RPGers currently know it along with their occasionally controversial brethren: the black-skinned subterranean Drow (an evil elven sub-race) whom followed in 1977.

Elves at this point, aside from the seemingly endless parade of variants, were completely apart from Dwarves, Goblins, Brownies, and generally other faerie-folk which had themselves become fantasy races in their own rights each with their own variations and so-called sub-races. Even the equally ubiquitous Orc, another invention of J.R.R. Tolkien, began as elves within the Legendarium only to be transformed by their creator (his inspirations from myth notwithstanding) into a wholly ‘evil race’.

Within the deepest Pits of Utumno, in the First Age of Stars, it is said Melkor committed his greatest blasphemy. For in that time he captured many of the newly risen race of Elves and took them to his dungeons, and with hideous acts of torture he made ruined and terrible forms of life. From these he bred a Goblin race of slaves who were as loathsome as Elves were fair. […] These were the Orcs, a multitude brought forth in shapes twisted by pain and hate. The only joy of these creatures was in the pain of others, for the blood that flowed within Orcs was both black and cold. [Day. 198]

As a result Orcs are perceived as a race of essentially demi-human monsters completely unrelated to elves in most current RPG games as well as in the minds and imaginations of players.

The elf as they stand now in the tabletop RPG world is the picture of physical beauty and grace, possessed of wisdom seemingly drawn from the experience of their ancient (and usually dwindling) race almost as some sort of racial memory, and with a penchant and natural born talent for the magical arts. “Magic fascinates elves, however, and if they have a weakness it lies in this desire.” [Gygax. 16.] They have also had some of their fairy nature added back into the mix. “Their humor is clever, as are their songs and poetry.” [Gygax. 16.]

Basically, elves had been elevated far above their former status as simple fairy-folk in effect regaining their initial high-position in popular myth but all the while inhabiting an earthly station among the other mortal races. By being the most beautiful race in existence but also the most capable particularly when it comes to their level of wisdom and magical ability they lessen the abilities of the other races in comparison. Due to this near perfection especially when self-perceived, elves can become somewhat insufferable as characters particularly when the game or story is treating them in such a way as to give this mode of thought (and in effect, behavior) credence.

This has led, somewhat justifiably, to a certain level resistance in the gaming community against anything having to do with elves, good or evil. This distaste for anything elvish arises not only as part of fatigue due to their omnipresence in fantasy but as a reaction to their seeming perfection above all other races and how many choose to portray them. Take a human character as opposed to an Elven character for example: an elven wizard is more wise and powerful than a human one, an elven druid is much more in tune with nature if not almost one with it, and an elven ranger is essentially legendary whereas a human ranger is on the face of things, second rate.

When you have an elf especially one that is constantly speaking down to their fellow adventurers in-game on a habitual basis this breeds more than a little resentment and leads to the destructive stereotyping of elves in general. In an apparent attempt to assuage this problem before it should raise in-game, or perhaps because it did immediately arise, Gary Gygax wrote in the Advanced D&D Dungeon Masters Guide (1979): “If elves tend towards haughtiness and arrogance at times, they are not inclined to regard their friends and associates as anything other than equals.” [Gygax. 16.]

But attitude no matter how justified it may be is not the only way elves have gotten under the skin of some gamers. Racial issues have also arisen probably due in part to a pedestal being included with the elven race especially since the portrayal of elves as not just perfect but popularly as Caucasian. This in turn has justifiably injected controversy into one their better known variations, the subterranean Drow whom are seemingly meant to be a literal negative image of the prototypical Caucasian elf.

The Drows’ black skin and white hair being the reverse of the fair-skinned, dark-haired light-elf but they are also marked as an evil race. The predestined evilness of the Dark Elves ensuring a perception or moral inferiority on the part of the Drow as opposed to their cousins. The culmination of the superiority of the elf and their black-skinned and evil sub-race has ignited more than a few furious debates about racism in roleplaying.

Ultimately, we arrive at the defining traits of elves in the popular imagination: beauty, grace, effective immortality, and wisdom. In addition to these amazing inherent abilities they are also equal in stature to humans. “Their size would be the same as that of Men, who were still to be created, but Elves would be stronger in spirit and limb[.]” [Day. 84]

Elves are physically beautiful; they are flawless and pretty, with both the females and males of the species being beauteous possessing near angelic features.

Their hair is like spun gold or woven silver or polished jet, and starlight glimmers all about them on their hair, eyes, silken clothes and jeweled hands. There is always light on the Elven face, and the sound of their voices is various and beautiful and subtle as water. Of all their arts they excel best at speech, song and poetry. [Day. 84.]

Elves are graceful that is, they possess a natural elegance of movement often translated as Dexterity into RPGs or some extra ability with certain items or weapons or at tasks/skills that call for maneuverability such as balance and especially at handling the bow and arrow.

Elves are also effectively immortal, that is they cannot die from old age or natural causes; they tend to get stronger and of course all the more wise as they age but they can still be killed as can any other mortal.

Elves would not grow weak with age, only wiser and more fair. [Day. 84]

The wisdom of elves permeates the whole race and is rarely a wholly earned thing through experience but rather inherited. All elves tend to have a high level of good sense and practicality but also a deep reservoir of knowledge retained from their elders occasionally almost more as a racial memory in certain cases. They have access to knowledge and wisdom collected by and as the natural cultural sedimentation of a most likely very ancient civilization.

Elves were the first of all people on Earth to speak with voices and no earthly creatures before them sang. [Day. 84]

All of these strong points and advantages do seem to paint the elven race as a race of superior humanoids that excel at everything. However, there are certain aspects of their character which does seem to arise not just with roleplayers, especially those who honestly take heart in elven superiority, but come packaged together with them as the flip side of their positive aspects.

With superior wisdom there would come with it a supreme arrogance which may not only diminish the capacity for good judgment but the possibility of completely counteracting it. This arrogance would only increase with age as the elder of the race would have experience in many instances where their wisdom won out and so would become more and more reliant on it eventually too much leading to a disease of destructive arrogance among the elder race as a whole as the young would, and somewhat rightly, always yield to the guidance maybe even the tyranny of the old.

Another fundamental attribute which has its own balancing flip side is elvish beauty. Such a gaggle of beauties would not see extreme beauty as an exception but as a fundamental, anyone else less attractive than the accepted low point, which would be unfairly high among a race of angel-faces, would be shunned as disgusting or even suspect especially if beauty is considered a virtue in and of itself. Elvish beauty can lead to a sublime superficiality where they would immediately pass judgment based on the level of physical attractiveness of any given individual. Giving them a penchant for judging others based on appearance which would be both harsh and unfair when in comparison to their own almost supernatural beauty.

Elvish beauty may also lead to expectation and the arrogance of the beautiful when surrounded by those who worship beauty and are not as attractive as their foci, after a while an elven adventurer among the rabble may not only resent the others as underserving of their company but also expect to be waited on or treated in a superior manner as compared to their non-elven companions.

Their longevity as well can with enough time become a negative where the elves fall victim to the senility of a vanishing civilization and the supreme arrogance of those that have seen it all as well as a seemingly fatal lethargy or disinterest in the outside and younger world and races. Basically this would be the final nail in their collective coffins with a senile culture falling victim to a plague of utter arrogance and superficiality with a final and apocalyptic apathy to mark their pitiable end. But I guess that depends on the setting. These negative aspects are a part of their being as much as the positive especially in the context of active RPG campaigns.

Thus, the current picture of the elf is one of a beautiful, graceful, immortal, and wise race of (mostly) benevolent beings even if they may be a bit playful or mischievous at times with great skill at the bow and with magic. In current tabletop RPGs elves adhere to these basic qualities and have gained innumerable others based on their author(s) increasing the number of elven races and sub-races exponentially. Weirdly, this brings us back to the case of the Prince of Darkness due to the sheer variety (at least in name) of elves.

Intertestamental and later Jewish texts ascribe the Devil a variety of names and activities. [Van Der Toorn. 246]

All-in-all elves as they appear in the current state of RPGs is the result of a long evolution started in the dim recesses of mythology to the nursery tales of the Victorians to the Legendarium of one of the most famous of all authors of fantasy. It is in the worlds and games of the tabletop that the fantasy existence of elves has been deeply probed and explored revealing controversy and their more negative aspects discovered and hopefully overcome.

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Tabletop Meditations #6: Dragons

They are both majestic and terrifyingly powerful beasts that dominate both the air and the land with their fearsome talons and vicious teeth. They wield the power of fire or poison and scales like shields. These great lizards have been used as symbols for heavenly or hellish might as well as to adorn the shields and banners of knights and kings. In fable and the popular mind they exhibit the penchant for kidnapping (and a peculiar appetite for) young maidens and stand as the ultimate examples of overwhelming greed when portrayed sleeping on hill-tall piles of treasure, their hoards of gold. Dragons are a staple, and occasionally the focus of, tabletop roleplaying games and, as several other ‘classic’ RP monsters they have been drawn not only from popular fiction but up from the deepest mists of time and mythology.

“Described and feared by human cultures worldwide from the earliest times, the dragon exists in a vast range of forms and abodes in myth and legend.” [McGovern, Una, ed. 2007. Chambers Dictionary of the Unexplained. Chambers Harrap Publishers Ltd. Dragons]

Classically dragons are split into two primary classifications especially when it comes to mythological comparisons though the primary features of the RPG dragon are found mostly with one, the dragon of European lore but the contemporary idea of which seems to move ever closer to the mannerisms of the other, the Eastern Dragon, in both role-playing games and fiction. There is a stark contrast between these two classic types so much so that they appear to be near mirror opposites. These two classifications are defined as The Eastern Dragon and the Western Dragon.

Western dragons are the classic evil monster and have an appearance familiar to anyone who has had even a glancing association with popular fantasy fiction and/or role-playing games. They have bat-like wings, four limbs that end in nasty claws, crocodilian jaws studded with ripping teeth, a tail like a bullwhip, horns on the head (perhaps owed to their Christian religious symbology), and occasionally a barb at the end of the tail.

“The classical Western dragon is a malevolent fire-breathing monster encased in an armour of shimmering scales, borne upon four powerful limbs with talon-equipped feet, and sporting a pair of huge leathery wings, plus a long tail tipped with a poisonous barb or arrow-headed sting.” [McGovern. Dragon]

The European tail-barb however seems to be a recent, comparatively speaking, addition acquired by some dragons from the heraldic likeness, more reserved these days for dragon-like monsters such as Wyverns.

“In nearly all modern representations the tail, like the tongue, will be found ending in a barb, but it should be observed that this is a comparatively recent addition. All dragons of the Tudor period were invariably represented without any such additions to their tails.” [Fox-Davies. 1978. A Complete Guide to Heraldry. Bonanza Books, New York. 225]

One of the most ancient stories involving dragons and the one that best demonstrates the shear ‘epicness’ of the creatures is the Mesopotamian creation myth wherein Marduk, the chief god of Babylon, hunts down and slays the she-dragon Tiamat.

“Marduk searched the universe for Tiamat, his dragon mother. […] He spread his net across the void and caught her in it [.] Then, taking aim with his bow, Marduk shot an arrow between Tiamat’s open jaws, straight down into her heart. Then he disposed of Tiamat’s […] monstrous carcass. He split her skull and severed her arteries; he cleft her body “like a fish into its two parts,” from one of which he fashioned the firmament and from the other the solid earth.” [Constable, George, ed. 1984. The Enchanted World: Dragons. Time-Life Books. Alexandria, Virginia. 14, 18]

From the very beginning dragons and the power contained in their awesome forms shaped, and in this case formed, the natural world.

“Having positioned the celestial bodies, Marduk used Tiamat’s spit for clouds, placed a mountain on her head, and made an outlet from her eyes for the waters of the Euphrates and the Tigris.” [van der Toorn, Karel. 1999. Dictionary of Deities and Demons in the Bible, Second Edition. Brill Academic Publishers, The Netherlands. Tiamat]

The dragon goddess stood as an embodiment of a single massive natural force, all the salt-water of the earth. “Tiamat is the personified primeval ocean [.]” [van der Toorn. Tiamat] In the Old Testament a term translated as “the deep” and that is etymologically related to Tiamat is frequently used not only as a designation of the primeval sea but also to denote the cosmic sea (Yam) on which the world floats, “and from which all water comes, as well as any large body of water, including rivers, and the depth of the sea and the earth.” [van der Toorn. Tiamat]

In Medieval Europe and England the dragon was a symbol of Satan and thus inherently evil and wielded a significant amount of supernatural power requiring a righteous (and blessed) hero to eliminate the beast.

“In western myth battles with dragons symbolize the struggle between good and evil or the mastering of man’s base nature and reflect early Christian beliefs. Rescuing a maiden from a dragon represents the release of pure forces after vanquishing evil. Treasure-guarding dragons often signify the struggle to attain coveted inner knowledge.” [Wilkinson, Kathryn, ed. 2008. Signs & Symbols: An Illustrated Guide to their Origins and Meanings. DK Publishing. Dragons]

Perhaps the best known examples of the medieval Western dragon popular today are the story of St. George and the dragon and that of Sigurd the dragon-slayer and Fafnir (the dwarf/dragon) in the Icelandic Volsunga Saga popularized by Richard Wagner in his 1876 Der Ring des Nibelungen (Wagner’s Ring Cycle). The dragon may have been acquired as a symbol of the devil by medieval Europeans due to the portrayal of the creatures in the bible; namely in the New Testament in Revelations, the Apocrypha, and in the Greek texts of the Pseudepigrapha.

“The dragon has often a fiery appearance, behaves in an aggressive, insolent and lecherous way and often represents the powers of chaos, especially in primordial times. The dragon is sometimes connected with natural phenomena like storm, flood or drought.” [van der Toorn. Dragon]

They are also, sometimes still, associated with serpents which are in turn related in symbolic terms if not also in appearance to the serpent in the Garden of Eden which tempted Eve with the apple.

“A dragon is a fabulous winged crocodile, usually represented as of large size, with a serpent’s tail, so that dragon and SERPENT are sometimes interchangeable.” [Rockwood, Camilla, ed. 2009. Brewer’s Dictionary of Phrase & Fable, 18th Edition. Chambers Harrap Publishers Ltd. Dragon]

This of course, continuing in the biblical vein, leads us to dragons as the ultimate symbol of evil as the serpent of the garden is taken popularly to be Satan in one of his favorite guises.

“In most Mediterranean and European MYTHOLOGIES, SERPENTS are associated with evil, and dragons, a sort of super-serpent, are more evil still.” [Clute, John & Grant, John. 1997. The Encyclopedia of Fantasy. St Martin’s Press, New York. Dragons]

The concept of the dragon was originally inseparable from that of serpents and was in fact synonymous for ages. This association and synonymy with serpents began with the etymology of the word ‘dragon’ itself.

“The Greek word drakēn is related to drakos, ‘eye’, and in classical legend the idea of watching is retained in the story of the dragon who guards the golden apples in the Garden of the HESPERIDES, and in the story of CADMUS.” [Rockwood. Dragon]

Later the romans appropriated the Greek word giving it a more recognizable form.

“In Latin, the Greek word was converted to draco, and it came to mean “giant snake.” To the Romans the dragon was a giant snake, probably a python from India or Africa.” [Cohen, Daniel. 1982. The Encyclopedia of Monsters. Dorset Press, New York. 228]

This serpent-dragon concept continued well into the middle ages especially in England.

“Most British dragons… are of the worm variety – lacking wings and legs, with lengthy, elongate bodies, and emitting poisonous vapours rather than fire.”  [McGovern, Una, ed. 2007. Chambers Dictionary of the Unexplained. Chambers Harrap Publishers Ltd. Dragon]

In time the image of the dragon with its association with elemental and physical might was integrated into the heraldic arms of certain individuals and families.

“Among the ancient Britons and the Welsh the dragon was the national symbol on the war standard. Hence the term PENDRAGON for the dux bellorum, or leader in war.”  [Rockwood. Dragon]

It seems not until they were adopted as heraldic monsters gracing the banners of noble families and warlords did they begin to take on their more recognizable form.

“The head of a dragon is like nothing else in heraldry, and from what source it originated or what basis existed for ancient heraldic artists to imagine it from must remain a mystery, … It is like nothing else in heaven or on earth. [T]he wings of the dragon are always represented as the wings of a bat[.]” [Fox-Davies. 1978. A Complete Guide to Heraldry. Bonanza Books, New York. 224]

By the end of the middle ages the Western Dragon had attained its classic appearance, monstrous attitude, and symbolic meaning. It was a powerful beast with breath of fire and an evil disposition which only champions of good could quell. Eastern dragons however were primordial beasts which were often beneficial to humankind.

“Oriental dragons are very different from the dragons of the West. Oriental mythology includes many kinds of dragons, and collectively they influence and control every aspect of nature and the affairs of mankind. In stark contrast to their Western counterparts, Oriental dragons are exceedingly wise, are capable of flying without the aid of wings and (aside from spasmodic outbursts of anger) they appear relatively benevolent in their interactions with humanity. They are also revered – to the extent that many of the East’s most ancient and august human lineages claim direct descent from a dragon.” [McGovern. Dragon]

The Eastern Dragon appears as a scaled serpentine creature with the branching horns of a stag and eagle-talons on their four feet. They often have ‘feelers’ on either side of their toothy maw identical to those of a catfish, are portrayed as aquatic, and/or soaring playfully through the clouds with the ability to fly through the air without the aid of wings.

“In China dragons were Associated with the weather and were thought to be rain-bringers; some of the country’s worst floods were attributed to humans upsetting a dragon. Chinese dragons were believed to control water, vital for crops. In contrast, western dragons control fire.” [Wilkinson. 36]

In the East, dragons were powerful elemental beings to be revered and feared when offended. They wielded a significant amount of mystical ability and not just the ability to swim through the air as they did through water but the ability to exert a divine level of control over the weather and over the water in which they lived.

“Dragons were held to exercise control over rainfall, and are often depicted playing with a ball or pearl (symbol of thunder) among the rainclouds.” [Whittaker, Clio. 2007. An Introduction to Oriental Mythology. Quantum Publishing Ltd., London. 38]

Basically, Eastern Dragons brought immense elemental power with them being not just a powerful supernatural force in the world; they were of the world, a part of the very natural world that their existence would seem to defy. They combined certain mystical aspects of nature.

“[T]he dragon began as a benign symbol representing the fertilizing waters of the serpent and the divine “breath of life” of the bird; the latter also associated with it sky deities and rulers. Later the dragon became symbolically ambivalent, and was seen as both creative and destructive.” [Wilkinson. Dragons]

They also gained the power of symbolism absorbing and incorporating certain human aspects.

“They are symbols of great power, spiritual and temporal, and are associated with wisdom, strength, and the creative forces of nature. They are revered and temples are dedicated to them.” [Wilkinson. Dragons]

Seemingly as the Western Dragon carried the sheer physical menace and viciousness now associated with the RPG Dragon, the Eastern Dragon seems to have brought the mystical and elemental abilities as well as the superior spiritual attributes found to a lesser extent in humanity. Of course, the current trends in both pop-literature and roleplaying games have begun forging the two together along with heaps of personality.

“The dragons of Chinese mythology, by contrast [to those of the Western sort], are usually benevolent. This tradition has facilitated REVISIONIST FANTASY about dragons of the Western sort.” [Clute & Grant. Dragons]

The RPG dragon draws from both mythological types as well as from popular fiction all hung on the skeleton of the war-gaming dragon. Dragons as did wizards, started as simple field pieces of surprising power on the fields of fantasy battles waged in the early heyday of miniature war-gaming. These dragons pretty much took solely from the Western type dragon requiring only the physical might and fire breath (not to mention the advantage of flight) on the field. They evolved as did the first major role-playing game, Dungeons & Dragons, from the war game but were also injected with some new DNA found in certain works of fantasy fiction.

These works are listed in Appendix N from the 1977 edition of the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax where he cites them as primary inspirations for the game. Of primary interest are the Elric books by Michael Moorcock and of course, the Hobbit by J.R.R. Tolkien. Both of these series of books having much to do with the current form of RPG Dragons. When it comes to Moorcock’s tales of Elric, the morose albino black-rune-sword wielding dragon-riding prince, it is within the Dreaming City (not specifically cited in Appendix N but it was published originally in 1961, well within time to inspire Gary Gygax) that the form of the current era RPG dragon takes shape.

“They were dragons, without doubt! The great reptiles were some miles away, but Elric knew the stamp of the huge flying beasts. The average wing-span of these near-extinct monsters was some thirty feet across. Their snake-like bodies, beginning in a narrow snouted head and terminating in a dreadful whip of a tail were forty feet long and although they did not breathe the legendary fire and smoke, Elric knew that their venom was combustible and could set fire to wood or Fabric on contact.” [Moorcock, Michael. The Elric Saga, Part I. Nelson Doubleday Inc. Garden City, New York. 305]

To that framework built of the war-game field piece and fleshed out with the physical-ness of Elric’s dragons the next influence to add to the RPG Dragon, an element which would train the sights of greedy adventurers forevermore in their direction, is the work of Tolkien.

In particular the Hobbit, the work of his cited in Appendix N and so a direct relation, and the dragon Smaug which is present within. Smaug, a flying fire-breathing beast, seizes the dwarven kingdom of Erebor under the Lonely Mountain for himself and covets the unbelievable mass of treasure within as his hoard atop which he slumbers.

“There he lay, a vast red-golden dragon, fast asleep; a thrumming came from his jaws and nostrils, and wisps of smoke, but his fires were low in slumber. Beneath him, under all his limbs and his huge coiled tail, and about him on all sides stretching away across unseen floors, lay countless piles of precious things, gold wrought and unwrought, gems and jewels, and silver red-stained in the ruddy light.” [Tolkien, J.R.R. 1997. The Hobbit. Houghton Mifflin Company, Boston. 184]

Of course, Tolkien modeled Smaug after the traditional European mythic dragon in particular Fafnir; Smaug is greedy, covetous, and pure malignant evil, a perfect example of the classic Western Dragon. Tolkien’s Inklings compatriot C.S. Lewis attributed the same quality to his version of the monster equating it more however as a symbol of greed, one of the seven deadly sins.

“Dragons are emblems of covetousness – when, in The Voyage of the Dawn Treader (1952) C.S. Lewis’s Eustace is turned into one, it is by thinking covetous thoughts about the horde he has come across. Wagner’s Fafner has similarly opted to change into a dragon in order to better guard the CURSE-ridden hoard for which he has already sacrificed his brother. Though dragons like Tolkien’s Smaug are typologically related to the Satanic dragon of Christianity, their hoard derives from the Norse version of dragonishness. This is at once one of their defining characteristics and their Achilles’ Heel; it is because he has suffered a theft from his hoard that Smaug emerges, and is thus killed.” [Clute & Grant. Dragons]

This hoarding trait is definitely present in RP Dragons if not one of their primary distinguishing traits.

Other works attached details to the RPG Dragon and explained details and behaviors of dragons in order to increase believability and foster reader immersion. These works used, and some continue to use, techniques known as Rationalized Fantasy, that is “stock fantasy elements are given a rationale that provides them with internal consistency and coherence.” [Clute & Grant. Rationalized Fantasy.] These works add in taxonomies, species, detailed or not so detailed explanations of draconic physiology and anatomy as well behavior even psychology. These works includes the likes of the Dragonriders of Pern by Anne McCaffrey, The Flight of Dragons by Peter Dickinson, the Dragon Jousters series by Mercedes Lackey, and the more recent Temeraire series of books authored by Naomi Novik.

These types of fantasy novels add in multiple details fitting dragons into the natural world making them powerful, majestic, but still fearsome beasts that may be preternatural but very much animals with a niche all their own – they like the rest of the animal kingdom including the whole of humankind are biological entities with a definite anatomy. Peter Dickinson’s work, The Flight of Dragons, is a testament to the rationalization of fantastic beasts laying out a blue-print for how the various aspects of the mythical creature could fit into the mundane world.

“[M]y theory is that the particular specialisation of dragons was that they evolved a unique mode of flight. They grew to their enourmous size because size was necessary if they were to fly successfully. They breathed fire because they had to. Their “blood” had seemingly magical properties because a particular chemical reaction was necessary for their mode of flight. And so on. At the remoter fringes of the theory I think I can show how the life-form that evolved through this specialisation came to prefer for its diet young ladies of noble breeding.” [Dickinson, Peter. 1979. The Flight of Dragons. Perrot Publishing Limited. 16]

However, the foremost of these works would be Anne McCaffrey’s the Dragonriders of Pern where the dragons were differentiated from each other by the colors of their scales to which size was also attached (Gold, Bronze, Brown, Blue, Green, with gold being the largest and green the smallest); a sort of color-coding as it were. The Pern series of books are more sci-fi than fantasy and the Pernese dragons are described as genetically modified versions of Pern’s native fire-lizards only resembling the mythical dragon in that they resemble fire-breathing winged dinosaurs, in fact dubbed “dragons” due to that resemblance by the planetary colonists that bred them.

When it comes to mating the Pern series of novels are very descriptive mostly from an emotional angle. The Pernese dragons share a telepathic link with their riders and influence the sexuality of their riders and others around them particularly evident during the described mating ritual. The sexuality of the Pernese dragons does have a definite relationship with the sexuality of their riders and to whom they will “impress” due to their intense tele-empathic bond, later clarified by the author herself [McCaffrey, Anne. 2000. Pern’s Renewable Airforce]. This talk of dragon-sex brings us to a strange behavior attributed to dragons in the popular imagination and myth, the awkward habit of kidnapping maidens.

“Dragons’ legendary habit of devouring maidens is something many fantasists have tried to rationalize. Because dragons are seen as solitary, they have to have some sort of sexuality, and eating virgins fits the bill.” [Clute & Grant. Dragons]

This component of the draconic personality is often ignored or simply left out by most contemporary fiction and role-playing games. It was added by medieval literature.

“In medieval romance captive ladies were often guarded by dragons.” [Rockwood. Dragon]

An element of this strange trans-species draconic sexuality can be found in the Eastern Dragon as well.

“Dragons represent the male yang element.” [Whittaker. 38]

The philosophy behind Ying and Yang is that apparently contrary, not necessarily opposing, forces have an element of each other within themselves because they are interconnected. Ying and yang are an indivisible whole with Yin being the passive and/or feminine element and Yang, the dominant/male element.

In most of the fiction mentioned previously, dragons are used as either massively powerful weapons or, especially in Smaug’s case, the primary threat of the story which must be overcome. In all of these cases dragons are just essentially plot devices for the most part, the dragons in Temeraire are much more integrated as characters, however as Fiction Narrative and RPG Narratives are completely different dragons are primarily used in RPG’s as campaign-enders or set-pieces as the great threat marking a sort of chapter or book-end in a tabletop campaign.

They are ideal foils for Player Characters, great lumbering powerful beasts with fiery breath and a penchant for constructing or at least occupying complex often maze-like lairs which probably evolved in game-play starting as simple cave-lairs and quickly becoming something more complex as gameplay demanded. The penetration into the depths of a dragon’s lair can be a campaign in and of itself.

“As often as not, whether intelligent or bestial, dragons are the hunter, not the hunted. Standing as they do as a gate between life and death and as flesh-and-blood beings that are nonetheless magical in their essence, they are LIMINAL BEINGS often connected with the getting of wisdom rather than merely enemies to be confronted. A conversation with a dragon is always a kind of duel, a struggle to refuse hypnotism or mastery.” [Clute & Grant. Dragons]

RPG Dragons typically are not just a random encounter.

The dragon has evolved from a term essentially describing only a sharp-eyed serpent to a majestic beast representing primordial supernatural power. This traditional malleability of the dragon continues especially in the fantasy today not just as a symbol but as a literalized creature with certain authors building their own details not just to increase reader interest but also believability onto the mythical framework, the most influential in the realm of roleplaying being Michael Moorcock, Ann McCaffrey, and, of course, Tolkien. The mythical dragon is the root of certain RPG tropes when it comes to dragons: dragon-slayers (Marduk), half-dragons (the Chinese dragon).

The malleability of myth and the additions of fantasy authors have inspired the dragon-rider and the draconic character in roleplaying as well. The idea of dragons not only in RPG’s but in mythology itself seems to change to suit the role the creatures are set to play but have always represented an epic and earth-shattering experience wielding massive amounts of primordial magical power. “Mythology reveals the dragon as both creator and destroyer and involves epic themes such as cosmic chaos, creation, and rebirth.” [Wilkinson. Dragons] Dragons have evolved from the idea of gigantic serpents into a vast array of fantastical animals with their own biology and anatomies as varied and numerous as water on the face of the earth.

“There is a particular affinity between dragons and water in all its natural forms: seas, rivers, lakes, rain.” [Whittaker. 38]

The first RPG dragons were derived from fiction which borrowed from myth and took their form from war-games. Dragons in RPG’s have a deep and long lineage and thus can be very useful to the creative and clever Game-Master. Dragons can be built and designed by the GM using the transformative fictive elements found in popular fantasy fiction, and many already have been.

The GM should think of specific links to their setting such as special adaptations that would bind the native dragons inextricably to that setting. Creating believable dragons helps to not only surprise the players but grounds them within the campaign world providing a deeper level of immersion; the same result desired by the fiction authors via the same method. Coloration, scale patterns, the presence of hair, and any number of odd physical features or bizarre powers are all options. Dragons continue to evolve in the human mind shaped by the immense creative forces contained therein and so will continue to evolve and change with not only literature but also with fantasy roleplaying games in general.

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Tabletop Meditations #4: Dungeons

Skulking carefully through a web-choked and shadow-drowned passage, a thick grey sheet of dust over the flagstone floor and the scattered bones probably those of other adventurers hopefully of a lesser skill, watching where you step and hoping the next is not your last propelled onward by the dream of snatching the promised treasure and escaping with your life.

This should be familiar to any avid role-player even those who’ve only had a cursory experience with the hobby as a description of the prototypical Dungeon Crawl. In these games mazes are crawling with strange and often bizarre beasties for the players to battle and treacherous with traps and pitfalls to impede their progress as well as studded with treasures to tempt them. These mazes are most often constructed of various chambers linked by a confusing network of passageways and corridors not to mention stairwells.

Dungeons, ever present in roleplaying games and sometimes the sole focus of a game, imprison their inmates within a complex or maze of rooms often peppered with an assortment of puzzles/riddles, traps, hazards, treasures, and monsters. In my gaming experience dungeons are always, even if not by intention, a confusing conglomeration of chambers meant to serve as a playing field where characters test their mettle and the players test their cunning against that of the Game-Master or the author of the dungeon.

The well-designed fantasy dungeon demands players work as a team, cause characters to take on the roles to which they’re best suited, and pit the Game Master directly against the players though allowing some distance between responsibility and any lethal results within the game. The modern conception of the roleplaying dungeon is not just the fantasy of fulfilling greedy impulses and living out dreams of glory but the path of its evolution and its pedigree down through history makes the fantasy dungeon much more. It is however, a modern invention inspired and informed by certain historical facts, myth, and ideas presented in fiction.

‘Dungeon’ is a colorful word that delivers certain images, sensory information, and can carry certain connotations by its mere mention. It brings to mind not only the medieval justice system but conjures into the imagination skulking enemies, deep and dark chambers dripping with slime and moisture, and such iconic objects as chains & torture collars and hidden treasures. The word itself begs for at least a brief exploration of its etymology.

The English dungeon has an etymology that rises from the French donjon (which translates to keep or great tower) but is more akin in usage and meaning to the French oubliette which means literally “forgotten place”. It is probable that since an often small and high chamber in the keep was used to house a prisoner that dungeon became, eventually, synonymous with ‘prison’. Fiction and horror movies would later alloy the imagery of the torture chamber to ‘dungeon’ also adding to its connotations and power of imagery further making it inevitable that the word and the ideas/images that it carried would find its way into fantasy roleplaying games not to mention the use of the word as an indictment of a cramped and/or damp isolated room in which many tabletop gamers would be accused of incessantly playing their games in.

Dungeons in roleplaying games seem to encompass three central ideas which are essential to their composition. These basic ideas are imprisonment, puzzlement (like a physical riddle, a travel puzzle), and exploration (what’s around the next corner). These three ideas also relate very closely to the idea of the maze or labyrinth. Whereas dungeons contemporaneous with tabletop RPG’s are a very new idea the concept of the maze/labyrinth dates back thousands of years into antiquity and definitely has contributed to the modern concept of the dungeon.

Mazes themselves do adhere very closely to the three core ideas of dungeons and it is no surprise that many modern dungeons resemble them. The maze as a symbol lends some of its meaning to dungeons and that is the circuitous route of a human life represented in its twisted corridors with dead-ends aptly named.

Inspiration for the titular roleplaying dungeon can be found throughout history and in ancient myth but cannot be pinpointed to any singular instance or structure though several instances carry very obvious components of the modern dungeon. The roleplaying dungeon has its roots in the Egyptian tombs, the European and English hedge-mazes, the myth of the Cretan labyrinth, and the medieval bottle-prison, the oubliette.

The Egyptian influence especially where it comes to traps and maze-like tombs is nearly self-evident. The ancient Egyptians employed false rooms, secret doors, and simple traps such as concealed pits, hematite powder (if inhaled it shredded the lungs causing the tomb-raider to drown in their own blood), and used huge granite blocks to secure tomb entrances occasionally inscribed with a death-curse, mostly for effect. The Egyptian tombs fit perfectly in with the idea of Exploration and add a sense of danger and risk to the idea of the fantasy dungeon due to the traps laid for and the cyclopean security measures as proof against tomb-raiders. Not to mention such history-based stories as the Curse of Tutankhamen in modern myth contributing an air of mysticism and mystery to the sense of danger.

As Egyptian tombs carry the idea of exploration, hedge-mazes bear the idea of puzzlement, and the medieval Oubliette carries the core idea of Imprisonment. In the Black Tower of castle Roumeli Hissar, built probably by Alexios Comnenus about 1100 A.D. – “[a] dark passage near the head of the stairway leads to the crown of a deep circular oubliette, which is constructed in the thickness of the wall and has no window or any other entrance than this passage. [A] prisoner impelled along the passage and pushed through the opening would fall in utter darkness to the bottom of the chamber 13 ft. below. This is probably one of the earliest examples of a true oubliette, of which there are very few.” [Toy, Sidney. 1939. Castles: Their Construction and History, 1984 Reprint. New York, Dover Publications Inc. pg.83, Emphasis Mine.]

These rather infamous “bottle-prisons” so named due to the bottle-shape of their interiors were probably historically used more for storage than serving as imprisonment as most medieval justice involved execution or fines rather than prison sentences.

“Important prisoners, such as members of the nobility, were sometimes held for ransom […] in a castle’s dungeon.” [Cantor, Norman F., ed. 1999. The Encyclopedia of the Middle Ages. Penguin Putnam Inc. Prisons and Punishment]

As a prison these could serve as pretty inescapable cells though they were dirt floored and situated at the base and in the foundations of castle towers making tunneling somewhat impractical.

Hedge-mazes, a particular example being that which figures in the English myth of Fair Rosamond, which existed in Europe and England for hundreds of years, also figure into the evolution of the idea of the modern fantasy dungeon. Though most archetypal RPG dungeons are subterranean and built of stone the maze that was used to keep King Henry VI’s indiscretions with Rosamond hidden from his jealous queen is considered (probably mistakenly) as a maze of evergreens but the fair treasure, often symbolized by a rose, at the center is a key idea which has carried over into the modern concept.

The hedge-maze brings with it the puzzle aspect, a puzzle that must be solved and the established goal reached. That English maze concealed not only a prize as it were but also served to keep a secret only available to those who were either cunning or treacherous enough to solve it. Of course, Henry’s queen, Eleanor of Aquitaine, did eventually solve it using a spool of thread to the doom of his young and beautiful mistress very much like Theseus in the maze of the Minotaur but there it was the triumph of the hero and the death of the beast.

The Cretan labyrinth, that which contained the Minotaur, probably served as the core inspiration and model of the English myth as it like King Henry’s maze was cleverly built by a master builder, Daedalus but who unlike Louis of Bourbourg, the architect of the English maze, was later forced to escape from a tower prison with his unfortunate son, Icarus. These labyrinth-myths bring to the modern concept the idea of a central prize and that of an occupying monster.

Inspired by history the roleplaying dungeon has been equipped with the imprisonment capability (and escape fantasy) of an oubliette, the complexity of the Cretan maze, and the deliberate dangers of an Egyptian tomb with the puzzle and the game aspect of the hedge-maze. However, it is apparent with a little investigation that the current concept of a roleplaying dungeon is inspired by history but historically a ‘dungeon’ was not existent in its current form even as a prison cell and most probably originated in the Italian Renaissance becoming synonymous with torture chambers and being shaped into the archetypical medieval prison in the gothic novels of the nineteenth century. It seems a modern idea which evolved within the context of the roleplaying game, at least the idea of the treasure-trap laden monster haunted gauntlet certainly is.

The fantasy RPG dungeon’s history can be followed and is somewhat well-documented. The idea itself evolving with the early years of roleplaying games emerging at around the same time as fantasy gaming from the War-Gaming hobby where an opposing army would mine its way under the fortifications of the castle they are sieging into unexpected lower chambers and storerooms which then developed shortly into deliberately constructed gauntlets for heroes to traverse.

At about the time of the evolution of roleplaying games from the primordial soup of war-gaming the idea for dungeons began and one of the major influences of course was popular literature especially that authored by J.R.R. Tolkien, namely Moria the Black Chasm.

“Some spoke of Moria: the mighty works of our fathers that are called in our own tongue Khazad-dum…too deep we delved there, and woke the nameless fear. Long have its vast mansions lain empty since the children of Durin fled.” [Tolkien, J.R.R., 1994 (1966 ed.), The Lord of the Rings. Houghton Mifflin Company, SFBC edition. pg.234]

No doubt mines have become a type of dungeon within the modern incarnation of roleplaying games among others but they definitely, at least in my mind, are an early inspiration in the development of dungeons in roleplaying.  Of course, that comes with the popular knowledge that Tolkien’s shadow looms large over the early roleplaying games not exclusively involving dungeons and the trend in fantasy fiction of that time (the early to mid-1970’s) so it should be no surprise that the mines of Moria could have added to the concept at its earliest stages.

“[T]he creators of D&D [Dungeons & Dragons] were inspired by the empirically detailed fantasy texts of Robert E. Howard, H.P. Lovecraft, Fritz Lieber and others[.]” [Saler, Michael. 2012. As If: Modern Enchantment and the Literary Prehistory of Virtual Reality. Oxford University Press. pg.101]

“One of the peculiar developments in the past few decades has been the rise of the “Dungeons & Dragons” and “Magic” industries. These role-playing games are derived directly from epic fantasy. They owe everything to the original writers like [Robert E.] Howard and Tolkien.” [Moorcock, Michael. 2004. Wizardry & Wild Romance: A Study of Epic Fantasy. MonkeyBrain Books. pgs.146-147]

The evolution of the roleplaying dungeon can be marked as beginning within the game of Blackmoor written by Dave Arneson.

“Arneson…shifted the game from the battlefield of traditional war games into large indoor settings such as castles, caverns, and mines. In one of Arneson’s most successful games, the characters were sent to infiltrate Blackmoor Castle through its sewer to open the gates. … To reach the gate, the character had to traverse the castle’s dungeons, which were full of various guards and monsters. … Similar scenarios became standard for fantasy roleplaying games. The indoor environments of the games were known as “dungeons” regardless of the actual nature or purpose of the space. In 1972, Arneson attended Gen Con in Lake Geneva and ran his Castle Blackmoor scenario for convention goers.” [Laycock, Joseph P. 2015. Dangerous Games. University of California Press. pg.41]

Soon after its debut Dave Arneson would refine and expand his design.

“The second issue of the [Blackmoor] Gazette [and Rumormonger], which details events of the late spring of 1972, provides the first mention of the counterintuitive but seminal notion that the “dungeons” beneath Castle Blackmoor were a place where “heroes went looking for adventure and treasure.” By this point, [Dave] Arneson had mapped, on a pad of graph paper, a dungeon six levels deep beneath the castle, with each level containing progressively more formidable adversaries.” [Peterson, Jon. 2012. Playing at the World. Unreason Press LLC. 2012. pg.68]

Not soon after a participant in a Blackmoor game would take the idea of the RPG dungeon and run with it.

“[A] Minneapolis local named Louis Fallert attended one of the University of Minnesota Military History Club meetings and there joined a Blackmoor dungeon expedition. […] After playing in Blackmoor, Fallert felt an irresistible urge to adapt and reinvent it for his own use[.]” (Peterson. 460) Mike Wood, who attended the meetings where Fallert unveiled the Castle Keep game writing a commentary of the foray he witnessed: “[He] was directing […] a couple [of] people in a game he’d just put together, sort of a simulation of intrepid heroes wandering around in a dungeon seeking to find treasure and avoiding death at the hands of trolls, orcs and other perils.” [Peterson. 460-461]

Again the idea would course down to other players within the gaming community and begin to spread as rules were codified and roleplaying games began to roll out. Craig van Grasstek was one of the three original players that Louis Fallert let into his Castle Keep in 1974 in Minneapolis. Grasstek decided to write down a set of rules, his Rules to the Game of Dungeon (1974).

“The problem seems to have been one of standardization: “since there are so many different mazes, run by so many […], there are bound to be many discrepancies and idiosyncrasies among them,” Grasstek writes in his foreword.” [Peterson. 485]

Not long after the standardization of the roleplaying dungeon was a fixed play space within the imagination of gamers everywhere. The idea also began to expand into other game realms which were themselves in their infancy. The precursor to all computer adventure games, Adventure, merged spelunking with the maze and elements already codified in the early roleplaying dungeons alloying the meaning of the word in most gamers if not people’s minds. It was developed in 1975 and 1976 by Will Crowther for the enjoyment of “non-computer people”. He created it as a fantasy recreation of his caving; he was an accomplished caver, mostly as a game for his daughters. It was influenced by “some aspects” of the game Dungeons & Dragons which he had been playing. [Montfort, Nick. 2003. Twisty Little Passages. The MIT Press. pg. 10]

“[I]t requires the exploration of a secret dungeon (which most likely would force most players to take up cartography to navigate) where one defeats adversaries and escapes with treasures.” [Peterson, Jon. 2012. Playing at the World. Unreason Press LLC. 2012. pg.620]

Will Crowther was however heavily inspired by a roleplaying game titled Mirkwood Tales as told by Barry Gold in an article entitled “Computers and Fantasy Gaming” for Alarums #30 in January 1978 [Peterson.616]. The Mirkwood Tales roleplaying game was a Tolkien themed variant of Dungeons & Dragons authored by Eric S. Roberts around 1977 set in the world of Middle-Earth and adapting the races found in the Lord of the Rings as Player Races: elves, dwarves, and hobbits though “Tolkien is relegated to the second credit” in the Acknowledgments section of the game manuscript.

“It moreover relies on underworld exploration, combat and treasure to drive an engaging narrative.” [Peterson. 617]

Of course with the codification of the modern idea of the dungeon it wasn’t long before those that were too well designed or deliberately made to be unfair to players became common enough to garner the moniker ‘Dungeons of Death’. A Dungeon of Death being a “dungeon that is considered extremely difficult, in which few characters survive.” [Fine, Gary Alan. 1983. Shared Fantasy: Role-Playing Games as Social Worlds. University of Chicago Press. pg.29]

Even with these bumps in the road dungeons infiltrated and soaked into fantasy roleplaying becoming ubiquitous even in fiction. They could be found everywhere with any kind of subterranean environment becoming a dungeon.

“Dungeons are the first thing to be built when anyone is planning a large BUILDING. Even Town Halls tend to have them. The Rules state that Dungeons are damp and small and a long way underground. […] If the Dungeon is a pit of the type called an oubliette, on the other hand, you are justified in slight melancholy.” [Jones, Diana Wynne. 2006. The Tough Guide to Fantasyland. Revised and Updated Edition. Dungeons]

Roleplaying groups are often wont to find and discover dungeons to explore sometimes exclusively setting out to crawl through such constructs in a style of play referred to as “delving” or as “delves” as in dungeon-delving or more commonly engaged in what is called a Dungeon Crawl.

A ‘crawl’ can refer to anything from breaking into a tricksy guild-house (esp. thieves’ or assassins’ guilds), a mages’ tower, invading a dragon’s lair, or wandering through a cave system. It presents the players and their characters with a challenge which begs to be met as well as granting them bragging rights after meeting that challenge and (hopefully) conquering it. Within the context of a roleplaying game a dungeon serves a couple of major purposes.

The first is to provide a pretty straight forward thrill-packed section of a game campaign. The other major purpose of a dungeon is to provide a stretch in the game which can endure anywhere from one to many sessions where the Game Master just has to rely on the material (hopefully) already written giving them a little break other than running the game itself and having to deal with off-the-cuff bits which dungeons accomplish, mostly, by limiting the wandering scope of the player characters.

“Arneson explained: A dungeon is nice and self-contained. Players can’t go romping over the countryside, and you can control the situation.” [Laycock. 41]

While the running of a dungeon has certain advantages when it comes to the GM’s role they also come with some caveats on the GM’s part as well.

The designing of dungeons demands a particular set of skills and an eye for detail. The Dungeon-Master must know the players that will be entering the dungeon (their ‘delvers’), be familiar with the design of mazes, and a penchant for engaging the delvers within the dungeon. The design of a dungeon requires a certain level of cruelty, ingenuity, and the ability to come up with or adopt details and puzzles that are appropriate to the player group.

The minimum components required to qualify as a ‘dungeon’, at least in my opinion, are a few passages twisted about at least a single room with a minimum of one tricky door, a single trap, and a single monster with maybe a puzzle or riddle thrown in for good measure. Note also a well-designed dungeon should have a balance, but not a particularly predictable, scattering of traps, hazards, obstacles, treasures, monsters, and puzzles which are hopefully not beyond the ability of both the players and their characters.

There are plenty of pre-generated dungeons out there in the ether for purchase or free, known as “Dungeon Modules” taking the hassle and fairly involved work of designing and generating a dungeon off of the GM save for the minor alteration usually needed to work the module into the current campaign and maybe even some modifications to fit it into the game system that the GM may be using at the time especially with those modules written for specific systems. Of course there are a lot pre-gen modules that are “system neutral”. Actual dungeon design is a time consuming endeavor with map-making only the tip of the ice burg though I find that it works better to begin with the map.

Initially you should probably decide on a rough number of rooms to work with and try to keep the number well within that you are confident you can spend the amount of time needed on the design (and decoration) of each depending on the level of detail required per individual chamber. It can get pretty boring when the players are wandering around from empty room filled with detritus to empty room with a pile of rubble or trash strewn over the chamber floor.

Not diminish the use of empty rooms especially when the players have become justifiably paranoid and finally happen upon an empty chamber then take painstaking measures to be careful while making their way through it not to mention the expressions on their faces after they’ve gotten through and have realized it was indeed just an empty room. After deciding on how many chambers you’re going to use you should also know already if the chamber for any reason will require a specific shape or modifications on the map especially when it comes to areas or other rooms outside of that chamber.

This is very necessary when dealing with Trap-Rooms, rooms that are designed as giant traps which are often elaborate and should be used sparingly as these can be particularly deadly. Other map considerations are the support systems and architecture required for certain features such as pools of various types of liquids which would require a source and a drain along with some valves somewhere that can be opened or closed as well as pipes/piping but an inlet and a drain are the most necessary in this particular situation also when dealing with flooding chambers or passageways which also require the addition of an air vent for the escaping air.

Also do not discount mechanical and gear-box areas on the map that may be located above, below or adjacent to a trap/trap-room as well. There are also other considerations that could come into play such as air-vents, sky-light type openings, the floor which can be stone, covered in tiles or flagstones, or be compacted soil etc. Support pillars are a minor consideration but can be useful when there are enemies adding in nice places for cover and to use for ambush and should be placed where it’s obvious that they may be needed for structure but when it comes to a fantasy dungeon the latter use is preferable as you don’t need to be an architect to draw a dungeon map unless the details start to knock on the delvers’ suspension of disbelief.

The second step in this process would be to draw the map and arrange the rooms in a way that serves your purpose maybe even making use of labyrinth or maze logic when it comes to the passageways connecting the individual chambers. You should after or just before this stage figure out the obstacles you’re going to throw in the way of the player characters especially doors, collapsed areas, and large bits of detritus, and simple traps which should be mapped. Of course simple traps and doors could be placed in afterwards if they don’t require complex mechanics or support structures that influence the area on the map around them.

Doors can be simple roadblocks, such as a locked iron door or a barred wooden one, or be somewhat complex with special traps and devices built into them. Another thing to keep in mind even while drawing or building the map are the monsters/enemies found wandering within the dungeon and/or occupying certain chambers. Unless there are special circumstances (namely magic, special devices, or super-science) they will need living quarters and the necessary amenities: food, water, etc.

Probably why most dungeons, even those that are not tombs, have a lot of undead and golem type monsters wandering about them as well as the seemingly ever-present rodent and insect-based creatures whom can be relied upon to provide for themselves in the filth of the place also don’t overlook monstrous fungi which may be feeding off of certain bits of the structure of the dungeon itself not to mention the remains of its victims.

After your map is done you can place the smaller components doors, traps, monsters and then come up with the individual matter (writing for the narration) for the chambers which should be a short couple of sentences setting the general atmosphere of the room (scent, sight, and temperature) along with the play components/features within the chamber. Each of those may have a brief description attached to them as well as the general physical description of any readily apparent enemy within as well. Combined together this matter is what composes the entirety of the room description.

A room description is what the GM will narrate to the players when their characters either look into the chamber or when they enter it all based of course on what the characters can logically see at the time based on their positions and point of view. Voila! You have a functional dungeon. The basic steps in designing a dungeon are: Decide on the number of rooms, decide what extra support features will need to be mapped, draw the map, come up with and place the smaller features such as traps/doors, come up with and place enemies keeping in mind the amenities they will need to survive (also known as Dungeon Ecology), and then come up with the details/descriptions needed for each chamber not discounting those for the smaller components as well as enemies. Note also that a well-designed dungeon should have a balanced, but not particularly predictable, scattering of traps, hazards, obstacles, treasures, monsters, and puzzles which is hopefully not beyond the ability of both players and their characters.

Dungeons are a common and even archetypical dare I say cliché scenario found in contemporary roleplaying games and is a mode of play that may also dominate the type of play in which certain ‘dungeoneering’ groups will participate. In roleplaying the term is associated with scenarios involving a map which can be simple or complex with chambers and passages populated with traps, hazards, enemies, and treasures to be had applying to anything from the under-passages of a castle or city sewer to a cave complex, dragon’s lair, or even the interior of a wizard’s tower. Dungeons never quite existed historically in the form the word is now associated with though it still carries some of the historic weight and imagery associated with the word given it by history and literature.

The modern dungeon was inspired and influenced not just by history especially due to the evolution of RPG’s from historical war-gaming but by popular fiction, possibly more so, especially J.R.R. Tolkien and the mines of Moria featured in his Lord of the Rings trilogy. The mythological/historical inspirations range from the hazardous tombs of ancient Egypt to the decorated hedge-mazes of 16th and 18th century Europe and Britain not to mention the raging-bull in the room of the Cretan Labyrinth.

In some ways dungeons are directly linked to such ideas as mazes/labyrinths and make use of other ideas with equally as long lineages such as riddles, magic, and monsters. It was developed at the birth of roleplaying games not solely invented by a single person but evolved by the contributions of early roleplayers and their ‘referees’ one of the central figures being a prime contributor to the birth of roleplaying, Dave Arneson.

His Blackmoor campaign is of central interest where concerning dungeons and the refinement and spreading of the dungeon scenario by such individuals as Louis Fallert, Craig van Grasstek, and Will Crowther. Within the context of a roleplaying game session a dungeon can help the GM maintain control by limiting the scope of the game into a finite self-contained space and limit the range of the player characters whose imperative it is to wander. It also adds in some action and thrills to a campaign with little effort due to the nature of such scenarios. For these two reasons the dungeon has become a central part of the roleplaying experience not to mention they can also be fun to design and populate. Designing a dungeon can be as fun as delving and is definitely an exercise in creativity but it can be rather time-intensive. Fortunately there are dungeon-modules galore that can be had for free or purchased via multiple outlets.

A dungeon presents the puzzlement and symbolism of the maze, the potential to trap and imprison like the oubliette, the thrill of exploration as the tombs of ancient Egypt, and the power of mytho-historic imagery and the clichés presented by fantasy fiction stirred into the pot. With it a dungeon drags the connotations of reward and danger as well as the test of cunning to escape and bypass the traps, the strength to overcome resident foes, and the intelligence to solve its puzzles. Even the word ‘dungeon’ itself has the weight of history and color of imagery associated with it that which transcends the gaming table and adds a certain power to any maze-like challenge dubbed as such. Due to the ease of acquirement as well as the ease of design of dungeons along with the fun to be had while delving should leave no questions as to why dungeons are so popular in the current state of roleplaying games.

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