I think it was clear, but just in case: not saying in the previous post that Gygax invented the idea of cave-dwelling reptilian humanoids—there were certainly precedents in fiction and myth for such creatures—just that he seems to have been the first to apply the word troglodyte to them. It’s not a super leap, since the word primarily refers to a cave-dwelling person (whether literally or metaphorically) and the original Greek means “hole-goer,” but it’s pretty significant, judging by its subsequent influence alone. (There was a nice little report on the etymology at Grammarphobia.)
One of my favorite weekend morning treats as a kid was the Land of the Lost TV show (it was in syndication by the time I was watching it). The show ran from 1974–1976 and I have to wonder how much of an influence the Sleestak were on Gygax’s original troglodite. The Sleestak’s insect-like features are removed, but, for instance, the spines on the original troglodite head look similar to the Sleestak with its horn. They are extremely hostile to humans, just like the D&D troglodytes, and while they might not carry a “revulsion odor” they sure do sound like they stink. What’s more, the Sleestak live underground in the caverns of the Lost City, which, if nothing else, is semantically similar to the Lost Caverns of Tsojconth.
Showing posts with label Gary Gygax. Show all posts
Showing posts with label Gary Gygax. Show all posts
Monday, July 6, 2015
Notes on Troglodytes
I had always found the position of the right arm in the first of David Sutherland’s two troglodyte illustrations from the Monster Manual a little funny. So when I finally got to take a gander at the original Lost Caverns of Tsjoconth it was cool to see what appears to be a clear correspondence for that arm position in the first “troglodite” art.
In researching the concept of a reptilian troglodyte, which from what I can tell is entirely of Gygax’s devising with no source in the etymology or early fantasy literature (of course it’s very possible I’m missing something there), these early D&D trogs also bear some resemblance (sans wings) to some of the depictions of the Sumerian sky gods. Here’s a picture from a Sumerian carving:
I had liked the idea of bringing the troglodytes in my campaign world closer to the dictionary definition, but without just making them vicious smelly cavemen. Another ancient carving I found online presented a really good lead for this line of thought, though I decided against following it. Here is a human body, possibly with clawed feet, but the head is this oversized reptilian, even dinosaur-like, monstrosity. Pretty cool:
I’ll post my take on the troglodite later in the week. I’m going back to the original D&D spelling even if, as it seems likely, it was just a misspelling. The image that finally nailed it for me in terms of sticking to the concept laid out in Lost Caverns and the Monster Manual can be found in various odd places on the Web, such as this blog post from last year about reptilian humanoids spotted by bikers in Arizona!
The original troglodite illustration:
And the first of the two troglodyte illustrations from the first Monster Manual:
In researching the concept of a reptilian troglodyte, which from what I can tell is entirely of Gygax’s devising with no source in the etymology or early fantasy literature (of course it’s very possible I’m missing something there), these early D&D trogs also bear some resemblance (sans wings) to some of the depictions of the Sumerian sky gods. Here’s a picture from a Sumerian carving:
I had liked the idea of bringing the troglodytes in my campaign world closer to the dictionary definition, but without just making them vicious smelly cavemen. Another ancient carving I found online presented a really good lead for this line of thought, though I decided against following it. Here is a human body, possibly with clawed feet, but the head is this oversized reptilian, even dinosaur-like, monstrosity. Pretty cool:
I’ll post my take on the troglodite later in the week. I’m going back to the original D&D spelling even if, as it seems likely, it was just a misspelling. The image that finally nailed it for me in terms of sticking to the concept laid out in Lost Caverns and the Monster Manual can be found in various odd places on the Web, such as this blog post from last year about reptilian humanoids spotted by bikers in Arizona!
Sunday, June 28, 2015
URFAD: The Magic-User
From reading the various OD&D blogs, lurking in the forums or searching through their archives, and recalling how we played the game throughout the 80’s, there is one rule that seems to be frequently worked around: the power of first-level magic-users. I believe I even read somewhere that Gygax suggested starting MUs at third level. In addition, you see bonus spells for high Intelligence, memorizing spells per day rather than adventure, allowing (per Holmes) early-level MUs to make their own scrolls, cantrips that don’t require memorization, spell point systems, and so on.
My contribution is to combine the first two levels (Medium and Seer) into one (Spellbinder), while also following the Holmesian scroll-making rules. A Spellbinder is able to memorize up to three spells per adventure or outing; this assumes at least two full days of rest between outings. All of the other level titles remain the same as do their corresponding spell totals, but now they are one level higher. The XP needed to advance is adjusted to match the fighter’s, which I am using for all classes. Anyway, here is my house Magic-User.
_______________________________________
Armor: None. • Weapons: Dagger, staff.
My contribution is to combine the first two levels (Medium and Seer) into one (Spellbinder), while also following the Holmesian scroll-making rules. A Spellbinder is able to memorize up to three spells per adventure or outing; this assumes at least two full days of rest between outings. All of the other level titles remain the same as do their corresponding spell totals, but now they are one level higher. The XP needed to advance is adjusted to match the fighter’s, which I am using for all classes. Anyway, here is my house Magic-User.
_______________________________________
Magic-User Level Progression
|
||||||||||
Level
|
Title
|
XP
|
HD
|
Atk
|
Spells
|
|||||
1
|
2
|
3
|
4
|
5
|
6
|
|||||
1
|
Spellbinder
|
0
|
1
|
–
|
3
|
–
|
–
|
–
|
–
|
–
|
2
|
Conjurer
|
2,000
|
2
|
–
|
3
|
1
|
–
|
–
|
–
|
–
|
3
|
Theurgist
|
4,000
|
3
|
+1
|
4
|
2
|
–
|
–
|
–
|
–
|
4
|
Thaumaturge
|
8,000
|
4
|
+1
|
4
|
2
|
1
|
–
|
–
|
–
|
5
|
Mage
|
16,000
|
5
|
+1
|
4
|
2
|
2
|
–
|
–
|
–
|
6
|
Enchanter
|
32,000
|
6
|
+2
|
4
|
3
|
2
|
1
|
–
|
–
|
7
|
Warlock
|
64,000
|
6+1
|
+2
|
4
|
3
|
3
|
2
|
–
|
–
|
8
|
Sorcerer
|
120,000
|
6+2
|
+2
|
4
|
3
|
3
|
2
|
1
|
–
|
9
|
Necromancer
|
240,000
|
6+3
|
+3
|
4
|
4
|
3
|
3
|
2
|
–
|
10
|
Wizard
|
360,000
|
6+4
|
+3
|
4
|
4
|
4
|
3
|
2
|
1
|
Armor: None. • Weapons: Dagger, staff.
- To start, magic-users check to see which spells they know (these will be in their spell book, which all beginning MU’s must purchase). Other spells will be acquired through adventuring or research.
- First-level magic-users may memorize up to three first level spells per outing (assuming spell book is kept safely at home). They may not memorize multiple “copies” of the same spell.
- Magic-Users may create magic items (scrolls, potions, enchanted jewelry or weapons). Typical scroll cost is 100 gp and 1 week per spell level. Typical potion cost is 200 gp and 1 week per spell level. Enchanting 10 arrows is 500 gp and 2 weeks, armor to +1 is 2000 gp and 2 months. A Wand of Fear is 10,000 gp and 6 months. A ring with a rare, powerful effect is 50,000 gp and 1 year.
- Immediately after a scroll spell is cast, the ink disappears (although multiple copies of the same spell may appear on a scroll). Read Magic is not necessary for casting from a scroll.
- Read Magic is needed in order to recognize command words on magical items that require them. It cannot be used to transcribe a spell from a scroll, which is impossible to do.
- Magic-users casting from scrolls always act after magic-users casting normally, and when casting unfamiliar spells from scrolls they must make a successful check using the above Chance of Learning Spell +/– levels they are above/below the spell level.
- Research to add a spell from the rulebooks is 1000 gp and 1 week per level, after which time a spell check is made; after three failed attempts the spell may not be learned. Working from another magic-user’s spell book decreases the cost to 500 gp and adds +1 to the spell check. To discover an entirely new spell it’s 2000 gp and 2 weeks per level, and at the referee’s discretion the spell check may be waived.
Subscribe to:
Posts (Atom)




