Most NPCs in a campaign tend to be some kind of humanoid. Whether
human, elf, drwarf, or any other humanoid, they are used to help
flesh out the world. The problem though is that they are incredibly
versatile. A human can be anything. In contrast wights, vampires and
liches have their own applications that make them special. These
imply and inspire stories due to their uniqueness. Humanoids are more
difficult in this way precisely because they can be anything. And it is for
that reason that I hope to explore this topic. I also know they aren't very monstrous, but hey, we Dungeon Masters throw them at our players so why not?
Look Somewhere Else
The first way to address this situation is to not rely on the
humanoid background for your story. Instead, it needs to come about
through other means. If you run enough liches, you'll run into a
situation where you don't know what else you can do with a lich.
However, that doesn't mean you will never run a lich again. Instead
the focus turns to the character of the individual lich in question. What are they after? Who do they hate? Why are they doing what they are doing? Here the
difference is between what you can do with just any lich, and what a
particular lich might do. Simply put, you need to come from the
character first. I find myself in this situation very quickly when needing to make humanoids.
Be Distinct
Elves, drwarves, humans and other humanoids tend to have something
that makes them distinct from each other. Further, even in the core
rules, there are further divisions in terms of different types of
dwarves and elves. This is immensely helpful for me. Instead of
thinking of a human, think about what a resident of Baldur's Gate
would do or say. If the type you've chosen is too general, go more
specific.
Let's Change Things Up
If the nature isn't inspiring, you can change the nature. Perhaps
your humanoid baddies are the reject descendants of gods trying to
prevent your players from achieving divinity. The key here is to go
more specific. Human might be very general, but godkind may not be.
In the core books there are many kinds of humans and likewise you can
do the same. It's not just a war between humans on one side and
humans on the other. It's two distinct cultures with their own
values. As a result, they are no longer just humans. What we are
doing is making the type of humanoid new by changing them. Of course,
the extent we'll need to do this to help inspire ourselves will vary
depending on the Dungeon Master in question. This is a bit different from the above option but very similar. There, we went more specific to find something to inspire us. Here, we make up something new. It will be more specific, but it doesn't exist yet. Often this takes the form of a subversion. Good orcs, good succubi, etc.
Social Structure
One humanoid baddie by themselves often isn't enough to challenge a
party. Instead you throw 4, 10, or 40 at them. And when you have that
many humanoids, they'll have a social structure of some kind. These
interactions and structures are some of what makes humanoids so fun.
They aren't undead skeletons who are probably the world's worst
standup comedians. You also don't want them to be the same as undead
skeletons. Naturally personal motivations also come along with social
stuctures. Thinking about both social structures and character
motivations is a path to many an interesting adventure. Even a necromancer might have apprentices with their own relationships with each others and others outside the organization.
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