It is unsurprising
that the giant, a prevalent theme throughout medieval texts, as well as being
described at length in Of Giants, Sex,
Monsters and the Middle Ages, would appear in the popular roleplaying game
Dungeons and Dragons. However, what may come as something of a surprise is the
relative closeness these modern interpretations have to their storied
ancestors. In appearance, dress, actions, and habits the giants of Dungeons and
Dragons (in particular the Hill Giants) adhere to classic ideals surrounding
the giants, penned in such texts as The
Travels of Sir John Mandeville.
The most obvious connection
to be established is the massive size of the giants being portrayed. This
continual focus on the stature of the creature could be seen as the continual
appearance of excess in society. With the remainder of such a trait/concept in
society, it is unsurprising that the giants of legend as well as their actual
forms would remain significant in modern media. This is especially true based
on the continual depiction of the giants as having distinctly human features,
compared to the other more “bestial” creatures throughout the Dungeons and
Dragons Monster Manual.
A
smaller and more easily overlooked similarity is the creatures preference of extreme
environments. Throughout The Travels of
Sir John Mandeville the importance of climate and surroundings is
continually stressed; the more severe the area the more monstrous its inhabitants.
The same is explicitly stated in the Dungeons and Dragons Monster Manual in
regard to the giant race: “Giants and titans tend to lair in extreme environments,
including scrublands, mountain peaks, volcanic calderas, and searing deserts.”
While the in-game purposes of this can be summarized as simply the
establishment of character/location, the actual lore reasoning is a bit less
clear. While their connection to the natural world is noted in the Dungeons and
Dragons universe, this living preference could be linked to the giants’
continual representation of excess, with their extreme size and being only
truly fitting in in an equally extreme environment.
Also to
consider is Dungeons and Dragon’s description of the giants as a wicked,
malicious race. With D&D essentially being a world of infinite possibility
and change, it comes as something of a surprise that the giants are virtually
never depicted in a heroic, or even neutral role. The argument could be raised
that this is due to constraints of the games format itself, with the size
difference between a giant and almost any other race an adventurer can assume
being too great to make it a feasible option. However, this argument loses
credibility in when considered alongside the novels written regarding the
Dungeons and Dragons world. Even in these, where portraying a giant as a hero
would come (one would think) as little issue, the massive humanoids are always
cast as the aggressor/villain. Such adherence to the medieval depictions of
giants as monstrous kidnappers and annihilators could potentially be a sign of
man’s continual uneasiness towards this particular race of monsters, the
massive creatures twisted mirroring of human traits and ideals too much to
overlook.
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