Seriously, what am I supposed to do that’s original with
orcs? They’ve been invented and
reinvented 30,000 times. Gaz10 The Orcs of Thar, the very first D&D
Gazetteer I ever bought (which started my lifelong adoration of Bruce Heard,
kicked off my obsession with nonstandard PC races, introduced me to shadow
elves, and began my deep fascination with world design) introduced us to yellow
orcs and red orcs. Spelljammer
gave us the militaristic scro. Eberron
gave us noble demon-hunters and druids.
Even the decision not to use orcs (as in the case of Dragonlance) is
revelatory.
And with Classic
Monsters Revisited and the Pathfinder
Bestiary, Paizo brought the threat of orcs back to the table. According to CRM, they’re mask-wearing raiders and looters in small groups,
torturers in their lairs, and a tidal wave of fury breaking against
civilization in large bands. If
you get the drop on them, you can go all Legolas/Gimli and hew through them
pretty easily (at about 6 hp a pop).
But if they get the drop on you, they hurt. Being on the
receiving end of an orc crit (note the 18–20 threat range on what is already
6–12 points of damage) nearly killed one of my low-level characters in one
blow, and she was a plate-wearing paladin! (These books also brought the threat of the orc horde back,
with encounter numbers that can hit triple digits and orc battle standards as morale
boosters.)
So orcs have been reinvented and revisited already. Orcs are done.
But wait!...
Over there…in the back of the cave, under that pile of
skulls and sleeping furs…there’s a tiny corner of orcdom still left to talk
about.
The first regards half-orcs. In most games, half-orcs are the product of rape, raiding,
and other violence. (See below for
an article that critiques that stance, by the way). But we forget that in Tolkien’s works, half-orcs were the
products of science: the results of
Saruman’s experiments. Perhaps to
change things up, half-orcs can be the same in your campaign: elite troops that
are the results of a wizard’s (or a whole magocracy’s) experimentation…or a
mutation…or a willing experiment by two peoples against an external foe…or any
number of other reasons. The
“bandit’s bastard” doesn’t have to be the default.
The second I already mentioned in the ogre entry: That orcs
stand in contrast to elves and dwarves.
(Indeed, if you go back to Roger E. Moore’s article, “The Half-Orc Point
of View”—very worth Googling or tracking down in print—there’s even some
suggestion in Tolkien’s legendarium that the first orcs were corrupted and twisted
elves, which explains why they are opposites (short-lived, fecund, bestial,
loathe beauty, etc.) in almost every way.) If elves and dwarves are the lords of the forests and
mountains, orcs are the rot at the root and the rust in the metal.
Notice, though, that orcs don’t stand in contrast to humans. They loathe civilization, yes, absolutely…but humans don’t
represent the opposite of all that is orc. In fact, to elder races like the elves and dwarves, humans
and orcs have many disturbing similarities: short life spans. Fertility. Grasping for territory and influence. A disregard for and fouling of their
environments. A love of weapons
more for the damage they cause than for the skill in the craftsmanship. The list goes on.
That is the secret of orcs…and of humans… And while it may never affect your
gameplay, keep it as a thought lurking in the back of your head: that to many
of the wise races, the only real difference between orcs and humans is which
side of the wall they’re on…
Orcs love masks of
all kinds. One of their
treasures is a magical mask, a kind of witch doctor fetish capable of casting disguise self and many other
spells. Non-orcs wearing the mask
find they cannot take it off—and worse yet, it subtly draws all orcs within
fifty miles toward the wearer.
Inevitably, these orcs form warbands in an effort to reclaim what is
theirs. The chaotic artifact is a
gift of the orc trickster god, often known as the Horde Caller for his skill in
getting orcish armies to mass (while leaving the generalship to someone else).
The orcs of the
city-state of Ramblen dwell in the bowels of the giant citadel-city (a
many-leveled complex as large as a barony), where they mine, stoke the giant
smelters and furnaces, and engage in blood sports. Their gladiators are famous for sporting the Flames of
Ferocity. These brands are awarded
to orcs who have won their bouts while in the thrall of “the living death”
(fighting below 0 hp due to ferocity).
These orcs are healed by their shamans, then branded to show their
fortitude. They also join a
brotherhood secretly dedicated to overthrowing the city-state and wetting the
streets with blood.
Elves and dwarves
have always labeled orcs and other evil races durche’wyth—a portmanteau that combines Dwarven and Elven speech to
mean “foulers of the waters.” When
humans begin producing firearms, the Conclave of the Elders pronounces them durche’wyth as well—especially after
orcs begin creating grenades and bombards, apparently with human aid.
—Classic Monsters Revisited 52–57 & Pathfinder
Bestiary 222
Regarding orcs in Golarion, I would love to see more about
the Quest for the Sky. There were
lots of hints about it early on, but we haven’t gotten much new info
recently—it’s just a phrase to explain where dwarves and orcs and the Sky
Citadels came from. I want
details.
Obviously, the people who really love orcs are the Games Workshop and White Dwarf folks.
Their (Cockney?) greenskins and cobbled-together machines are a lot of
fun—and just browsing the models is a good source of inspiration. Orcs with falchions are all well and
good, but if your Pathfinder characters start slinging guns, you should make
darn sure the orcs get cannons.
Also on the subject of orcs, this article is really thoughtful
and well done—and even more thoughtful and well done are James Jacobs and Wes
Schneider’s responses (included in the article).
For my campaign I've looked to the original mythology of Orcs for inspiration on how to make my greenskins unique. The Orcneas.
ReplyDeleteAs such, my Orcs are the products of fugitive outsider spirits finding their way into corpses at the spots where the barriers between life and death are thin. Mass graves, battlefields, and the sites of magical cataclysms (as well as the occasional mispreformed reincarnate) find new life emerging.
The Orcneas hordes that emerge have garbled memories, mixed flashes of the horrors and agonies that brought about the death of their living bodies, and the Hells that their new souls fled. These hordes cannot reproduce sexually, and must march on in a violent tide, killing and debauching to fill their ranks with newly emergent Orcs.
And then there are the half-dead, the wounded of battle who had not quite passed when a reanimating spirit tried to creep onto their bones, giving rise to a creature more human than the Orcs, but less human than it once was.