Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Thursday, August 27, 2020

Another Approach to Orcs

Ah, the humble orc. The HD 1 fodder enemy par excellence. What to do with them?

I'll be honest. I have a mostly secondhand understanding of Tolkien. I read The Hobbit at a young age, but it never grabbed me. I've never watched the Lord of the Rings Movies, and I've had the Fellowship of the Ring audiobook sitting on my phone for over a year without making it to the Prancing Pony. So I have no strong image of what an orc 'is' from literature. 

ArtStation - Orcs, Nuare Studio
Very nice, but not what I'm looking for

My real touchstone for orcs is the Elder Scrolls series, which was itself inspired by someone's homebrew 2e game. In that series, orcs began as low-level enemies, and only in the third game, Morrowind, did they become a playable/NPC race. The Tamrielic orc is interesting, and gives the race a neat treatment, canonizing the 'corrupted elves' idea from Tolkien while adding some complexity to the story and making them viable characters. Still, it's not what I want in my games.

Being a relatively new GM, I've actually never had orcs in any of my games either (except for the bohemian orcs at the end of my Elder Scrolls GLOG playtest, which were only used as NPCs). 

Honestly, I have no personal attachment to orcs. Or goblins for that matter. No particular reason to use them if I were to make my own campaign world. So why am I even thinking about them?

Partly because James of the Grognardia blog (that is not dead which may eternal lie!) just wrote about them. I quote:

OD&D orcs are the kinds of nasty brutes you'd find cowed into service by an evil magician or dark knight or even a dragon, while AD&D orcs are a parallel human race, albeit an irredeemably evil one. That is, AD&D orcs have an existence apart from whom they serve, which makes it far easier to believe they have a unique society and culture of their own. OD&D, it seems to me, suggests that a race of ready-made minions akin to Maleficent's twisted goons from Disney's Sleeping Beauty.

These days, I find myself preferring monstrous monsters over more nuanced and naturalistic humanoids, so OD&D rings my bell far better than does AD&D.

Orc | The Lord of the Rings Animated Wiki | Fandom 

I also just came across this Tolkien quote, from a letter to Christopher during WW2:

Yes, I think the orcs as real a creation as anything in ‘realistic’ fiction … only in real life they are on both sides, of course. For ‘romance’ has grown out of ‘allegory’, and its wars are still derived from the ‘inner war’ of allegory in which good is on one side and various modes of badness on the other. In real (exterior) life men are on both sides: which means a motley alliance of orcs, beasts, demons, plain naturally honest men, and angels.

Keeping in mind that Tolkien's conception of orcs and backstory for them was never canonically decided (I may not have read the books, but I've dug through more secondary material than I care to mention), this image speaks much more strongly to me than anything in The Hobbit, or the Forgotten Realms.

It's, dare I say it, fantastic. I picture ugly, tusked men hunkered in an Allied trench, packed side by side with ordinary humans, with savage warbeasts and bound demons, facing down a similar lineup on the other side of no-man's land. Rifle butts etched with crude Goblinish innuendo and pictures. 'Kilroy was here' graffiti marking a swath across Europe... that one's actually the same as in our world.

That's kind of the point. Stories of good vs evil, myths that orcs traditionally feature in, are an externalization of an internal struggle: ordinary people wrestle with their inner demons, and we tell stories about great warriors battling literal demons for inspiration. In the real world, it's rare to see a conflict with such a clear delineation of morality, and so the figure of the orc falls a bit flat. 

You can try to make the orc more complicated, as AD&D did, by introducing orc babies and the possibility of redemption, but then you cut against the original purpose of the orc. You can use them as an allegory for an external conflict, but there's not many places that it fits. Maybe you could do 'WW2 except the Nazis are orcs', but even then I can't imagine it being very good. I might just be remembering Bright and tarring everything with that brush, but that film has probably poisoned the well as far as 'complex orc characters' go for a decade or so.

Orc | Bright Wiki | Fandom
Pictured: a monstrosity and an abomination

What am I proposing as an alternative? 

Going back to James' quote, I like the mythic understanding of orcs and the OD&D approach to orcs as monsters rather than 'humanoids.' But I'm also grabbed by the image from Tolkien's letter. Orcs fighting side by side with humans. Not just evil humans either. Orcs representing the worst of humanity, the very cruelest, most flippant and wicked, while still being able to barely function in a civilization. 

Take the very worst person you know. In particular, those who are horrible while managing to avoid being cast out of society entirely. Now turn those qualities up to 11. That's an orc.

Orcs form stable social groups among themselves, adapting to the local human expectation. Are the local humans nomadic shepherds? Are they hunter-gatherers? Sedentary city-folk? Orcs who live in the area, or are coming into it, will imitate their social structures. 

Life among the orcs is a perversion of life among the local humans. Human vices are their norm, and human virtues are absent. Orcish bands living near humans will always be pushing the line on their behavior, then backing away once they've gone too far. Any human forced by necessity to live among the orcs will find it nightmarish - but just marginally better than roughing it out and trying to make it on their own. Cruel or not, organized groups are excellent force and survival multipliers. 

Obviously, no human village or city wants an orc encampment nearby. But it's not always worthwhile, or justifiable, to expend effort to drive them out. Orcs will always be just one more offense, one more scandal or disruption away from getting a pogrom. They may be ignorant, foolish and boorish creatures, but they're smart enough to know where that line is, and how to get close without crossing it.

Ralph Bakshi on | Ralph bakshi, Illustration artwork, Art

And sometimes, the people will need the orcs. Wartime comes and the baron's men are coming in to press new recruits. They'll never take an orc when they could take a human - they're stinky, bad for morale and barley follow orders - but will they take twelve orcs rather than ten men? Thirteen? In spite of their vices, they do make good fodder and shock troops.

All the more if there's an invasion. Orcs don't have much to plunder, usually. Those dungeon orcs with treasure are guarding someone else's stuff, and they're terrible with money. Bandits or invaders don't usually bother with them.

So, if there aren't any plucky adventurer types nearby to rescue you, how much will you offer the local orcs to help defend your town? 

It's obviously a bad idea. You know they'll push their luck, ask for outlandish sums of money or things you can't possibly give them. But are you willing to risk not getting their help at all? Worse, are you willing to bet that the invaders or bandits won't want to recruit them, or outbid you? Orcs will absolutely sell you out and switch sides if offered so much as an extra silver piece.

Orcs are the things you would obviously be much better off without; but they're here and you've got to deal with the fuckers somehow.

Orc | The Lord of the Rings Animated Wiki | Fandom

Nobody will blame you for putting a bounty on orc ears, though they may disagree that it's a good way to spend your money. It's also not unheard of for orcs to cut off each other's ears and offer them to unscrupulous adventurers to get the locals off their backs and split the reward. 

And, of course, there's the orcs in service to a dark magician or anti-cleric or chaotic warrior or somesuch. As soon as somebody with enough personal strength and coordination comes around offering a home if only they kill the pesky humans, they'll toady up to the new dark lord, at least as long as their chances look even. Sometimes this role is filled by an especially strong or unusually smart orc, but that's rarer. 

Yes, it's horrible whenever the new dark lord rises up and orcs come out of the woodwork to burn and pillage; but it's at least possible to buy them off or intimidate them. And if you can convince the local duke to march against this new foe, there's a strong chance there'll be an orcish battalion wearing his colors against their own.

Orcs. They're the worst. But you can't just ignore them, and one of these days you might just end up in a foxhole with an orc, or you might be wandering the mountain half starved when you see a fire in the distance and hear goblinish drinking songs on the wind. Now what?

Tuesday, June 9, 2020

5e Races for S&W: Dragonborn

Dragonborn

Explore best dragonborn art on DeviantArt

Dragonborn are humanoids bearing draconic traits. At the Referee's discretion, they might be from communities of dragon-worshipers, adventures who made pacts with dragons for power, or have other origins. They have lizard-like heads, scaled skin and talon-like hands. They are most often fighters, due to their great bulk and physical power. When a dragonborn rides into town at the head of a mercenary company, locals are apt to stand in awe and unease. 

Dragonborn may bear the scales of red, white, blue, green or black dragons, and have immunity to the according element: fire, ice, lightning, poison, or acid. In addition, the larcenous hoarding instinct of a dragon runs through them, and dragonborn can focus to sense the presence of precious metals and jewels within 10', although they can't tell the amount or type, and this sense is blocked by more than 2' of stone or a sheet of lead.

Dragonborn may advance to 4th level as Thieves or Clerics, to 6th level as Magic-Users (up to 7th or 8th level with an INT of 17 or 18 respectively) or indefinitely as a fighter. 

Summary
Immunity to 1 element, senses precious metals and jewels in 10', blocked by 2' stone. sheet of lead
Limited to Thief or Cleric 4, MU 6-8, may level as Fighter without limit.

--------------------

I'm not really a fan of the idea of dragonborn communities or populations. It feels to me like reskinned Klingons. I'm much more interested in the idea of individuals trading their humanity and service for immediate power. That way, each dragonborn is an individual with their unique story, not just another member of a preexisting race. If you wanted more of a balance between these approaches, I'd look at communities of human dragon worshippers, like in Arnold K's Drakencults, and the dragonborn is a champion raised up by that dragon to serve their will. 

This connection to a dragon in the backstory is largely up to the player to describe. Common tie-ins might be that the dragonborn is treasure-hunting to send great works or artifacts back to the home hoard, or hunting down a rival dragon who offended their master in the past. If the character is a rogue dragonborn, taking their powers but running from their old master's influence, that has a great deal of material for roleplaying, and hooks for the Referee to use. 

Since dragonborn are a relatively known race, and they don't have the tiefling's contentious history, there's not much for me to write about them. I must say I like the feel of dragonborn more than lizardmen. I never got the appeal of those. As far as 'monster' races go, this one ranks pretty highly for me, up with minotaurs. The exact place in lore and popular opinion of dragonborn is really up to individual Referees and the tone they intend for their game. 

Another neat take on dragonborn is this one by Marquisat: Dragonborn are Irradiated Humans.



5e Races for S&W: Tieflings

Tieflings

B/X BLACKRAZOR: Tiefling Sorcerer: New B/X Class

Tieflings are the descendants of those dark spellcasters who made pacts with creatures of the lower planes. That touch of hell has marked their bloodline for generations. The word 'tiefling' means 'deepspawn', and popular opinion around them wavers. To some, tieflings are the innocent victims of their ancestor's mistakes, and should be allowed to redeem themselves. Others consider them a blight, and a possible vector for infernal influence. In all cases, tieflings are the first and easiest scapegoats for suspected demonic activity. They are often drawn subconsciously to places of heavy magical or infernal activity, and are thus over-represented among traveling adventurers. The appearance of the tiefling may vary wildly, with diverse mutations and infernal stigmata. 

A Tiefling's fiendish blood makes them more at home underground, and they gain 60' of darkvision. Additionally, they all have some innate spellcasting. Regardless of class, they have an additional 1st level Anti-Cleric spell slot. The spells are appropriately reversed when possible: Cause Light Wounds, Detect Good/Law, Detect Magic, Light, Protection from Good/Law, Poison Food and Drink.

Tieflings may advance to 4th level as fighters, to 6th level as Magic-Users or Thieves (to 7th or 8th level of each with an INT or DEX of 17 or 18 respectively) or indefinitely as an Anti-Cleric. If they take a level of Anti-Cleric, they must be Chaotic in Alignment. Multiclassing is possible between classes with the above limits. 

Summary
60' darkvision, innate anti-clerical spellcasting
Limited to Fighter 4, Thief 6-8, MU 6-8, may level as an Anti-Cleric without limit.

--------------------

Of the current edition's 'core' races, tieflings stand out as being both unconnected to the pseudo-Tolkein flavor of the classic races, but unlike, say, Goliaths, they have some thematic oomph about them. The curse of ancestry, a connection to the lower planes, the temptation to give in to expectations against the desire to reform and overcome the deeds of their forebears. All of this makes for great roleplaying opportunities. 

Unfortunately, this is pushed aside sometimes when we forget the origins of the race. It first came about in 2e as a race specially made for the Planescape setting, where the idea of planetouched humanoids with bizarre appearances not only made sense, but was expected. The other planetouched races didn't catch on quite as much, but tieflings stuck, and by 4e they were a core race. But this time, the core setting was FR, and tieflings didn't make quite as much sense there. Their appearance went from wildly diverse to 'stereotypical devil-person' and much hand-waving ensued to justify their existence.

A lot of the modern tiefling treatment rubs me the wrong way, especially the exoticism that reduces them to just 'humans but with tails and weird skin.' Losing that drama and character dynamic just makes the whole thing feel empty. 

For tiefling characters in Swords and Wizardry, I'm fond of increasing their rarity and making it explicit that they gravitate to adventuring, since this often brings them closer to demonic interaction. They're not very potent melee fighters most of the time, but can advance quite far as MUs or Thieves, but to gain real power, the only path for a tiefling is to give into their demonic heritage and become and Anti-Cleric. Heck, they get the extra spell just to make that more tempting. 

Ideally, this transfers the character's struggle over to the player, "On the one hand, I can be a good wizard or thief and deal with the same level restrictions as other demihumans oooooooor I can dive right in, become a chaotic anti-cleric and gain UNLIMITED POWER. 

If you want to generate an appropriately crazy looking tiefling, I recommend the Tiefling Appearance and Side-Effects tables in the 2e Planeswalkers Handbook.