So our last post was really about making standard AD&D orcs more dangerous in various thematic ways, This is fine for keeping the spotlight on orcs for higher level play instead of moving on to bugbears or whatever, but it’s really just adding spice to the meat and potatoes humanoid slay-fest. Since my homebrew AD&D campaign has long since passed the point where low HD humanoids can present a threat to the players, and since there are a few half-orc player characters on the roster (one of the main crew, plus a couple of henchmen and secondary characters), I’ve been cooking up scenarios where they can be involved in different ways.
Not that it means making orcs noble savage friends of the forest full of of facebook-style fake native american shaman wisdom. Orcs are defined by violence, danger, mystery, opposition and otherness. Take that away and you don’t have an orc or half-orc, you just have some tough guy. Just because your orcs aren’t evil-to-the-core demonspawn doesn’t mean that their story shouldn’t be about conflict. In the real world there are plenty of long running conflicts going on where people on each side of the ethnic/religious/national divide see the other as an evil to be exterminated. Developing humanoid antagonists like the orcs can help you explore this kind of story in your game, if that’s your bag. Since violence is to orcs what mining is for dwarves, magic for elves, pies for halfings, etc…I would say that orcs should never be far from real or implied violent conflict, but in a campaign world where it’s possible for orcs to have value to the cultures that the PCs come from, an adventure can encourage different ways of managing that conflict.
So what kind of value would they have? Well, history is full of examples of a powerful civilisation exercising influence over a group which it considers less civilised, less cultured, more warlike, barbarous and violent. Sure there is conflict, but also trade and exploitation, especially incorporation into the military, perhaps as auxiliaries or irregulars. My model is ancient Rome and the Celtic and Germanic ‘barbarians’. Sure there was plenty of warfare between them but also trade, alliances, intermarriage, vassalage and the assimilation of barbarians into the Roman military, to the point where Rome relied very heavily on barbarian soldiers, and successful barbarian military leaders could hold the balance of power in the empire. In a D&D world, I can mainly see this kind of thing happening with orcs because of their similarity to humans in size, and the whole half-orc thing. Even in terms of religion, human followers of a norse-type mythos would see some things in common with orcs venerating Gruumsh’s family.
With that in mind, here are a couple of orc-related shenanigans for your players to get stuck into:
- PCs stumble into in orc lair and meet with a positive reaction from rather polite orc guards in shabby livery. They are invited to feast with the chief, who has served some time as a mercenary in human lands and was incredibly taken with human culture and now styles himself as a baron. He’s done his best to imitate it as best as he understands, but something’s always just a little off. The chief’s family and high-ranking warriors all dress in an approximation of courtly fashion,give themselves extravagant titles and use extensively formal and flowery vocabulary, peppered with glaring malapropisms. The chief fancies himself something of an intellectual and inaccurately quotes from human playwrights and philosophers. He also insists on reading out his own poetry. The savage and vicious state of rival humanoid tribes and races shall be bemoaned. He inquires as to the health and fortunes of local nobility, speaking of them as if they were distant cousins and requesting that the PCs deliver letters to them inviting them to his next grand ball. Despite this veneer of sophistication many of their manners at the feast remain typically orcish and there are certainly some around who go about this with some distaste and are itching to chop the PCs to bits just like the good old days. Nonetheless if the PCs can keep a straight face throughout the feast they can make an strong ally, particularly if they are or give the impression that they are of high social status. This tribe will eagerly buy silks, dinner sets, objets d’art and all sorts of wealth and status signifiers from the PCs. Particularly good relationships can be established if they compliment the chief on his erudition and taste, the warriors on their dashing charm and the ladies on their beauty and manners. There will be music and dancing, which will come off as a bizarre mix of human and orcish styles. The chief will make much of his sons and daughters and will try to play matchmaker between them and human PCs. For what it’s worth, they clean up pretty nice. If this notion is entertained, this tribe can become a source of hirelings and other aid. Things can get ugly quickly if the chief is mocked, disrespected or ridiculed. He can take advice in private but will not be made to look a fool in front of his subjects. Likewise if the PCs turn out to be boors or ruffians, or let slip that they are wanted by local authorities then the tribe will turn on them to take their loot and either kill them or turn them in to the law. If the PCs flash around wealth while appearing weak and of low social status, the temptation to simply attack and appropriate their cultural valuable treasure and equipment might be too much to resist.
- In a world where the use of orcish mercenaries and bodyguards is an established tradition, a human-dominated empire maintains control over its dominions with an army which has become more orcish with every generation. Having proven themselves eager and effective soldiers, orcs integrate themselves to do some degree within the wider citizenship and gain various rights under the law of the land, immigrating and settling into human cities. The success of orcish military units in the provinces have led to some orcish commanders becoming popular public figures, influential in the borderlands and in the urban power centres. The troops are so loyal to their generals that civil elites are quick to placate these warlords, fearing a military coup. Among the military nobles, mixed marriages and half-orcs are common and fashionable. In fact, the success of orcs in the military has led to a widespread trend of ‘orcish chic’ in human society. Popular among rebellious youth or those with ties to the army, this entails speaking orcish slang, swearing by orcish gods, wearing orcish hairstyles and tribal markings, horned helmets, spiky armour, jagged blades and furs, even though these kind of clothes were abandoned by most city orcs over a generation ago while they tried to integrate themselves. Traditional human elders are appalled by this appropriation of barbarism, and likewise so is the elvish population, who are both nostalgic for the past when they were seen as the ones for humans to emulate and also worried about the general anti-elf tendencies of this new subculture. On the orcish side, most orcs are increasingly annoyed at seeing their neighbourhoods and bars invaded by privileged human hipsters who caricature their traditions, pretending they ‘get’ them. What started as a harmless fad veers into dangerous territory as a group of noble youths connected to an orc-cult disappear into the undercity to take part in ultimate ‘authentic’ orcish experience, an inter-tribal gladitorial competition where a group of traditionally minded orcs and shamans intend to make sure the pretenders meet a gruesome end as sacrifices to Gruumsh. An underworld snitch tips off the PCs or their patron, and it’s up to them to find and rescue these young nobles while keeping the local orcish population sweet enough to not cause problems with the army.
- Based on the idea of Chaotic and Neutral orcs from OD&D, the Chaotic Dark Lord of the month is a powerful and charismatic fellow and has gathered the Chaotic orc tribes into a fearsome horde. The closest bastion of civilisation has recently recovered from an internal conflict and cannot stand up to an invasion on its own. The PCs are recruited as emissaries to the Neutral tribes. These tribes, being orcs, are all fierce rivals and reluctant to co-operate or see the others profit at their expense. In fact, they may push the PCs to eliminate other Neutral tribes to gain their allegiance. Otherwise they will demand treasure, weapons, magic items, hostages, territory in formerly human lands or marriage alliances with important humans. The PCs may be asked to clear out dungeon/cavern areas in tribal territory, remove dangerous monsters or tame them for the war effort. Perhaps they must prove themselves through torturous tribal initiations or feats of strength. Maybe they will demand bloody sacrifices of powerful creatures to their tribal gods in order to ensure a good omen. The PCs will have to sit and moderate war councils with different human and orcish elders. Tribes whom with which negotiations go badly may join the Chaotic side, particularly if they suffer heavy losses at the hands of PCs. If the PCs manage to recruit most of the Neutral tribes, then they will it will be sufficient to halt the advance of Chaos, giving the party a chance to go on the offensive against the BBEG. Then there’s seeing if all those deals hold up come ‘peace’-time.
That’s a wrap for Orctober 2015. Please also check out parts 1, 2 and 3 and let me know what you think in the comments, feel free to comment your own ideas and get in touch if you’d like me to write more on our humanoid friends.