Roleplaying Tips Weekly E-Zine Issue #294
Customizing Common Races, Part 3: Tooth & Dagger
Contents:
This Week's Tips Summarized
Customizing Common Races, Part 3: Tooth & Dagger
- A Slice Of Orcish Myth
- A Piece Of Orcish History
- A Fraction Of Orcish Myth: The Seven Gifts Of Gruumsh
- An Element Of Orcish Society
- A Shaving Of Orcish Ritual
- A Taste Of Orcish Politics
- A Sense Of Orcish Honor
Readers' Tips Summarized
- Races And The Animal Kingdom
From: Michael Lee
- Game Room Mobile Cart
From: Telas
- Online Image Database
From: bardoi
- Another Forum Site Welcoming New Games & Gamers
From: BarTndr
- (Cheap) Projector Tip
From: Elena of Valhalla
- Hosting A PBP Game At The Red Dragon Inn
From: Olan Suddeth
Return to Contents
D&D3.5 Multiclass Character Sheet Demo
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D&D 3.5 Multiclass Character Sheet home page
Return to Contents
A Brief Word From Johnn
Happy New Year!
As reported in this e-zine in previous years, I'm a goal
setter and like to theme each calendar year for my GMing. A
theme lets me focus on improving one particular aspect of
gameplay, and while I don't neglect other areas, a theme
gives me topics to consider and research as the weeks and
months pass.
In 2006, consider what major area or category you'd like to
improve at as a GM, and make a note of it. As you explore
your theme during the year, you might:
- Google it
- Browse related sections in bookstores
- Send in related topic requests for this e-zine
- Ask your friends about it
- Post messages about it at the GMMastery group
- Do post-session analyses of it
My theme this year is story. I'd like to do a better job in
my campaigns at crafting, telling, and revealing stories.
What's yours?
Tooth & Dagger
This week, we feature the final installment of Mike's race
series where he provides an example (orcs) of his tips and
advice in action.
Cheers,
Johnn Four,
[email protected]
Return to Contents
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Check back often for updated minipaks, and make sure to
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Return to Contents
Customizing Common Races, Part 3: Tooth & Dagger
A guest article by Mike Bourke, 2005
NB: The language used in this text has been rephrased from
orcish original statements to remove incidental foulness of
tongue.
Return to Contents
1. A Slice Of Orcish Myth
Long Ago, the gods looked down upon the world they had made
and some said, "It's a bit of a mess. If something's not
done, they'll ruin the place forever," to which others
replied, "Don't waste time on it now, leave it for the next
class." And so those gods graduated and went on to bigger
and better things, leaving the mess they had made--all save
a handful of troublemakers who were being held back for
various reasons, and one other, the great and wise Gruumsh.
And Gruumsh said to himself, "It would be a shame to see all
that work go to waste. I shall make a race that can thrive
on the filth that the rest leave behind, who can survive any
trial their species encounters. Yes, I can see the way...."
It took many attempts to capture the true essence of what
was needed. Many traits had to be enfolded into the one
being, and there were many false starts. At first, Gruumsh
thought that giving his creations unnatural long life was
the best answer, but he soon discovered that these creatures
grew too quick witted with long experience to be content
with the life that was given them, and also arrogant and
haughty. So Gruumsh abandoned the elves and started over.
In time, Gruumsh succeeded. A race lacking the size of the
ogres, the inflexibility of the gnoll, or the ambition of
the elves. They were larger than goblins but smaller than
men, quick breeding, tenacious, and resilient--perfect for
the world that was, and that was to come.
One night, as an exhausted Gruumsh lay sleeping, Corellon
Too-Perfect-To-Be-Here, one of the mischief-makers who
resented being held back, said to his sycophants, "Let's
have some fun with Gruumshies' pets, I dare you!" And so the
orcs, the quintessential perfect survivors, were released
with all of Gruumsh's failed extra-credit assignments, to a
world that did not need them yet.
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2. A Piece Of Orcish History
The orcs were not welcomed as the saviors of the world that
they were. Denigrated, treated as brutish and as a missing
link that somehow encompassed both barbarism and decadence,
they were mocked and tortured, and many were taken as
slaves. And this they endured, and to this they adapted,
drawing upon the gifts of their birthright in ways never
envisaged by their creator.
They turned the abuse of the ungrateful men into a badge of
honor, and learned to return it in kind when the opportunity
arose. They learned the ways of the wild, and established
great tribes in the lands that were too barren, too
despoiled, or too polluted for others to endure. It was only
for the elves, who perversely had taken to worshipping
Corellon, that they felt true enmity. The "God" of the elves
had sought to deny them the manifest destiny of their race,
and there was much character in common between worshipped
and worshippers.
When times were harsh, the orcs endured; when food was
plentiful, they thrived. Thanks to the Gifts of Gruumsh,
they adapted over time to reject the effects of most poisons
and spells, and the wisdom of the greatest among them was
conserved from generation to generation.
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3. A Fraction Of Orcish Myth: The Seven Gifts Of Gruumsh
- The Gift of Acquired Immunity
Whenever an orc is exposed to some pathogen, pestilence,
plague, or poison, and is harmed but not killed by it, he
and all his progeny are forevermore of greater resistance to
that agent (+1 to saves). Repeated exposure by subsequent
generations permits this resistance to accumulate, becoming
(in effect) a near-total immunity (accumulates to +10 bonus
to saves). This immunity takes progressively longer, being
twice as long for each new level of immunity after the first
(+1 = 1st generation, +2 = 3rd generation, +4 = 7th
generation). This ability is also conferred, to a lesser
extent, to arcane trickery (up to a +5 resistance to
spells).
- The Gift of a Merciful Death
When life is constant suffering, a short life is a mercy.
Overpopulation is a self-correcting problem, and the
benefits of The First Gift of Gruumsh spread quickly
throughout the orcish population as generations rise and
fall. Those honored by the First Gift of Gruumsh often
prosper in the face of an encounter whether they survive or
pass on, and are looked upon as favored mates.
- The Gift of Many Cubs
When life is short and the risk of death is high, fecundity
is security. The number of cubs born of a single parent is
directly proportional to the food that has been available to
that mother since last she whelped. If food has been
abundant, water fresh and plentiful, and dangers few, a
litter of up to a dozen cubs is possible. If food and water
has been scarce or foul, and if hardships and labours have
been many, a litter of only two is common.
- The Gift of Memory
It is sometimes said an orc never forgets. This is an
overstatement, but it is true that part of what has been
learned since the last whelping is passed on to the next
generation. In this way, essential knowledge is conserved
while new questions and new discoveries come naturally in
times of plenty (half of the XP since an orc last mated is
divided evenly amongst the next generation when the orc
mates).
- The Gift of Resilience
Orcs are survivors. It would be easier to stop the sun in
its tracks by brute strength than to wipe out the last orc.
But even beyond the traits that ensure the survival of the
species, orcs are driven instinctively to do whatever is
necessary for the race to survive.
If that means dividing a tribe when numbers become too
great, learning to withstand the abuse of others in seeming
good spirit, exacting revenge when opportunity presents, or
breaking an agreement when it runs contrary to the needs of
the orcish people, it will be done every time. This includes
the need to mate regularly; an orc can avoid this need only
by a diet of near-starvation, which makes them harsh and
irritable at best.
- The Gift of Diversity
The widespread nature of the orc and the reaction of the
orcish peoples to the many different environments they face
means that, within as little as two generations, two tribes
that were formerly one might have diversified to the point
of being completely distinct from each other. Thus, there is
always a tribe equipped to survive any turn of events that
may befall them. This is one of the few traits that was
carried over from the elvish strain. (Another is the ability
to crossbreed with humans. While an elf/orc crossbreed is
theoretically possible, no one has ever survived its
suggestion.) While this has not yet (to human knowledge)
resulted in Aquatic Orcs, should the need arise....
This gift not only expresses itself in biological variety,
but in sociological variety.
- The Gift of Earthiness
Orcs tend to live in harmony with a despoiled nature. They
are indifferent to committing such despoiling themselves,
because they know that, at worst, their tribe becomes
stronger and more secure by making the tribal lands less
desirable to others. At the same time, such depredation is
strictly localized to the immediate vicinity of the tribe;
they do not commit wholesale atrocities upon the planet,
such as those foreseen as the ultimate legacy of men by the
gods. They are not constitutionally capable of maintaining
any level of industrialized society.
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4. An Element Of Orcish Society
While no true generalization of orcish society can be made,
most descendants of the oldest tribes still do things by the
oldest ways.
There is a leader who generally wins his position by
fighting off any and all rivals, either through personal
strength, cunning, leadership (getting others to do the
dirty work for him), wisdom, diplomatic prowess, or personal
achievement.
Assisting the leader is a second rank of tribal counsellors.
There are always at least two, and one of these is the
shaman. Another is the keeper of memory, whose job is to
maintain traditions, remember anniversaries and important
dates, and so on. The shaman might also carry out this role,
but it usually goes to the most skilled member of the tribal
council.
The tribal counsellors, who are forbidden to refuse to give
advice and are permitted to disagree (privately) with the
edicts of the Chief, are the Little Chiefs. The Chief of
Hunting, of Construction, of Woodcutting, of Shepherding,
and so on. The role the Little Chiefs fulfill varies from
tribe to tribe. In times of peace, it is not uncommon for
tribes to exchange gifted apprentices to broaden their skill
base. Most tribes specialize in one skill--they might be the
best herders, train the best archers, or raise the most
skilled trackers.
Beneath the Little Chiefs at the lowest rung of tribal power
are those who are so prosperous or successful that they
cannot be safely ignored. These usually include the
mightiest warriors, the best hunters, or the wealthiest
landowners. While they have no formal voice--they criticize
the Chief at their own peril--they are nevertheless free to
voice their opinions and have them taken into account by the
Chief, which is something the average orc can only aspire
to.
Orcs favour conditions they have encountered and survived in
the past so as to train the younger generation in dealing
with those situations. This is, at best, haphazard in
application, but the more widespread the condition, the more
likely it is to continue. Thus, orcs are harsh and cruel to
each other, they wrestle or battle at the drop of a hat, and
orcs always insult only each other and everyone else they
meet. "Smartypants Magicmaker Elvor" is considered a formal
mode of address towards Elvor the Wizard. "Smellynose
Daggermouth Junetoo" is appropriate for the Diplomat
Junetoo.
It is felt that if the person addressed ignores the insult,
then they have missed an opportunity for self-improvement;
if they treat it as an insult, then the orc has weakened the
position of the person addressed by distracting them. In
either case, they have publicly acknowledged their
perception of the biggest flaw in the character of the
person so addressed so that others know exactly what is
thought of them.
Return to Contents
5. A Shaving Of Orcish Ritual
The most important day in an orc's life comes when they are
32 seasons old, their Naming Day. Prior to this day, they
have been given license, liberty, opportunity, and if
necessary, a hearty shove into all aspects of tribal life.
They have been fed, protected, and cared for by the entire
tribe, indiscriminately. On the Naming Day, the cub discards
the juvenile name given him by his parents and chooses a
name for himself, as well as a second, secret name to be
known only by the individual, the tribe shaman, and the
gods.
He must then prove himself worthy of the name he has taken
by undergoing a trial of survival. The nature of this trial
is dictated by the Chief and could be something he thinks
needs doing. "Go kill the dragon, Fumunculus, and don't come
back until you do." The equipment the former cub is
permitted to take is also dictated by the Chief who could do
anything from throwing open the tribal treasure chest to
throwing the cub into the desert with only the hides on his
back.
These trials never last less than 48 hours, and during their
course, no orc is permitted to help the former cub in any
way. When the former cub returns with proof of his success,
he is accounted an adult, having learned much about
himself,his strengths and weaknesses, and his desires. He is
then permitted to formally petition to join one of the
tribal professions. If the Little Chief of that group
doesn't want him, the orc is free to request a different
assignment or leave in search of a tribe that will accept
him in his chosen profession.
If he does not return, the tribe is considered better off
without him.
(Note that while the male pronoun has been used throughout
this section, the test is applied to all, regardless of
gender.)
Return to Contents
6. A Taste Of Orcish Politics
To call orcish politics robust is like describing the sky as
blue. Any member of the tribe can challenge any decision of
the Chief by attacking the person who made the decision. If
the majority supports the Chief, they will protect him. If
he has won his position by personal prowess, he can protect
himself. If neither of these events occur, he is clearly of
no further value to the tribe and the council of advisors
will begin considering candidates for the soon-to-be-vacated
position.
Tribal Chiefs gather irregularly in Moots to discuss
anything that needs broader consideration. These are touchy
affairs, with no tribe given precedence over another, though
if the Chief of a large and prosperous tribe takes offence
at the comments, actions, or attitudes of a weaker tribe,
the result is obvious and inevitable.
Typically, half the time spent at such gatherings is taken
up by reassessing the pecking order. The Chief who summoned
the Moot is traditionally permitted to speak first and has
the authority to dismiss the moot at any point. He is
responsible for accommodating and feeding his "guests" at
his expense. As such, it generally takes something
significant to prompt a Chief to call a Moot; he is
deliberately impoverishing his tribe by doing so. It is rare
for Moots to take place more than twice in a Chief's
lifetime.
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7. A Sense Of Orcish Honor
Although ruthlessly pragmatic in a petty and small-minded
way, orcs nevertheless have a sense of honor and morality.
Their priorities are simply different to those humans
normally associate with the terms. Orcs will keep their word
until they see good reason not to. Orcs will care for the
weak and injured until they become a drain on the resources
of the tribe. Orcs are generous until their generosity
diminishes the wealth of the tribe without prospect for
returns. In short, lying, cheating, betrayal, ruthlessness,
mercilessness, and bribery are all perfectly honorable and
moral provided they are in the tribe's best interests.
This can, and often does, deceive observers from other races
into believing that orcs have no sense of honor, and hence
cannot be trusted, when in fact the opposite is true. There
is no one more trustworthy than an orc who has been
convinced that it is in his tribe's or his race's best
interests to assist you. Whole villages will join in wars if
that is what is called for.
However, if you ever break a promise to an orc, your
promises will always be considered untrustworthy, your
society will always be considered dubious, and your race
will always be considered suspect--exactly as orcs perceive
other tribes of orcs.
Welcome to the family.
Return to Contents
Monster Geographica: Hill & Mountain PDF Release
Expeditious Retreat Press presents the PDF release of
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Readers' Tips Of The Week:
1. Races And The Animal Kingdom
From: Michael Lee
I would like to add something to the Customizing Common
Races article that appeared in recent issues. I think an
important aspect of a race (and a great bit of flavor) is
their relationship with the animal kingdom.
This can include their beliefs about an animal's equality to
themselves. Are animals lower beings, or are they equals?
Are they revered? Which ones? Which animals, if any, are
used domestically as mounts, workers, and pets?
Tied into all of these elements is the question of animal
rights. Does the justice system provide any protection for
animals wild or domestic? Is it common for people to bring
their pets with them everywhere they go? Perhaps in a
society where pets are an integral part of the family
structure there are even merchants who cater to pets and
related supplies.
Just some ideas that I think would lend a great deal of
flavor and realism to any race. Thanks for the great issues
and articles!
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2. Game Room Mobile Cart
From: Telas
One of the best gaming purchases I ever made was a mobile
stand/cart measuring about 20x30 inches, with a shelf and
doors. The area behind the doors is the perfect height for
D&D books.
My cart is similar to this, and it was on sale for well
under $100 and worth every penny.
Standard size D&D books and Tact-Tiles fit in the bottom
space, behind the doors. Minis, dice, and random junk fit
into the open space under the desktop. Minis are in Akro
Mills' clear plastic divided storage cases when possible.
The top is for whatever is pertinent to the current session
(books, minis, initiative cards, sodas, snacks).
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3. Online Image Database
From: bardoi
Johnn,
I found a great online resource for pictures and graphics.
NYPL Digital Gallery
It has a variety of sections, including:
- Arts and Literature
- Cities & Buildings
- Culture and Society
- History & Geography
- Industry & Technology
- Nature & Science
- Printing and Graphics
It also has a search engine to help you find what you are
looking for.
Return to Contents
4. Another Forum Site Welcoming New Games & Gamers
From: BarTndr
Heldensage.com has a section of its forums set up
for game announcements and recruiting, as well as players
seeking games.
Return to Contents
5. (Cheap) Projector Tip
From: Elena of Valhalla
When using computers in the gaming room, a projector is
surely a good improvement over a monitor, as big as it may
be, but the price is still an obstacle for many groups.
This article shows how to create a projector with good
resolution (1024x768 and above) for $300 or less using an
old LCD monitor and an overhead projector:
Supersize Your TV for $300: Build Your Own XGA Projector!
Return to Contents
6. Hosting a PBP Game at the Red Dragon Inn
From: Olan Suddeth
Johnn,
Love the newsletter. Thanks for the great article on hosting
PBeM and PBP games.
I might have told you before, but for those who don't have
their own website, and would still like to host a PBP game -
specifically, a PBP Dungeons and Dragons game, though most
genres are welcome - we'd love to have them at the Red
Dragon Inn:
Red
Dragon Inn
It offers free registration, a simple setup, and a thriving
community that loves newcomers.
Return to Contents
Dragon Magazine Compendium, Vol. 1 - Hard Cover
The Dragon Compendium collects the most popular classic
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