I have a problem. I like a little bit of everything, and I often try to incorporate a little of bit of everything. So, I like to have the drow from Forgotten Realms, and the Dark Elves from Warhammer, etc. Or orcs. The many different kinds of orcs, goblins, hobgoblins, etc- I like the variety.
However, I'm also pretty big on reason, consistency, and logic. Which makes tying together these disparate elements rather difficult.
While I was studying (or not, as might be the case) political science the other day, I had a sudden brainstorm that I think made my life much easier. I figured out where orcs and their kin came from, and how they reproduce. Enough posturing, here it is:
The origin of orcs and their continued presence
Long ago, a council of wizards organized to solve a most troublesome problem. They felt that they had not received their proper dues, and decided to conquer the world so that everyone would finally recognize their inherent superiority. These would be gods knew, however, that as powerful as they were, they needed some sort of army to enforce their will. After all, their attention (and spells) could only be in so many places at once. So they set about creating an army of magical constructs to serve as their tools of conquest. What they ended up with was orcs: strong, brutal, efficient, fearless, without mercy or compassion, unhesitating, and ultimately, a failure. The wizards did not create what they had intended to create, and considered the orcs to be a lesser product than what they had intended. What they wizards were hoping for is unknown. Perhaps they wanted more resilient or intelligent creatures, or just simply "more" from the orcs. Whatever it was, the world was spared a terrible fate when the wizards' spell came up short.
As a matter of fact, the word "orc" translates into "failure" in the long lost tongue the wizards spoke. Not many people know this however, and how could they? The council decided to make do with what they had, and went to war. An epic struggle ensued, with nations rising and falling, heroes and villains emerging, and legends being born. Ultimately, a band of heroes stormed the citadel of the would be god-wizards and destroyed the control mechanism that mentally dominated their orc armies. The wizards were subsequently slain and the orcs were defeated once they ceased to be an organized fighting force.
Originally, orcs had no means of reproducing. Whether this was by design or accident is uncertain, but the world quickly determined that the orc threat would, eventually, be eliminated. If only that were the case.
The wizards had been extremely powerful. So powerful in fact, that the spell that they had used to create the orcs was not complete. It "recognized" that the orcs were failures, and it continued to attempt to finish what it had been cast for. However, no one knew that this was occurring.
Whenever orcs set up camp for any significant amount of time, they dig a pit. It is usually around thirty feet deep and fifteen feet wide, but it can be exapnded. More on this later.
Orcs instinctively toss their dead in these chambers, which frequently serve as a latrine for the orc band. The decomposing bodies, blood, offal, rainwater, and mud mix as the spell begins to take root in the chamber. Eventually a thick morass forms. This sludge spawns more orcs, who attempt to climb the slick and steep walls of the chamber (sometimes the walls even curve in towards the opening, making their task more difficult). Those strong enough to escape join the tribe. Those that aren’t are “recycled” by the spawning chamber.
The exact nature of the orc that comes out of the spawning chamber is strongly influenced by what is put in the chamber. If you toss in children, gnomes, halflings, then you will typically get goblins. Goblins typically escape through luck or clever bargaining. Sometimes they will attach themselves to orcs who are trying to climb out, who often don’t even notice their passengers. However, if too many goblins attach themselves to an orc, his chances of escaping will be thwarted. He will either die in the chamber (and so to the goblins who hoped to ride him to freedom), or kill the goblins to lighten his load. Thus, clever goblins will fight off any other would be passengers in order to ensure their own survival. Often this symbiotic relationship will continue even once the orc and goblin have escaped. Another way that goblins escape is by working together to form “ladders” so that they may escape. However, only a small number can benefit while the rest will be abandoned, and this select few succeed through lies, manipulation, and treachery. The result is that only the most treacherous, clever, and strongest creatures escape the spawning chamber.
Elves, dwarves, the amount of armor or weapons that the corpses had when “chambered,” and even the dirt composition all influence what is created. Hobgoblins, black orcs, sea orcs, orcs that are resistant to magic or blades are all a result of different “recipes.”
Sometimes the orcs toss in prisoners who are not yet dead. If the poor soul manages to survive the brutal conditions of the chamber (as well as any orcs or goblins that spawn) they will eventually become an orc in turn. The spell even reprograms them with the same hatred and aggression that all other orcs have, and nothing remains of the original personality. There is one important difference between “spawned” orcs and “turned” orcs: the latter are capable of independent reproduction.
Imagine the initial confusion of an orc tribe when female orcs first emerged from the spawning chambers! I’m sure there were a few unwary orcs who were quickly used to demonstrate that their new companions were just as cruel and aggressive as their male counterparts.
It is from these “artificial” orcs that half-orcs (and subsequent diminutive lineages) emerged, typically as a product of rape.
What is truly important about orcs (purebred or otherwise) that are born is that they have crucial differences from all other orcs. The larger the generation gap between them and a spawning chamber, the less magic in their makeup and even orc psychology. A purebred orc who parents both came from the chamber would only have about half the predisposition of aggression and hatred that makes other orcs exultant killers. The progeny of that orc (purebred or otherwise), will have even less of an instinctive urge to fight and kill and in general behave like a typical orc. Eventually, you have an orc on your hands who is completely free of the wizards’ spell, and is like any other individual. Regardless, if the orc was not created in the spawning chamber, then it has some measure of free will, and therefore some possibility of becoming a moral being. However, even “untainted” orcs can be raised to be killers, like any other beings. Whether raised by their tribes or by society, it is difficult for an orc to escape the stigmata of his or her blood. Remember, most people have an ingrained hatred of orcs, and rapeget suffer doubly from this.
What do you guys think? So far, I am really excited about the possibilities this entire process offers. You have a logical and detailed explanation for why some orcs can be killed without guilt (the perfect mooks), or you can instead force the players to confront moral issues: “He was raised that way!” or “Why did you do that? He was peaceful! Murderer!”
If a player wants to play a orc or a half-orc, but dislikes the idea of taking any sort of “rage” Disads, he can play an orc that is “far” from the chamber. Or, if he would like to play an orc that is struggling with its inner rage, then it can be “close” to a spawning chamber.
I think this allows for a lot of mix and matching options for a player to select from, as well as a template that can be incorporated into their character’s background.
Comments? Questions? Suggestions? I am especially looking for suggestions about different “names” I can give the different types of orcs in regards to how magical (and therefore enraged) they are.



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