Tuesday, February 8, 2011

Orcs of Mystoerth

I have been wanting to write more on the creatures that inhabit my game-world of Mystoerth.  I thought maybe I'd go with the classic nemesis, the Orc.

I have talked about the Desert Orcs of the Zakhara Desert and their allies the Desert Elves.  I also plan to use Harvard's more bestial Orcs of Blackmoor for my Blackmoor area (north pole).

Sure my Orcs have a lot in common with Tolkien's Orcs, but I also borrow a lot from Shadowrun, Orkworld and other games.  I also like to think of orcs as some sort of human predecessor/off-shot. Almost like the gods were trying to make humans (or maybe the elves were) and the orcs were their disastrous first draft.  That would put more emphasis on the human-orc wars than the orc-elven ones. Unless there are some good reasons for the elves to be involved.

My write-up on Goblins can be read here, in case you were curious.

History of the Orcs

Orcs began as one of the first experiments of creating life by the elves.  It is said that the greatest sin is that of hubris. In this hubris, feeling they were equal to the gods that had made them, the first elves, nearly immortal beings of great power, created the first orc through their magic.  They wished to instill the sturdiness of the dwarves (a race created at the same time as the elves), the tenacity of the goblins and the adaptability of this new race known as human.  Though to their horror what they created were the Orcs; a word that means "horror" in the elf tongue.  The elves did not know what to do with there creations, so they hid them away in dark mountains, and underground and anywhere where the clime was harsh hoping that nature could do what they could not, kill their creations.  But nature didn't instead she took iron of the Orcs and tempered it into steel.  The orcs flourished and when the other races discovered what had been done it was too late to stop the orcs.

The hatred of the orcs and elves comes from this point.  Orcs see elves and are reminded of what they are not, elves see orcs and are reminded of the failures of their own race.  Even if the true knowledge of the elves and orcs has been lost to all but the most learned scholars, the racial memory runs deep.

If orcs just fundamentally hate elves, their hatred of dwarves is more pragmatic.  Dwarves and orcs are often found in the same locales fighting over the same resources.  So far the only race orcs have seen as worth enough to be considered equal foes are humans.

Background

All orcs have a number of qualities in common.  They are typically much stronger than humans and elves, have bestial or "primitive" features.  Orcs will cross-bred with anything, but favor goblins, hobgoblins, humans, and ogres.  Orcs have interbred with trolls and some hill giants in the past which has re introduced some randomness into their genetic makeup.  Though it should be stated that orcs do not prefer this.  Orcs are extremely proud of their heritage and consider themselves to be the best of all species as they are the only species to live in every part of the world.  Though they are dimly aware that their success is due in part of their adaptability and ability to interbred with others.

Orcs give birth to 1-2 young at a time.  The gestation period for an Orc is 4 months.  A feamle orc can produce as many as 4 to 6 young per year, but only half will survive their first year. Orcs grow fast, with babies able to walk within months and eat meats by 1 year old.  Orcs also reach sexual maturity at age 10 and are considered adults soon after.  Female orcs choose mates based on their physical size and their ability to gain meat for the family unit.  Males must show prowess in battle and kill any rivals for the female's attention.   All orcs have a sense of honor, but it only applies to other orcs.  Though they have been known to extend the same code to humans; a race they see as a worthy adversary.

Some orcs do enjoy the taste of human flesh, but they typically only eat human (or demi-human) flesh as a means to strike fear into foes or as part of a shamanistic ritual.  Orcs are omnivores, though most prefer only meat.  Elk, caribou and reindeer are the chief staples of their diet (depending on territory).   No matter what though orcs will not eat the flesh of another orc.  That is one taboo they will not break.

Grey Orcs - these are the common orcs of the "Oerth" part of my world.  These are the brutish, violent orcs of most D&D worlds. They are found through out the Flanaess. These orcs extend far to the north where they are the original stock of the Blackmoor Orcs.  Some scholars believe that these are orcs are the offspring of the Uruks and generations of interbreeding with goblinoids.  These orcs are fond of raiding human villages for food and supplies.  Some of these orcs have skin tone that is almost pinkish in hue, but they are still called Grey orcs.  The largest concentration of Grey orcs are located in the Pomarj region. Here the Empire of Turrosh Mak still reigns as it has since CY 584 (the current CY in my game is CY915).  The line of Turrosh Mak greatly favors the Uruk ancestry found in the Grey Orc line. The current orc emperor is Turrosh Bane XIV who came to power after murdering his father and brothers.  Bane is devious, intelligent and violent in the extreme.

Green Orcs - The common orc of the "Msytara" side of my world. Like the greys these orcs are violent and brutish.  These orcs though also have an bit higher intelligence than their grey cousins and are bit better organized, they constantly fall prey to clan fighting among lesser Green Orc chieftains. Unlike the Greys and the Uruk there is no one leader to try to unite these orcs.   These orcs are common to much of the Empire of Thyatis and can also be found in the deep southern jungles of of Pelatan.  The largest collection of Green orcs can be found in the Broken Lands outside Glantri.

White Orcs - These are green orcs that have adapted to the frozen wastes north of Hyborea and Norwold.
In the Northwest corner of Brun there is Hyborea and here the White Orcs have interbred with the Animalistic Orcs of Blackmoor to produce a breed of orc that is both strong, violent and smart. These orcs though seldom organize enough to become more of a threat outside of a raiding party.  Due to the inherent adaptability of the orcs, these orcs have skin that is bone white.  Better to hide in the frozen wastes they call home.

Blackmoor Orcs - These orcs are much more bestial in appearance and manner.  Their sizes vary considerably and many have pronounced horns, claws, fur and other "animalistic" features. It is believed these orcs have been the results of the the strange experiments that were common to Blackmoor before the great explosion.  These orcs have also interbred so much with goblins and bugbears that within Blackmoor it is nearly impossible to tell the two races apart.

Uruks - Also known as High Orcs or even Black Orcs, these orcs consider themselves to be the pinnacle of the orc race.  Their skin is dark and they stand nearly a head taller than men.  They are thickly muscled, often with pronounced tusks in their lower jaw and they are fiercely intelligent.  While, maybe not more so than humans, but they have a cunning that makes them a horror in battle.  Their mortality rate is very high so that they never produce great numbers.  Their society is ordered, militaristic and violent.  They have a single leader, currently a charismatic chieftain, that can control thousands of these orcs.  If the Uruks ever decide to go to war with humanity then it will be a war that engulfs the world.

Desert Orcs - an off-shoot of the Greens.  They live in a land where they are at peace with the elves.  In fact Desert orcs and desert elves consider each other to be brothers.  This relationship was forged thousands of years ago when the rose up together to fight of the evil of the Necromancer Kings.  Living under the harsh desert sun has turned the orcs complexion to more of a brown color.
More detail has been posted here, Desert Elves and Orcs.

Half-Orcs - Most times when an orc inter-breeds with another species the result is an orc. The orc may have certain qualities that are similar to their non-orc parent (Goblin-Orcs are smaller, Ogre-Orcs are larger).  Though there are often times individuals that seem to posses the better qualities of both parents.  These half-orcs can often find a place for themselves in the human lands or the orcs.  Half-orcs are more common among the Green and Grey orcs, though all orc sub-species have produced a half-orc one time or another.

Monday, February 7, 2011

D&D Fortune Cards for non-4e D&D

So I picked up a couple of packs of D&D fortune cards the other day.

So far I fail to see what the big deal is.  It adds another random element to play that can be fun.  They are really not all that different than say playing with Drama points, except that you don't get choose the effect they have when you use them.

Basically you start with a deck say of 30, 40 or 50 and then you shuffle them and draw a card each round.  You can hold or play your card.  Some have conditions that need to be met (you or an ally make a skill check) or when something happens to you (you are moved or teleported) or in combat.
Some negate some bad effect, other add a +2 to a roll or even say you can have 1/2 damage or extra damage depending on another roll.

So far I have seen a single card that I would say is a balance or game breaker.  There are some that might give a character an undo advantage, but I also see it as a way to help make combats interesting and constantly changing.

I also didn't see a thing in them that screamed "this is for 4e only".  In fact outside of some minor terminology I could see these working in any version of D&D you care to play.  Sure some would need to be tweaked, shifting has a particular meaning in 4e and saving throws mean something different.  But others would be perfectly fine to use in your favorite retro clone.

There have been some images of cards posted by Wizards, so lets look at them.
Here are two.


Get a Grip - Every version of D&D has a Saving Throw.  They might mean something different, but they have them and making them is good, not making them is bad.  If an ally fails their save, then play this card and they get a second chance.  Yeah-yeah you "save or you die" types are squealing, but frankly these cards were never for you to start with.

Grim Determination needs more definition, but not so much if you just say "bloodied mean half your hit points are gone".

While I may never use these cards in my 4e game, I am going to make a point of trying them out in at least one old-school game sometime soon just to see if they work out.

Sunday, February 6, 2011

I'm having fun, how about you?

A bunch of posts this past week and weekend about the supposed creative dearth in modern RPGs.

If you have not seen them, here are some round ups.



And a few analyses.

I am sure there is more.

Now Long and Sheppard have earned their stripes with Hero Games and White Wolf respectively and RPGPundit has...what exactly has he done anyway?  Anyway, they are not some RPG noobs or someone on "teh internets" with a half-baked opinion.  But I think they are missing a very important point.

RPGs are supposed to be fun first.

Sure creative, well manufactured RPGs that take advantage of the medium they are in is a great thing.  But sometimes what is great for me is not great for you or some other group.  There are a lot of designers out there doing really cool things, but some of those "really cool things" would bug the shit out of me as a player.

D&D still works for me now for the same reason it worked for me in 1981; it is fun.

I think that is what games should be about.

Wikipedia, Wikia and D&D

Once upon a time I a was a huge contributor to Wikipedia.  I'd edit articles, save them from deletion and generally improve them.  I spent a lot of time researching material and I even helped get a few articles to Good and Featured status.

The trouble is it is an uphill battle against the deletionists; people that want to remove anything from Wikipedia that didn't fit with their often narrow view of what should be in an encyclopedia.  I have locked horns with people on personal crusades (often self admitted) to remove content of a certain type.  There are the anti-porn crusaders that want to delete all articles regarding porn actresses and I have lost a few battles with them.  There was also the guy that took it upon himself to delete all articles on D&D because, well, we were never really clear on that, but he had a single mindedness of it that spoke of some personal hatred (as someone that has a  psych degree and spent a few years working as professional psychologist I am comfortable to make that claim).  He was ultimately banned from Wikipedia because he was a dick.

But now the deletionists are at it again.  I lost an article I spent a lot of time on last month and now another one is up.  Frankly I don't have the desire to fight them anymore.

The article in question is the one on Glasya, http://en.wikipedia.org/wiki/Glasya

So instead I am looking for other places for D&D related articles.  Wikipedia was a great resource for pop culture but it's effectiveness is soon going to ground to a halt by factions within the site itself.

There are a few other D&D-related Wikis out there.  Here are the ones I know off and have contributed to in the past.
I am sure there are more.  It would be nice to have a couple places to go for research.

In the mean-time as D&D articles get deleted I'll try to find new homes for them elsewhere.

Saturday, February 5, 2011

Post 500

Another milestone!  This is my 500th blog post.

I really don't have anything special to say here.  I have a lot more posts to come.

Here is to another 500!

Zatannurday: RPG Stats

This might seem like a bit of a cheat, but as an RPG Blog I want to post RPG stats.  Seems only right really, given this site.

Here are some links to some of my favorite versions and a Zatanna pic colored by Ginjirou,
http://ginjirou.deviantart.com/art/Zatanna-coloured-33727410.


Thom Marrion did a great Cinematic Unisystem / Ghosts of Albion version, http://edenstudiosdiscussionboards.yuku.com/reply/34516#reply-34516

A bunch great ones over at the Atomic Think Tank for Mutants and Masterminds 2nd Ed:
Baron's, Batgirl's, Jabronville's, Narsil's, Pamela Isley's, and MDSnowman's.

M&M 3rd Edition/DCA can be found in the DC Adventures Hero's Handbook.

I did one for Witch Girls Adventures here:
http://timbrannan.blogspot.com/2010/05/zatanna-every-little-thing-she-does-is.html

Will consider doing some more in the future.  Cortex might be a good choice.

Friday, February 4, 2011

Season of the Witch: Episode 4

Episode 4: Under a Cajun Moon

Late Summer / Early Fall 2004
New Orleans, Tara is possessed by the same spirit that had possessed her mother. Learn more about the summer that Bob met Megan.
Special Guests: Eliza Roberts as “Megan O’Kelly / McClay” and Eric Burdon as himself.

Synopsis Willow and Tara arrive in New Orleans. They are still getting used to the idea that Bob is tagging along as a ghost. He keeps reminding them that they need to focus on the mission, the girls remind him they are not on a mission. While sitting outside at a bar enjoying some gumbo (Cajun food was a very big deal for me when working on these adventures), a band begins to play some hypnotic song. Tara, unbidden gets up and begins to dance in a highly erratic fashion. Willow snaps her out of it, but not before she is seen by a tall man with his face painted to look like a skull.

The man is a voodoo priest, known as “Bone Man” and he works for a local crime lord/voodoo practioner Guillaume “Papa” Le Basque.

Papa Le Basque kidnaps Tara, who he sees as a pure conduit to the power of Loa. He takes her to Cottoncrest Manor. Le Basque is a legba hougan seeking the power of the forgotten “dark Loa” he knows is trapped in the manor.

The former owner of this manor was a cruel woman that turned an old slave plantation into a brothel. She eventually tried to burn the place down with all the girls trapped inside to cover her increasing debt. When it later became an insane asylum in the 1950s the women inside were driven to murderous rage to kill any man. Even mild depression became a murderous rampage. The government shut it down after a mother of two went on a rampage and killed 12 inmates and half a dozen staff. Even in notorious NOLA it was never used as a drug den or vampire nest for very long. The last known death was a when teenage couple came to the place after a night of tagging to drop some LSD. The girl who was 16 and described by everyone as shy, butchered her boyfriend. She was discovered days later naked, covered in blood and in a fetal position. She was never the same.

Bob and Megan had been here before and this was their last mission. Most of his team was killed, and Megan was possessed. They thought it was a simple poltergeist. It was a demon lord, Hysterix. A demon that feeds on the despair, fear and pain of women. He was trapped in the burned out house by occultists years ago. Occult Poet Eric Burden remains so he can make sure it does not escape. Le Basque believes Hysterix is a powerful but forgotten Loa. (His corporal form was destroyed, but he bonded with the house).

Bob always felt a little bit of the demon remained in Megan. Hysterix claimed he would have their daughter (they were not married yet, though the demon predicted that Megan’s daughter would be a powerful witch) and her daughters as well. Bob was relieved when Donny was born, but horrified when Tara was born a year later. Bob had to admit his love to Megan to drive the demon out.

The house is filled with the ghosts of all the slaves and prostitutes killed there, of all the people in the asylum, and even memento mori and apparitions of past sufferings. Also illusions created by Hysterix.

Cordy doesn’t want to go in unarmed…she switches to full angelic form. What can I say, the idea of a asskicking angel is just too good to pass up.

Demons feed on fear, uncertainty and doubt, but are repelled by love.
To force the demon out of Tara, Bob (not Willow this time) must confess his love for her and seek her forgiveness.

Part of the episode is also played in flashback with Tara’s player taking on the role of Megan, Bob’s playing Bob, Willow’s playing Nigel and Cordy’s playing the groups medic. The idea here of course is to get the Players to enact the same scene as in the past, with Bob confessing he loves Megan in the past and now making the same confessions to Tara in the present.

Notes: Obviously I wanted to focus on the relationship between Bob and his daughter and Bob and Megan. While Willow is somewhat sidelined in this episode, I came up with the flashback idea to keep her player busy at least. There were still plenty of ghosts in the manor to fight and Cordy and Willow were the only ones with the firepower to do it.

Again, and it may be a dead horse with me now, but I wanted to once again show that there is power, real power, in love. The demon is very much Charmed influenced, with the proclamation of love needing to kill rather than beating on it. The manor is based on this reoccurring nightmare I have had since I was small that I called my “Very Haunted House”. The woman who owned it is still in the house, mummified.

Papa Le Basque is of course killed by the demon, as most human dupes for demons are. But Bone Man, a character from my early Chill days, is still out there. Eric Bourdon appears mostly because I am a fan of “The Animals” and “War” but also due to a documentary I watched about him.

The biggest critique of this episode though came from my players and it is a good one. Basically this is another “Tara in peril” episode. I could not disagree. While I wanted to change things around, the truth is I needed this episode. It sets up the relationship between Bob and the Girls. Had to be done. Plus the demon makes a prediction about the future and that had to be said now. Sure there were other ways I could have done that, but this worked out well enough.

This episode I also introduced some items/plot from my old Chill game.  I had considered running the flashback in Chill, creating characters and having even a little bit of combat.  But that never really panned out.

Next Episode:  Willow, Tara and Bob find Faith in South East Texas hunting Bigfoots with the last person they expected to see in “Veteran of the Psychic Wars”.