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D&D Races: Evolution, Fantasy Stereotypes & Escapism
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<blockquote data-quote="Scott Christian" data-source="post: 8530886" data-attributes="member: 6901101"><p>I am going to pay for this. I am sure. But, instead of debating an argument, on which the two sides will NEVER agree. Perhaps it is best to try and come up with a solution for players that wish to add orcs to their game that <em>are</em> inherently evil. I am going to start, and if you feel so inclined, please feel free to remove or change any problematic wording:</p><p></p><p><strong>Orcs</strong></p><p>These creatures are feared by all throughout the realm. Touched by an unknown evil in an age before history, they have waxed and waned in influence over the realm. Today, they are relegated to more remote areas, where they cause panic to those living on the edges of civilization.</p><p><em>Physical Appearance</em></p><p>Orcs are a thick boned species that stand a bit shorter than the average human. Their skin ranges from poison green to swamp green, and houses little to no hair. The only hair they do have is on top of their skull. Their back is often hunched, but like the rest of their body, is dense with striated muscles. </p><p><em>History</em></p><p>An orc's history goes back long before there were books. The evil that created them long forgotten. And once histories became written, they too began to appear. Though they are often little more than footnotes, their presence has dominated many decisions in history: Whether an army should advance on a neighboring kingdom, or do they stay put for fear of the orcs they recently saw? Does the kingdom choose to begin to populate the forest in the north, or do they choose the lands in the south where no orcs were present? These "footnotes" have been noted by some scholars, and some kings, which grow weary of making their decisions around the evil entities.</p><p><em>Society</em></p><p>The living conditions of an orc, of any orc, is one of filth. Loose knit groups are how they survive, and within those groups is an inherent violence towards all. The leader rules by force and fear. Trades, such as weaving and sewing and flint carving are passed down, yet even these lessons come with punching and biting. Hunting and foraging sustain the groups, as does invading small homesteads and travelling caravans. </p><p></p><p>Obviously, this is not great, nor fleshed out. But it is a start. A start to try and end an endless debate.</p><p></p><p>NOTE: If you are one that just cannot fathom an orc (or any race) being inherently evil, you should, for all intensive purposes, declare your view so everyone knows it. Because that view does not align with D&D's alignment system. It does not align with D&D's lore. Nor does it align with how the game is presently played. (Devils and Demons - Angels and Archons - Torm and Tempus - you get the point.) Once the view is declared, then at least everyone debating understands your stance. This might help things move in a better direction.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8530886, member: 6901101"] I am going to pay for this. I am sure. But, instead of debating an argument, on which the two sides will NEVER agree. Perhaps it is best to try and come up with a solution for players that wish to add orcs to their game that [I]are[/I] inherently evil. I am going to start, and if you feel so inclined, please feel free to remove or change any problematic wording: [B]Orcs[/B] These creatures are feared by all throughout the realm. Touched by an unknown evil in an age before history, they have waxed and waned in influence over the realm. Today, they are relegated to more remote areas, where they cause panic to those living on the edges of civilization. [I]Physical Appearance[/I] Orcs are a thick boned species that stand a bit shorter than the average human. Their skin ranges from poison green to swamp green, and houses little to no hair. The only hair they do have is on top of their skull. Their back is often hunched, but like the rest of their body, is dense with striated muscles. [I]History[/I] An orc's history goes back long before there were books. The evil that created them long forgotten. And once histories became written, they too began to appear. Though they are often little more than footnotes, their presence has dominated many decisions in history: Whether an army should advance on a neighboring kingdom, or do they stay put for fear of the orcs they recently saw? Does the kingdom choose to begin to populate the forest in the north, or do they choose the lands in the south where no orcs were present? These "footnotes" have been noted by some scholars, and some kings, which grow weary of making their decisions around the evil entities. [I]Society[/I] The living conditions of an orc, of any orc, is one of filth. Loose knit groups are how they survive, and within those groups is an inherent violence towards all. The leader rules by force and fear. Trades, such as weaving and sewing and flint carving are passed down, yet even these lessons come with punching and biting. Hunting and foraging sustain the groups, as does invading small homesteads and travelling caravans. Obviously, this is not great, nor fleshed out. But it is a start. A start to try and end an endless debate. NOTE: If you are one that just cannot fathom an orc (or any race) being inherently evil, you should, for all intensive purposes, declare your view so everyone knows it. Because that view does not align with D&D's alignment system. It does not align with D&D's lore. Nor does it align with how the game is presently played. (Devils and Demons - Angels and Archons - Torm and Tempus - you get the point.) Once the view is declared, then at least everyone debating understands your stance. This might help things move in a better direction. [/QUOTE]
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