FURY IN THE WASTELANDS: THE ORCS OF TELLENE
Written by Paul "Wiggy" Wade-Williams, published by Kenzer & Co., $23.99
A review in two segments by Jim Cannon
SYNOPSIS
Chapter One: The Legend of the Orcs: Concerning the mythological beginnings of the orcs.
Chapter Two: The Five Orc Species: Concerning statistics and descriptions of five breeds of orcs, including common orcs, black orcs (magically spawned super-orcs), deep orcs (gray-skinned neighbors of drow and mind flayers), brown orcs (desert dwellers) and white orcs (arctic orcs).
Chapter Three: Orc Social Structure: Concerning the six castes of orc culture, including examples from each one in handy-dandy sidebars.
Chapter Four: Orc Culture: Concerning information on the base civilization of the orcs, with a lesson on biology, habitats and lairs, relations with other races, trade strategies, and quite a bit more.
Chapter Five: Warfare: Concerning the meat and drink of the orcish race, with special orcish weapons and armor, strategy and tactics, and new spells.
Chapter Six: Religion: Concerning the major gods of the orcish pantheon, and how they fit into the larger picture of gods in Tellene, as well as information on the priestly class amongst the orcs and important rituals.
Chapter Seven: Misconceptions: Concerning the many mistakes and assumptions adventurers tend to make about orcs.
Chapter Eight: Major Tribes of Tellene: Concerning the fifteen largest tribes of orcs extant in Tellene, spread across the continental mass, including one run by giants, another controlled by a vampiric worg, and a host of others just as interesting and pregnant with plot hooks.
Chapter Nine: Sample Orc Personalities: Concerning the statistics and background for ten NPCs, with appropriate plot hooks and examples of orc prestige classes in action.
Chapter Ten: Making and Playing and Orc PC: Concerning the development and use or orcs as player characters. Includes Monster Manual style entries for each of the new orc breeds.
Chapter Eleven: Plot Hooks: Concerning twelve different adventure hooks, six for standard player characters, and a half-dozen for orc characters,
Appendix A: Glossary of Orc Terms: Concerning a lexicon of orc words that were scattered throughout the main body of the book.
Appendix B: New Rules: Concerning a collection of prestige classes, new spells, magic items, feats, orc races, and other rule information previously printed in sidebars in the main section of the book.
Appendix C: Full Adventures: Concerning three fully detailed adventures, for use with standard adventuring characters, or mad, bad, and ugly orc adventurers. Copious illustrations included.
Appendix D: Index: Self-explanatory, I hope.
ANALYSIS
I think The Orcs of Thar remains the seminal work on the subject, but Fury in the Wastelands does an admirable job of detailing the daily lives, goals, and travails of evil humanoids. In this case, orcs take center stage again, despite the prominent place hobgoblins possess in the Kalamar setting. And why not? Orcs epitomize the stereotype. They're nasty, brutish, violent, thoroughly evil, and they were there from the beginning. I know when I first started gaming in the early 80's, the first "bad guys" we fought were orcs. So it's nice to see them get some attention.
The package is nice. Fury in the Wastelands is a black and white softcover, 160 pages, and though there is a little padding, there is an awful lot of meat inside. The text is primarily universal, and could easily be applied to other game lines. Rules information appears in gray-toned sidebars, and most of these are placed so as not to disrupt the flow of the main text. Most of the illustrations are provided by Caleb Cleveland, who has an appealing fine line, and though the style of the pictures is somewhat light and a little sketchy, he still manages to give his orcs solidity and menace. In particular, in the full page shot just before the chapter on warfare, Cleveland provides a massive, scimitar wielding orc with a wolf companion that looks as threatening as an orc should be.
Make no mistake about it, that's what this book sets out to do. Wade-Williams succeeds in giving orcs menace for the first time in a long time. That's part of the problem with being there first I suppose; orcs wear out their welcome rather easily. They've got one hit die, are all but useless in daylight, and fare poorly when compared to hipper, kewler antagonists like drow, mind flayers, and, well, drow. But orcs are exceedingly dangerous, and Fury in the Wastelands shows us why.
First, we get new orc breeds. Elves and dwarves and even halflings have sub-races, so why not orcs? The common orc comes straight out of the Monster Manual and thus not terribly impressive (yet, anyway). But then there are brown orcs, who dwell in deserts and may still suffer from sunlight, but can survive in their harsh environment without water twice as long as a normal orc. There are white orcs, who with pale fur and slightly more savage disposition populate the mountains and snowy regions of Tellene. Gray orcs, or deep orcs, live next door to duergar and drow and generally end up as slaves of more powerful Underdark races. And last, but certainly not least, are the black orcs. Black orcs are made, not born, summoned through sacrifice and magic and spawned from pools deep within the earth. They're stronger, faster, smarter, and meaner than the average orc, and if they remind you just a little bit of the Uruk-Hai from Peter Jackson's Fellowship of the Ring, then you're thinking correctly.
But that's just to start. From there we get into orc culture and warfare and social stratification, and this is where the book really shines. Peppered throughout Fury are words in the orc tongue (garak means chief, aanugh refers to any orcish spellcaster, and so on) so that by the time you reach the appendices, you've acquired quite an orcish lexicon. There are six castes in orcish society, each with its own role to play, from the chieftains, or garak, at the top to the ra'rugh, or runt bearers - a generic term for "female" among the orcs - at the bottom. This is a believable and compelling illustration of a chaotic evil culture that manages to work, based on a careful balance between each orc's lust for personal power and cowardice in the face of physical danger. Wade-Williams manages to make orc culture plausible and repulsive, and I found myself wincing far more often than I did while reading The Book of Vile Darkness. Where do all those little half-orcs come from, after all? It's always in the back of one's mind, but seeing it spelled out in black and white just gives me the shivers.
Remember that old saw about the paladin and the orc children? Wade-Williams gives us the answer. Assuming, of course, that the runts don't simply escape (orc lairs are riddled with bolt holes and hiding places), the paladin is going to have to defend her life against the orc kids. Evil begins in the womb, and since orcs reach adulthood around age ten, they become dangerous very quickly.
There is practical application of all that theory as well. Fifteen major orc tribes are supplied, scattered throughout the rough and tumble areas of Tellene, each one with its own flavor and agenda. Again, place names can be easily changed to put these orcs in the backwoods of Oerth or Toril or a homebrew world as well.
Warfare is where orcs excel. Although individually cowards, once you put them in a mob they become mad killers. New weapons and armor are provided (sparsely, but they are present) as well as new spells and magic items, including healing salves to get an orc back into fighting trim swiftly. Prestige classes tend towards the martial, as one would expect. The berzerker out-barbarians the barbarian, the deep scout spelunks for evil, the runner maintains information lines between tribes and military units and even gets to run up walls and ceilings, the expert tormentor tortures for fun and profit, the tunnel rat slips into dwarven territory and disables traps, and the warband leader heads the charge into battle. Though distinctly orcish in flavor, all of the prestige classes can be tweaked for more universal applications. I'm quite fond of the tunnel rat myself.
So you can see that there is a lot on the page. Adventure hooks, plot points, general cultural tidbits, and such abound. So it is surprising and disappointing to see a bit of padding. There are two chapters that are only two or three pages long, and while interesting and informative, could easily have been folded into a larger chapter. The appendices are solid, particularly the adventures and index, and I wish to see more of this kind of thing in future D&D or d20 supplements, but Appendix B is merely a reprinting of all the material previously shown in sidebars in the main text. Makes things easier to find, I suppose, but that's 16 pages out of 160 and could have been put to better use.
Overall, a minor quibble given the strength of the material. And hey, just as Orcs of Thar did, Fury in the Wastelands provides the option of playing an orcish character. I may have to dust off old Grim Claw and see how he does in 3E.
CONCLUSION
Another strong entry into the Kalamar line. Not a must have, I suppose, but a solid sourcebook with a great deal of information and detail, buttressed by useful game information, options, and adventures. It brings orcs back to a prominent position in the range of threats arrayed against player characters, which is where I think they belong.