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Orcs and Drow in YOUR game (poll */comments +)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8531959" data-attributes="member: 6790260"><p>There haven't been any drow in my game yet, just haven't really felt inclined to include any. But basically all sapient races are Any Alignment and generally presumed to be ordinary folks unless evidence suggests otherwise. The players have met entirely civilized orcs (one of their favorite helpful NPCs is a no-nonsense orc librarian and wizard, who endeared herself by being a lot less flowery than most wizards, while still being erudite), and several other races that are "usually always evil," like ogres and minotaurs. I haven't featured any trolls, and I've been thinking about patterning them after Skyrim's trolls, that is, genuinely non-sapient animals.</p><p></p><p>The only "always evil" beings that have appeared in my game are mindflayers, or I should say the only such being <em>was</em> a mindflayer, as there's only been one of them (and he's <em>super</em> dead now). Though as I've said many times in threads here, I do also have devils and demons, which are <em>essentially</em> always evil, and which are pretty difficult (not impossible, but difficult) to <em>truly</em> kill permanently due to their nature as spirit-beings rather than proper flesh-and-blood ones, so even if you really did manage to screw up that badly and target the one-in-a-zillion that is theoretically maybe not Always Evil, you'd have to work <em>really</em> hard to accidentally kill them completely dead. (In simple terms, corporeal spirits--like celestials and fiends--don't cease to exist in the world when their body is slain, they just take an unpleasant journey back "home." To kill one <em>truly</em> dead, you must kill it in a place cut off from all access to the planes, which can only be done artificially with intentional magic.)</p><p></p><p>Basically, if it eats like a person, and talks like a person, and can decide to wear (or not wear) clothes like a person, and has anything even remotely resembling a culture like people do, then it is a person and thus "Any Alignment." Mindflayers, devils, demons, and couatl (the only type of celestial they've met thus far) do not eat the way people do, indeed other than the first they don't even need to eat at all. Note that this is a one-way implication; there are beings that don't hit all of these things but would still count as people (such as warforged and other sapient golem-type beings). Or a Zefrank would say, "This concludes the human test. If you scored at least 3, then you are a human. If your score is less than 3, the results are inconclusive, and testing will continue." Or, for an example where the list is theoretically opt-in, there's a dragon NPC in my game who usually stays undercover in the form of a dragonborn priest. While in that form, he eats like a person, talks like a person, and definitely chooses to dress very formally like a person, while clearly having a culture (actually, semi-shared with one of the PCs, who isn't from his homeland, but lived there for many years).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8531959, member: 6790260"] There haven't been any drow in my game yet, just haven't really felt inclined to include any. But basically all sapient races are Any Alignment and generally presumed to be ordinary folks unless evidence suggests otherwise. The players have met entirely civilized orcs (one of their favorite helpful NPCs is a no-nonsense orc librarian and wizard, who endeared herself by being a lot less flowery than most wizards, while still being erudite), and several other races that are "usually always evil," like ogres and minotaurs. I haven't featured any trolls, and I've been thinking about patterning them after Skyrim's trolls, that is, genuinely non-sapient animals. The only "always evil" beings that have appeared in my game are mindflayers, or I should say the only such being [I]was[/I] a mindflayer, as there's only been one of them (and he's [I]super[/I] dead now). Though as I've said many times in threads here, I do also have devils and demons, which are [I]essentially[/I] always evil, and which are pretty difficult (not impossible, but difficult) to [I]truly[/I] kill permanently due to their nature as spirit-beings rather than proper flesh-and-blood ones, so even if you really did manage to screw up that badly and target the one-in-a-zillion that is theoretically maybe not Always Evil, you'd have to work [I]really[/I] hard to accidentally kill them completely dead. (In simple terms, corporeal spirits--like celestials and fiends--don't cease to exist in the world when their body is slain, they just take an unpleasant journey back "home." To kill one [I]truly[/I] dead, you must kill it in a place cut off from all access to the planes, which can only be done artificially with intentional magic.) Basically, if it eats like a person, and talks like a person, and can decide to wear (or not wear) clothes like a person, and has anything even remotely resembling a culture like people do, then it is a person and thus "Any Alignment." Mindflayers, devils, demons, and couatl (the only type of celestial they've met thus far) do not eat the way people do, indeed other than the first they don't even need to eat at all. Note that this is a one-way implication; there are beings that don't hit all of these things but would still count as people (such as warforged and other sapient golem-type beings). Or a Zefrank would say, "This concludes the human test. If you scored at least 3, then you are a human. If your score is less than 3, the results are inconclusive, and testing will continue." Or, for an example where the list is theoretically opt-in, there's a dragon NPC in my game who usually stays undercover in the form of a dragonborn priest. While in that form, he eats like a person, talks like a person, and definitely chooses to dress very formally like a person, while clearly having a culture (actually, semi-shared with one of the PCs, who isn't from his homeland, but lived there for many years). [/QUOTE]
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