Orctopia?

Three_Haligonians

First Post
We've noticed that there are people that seem to think of orcs, in particular, as they think of demons or devils, that is to say, a race outlined in the Monster Manual as "always evil". It is currious to note that the MM refers to orcs as "often chaotic evil", later going on to expand "the majority (more than 50%) of these creatures have the given alignment. This may be due to strong cultural influences, or it may be a legacy of the creatures' origin." Admitedly, of the minority of orcs who are not chaotic evil most would likely be lawfull or neutral evil, but the fact remains that the MM has certainly allowed for the possibility of neutral, good, or even downright benevolent orcs.

Our question to you is: have you ever reflected this minority in any of your campains? Are you more likely to take the "orc: therefore, eat your children evil" stance, or are you a "Binky the lovable orc who only wants to bring you flowers" kind of GM? And how about you players? Are you "there be orcs, there be dead orcs" type of person, or the "Excuse me, but is it possible that you are only acting out of a neverending cycle of violence" type of person? We can't wait to hear your opinions!

Cheers!

J, T, and R of Three Haligonians
 

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Most of the time, I avoid "kill any of species X" situations, and my players have come to realize that the gnoll they save might be their own. Or something.

I actually don't use orcs too much, but if I did, they'd probably be mostly evil, with a few unusual neutral or good individuals around, making for an interesting NPC or two. I dubt, however, that there'd be an "orctopia" per se, as the chaotic natures of orcs tend to make them live in more primitive conditions. Perhaps a band of orcs as Rousseau-style "noble savages", but not a city of beneficent orcs.

Demiurge out.
 

this was a good one

In one campaign I played in there were a tribe of Orcs that were exposed to some philosophic treaties of a pacifistic diety, and became utterly pacifistic themselves. They were knowledge and lore seekers, Mages and Clerics. It was a real twist when we encountered these " white Orcs " because we had regular interactions with their violent cousins.

There was also the time in Runequests Gloratnha, where my Rune-Lord/Priest of Orlanth came across a illuminated Broo. Whew. That coined the phrase, " never, ever, ever talk to an NPC "
 

As a player my character approaches every non-evil-outsider with the "violence begets more violence" mentality. He's a monk with a vow of poverty and a personal (not the feat) vow of general peace. He's very much one of those exalted types who believes that the only irredeemable creatures are evil outsiders, undead, and evil constructs. He believes that if they can be shown an alternative way to live instead of perpetuating violence that they have the potential to change. In combat with them he only does subdual damage. As a DM I kind of have the same approach in that the only inherrantly evil creatures are outsiders, undead, and constructs of that alignment. While other creatures are certainly not irredeemable in my campaigns, they also aren't flower-power things and just as their hearts are susseptable to good, they are equally so to evil, and more often than not demonstrate the high level of corruption present in my campaign world (in my campaign "good" is at first glance the predominant power, but in actuality very much an endangered species whose supporters are quickly waning).
 

My soapbox please: Define evil and build cultural taboos! A DM needs to state to the players what is evil, this could be races, people from different lands, cowboys or indians, or those that worship some strange god, slavers, smokers, money lenders.

The DM needs to take the grey out of the game or at least put it in based around their story, their campaign, their world.
 
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exploring the gray is fun.

however, just like the MM states. the majority are evil.

there culture breeds this. there deities promote this. there bloodlust demands it.

the nuture vs. nature of orcs is... evil.

the lone neutral or good orc is an aberration.
 

diaglo said:
exploring the gray is fun.

however, just like the MM states. the majority are evil.

there culture breeds this. there deities promote this. there bloodlust demands it.

the nuture vs. nature of orcs is... evil.

the lone neutral or good orc is an aberration.


OBEY THE OFFICIAL WORKS!!!!! ORIGINAL THOUGHT IS VILE AND SINFUL!!!! OBEY WHAT HASBRO PUBLISHES!!!!! WE ARE NOT PERMITTED TO THINK FOR OURSELVES!!!! DEVIATION FROM THE HOLY OFFICIAL HASBRO WRIT IS A MORTAL SIN!!!!!!
 

Dogbrain said:
OBEY THE OFFICIAL WORKS!!!!! ORIGINAL THOUGHT IS VILE AND SINFUL!!!! OBEY WHAT HASBRO PUBLISHES!!!!! WE ARE NOT PERMITTED TO THINK FOR OURSELVES!!!! DEVIATION FROM THE HOLY OFFICIAL HASBRO WRIT IS A MORTAL SIN!!!!!!


wtf????

my hat of d02 knows no limit :mad: :mad:
 

I don't have any orctopia in my world, although there may be orctopii...

More seriously, not all orcs are indeed evil. But then what? It's like all other humanoids, quite diverse in outlook and behaviours. Though IMC, it's the goblins who are the evil humanoids less likely to actually be evil.
 

Orcs in my campaigns have ranged from saints to villians, and everything in between. I love orcs and they've made an appearance in every campaign I've ran, (with the exception of Dark Sun).

My current campaign (if it ever gets off the ground, why do people have their own lives to live), has orcs as the main slave race for a NG Greek-like setting, and as such their alignments tend towards nuetral. Though outside of that area they are the classic marauding, brainless beasts.
 

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