But, yeah, there's some cool ideas. I really like the idea of Gruumsh as a sort of tempter god, parasitically feeding off of orcs by inculcating evil cults. I don't recall any resolutions for other races, but, then again, like I said, the signal to noise ratio can become pretty overwhelming after a while.
My favorite solution is still to make Orcs a PC race, take Gruumsh into a neutral god with maybe a few questionable dogmas (I tend to make him a bit misogynistic because of the orc lore that only the women can use magic, but also the women aren't allowed to fight or heal) then go from there
I honestly do that with quite a few of the races. The Elves are a Rome/Sparta equivalent for me, acting under the command from Corellon to protect the world, which is of course best done if they own it all first. (By the "present" day of my setting, that has led to them getting wrecked so many times Elves are down to small enclaves)
My Genasi are a servant race, essentially taking the idea of Buttling and ownership from Genies and applying it to the entire people. Which has a lot of different play both good and bad.
I find adding nuance by making the extremes something other than "good" or "evil" tends to be interesting.
You can't claim that dragons are people, and mindflayers are not. They build entire cities, wear clothing, and absolutely have a culture. You can't say any of that about dragons. Mindflayers are people more so than dragons imo. They may be evil, but so are plenty of dragons.
But this raises only more questions for me. Is the way dragons are color coded, and what this means in regards to their alignment problematic? And what about the mere concept of mindflayers enslaving other creatures?
You might not have seen my post, but I do provide answer for Mindflayers.
They aren't people because they are tools, a hive-mind which uses the individual mind-flayer as practically a drone in a nest. A mindflayer city looks like a real city, but every mindflayer in it is doing exactly what the Elder Brain has ordered it to do. And, some deep lore I heard once, seemed to say that even the Elder Brains are just part of a larger hive network.
Their culture is an illusion almost. Likely the result of the Elder Brain taking shortcuts to keep things running smoothly
As for color-coded dragons it is both problematic and stupid. Dragons are actually the other classic example, where people discover a clutch of dragon eggs and the debate comes on. They are Blue Dragons, can you raise them to be good, or will they always turn out evil. Is it safer to kill them as babies now so they don't kill later, ect ect ect.
Also, if a dragon lands outside of town, I don't want the color of it's scales to tell people whether or not it is an ally.
So, instead, I made them practically elementals. You don't see a Red Dragon or a Gold Dragon, you see a dragon of boiling rock and writhing flames, stone-like scales wrapped around a white-hot core. Prevents a whole lot of issues.
I'll have a look - seems interesting. I've never been a huge fan of racial bonuses, but not for the reasons that have been stated here. Mostly because the munchkin in me screams when I make subpar character choices for the sake of story. I'd rather keep stat boosts out of the decision making when making a character.
This is one of the unsung benefits of this move in my opinion. I love the idea that I might start seeing more Gnome Fighters or Goliath clerics with these changes to ASIs. There is actually a big thread over at GiTP where a lot of people are against it, claiming munchkinism will run rampant, but the opening up of races to classes players normally wouldn't play is a huge boon for me.
There's nothing there that talks about breeding orcs just right or taming orcs. Hell, it doesn't even talk about human blood making them smarter. It also specifically says that half-orcs are often disadvantaged and end up dead. This is the kind of stretching that I'm talking about.
It might help if you didn't read the text 100% literally, looking for the word "breeding"
It says half-orcs who
are weaker end up dead, but that human blood often gives them cunning (more intelligence) and self-discipline (implying orcs are unable to control themselves) to go far.
That is the type of stuff we are talking about. Not stating it outright in plain language, but with the implications of what is said.
Okay. I finished going through those links and I've changed my position. I still don't completely agree and think it doesn't match up to the degree those of you on the other side of this issue do, but I can see your side of it better now. It's not the long stretch of the prior examples given to me. I no longer have an issue with the core orcs being changed.
thumbsup