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WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8033567" data-attributes="member: 6871653"><p>I think one root of the problem is the ''playable orc''. The more the game pushed toward orcs has a playable folk, the more they become removed from what they were designed to be. </p><p></p><p>In an homebrewed setting I'm now designing, I want to return to monstrous orcs because I want to reduce the actual number of humanoid races (Gnolls will be ''fiends'', Orcs ''monstrosities'', kobolds to ''dragons''). I went back to the basic pig-man orcs, deeply inspired by the swines from Darkest Dungeon, Darkspawn from D.A and a Warhammer like mentality where their minds generate such an intense focus/emotion on Feed, Breed and Destroy that they are naturally gifted psionic (of the wilder type). Existence for an orc is divided in two simple categories: The Flesh and the Meat. The Flesh comprise all living things until they become the Meat, which is what the Flesh consumes to be alive.</p><p></p><p>In my lore, after a great act of violence (battle field, scene of murder etc) Grummsh is able to manifest in a rainstorm of blood, creating large pools of bloody mud. When lightning strikes the mud, it create a spawn (fleshling) that quickly grows by eating other spawns until only the strongest remains. When the bloody puddles dries, the new orcs emerge and go on to create another massacre worthy of Grummsh to create more of its kind. In a sense, orcs in this setting are like a cyst upon creation.</p><p></p><p>Orc priests act as psionic leaders, guiding a group from rampage to rampage by channeling the collective fury of the band to manifest great powers. Since orcs generations end quickly due to the brutal requirement of the Flesh and the Meat, orc clans keep an Oblex ooze in their sanctum. When a leader grows too weak or is dying, the clan feeds him to the Oblex so that the ooze can conserve its gathered knowledge and memories. </p><p></p><p>Half-orcs are usually humans that got infected by the breeding mud of the orcs and survived the infection.</p><p>Ogres are giant-kind creatures infected by the mud.</p><p></p><p>[ATTACH=full]123565[/ATTACH][ATTACH=full]123566[/ATTACH][ATTACH=full]123567[/ATTACH][ATTACH=full]123568[/ATTACH][ATTACH=full]123569[/ATTACH]</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8033567, member: 6871653"] I think one root of the problem is the ''playable orc''. The more the game pushed toward orcs has a playable folk, the more they become removed from what they were designed to be. In an homebrewed setting I'm now designing, I want to return to monstrous orcs because I want to reduce the actual number of humanoid races (Gnolls will be ''fiends'', Orcs ''monstrosities'', kobolds to ''dragons''). I went back to the basic pig-man orcs, deeply inspired by the swines from Darkest Dungeon, Darkspawn from D.A and a Warhammer like mentality where their minds generate such an intense focus/emotion on Feed, Breed and Destroy that they are naturally gifted psionic (of the wilder type). Existence for an orc is divided in two simple categories: The Flesh and the Meat. The Flesh comprise all living things until they become the Meat, which is what the Flesh consumes to be alive. In my lore, after a great act of violence (battle field, scene of murder etc) Grummsh is able to manifest in a rainstorm of blood, creating large pools of bloody mud. When lightning strikes the mud, it create a spawn (fleshling) that quickly grows by eating other spawns until only the strongest remains. When the bloody puddles dries, the new orcs emerge and go on to create another massacre worthy of Grummsh to create more of its kind. In a sense, orcs in this setting are like a cyst upon creation. Orc priests act as psionic leaders, guiding a group from rampage to rampage by channeling the collective fury of the band to manifest great powers. Since orcs generations end quickly due to the brutal requirement of the Flesh and the Meat, orc clans keep an Oblex ooze in their sanctum. When a leader grows too weak or is dying, the clan feeds him to the Oblex so that the ooze can conserve its gathered knowledge and memories. Half-orcs are usually humans that got infected by the breeding mud of the orcs and survived the infection. Ogres are giant-kind creatures infected by the mud. [ATTACH type="full" width="221px"]123565[/ATTACH][ATTACH type="full" width="121px"]123566[/ATTACH][ATTACH type="full" width="106px"]123567[/ATTACH][ATTACH type="full" width="215px"]123568[/ATTACH][ATTACH type="full" width="79px"]123569[/ATTACH] [/QUOTE]
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