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Post by blackadder23 on Jan 9, 2013 12:33:51 GMT -6
Though I was initially skeptical about their inclusion, I really like the idea of orcs as crossbreeds of Picts and our old friends the demon swine from B/X. I was just wondering how Jeff (and everyone else) pictured these guys physically? Do you see them as looking like full scale pig-headed orcs from the MM, almost human half-orcs, or somewhere in between? The illustration in the referee's book seems to support the "somewhere in between" interpretation, but how do others intend to handle it?
Probably I'm going to depict them as being very nearly human - close to the half-orc pictured in the character races section of the original PHB. So they will have beady little eyes, somewhat piggy noses, slightly pointed ears, nasty-looking (filed) teeth, and a sallow greenish tinge to their flesh. In a pinch, though, they could pass for human in bad light (they don't have outright pig heads). Culturally I think I'm going to make them similar to the Picts seen in the Conan stories - I think orcs as stealthy wilderness fighters will make an interesting change from the usual "plodding hordes who announce their coming by the smoke of burning forests".
How do the rest of you intend to handle the "demon Picts"?
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Post by Ghul on Jan 9, 2013 12:44:04 GMT -6
I was recently reading an article in National Geographic that discussed the variations of dogs as a species as compared to people. I don't recall the exact quote, but they basically said that if humans displayed the same level of variation that dogs do, we could have bright red 1-foot tall humans and 10-foot tall blue humans. Personally, I see the orcs as having a level of physical variation that far exceeds human beings; hence, you might see orcs whose human traits are strong, whilst others might present as beasts with pronounced porcine features. You could do the same -- you can have tribes that are very "human" looking and other tribes that are bestial. Do what thou wilt, blackadder!
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Post by mabon5127 on Jan 9, 2013 13:45:39 GMT -6
Though I was initially skeptical about their inclusion, I really like the idea of orcs as crossbreeds of Picts and our old friends the demon swine from B/X. I was just wondering how Jeff (and everyone else) pictured these guys physically? Do you see them as looking like full scale pig-headed orcs from the MM, almost human half-orcs, or somewhere in between? The illustration in the referee's book seems to support the "somewhere in between" interpretation, but how do others intend to handle it? Probably I'm going to depict them as being very nearly human - close to the half-orc pictured in the character races section of the original PHB. So they will have beady little eyes, somewhat piggy noses, slightly pointed ears, nasty-looking (filed) teeth, and a sallow greenish tinge to their flesh. In a pinch, though, they could pass for human in bad light (they don't have outright pig heads). Culturally I think I'm going to make them similar to the Picts seen in the Conan stories - I think orcs as stealthy wilderness fighters will make an interesting change from the usual "plodding hordes who announce their coming by the smoke of burning forests". How do the rest of you intend to handle the "demon Picts"? I used a Demon Swine in one of my first adventures. He also had a contingent of Demon Picts for servants. I like the idea of orcs with porcine features. I don't like the newest fashion of having them look like body builders. YMMV! Morgan
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mythos
Level 3 Conjurer
Posts: 96
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Post by mythos on Jan 10, 2013 13:39:08 GMT -6
I've never been a big fan of the pig headed style of orc. They just seemed silly to me, even back in the days of the early deitions of D&D.
In my game the orc vary a bit in individual looks. From the neck down the majority of them have the same range of looks as the majority of humanity. Skin color ranges from an almost albino white, very rare, up through shades of greenish yellow and ruddy brown.
Facial features still vary, but the majority have noses that more resemble Lon Chaney's Phantom of the Opera over farmer Brown's prize hogs. The eyes are deep set, hidden under flinty brows. Roughly 50% have fangs, either coming from the upper or lower set of teeth. Males having larger sets then the females. All other teeth, as mentioned in an above post, tend to filed to points. Giving their mouths a look similiar to the vampires in 30 Days of Night.
Tech wise mine have hit the stage of early bronze age. At least as far as the ability to create their own metals. They are aware enough to realize that the other races have better metal working, so they are quick to strip the bodies of any that they kill. Usually the best swords, axes, knives, etc going to those who distinguished themselves in the fight, as determined by their leader. This does not prevent them from using simpler weapons when needed. An orc with a stone axe can be just as deadly as one with a recovered steel sword.
While their biology requires more meat then a human of similiar size, my orcs have learned to plant and grow crops, along with the raising animals to assist in their manufactoring, and for food. But they do consider more animals as possible food then do most of the races. In the long winter yesterdays guard dog is tomorrows stew. And slaves taken in the summer, rarely live to see the coming spring.
The only creature exempt from this feast of necessity are the horses trained to carry a rider into combat. Through long observation the orcs have learned that a mounted rifer has an advantage in combat. Those few who have a horse trained to carry them, since horses tend to shy away from the smell of orc, would rather eat their own parents, or young, then lose their mount.
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Post by blackadder23 on Jan 10, 2013 16:23:38 GMT -6
Thanks for the thoughts gents!
I do like pig-headed orcs in standard D&D, and I really violently dislike the GW/WoW "body builder" orc. I see orcs (in standard D&D) as being individually slightly smaller and weaker than humans and dangerous because of their numbers and cruelty - not because they can bench press 1000 pounds. But AS&SH orcs are different in conception than standard orcs, so I'll most likely be handling them a little differently. I don't want to just ignore the fact that they're part demon...
Hmmm... that actually gives me an idea. Maybe the demonic portion of the orc remains to haunt the living after the body dies? I can see an adventure concerning a valley where an orcish army was killed with great slaughter a century earlier, and now the party is trapped there and menaced by shadowy, wraith-like figures that shriek like pigs...
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Post by Ghul on Jan 10, 2013 17:48:22 GMT -6
Hmmm... that actually gives me an idea. Maybe the demonic portion of the orc remains to haunt the living after the body dies? I can see an adventure concerning a valley where an orcish army was killed with great slaughter a century earlier, and now the party is trapped there and menaced by shadowy, wraith-like figures that shriek like pigs... A good thought, blackadder. Sometimes we can get caught up in the idea of adventures requiring a strong "hook" or some type of inherent motivation for the PCs. A trapped PC party makes this all much easier: Get the heck out of Dodge, or you're toast.
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Post by blackadder23 on Jan 12, 2013 10:45:29 GMT -6
SWINISH SHADES
No. Encountered 10-200 Alignment Chaotic Evil Size See below Movement See below Dexterity 12 Armor Class See below Hit Dice See below No. of Attacks See below Damage See below Saving Throw See below Morale 12 Experience Points 50 per shade dispelled Treasure Class None or GM’s choice Special See description
It is well known among savants that orcs are the spawn of fleshly men and demons. What is not so well known is that the demonic essence lingers even after the foul orcish flesh is buried, burned, or (most often) eaten by fellow orcs. In a place where many orcs died in a short period of time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these swinish shades can be numerous enough to affect the world of the living.
Swinish shades are only active between the hours of dusk and dawn. They always present as an invisible force similar to a foul blowing wind that plucks and tears at the living; those who listen closely will perceive a sound like the squealing and shrieking of pigs. Swinish shades are always confined to an area within a mile or so of the place they died, but they can move almost instantly (within a round) to any point in that area. They hate all living things and will torment and slay them if they can. Swinish shades have no hit dice or armor class and no attack as such, nor can they be attacked (even with magical weapons) nor affected by most spells. But in sufficient numbers they can (and gleefully will) torment the living in other ways. There must be at least ten swinish shades present to affect the material world (fewer than that will just shriek and clutch impotently at the living). Ten or more swinish shades working together can hamper all attack rolls, damage rolls, saving throws, and thieving skill checks. For every ten swinish shades that cooperate, the victim will suffer a -1 on all such checks; he will feel a foul icy shrieking wind that seems to claw at his face and hands and hinder his every move. Any given group of swinish shades can affect only one victim at a time, but they may split their total number among two or more victims. For example, if 100 swinish shades are present they could hamper one victim at -10 on his rolls, two victims at -5, five victims at -2, and so forth. If 100 or more swinish shades are present they may instead choose to physically drag a victim, especially if there is a precipice or pit where the unwanted interloper can be deposited. All swinish shades present must drag one victim at a time. The victim can be dragged one foot per round per each swinish shade present; however, he may be able to cancel some or all of this with his normal movement rate, and companions who grab the unlucky victim can use their strength to help resist the dragging on a one point per one foot base (up to two companions can aid the victim, but they will be dragged along if their strength is not enough to halt the movement). The victim will feel as if he is struggling to stand and walk in the face of a shrieking cold wind which is dragging him to oblivion. Once the first victim is dumped somewhere deadly, the swinish shades will return for another. Note that spellcasting is impossible for someone being either hampered or dragged by swinish shades. Finally, the mere presence of 100 or more swinish shades is detrimental to the living, and someone exposed to that many will sicken and eventually die. Anyone who spends a full night (dusk to dawn) in an area haunted by 100 or more swinish shades will get no sleep and be unable to recover spells or heal lost hit points. In addition, on the first such night the victim must save vs. death or lose 1-4 hit points; on subsequent nights the loss of 1-4 hit points is automatic.
Swinish shades are immune to all physical attacks and most spells, and they cannot be turned. Protection from evil will keep them from affecting one protected by that spell in any way, and dispel evil will permanently eliminate swinish shades (no save) if cast within 30 feet of someone they are afflicting. Barring either of these spells, the best and only protection is simply to flee the area the swinish shades are haunting.
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Post by Vile Traveller on Jan 12, 2013 19:45:41 GMT -6
Personally, I see the orcs as having a level of physical variation that far exceeds human beings; hence, you might see orcs whose human traits are strong, whilst others might present as beasts with pronounced porcine features. By a strange coincidence, I just popped in here after writing up half-orcs for the Blueholme Compleat Rules. This is almost exactly how I see them, which allows for a lot of leeway in how players and referees want their half-orcs to look. I've never been a big fan of the pig headed style of orc. They just seemed silly to me, even back in the days of the early deitions of D&D. They did seem silly to me at first. Then I bought Trollpak, and I changed my mind ...
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