Dragon | Races | - | Best of Dragon, Vol. III | Dragon 62 |
Half-orcs, as everyone knows,
are what
you get when you cross orcs
and humans.
They are not uncommon in
the world of
the AD&D™
game, and they do not enjoy
good reputations among most
populations. One well-known authority describes
most half-orcs
as “rude, crude,
crass, and generally obnoxious.”
Why do half-orcs seem to
turn out this
way? What makes them tick?
To better understand half-orcs,
one
needs to understand the
non-human aspect of their nature. Orcs are probably
the most common sort of
humanoid
creatures. They vary widely
in physical
appearance, but generally
seem to retain
a vaguely human look, tinged
with a hint
of something . . . else.
In nearly all orcish societies,
the social
philosophy is the same.
Orcs are the ultimate social Darwinists; only the strong
and the clever survive,
and the strongest
and cleverest orcs are the
ones who
manage to reach the upper
social levels
of their cultures: Orcs
have no respect
for those weaker than themselves,
and
are quick to step-and-fetch
for those
stronger than they. They
distrust all
overtures of friendship
and love, seeing
these as a cover for other,
baser intentions; if they discover feelings of friendship to be quite genuine,
they immediately
attempt to manipulate events
to take the
best advantage of them and
gain the
upper hand.
Orcs are like this because
of the influence of their deities (discussed
in the
companion article to this
one) and because of their own past. Sages have uncovered much evidence
showing that
orcs developed in regions
generally hostile to life; survival was difficult, and only
if a group worked closely
together could
it hope to collect enough
food to get
even a part of its numbers
through the
year. While the group would
have to
work together to collect
food, distributing
it was another matter. The
strongest orcs
got the most food, and the
weakest ones
got none at all. (They were
probably going to die anyway, right?)
The very toughest orcs managed
to
receive more than just the
bare minimum
of nourishment, enough to
make life
more comfortable for them
and give
them a certain degree of
personal security. This also gave them the chance to
explore more intellectual
occupations
than food-gathering, like
figuring out
how to get more food and
living space.
The easiest opportunity
to be realized
was to take food and/or
living space
away from other folks, and
these other
folks were usually other
orcs. Intertribal
competition became fierce,
and over the
centuries many of these
conflicts have
“evolved” into what seem
to be eternal
states of war between various
tribes.
Orcs are nocturnal by nature.
They
prefer to catch prey when
it is asleep and
less able to escape. Orcs
have done this
for so long they’ve developed
infravision,
the ability to see living
objects in darkness
by their body heat. The
development of
infravision was assisted
by the orcish
habit of living in caves
for protection.
Orcs tend to live in wilderness
areas
where the sky is heavily
overcast and
direct sunlight is non-existent
or rare at
best. In magical universes
such regions
are frequently found, their
twilight
perpetually maintained by
the forces of
magic cast by mortal or
godling. In these
places orcs will be much
more active
than is customary in the
daytime, even to
the point of conducting
raids and hunting,
but it is at night when
orcs really become
dangerous.
Though such lives of hard
work and
danger have made most orcs
rather
strong and tough constitutionally,
the
race has a short lifespan.
A 40-year-old
orc has reached the virtual
end of its
natural life; the average
orc lives for 12 to
26 years. As might be expected,
orcs
have a very high rate of
reproduction,
but their infant mortality
rate is quite
high, too. Barely 1 orcish
child in
3 will see adulthood, and
fewer still
will see old age.
None of this is any surprise
to nonorcs who have made even the briefest
study of the race. But what
shocks the
casual observer is the degree
of acceptance, even preference, orcs express for
this situation. “How could
we feed so
many hungry little mouths?”
retorted
one orc prisoner to a curious
paladin. “If
you have lots of brats and
some of them
die, so what? They were
the weakest . . .
the strongest ones will
live and work for
you, make you proud of their
strength.
Who wants weak sons? Your
enemies
will kill you in your sleep
if they see you
are protected by weaklings.”
As can be inferred from the
above
comments, orcs prefer male
children.
Though females are born
only slightly
less often than males, much
fewer of the
females survive to adulthood.
Other
demi-human races with sexual
imbalances have that property because of
natural reasons; orcs (and
certain other
humanoids as well), however,
are more
likely to practice selective
infanticide, or
otherwise forcibly adjust
the ratio of
males to females. The emphasis
in orcish
society is on fighting ability
to gain status and well-being; since they have less
muscle than males, females
generally
lose out. Orcs believe that
the only value
female orcs have is in bearing
children
(as many as possible) and
keeping the
cave clean.
Orcish religion is interesting,
too, because of the great extent to which the
orcs’ way of life mirrors
the tenets of the
religion they follow. By
and large, orcs
do not well appreciate the
consequences
of their actions beyond
the immediate
present (a byproduct of
their low wisdom).
What they do, they do for
the here and
now, occasionally with some
(but not
much) consideration for
the future. This
is probably due to the necessities
of their
harsh life; one does not
have time to
think of the future when
one must worry
about just getting through
today. For
orcs, however, this reasoning
applies
even when times are comparatively
good
and food is plentiful. They
continue to
worry primarily about now,
not later.
This attitude is reinforced
in their religious ceremonies; no mention is made
of the future beyond the
statement, oft
repeated, that orcs shall
rule the world
someday. It is interesting
to note that
Gruumsh, the major orcish
deity, is one-eyed; this means he has a narrow field of
vision and no depth perception
at all.
The many tales about Gruumsh
reveal
that, indeed, he too appears
prone to act
1st and think about it later.
When he
meets another godling who
appears to
fail to notice him, or to
give him proper
respect, he doesn’t ask
why; he attacks.
When Gruumsh’s moronic (and
twoeyed) son Bahgtru stubs his toe on a
huge rock, Gruumsh curses
the rock and
tries to wrestle it. After
breaking it into
small pieces with Bahgtru’s
help, he proclaims a victory over the forces of nature.
Never mind that he and Bahgtru
had
their feet cut by rock fragments,
or that
they are so tired from breaking
the rock
that they have trouble later
fighting
giants. The point had to
be made, then
and there. While Gruumsh
will usually
act with some forethought
and planning,
his rage is easily ignited,
and it inevitably
clouds his judgment. With
only 1 eye,
he has but one view of the
world: his
own. Orcish shamans and
half-orc clerics
imitate Gruumsh by plucking
out one of
their eyes, hoping to gain
Gruumsh’s
perspective.
With a background like this,
it is hardly
surprising that half-orcs
are as they are.
Produced under questionable
circumstances at best, half-orcs will usually retain some properties of
both species,
human && orc, wherever
they are raised.
Those brought up in orcish
society (the
male ones, at least) will
be immersed in
the previously described
orcish social
philosophy. Though orcs
have some
degree of dislike for “half-humans”
among them, they are also
aware that
such beings generally possess
more adaptability and cunning than a full orc, and
have the potential to be
stronger than the
average orc.
Unless rivalry between the
half-orc
and his peers ends his life
at an early age,
the half-orc will usually
achieve a quite
respectable position of
power and influence in his tribe. Aware that he is not a
full orc, the half-orc will
probably feel
much superior to orcs and
assume added
arrogance and pride—thus
successfully
mixing the worst of human
qualities with
the “best” of the orcish.
These sorts of
leaders are exceptionally
dangerous,
possessing enough foresight
and intelligence to lead their tribes on much more
widespread raiding, banditry,
and warmaking than is usual for orc bands.
Life is not all rosy for
this type of leader, of course; rivalries, jealousies, and
intrigues will probably
continue
within the tribe against
him unless he
becomes powerful enough
to command
immediate obedience at the
risk of swift
destruction. A few cases
are known of
half-orc females rising
to positions of
power within a tribe; usually
this female
is either a warrior disguised
as a male
(who must flee or die if
her deception is
discovered), or a cleric
for one of the few
orcish religions that permit
female shamans or clerics. In no known cases have
female half-orcs become
as widely feared
or powerful (personally
or politically) as
male half-orcs, though this
is not through
any fault of their own.
Orcish sexual
prejudice is deep and strong.
Half-orcs raised in human
society,
usually without the orcish
parent present,
have a greater likelihood
of adopting a
variety of non-orcish attitudes
and life-
styles, but even then will
have some less
savory aspects to their
nature as well.
The average human has a
dislike for orcs
and anything with orcish
ancestry; half-orcs will find themselves the objects of
prejudice in most human
communities.
Many half-orcs react to
the local
expectations of them in
predictable ways
(incidentally reinforcing
those expectations). In other words, treat a half-orc
as if it were dangerous
and bad, and it
will probably become dangerous
and
bad if it wasn’t already.
Yet there have
been examples of neutral-aligned
half-orcs and even a few of good nature; most
of these retain an unnatural
(to many
humans) affinity for lawfulness
and
obedience, but are otherwise
acceptable
company. Half-orcs raised
in a human
community are very unlikely
to be able to
speak orcish unless they
have had formal
study in it.
Half-orcs have a variety
of careers
open to them, in whatever
society they
inhabit. Obviously, and
most commonly,
they make good fighters;
orcish tradition
strongly emphasizes personal
combat
and physical strength.
Half-orcs
are fairly good at thieving
and banditry, but suffer
from relatively
poor physical coordination
and have
some difficulty in applying
themselves
constantly to improving
their skills. Half-orc thieves generally steal for the same
reasons as anyone else does,
but tend to
feel that they are especially
justified in
what they do by one of their
laws of survival: he who cannot hold onto what he
has, does not deserve it.
They regard
their actions as necessary
for their own
existence, stealing because
they have to,
not just because they want
to.
The
assassin’s skills, by contrast, come
most readily to the half-orc.
By virtue of
their casual regard for
the lives of others,
even of their own kind,
the art of killing
has a certain appeal to
those with orcish
blood. Half-orc assassins
often come to
believe their actions are
for the benefit of
the world in general; they
are culling out
the unfit in the most direct
way possible,
which brings out another
of the orcish
laws of survival: if something
can be easily killed, it did not deserve to live. Who
can resist the urge to be
the one who
wields the scythe, who decides
the fates
of others, who has the power
of almighty
death in his hands? With
their preference for a retinue of underlings, half-orc
assassins can create powerful
guilds to
support them, and may end
up spreading their influence into many a court or
government.
Half-orcs
who become clerics will
usually combine their clerical
practices
with another career, most
commonly as
a fighter or assassin. This
is because
half-orcs cannot advance
very far in
experience as clerics, and
they will eventually require another set of skills to keep
them on even terms with
increasingly
tougher adversaries. Half-orc
cleric/
assassin types are invariably
death-worshipers, and strive to put themselves in
better favor with their
awful gods by personally bringing death to as many beings as possible,
within their religion and
outside it.
Orcs and half-orcs generally
dislike
and avoid beings larger
than themselves,
unless (as in the case of
ogres) the orcs
feel they can manipulate
them sufficiently,
with promises of shared
treasure and
food, to make them useful
to the orcish
community as guards and/or
heavy infantry. Orcs and half-orcs dislike smaller
humanoids because they are
inevitably
weaker, and these races
are usually employed only as slaves.
Goblins, who are
only marginally weaker than
orcs and
can hold their own against
them at least
some of the time, are afforded
more tolerance than other small humanoids.
But it is not other humanoids
that orcs
hate worst of all — it is
other orcish
tribes. The roots of hatred
run deep between conflicting tribes; the original
cause of friction, if there
was one, has
long since been lost to
antiquity. Intertribal conflicts are maintained by religious
bigotries; each tribe worships
a particular
orcish patron god with interests
that
(naturally!) conflict with
those of other
deities. Even so, all tribes
usually pay
some homage to Gruumsh,
the king of
the orcish gods.
Another question concerning
orcish
and half-orcish personality
should be
addressed: Why do orcs hate
elves so
much? Superficial examination
of the
question reveals little
overt cause; orcs
and elves do not frequently
compete for
the same living space or
for the same
foods. But a slightly deeper
examination
shows that in terms of personality,
probably no two races could be further
apart. For example:
Elves are able to see many
sides of a
problem; orcs see but 1.
Elves carefully examine the
long-range
consequences of an action,
usually
before undertaking it, while
orcs could
care less for anything but
the present.
Elves are very long-lived,
while orcs
have one of the shortest
lifespans among
the humanoid races.
That list could be longer,
contrasting
many other aspects of the
races’ lifestyles, but a point has been developed.
Orcs and elves are opposites
in nearly
every way, and orcs resent
the advantages
elves have, especially their
long lifespan.
While elves do not particularly
like orcs,
they think of them as a
short-term problem
not worthy of prolonged
consideration.
Orcs, on the other hand,
are consumed
with hatred for elves, and
will SLAY them
out of hand whenever the
opportunity
presents itself.
Orcish mythology has several
tales of
battles between elven and
orcish deities.
The most famous one occurs
between
Gruumsh and Corellon Larethian,
the
chief elven deity. The story
goes like this,
according to the orcs:
Gruumsh
ambushes Corellon in hopes
of SLAYING him and drinking
his blood, so
as to inherit his special
powers; Gruumsh
fails, of course, through
his own shortsightedness, and Corellon shoots an arrow at Gruumsh’s eye.
Though the arrow failed
to blind
Gruumsh, apparently it was
not intended
to. Elven stories of the
same event (much
briefer than the tedious
orcish versions)
say that Corellon meant
the arrow as a
warning to Gruumsh of his
vulnerability
—a hint that it would only
take the loss of
his eye to break Gruumsh’s
power as a
god, and that some being
might be capable of bringing this about if he were not
more careful. Though Gruumsh
rails and
curses the elven gods through
many later stories, he never again tries to directly
assault them, and spends
his fury on
mortal elves instead. Obviously,
he took
the hint.
In summary, half-orcs are
often bound
to take on some of the less
desirable
characteristics of their
orcish parents,
especially if they are raised
in an orc
tribe.
Half-orcs are generally tough,
respectful of power, and seek to have power
themselves. They tend to
measure one
another by the number and
quality of
their followers, and they
work within a
group setting rather than
on their own.
Like orcs, half-orcs often
act before
thinking about the results
of their deeds,
and appear somewhat stupid
to other
more foresighted individuals
because of
this. They dislike the weak,
follow the
strong, and quarrel with
their equals.
Again, this is not true
of all half-orcs. But
at least a vestige of these
characteristics
is present in nearly every
one, regardless
of their individual makeup.
Information for this article
was taken
from the AD&D
rule books, the Players
Handbook, the Monster
Manual, and the
Dungeon Masters Guide,
as well as the
DEITIES & DEMIGODS™
Cyclopedia.
Some additional comments
and insights
were found in Master
of Middle-Earth, by
Paul H. Kocher. Though this
latter book
concerns the world of J.
R. R. Tolkien,
much of the information
therein is quite
usable in an AD&D
setting, and the work
is highly recommended to
the serious
student of role-playing.