Thursday 2 May 2019

Eightfold: Monstrous People

"Orc is not man. Prick orc, you bleed."
Since James Holloway lately put up my requested episode of Monster Man ('The Things are Also People: Monstrous PCs',) it feels appropriate for this installment of 'Luke's world-building process' to focus on the integration of monstrous races into my early modern setting.

Your typical D&D monstrous humanoid race occupies the role of the barbaric, or even savage, tribal society existing on the fringes between more civilised state-level cultures. When the early states are forming into more sophisticated sociopolitical entities, it becomes more and more unlikely that there would be a tribe of brutal raiders living down the road, without someone sending the actual army that they have now - or the mercenaries that they can afford - to do something pointy and irrevocable about them. So what, in this scenario, are orcs - for example - all about?

I've tied this in with the broader process of world-building. I know that the mortal races were created by the Young Gods, a sprawling pantheon of relatively crap divinities that git gud by pooling their efforts and adopting combined personae. For each race then, I started by defining the gods that actually created them.

Actually, back up a step. I started by dividing them up into cardinal, secondary and tertiary races. Cardinal races - giants, dragons, elves, dwarfs, dragonborn, orcs and tortles - were the early successes, secondary races - including humans, halflings, goblinoids and gnomes - are the up and comers, and tertiary - including lizardfolk, gnolls and kobolds - have never been much cop, at least as social influencers.

Then each race gets a loose set of creator gods, a relationship with those gods, a potted history of the race since the Cataclysm broke the world and split the population across the continents, and a brief demographic overview. For example, those orcs:

The orcs were created by the Dark Lords, an unknown number of unnamed Young Gods with the goal of creating the perfect race, not to rule, but to serve. They are powerful and hardy, able to live where others would die, and made specifically to follow. They were the original horde, sent forth to conquer, and in the early part of the mortal age they gained a dark reputation for savagery, but in the midst of their conflict with the nascent Regime, the orcs turned on their creators and destroyed them. In the ensuing confusion they were pushed back into the barrens and the swamps, but they recovered and returned as a proud and independent people.

The culture of the orcs is tribal and shamanic, with each tribe fostering its own traditions. The one constant is that each tribe has a totem, an icon built up over generations and representing the soul of the tribe. In a similar fashion, individual orcs collect tokens from those that they meet, sewing them to their clothing. The tribes of northern Yethera maintained tribal banners, each chief adding a new panel so that they grew from simple pennants to great tapestries telling the tale of the tribe to those who could understand. Many of these were lost when the tribes were pushed south by the descent of the giants, to the anger and sorrow of the tribes, but some are still passed down in families within the Republic.

Orcs revere their ancestors, instead of gods. Having killed their creators they have never sought to replace them, although in the Republic they pay lip service to the Church. The traditional practices of the tribes touch on druidism or forms of arcane practice, and are suppressed by the church. Some continue the old ways in secret, while others have abandoned their communities for the ways of the Church, usually finding positions as enforcers.

I mention the orcs specifically because having written this, I rewrote the existing orc race profile, swapping out their -2 Intelligence hit for disadvantage on Wisdom saves (is this balanced? I DON'T KNOW! I've literally never used these rules before!) and giving them a survival-based feature as well.
The 'descent of the giants' mentioned here as causing the orcs to migrate into the Republic's territory is actually lifted from the canon write-up for giants, whose culture is in decline from the days when they lived in cloud palaces. On Aiaos, the giants inherited the titanic civilisation of Ostoria, but the cloud cities have degraded, periodically dropping populations of giants which force settled populations to move.
I've also done some work on the humans, because I don't just want them to be the 'default', so their deal is that they are socially and theologically adaptable, with a plasticity of belief that suits the plasticity of divinity. In other words, they are especially good at moulding a group of gods into a unified identity that suits them. They are also the ideas people, and have a destabilising influence on the orderly social structures around them. In addition, they don't have a great civilisation or ancient social order, but sometimes they pretend that they did in order to feel more important among races like the elves. The nearest thing they actually had was an emergent kingdom that went all snake-worship and turned into the Yuan-ti, which most of the humans in the Republic were refugees from anywhere from ten to no generations back.

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