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Wednesday, July 24, 2019

OD&D Half-Orcs

Orc or Half-Orc? 

An Orc by Greg Bell from OD&D Vol 1, looking more human than later depictions...

Half-orcs were first introduced into D&D in late 1977 in the Monster Manual in a section at the end of the entry for Orcs, which notes orc-human hybrids as just one type among others (orc-goblins, etc). Following Gygax's pattern of briefly introducing concepts and then expanding on them in later rulebooks, the next year's AD&D Players Handbook added them as a full-fledged character race. Here I imagine what the entries might have been had they been introduced back in the original D&D booklets and then carried forward.

Fictional LBB entry:

"Half-orcs: Generally feared, but characters are assumed to be of the rare type able to pass as human. While they may opt only for the fighting class, due to their warlike nature they may progress up to 9th level (Lord). They are able to speak the language of Orcs, and see well in dimness or dark but do not like bright light as noted in CHAINMAIL. Tribal affiliation should be noted (Orcs of the Mountains, etc) as there is often great inter-tribal hostility".

Fictional Greyhawk entry:

"Half-Orcs: Half orcish and half human, they are on average about five and half-feet in height, muscular in build, and weigh 180 pounds. Characters are assumed to be among the rare 1 in 10 half-orcs that can manage to pass as human. Like half-elves they gain some abilities from each heritage. Half-orcs have infravision and can see monsters up to 60' away in the dark."

In addition to working up to 9th level in fighter, half-orcs can work up to the 5th level (Cutpurse) as a thief, and those with 17 or 18 dexterity can work up as high as 6th level (Sharper) or 7th level (Pilferer), respectively. Half-orcs can work simultaneously as fighters and thieves, but no bonuses for abilities above the normal are then given, and earned experience is always divided evenly even if the half-orc can no longer progress in the thief class. When acting as thieves, half-orcs can wear only leather armor. 

Half-orcs with a wisdom score of 9 or more may also become Anti-Clerics (Clerics for Chaos), and only working up as high as 3rd level (Village Priest). If they so opt all experience will be divided in equal proportion between fighting and clericism."

Blackmoor would then add half-orc assassins with unlimited advancement.

Fictional Holmes entry:

"Half-Orcs — are part orcish and part human, about five and half-feet tall and muscular in build, weighing 180 pounds. Most look orcish, although the rare individual appears mostly human. Due to their competitive and combative nature they excel as members of the fighting class. Half-orcs have infravision and can see 60 feet in the dark, and can speak Common, albeit in a gruff and ungrammatical fashion, and the language of Orcs. A tribe of origin should be noted, such as Orcs of the Vile Rune, as the different tribes cooperate poorly and often fight among each other.

Also, in the CREATING CHARACTERS section add a minimum of 13 Strength and a maximum of 12 Charisma.

Notes
-The level limits are reverse engineered from AD&D. For other races, most of the maximum level limits of the LBBs are one lower than that in AD&D. So, a max fighter level of 10 in AD&D gives them a corresponding max level of 9 for the LBBs (this limit is not modified by Strength as this doesn't factor in AD&D for Half-Orc Fighters).

-For OD&D, no ability score adjustments as these are AD&D additions; dwarves, elves, and hobbits don't get ability score adjustments in OD&D.

-For the Holmes entry I modified the assumption that characters appear human, as he was less humanocentric than Gygax and half-orcs appear in several Boinger and Zereth stories:


  • "Trollshead" (Dragon #31) has a number of half-orc brigands. Being brigands, these wouldn't need to look human.
  • "The Sorcerer's Jewel" (Dragon #46) has four half-orc servants of a lady in town; this is what I was thinking of - they are quickly recognizable as half-orcs to Boinger, so that indicates they aren't mistaken for humans. So orcish-looking half-orcs are okay in town in Holmes' imagined setting.
  • "Witch-Doctor" (bonus story in Tales of Peril) also has a relatively civilized half-orc character.

See also:

20 OD&D Backgrounds which includes "Orcish".

Gygaxian Orc Tribes

8 comments:

  1. These are great! I would suggest the Greyhawk half orc would advance in thief without limit but stop at 5 as a fighter (just shy of Dwarf) with 6 and 7 possible.

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  2. Something else occurred to me: your “orcish” man-type really influenced my thinking on orcs.

    Now I say “orcish” is a kind of affliction. It’s something like lycanthropy but it befalls a whole community at once. Any particular normal man who lives for some time with orcs will become an orc. And if an orc lives among people, with the help of clerics, he will sometimes revert to normal human.

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    Replies
    1. My Orcs are not born at all, but formed by ritualized bullying and abuse of captives--the principles of Portrait of Dorian Gray applied to kidnapped child soldiers. About half die of abuse, about half get addicted to the psionic backlash from performing cruelty and inflicting pain.

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  3. Didn't I read somewhere that half orcs are really more than half human?

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  4. This is great! Can you do that for every AD&D character type? :D

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  5. http://dungeonofsigns.blogspot.com/2014/09/orcs-are-disease-look-at-little-brown.html?m=1

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  6. I'd make their max fighter level 8th (superhero). It feels significant to me that none of the non-human races in OD&D can attain "name level" as either fighters or magic-users

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