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=Mold-Breakers= {{topquote|Look at them. Ranks, files, locked in everlasting conflict at the whim of the player. They fight, they fall, and they cannot turn back because the whips drive them on, and all they know is whips, kill or be killed. Darkness in front of them, darkness behind them, darkness and whips in their heads. But what if you could take one out of this game, get him before the whips do, take him to a place without whips‚ what might he become? One creature. One singular being. Would you deny them that chance?|Lord Havelock Vetinari, '''Unseen Academicals''', on the subject of [[Terry Pratchett|Sir Terry Pratchett's]] Orcs}} As the above suggests, orcs are typically your generic [[barbarian]] rapine-horde of bad-guys in most fantasy settings. However, this isn't always the case, and a number of notable exceptions have developed over the years. '''Discworld''' (Also the universe where the above quote comes from) barely mentions orcs, only saying that they were made as cannon fodder for an evil empire before it was destroyed. There is, however, one orc Character; Nutt, who is Perhaps the most intelligent being in the whole setting, incredibly strong and fucking brilliant at football, although he avoids becoming a [[Mary Sue]] due to Terry Pratchett's Incredibly good writing. '''[[Al-Qadim]]''' is notable for being probably the first full-on retooling of the orcs from "rampaging barbarian tribes" to "just one more fantasy race that mostly gets along with the others." This is mostly because, rather than having all the races living in their own corners of the world with their own cultures, the deserts of Al-Qadim saw lots of racial mixing around the few oases, and thus a single unified culture comprised of multiple races formed. The only enemies who ''are'' always evil are explicitly supernatural, like the YAKMEN! Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]]. '''[[Eberron]]''' gave its orcs a status as a relatively peaceful race who were once responsible for combating the threat of [[aberration]] hordes from beyond the stars, as well as founders of the tradition of druidism in-setting. Orcs generally tend to live in few places and have vastly different cultures, some good, some evil, some neutral. Even in the present, they tend to live in the swamp-regions and do no harm; they freely mingle with humans and adopt them into their tribes, so [[half-orc]]s are not only common, but have just as much an expectation of being born from consensual relationships as anyone else, rather than the "orc man raping a human woman" expectation of most other D&D settings. *Shadow Marches, said to be orc homeland, is home to the the Gatekeeper druids who saved the world from aberrations severl thousand years ago and are busy keeping evil unkillable daelkyr lords of madness locked in their prisons. But it's also a home to cults of Kyrzin, one of those evil lords of madness and orc tribes loyal to Gatekeepers and those loyal to Kyrzin are constantly fighting. Both tend to kill outsiders wandering through their lands, because those outsiders are usually enemy agents and it saves time, so don't get confused by Gatekeepers being the good guys, they're by no means nice guys. *Droaam, right next to Shadow Marches is a multi-cultural nation of monsters and orks are a sizeable population of it. Gaa’aram tribes are your typical evil barbarian orcs, only difference being they form multi-racial tribes where orcs, goblins, ogres and trolls work together. Gaa’ran on the other hand are "peaceful" farmers and about the only people in Droaam who do agriculture. "Peaceful" is in brackets is because they would only fill you with axes and hang your mutilated corpse on a stick to deter future trespassers if you trespass on their lands, being the epitome of "get off my lawn". *Demon Wastes have two competing cultures, both made of orcs, humans and half-orcs fighting together. Ghaash'kala clans are "good" human, orc, and half-orc [[barbarian]] clans all living and fighting and drinking together for the glory of Kalok Shash, an incarnation of the Silver Flame, in an endless war to make sure nothing ''else'' in the Demon Wastes ever gets out. That being said, things they fight are mostly evil orcs of Carrion Tribes who worship demons and make your typical Faerun orcs look like saints in comparison. Just like in Shadow Marchers, don't assume Ghaash'kala are nice because they're good - they operate under assumption that anything that comes from the wastes is corrupted and needs to die (an assumption that is right 99% of times), so don't expect eny mercy if you come to their lands from the wrong side. *Finally, separated from all other orc lands are Jorash'Tal, the asshole racist orcs of Mror Holds who hate dwarfs with fiery passion for invading and colonizing their mountains thousands of years ago and refuse to let it go. They're nomad tribes roaming valleys between the mountains and are generally nice people that ''won't'' kill you for trespassing on their lands unlike other orc cultures generally painted as "good". Unless you're dwarf. In which case they kill you for the sins of other dwarfs that lived so long ago no one remembers them. Generally they're a case study on how racial grievances won't do you any good, no matter how justified they are. Dorfs, being both more numerous and technologically advanced are locked in indecision what to do with them as half their clans want to make peace and integrate Jorash'Tal, putting them to work since most holds are in need of more labour, while the other half pushes for the ultimate solution to orcish problem. '''[[Forgotten Realms]]''', although certainly playing it straight, has exceptions too, in the form of the AD&D-only orc subspecies known as the Ondonti. A ''Lawful Good'' race of peaceful, quiet, contemplative, gentle orcs who devote themselves to [[Eldath]] (a minor Goddess of Peace and Quiet Places) and live a humble life as farmers in a hidden valley. They have several Priestly spell-like abilities (Sanctuary (Self) and Purify Food & Water 3/day, Barkskin 1/day and Tree 1/week), are resistant to poison and immune to Charm spells. The general belief of their origin is that they are an example of option 3 in the infamous [[The Orc Baby Dilemma]], with a bunch of Eldathi priests taking orphaned orc infants into seclusion and bringing them up into their cult, causing them to forsake their ancestral barbarity and embrace peace, quiet and advanced hygiene. You can check out their AD&D stats [http://www.lomion.de/cmm/orcondon.php here]. It's also worth noting that many D&D fans take the stance that orcs, goblins, ogres, and other "always evil" monsters are only evil because ''they're brought up in an evil culture'', and that an orc raised in a human household would be just as Good as their adoptive parents (assuming the parents actually ''are'' Good-aligned, that is). There's also the Kingdom of Many-Arrows, a nation of orcs that seeks to have diplomatic ties to their neighbours, though they do occasionally raid their neighbours, especially the local human barbarian tribes. '''[[Greyhawk]]''' largely plays it straight, but even Gygax's own setting has the exception. The orcs in the Sultanate of Zeif are pretty much integrated into the society and are culturally Baklunish, though still treated as lower class people. '''[[Spelljammer]]''' is an unusual entry on this list, because its unique orcs, or ''Scro'', are still bad guys. It's just that, in [[AD&D|an era where orcs were defined as being chaotic, anarchic, disorganized hordes]] scro were defined by being cultured, intelligent, disciplined and well-organized soldierly regiments - in other words, very close to how [[hobgoblin]]s have come to be defined in modern editions. They are even bigger than normal orcs, pimp out their teeth with much bling, and [[Nazi|wear black leather uniforms when not in battle armor]]. '''[[Warcraft]]''', as covered above, may be the iconic example of a mold-breaker when it comes to orcs. After making them fairly bog-standard bad guy invaders in the first two games (if a little unusual in that they were also invaders from another planet), the third game offered the revelation that orcs had once been a [[noblebright]] culture of shamans and honorable warriors, but were corrupted into savage, bloodthirsty conquerors by an evil warlock and the setting's demonic BBEG. As a result, their campaign in the third game focused on their drive to draw their beaten clans out of human territory and found a new nation for themselves where they could try and rediscover their past. This led to the formation of the Horde faction in [[World of Warcraft]], which took off hugely in popularity because of its then-novel idea of traditionally brutal monster races (orcs, [[troll]]s, [[undead]], and [[minotaur]]s) as an ordinary, viably civilized (relatively speaking) faction in its own right. There was even a short-lived tabletop RPG (first a D&D 3.5 spin off, then a more "customized" but still fundamentally D&D-cloned WoW version) as a result. They still fight, bicker, and war with the "good" races, but now it's because of [[Blizzard]]'s <s>refusal to [[Advancing the Storyline|give up the "dual faction" mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they're the bad guys</s> revolving door of insane and genocidal Horde warchiefs who get overthrown every 2-4 years, with Orcs on both sides of the warchief's agenda. The plot twist is that this time, the warchief is not an Orc at all, but an undead elf which adds layers of complexity. For example, the Orcs go along with her orders in an attempted genocide of the Night Elves after the demons are defeated, but one of the key figures to rise against her was an Orc. While '''[[Elder Scrolls]]''' **prepare for shitelf cope** Orcs (or Orsimer, if you wish to use their proper name) weren't even considered ''people'' in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren't looked upon any differently from elves or humans. They are as intelligent as anybody else (in the fifth game one even runs the library at the local mage's college) and generally known to be the best smiths in the setting besides the long-extinct Dwarves, as well as crazy good soldiers next to the Nords and Redguards. Their skill in fighting with heavy armor has lent them a place as heavy shock legionaries in the Imperial Legions. One Orc even became the continent's best chef. Technically, they're a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah [[Vore|ate (and shat out)]] their greatest champion/god Trinimac, who was himself turned into the Daedric Prince Malacath. '''[[Wicked Fantasy]]''' Orks ''were'' originally the standard Always Chaotic Evil raider types, having been created by malevolent gods for the purpose of fighting for their amusement. And then, one day, thirteen great orkish heroes realized that their race had always been nothing more than slaves, and chose to take a new path. They fought their gods and slew them, and though they still struggle with the lingering blood-rage they were created with, they are now a comparatively peaceful race. They're still a ''dark'' race, but not an evil one. For example, they worship pain as a sacred concept... because, by their understanding of it, pain is ultimately on the side of life and it is the giver of strength. Pain warns you when you are hurt, when you are about to die, but it also pushes you to fight harder, to try and survive. Orks prize battle scars as near-sacred objects; nothing comes without sacrifice, and without a scar, the physical symbol of pain, for reference, a victory is ultimately meaningless. '''[[Sharakim]]''' seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don't count: they're the descendants of humans who were cursed to ''look like'' orcs for sacrilege, not really proper orcs. '''[[Monster Hunter International]]''' orcs, while green and tusked, are among the few monsters that aren't evil as a species. Unlike most of them they are not PUFF exempt, so they do their best to stay hidden from the government. Monster Hunter International helps hide the orcs at their headquarters in Cazador, Alabama and, in return, gets a help from a few orcs. Appearance wise MHI Orcs are pretty standard, though they wear masks to hide this from humans (though the one look at their village suggests they may do this beyond just secrecy). What makes them interesting is that they have an (Orc) god given talent that makes them very specialized in a particular area, yet utterly incompetent at something related to but outside that area. These include a master of bladed weapons that can't hit the broad side of a barn with a gun, and a helicopter pilot who can make a [[MI-24 Hind]] do things even current helicopters can't, but is unable to drive a car (Upon hearing this, one character speculates that Top Gear's Stig is an orc). They can also make magical healing potions, though they need to be made for specific people and don't keep well. Female orcs greatly outnumber males, so polygamy is the norm. MHI Orcs also worship heavy metal musicians. Most information about orcs in this world is based on the depiction of one friendly tribe, and the only other tribe mentioned was willing to slaughter this friendly tribe, so it's likely other tribes differ in some or all aspects. It's not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.
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