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		<id>http://2d4chan.org/mediawiki/index.php?title=Troll&amp;diff=512207</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Troll&amp;diff=512207"/>
		<updated>2018-10-03T17:59:30Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Monstergirls */ clarification, since it sounds like you&amp;#039;re saying that male trolls interbreed with male humans.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:troll.png|thumb|500px|A troll in its natural habitat of an imageboard.]]&lt;br /&gt;
A &#039;&#039;&#039;troll&#039;&#039;&#039; is a person who posts inflammatory comments in an attempt to start a fight on the internet. The term itself originated from the trolling fishing method.&lt;br /&gt;
&lt;br /&gt;
As most species of mythological troll can only be totally defeated through the use of fire or acid, many internet users assume this will be true of the internet troll. However, the internet troll is a [[Powergamer|Min-Maxing Powergaming Wanker]], and always has some combination of templates and one-level PrC dips to make it immune to Flaming attacks, or worse still is able to feed off them and increase its Trolling ability. This is the reason 3 trolls seem to pop back up and start three more worthless RAGE threads for every one that is defeated by logic or sage, neither of which are listed as doing fire or acid damage in the [[Dungeon Master&#039;s Guide|DMG]] or [[Player&#039;s Handbook|PHB]].&lt;br /&gt;
&lt;br /&gt;
==Rating a troll==&lt;br /&gt;
Trolls are to be given a rating on a scale of 1 to 10, based on how subtle they are in their trolling, whether or not it&#039;s an amusing troll, and the general quality of their post. This type of contentless post can also be a troll. &lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey gaiz, 4e lolololol&amp;quot; merits a 0/10.&lt;br /&gt;
&lt;br /&gt;
There are no other examples of a 10/10 by an individual troll at this time, as trolls are usually physical and/or mental children who aren&#039;t intelligent enough to post quality material. Having said that, some theorize that 10/10 trolls are only rarely identified because their victims never actually realize they&#039;re being trolled, since the trolling is [[RAGE]]worthy and artful enough to merit 10s, and the victims are thus distracted by other concerns such as removing their own lower jaws and bludgeoning themselves to death with them. Groups of trolls have been known to combine their forces, mostly by sheer chance, and this can create some of the dankest of attacks. Noted in the &amp;quot;How to triforce for newfags&amp;quot; incident back in 2009.&lt;br /&gt;
&lt;br /&gt;
===/tg/ rating system===&lt;br /&gt;
An alternative rating system has been suggested for [[/tg/]] in which one adds or subtracts points based on the success of the troll. While trolling is mostly a subjective experience, users are encouraged to try to objectively rate based on cleverness and creativity of the troll post in question. In general, zero points are to be awarded for common and obvious things that fail to induce responses or anger. This usually indicates laziness and lack of cunning. The majority of troll posts on the internet would probably be rated a zero. Examples would be: &lt;br /&gt;
&lt;br /&gt;
*Posting copypasta designed to induce rage. We&#039;ve all seen it.&lt;br /&gt;
*Posting an image of text instead of an actual relevant image. &lt;br /&gt;
&lt;br /&gt;
If the troll post is good enough to earn some points, points should then be deducted for things that make the troll more obvious, or which indicate they&#039;re completely clueless about what they&#039;re supposed to be doing. Deductions are for particularly uncreative or stupid people attempting to troll. Indicators of this are things like: &lt;br /&gt;
&lt;br /&gt;
*Using a name or tripcode.&lt;br /&gt;
*Using an avatar in combination with a name or tripcode, forcing a personality. &lt;br /&gt;
*Bad grammar or spelling, especially common grammatical errors like misuse of &amp;quot;your&amp;quot; and &amp;quot;you&#039;re,&amp;quot; &amp;quot;its&amp;quot; and &amp;quot;it&#039;s&amp;quot;, or the use of incorrect phrases like &amp;quot;should of.&amp;quot; &lt;br /&gt;
*Obvious lack of knowledge on the subject he/she is trolling. &lt;br /&gt;
*Anything indicating the troll is under the age of a majority of the site&#039;s posters. &lt;br /&gt;
*Spamming the same thing over and over again. &lt;br /&gt;
&lt;br /&gt;
Points are awarded on the rare occasion that a post elicits a true emotional response from not only the judge, but most of the board as well. Some things that are awarded points are posted repeatedly, but as long as they continue to make fa/tg/uys sputter and froth through rolls of quiverfat, they should still warrant at least a point. The material is either generating rage on its own or the troll is a creative and astute one. Again, trolls warranting any points at all are exceedingly rare, and can sometimes go undetected for long periods of time. Examples of this are: &lt;br /&gt;
*Posting furry art. As often as it&#039;s done, it should be worth no points, but it never fails to create a thread that always reaches maximum post count.&lt;br /&gt;
*Posting furry art that you drew for /tg/ containing /tg/ characters. [[Flare|This]] can sometimes even make a mod rage and order a ban. Always guaranteed to reach autosage if it doesn&#039;t get deleted first. &lt;br /&gt;
*Making a long, seemingly knowledgeable and well-written post with a few factual or [[fluff]] errors intentionally slipped in. Most people won&#039;t notice them but a few fa/tg/uys are guaranteed to see it and write long, rage-filled posts on how the poster is WRONG WRONG WRONG. Bonus points are awarded if other people who don&#039;t see the errors quote the post somewhere, believing it all to be accurate. &lt;br /&gt;
&lt;br /&gt;
Judges may write up a brief report on why the troll post received the score it did.&lt;br /&gt;
&lt;br /&gt;
==How Not to be Trolled==&lt;br /&gt;
[[File:v.jpg|200px|right|thumb|Another soul falls victim...]]&lt;br /&gt;
Don&#039;t reply.&lt;br /&gt;
&lt;br /&gt;
Seriously, that&#039;s it. That&#039;s literally all it takes. However boundlessly noble and correct your reasoning may be for posting in an obvious troll thread, IT STILL FEEDS THE TROLL. The response you&#039;ve prepared is undoubtedly quite witty, thorough, and undeniably right, but please, for the love of God, don&#039;t post it. Not even with sage; sage posts do not count against the bump limit or the image limit, and will inevitably be answered by the troll. Remember they&#039;re called &amp;quot;trolls&amp;quot; after a type of bait fishing, so if you don&#039;t take the bait, they have no power. Also remember Alfred&#039;s story in the &#039;&#039;The Dark Knight&#039;&#039; about the caravan raider who was stealing precious stones and then throwing them away: &amp;quot;So why steal them?&amp;quot; Bruce Wayne asks. &amp;quot;Well, because he thought it was good sport,&amp;quot; Alfred explains. &amp;quot;Because some men aren&#039;t looking for anything logical, like money. They can&#039;t be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.&amp;quot; Maybe a bit melodramatic for our purposes, but that&#039;s the basic principle a troll acts upon.&lt;br /&gt;
&lt;br /&gt;
While it is possible to countertroll (not only refuting the troll but saying something to upset them instead) don&#039;t.  In addition to becoming the very monster you&#039;re fighting, this takes a lot of skill, personal knowledge of the troll and a degree of malice to pull off and could have far-reaching consequences.  Many people who troll and aren&#039;t sadistic people have serious issues and are easily upset.  Whether or not you believe the Bible, not for nothing does it say &amp;quot;Death and life are in the power of the tongue: and they that love it shall eat the fruit thereof.&amp;quot;  Proverbs 18:21  (people have killed themselves over cyberbullying, which can just involve mean messages). &lt;br /&gt;
&lt;br /&gt;
If you simply ignore the troll, report as many of his/her posts as you have the patience for, and [http://4chan.wrathfilledhate.net/#post-hiding hide the thread], the troll will either starve or be swept up by one of the local janitors (who, unlike the mods, have been known to show up occasionally). The other option is to stay off the internet entirely, but since you&#039;re on here, I&#039;m guessing that&#039;d be like chopping every other toe and finger off.&lt;br /&gt;
&lt;br /&gt;
The last and most desperate option is to simply exterminate &#039;&#039;&#039;EVERYTHING&#039;&#039;&#039;, then do the same to the leftovers and then again even when there is nothing left, not even the matter of it, not even the ATOMS! NOTHING! PURGE IT ALL!!!!&lt;br /&gt;
&lt;br /&gt;
==Fantasy trolls==&lt;br /&gt;
Oh, you wanted to know about these, eh?&lt;br /&gt;
&lt;br /&gt;
Trolls originated in European mythology, with the iconic forms hailing from Scandinavian myths, though similar creatures like &#039;&#039;[[Oni]]&#039;&#039; or even Bigfoot exist in other cultures. Other than that, it&#039;s really hard to pin down what a &amp;quot;troll&amp;quot; officially is. Often they&#039;re big dumb brutes who turn to stone in sun light; one of the most well-known examples of these in fantasy literature would be the three trolls in [[Tolkien]]&#039;s &#039;&#039;[[The Hobbit]]&#039;&#039;. Norse myths go further and say these trolls are descended from or otherwise related to [[giant]]s, or &#039;&#039;Jötnar&#039;&#039;. Other times, they are portrayed as smaller, social beings that can turn invisible and hoard gold and treasure, a bit like [[dwarf|dwarves]] or [[gnome]]s. They&#039;re usually portrayed as fairly ugly, but not always; female trolls being [[monstergirls|surprisingly gorgeous, if inhuman]] isn&#039;t unheard of - for example, the Scandinavian [[Huldra]] is technically a female troll, but looks more like a [[nymph]] with a fox&#039;s or cow&#039;s tail, and/or a back that is either covered in bark or &amp;quot;hollow like a rotting tree&amp;quot;, who just so happens to be as strong as ten men and very interested in securing a human husband.&lt;br /&gt;
&lt;br /&gt;
In fantasy gaming, trolls are typically the next step up from or equivalent to [[ogre]]s in the scale of &amp;quot;monstrous humanoids&amp;quot;. Generally regarded as being giant-kin, due to the giant/troll/ogre overlap in European folklore, trolls are usually portrayed as being incredible dim-witted but savage, strong and tough. They may also have one or two innate magical abilities to further differentiate them from ogres, with the most iconic of these being the ability to regenerate, thanks to the influence of [[Dungeons &amp;amp; Dragons]].&lt;br /&gt;
&lt;br /&gt;
The D&amp;amp;D Troll (and, by extension, the [[Pathfinder]] Troll) is a lesser [[giant]]-offshoot race who are somewhere between ogres and hill giants in size, but not quite as stupid as either.  However, they are still utterly savage due to an intense hunger, a side-effect of their powerful regenerative abilities. Nullified only by acid or fire, trollish regeneration has risen and fallen in terms of raw power over the edition - back in [[Advanced Dungeons &amp;amp; Dragons]], for example, they literally &#039;&#039;could not die&#039;&#039; unless you burned the corpse with fire or chemicals, although certain &amp;quot;bodily destructive&amp;quot; spells like Disintegrate or Petrify could usually kill them as well, if your DM agreed.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D trolls were also highly mutable, with many different varieties arising as a result of dwelling place (the Scrags are amphibious trolls who need to be immersed in water to regenerate) or a result of hybridization with other giants (two-headed trolls descending from troll/[[ettin]] crossbreeding). Between the sheer variety of trolls, plus the addition of templates in 3.5, fighting them could be just as frustrating as fighting [[slime]]s as you tried to figure out what you were battling (for example, is it a Rock Troll, who only dies to Acid or Sonic Attacks? Or a Fire Troll, who only dies to Cold and Acid?) and how to kill it. In fact, with the right templates, a killer DM style [[gamesmaster]] could build a troll you could only kill if you &#039;&#039;strangled or drowned it&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before you ask why D&amp;amp;D trolls regenerate, apparently, it&#039;s because they were inspired by Poul Anderson’s &#039;&#039;Three Hearts and Three Lions&#039;&#039;, where regenerating trolls are an enemy defeated at one point.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Trolls have their own [[god]] (or at least [[Demon Prince]]) named [[Vaprak]].&lt;br /&gt;
&lt;br /&gt;
In [[Shadowrun]], trolls are essentially the game&#039;s equivalent to ogres, being a relative of the [[orc]] metahuman strain who grows even larger and more powerful, with pronounced bony growths, mostly in the form of long, curling, ram-like horns sprouting from the skull.  Like orcs, they serve as a stand-in for real-world racial minorities in many ways.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer]] Fantasy, trolls are one of the races allied with the [[Orcs &amp;amp; Goblins]] army, being one of the few creatures even stupider and more brutal than the greenskins. These ogre-like [[Chaos]]-touched humanoids are mindless predators, who&#039;ll eat just about anything courtesy of hyper-corrosive stomach juices. This meant that not only could they regenerate and appear in mutant varieties for more killing power (rock trolls that were magic resistant due to turning partially into living stone as a result of eating too much rock, for example), but they could also wipe out whole regiments of heavily armoured foes by puking on them. For many years GeeDubs had managed to acquire (re: Throw some food towards and then beat them around the head) some Stone Trolls to provide menial labour in their Mail Order division. However after a dispute, they demanded to be renamed something less conspicuous to what they actually were. After all, it is hard to kill and eat interns if they can see the obvious signs of troll life in the warehouse.&lt;br /&gt;
&lt;br /&gt;
===Monstergirls===&lt;br /&gt;
[[File:MGE Troll.jpg|thumb|right|250px|With how diversely trolls look, this is a perfectly legitimate depiction of a female troll. (No we don&#039;t know where her nipples are either)]]&lt;br /&gt;
&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Troll [[monstergirl]]s are a touch rare, mostly because, due to what defines a troll being so diverse, they are all-too-often easily confused with [[ogre]] monstergirls.&lt;br /&gt;
&lt;br /&gt;
An artist called F.K. Andersson portrays his female trolls as inspired by Shadowrun&#039;s trolls; tall, curvaceous [[musclegirl]]s with lion-like tails, cute little tusks, and curling ram-like horns. They regularly seek out humans to interbreed with (as do their male counterparts, who are likewise portrayed as fairly handsome) because prolonged interbreeding with only trolls causes them to devolve into hideous, mindless monsters, forcing them to regularly &amp;quot;supplement&amp;quot; their blood with human blood. Still, the couples tend to be happy.&lt;br /&gt;
&lt;br /&gt;
The [[Huldra]] is an actual mythical &amp;quot;troll&amp;quot; who is portrayed as being both very attractive and very interested in winning herself a human husband.&lt;br /&gt;
&lt;br /&gt;
The [[Monster Girl Encyclopedia]] bases its trolls on Germanic myths, predominantly Swedish; their trolls are shy, gentle and affectionate humanoids with big ears, oversized hands &amp;amp; feet, and cute little cow-like tails. They suffer an inferiority complex about their appendages, as well as their strongly arousing feminine musk, and so decorate themselves with flowers to try and make themselves &amp;quot;look pretty&amp;quot;. They possess a powerful natural affinity for earth [[elementalism]], and some forward-thinking individuals have actually sought them out as brides, hoping that when the Demon Lord finally gets past the Chief God&#039;s &amp;quot;no men born of monsters!&amp;quot; curse, their sons will likewise be powerful [[wizard]]s with prodigious affinity for the magics of earth and plants.&lt;br /&gt;
&lt;br /&gt;
==Patent Trolls==&lt;br /&gt;
Patent trolls are real-world extortionists that shake down people for &#039;infringing&#039; their criminally vague, broad, and utterly useless patents (unless you count having a patent that that can be used for shaking someone down, &#039;&#039;and only for shaking someone down&#039;&#039;, as useful). [https://www.youtube.com/watch?v=3bxcc3SM_KA]&lt;br /&gt;
See Games Workshop&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Tzeentch]]&lt;br /&gt;
*[[RAGE]]&lt;br /&gt;
*[[Female Space Marines]]&lt;br /&gt;
*[[4e]]&lt;br /&gt;
*[[Twilight]]&lt;br /&gt;
*[[Trollzyn]]&lt;br /&gt;
*[[50 Copper and Ludi&#039;drizz&#039;t]]&lt;br /&gt;
*[[Forbidden Temple of the Great Falls]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=670if6Etx0o|&amp;quot;Troll&amp;quot; a poem by Shane Koyczan]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:ITT troll.JPG|4chan is the preferred environment of a troll.&lt;br /&gt;
Image:Trolling.jpg|Now you can be a troll to!&lt;br /&gt;
Image:RealTroll.jpg|That is how trolls were supposed to look.&lt;br /&gt;
Image:3BGG_littlegoat01_v1_x1_sm.jpg|No, /tg/, you are the little goat.&lt;br /&gt;
Image:Trollfishing.png|There is no better troll bait than [[Female Space Marines]].&lt;br /&gt;
Image:Disagreement_graph.jpg|Trolls start at the bottom and work their way up to the basement.&lt;br /&gt;
Image:FUUUUUUUUCK.jpg&lt;br /&gt;
Image:MailOrderTroll.jpg|GeeDubs former Troll delivery service (and check out the Bretonnian descriptions)&lt;br /&gt;
Image:God-Troll of Mankind.PNG|What heretics want you to believe.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:RAGE]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Troll&amp;diff=512206</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Troll&amp;diff=512206"/>
		<updated>2018-10-03T17:58:22Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Monstergirls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:troll.png|thumb|500px|A troll in its natural habitat of an imageboard.]]&lt;br /&gt;
A &#039;&#039;&#039;troll&#039;&#039;&#039; is a person who posts inflammatory comments in an attempt to start a fight on the internet. The term itself originated from the trolling fishing method.&lt;br /&gt;
&lt;br /&gt;
As most species of mythological troll can only be totally defeated through the use of fire or acid, many internet users assume this will be true of the internet troll. However, the internet troll is a [[Powergamer|Min-Maxing Powergaming Wanker]], and always has some combination of templates and one-level PrC dips to make it immune to Flaming attacks, or worse still is able to feed off them and increase its Trolling ability. This is the reason 3 trolls seem to pop back up and start three more worthless RAGE threads for every one that is defeated by logic or sage, neither of which are listed as doing fire or acid damage in the [[Dungeon Master&#039;s Guide|DMG]] or [[Player&#039;s Handbook|PHB]].&lt;br /&gt;
&lt;br /&gt;
==Rating a troll==&lt;br /&gt;
Trolls are to be given a rating on a scale of 1 to 10, based on how subtle they are in their trolling, whether or not it&#039;s an amusing troll, and the general quality of their post. This type of contentless post can also be a troll. &lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey gaiz, 4e lolololol&amp;quot; merits a 0/10.&lt;br /&gt;
&lt;br /&gt;
There are no other examples of a 10/10 by an individual troll at this time, as trolls are usually physical and/or mental children who aren&#039;t intelligent enough to post quality material. Having said that, some theorize that 10/10 trolls are only rarely identified because their victims never actually realize they&#039;re being trolled, since the trolling is [[RAGE]]worthy and artful enough to merit 10s, and the victims are thus distracted by other concerns such as removing their own lower jaws and bludgeoning themselves to death with them. Groups of trolls have been known to combine their forces, mostly by sheer chance, and this can create some of the dankest of attacks. Noted in the &amp;quot;How to triforce for newfags&amp;quot; incident back in 2009.&lt;br /&gt;
&lt;br /&gt;
===/tg/ rating system===&lt;br /&gt;
An alternative rating system has been suggested for [[/tg/]] in which one adds or subtracts points based on the success of the troll. While trolling is mostly a subjective experience, users are encouraged to try to objectively rate based on cleverness and creativity of the troll post in question. In general, zero points are to be awarded for common and obvious things that fail to induce responses or anger. This usually indicates laziness and lack of cunning. The majority of troll posts on the internet would probably be rated a zero. Examples would be: &lt;br /&gt;
&lt;br /&gt;
*Posting copypasta designed to induce rage. We&#039;ve all seen it.&lt;br /&gt;
*Posting an image of text instead of an actual relevant image. &lt;br /&gt;
&lt;br /&gt;
If the troll post is good enough to earn some points, points should then be deducted for things that make the troll more obvious, or which indicate they&#039;re completely clueless about what they&#039;re supposed to be doing. Deductions are for particularly uncreative or stupid people attempting to troll. Indicators of this are things like: &lt;br /&gt;
&lt;br /&gt;
*Using a name or tripcode.&lt;br /&gt;
*Using an avatar in combination with a name or tripcode, forcing a personality. &lt;br /&gt;
*Bad grammar or spelling, especially common grammatical errors like misuse of &amp;quot;your&amp;quot; and &amp;quot;you&#039;re,&amp;quot; &amp;quot;its&amp;quot; and &amp;quot;it&#039;s&amp;quot;, or the use of incorrect phrases like &amp;quot;should of.&amp;quot; &lt;br /&gt;
*Obvious lack of knowledge on the subject he/she is trolling. &lt;br /&gt;
*Anything indicating the troll is under the age of a majority of the site&#039;s posters. &lt;br /&gt;
*Spamming the same thing over and over again. &lt;br /&gt;
&lt;br /&gt;
Points are awarded on the rare occasion that a post elicits a true emotional response from not only the judge, but most of the board as well. Some things that are awarded points are posted repeatedly, but as long as they continue to make fa/tg/uys sputter and froth through rolls of quiverfat, they should still warrant at least a point. The material is either generating rage on its own or the troll is a creative and astute one. Again, trolls warranting any points at all are exceedingly rare, and can sometimes go undetected for long periods of time. Examples of this are: &lt;br /&gt;
*Posting furry art. As often as it&#039;s done, it should be worth no points, but it never fails to create a thread that always reaches maximum post count.&lt;br /&gt;
*Posting furry art that you drew for /tg/ containing /tg/ characters. [[Flare|This]] can sometimes even make a mod rage and order a ban. Always guaranteed to reach autosage if it doesn&#039;t get deleted first. &lt;br /&gt;
*Making a long, seemingly knowledgeable and well-written post with a few factual or [[fluff]] errors intentionally slipped in. Most people won&#039;t notice them but a few fa/tg/uys are guaranteed to see it and write long, rage-filled posts on how the poster is WRONG WRONG WRONG. Bonus points are awarded if other people who don&#039;t see the errors quote the post somewhere, believing it all to be accurate. &lt;br /&gt;
&lt;br /&gt;
Judges may write up a brief report on why the troll post received the score it did.&lt;br /&gt;
&lt;br /&gt;
==How Not to be Trolled==&lt;br /&gt;
[[File:v.jpg|200px|right|thumb|Another soul falls victim...]]&lt;br /&gt;
Don&#039;t reply.&lt;br /&gt;
&lt;br /&gt;
Seriously, that&#039;s it. That&#039;s literally all it takes. However boundlessly noble and correct your reasoning may be for posting in an obvious troll thread, IT STILL FEEDS THE TROLL. The response you&#039;ve prepared is undoubtedly quite witty, thorough, and undeniably right, but please, for the love of God, don&#039;t post it. Not even with sage; sage posts do not count against the bump limit or the image limit, and will inevitably be answered by the troll. Remember they&#039;re called &amp;quot;trolls&amp;quot; after a type of bait fishing, so if you don&#039;t take the bait, they have no power. Also remember Alfred&#039;s story in the &#039;&#039;The Dark Knight&#039;&#039; about the caravan raider who was stealing precious stones and then throwing them away: &amp;quot;So why steal them?&amp;quot; Bruce Wayne asks. &amp;quot;Well, because he thought it was good sport,&amp;quot; Alfred explains. &amp;quot;Because some men aren&#039;t looking for anything logical, like money. They can&#039;t be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.&amp;quot; Maybe a bit melodramatic for our purposes, but that&#039;s the basic principle a troll acts upon.&lt;br /&gt;
&lt;br /&gt;
While it is possible to countertroll (not only refuting the troll but saying something to upset them instead) don&#039;t.  In addition to becoming the very monster you&#039;re fighting, this takes a lot of skill, personal knowledge of the troll and a degree of malice to pull off and could have far-reaching consequences.  Many people who troll and aren&#039;t sadistic people have serious issues and are easily upset.  Whether or not you believe the Bible, not for nothing does it say &amp;quot;Death and life are in the power of the tongue: and they that love it shall eat the fruit thereof.&amp;quot;  Proverbs 18:21  (people have killed themselves over cyberbullying, which can just involve mean messages). &lt;br /&gt;
&lt;br /&gt;
If you simply ignore the troll, report as many of his/her posts as you have the patience for, and [http://4chan.wrathfilledhate.net/#post-hiding hide the thread], the troll will either starve or be swept up by one of the local janitors (who, unlike the mods, have been known to show up occasionally). The other option is to stay off the internet entirely, but since you&#039;re on here, I&#039;m guessing that&#039;d be like chopping every other toe and finger off.&lt;br /&gt;
&lt;br /&gt;
The last and most desperate option is to simply exterminate &#039;&#039;&#039;EVERYTHING&#039;&#039;&#039;, then do the same to the leftovers and then again even when there is nothing left, not even the matter of it, not even the ATOMS! NOTHING! PURGE IT ALL!!!!&lt;br /&gt;
&lt;br /&gt;
==Fantasy trolls==&lt;br /&gt;
Oh, you wanted to know about these, eh?&lt;br /&gt;
&lt;br /&gt;
Trolls originated in European mythology, with the iconic forms hailing from Scandinavian myths, though similar creatures like &#039;&#039;[[Oni]]&#039;&#039; or even Bigfoot exist in other cultures. Other than that, it&#039;s really hard to pin down what a &amp;quot;troll&amp;quot; officially is. Often they&#039;re big dumb brutes who turn to stone in sun light; one of the most well-known examples of these in fantasy literature would be the three trolls in [[Tolkien]]&#039;s &#039;&#039;[[The Hobbit]]&#039;&#039;. Norse myths go further and say these trolls are descended from or otherwise related to [[giant]]s, or &#039;&#039;Jötnar&#039;&#039;. Other times, they are portrayed as smaller, social beings that can turn invisible and hoard gold and treasure, a bit like [[dwarf|dwarves]] or [[gnome]]s. They&#039;re usually portrayed as fairly ugly, but not always; female trolls being [[monstergirls|surprisingly gorgeous, if inhuman]] isn&#039;t unheard of - for example, the Scandinavian [[Huldra]] is technically a female troll, but looks more like a [[nymph]] with a fox&#039;s or cow&#039;s tail, and/or a back that is either covered in bark or &amp;quot;hollow like a rotting tree&amp;quot;, who just so happens to be as strong as ten men and very interested in securing a human husband.&lt;br /&gt;
&lt;br /&gt;
In fantasy gaming, trolls are typically the next step up from or equivalent to [[ogre]]s in the scale of &amp;quot;monstrous humanoids&amp;quot;. Generally regarded as being giant-kin, due to the giant/troll/ogre overlap in European folklore, trolls are usually portrayed as being incredible dim-witted but savage, strong and tough. They may also have one or two innate magical abilities to further differentiate them from ogres, with the most iconic of these being the ability to regenerate, thanks to the influence of [[Dungeons &amp;amp; Dragons]].&lt;br /&gt;
&lt;br /&gt;
The D&amp;amp;D Troll (and, by extension, the [[Pathfinder]] Troll) is a lesser [[giant]]-offshoot race who are somewhere between ogres and hill giants in size, but not quite as stupid as either.  However, they are still utterly savage due to an intense hunger, a side-effect of their powerful regenerative abilities. Nullified only by acid or fire, trollish regeneration has risen and fallen in terms of raw power over the edition - back in [[Advanced Dungeons &amp;amp; Dragons]], for example, they literally &#039;&#039;could not die&#039;&#039; unless you burned the corpse with fire or chemicals, although certain &amp;quot;bodily destructive&amp;quot; spells like Disintegrate or Petrify could usually kill them as well, if your DM agreed.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D trolls were also highly mutable, with many different varieties arising as a result of dwelling place (the Scrags are amphibious trolls who need to be immersed in water to regenerate) or a result of hybridization with other giants (two-headed trolls descending from troll/[[ettin]] crossbreeding). Between the sheer variety of trolls, plus the addition of templates in 3.5, fighting them could be just as frustrating as fighting [[slime]]s as you tried to figure out what you were battling (for example, is it a Rock Troll, who only dies to Acid or Sonic Attacks? Or a Fire Troll, who only dies to Cold and Acid?) and how to kill it. In fact, with the right templates, a killer DM style [[gamesmaster]] could build a troll you could only kill if you &#039;&#039;strangled or drowned it&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before you ask why D&amp;amp;D trolls regenerate, apparently, it&#039;s because they were inspired by Poul Anderson’s &#039;&#039;Three Hearts and Three Lions&#039;&#039;, where regenerating trolls are an enemy defeated at one point.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Trolls have their own [[god]] (or at least [[Demon Prince]]) named [[Vaprak]].&lt;br /&gt;
&lt;br /&gt;
In [[Shadowrun]], trolls are essentially the game&#039;s equivalent to ogres, being a relative of the [[orc]] metahuman strain who grows even larger and more powerful, with pronounced bony growths, mostly in the form of long, curling, ram-like horns sprouting from the skull.  Like orcs, they serve as a stand-in for real-world racial minorities in many ways.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer]] Fantasy, trolls are one of the races allied with the [[Orcs &amp;amp; Goblins]] army, being one of the few creatures even stupider and more brutal than the greenskins. These ogre-like [[Chaos]]-touched humanoids are mindless predators, who&#039;ll eat just about anything courtesy of hyper-corrosive stomach juices. This meant that not only could they regenerate and appear in mutant varieties for more killing power (rock trolls that were magic resistant due to turning partially into living stone as a result of eating too much rock, for example), but they could also wipe out whole regiments of heavily armoured foes by puking on them. For many years GeeDubs had managed to acquire (re: Throw some food towards and then beat them around the head) some Stone Trolls to provide menial labour in their Mail Order division. However after a dispute, they demanded to be renamed something less conspicuous to what they actually were. After all, it is hard to kill and eat interns if they can see the obvious signs of troll life in the warehouse.&lt;br /&gt;
&lt;br /&gt;
===Monstergirls===&lt;br /&gt;
[[File:MGE Troll.jpg|thumb|right|250px|With how diversely trolls look, this is a perfectly legitimate depiction of a female troll. (No we don&#039;t know where her nipples are either)]]&lt;br /&gt;
&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Troll [[monstergirl]]s are a touch rare, mostly because, due to what defines a troll being so diverse, they are all-too-often easily confused with [[ogre]] monstergirls.&lt;br /&gt;
&lt;br /&gt;
An artist called F.K. Andersson portrays his female trolls as inspired by Shadowrun&#039;s trolls; tall, curvaceous [[musclegirl]]s with lion-like tails, cute little tusks, and curling ram-like horns. They regularly seek out men to interbreed with (as do their male counterparts, who are likewise portrayed as fairly handsome) because prolonged interbreeding with only trolls causes them to devolve into hideous, mindless monsters, forcing them to regularly &amp;quot;supplement&amp;quot; their blood with human blood. Still, the couples tend to be happy.&lt;br /&gt;
&lt;br /&gt;
The [[Huldra]] is an actual mythical &amp;quot;troll&amp;quot; who is portrayed as being both very attractive and very interested in winning herself a human husband.&lt;br /&gt;
&lt;br /&gt;
The [[Monster Girl Encyclopedia]] bases its trolls on Germanic myths, predominantly Swedish; their trolls are shy, gentle and affectionate humanoids with big ears, oversized hands &amp;amp; feet, and cute little cow-like tails. They suffer an inferiority complex about their appendages, as well as their strongly arousing feminine musk, and so decorate themselves with flowers to try and make themselves &amp;quot;look pretty&amp;quot;. They possess a powerful natural affinity for earth [[elementalism]], and some forward-thinking individuals have actually sought them out as brides, hoping that when the Demon Lord finally gets past the Chief God&#039;s &amp;quot;no men born of monsters!&amp;quot; curse, their sons will likewise be powerful [[wizard]]s with prodigious affinity for the magics of earth and plants.&lt;br /&gt;
&lt;br /&gt;
==Patent Trolls==&lt;br /&gt;
Patent trolls are real-world extortionists that shake down people for &#039;infringing&#039; their criminally vague, broad, and utterly useless patents (unless you count having a patent that that can be used for shaking someone down, &#039;&#039;and only for shaking someone down&#039;&#039;, as useful). [https://www.youtube.com/watch?v=3bxcc3SM_KA]&lt;br /&gt;
See Games Workshop&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Tzeentch]]&lt;br /&gt;
*[[RAGE]]&lt;br /&gt;
*[[Female Space Marines]]&lt;br /&gt;
*[[4e]]&lt;br /&gt;
*[[Twilight]]&lt;br /&gt;
*[[Trollzyn]]&lt;br /&gt;
*[[50 Copper and Ludi&#039;drizz&#039;t]]&lt;br /&gt;
*[[Forbidden Temple of the Great Falls]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=670if6Etx0o|&amp;quot;Troll&amp;quot; a poem by Shane Koyczan]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:ITT troll.JPG|4chan is the preferred environment of a troll.&lt;br /&gt;
Image:Trolling.jpg|Now you can be a troll to!&lt;br /&gt;
Image:RealTroll.jpg|That is how trolls were supposed to look.&lt;br /&gt;
Image:3BGG_littlegoat01_v1_x1_sm.jpg|No, /tg/, you are the little goat.&lt;br /&gt;
Image:Trollfishing.png|There is no better troll bait than [[Female Space Marines]].&lt;br /&gt;
Image:Disagreement_graph.jpg|Trolls start at the bottom and work their way up to the basement.&lt;br /&gt;
Image:FUUUUUUUUCK.jpg&lt;br /&gt;
Image:MailOrderTroll.jpg|GeeDubs former Troll delivery service (and check out the Bretonnian descriptions)&lt;br /&gt;
Image:God-Troll of Mankind.PNG|What heretics want you to believe.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:RAGE]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ogre&amp;diff=364405</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ogre&amp;diff=364405"/>
		<updated>2018-10-03T17:43:04Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
{{Topquote|SomeBODY once told me the world is gonna roll me...|The opening line of Smash Mouth&#039;s All Star, used in the opening credits of the animated movie Shrek. Will inevitably be used as a reply whenever ogres come up.}}&lt;br /&gt;
&lt;br /&gt;
A staple of fantasy settings, the &#039;&#039;&#039;Ogre&#039;&#039;&#039; derives from various European lore relating to [[giant]]s. Typically, ogres are the smallest, ugliest, dumbest and crudest of the variant giants; this justifies their frequent alliances with [[goblins]] and [[orcs]] due to a similar distaste for making an honest living and love of fighting. Generally, when your party is capable of killing orcs easily, ogres are the next step up.&lt;br /&gt;
&lt;br /&gt;
Exactly just how crude they are varies from setting to setting. [[Pathfinder]] infamously made its ogres into inbred, cannibalistic, depraved rapist monsters straight out of some hicksploitation horror film. Picture a cross between The Hills Have Eyes and Deliverance played out by giants and you got the basic idea.&lt;br /&gt;
&lt;br /&gt;
== Shrek ==&lt;br /&gt;
[[File:Shrek.jpg|200px|thumb|right|It&#039;s all ogre now.]]&lt;br /&gt;
Brought to you by Dreamworks. This infamous ogre was created by animators who were kicked off of animating &#039;Prince of Egypt&#039;. While the movie was low budget and above average at best, it is somehow the highest grossing franchise of all time, spawning a lot of fucking movies (though the second one is pretty good). It is also such a well known meme on the internet that it even has it&#039;s own [[4chan|chan]] and a million other shopped joke pictures. There&#039;s even an infamous short story that spawned the phrase [[/d/|&amp;quot;Shrek is Love. Shrek is Life.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Shrek&#039;s ogres are very unique compared to other franchises; they&#039;re scottish, green-skinned louts with strange-looking ears and live in swamps. And aside from their strange choice of food (slugs, eye jelly, etc) and [[Luke|questionable hygiene]], they&#039;re not too different from regular blokes.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[Warhammer Fantasy Battle]] has the [[Ogre Kingdoms]], a race of semi-Mongolian Stone Age giants who live in frigid mountains full of primeval megafauna and have a culture that revolves around fighting and eating, since they have a magic curse that prevents them from ever being able to feel full. They&#039;re known for taking up mercenary work to expand their list of victims.&lt;br /&gt;
&lt;br /&gt;
==Warcraft==&lt;br /&gt;
In [[Warcraft]], Ogres are race of brutish barbarian-like humanoids organized into clans similar to the Orcs in Draenor. The Orc warlock Gul&#039;dan developed two-headed Ogres to be slightly smarter than the average Ogre, he also made Ogre Magi who are smart enough to use magic. Two-headed ogres have also always been natural. They are descended from earth giants that got smaller over many generations. For being dumb brutes, they are still the smartest of their kin. With an actual education and slaves to take out their aggression on, they can be as advanced as the [[Roman Empire]] was.&lt;br /&gt;
&lt;br /&gt;
==Kings of War==&lt;br /&gt;
In [[Kings of War]], Ogres are a warrior race who make their living as mercenaries, kinda like in Warhammer. There are a number of differences between the two, however; for one, the ogres of Mantica aren&#039;t ridiculously stupid, possessing plenty of intelligence. Also, Mantic ogres, rather than being shirtless sumo wrestlers like they&#039;re portrayed as in most media, are athletic and muscular (if a little top-heavy) and use proper weapons and armour, fitting for a race whose entire livelihood is their business as professional soldiers. They also have no central leadership, so clans will fight as allies for just about any army between them. Not much is known about their background.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D==&lt;br /&gt;
The D&amp;amp;D Ogre is perhaps the iconic example of a fantasy ogre. Formally considered &amp;quot;giant kin&amp;quot;, they are the least of the various giant races, due to their comparatively small stature (9 to 10 feet tall), brutish natures, and savagery. D&amp;amp;D Ogres are basically described as either smaller, more active and (comparatively) intelligent Hill Giants, or else as bigger, lazier, less sociable [[orc]]s: they live nomadic existences in the wilderness, eating whatever they can catch and supplementing it with acts of banditry and thuggery; they are readily enticed into the hordes of evil humanoids or swayed by powerful warlords and mages to serve them.&lt;br /&gt;
&lt;br /&gt;
This depends slightly on edition and somewhat more on setting; in [[Dragonlance]], for example, whilst many ogres do live the primitive bandit lifestyle, they are actually civilized and have their own empire far to the east of Ansalon. They&#039;re still savage and violent, but they&#039;re far less stupid and dull-witted than in other settings, even if they pale to the intelligence and magical might of their [[Irda]] ancestors. On the other hand, the ogres of [[Golarion]] are some of the nastiest monsters in the game, hands down. Built up using Hillbilly Horror as their theme - you know, movies like Texas Chainsaw Massacre, The Hills Have Eyes, Wrong Turn, etc? - they&#039;re hideously deformed, savage, sadistic brutes whose &amp;quot;culture&amp;quot; boils down to incest, necrophilia, torture, murder, rape, violence, cruelty, rape, bestiality, getting drunk, making &amp;quot;art&amp;quot; out of corpses, demon-worship, domestic abuse and rape.&lt;br /&gt;
&lt;br /&gt;
For the [[Dungeons &amp;amp; Dragons]] creature called the Ogre Mage, see the [[Oni]] page. For the ultimate extension of their Orc-like nature, see the [[Half-Ogre]] page.&lt;br /&gt;
&lt;br /&gt;
===1e===&lt;br /&gt;
Playable in [[Mystara]].&lt;br /&gt;
&lt;br /&gt;
===2e===&lt;br /&gt;
Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different color – or at least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk.&lt;br /&gt;
&lt;br /&gt;
Rendered playable in the Complete Book of Humanoids, alongside their [[Half-Ogre]] progeny and their [[Oni]] cousins:&lt;br /&gt;
::Ability Score Range: [[Strength]] 16/20, [[Dexterity]] 2/8, [[Constitution]] 14/20, [[Intelligence]] 2/8, [[Wisdom]] 2/9, [[Charisma]] 2/8&lt;br /&gt;
::Ability Score Modifiers: +2 Str, +2 Con, -2 Int, -2 Cha&lt;br /&gt;
::Class &amp;amp; Level Limits: [[Fighter]] 12, [[Shaman]] 3&lt;br /&gt;
::+4 [[Hit Point]]s at first level&lt;br /&gt;
::Natural Armor Class of 5&lt;br /&gt;
::Ogre Shamans have access to the [[Cleric Domain|Spheres]] of Combat, Divination, Healing, Protection and Sun.&lt;br /&gt;
::Take damage as Large creatures.&lt;br /&gt;
::-4 attack roll penalty against [[dwarf]] and [[gnome]] opponents.&lt;br /&gt;
::Weapon Proficiencies: Club, Goblin Stick, Halberd, Spear, Two-handed Sword, Voulge.&lt;br /&gt;
::Non-Weapon Proficiencies: Drinking, Eating, Fire-building, Hunting, Intimidation, Religion, Tracking, Wild Fighting.&lt;br /&gt;
&lt;br /&gt;
===3e===&lt;br /&gt;
In 3e Ogres look distinctly non-human. Rules to make ogre characters are presented in the Monster Manual:&lt;br /&gt;
::+10 [[Strength]], -2 [[Dexterity]], +4 [[Constitution]], -4 [[Intelligence]], -4 [[Charisma]].&lt;br /&gt;
::Large size.&lt;br /&gt;
::Space/Reach: 10 feet/10 feet.&lt;br /&gt;
::40 feet base land speed.&lt;br /&gt;
::60 feet Darkvision.&lt;br /&gt;
::Racial [[Hit Dice]]: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.&lt;br /&gt;
::Racial [[Skills]]: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.&lt;br /&gt;
::Racial [[Feat]]s: An ogre’s giant levels give it two feats.&lt;br /&gt;
::An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.&lt;br /&gt;
::+5 natural armor bonus.&lt;br /&gt;
::Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]].&lt;br /&gt;
::[[Level Adjustment]]: +2.&lt;br /&gt;
&lt;br /&gt;
3e presents Ogres as the least members of [[giant]]kind: short, dumb but still very strong.&lt;br /&gt;
&lt;br /&gt;
===4e===&lt;br /&gt;
&lt;br /&gt;
===5e===&lt;br /&gt;
5e continues presenting ogres as the least of all [[giant]]s; their place in the Ordning is firmly at the bottom. They are characterized as big, dumb, stupid, cruel, gluttonous brutes who collect treasure because they like shiny stuff and they love the taste of sapient flesh.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[File:MGE Ogre.jpg|200px|thumb|right|The Ogre of the Monster Girl Encyclopedia.]]&lt;br /&gt;
Much like the [[orc]] [[monstergirl]], ogre monstergirls are something of a rarity; when they do appear, they are usually orcs writ large, being big, boisterous bruisers who probably aren&#039;t the smartest, but who tremendous appetites for pleasure, in the form of sex, eating, drinking and fighting. Their primary defining attribute is their stature, with odd skin tones being frequent. Green is a particularly common skin color for ogres, inspired by the British food mascot &amp;quot;the Jolly Green Giant&amp;quot; and Marvel&#039;s She-Hulk, and as such it can be very hard to tell an ogre monstergirl from an orc monstergirl if the latter aren&#039;t being depicted as pig-girls.&lt;br /&gt;
&lt;br /&gt;
Ogre girls are often [[musclegirl]]s, referencing their trademark superhuman strength, but not always; many are just depicted as curvy women who happen to be taller and supernaturally strong, influenced by Japanese artistic tropes. The hedonistic attitudes of ogres means that there is a distinct subset for &amp;quot;BBW&amp;quot; artwork in the fandom, resulting in ogres that are visibly chubby, but not so much as to make them truly fat and hideous. A third fetishistic depiction is the &amp;quot;strongfat&amp;quot; build, which literally attempts to marry the musclegirl and BBW design by giving them strong-looking, muscular limbs contrasting wide hips, massive breasts and buttocks, and soft, chubby bellies - although technically she&#039;s human rather than an ogre, Cattleya of [[Queen&#039;s Blade]] is a perfect example of (a well-done, modest) depiction of this kind.&lt;br /&gt;
&lt;br /&gt;
In the east there&#039;s little distinction between ogres and oni: large, strong and passionate individuals with a love for booze and fighting. In fact, the word ogre is the most common translation of oni, and consequently the oni traditions of weird skin color, and/or horns, and occasionally extra eyes, are liberally applied to their depictions of ogres. In truth, the only major difference between the two is that oni are usually portrayed as having innate magical abilities, and even that&#039;s not set in stone.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ogres are thusly portrayed as long-horned green-skinned oni who love to fight and fuck. Their basic modus operandi is running around and beating up dudes until they find one who impresses them with how well he fought back, at which point they drag him home to their cave and subdue him with lots of rough sex. For a long time they were thought to be the most outright abusive monstergirl in the setting, until it was finally clarified that the encyclopedia&#039;s overly-flowery writing style had complicated translations and that they are instead supposed to be practitioners of &amp;quot;rough affection&amp;quot;; the kind of rough &amp;amp; tumble one-of-the-guys tomboys who express approval with a punch on the shoulder, a fake headlock or a quick noogie.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Reclining Ogre.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:Kings of War]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232362</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232362"/>
		<updated>2018-10-03T17:35:48Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* /d/eviance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Gnoll Warriors.jpg|400px|thumb|right|Something you really don&#039;t want to see when adventuring.]]&lt;br /&gt;
In order to sate the eternal hunger of [[Adventurer|murderhobos]] for fresh faces to kill and loot from, [[Dungeons &amp;amp; Dragons]] has created many, many different races. The humble Monstrous Humanoids have long made up the bulk of these doomed souls; sapient enough to have plans beyond simply skulking in a hole in the ground and waiting to pounce, yet inhuman enough to be butchered without guilt, they are truly the backbone of the classic hack-and-slash game. Some of these have even surpassed their humble origins, achieving a level of player interest that has sown demands for portrayals beyond sword-fodder roles. [[Kobolds]], [[Goblins]], [[Orcs]], even [[Ogre]]s have all managed to attain a notoriety and a connection with D&amp;amp;Ders that has seen attempts to raise them up from the mud.&lt;br /&gt;
&lt;br /&gt;
And then there are races who haven&#039;t been so fortunate. The gnoll is one of them.&lt;br /&gt;
&lt;br /&gt;
Born way back in [[Dungeons_%26_Dragons#Basic_Dungeons_.26_Dragons|Basic Dungeons &amp;amp; Dragons]] - they were actually in the White Box, released back in 1974, gnolls were originally a jokey monster, said to be the result of crossbreeding a [[gnome]] with a [[troll]]. But, come [[Advanced Dungeons &amp;amp; Dragons]], people realized that this was really too stupid for words, so they were instead changed into a hyena-based beast-man race. They were given a rather slap-dash generic evil humanoid lore, with about the most notably things being a profound laziness that leads to a reliance on slavery, and a particular fondness for cannibalism. Because nothing makes your adventurers feel more heroic than kicking the shit out of people who brutally force others to work for them until they drop and then eat them alive.&lt;br /&gt;
&lt;br /&gt;
And we&#039;re not joking about the slap-dash efforts. Seriously, look at the difference in the AD&amp;amp;D MM manuals for the [http://www.lomion.de/cmm/gnoll.php  Gnoll], [http://www.lomion.de/cmm/orc.php Orc] and [http://www.lomion.de/cmm/sahuagin.php Sahuagin]; the [[Orc]] and [[Sahuagin]] entries are at least twice as long.&lt;br /&gt;
&lt;br /&gt;
Despite all this, gnolls have managed to claw out a niche for themselves in D&amp;amp;D; having been there in every edition, and even in its [[Pathfinder]] spin-off, gnolls don&#039;t look to be going anywhere anytime soon.  And a few settings, most-notably [[Eberron]] and [[Wicked Fantasy]], have at least &#039;&#039;attempted&#039;&#039; to round them off a little. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, they don&#039;t look to getting more mainstream any time soon.  The 5e Monster Manual outright says gnolls, unlike other monster races, &#039;&#039;are&#039;&#039; just born bad, due to the demonic influence of their creator Yeenoghu.  And authors for 5th edition&#039;s &amp;quot;Volo&#039;s Guide to Monsters&amp;quot;, the 5e analogue to a Monster Manual 2/Complete Book of Humanoids hybrid, felt it necessary to explicitly call out that gnolls will not be a PC race option, due to being &amp;quot;too demonic&amp;quot;... despite the fact that they had a PC writeup in the previous edition, which is where they stole the &amp;quot;Gnolls are direct creations of Yeenoghu&amp;quot; lore from.&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
As mentioned above, gnolls are hyena-based beast-men, so they resemble humanoid creatures with clawed fingers and the tails, pelts and heads of hyenas. Exactly which aspect of their physiology dominates, the man or the beast, depends on edition and to an extent on setting; their original AD&amp;amp;D art makes them very humanoid, but later editions have made them more feral, with typically hunched back, longer arms, and shorter legs, leading to a more primal, ape-like body-stance. They also have gone from human-like legs to more digitigrade legs, complete with paws in lieu of feet. &lt;br /&gt;
&lt;br /&gt;
In some settings, such as the [[Wicked Fantasy]] setting, it&#039;s stated that gnolls can actually move around more quickly and easily on all fours, furthering their &amp;quot;primalness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gnolls typically are portrayed with features akin to the spotted hyena, the largest, most aggressive and sociable of hyena species, most notably the pelt coloration. In 3.5&#039;s Monster Manual IV, 4e&#039;s Playing Gnolls, and Pathfinder&#039;s Monster Codex, it&#039;s stated that female gnolls are actually larger and more aggressive than males, which is another trait iconic of the spotted hyena.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gnoll ODnD.png|The very first depiction of the gnoll, as a rather [[hobgoblin]]-like creature.&lt;br /&gt;
File:Gnoll ADnD.png|The first depiction of gnolls as the now-iconic hyena [[beastfolk]].&lt;br /&gt;
File:Gnoll 2nd ADnD.png&lt;br /&gt;
File:1993 gnoll.jpg|The first ever color picture of a gnoll, done by [[Tony DiTerlizzi]].&lt;br /&gt;
File:Gnoll 3rd.png&lt;br /&gt;
File:PF Gnoll Pack.jpg&lt;br /&gt;
File:Gnoll Family Photo.jpg&lt;br /&gt;
File:4e Gnoll Raid.png&lt;br /&gt;
File:4e Gnoll Savages.jpg&lt;br /&gt;
File:4e Gnoll Warriors.jpg&lt;br /&gt;
File:Gnoll 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]]&lt;br /&gt;
In a word, primitive. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They&#039;re more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they&#039;re both obligate carnivores and shamelessly lazy. &lt;br /&gt;
&lt;br /&gt;
In general, though, they&#039;re fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-orientated. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. Which doesn&#039;t mean all other gnolls are treated as allies; if you&#039;re not directly part of the pack, you&#039;re meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes.&lt;br /&gt;
&lt;br /&gt;
So, yeah, not exactly brimming with fluff. In general, character development has tended to pass gnolls by...But not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. Perhaps the first real example of this was in the generic 3.5 sourcebook &amp;quot;Races of the Wild&amp;quot;, which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with &amp;quot;harsh but fair&amp;quot; moral codes, an extremely strong sense of loyalty (&amp;quot;to name someone your pack-brother is to give them your trust for life&amp;quot;), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust.&lt;br /&gt;
&lt;br /&gt;
Not a lot of fluff, true, but leaps and bounds better than what they had before.&lt;br /&gt;
&lt;br /&gt;
[[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving &amp;quot;standard monsters&amp;quot; their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they&#039;re the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most &amp;quot;humanoids&amp;quot; uneasy, they are accepted in &amp;quot;polite&amp;quot; civilization and becoming increasingly welcome.&lt;br /&gt;
&lt;br /&gt;
But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article &amp;quot;Playing Gnolls&amp;quot;, which gave them the most nuanced depiction they&#039;ve ever had. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they&#039;re not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society.&lt;br /&gt;
&lt;br /&gt;
For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more &amp;quot;civilized&amp;quot; races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - &amp;quot;What do you want?&amp;quot; instead of &amp;quot;Can I help you?&amp;quot; This doesn&#039;t make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance.&lt;br /&gt;
&lt;br /&gt;
Another example of their bestial impulses is that their scavenger&#039;s instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own.&lt;br /&gt;
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In the [[Nentir Vale]], gnolls who choose not to run with &amp;quot;the Butcher&#039;s Brood&amp;quot; (Yeenoghu&#039;s loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They&#039;re also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it&#039;s the women who grow bigger and stronger than the men. It&#039;s implied these aspects even hold true for the demon-worshipping gnolls.&lt;br /&gt;
&lt;br /&gt;
All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike.&lt;br /&gt;
&lt;br /&gt;
5e, in contrast, returned the Gnolls to their AD&amp;amp;D roots as a &amp;quot;monster race&amp;quot;, trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don&#039;t even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They&#039;re so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, each and every gnoll has a direct mental link to Yeenoghu&#039;s endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption.&lt;br /&gt;
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One of the oddest interpretations of gnoll culture can probably be found in the Dach&#039;youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach&#039;youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don&#039;t practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou&#039;chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach&#039;youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur.&lt;br /&gt;
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===Gender Roles===&lt;br /&gt;
Gnolls have had an erratic, shifting field of lore when it comes to gender roles.&lt;br /&gt;
&lt;br /&gt;
To begin with, in AD&amp;amp;D, they were given the same &amp;quot;abusively patriarchal&amp;quot; fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who&#039;s read up on hyenas knows, is a case of badly screwing up your research; spotted hyenas are abusively &#039;&#039;matriarchal&#039;&#039;, the other species are more egalitarian.&lt;br /&gt;
&lt;br /&gt;
In 3rd edition, the topic wasn&#039;t really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of &amp;quot;might makes right&amp;quot;, and males can hold any high rank that isn&#039;t absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk.&lt;br /&gt;
&lt;br /&gt;
4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what&#039;s between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in an incidental matriarchal fashion by simple &amp;quot;rule of might&amp;quot;. In fact, the entry, given its distinctive title of &amp;quot;Gender Issues&amp;quot;, reads as follows:&lt;br /&gt;
::&#039;&#039;The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll&#039;s primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook &amp;quot;Classic Monsters Revisited&amp;quot;, gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable (to other gnolls), Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later &amp;quot;Monster Codex&amp;quot;, we&#039;re told that gnolls are matriarchal, in no small part because their larger stature and greater aggression &amp;amp; cunning gives them an edge in their cutthroat might-makes-right culture; this is see as proof of Lamashtu&#039;s blessing of the gnoll race.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], gnolls traditionally worship a [[Demon Prince]] named [[Yeenoghu]], the Beast of Butchery. In the earliest editions, they were actually created by Gorellik, a giant hyena-like lesser member of the [[Giant]]&#039;s pantheon, but he was such a lazy, disinterested, stupid god that Yeenoghu was able to steal the gnolls away from him and he never even noticed. In 4th and 5th edition, gnolls were directly tied to Yeenoghu and given status as his creations; a fusion of demon and hyena that he engineered in 4e, and hyenas that spontaneously transformed after scavenging from his kills in 5e. This, incidentally, also gives them a religiously motivated hatred for [[minotaur]]s, as &#039;&#039;their&#039;&#039; patron [[Demon Prince]], [[Baphomet]], is a bitter rival of Yeenoghu&#039;s.&lt;br /&gt;
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In 3.5&#039;s MMIV, it&#039;s stated that the gnolls reconcile worshipping a male Demon Prince with their own principles of matriarchal leadership in that the female pack-leaders view Yeenoghu as the ultimate male, the perfect mate for a female gnoll to acquire - IF she can prove herself worthy.&lt;br /&gt;
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In [[Pathfinder]], gnolls worship [[Lamashtu]], a [[Demon Prince]] turned full-fledged evil goddess of monsters, mutations and misbirths, who they claim literally gave birth to them. Ironically, this leads to them having better relationships with [[minotaur]]s, who also claim to be children of Lamashtu.&lt;br /&gt;
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In [[Wicked Fantasy]], dach&#039;youn fear the sun as a creator god who, alongside his nameless wife, created the world and all life, but then grew angry with them and now wants to destroy the world, having murdered his wife when she tried to stop him. Consequently, they refuse to honor him, instead regarding him as a cruel and merciless monster to be feared. Instead, they worship the moons as a set of six or seven (there&#039;s actually only six moons, but many gnolls believe that the &amp;quot;moonless nights&amp;quot; that occur every 85 days are actually guarded by a black moon) goddesses; these Kachta, the sun&#039;s daughters, angrily chase him away every night, forestalling his plans to destroy the world each day. The Sister Moons are Cha&#039;ppa (The Swift Red Moon), Hav&#039;ha (The Deadly Silver Moon), Gu&#039;sha (The Wise Blue Moon), Gur&#039;gha (The Enduring Green Moon), Or&#039;gha (The Cunning Yellow Moon), Sh&#039;va (The Lovely Violet Moon) and Vax (The Black Moon).&lt;br /&gt;
&lt;br /&gt;
==Family Tree==&lt;br /&gt;
Though usually ignored, there are a few different branches of the family tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flinds&#039;&#039;&#039; are the most well-known branch, having appeared in the editions on and off throughout the years. Originally introduced for AD&amp;amp;D 1e as part of the Fiend Folio, Flinds were conceived of as smaller and less imposing, but smarter, gnoll-kin. They were the more rational and reasonable gnoll-kin, and had a dedicated [[Dragon Magazine]] article, &amp;quot;The Sociology of the Flind&amp;quot;, in issue #173. They&#039;re mostly remembered for being cannibalistic (&amp;quot;flind&amp;quot; apparently means &amp;quot;eater of gnolls&amp;quot; in the gnoll tongue) and for wielding &#039;&#039;solid-iron nunchuks&#039;&#039; called &amp;quot;flindbars&amp;quot;, which gave them the aggravatingly cheap ability to force your PCs to save vs. wands in AD&amp;amp;D to avoid having their weapons yanked out of their hands. When 3rd edition rolled around, flinds didn&#039;t reappear until the Monster Manual 3, where their character was reversed - they became bigger, stronger, tougher and even &#039;&#039;nastier&#039;&#039; versions of the common gnoll, although they were still smarter. 4th edition preserved this, although it obscured their return in Dragon #369 as the &amp;quot;Havoc Gnolls&amp;quot;. In 5th edition, flinds didn&#039;t appear until Volo&#039;s Guide to Monsters, where they essentialy became the gnollish equivalent of [[Blackguard]]s; demon-blessed champions of [[Yeenoghu]] specially selected to lead gnollish warbands.&lt;br /&gt;
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&#039;&#039;&#039;Ghuuna&#039;&#039;&#039; are a gnollish [[therianthrope]] subspecies introduced in Dragon #89, gifted with the power to turn into hyenadons (or dire hyenas, in more modern interpretations); they could spread this amongst their own race like lycanthropy, but rarely did so, as they revelled in being special. Ghuunas never really caught on.&lt;br /&gt;
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&#039;&#039;&#039;Shoosuva&#039;&#039;&#039; are undead demons born from gnollish souls, who first appeared in Dragon #63 - as part of the very first elaboration on gnollish culture and mentality. They are described as resembling huge, emaciated hyenadons glowing with eerie yellow light, and possess [[ghoul]]-like abilities, such as paralytic attacks. They mostly went ignored afterwards; a 3e translation finally arrived in [[Dungeon Magazine]] #112. Volo&#039;s Guide to Monsters saw them promoted to their first ever official splatbook appearance, although with a few tweaks - like the loss of their paralytic attacks in favor of a toxic tail stinger.&lt;br /&gt;
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==Reproduction==&lt;br /&gt;
Given the dearth of details on gnollish culture, and the rather limited focus of what we&#039;re told, it should be of no surprise that we don&#039;t know much of how gnolls produce the next generation.&lt;br /&gt;
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In AD&amp;amp;D&#039;s Monstrous Manual, we are informed that in a gnoll pack there will be &amp;quot;half as many females as males&amp;quot; and &amp;quot;twice as many gnoll pups as there are adults&amp;quot;.&lt;br /&gt;
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In 3.5&#039;s Monster Manual IV, we get some fuller details; female gnolls mate with any male that catches their attention as a worthy specimen (whether the male&#039;s thoughts on the matter are taken into account are not stated), but form no lasting bonds. They give birth to litters of 2-4 pups after a 6 month pregnancy, and usually these are then abandoned to the care of wetnurses and slaves in the pack&#039;s current creche. Infant gnolls are utterly helpless for the first 8 weeks of their life, doing little but suckle and sleep, but after that two month infancy, begin to drastically grow, putting on muscle and weaning to feed on meat. Still, whilst kept separate from the suckling pups, these youngsters are kept segregated for the first two years of their life; until they hit adolescence at that age, they risk being cannibalized by the adult gnolls.&lt;br /&gt;
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Pathfinder&#039;s &amp;quot;Classic Monsters Revisited&amp;quot; states that gnolls give birth to litters of 3-5 pups, who become &amp;quot;dangerous&amp;quot; by 3 years old and fully grown adults by the age of 8; female gnolls become reproductively mature at any point between the ages of 10 and 18 years.&lt;br /&gt;
&lt;br /&gt;
4e&#039;s &amp;quot;Playing Gnolls&amp;quot; mentions only that gnoll pups become aggressive at a very young age - as in, as soon as they can walk, they tend to find tight places where they can viciously fight each other, and that the high infant mortality rate these battles (which are often fought to the death, or just inflict such severe wounds that one or more participants die) inflict is partly why gnolls aren&#039;t as common as, say, [[orc]]s.&lt;br /&gt;
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In 5e, gnolls don&#039;t reproduce at all. Their shamans, the Fangs of Yeenoghu, can inflict a demonic taint upon the corpses of sapient beings; hyenas that devour such corpses are transformed into new gnolls. Thus, they are constantly seeking battle in order to replace their own casualties.&lt;br /&gt;
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==Dungeons &amp;amp; Dragons Racial Stats==&lt;br /&gt;
[[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]]&lt;br /&gt;
Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their &amp;quot;gnome-troll&amp;quot; days), AD&amp;amp;D (via the Complete Book of Humanoids), D&amp;amp;D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&amp;amp;D (CBoH) and D&amp;amp;D3.5 (MM3).&lt;br /&gt;
&lt;br /&gt;
===Basic Dungeons &amp;amp; Dragons===&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom&lt;br /&gt;
::Ability Score Limits: Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 18&lt;br /&gt;
:::Note: Charisma for Humanoids only applies as-is amongst Humanoids; amongst [[Demihuman]]s, divide the Humanoid&#039;s Charisma by 3 (rounding down) and subtract the result from 9 (or 8, for a [[troll]])&lt;br /&gt;
::Natural Armor Class: 8&lt;br /&gt;
::Level -1: -1,000 XP, d8 Hit Dice&lt;br /&gt;
::Level 0: 0 XP, 2d8 Hit Dice&lt;br /&gt;
::Level 1: 1,000 XP, 3d8 Hit Dice&lt;br /&gt;
::Level 2: 3,000 XP, 4d8 Hit Dice&lt;br /&gt;
::Level 3: 7,000 XP&lt;br /&gt;
::Level 4: 15,000 XP, 5d8 Hit Dice&lt;br /&gt;
::Level 5: 31,000 XP, 6d8 Hit Dice&lt;br /&gt;
::Level 6: 63,000 XP, 7d8 Hit Dice&lt;br /&gt;
::Level 7: 129,000 XP&lt;br /&gt;
::Level 8: 259,000 XP, 8d8 Hit Dice&lt;br /&gt;
::Level 9: 519,000 XP, +2 Hit Points&lt;br /&gt;
:::Subsequent levels require +300,000 XP per level and grant +2 hit points per level.&lt;br /&gt;
&lt;br /&gt;
===Advanced Dungeons &amp;amp; Dragons===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14&lt;br /&gt;
::Hit Point Modifier: +2 HP at first level&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Disadvantage: Gnolls take damage as Large creatures&lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm&lt;br /&gt;
::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16.&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. &lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword&lt;br /&gt;
::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 3.x===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+1 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +1 level.&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+2 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic.&lt;br /&gt;
::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls.&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +2 levels.&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 4e===&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Dexterity&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 7 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Languages: Abyssal, Common&lt;br /&gt;
::Skill Bonuses: +2 Intimidate, +2 Perception&lt;br /&gt;
::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.&lt;br /&gt;
::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.&lt;br /&gt;
::Ferocious Charge: You can use ferocious charge as an encounter power.&lt;br /&gt;
&lt;br /&gt;
Ferocious Charge Gnoll Racial Power&lt;br /&gt;
::&#039;&#039;You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.&#039;&#039;&lt;br /&gt;
::Encounter&lt;br /&gt;
::Standard Action Personal&lt;br /&gt;
::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints.&lt;br /&gt;
&lt;br /&gt;
Heroic Tier Feats&lt;br /&gt;
Any feat in the following section is available to a character of any level who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Butcher’s Lure&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carrion Eater&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claw Fighter&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Tracker&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.&lt;br /&gt;
&lt;br /&gt;
Paragon Feats&lt;br /&gt;
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fierce Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 11th level, gnoll, ferocious charge racial power&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Bite&#039;&#039;&lt;br /&gt;
::Prerequisite: 11th level, gnoll&lt;br /&gt;
::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.&lt;br /&gt;
&lt;br /&gt;
Epic Feats&lt;br /&gt;
The feat in the following section is available to a character of 21st level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brutal Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack.&lt;br /&gt;
===Dach&#039;youn===&lt;br /&gt;
The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin.&lt;br /&gt;
::+2 Constitution, +2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Movement: Dach&#039;youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can&#039;t be used unless the dach&#039;youn has her hands empty.&lt;br /&gt;
::Scent (Extraordinary Ability)&lt;br /&gt;
::Pack Feats: A dach&#039;youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc).&lt;br /&gt;
::Pack Tactics: When a dach&#039;youn uses a teamwork feat, every member of her pack gains the benefits of it.&lt;br /&gt;
::Ways of the Wild: Survival is always a class skill for dach&#039;youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20).&lt;br /&gt;
::Moon Sign: All dach&#039;youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new).&lt;br /&gt;
::Scavenger&#039;s Meal: Dach&#039;youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food.&lt;br /&gt;
&lt;br /&gt;
Cha&#039;ppa&lt;br /&gt;
::+2 Dexterity instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Your bonus to Sense Motive and Perception checks doubles.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain no benefits from Morale or Rally bonuses, but penalties still apply.&lt;br /&gt;
&lt;br /&gt;
Gur&#039;gha&lt;br /&gt;
::+3 Constitution instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; You can reroll a failed Fortitude save; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You cannot make any kind of Knowledge check.&lt;br /&gt;
&lt;br /&gt;
Gu&#039;sha&lt;br /&gt;
::+2 Wisdom instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Once per ally per full moon, you can reroll an ally&#039;s failed saving throw using your own bonus; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Roll a d6 to determine which curse affects you for the duration of Gu&#039;sha&#039;s new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind.&lt;br /&gt;
 &lt;br /&gt;
Hav&#039;ha&lt;br /&gt;
::+2 Strength instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; +5 to CMB&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You do not gain your Wisdom modifier to any rolls.&lt;br /&gt;
&lt;br /&gt;
Or&#039;gha&lt;br /&gt;
::+2 Intelligence instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; In a non-combat situation, your Intelligence modifier is doubled.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Your CMD is 10 and it cannot gain any bonuses.&lt;br /&gt;
&lt;br /&gt;
Sh&#039;va&lt;br /&gt;
::+3 Charisma instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you.&lt;br /&gt;
&lt;br /&gt;
Vax&lt;br /&gt;
::+1 to any ability score&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
[[Unified Setting/Gnolls]]&lt;br /&gt;
&lt;br /&gt;
==/d/eviance==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Gnoll pimp.jpg|200px|thumb|left|It&#039;s hard out there for a pimp.]]&lt;br /&gt;
[[Image:Gnoll pirate.jpg|200px|thumb|right|Yet it&#039;s easier for a pirate.]]&lt;br /&gt;
Despite everything, gnolls are a little... embarrassing for /tg/. This, as much as the generally lackluster fluff, is more than likely why the race is rarely focused on, in comparison to, say, [[goblin]]s, [[orc]]s or even [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the obvious elephant in the room; as a beast-man race, gnolls are like [[furry]] magnets. And unlike [[minotaur]]s or [[sphinx]]es (who have a mythological origin that can be pointed to), or [[kobold]]s (who don&#039;t really resemble any real-world animal), the only real difference between gnolls and [[Ironclaw|fantasy-dwelling hyena furries]] is... well, pretty much the whole &amp;quot;demon-worshiping cannibalistic murderous tribal monsters culture&amp;quot; thing. Whenever there&#039;s a gnoll thread on /tg/, you can be sure there will be an argument about whether or not they count as furries that eventually gets it locked. Needless to say, confronted with the dilemma of either fleshing out the gnolls or being accused of being furries, most DMs say &amp;quot;fuck it&amp;quot; and try to do something interesting with [[orcs]] instead.&lt;br /&gt;
&lt;br /&gt;
Another major problem is that, as mentioned above, gnolls most visually resemble the spotted hyena. The spotted hyena&#039;s brutally matriarchal social structure and female favoring sexual dimorphism (that is, girls are bigger and stronger than guys) easily translates into [[/d/]]-related content, since /d/ is all over [[-4 STR|musclegirls and other amazons]] as well as femdom. To say nothing of how the gnollish slavery-focused society easily translated into sex-slavery in the eyes of [[/d/M]]s - but then, they&#039;ve been doing that shit with orcs and other such races for ages. But there was more to it than that... &lt;br /&gt;
&lt;br /&gt;
See, spotted hyenas are infamous for one particular thing: the [http://en.wikipedia.org/wiki/Pseudo-penis pseudo-penis]. Biologists still have no idea what function it serves (seeing as how it doesn&#039;t seem to do anything but needlessly complicate reproduction), but the end result is that female spotted hyenas are essentially real life [[dickgirl]]s. With the popularity of dickgirls on both /d/ and amongst furries, this led to a &#039;&#039;huge&#039;&#039; outburst of gnollish perversity that /tg/ fought hard to stamp out, but which still threatens to rear its ugly head today.&lt;br /&gt;
&lt;br /&gt;
Add in the fact that hyenas in real life do have a lot of mythological/traditional association with perversity - Pliny the Elder reported hyenas were hermaphrodites who changed sexes whenever they wished, striped hyena anuses and vaginas are used for love &amp;amp; lust charms to the extent that &amp;quot;he has the anus of a hyena&amp;quot; is a real-world African saying today to refer to someone who&#039;s really good at scoring sex - and... well, let&#039;s just say that gnolls can very easily take a starring role in somebody&#039;s [[magical realm]] and leave it at that, okay?&lt;br /&gt;
&lt;br /&gt;
Then again, if [[orc]]s, [[goblin]]s and [[kobold]]s can be rescued from the [[Always Chaotic Evil]] niche, why not gnolls? Gnolls are practically tailor-made for an unholy blend of [[furry]], [[amazon]] and/or [[musclegirl]], and &amp;quot;sexy evil girl&amp;quot; fetishism, after all...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Female Gnoll Slaver.jpg&lt;br /&gt;
File:Gnoll Profile (Hyena Princess Njano).jpg&lt;br /&gt;
Gnoll Barmaid.jpg&lt;br /&gt;
Gnoll Gladiatrix.png&lt;br /&gt;
Gnoll Priestess.jpg&lt;br /&gt;
Gnoll Watchwoman.jpg&lt;br /&gt;
File:Gnoll-TaintedElf.png|Some find a way to include more &amp;quot;conventional&amp;quot; gnoll MGs in their games.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232361</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232361"/>
		<updated>2018-10-03T17:27:50Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Reproduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Gnoll Warriors.jpg|400px|thumb|right|Something you really don&#039;t want to see when adventuring.]]&lt;br /&gt;
In order to sate the eternal hunger of [[Adventurer|murderhobos]] for fresh faces to kill and loot from, [[Dungeons &amp;amp; Dragons]] has created many, many different races. The humble Monstrous Humanoids have long made up the bulk of these doomed souls; sapient enough to have plans beyond simply skulking in a hole in the ground and waiting to pounce, yet inhuman enough to be butchered without guilt, they are truly the backbone of the classic hack-and-slash game. Some of these have even surpassed their humble origins, achieving a level of player interest that has sown demands for portrayals beyond sword-fodder roles. [[Kobolds]], [[Goblins]], [[Orcs]], even [[Ogre]]s have all managed to attain a notoriety and a connection with D&amp;amp;Ders that has seen attempts to raise them up from the mud.&lt;br /&gt;
&lt;br /&gt;
And then there are races who haven&#039;t been so fortunate. The gnoll is one of them.&lt;br /&gt;
&lt;br /&gt;
Born way back in [[Dungeons_%26_Dragons#Basic_Dungeons_.26_Dragons|Basic Dungeons &amp;amp; Dragons]] - they were actually in the White Box, released back in 1974, gnolls were originally a jokey monster, said to be the result of crossbreeding a [[gnome]] with a [[troll]]. But, come [[Advanced Dungeons &amp;amp; Dragons]], people realized that this was really too stupid for words, so they were instead changed into a hyena-based beast-man race. They were given a rather slap-dash generic evil humanoid lore, with about the most notably things being a profound laziness that leads to a reliance on slavery, and a particular fondness for cannibalism. Because nothing makes your adventurers feel more heroic than kicking the shit out of people who brutally force others to work for them until they drop and then eat them alive.&lt;br /&gt;
&lt;br /&gt;
And we&#039;re not joking about the slap-dash efforts. Seriously, look at the difference in the AD&amp;amp;D MM manuals for the [http://www.lomion.de/cmm/gnoll.php  Gnoll], [http://www.lomion.de/cmm/orc.php Orc] and [http://www.lomion.de/cmm/sahuagin.php Sahuagin]; the [[Orc]] and [[Sahuagin]] entries are at least twice as long.&lt;br /&gt;
&lt;br /&gt;
Despite all this, gnolls have managed to claw out a niche for themselves in D&amp;amp;D; having been there in every edition, and even in its [[Pathfinder]] spin-off, gnolls don&#039;t look to be going anywhere anytime soon.  And a few settings, most-notably [[Eberron]] and [[Wicked Fantasy]], have at least &#039;&#039;attempted&#039;&#039; to round them off a little. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, they don&#039;t look to getting more mainstream any time soon.  The 5e Monster Manual outright says gnolls, unlike other monster races, &#039;&#039;are&#039;&#039; just born bad, due to the demonic influence of their creator Yeenoghu.  And authors for 5th edition&#039;s &amp;quot;Volo&#039;s Guide to Monsters&amp;quot;, the 5e analogue to a Monster Manual 2/Complete Book of Humanoids hybrid, felt it necessary to explicitly call out that gnolls will not be a PC race option, due to being &amp;quot;too demonic&amp;quot;... despite the fact that they had a PC writeup in the previous edition, which is where they stole the &amp;quot;Gnolls are direct creations of Yeenoghu&amp;quot; lore from.&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
As mentioned above, gnolls are hyena-based beast-men, so they resemble humanoid creatures with clawed fingers and the tails, pelts and heads of hyenas. Exactly which aspect of their physiology dominates, the man or the beast, depends on edition and to an extent on setting; their original AD&amp;amp;D art makes them very humanoid, but later editions have made them more feral, with typically hunched back, longer arms, and shorter legs, leading to a more primal, ape-like body-stance. They also have gone from human-like legs to more digitigrade legs, complete with paws in lieu of feet. &lt;br /&gt;
&lt;br /&gt;
In some settings, such as the [[Wicked Fantasy]] setting, it&#039;s stated that gnolls can actually move around more quickly and easily on all fours, furthering their &amp;quot;primalness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gnolls typically are portrayed with features akin to the spotted hyena, the largest, most aggressive and sociable of hyena species, most notably the pelt coloration. In 3.5&#039;s Monster Manual IV, 4e&#039;s Playing Gnolls, and Pathfinder&#039;s Monster Codex, it&#039;s stated that female gnolls are actually larger and more aggressive than males, which is another trait iconic of the spotted hyena.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gnoll ODnD.png|The very first depiction of the gnoll, as a rather [[hobgoblin]]-like creature.&lt;br /&gt;
File:Gnoll ADnD.png|The first depiction of gnolls as the now-iconic hyena [[beastfolk]].&lt;br /&gt;
File:Gnoll 2nd ADnD.png&lt;br /&gt;
File:1993 gnoll.jpg|The first ever color picture of a gnoll, done by [[Tony DiTerlizzi]].&lt;br /&gt;
File:Gnoll 3rd.png&lt;br /&gt;
File:PF Gnoll Pack.jpg&lt;br /&gt;
File:Gnoll Family Photo.jpg&lt;br /&gt;
File:4e Gnoll Raid.png&lt;br /&gt;
File:4e Gnoll Savages.jpg&lt;br /&gt;
File:4e Gnoll Warriors.jpg&lt;br /&gt;
File:Gnoll 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]]&lt;br /&gt;
In a word, primitive. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They&#039;re more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they&#039;re both obligate carnivores and shamelessly lazy. &lt;br /&gt;
&lt;br /&gt;
In general, though, they&#039;re fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-orientated. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. Which doesn&#039;t mean all other gnolls are treated as allies; if you&#039;re not directly part of the pack, you&#039;re meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes.&lt;br /&gt;
&lt;br /&gt;
So, yeah, not exactly brimming with fluff. In general, character development has tended to pass gnolls by...But not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. Perhaps the first real example of this was in the generic 3.5 sourcebook &amp;quot;Races of the Wild&amp;quot;, which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with &amp;quot;harsh but fair&amp;quot; moral codes, an extremely strong sense of loyalty (&amp;quot;to name someone your pack-brother is to give them your trust for life&amp;quot;), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust.&lt;br /&gt;
&lt;br /&gt;
Not a lot of fluff, true, but leaps and bounds better than what they had before.&lt;br /&gt;
&lt;br /&gt;
[[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving &amp;quot;standard monsters&amp;quot; their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they&#039;re the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most &amp;quot;humanoids&amp;quot; uneasy, they are accepted in &amp;quot;polite&amp;quot; civilization and becoming increasingly welcome.&lt;br /&gt;
&lt;br /&gt;
But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article &amp;quot;Playing Gnolls&amp;quot;, which gave them the most nuanced depiction they&#039;ve ever had. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they&#039;re not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society.&lt;br /&gt;
&lt;br /&gt;
For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more &amp;quot;civilized&amp;quot; races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - &amp;quot;What do you want?&amp;quot; instead of &amp;quot;Can I help you?&amp;quot; This doesn&#039;t make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance.&lt;br /&gt;
&lt;br /&gt;
Another example of their bestial impulses is that their scavenger&#039;s instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own.&lt;br /&gt;
&lt;br /&gt;
In the [[Nentir Vale]], gnolls who choose not to run with &amp;quot;the Butcher&#039;s Brood&amp;quot; (Yeenoghu&#039;s loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They&#039;re also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it&#039;s the women who grow bigger and stronger than the men. It&#039;s implied these aspects even hold true for the demon-worshipping gnolls.&lt;br /&gt;
&lt;br /&gt;
All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike.&lt;br /&gt;
&lt;br /&gt;
5e, in contrast, returned the Gnolls to their AD&amp;amp;D roots as a &amp;quot;monster race&amp;quot;, trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don&#039;t even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They&#039;re so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, each and every gnoll has a direct mental link to Yeenoghu&#039;s endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption.&lt;br /&gt;
&lt;br /&gt;
One of the oddest interpretations of gnoll culture can probably be found in the Dach&#039;youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach&#039;youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don&#039;t practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou&#039;chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach&#039;youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur.&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
Gnolls have had an erratic, shifting field of lore when it comes to gender roles.&lt;br /&gt;
&lt;br /&gt;
To begin with, in AD&amp;amp;D, they were given the same &amp;quot;abusively patriarchal&amp;quot; fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who&#039;s read up on hyenas knows, is a case of badly screwing up your research; spotted hyenas are abusively &#039;&#039;matriarchal&#039;&#039;, the other species are more egalitarian.&lt;br /&gt;
&lt;br /&gt;
In 3rd edition, the topic wasn&#039;t really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of &amp;quot;might makes right&amp;quot;, and males can hold any high rank that isn&#039;t absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk.&lt;br /&gt;
&lt;br /&gt;
4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what&#039;s between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in an incidental matriarchal fashion by simple &amp;quot;rule of might&amp;quot;. In fact, the entry, given its distinctive title of &amp;quot;Gender Issues&amp;quot;, reads as follows:&lt;br /&gt;
::&#039;&#039;The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll&#039;s primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook &amp;quot;Classic Monsters Revisited&amp;quot;, gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable (to other gnolls), Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later &amp;quot;Monster Codex&amp;quot;, we&#039;re told that gnolls are matriarchal, in no small part because their larger stature and greater aggression &amp;amp; cunning gives them an edge in their cutthroat might-makes-right culture; this is see as proof of Lamashtu&#039;s blessing of the gnoll race.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], gnolls traditionally worship a [[Demon Prince]] named [[Yeenoghu]], the Beast of Butchery. In the earliest editions, they were actually created by Gorellik, a giant hyena-like lesser member of the [[Giant]]&#039;s pantheon, but he was such a lazy, disinterested, stupid god that Yeenoghu was able to steal the gnolls away from him and he never even noticed. In 4th and 5th edition, gnolls were directly tied to Yeenoghu and given status as his creations; a fusion of demon and hyena that he engineered in 4e, and hyenas that spontaneously transformed after scavenging from his kills in 5e. This, incidentally, also gives them a religiously motivated hatred for [[minotaur]]s, as &#039;&#039;their&#039;&#039; patron [[Demon Prince]], [[Baphomet]], is a bitter rival of Yeenoghu&#039;s.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s MMIV, it&#039;s stated that the gnolls reconcile worshipping a male Demon Prince with their own principles of matriarchal leadership in that the female pack-leaders view Yeenoghu as the ultimate male, the perfect mate for a female gnoll to acquire - IF she can prove herself worthy.&lt;br /&gt;
&lt;br /&gt;
In [[Pathfinder]], gnolls worship [[Lamashtu]], a [[Demon Prince]] turned full-fledged evil goddess of monsters, mutations and misbirths, who they claim literally gave birth to them. Ironically, this leads to them having better relationships with [[minotaur]]s, who also claim to be children of Lamashtu.&lt;br /&gt;
&lt;br /&gt;
In [[Wicked Fantasy]], dach&#039;youn fear the sun as a creator god who, alongside his nameless wife, created the world and all life, but then grew angry with them and now wants to destroy the world, having murdered his wife when she tried to stop him. Consequently, they refuse to honor him, instead regarding him as a cruel and merciless monster to be feared. Instead, they worship the moons as a set of six or seven (there&#039;s actually only six moons, but many gnolls believe that the &amp;quot;moonless nights&amp;quot; that occur every 85 days are actually guarded by a black moon) goddesses; these Kachta, the sun&#039;s daughters, angrily chase him away every night, forestalling his plans to destroy the world each day. The Sister Moons are Cha&#039;ppa (The Swift Red Moon), Hav&#039;ha (The Deadly Silver Moon), Gu&#039;sha (The Wise Blue Moon), Gur&#039;gha (The Enduring Green Moon), Or&#039;gha (The Cunning Yellow Moon), Sh&#039;va (The Lovely Violet Moon) and Vax (The Black Moon).&lt;br /&gt;
&lt;br /&gt;
==Family Tree==&lt;br /&gt;
Though usually ignored, there are a few different branches of the family tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flinds&#039;&#039;&#039; are the most well-known branch, having appeared in the editions on and off throughout the years. Originally introduced for AD&amp;amp;D 1e as part of the Fiend Folio, Flinds were conceived of as smaller and less imposing, but smarter, gnoll-kin. They were the more rational and reasonable gnoll-kin, and had a dedicated [[Dragon Magazine]] article, &amp;quot;The Sociology of the Flind&amp;quot;, in issue #173. They&#039;re mostly remembered for being cannibalistic (&amp;quot;flind&amp;quot; apparently means &amp;quot;eater of gnolls&amp;quot; in the gnoll tongue) and for wielding &#039;&#039;solid-iron nunchuks&#039;&#039; called &amp;quot;flindbars&amp;quot;, which gave them the aggravatingly cheap ability to force your PCs to save vs. wands in AD&amp;amp;D to avoid having their weapons yanked out of their hands. When 3rd edition rolled around, flinds didn&#039;t reappear until the Monster Manual 3, where their character was reversed - they became bigger, stronger, tougher and even &#039;&#039;nastier&#039;&#039; versions of the common gnoll, although they were still smarter. 4th edition preserved this, although it obscured their return in Dragon #369 as the &amp;quot;Havoc Gnolls&amp;quot;. In 5th edition, flinds didn&#039;t appear until Volo&#039;s Guide to Monsters, where they essentialy became the gnollish equivalent of [[Blackguard]]s; demon-blessed champions of [[Yeenoghu]] specially selected to lead gnollish warbands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghuuna&#039;&#039;&#039; are a gnollish [[therianthrope]] subspecies introduced in Dragon #89, gifted with the power to turn into hyenadons (or dire hyenas, in more modern interpretations); they could spread this amongst their own race like lycanthropy, but rarely did so, as they revelled in being special. Ghuunas never really caught on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoosuva&#039;&#039;&#039; are undead demons born from gnollish souls, who first appeared in Dragon #63 - as part of the very first elaboration on gnollish culture and mentality. They are described as resembling huge, emaciated hyenadons glowing with eerie yellow light, and possess [[ghoul]]-like abilities, such as paralytic attacks. They mostly went ignored afterwards; a 3e translation finally arrived in [[Dungeon Magazine]] #112. Volo&#039;s Guide to Monsters saw them promoted to their first ever official splatbook appearance, although with a few tweaks - like the loss of their paralytic attacks in favor of a toxic tail stinger.&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
Given the dearth of details on gnollish culture, and the rather limited focus of what we&#039;re told, it should be of no surprise that we don&#039;t know much of how gnolls produce the next generation.&lt;br /&gt;
&lt;br /&gt;
In AD&amp;amp;D&#039;s Monstrous Manual, we are informed that in a gnoll pack there will be &amp;quot;half as many females as males&amp;quot; and &amp;quot;twice as many gnoll pups as there are adults&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s Monster Manual IV, we get some fuller details; female gnolls mate with any male that catches their attention as a worthy specimen (whether the male&#039;s thoughts on the matter are taken into account are not stated), but form no lasting bonds. They give birth to litters of 2-4 pups after a 6 month pregnancy, and usually these are then abandoned to the care of wetnurses and slaves in the pack&#039;s current creche. Infant gnolls are utterly helpless for the first 8 weeks of their life, doing little but suckle and sleep, but after that two month infancy, begin to drastically grow, putting on muscle and weaning to feed on meat. Still, whilst kept separate from the suckling pups, these youngsters are kept segregated for the first two years of their life; until they hit adolescence at that age, they risk being cannibalized by the adult gnolls.&lt;br /&gt;
&lt;br /&gt;
Pathfinder&#039;s &amp;quot;Classic Monsters Revisited&amp;quot; states that gnolls give birth to litters of 3-5 pups, who become &amp;quot;dangerous&amp;quot; by 3 years old and fully grown adults by the age of 8; female gnolls become reproductively mature at any point between the ages of 10 and 18 years.&lt;br /&gt;
&lt;br /&gt;
4e&#039;s &amp;quot;Playing Gnolls&amp;quot; mentions only that gnoll pups become aggressive at a very young age - as in, as soon as they can walk, they tend to find tight places where they can viciously fight each other, and that the high infant mortality rate these battles (which are often fought to the death, or just inflict such severe wounds that one or more participants die) inflict is partly why gnolls aren&#039;t as common as, say, [[orc]]s.&lt;br /&gt;
&lt;br /&gt;
In 5e, gnolls don&#039;t reproduce at all. Their shamans, the Fangs of Yeenoghu, can inflict a demonic taint upon the corpses of sapient beings; hyenas that devour such corpses are transformed into new gnolls. Thus, they are constantly seeking battle in order to replace their own casualties.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons Racial Stats==&lt;br /&gt;
[[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]]&lt;br /&gt;
Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their &amp;quot;gnome-troll&amp;quot; days), AD&amp;amp;D (via the Complete Book of Humanoids), D&amp;amp;D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&amp;amp;D (CBoH) and D&amp;amp;D3.5 (MM3).&lt;br /&gt;
&lt;br /&gt;
===Basic Dungeons &amp;amp; Dragons===&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom&lt;br /&gt;
::Ability Score Limits: Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 18&lt;br /&gt;
:::Note: Charisma for Humanoids only applies as-is amongst Humanoids; amongst [[Demihuman]]s, divide the Humanoid&#039;s Charisma by 3 (rounding down) and subtract the result from 9 (or 8, for a [[troll]])&lt;br /&gt;
::Natural Armor Class: 8&lt;br /&gt;
::Level -1: -1,000 XP, d8 Hit Dice&lt;br /&gt;
::Level 0: 0 XP, 2d8 Hit Dice&lt;br /&gt;
::Level 1: 1,000 XP, 3d8 Hit Dice&lt;br /&gt;
::Level 2: 3,000 XP, 4d8 Hit Dice&lt;br /&gt;
::Level 3: 7,000 XP&lt;br /&gt;
::Level 4: 15,000 XP, 5d8 Hit Dice&lt;br /&gt;
::Level 5: 31,000 XP, 6d8 Hit Dice&lt;br /&gt;
::Level 6: 63,000 XP, 7d8 Hit Dice&lt;br /&gt;
::Level 7: 129,000 XP&lt;br /&gt;
::Level 8: 259,000 XP, 8d8 Hit Dice&lt;br /&gt;
::Level 9: 519,000 XP, +2 Hit Points&lt;br /&gt;
:::Subsequent levels require +300,000 XP per level and grant +2 hit points per level.&lt;br /&gt;
&lt;br /&gt;
===Advanced Dungeons &amp;amp; Dragons===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14&lt;br /&gt;
::Hit Point Modifier: +2 HP at first level&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Disadvantage: Gnolls take damage as Large creatures&lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm&lt;br /&gt;
::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16.&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. &lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword&lt;br /&gt;
::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 3.x===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+1 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +1 level.&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+2 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic.&lt;br /&gt;
::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls.&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +2 levels.&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 4e===&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Dexterity&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 7 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Languages: Abyssal, Common&lt;br /&gt;
::Skill Bonuses: +2 Intimidate, +2 Perception&lt;br /&gt;
::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.&lt;br /&gt;
::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.&lt;br /&gt;
::Ferocious Charge: You can use ferocious charge as an encounter power.&lt;br /&gt;
&lt;br /&gt;
Ferocious Charge Gnoll Racial Power&lt;br /&gt;
::&#039;&#039;You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.&#039;&#039;&lt;br /&gt;
::Encounter&lt;br /&gt;
::Standard Action Personal&lt;br /&gt;
::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints.&lt;br /&gt;
&lt;br /&gt;
Heroic Tier Feats&lt;br /&gt;
Any feat in the following section is available to a character of any level who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Butcher’s Lure&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carrion Eater&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claw Fighter&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Tracker&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.&lt;br /&gt;
&lt;br /&gt;
Paragon Feats&lt;br /&gt;
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fierce Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 11th level, gnoll, ferocious charge racial power&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Bite&#039;&#039;&lt;br /&gt;
::Prerequisite: 11th level, gnoll&lt;br /&gt;
::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.&lt;br /&gt;
&lt;br /&gt;
Epic Feats&lt;br /&gt;
The feat in the following section is available to a character of 21st level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brutal Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack.&lt;br /&gt;
===Dach&#039;youn===&lt;br /&gt;
The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin.&lt;br /&gt;
::+2 Constitution, +2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Movement: Dach&#039;youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can&#039;t be used unless the dach&#039;youn has her hands empty.&lt;br /&gt;
::Scent (Extraordinary Ability)&lt;br /&gt;
::Pack Feats: A dach&#039;youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc).&lt;br /&gt;
::Pack Tactics: When a dach&#039;youn uses a teamwork feat, every member of her pack gains the benefits of it.&lt;br /&gt;
::Ways of the Wild: Survival is always a class skill for dach&#039;youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20).&lt;br /&gt;
::Moon Sign: All dach&#039;youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new).&lt;br /&gt;
::Scavenger&#039;s Meal: Dach&#039;youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food.&lt;br /&gt;
&lt;br /&gt;
Cha&#039;ppa&lt;br /&gt;
::+2 Dexterity instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Your bonus to Sense Motive and Perception checks doubles.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain no benefits from Morale or Rally bonuses, but penalties still apply.&lt;br /&gt;
&lt;br /&gt;
Gur&#039;gha&lt;br /&gt;
::+3 Constitution instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; You can reroll a failed Fortitude save; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You cannot make any kind of Knowledge check.&lt;br /&gt;
&lt;br /&gt;
Gu&#039;sha&lt;br /&gt;
::+2 Wisdom instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Once per ally per full moon, you can reroll an ally&#039;s failed saving throw using your own bonus; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Roll a d6 to determine which curse affects you for the duration of Gu&#039;sha&#039;s new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind.&lt;br /&gt;
 &lt;br /&gt;
Hav&#039;ha&lt;br /&gt;
::+2 Strength instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; +5 to CMB&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You do not gain your Wisdom modifier to any rolls.&lt;br /&gt;
&lt;br /&gt;
Or&#039;gha&lt;br /&gt;
::+2 Intelligence instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; In a non-combat situation, your Intelligence modifier is doubled.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Your CMD is 10 and it cannot gain any bonuses.&lt;br /&gt;
&lt;br /&gt;
Sh&#039;va&lt;br /&gt;
::+3 Charisma instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you.&lt;br /&gt;
&lt;br /&gt;
Vax&lt;br /&gt;
::+1 to any ability score&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
[[Unified Setting/Gnolls]]&lt;br /&gt;
&lt;br /&gt;
==/d/eviance==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Gnoll pimp.jpg|200px|thumb|left|It&#039;s hard out there for a pimp.]]&lt;br /&gt;
[[Image:Gnoll pirate.jpg|200px|thumb|right|Yet it&#039;s easier for a pirate.]]&lt;br /&gt;
Despite everything, gnolls are a little... embarrassing for /tg/. This, as much as the generally lackluster fluff, is more than likely why the race is rarely focused on, in comparison to, say, [[goblin]]s, [[orc]]s or even [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the obvious elephant in the room; as a beast-man race, gnolls are like [[furry]] magnets. And unlike [[minotaur]]s or [[sphinx]]es (who have a mythological origin that can be pointed to), or [[kobold]]s (who don&#039;t really resemble any real-world animal), the only real difference between gnolls and [[Ironclaw|fantasy-dwelling hyena furries]] is... well, pretty much the whole &amp;quot;demon-worshiping cannibalistic murderous tribal monsters culture&amp;quot; thing. Whenever there&#039;s a gnoll thread on /tg/, you can be sure there will be an argument about whether or not they count as furries that eventually gets it locked. Needless to say, confronted with the dilemma of either fleshing out the gnolls or being accused of being furries, most DMs say &amp;quot;fuck it&amp;quot; and try to do something interesting with [[orcs]] instead.&lt;br /&gt;
&lt;br /&gt;
Another major problem is that, as mentioned above, gnolls most visually resemble the spotted hyena. The spotted hyena&#039;s brutally matriarchal social structure and female favoring sexual dimorphism (that is, girls are bigger and stronger than guys) easily translates into [[/d/]]-related content, since /d/ is all over [[-4 STR|musclegirls and other amazons]] as well as femdom. To say nothing of how the gnollish slavery-focused society easily translated into sex-slavery in the eyes of [[/d/M]]s - but then, they&#039;ve been doing that shit with orcs and other such races for ages. But there was more to it than that... &lt;br /&gt;
&lt;br /&gt;
See, spotted hyenas are infamous for one particular thing: the [http://en.wikipedia.org/wiki/Pseudo-penis pseudo-penis]. Female spotted hyenas are essentially real life [[dickgirl]]s. With the popularity of dickgirls on both /d/ and amongst furries, this led to a &#039;&#039;huge&#039;&#039; outburst of gnollish perversity that /tg/ fought hard to stamp out, but which still threatens to rear its ugly head today.&lt;br /&gt;
&lt;br /&gt;
Add in the fact that hyenas in real life do have a lot of mythological/traditional association with perversity - Pliny the Elder reported hyenas were hermaphrodites who changed sexes whenever they wished, striped hyena anuses and vaginas are used for love &amp;amp; lust charms to the extent that &amp;quot;he has the anus of a hyena&amp;quot; is a real-world African saying today to refer to someone who&#039;s really good at scoring sex - and... well, let&#039;s just say that gnolls can very easily take a starring role in somebody&#039;s [[magical realm]] and leave it at that, okay?&lt;br /&gt;
&lt;br /&gt;
Then again, if [[orc]]s, [[goblin]]s and [[kobold]]s can be rescued from the [[Always Chaotic Evil]] niche, why not gnolls? Gnolls are practically tailor-made for an unholy blend of [[furry]], [[amazon]] and/or [[musclegirl]], and &amp;quot;sexy evil girl&amp;quot; fetishism, after all...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Female Gnoll Slaver.jpg&lt;br /&gt;
File:Gnoll Profile (Hyena Princess Njano).jpg&lt;br /&gt;
Gnoll Barmaid.jpg&lt;br /&gt;
Gnoll Gladiatrix.png&lt;br /&gt;
Gnoll Priestess.jpg&lt;br /&gt;
Gnoll Watchwoman.jpg&lt;br /&gt;
File:Gnoll-TaintedElf.png|Some find a way to include more &amp;quot;conventional&amp;quot; gnoll MGs in their games.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232360</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232360"/>
		<updated>2018-10-03T17:25:10Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Gender Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Gnoll Warriors.jpg|400px|thumb|right|Something you really don&#039;t want to see when adventuring.]]&lt;br /&gt;
In order to sate the eternal hunger of [[Adventurer|murderhobos]] for fresh faces to kill and loot from, [[Dungeons &amp;amp; Dragons]] has created many, many different races. The humble Monstrous Humanoids have long made up the bulk of these doomed souls; sapient enough to have plans beyond simply skulking in a hole in the ground and waiting to pounce, yet inhuman enough to be butchered without guilt, they are truly the backbone of the classic hack-and-slash game. Some of these have even surpassed their humble origins, achieving a level of player interest that has sown demands for portrayals beyond sword-fodder roles. [[Kobolds]], [[Goblins]], [[Orcs]], even [[Ogre]]s have all managed to attain a notoriety and a connection with D&amp;amp;Ders that has seen attempts to raise them up from the mud.&lt;br /&gt;
&lt;br /&gt;
And then there are races who haven&#039;t been so fortunate. The gnoll is one of them.&lt;br /&gt;
&lt;br /&gt;
Born way back in [[Dungeons_%26_Dragons#Basic_Dungeons_.26_Dragons|Basic Dungeons &amp;amp; Dragons]] - they were actually in the White Box, released back in 1974, gnolls were originally a jokey monster, said to be the result of crossbreeding a [[gnome]] with a [[troll]]. But, come [[Advanced Dungeons &amp;amp; Dragons]], people realized that this was really too stupid for words, so they were instead changed into a hyena-based beast-man race. They were given a rather slap-dash generic evil humanoid lore, with about the most notably things being a profound laziness that leads to a reliance on slavery, and a particular fondness for cannibalism. Because nothing makes your adventurers feel more heroic than kicking the shit out of people who brutally force others to work for them until they drop and then eat them alive.&lt;br /&gt;
&lt;br /&gt;
And we&#039;re not joking about the slap-dash efforts. Seriously, look at the difference in the AD&amp;amp;D MM manuals for the [http://www.lomion.de/cmm/gnoll.php  Gnoll], [http://www.lomion.de/cmm/orc.php Orc] and [http://www.lomion.de/cmm/sahuagin.php Sahuagin]; the [[Orc]] and [[Sahuagin]] entries are at least twice as long.&lt;br /&gt;
&lt;br /&gt;
Despite all this, gnolls have managed to claw out a niche for themselves in D&amp;amp;D; having been there in every edition, and even in its [[Pathfinder]] spin-off, gnolls don&#039;t look to be going anywhere anytime soon.  And a few settings, most-notably [[Eberron]] and [[Wicked Fantasy]], have at least &#039;&#039;attempted&#039;&#039; to round them off a little. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, they don&#039;t look to getting more mainstream any time soon.  The 5e Monster Manual outright says gnolls, unlike other monster races, &#039;&#039;are&#039;&#039; just born bad, due to the demonic influence of their creator Yeenoghu.  And authors for 5th edition&#039;s &amp;quot;Volo&#039;s Guide to Monsters&amp;quot;, the 5e analogue to a Monster Manual 2/Complete Book of Humanoids hybrid, felt it necessary to explicitly call out that gnolls will not be a PC race option, due to being &amp;quot;too demonic&amp;quot;... despite the fact that they had a PC writeup in the previous edition, which is where they stole the &amp;quot;Gnolls are direct creations of Yeenoghu&amp;quot; lore from.&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
As mentioned above, gnolls are hyena-based beast-men, so they resemble humanoid creatures with clawed fingers and the tails, pelts and heads of hyenas. Exactly which aspect of their physiology dominates, the man or the beast, depends on edition and to an extent on setting; their original AD&amp;amp;D art makes them very humanoid, but later editions have made them more feral, with typically hunched back, longer arms, and shorter legs, leading to a more primal, ape-like body-stance. They also have gone from human-like legs to more digitigrade legs, complete with paws in lieu of feet. &lt;br /&gt;
&lt;br /&gt;
In some settings, such as the [[Wicked Fantasy]] setting, it&#039;s stated that gnolls can actually move around more quickly and easily on all fours, furthering their &amp;quot;primalness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gnolls typically are portrayed with features akin to the spotted hyena, the largest, most aggressive and sociable of hyena species, most notably the pelt coloration. In 3.5&#039;s Monster Manual IV, 4e&#039;s Playing Gnolls, and Pathfinder&#039;s Monster Codex, it&#039;s stated that female gnolls are actually larger and more aggressive than males, which is another trait iconic of the spotted hyena.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gnoll ODnD.png|The very first depiction of the gnoll, as a rather [[hobgoblin]]-like creature.&lt;br /&gt;
File:Gnoll ADnD.png|The first depiction of gnolls as the now-iconic hyena [[beastfolk]].&lt;br /&gt;
File:Gnoll 2nd ADnD.png&lt;br /&gt;
File:1993 gnoll.jpg|The first ever color picture of a gnoll, done by [[Tony DiTerlizzi]].&lt;br /&gt;
File:Gnoll 3rd.png&lt;br /&gt;
File:PF Gnoll Pack.jpg&lt;br /&gt;
File:Gnoll Family Photo.jpg&lt;br /&gt;
File:4e Gnoll Raid.png&lt;br /&gt;
File:4e Gnoll Savages.jpg&lt;br /&gt;
File:4e Gnoll Warriors.jpg&lt;br /&gt;
File:Gnoll 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]]&lt;br /&gt;
In a word, primitive. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They&#039;re more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they&#039;re both obligate carnivores and shamelessly lazy. &lt;br /&gt;
&lt;br /&gt;
In general, though, they&#039;re fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-orientated. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. Which doesn&#039;t mean all other gnolls are treated as allies; if you&#039;re not directly part of the pack, you&#039;re meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes.&lt;br /&gt;
&lt;br /&gt;
So, yeah, not exactly brimming with fluff. In general, character development has tended to pass gnolls by...But not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. Perhaps the first real example of this was in the generic 3.5 sourcebook &amp;quot;Races of the Wild&amp;quot;, which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with &amp;quot;harsh but fair&amp;quot; moral codes, an extremely strong sense of loyalty (&amp;quot;to name someone your pack-brother is to give them your trust for life&amp;quot;), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust.&lt;br /&gt;
&lt;br /&gt;
Not a lot of fluff, true, but leaps and bounds better than what they had before.&lt;br /&gt;
&lt;br /&gt;
[[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving &amp;quot;standard monsters&amp;quot; their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they&#039;re the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most &amp;quot;humanoids&amp;quot; uneasy, they are accepted in &amp;quot;polite&amp;quot; civilization and becoming increasingly welcome.&lt;br /&gt;
&lt;br /&gt;
But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article &amp;quot;Playing Gnolls&amp;quot;, which gave them the most nuanced depiction they&#039;ve ever had. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they&#039;re not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society.&lt;br /&gt;
&lt;br /&gt;
For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more &amp;quot;civilized&amp;quot; races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - &amp;quot;What do you want?&amp;quot; instead of &amp;quot;Can I help you?&amp;quot; This doesn&#039;t make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance.&lt;br /&gt;
&lt;br /&gt;
Another example of their bestial impulses is that their scavenger&#039;s instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own.&lt;br /&gt;
&lt;br /&gt;
In the [[Nentir Vale]], gnolls who choose not to run with &amp;quot;the Butcher&#039;s Brood&amp;quot; (Yeenoghu&#039;s loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They&#039;re also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it&#039;s the women who grow bigger and stronger than the men. It&#039;s implied these aspects even hold true for the demon-worshipping gnolls.&lt;br /&gt;
&lt;br /&gt;
All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike.&lt;br /&gt;
&lt;br /&gt;
5e, in contrast, returned the Gnolls to their AD&amp;amp;D roots as a &amp;quot;monster race&amp;quot;, trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don&#039;t even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They&#039;re so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, each and every gnoll has a direct mental link to Yeenoghu&#039;s endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption.&lt;br /&gt;
&lt;br /&gt;
One of the oddest interpretations of gnoll culture can probably be found in the Dach&#039;youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach&#039;youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don&#039;t practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou&#039;chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach&#039;youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur.&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
Gnolls have had an erratic, shifting field of lore when it comes to gender roles.&lt;br /&gt;
&lt;br /&gt;
To begin with, in AD&amp;amp;D, they were given the same &amp;quot;abusively patriarchal&amp;quot; fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who&#039;s read up on hyenas knows, is a case of badly screwing up your research; spotted hyenas are abusively &#039;&#039;matriarchal&#039;&#039;, the other species are more egalitarian.&lt;br /&gt;
&lt;br /&gt;
In 3rd edition, the topic wasn&#039;t really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of &amp;quot;might makes right&amp;quot;, and males can hold any high rank that isn&#039;t absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk.&lt;br /&gt;
&lt;br /&gt;
4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what&#039;s between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in an incidental matriarchal fashion by simple &amp;quot;rule of might&amp;quot;. In fact, the entry, given its distinctive title of &amp;quot;Gender Issues&amp;quot;, reads as follows:&lt;br /&gt;
::&#039;&#039;The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll&#039;s primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook &amp;quot;Classic Monsters Revisited&amp;quot;, gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable (to other gnolls), Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later &amp;quot;Monster Codex&amp;quot;, we&#039;re told that gnolls are matriarchal, in no small part because their larger stature and greater aggression &amp;amp; cunning gives them an edge in their cutthroat might-makes-right culture; this is see as proof of Lamashtu&#039;s blessing of the gnoll race.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], gnolls traditionally worship a [[Demon Prince]] named [[Yeenoghu]], the Beast of Butchery. In the earliest editions, they were actually created by Gorellik, a giant hyena-like lesser member of the [[Giant]]&#039;s pantheon, but he was such a lazy, disinterested, stupid god that Yeenoghu was able to steal the gnolls away from him and he never even noticed. In 4th and 5th edition, gnolls were directly tied to Yeenoghu and given status as his creations; a fusion of demon and hyena that he engineered in 4e, and hyenas that spontaneously transformed after scavenging from his kills in 5e. This, incidentally, also gives them a religiously motivated hatred for [[minotaur]]s, as &#039;&#039;their&#039;&#039; patron [[Demon Prince]], [[Baphomet]], is a bitter rival of Yeenoghu&#039;s.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s MMIV, it&#039;s stated that the gnolls reconcile worshipping a male Demon Prince with their own principles of matriarchal leadership in that the female pack-leaders view Yeenoghu as the ultimate male, the perfect mate for a female gnoll to acquire - IF she can prove herself worthy.&lt;br /&gt;
&lt;br /&gt;
In [[Pathfinder]], gnolls worship [[Lamashtu]], a [[Demon Prince]] turned full-fledged evil goddess of monsters, mutations and misbirths, who they claim literally gave birth to them. Ironically, this leads to them having better relationships with [[minotaur]]s, who also claim to be children of Lamashtu.&lt;br /&gt;
&lt;br /&gt;
In [[Wicked Fantasy]], dach&#039;youn fear the sun as a creator god who, alongside his nameless wife, created the world and all life, but then grew angry with them and now wants to destroy the world, having murdered his wife when she tried to stop him. Consequently, they refuse to honor him, instead regarding him as a cruel and merciless monster to be feared. Instead, they worship the moons as a set of six or seven (there&#039;s actually only six moons, but many gnolls believe that the &amp;quot;moonless nights&amp;quot; that occur every 85 days are actually guarded by a black moon) goddesses; these Kachta, the sun&#039;s daughters, angrily chase him away every night, forestalling his plans to destroy the world each day. The Sister Moons are Cha&#039;ppa (The Swift Red Moon), Hav&#039;ha (The Deadly Silver Moon), Gu&#039;sha (The Wise Blue Moon), Gur&#039;gha (The Enduring Green Moon), Or&#039;gha (The Cunning Yellow Moon), Sh&#039;va (The Lovely Violet Moon) and Vax (The Black Moon).&lt;br /&gt;
&lt;br /&gt;
==Family Tree==&lt;br /&gt;
Though usually ignored, there are a few different branches of the family tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flinds&#039;&#039;&#039; are the most well-known branch, having appeared in the editions on and off throughout the years. Originally introduced for AD&amp;amp;D 1e as part of the Fiend Folio, Flinds were conceived of as smaller and less imposing, but smarter, gnoll-kin. They were the more rational and reasonable gnoll-kin, and had a dedicated [[Dragon Magazine]] article, &amp;quot;The Sociology of the Flind&amp;quot;, in issue #173. They&#039;re mostly remembered for being cannibalistic (&amp;quot;flind&amp;quot; apparently means &amp;quot;eater of gnolls&amp;quot; in the gnoll tongue) and for wielding &#039;&#039;solid-iron nunchuks&#039;&#039; called &amp;quot;flindbars&amp;quot;, which gave them the aggravatingly cheap ability to force your PCs to save vs. wands in AD&amp;amp;D to avoid having their weapons yanked out of their hands. When 3rd edition rolled around, flinds didn&#039;t reappear until the Monster Manual 3, where their character was reversed - they became bigger, stronger, tougher and even &#039;&#039;nastier&#039;&#039; versions of the common gnoll, although they were still smarter. 4th edition preserved this, although it obscured their return in Dragon #369 as the &amp;quot;Havoc Gnolls&amp;quot;. In 5th edition, flinds didn&#039;t appear until Volo&#039;s Guide to Monsters, where they essentialy became the gnollish equivalent of [[Blackguard]]s; demon-blessed champions of [[Yeenoghu]] specially selected to lead gnollish warbands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghuuna&#039;&#039;&#039; are a gnollish [[therianthrope]] subspecies introduced in Dragon #89, gifted with the power to turn into hyenadons (or dire hyenas, in more modern interpretations); they could spread this amongst their own race like lycanthropy, but rarely did so, as they revelled in being special. Ghuunas never really caught on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoosuva&#039;&#039;&#039; are undead demons born from gnollish souls, who first appeared in Dragon #63 - as part of the very first elaboration on gnollish culture and mentality. They are described as resembling huge, emaciated hyenadons glowing with eerie yellow light, and possess [[ghoul]]-like abilities, such as paralytic attacks. They mostly went ignored afterwards; a 3e translation finally arrived in [[Dungeon Magazine]] #112. Volo&#039;s Guide to Monsters saw them promoted to their first ever official splatbook appearance, although with a few tweaks - like the loss of their paralytic attacks in favor of a toxic tail stinger.&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
Given the dearth of details on gnollish culture, and the rather limited focus of what we&#039;re told, it should be of no surprise that we don&#039;t know much of how gnolls produce the next generation.&lt;br /&gt;
&lt;br /&gt;
In AD&amp;amp;D&#039;s Monstrous Manual, we are informed that in a gnoll pack there will be &amp;quot;half as many females as males&amp;quot; and &amp;quot;twice as many gnoll pups as there are adults&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s Monster Manual IV, we get some fuller details; female gnolls mate with any male that catches their attention as a worthy specimen, but form no lasting bonds. They give birth to litters of 2-4 pups after a 6 month pregnancy, and usually these are then abandoned to the care of wetnurses and slaves in the pack&#039;s current creche. Infant gnolls are utterly helpless for the first 8 weeks of their life, doing little but suckle and sleep, but after that two month infancy, begin to drastically grow, putting on muscle and weaning to feed on meat. Still, whilst kept separate from the suckling pups, these youngsters are kept segregated for the first two years of their life; until they hit adolescence at that age, they risk being cannibalized by the adult gnolls.&lt;br /&gt;
&lt;br /&gt;
Pathfinder&#039;s &amp;quot;Classic Monsters Revisited&amp;quot; states that gnolls give birth to litters of 3-5 pups, who become &amp;quot;dangerous&amp;quot; by 3 years old and fully grown adults by the age of 8; female gnolls become reproductively mature at any point between the ages of 10 and 18 years.&lt;br /&gt;
&lt;br /&gt;
4e&#039;s &amp;quot;Playing Gnolls&amp;quot; mentions only that gnoll pups become aggressive at a very young age - as in, as soon as they can walk, they tend to find tight places where they can viciously fight each other, and that the high infant mortality rate these battles (which are often fought to the death, or just inflict such severe wounds that one or more participants die) inflict is partly why gnolls aren&#039;t as common as, say, [[orc]]s.&lt;br /&gt;
&lt;br /&gt;
In 5e, gnolls don&#039;t reproduce at all. Their shamans, the Fangs of Yeenoghu, can inflict a demonic taint upon the corpses of sapient beings; hyenas that devour such corpses are transformed into new gnolls. Thus, they are constantly seeking battle in order to replace their own casualties.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons Racial Stats==&lt;br /&gt;
[[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]]&lt;br /&gt;
Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their &amp;quot;gnome-troll&amp;quot; days), AD&amp;amp;D (via the Complete Book of Humanoids), D&amp;amp;D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&amp;amp;D (CBoH) and D&amp;amp;D3.5 (MM3).&lt;br /&gt;
&lt;br /&gt;
===Basic Dungeons &amp;amp; Dragons===&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom&lt;br /&gt;
::Ability Score Limits: Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 18&lt;br /&gt;
:::Note: Charisma for Humanoids only applies as-is amongst Humanoids; amongst [[Demihuman]]s, divide the Humanoid&#039;s Charisma by 3 (rounding down) and subtract the result from 9 (or 8, for a [[troll]])&lt;br /&gt;
::Natural Armor Class: 8&lt;br /&gt;
::Level -1: -1,000 XP, d8 Hit Dice&lt;br /&gt;
::Level 0: 0 XP, 2d8 Hit Dice&lt;br /&gt;
::Level 1: 1,000 XP, 3d8 Hit Dice&lt;br /&gt;
::Level 2: 3,000 XP, 4d8 Hit Dice&lt;br /&gt;
::Level 3: 7,000 XP&lt;br /&gt;
::Level 4: 15,000 XP, 5d8 Hit Dice&lt;br /&gt;
::Level 5: 31,000 XP, 6d8 Hit Dice&lt;br /&gt;
::Level 6: 63,000 XP, 7d8 Hit Dice&lt;br /&gt;
::Level 7: 129,000 XP&lt;br /&gt;
::Level 8: 259,000 XP, 8d8 Hit Dice&lt;br /&gt;
::Level 9: 519,000 XP, +2 Hit Points&lt;br /&gt;
:::Subsequent levels require +300,000 XP per level and grant +2 hit points per level.&lt;br /&gt;
&lt;br /&gt;
===Advanced Dungeons &amp;amp; Dragons===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14&lt;br /&gt;
::Hit Point Modifier: +2 HP at first level&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Disadvantage: Gnolls take damage as Large creatures&lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm&lt;br /&gt;
::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16.&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. &lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword&lt;br /&gt;
::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 3.x===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+1 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +1 level.&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+2 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic.&lt;br /&gt;
::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls.&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +2 levels.&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 4e===&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Dexterity&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 7 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Languages: Abyssal, Common&lt;br /&gt;
::Skill Bonuses: +2 Intimidate, +2 Perception&lt;br /&gt;
::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.&lt;br /&gt;
::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.&lt;br /&gt;
::Ferocious Charge: You can use ferocious charge as an encounter power.&lt;br /&gt;
&lt;br /&gt;
Ferocious Charge Gnoll Racial Power&lt;br /&gt;
::&#039;&#039;You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.&#039;&#039;&lt;br /&gt;
::Encounter&lt;br /&gt;
::Standard Action Personal&lt;br /&gt;
::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints.&lt;br /&gt;
&lt;br /&gt;
Heroic Tier Feats&lt;br /&gt;
Any feat in the following section is available to a character of any level who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Butcher’s Lure&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carrion Eater&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claw Fighter&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Tracker&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.&lt;br /&gt;
&lt;br /&gt;
Paragon Feats&lt;br /&gt;
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fierce Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 11th level, gnoll, ferocious charge racial power&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Bite&#039;&#039;&lt;br /&gt;
::Prerequisite: 11th level, gnoll&lt;br /&gt;
::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.&lt;br /&gt;
&lt;br /&gt;
Epic Feats&lt;br /&gt;
The feat in the following section is available to a character of 21st level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brutal Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack.&lt;br /&gt;
===Dach&#039;youn===&lt;br /&gt;
The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin.&lt;br /&gt;
::+2 Constitution, +2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Movement: Dach&#039;youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can&#039;t be used unless the dach&#039;youn has her hands empty.&lt;br /&gt;
::Scent (Extraordinary Ability)&lt;br /&gt;
::Pack Feats: A dach&#039;youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc).&lt;br /&gt;
::Pack Tactics: When a dach&#039;youn uses a teamwork feat, every member of her pack gains the benefits of it.&lt;br /&gt;
::Ways of the Wild: Survival is always a class skill for dach&#039;youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20).&lt;br /&gt;
::Moon Sign: All dach&#039;youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new).&lt;br /&gt;
::Scavenger&#039;s Meal: Dach&#039;youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food.&lt;br /&gt;
&lt;br /&gt;
Cha&#039;ppa&lt;br /&gt;
::+2 Dexterity instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Your bonus to Sense Motive and Perception checks doubles.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain no benefits from Morale or Rally bonuses, but penalties still apply.&lt;br /&gt;
&lt;br /&gt;
Gur&#039;gha&lt;br /&gt;
::+3 Constitution instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; You can reroll a failed Fortitude save; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You cannot make any kind of Knowledge check.&lt;br /&gt;
&lt;br /&gt;
Gu&#039;sha&lt;br /&gt;
::+2 Wisdom instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Once per ally per full moon, you can reroll an ally&#039;s failed saving throw using your own bonus; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Roll a d6 to determine which curse affects you for the duration of Gu&#039;sha&#039;s new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind.&lt;br /&gt;
 &lt;br /&gt;
Hav&#039;ha&lt;br /&gt;
::+2 Strength instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; +5 to CMB&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You do not gain your Wisdom modifier to any rolls.&lt;br /&gt;
&lt;br /&gt;
Or&#039;gha&lt;br /&gt;
::+2 Intelligence instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; In a non-combat situation, your Intelligence modifier is doubled.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Your CMD is 10 and it cannot gain any bonuses.&lt;br /&gt;
&lt;br /&gt;
Sh&#039;va&lt;br /&gt;
::+3 Charisma instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you.&lt;br /&gt;
&lt;br /&gt;
Vax&lt;br /&gt;
::+1 to any ability score&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
[[Unified Setting/Gnolls]]&lt;br /&gt;
&lt;br /&gt;
==/d/eviance==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Gnoll pimp.jpg|200px|thumb|left|It&#039;s hard out there for a pimp.]]&lt;br /&gt;
[[Image:Gnoll pirate.jpg|200px|thumb|right|Yet it&#039;s easier for a pirate.]]&lt;br /&gt;
Despite everything, gnolls are a little... embarrassing for /tg/. This, as much as the generally lackluster fluff, is more than likely why the race is rarely focused on, in comparison to, say, [[goblin]]s, [[orc]]s or even [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the obvious elephant in the room; as a beast-man race, gnolls are like [[furry]] magnets. And unlike [[minotaur]]s or [[sphinx]]es (who have a mythological origin that can be pointed to), or [[kobold]]s (who don&#039;t really resemble any real-world animal), the only real difference between gnolls and [[Ironclaw|fantasy-dwelling hyena furries]] is... well, pretty much the whole &amp;quot;demon-worshiping cannibalistic murderous tribal monsters culture&amp;quot; thing. Whenever there&#039;s a gnoll thread on /tg/, you can be sure there will be an argument about whether or not they count as furries that eventually gets it locked. Needless to say, confronted with the dilemma of either fleshing out the gnolls or being accused of being furries, most DMs say &amp;quot;fuck it&amp;quot; and try to do something interesting with [[orcs]] instead.&lt;br /&gt;
&lt;br /&gt;
Another major problem is that, as mentioned above, gnolls most visually resemble the spotted hyena. The spotted hyena&#039;s brutally matriarchal social structure and female favoring sexual dimorphism (that is, girls are bigger and stronger than guys) easily translates into [[/d/]]-related content, since /d/ is all over [[-4 STR|musclegirls and other amazons]] as well as femdom. To say nothing of how the gnollish slavery-focused society easily translated into sex-slavery in the eyes of [[/d/M]]s - but then, they&#039;ve been doing that shit with orcs and other such races for ages. But there was more to it than that... &lt;br /&gt;
&lt;br /&gt;
See, spotted hyenas are infamous for one particular thing: the [http://en.wikipedia.org/wiki/Pseudo-penis pseudo-penis]. Female spotted hyenas are essentially real life [[dickgirl]]s. With the popularity of dickgirls on both /d/ and amongst furries, this led to a &#039;&#039;huge&#039;&#039; outburst of gnollish perversity that /tg/ fought hard to stamp out, but which still threatens to rear its ugly head today.&lt;br /&gt;
&lt;br /&gt;
Add in the fact that hyenas in real life do have a lot of mythological/traditional association with perversity - Pliny the Elder reported hyenas were hermaphrodites who changed sexes whenever they wished, striped hyena anuses and vaginas are used for love &amp;amp; lust charms to the extent that &amp;quot;he has the anus of a hyena&amp;quot; is a real-world African saying today to refer to someone who&#039;s really good at scoring sex - and... well, let&#039;s just say that gnolls can very easily take a starring role in somebody&#039;s [[magical realm]] and leave it at that, okay?&lt;br /&gt;
&lt;br /&gt;
Then again, if [[orc]]s, [[goblin]]s and [[kobold]]s can be rescued from the [[Always Chaotic Evil]] niche, why not gnolls? Gnolls are practically tailor-made for an unholy blend of [[furry]], [[amazon]] and/or [[musclegirl]], and &amp;quot;sexy evil girl&amp;quot; fetishism, after all...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Female Gnoll Slaver.jpg&lt;br /&gt;
File:Gnoll Profile (Hyena Princess Njano).jpg&lt;br /&gt;
Gnoll Barmaid.jpg&lt;br /&gt;
Gnoll Gladiatrix.png&lt;br /&gt;
Gnoll Priestess.jpg&lt;br /&gt;
Gnoll Watchwoman.jpg&lt;br /&gt;
File:Gnoll-TaintedElf.png|Some find a way to include more &amp;quot;conventional&amp;quot; gnoll MGs in their games.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232359</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232359"/>
		<updated>2018-10-03T17:22:57Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Gender Roles */&lt;/p&gt;
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&lt;div&gt;[[File:4e Gnoll Warriors.jpg|400px|thumb|right|Something you really don&#039;t want to see when adventuring.]]&lt;br /&gt;
In order to sate the eternal hunger of [[Adventurer|murderhobos]] for fresh faces to kill and loot from, [[Dungeons &amp;amp; Dragons]] has created many, many different races. The humble Monstrous Humanoids have long made up the bulk of these doomed souls; sapient enough to have plans beyond simply skulking in a hole in the ground and waiting to pounce, yet inhuman enough to be butchered without guilt, they are truly the backbone of the classic hack-and-slash game. Some of these have even surpassed their humble origins, achieving a level of player interest that has sown demands for portrayals beyond sword-fodder roles. [[Kobolds]], [[Goblins]], [[Orcs]], even [[Ogre]]s have all managed to attain a notoriety and a connection with D&amp;amp;Ders that has seen attempts to raise them up from the mud.&lt;br /&gt;
&lt;br /&gt;
And then there are races who haven&#039;t been so fortunate. The gnoll is one of them.&lt;br /&gt;
&lt;br /&gt;
Born way back in [[Dungeons_%26_Dragons#Basic_Dungeons_.26_Dragons|Basic Dungeons &amp;amp; Dragons]] - they were actually in the White Box, released back in 1974, gnolls were originally a jokey monster, said to be the result of crossbreeding a [[gnome]] with a [[troll]]. But, come [[Advanced Dungeons &amp;amp; Dragons]], people realized that this was really too stupid for words, so they were instead changed into a hyena-based beast-man race. They were given a rather slap-dash generic evil humanoid lore, with about the most notably things being a profound laziness that leads to a reliance on slavery, and a particular fondness for cannibalism. Because nothing makes your adventurers feel more heroic than kicking the shit out of people who brutally force others to work for them until they drop and then eat them alive.&lt;br /&gt;
&lt;br /&gt;
And we&#039;re not joking about the slap-dash efforts. Seriously, look at the difference in the AD&amp;amp;D MM manuals for the [http://www.lomion.de/cmm/gnoll.php  Gnoll], [http://www.lomion.de/cmm/orc.php Orc] and [http://www.lomion.de/cmm/sahuagin.php Sahuagin]; the [[Orc]] and [[Sahuagin]] entries are at least twice as long.&lt;br /&gt;
&lt;br /&gt;
Despite all this, gnolls have managed to claw out a niche for themselves in D&amp;amp;D; having been there in every edition, and even in its [[Pathfinder]] spin-off, gnolls don&#039;t look to be going anywhere anytime soon.  And a few settings, most-notably [[Eberron]] and [[Wicked Fantasy]], have at least &#039;&#039;attempted&#039;&#039; to round them off a little. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, they don&#039;t look to getting more mainstream any time soon.  The 5e Monster Manual outright says gnolls, unlike other monster races, &#039;&#039;are&#039;&#039; just born bad, due to the demonic influence of their creator Yeenoghu.  And authors for 5th edition&#039;s &amp;quot;Volo&#039;s Guide to Monsters&amp;quot;, the 5e analogue to a Monster Manual 2/Complete Book of Humanoids hybrid, felt it necessary to explicitly call out that gnolls will not be a PC race option, due to being &amp;quot;too demonic&amp;quot;... despite the fact that they had a PC writeup in the previous edition, which is where they stole the &amp;quot;Gnolls are direct creations of Yeenoghu&amp;quot; lore from.&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
As mentioned above, gnolls are hyena-based beast-men, so they resemble humanoid creatures with clawed fingers and the tails, pelts and heads of hyenas. Exactly which aspect of their physiology dominates, the man or the beast, depends on edition and to an extent on setting; their original AD&amp;amp;D art makes them very humanoid, but later editions have made them more feral, with typically hunched back, longer arms, and shorter legs, leading to a more primal, ape-like body-stance. They also have gone from human-like legs to more digitigrade legs, complete with paws in lieu of feet. &lt;br /&gt;
&lt;br /&gt;
In some settings, such as the [[Wicked Fantasy]] setting, it&#039;s stated that gnolls can actually move around more quickly and easily on all fours, furthering their &amp;quot;primalness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gnolls typically are portrayed with features akin to the spotted hyena, the largest, most aggressive and sociable of hyena species, most notably the pelt coloration. In 3.5&#039;s Monster Manual IV, 4e&#039;s Playing Gnolls, and Pathfinder&#039;s Monster Codex, it&#039;s stated that female gnolls are actually larger and more aggressive than males, which is another trait iconic of the spotted hyena.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gnoll ODnD.png|The very first depiction of the gnoll, as a rather [[hobgoblin]]-like creature.&lt;br /&gt;
File:Gnoll ADnD.png|The first depiction of gnolls as the now-iconic hyena [[beastfolk]].&lt;br /&gt;
File:Gnoll 2nd ADnD.png&lt;br /&gt;
File:1993 gnoll.jpg|The first ever color picture of a gnoll, done by [[Tony DiTerlizzi]].&lt;br /&gt;
File:Gnoll 3rd.png&lt;br /&gt;
File:PF Gnoll Pack.jpg&lt;br /&gt;
File:Gnoll Family Photo.jpg&lt;br /&gt;
File:4e Gnoll Raid.png&lt;br /&gt;
File:4e Gnoll Savages.jpg&lt;br /&gt;
File:4e Gnoll Warriors.jpg&lt;br /&gt;
File:Gnoll 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]]&lt;br /&gt;
In a word, primitive. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They&#039;re more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they&#039;re both obligate carnivores and shamelessly lazy. &lt;br /&gt;
&lt;br /&gt;
In general, though, they&#039;re fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-orientated. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. Which doesn&#039;t mean all other gnolls are treated as allies; if you&#039;re not directly part of the pack, you&#039;re meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes.&lt;br /&gt;
&lt;br /&gt;
So, yeah, not exactly brimming with fluff. In general, character development has tended to pass gnolls by...But not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. Perhaps the first real example of this was in the generic 3.5 sourcebook &amp;quot;Races of the Wild&amp;quot;, which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with &amp;quot;harsh but fair&amp;quot; moral codes, an extremely strong sense of loyalty (&amp;quot;to name someone your pack-brother is to give them your trust for life&amp;quot;), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust.&lt;br /&gt;
&lt;br /&gt;
Not a lot of fluff, true, but leaps and bounds better than what they had before.&lt;br /&gt;
&lt;br /&gt;
[[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving &amp;quot;standard monsters&amp;quot; their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they&#039;re the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most &amp;quot;humanoids&amp;quot; uneasy, they are accepted in &amp;quot;polite&amp;quot; civilization and becoming increasingly welcome.&lt;br /&gt;
&lt;br /&gt;
But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article &amp;quot;Playing Gnolls&amp;quot;, which gave them the most nuanced depiction they&#039;ve ever had. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they&#039;re not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society.&lt;br /&gt;
&lt;br /&gt;
For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more &amp;quot;civilized&amp;quot; races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - &amp;quot;What do you want?&amp;quot; instead of &amp;quot;Can I help you?&amp;quot; This doesn&#039;t make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance.&lt;br /&gt;
&lt;br /&gt;
Another example of their bestial impulses is that their scavenger&#039;s instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own.&lt;br /&gt;
&lt;br /&gt;
In the [[Nentir Vale]], gnolls who choose not to run with &amp;quot;the Butcher&#039;s Brood&amp;quot; (Yeenoghu&#039;s loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They&#039;re also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it&#039;s the women who grow bigger and stronger than the men. It&#039;s implied these aspects even hold true for the demon-worshipping gnolls.&lt;br /&gt;
&lt;br /&gt;
All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike.&lt;br /&gt;
&lt;br /&gt;
5e, in contrast, returned the Gnolls to their AD&amp;amp;D roots as a &amp;quot;monster race&amp;quot;, trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don&#039;t even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They&#039;re so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, each and every gnoll has a direct mental link to Yeenoghu&#039;s endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption.&lt;br /&gt;
&lt;br /&gt;
One of the oddest interpretations of gnoll culture can probably be found in the Dach&#039;youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach&#039;youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don&#039;t practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou&#039;chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach&#039;youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur.&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
Gnolls have had an erratic, shifting field of lore when it comes to gender roles.&lt;br /&gt;
&lt;br /&gt;
To begin with, in AD&amp;amp;D, they were given the same &amp;quot;abusively patriarchal&amp;quot; fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who&#039;s read up on hyenas knows, is a case of badly screwing up your research; spotted hyenas are abusively &#039;&#039;matriarchal&#039;&#039;, the other species are more egalitarian.&lt;br /&gt;
&lt;br /&gt;
In 3rd edition, the topic wasn&#039;t really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of &amp;quot;might makes right&amp;quot;, and males can hold any high rank that isn&#039;t absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk.&lt;br /&gt;
&lt;br /&gt;
4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what&#039;s between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in an incidental matriarchal fashion by simple &amp;quot;rule of might&amp;quot;. In fact, the entry, given its distinctive title of &amp;quot;Gender Issues&amp;quot;, reads as follows:&lt;br /&gt;
::&#039;&#039;The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll&#039;s primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook &amp;quot;Classic Monsters Revisited&amp;quot;, gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable, Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later &amp;quot;Monster Codex&amp;quot;, we&#039;re told that gnolls are matriarchal, in no small part because their larger stature and greater aggression &amp;amp; cunning gives them an edge in their cutthroat might-makes-right culture; this is see as proof of Lamashtu&#039;s blessing of the gnoll race.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], gnolls traditionally worship a [[Demon Prince]] named [[Yeenoghu]], the Beast of Butchery. In the earliest editions, they were actually created by Gorellik, a giant hyena-like lesser member of the [[Giant]]&#039;s pantheon, but he was such a lazy, disinterested, stupid god that Yeenoghu was able to steal the gnolls away from him and he never even noticed. In 4th and 5th edition, gnolls were directly tied to Yeenoghu and given status as his creations; a fusion of demon and hyena that he engineered in 4e, and hyenas that spontaneously transformed after scavenging from his kills in 5e. This, incidentally, also gives them a religiously motivated hatred for [[minotaur]]s, as &#039;&#039;their&#039;&#039; patron [[Demon Prince]], [[Baphomet]], is a bitter rival of Yeenoghu&#039;s.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s MMIV, it&#039;s stated that the gnolls reconcile worshipping a male Demon Prince with their own principles of matriarchal leadership in that the female pack-leaders view Yeenoghu as the ultimate male, the perfect mate for a female gnoll to acquire - IF she can prove herself worthy.&lt;br /&gt;
&lt;br /&gt;
In [[Pathfinder]], gnolls worship [[Lamashtu]], a [[Demon Prince]] turned full-fledged evil goddess of monsters, mutations and misbirths, who they claim literally gave birth to them. Ironically, this leads to them having better relationships with [[minotaur]]s, who also claim to be children of Lamashtu.&lt;br /&gt;
&lt;br /&gt;
In [[Wicked Fantasy]], dach&#039;youn fear the sun as a creator god who, alongside his nameless wife, created the world and all life, but then grew angry with them and now wants to destroy the world, having murdered his wife when she tried to stop him. Consequently, they refuse to honor him, instead regarding him as a cruel and merciless monster to be feared. Instead, they worship the moons as a set of six or seven (there&#039;s actually only six moons, but many gnolls believe that the &amp;quot;moonless nights&amp;quot; that occur every 85 days are actually guarded by a black moon) goddesses; these Kachta, the sun&#039;s daughters, angrily chase him away every night, forestalling his plans to destroy the world each day. The Sister Moons are Cha&#039;ppa (The Swift Red Moon), Hav&#039;ha (The Deadly Silver Moon), Gu&#039;sha (The Wise Blue Moon), Gur&#039;gha (The Enduring Green Moon), Or&#039;gha (The Cunning Yellow Moon), Sh&#039;va (The Lovely Violet Moon) and Vax (The Black Moon).&lt;br /&gt;
&lt;br /&gt;
==Family Tree==&lt;br /&gt;
Though usually ignored, there are a few different branches of the family tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flinds&#039;&#039;&#039; are the most well-known branch, having appeared in the editions on and off throughout the years. Originally introduced for AD&amp;amp;D 1e as part of the Fiend Folio, Flinds were conceived of as smaller and less imposing, but smarter, gnoll-kin. They were the more rational and reasonable gnoll-kin, and had a dedicated [[Dragon Magazine]] article, &amp;quot;The Sociology of the Flind&amp;quot;, in issue #173. They&#039;re mostly remembered for being cannibalistic (&amp;quot;flind&amp;quot; apparently means &amp;quot;eater of gnolls&amp;quot; in the gnoll tongue) and for wielding &#039;&#039;solid-iron nunchuks&#039;&#039; called &amp;quot;flindbars&amp;quot;, which gave them the aggravatingly cheap ability to force your PCs to save vs. wands in AD&amp;amp;D to avoid having their weapons yanked out of their hands. When 3rd edition rolled around, flinds didn&#039;t reappear until the Monster Manual 3, where their character was reversed - they became bigger, stronger, tougher and even &#039;&#039;nastier&#039;&#039; versions of the common gnoll, although they were still smarter. 4th edition preserved this, although it obscured their return in Dragon #369 as the &amp;quot;Havoc Gnolls&amp;quot;. In 5th edition, flinds didn&#039;t appear until Volo&#039;s Guide to Monsters, where they essentialy became the gnollish equivalent of [[Blackguard]]s; demon-blessed champions of [[Yeenoghu]] specially selected to lead gnollish warbands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghuuna&#039;&#039;&#039; are a gnollish [[therianthrope]] subspecies introduced in Dragon #89, gifted with the power to turn into hyenadons (or dire hyenas, in more modern interpretations); they could spread this amongst their own race like lycanthropy, but rarely did so, as they revelled in being special. Ghuunas never really caught on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoosuva&#039;&#039;&#039; are undead demons born from gnollish souls, who first appeared in Dragon #63 - as part of the very first elaboration on gnollish culture and mentality. They are described as resembling huge, emaciated hyenadons glowing with eerie yellow light, and possess [[ghoul]]-like abilities, such as paralytic attacks. They mostly went ignored afterwards; a 3e translation finally arrived in [[Dungeon Magazine]] #112. Volo&#039;s Guide to Monsters saw them promoted to their first ever official splatbook appearance, although with a few tweaks - like the loss of their paralytic attacks in favor of a toxic tail stinger.&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
Given the dearth of details on gnollish culture, and the rather limited focus of what we&#039;re told, it should be of no surprise that we don&#039;t know much of how gnolls produce the next generation.&lt;br /&gt;
&lt;br /&gt;
In AD&amp;amp;D&#039;s Monstrous Manual, we are informed that in a gnoll pack there will be &amp;quot;half as many females as males&amp;quot; and &amp;quot;twice as many gnoll pups as there are adults&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s Monster Manual IV, we get some fuller details; female gnolls mate with any male that catches their attention as a worthy specimen, but form no lasting bonds. They give birth to litters of 2-4 pups after a 6 month pregnancy, and usually these are then abandoned to the care of wetnurses and slaves in the pack&#039;s current creche. Infant gnolls are utterly helpless for the first 8 weeks of their life, doing little but suckle and sleep, but after that two month infancy, begin to drastically grow, putting on muscle and weaning to feed on meat. Still, whilst kept separate from the suckling pups, these youngsters are kept segregated for the first two years of their life; until they hit adolescence at that age, they risk being cannibalized by the adult gnolls.&lt;br /&gt;
&lt;br /&gt;
Pathfinder&#039;s &amp;quot;Classic Monsters Revisited&amp;quot; states that gnolls give birth to litters of 3-5 pups, who become &amp;quot;dangerous&amp;quot; by 3 years old and fully grown adults by the age of 8; female gnolls become reproductively mature at any point between the ages of 10 and 18 years.&lt;br /&gt;
&lt;br /&gt;
4e&#039;s &amp;quot;Playing Gnolls&amp;quot; mentions only that gnoll pups become aggressive at a very young age - as in, as soon as they can walk, they tend to find tight places where they can viciously fight each other, and that the high infant mortality rate these battles (which are often fought to the death, or just inflict such severe wounds that one or more participants die) inflict is partly why gnolls aren&#039;t as common as, say, [[orc]]s.&lt;br /&gt;
&lt;br /&gt;
In 5e, gnolls don&#039;t reproduce at all. Their shamans, the Fangs of Yeenoghu, can inflict a demonic taint upon the corpses of sapient beings; hyenas that devour such corpses are transformed into new gnolls. Thus, they are constantly seeking battle in order to replace their own casualties.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons Racial Stats==&lt;br /&gt;
[[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]]&lt;br /&gt;
Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their &amp;quot;gnome-troll&amp;quot; days), AD&amp;amp;D (via the Complete Book of Humanoids), D&amp;amp;D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&amp;amp;D (CBoH) and D&amp;amp;D3.5 (MM3).&lt;br /&gt;
&lt;br /&gt;
===Basic Dungeons &amp;amp; Dragons===&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom&lt;br /&gt;
::Ability Score Limits: Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 18&lt;br /&gt;
:::Note: Charisma for Humanoids only applies as-is amongst Humanoids; amongst [[Demihuman]]s, divide the Humanoid&#039;s Charisma by 3 (rounding down) and subtract the result from 9 (or 8, for a [[troll]])&lt;br /&gt;
::Natural Armor Class: 8&lt;br /&gt;
::Level -1: -1,000 XP, d8 Hit Dice&lt;br /&gt;
::Level 0: 0 XP, 2d8 Hit Dice&lt;br /&gt;
::Level 1: 1,000 XP, 3d8 Hit Dice&lt;br /&gt;
::Level 2: 3,000 XP, 4d8 Hit Dice&lt;br /&gt;
::Level 3: 7,000 XP&lt;br /&gt;
::Level 4: 15,000 XP, 5d8 Hit Dice&lt;br /&gt;
::Level 5: 31,000 XP, 6d8 Hit Dice&lt;br /&gt;
::Level 6: 63,000 XP, 7d8 Hit Dice&lt;br /&gt;
::Level 7: 129,000 XP&lt;br /&gt;
::Level 8: 259,000 XP, 8d8 Hit Dice&lt;br /&gt;
::Level 9: 519,000 XP, +2 Hit Points&lt;br /&gt;
:::Subsequent levels require +300,000 XP per level and grant +2 hit points per level.&lt;br /&gt;
&lt;br /&gt;
===Advanced Dungeons &amp;amp; Dragons===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14&lt;br /&gt;
::Hit Point Modifier: +2 HP at first level&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Disadvantage: Gnolls take damage as Large creatures&lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm&lt;br /&gt;
::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16.&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. &lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword&lt;br /&gt;
::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 3.x===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+1 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +1 level.&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+2 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic.&lt;br /&gt;
::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls.&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +2 levels.&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 4e===&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Dexterity&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 7 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Languages: Abyssal, Common&lt;br /&gt;
::Skill Bonuses: +2 Intimidate, +2 Perception&lt;br /&gt;
::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.&lt;br /&gt;
::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.&lt;br /&gt;
::Ferocious Charge: You can use ferocious charge as an encounter power.&lt;br /&gt;
&lt;br /&gt;
Ferocious Charge Gnoll Racial Power&lt;br /&gt;
::&#039;&#039;You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.&#039;&#039;&lt;br /&gt;
::Encounter&lt;br /&gt;
::Standard Action Personal&lt;br /&gt;
::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints.&lt;br /&gt;
&lt;br /&gt;
Heroic Tier Feats&lt;br /&gt;
Any feat in the following section is available to a character of any level who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Butcher’s Lure&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carrion Eater&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claw Fighter&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Tracker&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.&lt;br /&gt;
&lt;br /&gt;
Paragon Feats&lt;br /&gt;
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fierce Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 11th level, gnoll, ferocious charge racial power&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Bite&#039;&#039;&lt;br /&gt;
::Prerequisite: 11th level, gnoll&lt;br /&gt;
::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.&lt;br /&gt;
&lt;br /&gt;
Epic Feats&lt;br /&gt;
The feat in the following section is available to a character of 21st level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brutal Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack.&lt;br /&gt;
===Dach&#039;youn===&lt;br /&gt;
The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin.&lt;br /&gt;
::+2 Constitution, +2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Movement: Dach&#039;youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can&#039;t be used unless the dach&#039;youn has her hands empty.&lt;br /&gt;
::Scent (Extraordinary Ability)&lt;br /&gt;
::Pack Feats: A dach&#039;youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc).&lt;br /&gt;
::Pack Tactics: When a dach&#039;youn uses a teamwork feat, every member of her pack gains the benefits of it.&lt;br /&gt;
::Ways of the Wild: Survival is always a class skill for dach&#039;youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20).&lt;br /&gt;
::Moon Sign: All dach&#039;youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new).&lt;br /&gt;
::Scavenger&#039;s Meal: Dach&#039;youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food.&lt;br /&gt;
&lt;br /&gt;
Cha&#039;ppa&lt;br /&gt;
::+2 Dexterity instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Your bonus to Sense Motive and Perception checks doubles.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain no benefits from Morale or Rally bonuses, but penalties still apply.&lt;br /&gt;
&lt;br /&gt;
Gur&#039;gha&lt;br /&gt;
::+3 Constitution instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; You can reroll a failed Fortitude save; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You cannot make any kind of Knowledge check.&lt;br /&gt;
&lt;br /&gt;
Gu&#039;sha&lt;br /&gt;
::+2 Wisdom instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Once per ally per full moon, you can reroll an ally&#039;s failed saving throw using your own bonus; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Roll a d6 to determine which curse affects you for the duration of Gu&#039;sha&#039;s new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind.&lt;br /&gt;
 &lt;br /&gt;
Hav&#039;ha&lt;br /&gt;
::+2 Strength instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; +5 to CMB&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You do not gain your Wisdom modifier to any rolls.&lt;br /&gt;
&lt;br /&gt;
Or&#039;gha&lt;br /&gt;
::+2 Intelligence instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; In a non-combat situation, your Intelligence modifier is doubled.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Your CMD is 10 and it cannot gain any bonuses.&lt;br /&gt;
&lt;br /&gt;
Sh&#039;va&lt;br /&gt;
::+3 Charisma instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you.&lt;br /&gt;
&lt;br /&gt;
Vax&lt;br /&gt;
::+1 to any ability score&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
[[Unified Setting/Gnolls]]&lt;br /&gt;
&lt;br /&gt;
==/d/eviance==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Gnoll pimp.jpg|200px|thumb|left|It&#039;s hard out there for a pimp.]]&lt;br /&gt;
[[Image:Gnoll pirate.jpg|200px|thumb|right|Yet it&#039;s easier for a pirate.]]&lt;br /&gt;
Despite everything, gnolls are a little... embarrassing for /tg/. This, as much as the generally lackluster fluff, is more than likely why the race is rarely focused on, in comparison to, say, [[goblin]]s, [[orc]]s or even [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the obvious elephant in the room; as a beast-man race, gnolls are like [[furry]] magnets. And unlike [[minotaur]]s or [[sphinx]]es (who have a mythological origin that can be pointed to), or [[kobold]]s (who don&#039;t really resemble any real-world animal), the only real difference between gnolls and [[Ironclaw|fantasy-dwelling hyena furries]] is... well, pretty much the whole &amp;quot;demon-worshiping cannibalistic murderous tribal monsters culture&amp;quot; thing. Whenever there&#039;s a gnoll thread on /tg/, you can be sure there will be an argument about whether or not they count as furries that eventually gets it locked. Needless to say, confronted with the dilemma of either fleshing out the gnolls or being accused of being furries, most DMs say &amp;quot;fuck it&amp;quot; and try to do something interesting with [[orcs]] instead.&lt;br /&gt;
&lt;br /&gt;
Another major problem is that, as mentioned above, gnolls most visually resemble the spotted hyena. The spotted hyena&#039;s brutally matriarchal social structure and female favoring sexual dimorphism (that is, girls are bigger and stronger than guys) easily translates into [[/d/]]-related content, since /d/ is all over [[-4 STR|musclegirls and other amazons]] as well as femdom. To say nothing of how the gnollish slavery-focused society easily translated into sex-slavery in the eyes of [[/d/M]]s - but then, they&#039;ve been doing that shit with orcs and other such races for ages. But there was more to it than that... &lt;br /&gt;
&lt;br /&gt;
See, spotted hyenas are infamous for one particular thing: the [http://en.wikipedia.org/wiki/Pseudo-penis pseudo-penis]. Female spotted hyenas are essentially real life [[dickgirl]]s. With the popularity of dickgirls on both /d/ and amongst furries, this led to a &#039;&#039;huge&#039;&#039; outburst of gnollish perversity that /tg/ fought hard to stamp out, but which still threatens to rear its ugly head today.&lt;br /&gt;
&lt;br /&gt;
Add in the fact that hyenas in real life do have a lot of mythological/traditional association with perversity - Pliny the Elder reported hyenas were hermaphrodites who changed sexes whenever they wished, striped hyena anuses and vaginas are used for love &amp;amp; lust charms to the extent that &amp;quot;he has the anus of a hyena&amp;quot; is a real-world African saying today to refer to someone who&#039;s really good at scoring sex - and... well, let&#039;s just say that gnolls can very easily take a starring role in somebody&#039;s [[magical realm]] and leave it at that, okay?&lt;br /&gt;
&lt;br /&gt;
Then again, if [[orc]]s, [[goblin]]s and [[kobold]]s can be rescued from the [[Always Chaotic Evil]] niche, why not gnolls? Gnolls are practically tailor-made for an unholy blend of [[furry]], [[amazon]] and/or [[musclegirl]], and &amp;quot;sexy evil girl&amp;quot; fetishism, after all...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Female Gnoll Slaver.jpg&lt;br /&gt;
File:Gnoll Profile (Hyena Princess Njano).jpg&lt;br /&gt;
Gnoll Barmaid.jpg&lt;br /&gt;
Gnoll Gladiatrix.png&lt;br /&gt;
Gnoll Priestess.jpg&lt;br /&gt;
Gnoll Watchwoman.jpg&lt;br /&gt;
File:Gnoll-TaintedElf.png|Some find a way to include more &amp;quot;conventional&amp;quot; gnoll MGs in their games.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232358</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232358"/>
		<updated>2018-10-03T17:21:20Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Gender Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Gnoll Warriors.jpg|400px|thumb|right|Something you really don&#039;t want to see when adventuring.]]&lt;br /&gt;
In order to sate the eternal hunger of [[Adventurer|murderhobos]] for fresh faces to kill and loot from, [[Dungeons &amp;amp; Dragons]] has created many, many different races. The humble Monstrous Humanoids have long made up the bulk of these doomed souls; sapient enough to have plans beyond simply skulking in a hole in the ground and waiting to pounce, yet inhuman enough to be butchered without guilt, they are truly the backbone of the classic hack-and-slash game. Some of these have even surpassed their humble origins, achieving a level of player interest that has sown demands for portrayals beyond sword-fodder roles. [[Kobolds]], [[Goblins]], [[Orcs]], even [[Ogre]]s have all managed to attain a notoriety and a connection with D&amp;amp;Ders that has seen attempts to raise them up from the mud.&lt;br /&gt;
&lt;br /&gt;
And then there are races who haven&#039;t been so fortunate. The gnoll is one of them.&lt;br /&gt;
&lt;br /&gt;
Born way back in [[Dungeons_%26_Dragons#Basic_Dungeons_.26_Dragons|Basic Dungeons &amp;amp; Dragons]] - they were actually in the White Box, released back in 1974, gnolls were originally a jokey monster, said to be the result of crossbreeding a [[gnome]] with a [[troll]]. But, come [[Advanced Dungeons &amp;amp; Dragons]], people realized that this was really too stupid for words, so they were instead changed into a hyena-based beast-man race. They were given a rather slap-dash generic evil humanoid lore, with about the most notably things being a profound laziness that leads to a reliance on slavery, and a particular fondness for cannibalism. Because nothing makes your adventurers feel more heroic than kicking the shit out of people who brutally force others to work for them until they drop and then eat them alive.&lt;br /&gt;
&lt;br /&gt;
And we&#039;re not joking about the slap-dash efforts. Seriously, look at the difference in the AD&amp;amp;D MM manuals for the [http://www.lomion.de/cmm/gnoll.php  Gnoll], [http://www.lomion.de/cmm/orc.php Orc] and [http://www.lomion.de/cmm/sahuagin.php Sahuagin]; the [[Orc]] and [[Sahuagin]] entries are at least twice as long.&lt;br /&gt;
&lt;br /&gt;
Despite all this, gnolls have managed to claw out a niche for themselves in D&amp;amp;D; having been there in every edition, and even in its [[Pathfinder]] spin-off, gnolls don&#039;t look to be going anywhere anytime soon.  And a few settings, most-notably [[Eberron]] and [[Wicked Fantasy]], have at least &#039;&#039;attempted&#039;&#039; to round them off a little. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, they don&#039;t look to getting more mainstream any time soon.  The 5e Monster Manual outright says gnolls, unlike other monster races, &#039;&#039;are&#039;&#039; just born bad, due to the demonic influence of their creator Yeenoghu.  And authors for 5th edition&#039;s &amp;quot;Volo&#039;s Guide to Monsters&amp;quot;, the 5e analogue to a Monster Manual 2/Complete Book of Humanoids hybrid, felt it necessary to explicitly call out that gnolls will not be a PC race option, due to being &amp;quot;too demonic&amp;quot;... despite the fact that they had a PC writeup in the previous edition, which is where they stole the &amp;quot;Gnolls are direct creations of Yeenoghu&amp;quot; lore from.&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
As mentioned above, gnolls are hyena-based beast-men, so they resemble humanoid creatures with clawed fingers and the tails, pelts and heads of hyenas. Exactly which aspect of their physiology dominates, the man or the beast, depends on edition and to an extent on setting; their original AD&amp;amp;D art makes them very humanoid, but later editions have made them more feral, with typically hunched back, longer arms, and shorter legs, leading to a more primal, ape-like body-stance. They also have gone from human-like legs to more digitigrade legs, complete with paws in lieu of feet. &lt;br /&gt;
&lt;br /&gt;
In some settings, such as the [[Wicked Fantasy]] setting, it&#039;s stated that gnolls can actually move around more quickly and easily on all fours, furthering their &amp;quot;primalness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gnolls typically are portrayed with features akin to the spotted hyena, the largest, most aggressive and sociable of hyena species, most notably the pelt coloration. In 3.5&#039;s Monster Manual IV, 4e&#039;s Playing Gnolls, and Pathfinder&#039;s Monster Codex, it&#039;s stated that female gnolls are actually larger and more aggressive than males, which is another trait iconic of the spotted hyena.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gnoll ODnD.png|The very first depiction of the gnoll, as a rather [[hobgoblin]]-like creature.&lt;br /&gt;
File:Gnoll ADnD.png|The first depiction of gnolls as the now-iconic hyena [[beastfolk]].&lt;br /&gt;
File:Gnoll 2nd ADnD.png&lt;br /&gt;
File:1993 gnoll.jpg|The first ever color picture of a gnoll, done by [[Tony DiTerlizzi]].&lt;br /&gt;
File:Gnoll 3rd.png&lt;br /&gt;
File:PF Gnoll Pack.jpg&lt;br /&gt;
File:Gnoll Family Photo.jpg&lt;br /&gt;
File:4e Gnoll Raid.png&lt;br /&gt;
File:4e Gnoll Savages.jpg&lt;br /&gt;
File:4e Gnoll Warriors.jpg&lt;br /&gt;
File:Gnoll 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]]&lt;br /&gt;
In a word, primitive. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They&#039;re more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they&#039;re both obligate carnivores and shamelessly lazy. &lt;br /&gt;
&lt;br /&gt;
In general, though, they&#039;re fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-orientated. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. Which doesn&#039;t mean all other gnolls are treated as allies; if you&#039;re not directly part of the pack, you&#039;re meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes.&lt;br /&gt;
&lt;br /&gt;
So, yeah, not exactly brimming with fluff. In general, character development has tended to pass gnolls by...But not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. Perhaps the first real example of this was in the generic 3.5 sourcebook &amp;quot;Races of the Wild&amp;quot;, which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with &amp;quot;harsh but fair&amp;quot; moral codes, an extremely strong sense of loyalty (&amp;quot;to name someone your pack-brother is to give them your trust for life&amp;quot;), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust.&lt;br /&gt;
&lt;br /&gt;
Not a lot of fluff, true, but leaps and bounds better than what they had before.&lt;br /&gt;
&lt;br /&gt;
[[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving &amp;quot;standard monsters&amp;quot; their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they&#039;re the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most &amp;quot;humanoids&amp;quot; uneasy, they are accepted in &amp;quot;polite&amp;quot; civilization and becoming increasingly welcome.&lt;br /&gt;
&lt;br /&gt;
But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article &amp;quot;Playing Gnolls&amp;quot;, which gave them the most nuanced depiction they&#039;ve ever had. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they&#039;re not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society.&lt;br /&gt;
&lt;br /&gt;
For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more &amp;quot;civilized&amp;quot; races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - &amp;quot;What do you want?&amp;quot; instead of &amp;quot;Can I help you?&amp;quot; This doesn&#039;t make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance.&lt;br /&gt;
&lt;br /&gt;
Another example of their bestial impulses is that their scavenger&#039;s instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own.&lt;br /&gt;
&lt;br /&gt;
In the [[Nentir Vale]], gnolls who choose not to run with &amp;quot;the Butcher&#039;s Brood&amp;quot; (Yeenoghu&#039;s loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They&#039;re also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it&#039;s the women who grow bigger and stronger than the men. It&#039;s implied these aspects even hold true for the demon-worshipping gnolls.&lt;br /&gt;
&lt;br /&gt;
All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike.&lt;br /&gt;
&lt;br /&gt;
5e, in contrast, returned the Gnolls to their AD&amp;amp;D roots as a &amp;quot;monster race&amp;quot;, trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don&#039;t even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They&#039;re so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, each and every gnoll has a direct mental link to Yeenoghu&#039;s endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption.&lt;br /&gt;
&lt;br /&gt;
One of the oddest interpretations of gnoll culture can probably be found in the Dach&#039;youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach&#039;youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don&#039;t practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou&#039;chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach&#039;youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur.&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
Gnolls have had an erratic, shifting field of lore when it comes to gender roles.&lt;br /&gt;
&lt;br /&gt;
To begin with, in AD&amp;amp;D, they were given the same &amp;quot;abusively patriarchal&amp;quot; fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who&#039;s read up on hyenas knows, is a case of badly screwing up your research; spotted hyenas are abusively &#039;&#039;matriarchal&#039;&#039;, the other species are more egalitarian.&lt;br /&gt;
&lt;br /&gt;
In 3rd edition, the topic wasn&#039;t really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of &amp;quot;might makes right&amp;quot;, and males can hold any high rank that isn&#039;t absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk.&lt;br /&gt;
&lt;br /&gt;
4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what&#039;s between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in a matriarchal fashion by simple &amp;quot;rule of might&amp;quot;. In fact, the entry, given its distinctive title of &amp;quot;Gender Issues&amp;quot;, reads as follows:&lt;br /&gt;
::&#039;&#039;The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll&#039;s primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook &amp;quot;Classic Monsters Revisited&amp;quot;, gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable, Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later &amp;quot;Monster Codex&amp;quot;, we&#039;re told that gnolls are matriarchal, in no small part because their larger stature and greater aggression &amp;amp; cunning gives them an edge in their cutthroat might-makes-right culture; this is see as proof of Lamashtu&#039;s blessing of the gnoll race.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], gnolls traditionally worship a [[Demon Prince]] named [[Yeenoghu]], the Beast of Butchery. In the earliest editions, they were actually created by Gorellik, a giant hyena-like lesser member of the [[Giant]]&#039;s pantheon, but he was such a lazy, disinterested, stupid god that Yeenoghu was able to steal the gnolls away from him and he never even noticed. In 4th and 5th edition, gnolls were directly tied to Yeenoghu and given status as his creations; a fusion of demon and hyena that he engineered in 4e, and hyenas that spontaneously transformed after scavenging from his kills in 5e. This, incidentally, also gives them a religiously motivated hatred for [[minotaur]]s, as &#039;&#039;their&#039;&#039; patron [[Demon Prince]], [[Baphomet]], is a bitter rival of Yeenoghu&#039;s.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s MMIV, it&#039;s stated that the gnolls reconcile worshipping a male Demon Prince with their own principles of matriarchal leadership in that the female pack-leaders view Yeenoghu as the ultimate male, the perfect mate for a female gnoll to acquire - IF she can prove herself worthy.&lt;br /&gt;
&lt;br /&gt;
In [[Pathfinder]], gnolls worship [[Lamashtu]], a [[Demon Prince]] turned full-fledged evil goddess of monsters, mutations and misbirths, who they claim literally gave birth to them. Ironically, this leads to them having better relationships with [[minotaur]]s, who also claim to be children of Lamashtu.&lt;br /&gt;
&lt;br /&gt;
In [[Wicked Fantasy]], dach&#039;youn fear the sun as a creator god who, alongside his nameless wife, created the world and all life, but then grew angry with them and now wants to destroy the world, having murdered his wife when she tried to stop him. Consequently, they refuse to honor him, instead regarding him as a cruel and merciless monster to be feared. Instead, they worship the moons as a set of six or seven (there&#039;s actually only six moons, but many gnolls believe that the &amp;quot;moonless nights&amp;quot; that occur every 85 days are actually guarded by a black moon) goddesses; these Kachta, the sun&#039;s daughters, angrily chase him away every night, forestalling his plans to destroy the world each day. The Sister Moons are Cha&#039;ppa (The Swift Red Moon), Hav&#039;ha (The Deadly Silver Moon), Gu&#039;sha (The Wise Blue Moon), Gur&#039;gha (The Enduring Green Moon), Or&#039;gha (The Cunning Yellow Moon), Sh&#039;va (The Lovely Violet Moon) and Vax (The Black Moon).&lt;br /&gt;
&lt;br /&gt;
==Family Tree==&lt;br /&gt;
Though usually ignored, there are a few different branches of the family tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flinds&#039;&#039;&#039; are the most well-known branch, having appeared in the editions on and off throughout the years. Originally introduced for AD&amp;amp;D 1e as part of the Fiend Folio, Flinds were conceived of as smaller and less imposing, but smarter, gnoll-kin. They were the more rational and reasonable gnoll-kin, and had a dedicated [[Dragon Magazine]] article, &amp;quot;The Sociology of the Flind&amp;quot;, in issue #173. They&#039;re mostly remembered for being cannibalistic (&amp;quot;flind&amp;quot; apparently means &amp;quot;eater of gnolls&amp;quot; in the gnoll tongue) and for wielding &#039;&#039;solid-iron nunchuks&#039;&#039; called &amp;quot;flindbars&amp;quot;, which gave them the aggravatingly cheap ability to force your PCs to save vs. wands in AD&amp;amp;D to avoid having their weapons yanked out of their hands. When 3rd edition rolled around, flinds didn&#039;t reappear until the Monster Manual 3, where their character was reversed - they became bigger, stronger, tougher and even &#039;&#039;nastier&#039;&#039; versions of the common gnoll, although they were still smarter. 4th edition preserved this, although it obscured their return in Dragon #369 as the &amp;quot;Havoc Gnolls&amp;quot;. In 5th edition, flinds didn&#039;t appear until Volo&#039;s Guide to Monsters, where they essentialy became the gnollish equivalent of [[Blackguard]]s; demon-blessed champions of [[Yeenoghu]] specially selected to lead gnollish warbands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghuuna&#039;&#039;&#039; are a gnollish [[therianthrope]] subspecies introduced in Dragon #89, gifted with the power to turn into hyenadons (or dire hyenas, in more modern interpretations); they could spread this amongst their own race like lycanthropy, but rarely did so, as they revelled in being special. Ghuunas never really caught on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoosuva&#039;&#039;&#039; are undead demons born from gnollish souls, who first appeared in Dragon #63 - as part of the very first elaboration on gnollish culture and mentality. They are described as resembling huge, emaciated hyenadons glowing with eerie yellow light, and possess [[ghoul]]-like abilities, such as paralytic attacks. They mostly went ignored afterwards; a 3e translation finally arrived in [[Dungeon Magazine]] #112. Volo&#039;s Guide to Monsters saw them promoted to their first ever official splatbook appearance, although with a few tweaks - like the loss of their paralytic attacks in favor of a toxic tail stinger.&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
Given the dearth of details on gnollish culture, and the rather limited focus of what we&#039;re told, it should be of no surprise that we don&#039;t know much of how gnolls produce the next generation.&lt;br /&gt;
&lt;br /&gt;
In AD&amp;amp;D&#039;s Monstrous Manual, we are informed that in a gnoll pack there will be &amp;quot;half as many females as males&amp;quot; and &amp;quot;twice as many gnoll pups as there are adults&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 3.5&#039;s Monster Manual IV, we get some fuller details; female gnolls mate with any male that catches their attention as a worthy specimen, but form no lasting bonds. They give birth to litters of 2-4 pups after a 6 month pregnancy, and usually these are then abandoned to the care of wetnurses and slaves in the pack&#039;s current creche. Infant gnolls are utterly helpless for the first 8 weeks of their life, doing little but suckle and sleep, but after that two month infancy, begin to drastically grow, putting on muscle and weaning to feed on meat. Still, whilst kept separate from the suckling pups, these youngsters are kept segregated for the first two years of their life; until they hit adolescence at that age, they risk being cannibalized by the adult gnolls.&lt;br /&gt;
&lt;br /&gt;
Pathfinder&#039;s &amp;quot;Classic Monsters Revisited&amp;quot; states that gnolls give birth to litters of 3-5 pups, who become &amp;quot;dangerous&amp;quot; by 3 years old and fully grown adults by the age of 8; female gnolls become reproductively mature at any point between the ages of 10 and 18 years.&lt;br /&gt;
&lt;br /&gt;
4e&#039;s &amp;quot;Playing Gnolls&amp;quot; mentions only that gnoll pups become aggressive at a very young age - as in, as soon as they can walk, they tend to find tight places where they can viciously fight each other, and that the high infant mortality rate these battles (which are often fought to the death, or just inflict such severe wounds that one or more participants die) inflict is partly why gnolls aren&#039;t as common as, say, [[orc]]s.&lt;br /&gt;
&lt;br /&gt;
In 5e, gnolls don&#039;t reproduce at all. Their shamans, the Fangs of Yeenoghu, can inflict a demonic taint upon the corpses of sapient beings; hyenas that devour such corpses are transformed into new gnolls. Thus, they are constantly seeking battle in order to replace their own casualties.&lt;br /&gt;
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==Dungeons &amp;amp; Dragons Racial Stats==&lt;br /&gt;
[[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]]&lt;br /&gt;
Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their &amp;quot;gnome-troll&amp;quot; days), AD&amp;amp;D (via the Complete Book of Humanoids), D&amp;amp;D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&amp;amp;D (CBoH) and D&amp;amp;D3.5 (MM3).&lt;br /&gt;
&lt;br /&gt;
===Basic Dungeons &amp;amp; Dragons===&lt;br /&gt;
::Racial Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom&lt;br /&gt;
::Ability Score Limits: Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 18&lt;br /&gt;
:::Note: Charisma for Humanoids only applies as-is amongst Humanoids; amongst [[Demihuman]]s, divide the Humanoid&#039;s Charisma by 3 (rounding down) and subtract the result from 9 (or 8, for a [[troll]])&lt;br /&gt;
::Natural Armor Class: 8&lt;br /&gt;
::Level -1: -1,000 XP, d8 Hit Dice&lt;br /&gt;
::Level 0: 0 XP, 2d8 Hit Dice&lt;br /&gt;
::Level 1: 1,000 XP, 3d8 Hit Dice&lt;br /&gt;
::Level 2: 3,000 XP, 4d8 Hit Dice&lt;br /&gt;
::Level 3: 7,000 XP&lt;br /&gt;
::Level 4: 15,000 XP, 5d8 Hit Dice&lt;br /&gt;
::Level 5: 31,000 XP, 6d8 Hit Dice&lt;br /&gt;
::Level 6: 63,000 XP, 7d8 Hit Dice&lt;br /&gt;
::Level 7: 129,000 XP&lt;br /&gt;
::Level 8: 259,000 XP, 8d8 Hit Dice&lt;br /&gt;
::Level 9: 519,000 XP, +2 Hit Points&lt;br /&gt;
:::Subsequent levels require +300,000 XP per level and grant +2 hit points per level.&lt;br /&gt;
&lt;br /&gt;
===Advanced Dungeons &amp;amp; Dragons===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14&lt;br /&gt;
::Hit Point Modifier: +2 HP at first level&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Disadvantage: Gnolls take damage as Large creatures&lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm&lt;br /&gt;
::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16.&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. &lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword&lt;br /&gt;
::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 3.x===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+1 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +1 level.&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+2 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic.&lt;br /&gt;
::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls.&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +2 levels.&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 4e===&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Dexterity&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 7 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Languages: Abyssal, Common&lt;br /&gt;
::Skill Bonuses: +2 Intimidate, +2 Perception&lt;br /&gt;
::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.&lt;br /&gt;
::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.&lt;br /&gt;
::Ferocious Charge: You can use ferocious charge as an encounter power.&lt;br /&gt;
&lt;br /&gt;
Ferocious Charge Gnoll Racial Power&lt;br /&gt;
::&#039;&#039;You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.&#039;&#039;&lt;br /&gt;
::Encounter&lt;br /&gt;
::Standard Action Personal&lt;br /&gt;
::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints.&lt;br /&gt;
&lt;br /&gt;
Heroic Tier Feats&lt;br /&gt;
Any feat in the following section is available to a character of any level who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Butcher’s Lure&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carrion Eater&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claw Fighter&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Tracker&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.&lt;br /&gt;
&lt;br /&gt;
Paragon Feats&lt;br /&gt;
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fierce Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 11th level, gnoll, ferocious charge racial power&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Bite&#039;&#039;&lt;br /&gt;
::Prerequisite: 11th level, gnoll&lt;br /&gt;
::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.&lt;br /&gt;
&lt;br /&gt;
Epic Feats&lt;br /&gt;
The feat in the following section is available to a character of 21st level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brutal Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack.&lt;br /&gt;
===Dach&#039;youn===&lt;br /&gt;
The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin.&lt;br /&gt;
::+2 Constitution, +2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Movement: Dach&#039;youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can&#039;t be used unless the dach&#039;youn has her hands empty.&lt;br /&gt;
::Scent (Extraordinary Ability)&lt;br /&gt;
::Pack Feats: A dach&#039;youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc).&lt;br /&gt;
::Pack Tactics: When a dach&#039;youn uses a teamwork feat, every member of her pack gains the benefits of it.&lt;br /&gt;
::Ways of the Wild: Survival is always a class skill for dach&#039;youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20).&lt;br /&gt;
::Moon Sign: All dach&#039;youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new).&lt;br /&gt;
::Scavenger&#039;s Meal: Dach&#039;youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food.&lt;br /&gt;
&lt;br /&gt;
Cha&#039;ppa&lt;br /&gt;
::+2 Dexterity instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Your bonus to Sense Motive and Perception checks doubles.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain no benefits from Morale or Rally bonuses, but penalties still apply.&lt;br /&gt;
&lt;br /&gt;
Gur&#039;gha&lt;br /&gt;
::+3 Constitution instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; You can reroll a failed Fortitude save; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You cannot make any kind of Knowledge check.&lt;br /&gt;
&lt;br /&gt;
Gu&#039;sha&lt;br /&gt;
::+2 Wisdom instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Once per ally per full moon, you can reroll an ally&#039;s failed saving throw using your own bonus; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Roll a d6 to determine which curse affects you for the duration of Gu&#039;sha&#039;s new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind.&lt;br /&gt;
 &lt;br /&gt;
Hav&#039;ha&lt;br /&gt;
::+2 Strength instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; +5 to CMB&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You do not gain your Wisdom modifier to any rolls.&lt;br /&gt;
&lt;br /&gt;
Or&#039;gha&lt;br /&gt;
::+2 Intelligence instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; In a non-combat situation, your Intelligence modifier is doubled.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Your CMD is 10 and it cannot gain any bonuses.&lt;br /&gt;
&lt;br /&gt;
Sh&#039;va&lt;br /&gt;
::+3 Charisma instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you.&lt;br /&gt;
&lt;br /&gt;
Vax&lt;br /&gt;
::+1 to any ability score&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
[[Unified Setting/Gnolls]]&lt;br /&gt;
&lt;br /&gt;
==/d/eviance==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Gnoll pimp.jpg|200px|thumb|left|It&#039;s hard out there for a pimp.]]&lt;br /&gt;
[[Image:Gnoll pirate.jpg|200px|thumb|right|Yet it&#039;s easier for a pirate.]]&lt;br /&gt;
Despite everything, gnolls are a little... embarrassing for /tg/. This, as much as the generally lackluster fluff, is more than likely why the race is rarely focused on, in comparison to, say, [[goblin]]s, [[orc]]s or even [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the obvious elephant in the room; as a beast-man race, gnolls are like [[furry]] magnets. And unlike [[minotaur]]s or [[sphinx]]es (who have a mythological origin that can be pointed to), or [[kobold]]s (who don&#039;t really resemble any real-world animal), the only real difference between gnolls and [[Ironclaw|fantasy-dwelling hyena furries]] is... well, pretty much the whole &amp;quot;demon-worshiping cannibalistic murderous tribal monsters culture&amp;quot; thing. Whenever there&#039;s a gnoll thread on /tg/, you can be sure there will be an argument about whether or not they count as furries that eventually gets it locked. Needless to say, confronted with the dilemma of either fleshing out the gnolls or being accused of being furries, most DMs say &amp;quot;fuck it&amp;quot; and try to do something interesting with [[orcs]] instead.&lt;br /&gt;
&lt;br /&gt;
Another major problem is that, as mentioned above, gnolls most visually resemble the spotted hyena. The spotted hyena&#039;s brutally matriarchal social structure and female favoring sexual dimorphism (that is, girls are bigger and stronger than guys) easily translates into [[/d/]]-related content, since /d/ is all over [[-4 STR|musclegirls and other amazons]] as well as femdom. To say nothing of how the gnollish slavery-focused society easily translated into sex-slavery in the eyes of [[/d/M]]s - but then, they&#039;ve been doing that shit with orcs and other such races for ages. But there was more to it than that... &lt;br /&gt;
&lt;br /&gt;
See, spotted hyenas are infamous for one particular thing: the [http://en.wikipedia.org/wiki/Pseudo-penis pseudo-penis]. Female spotted hyenas are essentially real life [[dickgirl]]s. With the popularity of dickgirls on both /d/ and amongst furries, this led to a &#039;&#039;huge&#039;&#039; outburst of gnollish perversity that /tg/ fought hard to stamp out, but which still threatens to rear its ugly head today.&lt;br /&gt;
&lt;br /&gt;
Add in the fact that hyenas in real life do have a lot of mythological/traditional association with perversity - Pliny the Elder reported hyenas were hermaphrodites who changed sexes whenever they wished, striped hyena anuses and vaginas are used for love &amp;amp; lust charms to the extent that &amp;quot;he has the anus of a hyena&amp;quot; is a real-world African saying today to refer to someone who&#039;s really good at scoring sex - and... well, let&#039;s just say that gnolls can very easily take a starring role in somebody&#039;s [[magical realm]] and leave it at that, okay?&lt;br /&gt;
&lt;br /&gt;
Then again, if [[orc]]s, [[goblin]]s and [[kobold]]s can be rescued from the [[Always Chaotic Evil]] niche, why not gnolls? Gnolls are practically tailor-made for an unholy blend of [[furry]], [[amazon]] and/or [[musclegirl]], and &amp;quot;sexy evil girl&amp;quot; fetishism, after all...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Female Gnoll Slaver.jpg&lt;br /&gt;
File:Gnoll Profile (Hyena Princess Njano).jpg&lt;br /&gt;
Gnoll Barmaid.jpg&lt;br /&gt;
Gnoll Gladiatrix.png&lt;br /&gt;
Gnoll Priestess.jpg&lt;br /&gt;
Gnoll Watchwoman.jpg&lt;br /&gt;
File:Gnoll-TaintedElf.png|Some find a way to include more &amp;quot;conventional&amp;quot; gnoll MGs in their games.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230399</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230399"/>
		<updated>2018-10-03T16:46:15Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Monstergirls?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghouls&#039;&#039;&#039; are monsters that have appeared in a wide variety of forms throughout roleplaying history; if you have a fantasy or a horror setting, then you&#039;re very likely to encounter something referred to as a &amp;quot;ghoul.&amp;quot; Taking their name from &amp;quot;Ghul&amp;quot;, an Arabic evil spirit or [[Genie|djinn]] that haunted graveyards and feasted on the corpses interred there, ghouls are typically undead creatures that are driven by an insatiable urge for flesh. Ardent necrovores, most forms of ghoul in /tg/ media also happily kill living beings to produce more corpses for them to feed on.&lt;br /&gt;
&lt;br /&gt;
In the middle eastern mythology, the ghouls dwells in burial grounds and other uninhabited places. It is a fiendish type of jinn believed to be sired by Iblis(Arabic version of the devil). A ghoul is also a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, eats the dead, then taking the form of the person most recently eaten.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iconic&amp;quot; ghoul in most minds, based on the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; version, which is in turn based on the [[H.P. Lovecraft]] version, is actually fairly close to the iconic &amp;quot;Romero [[Zombie]]&amp;quot;; an undead flesh-eater that ceaselessly hunts for prey and which carries debilitating diseases that can cause those it wounds or kills to eventually become ghouls themselves. This is actually quite fitting, as Romero himself referred to his original movie&#039;s monsters &#039;&#039;as&#039;&#039; &amp;quot;Ghouls&amp;quot;, as at the time people only knew zombies from their role in Haitian mythology as undead automatons (which incidentally is the exact role that &#039;&#039;D&amp;amp;D&#039;&#039; zombies occupy).&lt;br /&gt;
&lt;br /&gt;
==All Flesh Must Be Eaten==&lt;br /&gt;
In addition to the ability to reference Romero and call any zombies you create &amp;quot;ghouls&amp;quot;, actual ghouls appear in the Atlas of the Walking Dead sourcebook. They are portrayed as intelligent, rational, unearthly beings with the ability to shapeshift between human-like and zombie-like forms, magical skills, and a need to feed on corpses.&lt;br /&gt;
&lt;br /&gt;
==Call of Cthulhu==&lt;br /&gt;
As per their depiction in [[H.P. Lovecraft]]&#039;s books, Ghouls in the Cthulhuverse are a fairly benign race of alien creatures who look like someone mixed a humanoid with a dog and a carnivorous donkey and then allowed it to get slightly corpse-like. They feed exclusively on dead flesh and can transform willing humans into members of their own race, but have little malign intent towards humanity.&lt;br /&gt;
&lt;br /&gt;
Probably.  I mean, there&#039;re stories...&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The most iconic form of ghoul in many eyes, D&amp;amp;D ghouls are undead who can spread through an infectious disease they carry in their fangs/claws, be created by [[necromancer]]s, or spontaneously arise from the bodies of cannibals or evil gluttons. They are faster, more agile and more intelligent than zombies, with at least a bestial level of intelligence, and a genuinely macabre and malevolent nature. They are perhaps most infamous for their paralyzing touch, which lets them freeze your PC immobile so they can then eat them alive; this notoriously cheap ability has frustrated many players, especially because, traditionally, elves are immune to its effects for no discernible non-fluff reason. Ghouls also have more powerful versions, such as the Ghast (which is basically a leveled-up ghoul with a permanent stinking cloud aura who &#039;&#039;can&#039;&#039; paralyze elves) and the Ghoul Lord, and aquatic versions called Lacedons.&lt;br /&gt;
&lt;br /&gt;
In 5e, we are actually given a reason. You see, Ghouls came to being in the Abyss, where an Elf worshiper of Orcus named Doresain turned from his people and feasted on humanoid flesh to honor his god. The Demonic Prince of Undeath, pleased with this development, made the elf into the first ghoul, and he happily created ghouls from the other servants of Orcus, until Yeenghou robbed him of his domain. He turned to Orcus, who refused to help. Thus, he turned to the elven gods, who took pity on him and helped him escape. Ever since then, elves are immune to the ghouls paralyzing touch as thanks from Doresain for the Elf Gods saving him. Though he is not going to stop his servants form snacking on Elf meat as he never truly reformed.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Crypt Ghoul.jpeg|thumb|right|300px]]&lt;br /&gt;
In the [[Warhammer Fantasy]] world and the later [[Age of Sigmar]] setting, Crypt Ghouls are corrupted humans and their descendants reduced to cannibalism, something that irrevocably tainted them to the point they are not undead, but close enough thanks to Death Magic flowing through them that they instinctively obey the [[Vampire Counts]]. Most are drawn to Strigoi who are the Vampiric equivalent of themselves and make any Strigoi into their &amp;quot;alpha male/female&amp;quot;, which is why Strigoi Vampires are called &amp;quot;Strigoi Ghoul Kings&amp;quot;. In Age of Sigmar, Ghouls are not as rare thanks to [[Ushoran]] wandering the setting and spreading an infectious madness everywhere he goes, making members of all races and allegiances turn into packs of feral cannibals while in their mind they are lords and ladies that fight monsters and share in the spoils before attending elaborate feasts in grand halls. &lt;br /&gt;
&lt;br /&gt;
A small number serve the Lahmian Bloodline, specifically a handful of tribes that worship [[Queen Neferata]] as a goddess. &lt;br /&gt;
&lt;br /&gt;
Sometimes Ghouls will drink Vampire blood, usually as a gift from their master. This shortens their lifespan drastically but gives them great power, turning them into gigantic hulks called Crypt Horrors. Horrors regenerate wounds, are far stronger than any mortal being, and are immune to the magic warding of the servants of [[Morr]] and [[Sigmar]] which enables them to invade and desecrate cemeteries so their lesser kin and masters can enter and feast without fear or pain. &lt;br /&gt;
&lt;br /&gt;
As of [[Age of Sigmar]] Ghoulism is contagious, as [[Ushoran]] turns out to have survived the destruction of the old setting and apparently is delusional to the degree that not only does he believe he&#039;s in a rebuilt Mourkain and meeting nobles while in actuality he&#039;s at the center of a roaming horde of cannibals and savage vampires, but that delusion is contagious; anywhere he goes in the Realms (and apparently he goes everywhere, unpredictably) members of any race from any society or faith can be drawn into the same delusion. Mortals become Ghouls as they see themselves wearing finery and politely eating morsels among friends and their lord while in reality they are degenerated monsters shoving fistfuls of manflesh into their mouths and snarling at each other. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AoS Ghoul 1.jpeg&lt;br /&gt;
Image:AoS Ghoul 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Vampire Counts]][[Category:Undead Legion]]&lt;br /&gt;
&lt;br /&gt;
==World of Darkness==&lt;br /&gt;
Ghouls in the [[World of Darkness]] have no real resemblance to any of their cousins mentioned here, and are mostly named as such because &amp;quot;Renfields&amp;quot; was a stupid name for a minor template. In essence, in [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], vampires who feed a mortal regularly with their blood can give that mortal ever-lasting youth, a vampire-like healing factor, and technically minor access to vampire powers. Why would they do this? Because it also puts a mind-whammy on the ghoul compelling them to love, honor &amp;amp; obey the vampire with all their hearts, and with the added stick that missing a regular feeding will strip the ghoul of all its powers &#039;&#039;and&#039;&#039; cause age to rapidly catch up with them, vampires find ghouls essential as the closest things they can know to loyal, trustworthy servants capable of operating during the day.&lt;br /&gt;
&lt;br /&gt;
That said, Vampire: the Requiem also introduces another kind of ghoul in its 1e sourcebook &amp;quot;Night Horrors: The Wicked Dead&amp;quot;. This is a depraved occultist who has used dark magical rituals to gain a form of immortality fueled by the consumption of raw meat. These ghouls - or &amp;quot;ghuls&amp;quot;, to distinguish them from the vampiric blood-vassals - have all of the benefits of being a living human, but is unaging and cannot be killed except with great difficulty; they are only inconvenienced by Aggravated damage, and when their health bar fills with that damage type, they dissolve into a bloody mist that then reforms itself at the site of their last meal. They remain in torpor at that sight for 10-Morality days, during which time they can be killed by burning them. They suffer a compulsion to feast on raw meat from midnight until dawn, can learn the vampiric disciplines of Celerity, Majesty and Vigor, can project a glamor that allows them to better seduce their victims, and can cause delusions of being an animal in anyone whose eyes they meet. They may also be skilled alchemists, have the ability to see aura, or be capable of altering luck in their favor.&lt;br /&gt;
&lt;br /&gt;
==Fallout==&lt;br /&gt;
In the [[Fallout]] universe, some humans who are irradiated don&#039;t die horribly, but mutate; their skin sloughs off and their nails turn into claws, but they become seemingly immortal, in the &amp;quot;immune to aging&amp;quot; sense, and immune to radiation - they can even learn to &amp;quot;feed&amp;quot; on radiation to replace the need for physical sustenance. These zombie-like bastards are known in-universe as &amp;quot;ghouls&amp;quot;. Many retain their human minds and now have to put up with prejudice from their former neighbors; this is not only because they look like burnt walking corpses, but because the trauma caused others to lose their minds and become zombie-like roving cannibalistic horrors, known as feral ghouls, the idespread assumption being that this is the eventual fate of all ghouls.&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
All undead in the Sixth World are infectees of the HMHVV, or the Human Meta-Human Vampiric Virus, a magical disease that reshapes the host&#039;s DNA and aura to turn them into a monster.  The first variant creates a whole rainbow of race-based vampire variants, the second a mess of lycanthropes, but the HMHVV III strain, also called the Krieger strain, always creates ghouls.  It both the most virulent of the three strains, transmissible via all manner of bodily fluids and not requiring an Essence transfusion, and one of the suckiest.&lt;br /&gt;
&lt;br /&gt;
Ghouls in this case are normal people who look like walking corpses, with ugly cuts and freakishly pale skin.  They can go out in sunlight, though it causes them discomfort.  All ghouls are rendered blind by tissue necrosis, though their senses of smell and hearing sharpen to compensate.  Like all HMHVV infectees, they need to eat metahuman to survive, in their case raw flesh.  Some are driven insane and turned feral by their infections, some aren&#039;t, but all need to feed on metahuman meat or starve.  Those who aren&#039;t animalistic monsters tend to get jobs that offer ready access to human flesh, like medical waste disposal workers.  Their bodies don&#039;t accept implants well, but they&#039;re stronger than normal, so some do work as Shadowrunners.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?!==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, we know what you&#039;re thinking: &amp;quot;Surely, being flesh-eating undead monsters, ghouls are one of the monsters that nobody has &#039;&#039;&#039;ever&#039;&#039;&#039; tried to [[monstergirls|sexy up]], right?&amp;quot; Well, naive young soul, I&#039;m afraid that you&#039;re wrong, and it has happened.&lt;br /&gt;
&lt;br /&gt;
Worst part is that it&#039;s not without precedence. There are actual mythical tales in which human men unwittingly marry female ghouls, completely ignorant of their brides&#039; necrophagic tastes until inevitably they suspect her of cheating and learn the horrifying truth. Death or divorce tends to follow swiftly after. Likewise, because ghouls are often portrayed as inherently more &amp;quot;alive&amp;quot; than [[zombie]]s, it&#039;s relatively easy to envision families with a dark secret that involves successful necrophilia in horror games; there&#039;s a reason why [[Dungeons &amp;amp; Dragons]] has a [[Half-Ghoul]] racial template, and why [[Pathfinder]] has its Ghoul Bloodline for [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]].&lt;br /&gt;
&lt;br /&gt;
Still, ghoul monstergirls are a rarity and considered to be pretty deep down the rabbithole of MG fetishism - after all, necrophilia is considerably more deviant (and unhealthy) than xenophilia. They are often mischievous, with a macabre sense of humor (&amp;quot;ghoulish&amp;quot;, in other words) and an aggressive personality. Long tongues and a dominant attitude during sex are also a common thing. Other interpretations go back to the original myths and exploit the whole necrophagic genie thing, making them more mystical in nature.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ghouls are a smarter (in the way that a feral dog is smarter than a bimbo) version of the [[zombie]] whose intense hunger for flesh has been converted into a huge craving for semen (...yes, really). They are oral fetishists to an incredible degree, with mouths so sensitive they can even orgasm from the pleasure they experience in blowing a man. If it weren&#039;t for the fact their genitalia are even more sensitive than their mouths, they&#039;d probably never do anything but give oral sex. Even when they aren&#039;t blowing the men they catch, a mystical compound in their saliva means that the hickeys and lovebites they love giving are incredibly arousing, sending a surge of sexual pleasure through their lover&#039;s body whenever their lips contact his body.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:World of Darkness]][[Category:Warhammer Fantasy]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230398</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230398"/>
		<updated>2018-10-03T16:44:57Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Monstergirls?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghouls&#039;&#039;&#039; are monsters that have appeared in a wide variety of forms throughout roleplaying history; if you have a fantasy or a horror setting, then you&#039;re very likely to encounter something referred to as a &amp;quot;ghoul.&amp;quot; Taking their name from &amp;quot;Ghul&amp;quot;, an Arabic evil spirit or [[Genie|djinn]] that haunted graveyards and feasted on the corpses interred there, ghouls are typically undead creatures that are driven by an insatiable urge for flesh. Ardent necrovores, most forms of ghoul in /tg/ media also happily kill living beings to produce more corpses for them to feed on.&lt;br /&gt;
&lt;br /&gt;
In the middle eastern mythology, the ghouls dwells in burial grounds and other uninhabited places. It is a fiendish type of jinn believed to be sired by Iblis(Arabic version of the devil). A ghoul is also a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, eats the dead, then taking the form of the person most recently eaten.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iconic&amp;quot; ghoul in most minds, based on the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; version, which is in turn based on the [[H.P. Lovecraft]] version, is actually fairly close to the iconic &amp;quot;Romero [[Zombie]]&amp;quot;; an undead flesh-eater that ceaselessly hunts for prey and which carries debilitating diseases that can cause those it wounds or kills to eventually become ghouls themselves. This is actually quite fitting, as Romero himself referred to his original movie&#039;s monsters &#039;&#039;as&#039;&#039; &amp;quot;Ghouls&amp;quot;, as at the time people only knew zombies from their role in Haitian mythology as undead automatons (which incidentally is the exact role that &#039;&#039;D&amp;amp;D&#039;&#039; zombies occupy).&lt;br /&gt;
&lt;br /&gt;
==All Flesh Must Be Eaten==&lt;br /&gt;
In addition to the ability to reference Romero and call any zombies you create &amp;quot;ghouls&amp;quot;, actual ghouls appear in the Atlas of the Walking Dead sourcebook. They are portrayed as intelligent, rational, unearthly beings with the ability to shapeshift between human-like and zombie-like forms, magical skills, and a need to feed on corpses.&lt;br /&gt;
&lt;br /&gt;
==Call of Cthulhu==&lt;br /&gt;
As per their depiction in [[H.P. Lovecraft]]&#039;s books, Ghouls in the Cthulhuverse are a fairly benign race of alien creatures who look like someone mixed a humanoid with a dog and a carnivorous donkey and then allowed it to get slightly corpse-like. They feed exclusively on dead flesh and can transform willing humans into members of their own race, but have little malign intent towards humanity.&lt;br /&gt;
&lt;br /&gt;
Probably.  I mean, there&#039;re stories...&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The most iconic form of ghoul in many eyes, D&amp;amp;D ghouls are undead who can spread through an infectious disease they carry in their fangs/claws, be created by [[necromancer]]s, or spontaneously arise from the bodies of cannibals or evil gluttons. They are faster, more agile and more intelligent than zombies, with at least a bestial level of intelligence, and a genuinely macabre and malevolent nature. They are perhaps most infamous for their paralyzing touch, which lets them freeze your PC immobile so they can then eat them alive; this notoriously cheap ability has frustrated many players, especially because, traditionally, elves are immune to its effects for no discernible non-fluff reason. Ghouls also have more powerful versions, such as the Ghast (which is basically a leveled-up ghoul with a permanent stinking cloud aura who &#039;&#039;can&#039;&#039; paralyze elves) and the Ghoul Lord, and aquatic versions called Lacedons.&lt;br /&gt;
&lt;br /&gt;
In 5e, we are actually given a reason. You see, Ghouls came to being in the Abyss, where an Elf worshiper of Orcus named Doresain turned from his people and feasted on humanoid flesh to honor his god. The Demonic Prince of Undeath, pleased with this development, made the elf into the first ghoul, and he happily created ghouls from the other servants of Orcus, until Yeenghou robbed him of his domain. He turned to Orcus, who refused to help. Thus, he turned to the elven gods, who took pity on him and helped him escape. Ever since then, elves are immune to the ghouls paralyzing touch as thanks from Doresain for the Elf Gods saving him. Though he is not going to stop his servants form snacking on Elf meat as he never truly reformed.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Crypt Ghoul.jpeg|thumb|right|300px]]&lt;br /&gt;
In the [[Warhammer Fantasy]] world and the later [[Age of Sigmar]] setting, Crypt Ghouls are corrupted humans and their descendants reduced to cannibalism, something that irrevocably tainted them to the point they are not undead, but close enough thanks to Death Magic flowing through them that they instinctively obey the [[Vampire Counts]]. Most are drawn to Strigoi who are the Vampiric equivalent of themselves and make any Strigoi into their &amp;quot;alpha male/female&amp;quot;, which is why Strigoi Vampires are called &amp;quot;Strigoi Ghoul Kings&amp;quot;. In Age of Sigmar, Ghouls are not as rare thanks to [[Ushoran]] wandering the setting and spreading an infectious madness everywhere he goes, making members of all races and allegiances turn into packs of feral cannibals while in their mind they are lords and ladies that fight monsters and share in the spoils before attending elaborate feasts in grand halls. &lt;br /&gt;
&lt;br /&gt;
A small number serve the Lahmian Bloodline, specifically a handful of tribes that worship [[Queen Neferata]] as a goddess. &lt;br /&gt;
&lt;br /&gt;
Sometimes Ghouls will drink Vampire blood, usually as a gift from their master. This shortens their lifespan drastically but gives them great power, turning them into gigantic hulks called Crypt Horrors. Horrors regenerate wounds, are far stronger than any mortal being, and are immune to the magic warding of the servants of [[Morr]] and [[Sigmar]] which enables them to invade and desecrate cemeteries so their lesser kin and masters can enter and feast without fear or pain. &lt;br /&gt;
&lt;br /&gt;
As of [[Age of Sigmar]] Ghoulism is contagious, as [[Ushoran]] turns out to have survived the destruction of the old setting and apparently is delusional to the degree that not only does he believe he&#039;s in a rebuilt Mourkain and meeting nobles while in actuality he&#039;s at the center of a roaming horde of cannibals and savage vampires, but that delusion is contagious; anywhere he goes in the Realms (and apparently he goes everywhere, unpredictably) members of any race from any society or faith can be drawn into the same delusion. Mortals become Ghouls as they see themselves wearing finery and politely eating morsels among friends and their lord while in reality they are degenerated monsters shoving fistfuls of manflesh into their mouths and snarling at each other. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AoS Ghoul 1.jpeg&lt;br /&gt;
Image:AoS Ghoul 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Vampire Counts]][[Category:Undead Legion]]&lt;br /&gt;
&lt;br /&gt;
==World of Darkness==&lt;br /&gt;
Ghouls in the [[World of Darkness]] have no real resemblance to any of their cousins mentioned here, and are mostly named as such because &amp;quot;Renfields&amp;quot; was a stupid name for a minor template. In essence, in [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], vampires who feed a mortal regularly with their blood can give that mortal ever-lasting youth, a vampire-like healing factor, and technically minor access to vampire powers. Why would they do this? Because it also puts a mind-whammy on the ghoul compelling them to love, honor &amp;amp; obey the vampire with all their hearts, and with the added stick that missing a regular feeding will strip the ghoul of all its powers &#039;&#039;and&#039;&#039; cause age to rapidly catch up with them, vampires find ghouls essential as the closest things they can know to loyal, trustworthy servants capable of operating during the day.&lt;br /&gt;
&lt;br /&gt;
That said, Vampire: the Requiem also introduces another kind of ghoul in its 1e sourcebook &amp;quot;Night Horrors: The Wicked Dead&amp;quot;. This is a depraved occultist who has used dark magical rituals to gain a form of immortality fueled by the consumption of raw meat. These ghouls - or &amp;quot;ghuls&amp;quot;, to distinguish them from the vampiric blood-vassals - have all of the benefits of being a living human, but is unaging and cannot be killed except with great difficulty; they are only inconvenienced by Aggravated damage, and when their health bar fills with that damage type, they dissolve into a bloody mist that then reforms itself at the site of their last meal. They remain in torpor at that sight for 10-Morality days, during which time they can be killed by burning them. They suffer a compulsion to feast on raw meat from midnight until dawn, can learn the vampiric disciplines of Celerity, Majesty and Vigor, can project a glamor that allows them to better seduce their victims, and can cause delusions of being an animal in anyone whose eyes they meet. They may also be skilled alchemists, have the ability to see aura, or be capable of altering luck in their favor.&lt;br /&gt;
&lt;br /&gt;
==Fallout==&lt;br /&gt;
In the [[Fallout]] universe, some humans who are irradiated don&#039;t die horribly, but mutate; their skin sloughs off and their nails turn into claws, but they become seemingly immortal, in the &amp;quot;immune to aging&amp;quot; sense, and immune to radiation - they can even learn to &amp;quot;feed&amp;quot; on radiation to replace the need for physical sustenance. These zombie-like bastards are known in-universe as &amp;quot;ghouls&amp;quot;. Many retain their human minds and now have to put up with prejudice from their former neighbors; this is not only because they look like burnt walking corpses, but because the trauma caused others to lose their minds and become zombie-like roving cannibalistic horrors, known as feral ghouls, the idespread assumption being that this is the eventual fate of all ghouls.&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
All undead in the Sixth World are infectees of the HMHVV, or the Human Meta-Human Vampiric Virus, a magical disease that reshapes the host&#039;s DNA and aura to turn them into a monster.  The first variant creates a whole rainbow of race-based vampire variants, the second a mess of lycanthropes, but the HMHVV III strain, also called the Krieger strain, always creates ghouls.  It both the most virulent of the three strains, transmissible via all manner of bodily fluids and not requiring an Essence transfusion, and one of the suckiest.&lt;br /&gt;
&lt;br /&gt;
Ghouls in this case are normal people who look like walking corpses, with ugly cuts and freakishly pale skin.  They can go out in sunlight, though it causes them discomfort.  All ghouls are rendered blind by tissue necrosis, though their senses of smell and hearing sharpen to compensate.  Like all HMHVV infectees, they need to eat metahuman to survive, in their case raw flesh.  Some are driven insane and turned feral by their infections, some aren&#039;t, but all need to feed on metahuman meat or starve.  Those who aren&#039;t animalistic monsters tend to get jobs that offer ready access to human flesh, like medical waste disposal workers.  Their bodies don&#039;t accept implants well, but they&#039;re stronger than normal, so some do work as Shadowrunners.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?!==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, we know what you&#039;re thinking: &amp;quot;Surely, being flesh-eating undead monsters, ghouls are one of the monsters that nobody has &#039;&#039;&#039;ever&#039;&#039;&#039; tried to [[monstergirls|sexy up]], right?&amp;quot; Well, naive young soul, I&#039;m afraid that you&#039;re wrong, and it has happened.&lt;br /&gt;
&lt;br /&gt;
Worst part is that it&#039;s not without precedence. There are actual mythical tales in which human men unwittingly marry female ghouls, completely ignorant of their brides&#039; necrophagic tastes until inevitably they suspect her of cheating and learn the horrifying truth. Death or divorce tends to follow swiftly after. Likewise, because ghouls are often portrayed as inherently more &amp;quot;alive&amp;quot; than [[zombie]]s, it&#039;s relatively easy to envision families with a dark secret that involves successful necrophilia in horror games; there&#039;s a reason why [[Dungeons &amp;amp; Dragons]] has a [[Half-Ghoul]] racial template, and why [[Pathfinder]] has its Ghoul Bloodline for [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]].&lt;br /&gt;
&lt;br /&gt;
Still, ghoul monstergirls are a rarity and considered to be pretty deep down the rabbithole of MG fetishism - after all, necrophilia is considerably more deviant (and unhealthy) than xenophilia. They are often mischievous, with a macabre sense of humor (&amp;quot;ghoulish&amp;quot;, in other words) and an aggressive personality. Long tongues and a dominant attitude during sex are also a common thing. Other interpretations go back to the original myths and exploit the whole necrophagic genie thing, making them more mystical in nature.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ghouls are a smarter (in the way that a feral dog is smarter than a bimbo) version of the [[zombie]] whose intense hunger for flesh has been converted into a huge craving for semen. They are oral fetishists to an incredible degree, with mouths so sensitive they can even orgasm from the pleasure they experience in blowing a man. If it weren&#039;t for the fact their genitalia are even more sensitive than their mouths, they&#039;d probably never do anything but give oral sex. Even when they aren&#039;t blowing the men they catch, a mystical compound in their saliva means that the hickeys and lovebites they love giving are incredibly arousing, sending a surge of sexual pleasure through their lover&#039;s body whenever their lips contact his body.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:World of Darkness]][[Category:Warhammer Fantasy]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230397</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230397"/>
		<updated>2018-10-03T16:43:53Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Monstergirls?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghouls&#039;&#039;&#039; are monsters that have appeared in a wide variety of forms throughout roleplaying history; if you have a fantasy or a horror setting, then you&#039;re very likely to encounter something referred to as a &amp;quot;ghoul.&amp;quot; Taking their name from &amp;quot;Ghul&amp;quot;, an Arabic evil spirit or [[Genie|djinn]] that haunted graveyards and feasted on the corpses interred there, ghouls are typically undead creatures that are driven by an insatiable urge for flesh. Ardent necrovores, most forms of ghoul in /tg/ media also happily kill living beings to produce more corpses for them to feed on.&lt;br /&gt;
&lt;br /&gt;
In the middle eastern mythology, the ghouls dwells in burial grounds and other uninhabited places. It is a fiendish type of jinn believed to be sired by Iblis(Arabic version of the devil). A ghoul is also a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, eats the dead, then taking the form of the person most recently eaten.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iconic&amp;quot; ghoul in most minds, based on the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; version, which is in turn based on the [[H.P. Lovecraft]] version, is actually fairly close to the iconic &amp;quot;Romero [[Zombie]]&amp;quot;; an undead flesh-eater that ceaselessly hunts for prey and which carries debilitating diseases that can cause those it wounds or kills to eventually become ghouls themselves. This is actually quite fitting, as Romero himself referred to his original movie&#039;s monsters &#039;&#039;as&#039;&#039; &amp;quot;Ghouls&amp;quot;, as at the time people only knew zombies from their role in Haitian mythology as undead automatons (which incidentally is the exact role that &#039;&#039;D&amp;amp;D&#039;&#039; zombies occupy).&lt;br /&gt;
&lt;br /&gt;
==All Flesh Must Be Eaten==&lt;br /&gt;
In addition to the ability to reference Romero and call any zombies you create &amp;quot;ghouls&amp;quot;, actual ghouls appear in the Atlas of the Walking Dead sourcebook. They are portrayed as intelligent, rational, unearthly beings with the ability to shapeshift between human-like and zombie-like forms, magical skills, and a need to feed on corpses.&lt;br /&gt;
&lt;br /&gt;
==Call of Cthulhu==&lt;br /&gt;
As per their depiction in [[H.P. Lovecraft]]&#039;s books, Ghouls in the Cthulhuverse are a fairly benign race of alien creatures who look like someone mixed a humanoid with a dog and a carnivorous donkey and then allowed it to get slightly corpse-like. They feed exclusively on dead flesh and can transform willing humans into members of their own race, but have little malign intent towards humanity.&lt;br /&gt;
&lt;br /&gt;
Probably.  I mean, there&#039;re stories...&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The most iconic form of ghoul in many eyes, D&amp;amp;D ghouls are undead who can spread through an infectious disease they carry in their fangs/claws, be created by [[necromancer]]s, or spontaneously arise from the bodies of cannibals or evil gluttons. They are faster, more agile and more intelligent than zombies, with at least a bestial level of intelligence, and a genuinely macabre and malevolent nature. They are perhaps most infamous for their paralyzing touch, which lets them freeze your PC immobile so they can then eat them alive; this notoriously cheap ability has frustrated many players, especially because, traditionally, elves are immune to its effects for no discernible non-fluff reason. Ghouls also have more powerful versions, such as the Ghast (which is basically a leveled-up ghoul with a permanent stinking cloud aura who &#039;&#039;can&#039;&#039; paralyze elves) and the Ghoul Lord, and aquatic versions called Lacedons.&lt;br /&gt;
&lt;br /&gt;
In 5e, we are actually given a reason. You see, Ghouls came to being in the Abyss, where an Elf worshiper of Orcus named Doresain turned from his people and feasted on humanoid flesh to honor his god. The Demonic Prince of Undeath, pleased with this development, made the elf into the first ghoul, and he happily created ghouls from the other servants of Orcus, until Yeenghou robbed him of his domain. He turned to Orcus, who refused to help. Thus, he turned to the elven gods, who took pity on him and helped him escape. Ever since then, elves are immune to the ghouls paralyzing touch as thanks from Doresain for the Elf Gods saving him. Though he is not going to stop his servants form snacking on Elf meat as he never truly reformed.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Crypt Ghoul.jpeg|thumb|right|300px]]&lt;br /&gt;
In the [[Warhammer Fantasy]] world and the later [[Age of Sigmar]] setting, Crypt Ghouls are corrupted humans and their descendants reduced to cannibalism, something that irrevocably tainted them to the point they are not undead, but close enough thanks to Death Magic flowing through them that they instinctively obey the [[Vampire Counts]]. Most are drawn to Strigoi who are the Vampiric equivalent of themselves and make any Strigoi into their &amp;quot;alpha male/female&amp;quot;, which is why Strigoi Vampires are called &amp;quot;Strigoi Ghoul Kings&amp;quot;. In Age of Sigmar, Ghouls are not as rare thanks to [[Ushoran]] wandering the setting and spreading an infectious madness everywhere he goes, making members of all races and allegiances turn into packs of feral cannibals while in their mind they are lords and ladies that fight monsters and share in the spoils before attending elaborate feasts in grand halls. &lt;br /&gt;
&lt;br /&gt;
A small number serve the Lahmian Bloodline, specifically a handful of tribes that worship [[Queen Neferata]] as a goddess. &lt;br /&gt;
&lt;br /&gt;
Sometimes Ghouls will drink Vampire blood, usually as a gift from their master. This shortens their lifespan drastically but gives them great power, turning them into gigantic hulks called Crypt Horrors. Horrors regenerate wounds, are far stronger than any mortal being, and are immune to the magic warding of the servants of [[Morr]] and [[Sigmar]] which enables them to invade and desecrate cemeteries so their lesser kin and masters can enter and feast without fear or pain. &lt;br /&gt;
&lt;br /&gt;
As of [[Age of Sigmar]] Ghoulism is contagious, as [[Ushoran]] turns out to have survived the destruction of the old setting and apparently is delusional to the degree that not only does he believe he&#039;s in a rebuilt Mourkain and meeting nobles while in actuality he&#039;s at the center of a roaming horde of cannibals and savage vampires, but that delusion is contagious; anywhere he goes in the Realms (and apparently he goes everywhere, unpredictably) members of any race from any society or faith can be drawn into the same delusion. Mortals become Ghouls as they see themselves wearing finery and politely eating morsels among friends and their lord while in reality they are degenerated monsters shoving fistfuls of manflesh into their mouths and snarling at each other. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AoS Ghoul 1.jpeg&lt;br /&gt;
Image:AoS Ghoul 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Vampire Counts]][[Category:Undead Legion]]&lt;br /&gt;
&lt;br /&gt;
==World of Darkness==&lt;br /&gt;
Ghouls in the [[World of Darkness]] have no real resemblance to any of their cousins mentioned here, and are mostly named as such because &amp;quot;Renfields&amp;quot; was a stupid name for a minor template. In essence, in [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], vampires who feed a mortal regularly with their blood can give that mortal ever-lasting youth, a vampire-like healing factor, and technically minor access to vampire powers. Why would they do this? Because it also puts a mind-whammy on the ghoul compelling them to love, honor &amp;amp; obey the vampire with all their hearts, and with the added stick that missing a regular feeding will strip the ghoul of all its powers &#039;&#039;and&#039;&#039; cause age to rapidly catch up with them, vampires find ghouls essential as the closest things they can know to loyal, trustworthy servants capable of operating during the day.&lt;br /&gt;
&lt;br /&gt;
That said, Vampire: the Requiem also introduces another kind of ghoul in its 1e sourcebook &amp;quot;Night Horrors: The Wicked Dead&amp;quot;. This is a depraved occultist who has used dark magical rituals to gain a form of immortality fueled by the consumption of raw meat. These ghouls - or &amp;quot;ghuls&amp;quot;, to distinguish them from the vampiric blood-vassals - have all of the benefits of being a living human, but is unaging and cannot be killed except with great difficulty; they are only inconvenienced by Aggravated damage, and when their health bar fills with that damage type, they dissolve into a bloody mist that then reforms itself at the site of their last meal. They remain in torpor at that sight for 10-Morality days, during which time they can be killed by burning them. They suffer a compulsion to feast on raw meat from midnight until dawn, can learn the vampiric disciplines of Celerity, Majesty and Vigor, can project a glamor that allows them to better seduce their victims, and can cause delusions of being an animal in anyone whose eyes they meet. They may also be skilled alchemists, have the ability to see aura, or be capable of altering luck in their favor.&lt;br /&gt;
&lt;br /&gt;
==Fallout==&lt;br /&gt;
In the [[Fallout]] universe, some humans who are irradiated don&#039;t die horribly, but mutate; their skin sloughs off and their nails turn into claws, but they become seemingly immortal, in the &amp;quot;immune to aging&amp;quot; sense, and immune to radiation - they can even learn to &amp;quot;feed&amp;quot; on radiation to replace the need for physical sustenance. These zombie-like bastards are known in-universe as &amp;quot;ghouls&amp;quot;. Many retain their human minds and now have to put up with prejudice from their former neighbors; this is not only because they look like burnt walking corpses, but because the trauma caused others to lose their minds and become zombie-like roving cannibalistic horrors, known as feral ghouls, the idespread assumption being that this is the eventual fate of all ghouls.&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
All undead in the Sixth World are infectees of the HMHVV, or the Human Meta-Human Vampiric Virus, a magical disease that reshapes the host&#039;s DNA and aura to turn them into a monster.  The first variant creates a whole rainbow of race-based vampire variants, the second a mess of lycanthropes, but the HMHVV III strain, also called the Krieger strain, always creates ghouls.  It both the most virulent of the three strains, transmissible via all manner of bodily fluids and not requiring an Essence transfusion, and one of the suckiest.&lt;br /&gt;
&lt;br /&gt;
Ghouls in this case are normal people who look like walking corpses, with ugly cuts and freakishly pale skin.  They can go out in sunlight, though it causes them discomfort.  All ghouls are rendered blind by tissue necrosis, though their senses of smell and hearing sharpen to compensate.  Like all HMHVV infectees, they need to eat metahuman to survive, in their case raw flesh.  Some are driven insane and turned feral by their infections, some aren&#039;t, but all need to feed on metahuman meat or starve.  Those who aren&#039;t animalistic monsters tend to get jobs that offer ready access to human flesh, like medical waste disposal workers.  Their bodies don&#039;t accept implants well, but they&#039;re stronger than normal, so some do work as Shadowrunners.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?!==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, we know what you&#039;re thinking: &amp;quot;Surely, being flesh-eating undead monsters, ghouls are one of the monsters that nobody has &#039;&#039;&#039;ever&#039;&#039;&#039; tried to [[monstergirls|sexy up]], right?&amp;quot; Well, naive young soul, I&#039;m afraid that you&#039;re wrong, and it has happened.&lt;br /&gt;
&lt;br /&gt;
Worst part is that it&#039;s not without precedence. There are actual mythical tales in which human men unwittingly marry female ghouls, completely ignorant of their brides&#039; necrophagic tastes until inevitably they suspect her of cheating and learn the horrifying truth. Death or divorce tends to follow swiftly after. Likewise, because ghouls are often portrayed as inherently more &amp;quot;alive&amp;quot; than [[zombie]]s, it&#039;s relatively easy to envision families with a dark secret that involves successful necrophilia in horror games; there&#039;s a reason why [[Dungeons &amp;amp; Dragons]] has a [[Half-Ghoul]] racial template, and why [[Pathfinder]] has its Ghoul Bloodline for [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]].&lt;br /&gt;
&lt;br /&gt;
Still, ghoul monstergirls are a rarity and considered to be pretty deep down the rabbithole of MG fetishism - after all, necrophilia is considerably more intense than xenophilia. They are often mischievous, with a macabre sense of humor (&amp;quot;ghoulish&amp;quot;, in other words) and an aggressive personality. Long tongues and a dominant attitude during sex are also a common thing. Other interpretations go back to the original myths and exploit the whole necrophagic genie thing, making them more mystical in nature.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ghouls are a smarter (in the way that a feral dog is smarter than a bimbo) version of the [[zombie]] whose intense hunger for flesh has been converted into a huge craving for semen. They are oral fetishists to an incredible degree, with mouths so sensitive they can even orgasm from the pleasure they experience in blowing a man. If it weren&#039;t for the fact their genitalia are even more sensitive than their mouths, they&#039;d probably never do anything but give oral sex. Even when they aren&#039;t blowing the men they catch, a mystical compound in their saliva means that the hickeys and lovebites they love giving are incredibly arousing, sending a surge of sexual pleasure through their lover&#039;s body whenever their lips contact his body.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:World of Darkness]][[Category:Warhammer Fantasy]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230396</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230396"/>
		<updated>2018-10-03T16:43:11Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Fallout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghouls&#039;&#039;&#039; are monsters that have appeared in a wide variety of forms throughout roleplaying history; if you have a fantasy or a horror setting, then you&#039;re very likely to encounter something referred to as a &amp;quot;ghoul.&amp;quot; Taking their name from &amp;quot;Ghul&amp;quot;, an Arabic evil spirit or [[Genie|djinn]] that haunted graveyards and feasted on the corpses interred there, ghouls are typically undead creatures that are driven by an insatiable urge for flesh. Ardent necrovores, most forms of ghoul in /tg/ media also happily kill living beings to produce more corpses for them to feed on.&lt;br /&gt;
&lt;br /&gt;
In the middle eastern mythology, the ghouls dwells in burial grounds and other uninhabited places. It is a fiendish type of jinn believed to be sired by Iblis(Arabic version of the devil). A ghoul is also a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, eats the dead, then taking the form of the person most recently eaten.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iconic&amp;quot; ghoul in most minds, based on the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; version, which is in turn based on the [[H.P. Lovecraft]] version, is actually fairly close to the iconic &amp;quot;Romero [[Zombie]]&amp;quot;; an undead flesh-eater that ceaselessly hunts for prey and which carries debilitating diseases that can cause those it wounds or kills to eventually become ghouls themselves. This is actually quite fitting, as Romero himself referred to his original movie&#039;s monsters &#039;&#039;as&#039;&#039; &amp;quot;Ghouls&amp;quot;, as at the time people only knew zombies from their role in Haitian mythology as undead automatons (which incidentally is the exact role that &#039;&#039;D&amp;amp;D&#039;&#039; zombies occupy).&lt;br /&gt;
&lt;br /&gt;
==All Flesh Must Be Eaten==&lt;br /&gt;
In addition to the ability to reference Romero and call any zombies you create &amp;quot;ghouls&amp;quot;, actual ghouls appear in the Atlas of the Walking Dead sourcebook. They are portrayed as intelligent, rational, unearthly beings with the ability to shapeshift between human-like and zombie-like forms, magical skills, and a need to feed on corpses.&lt;br /&gt;
&lt;br /&gt;
==Call of Cthulhu==&lt;br /&gt;
As per their depiction in [[H.P. Lovecraft]]&#039;s books, Ghouls in the Cthulhuverse are a fairly benign race of alien creatures who look like someone mixed a humanoid with a dog and a carnivorous donkey and then allowed it to get slightly corpse-like. They feed exclusively on dead flesh and can transform willing humans into members of their own race, but have little malign intent towards humanity.&lt;br /&gt;
&lt;br /&gt;
Probably.  I mean, there&#039;re stories...&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The most iconic form of ghoul in many eyes, D&amp;amp;D ghouls are undead who can spread through an infectious disease they carry in their fangs/claws, be created by [[necromancer]]s, or spontaneously arise from the bodies of cannibals or evil gluttons. They are faster, more agile and more intelligent than zombies, with at least a bestial level of intelligence, and a genuinely macabre and malevolent nature. They are perhaps most infamous for their paralyzing touch, which lets them freeze your PC immobile so they can then eat them alive; this notoriously cheap ability has frustrated many players, especially because, traditionally, elves are immune to its effects for no discernible non-fluff reason. Ghouls also have more powerful versions, such as the Ghast (which is basically a leveled-up ghoul with a permanent stinking cloud aura who &#039;&#039;can&#039;&#039; paralyze elves) and the Ghoul Lord, and aquatic versions called Lacedons.&lt;br /&gt;
&lt;br /&gt;
In 5e, we are actually given a reason. You see, Ghouls came to being in the Abyss, where an Elf worshiper of Orcus named Doresain turned from his people and feasted on humanoid flesh to honor his god. The Demonic Prince of Undeath, pleased with this development, made the elf into the first ghoul, and he happily created ghouls from the other servants of Orcus, until Yeenghou robbed him of his domain. He turned to Orcus, who refused to help. Thus, he turned to the elven gods, who took pity on him and helped him escape. Ever since then, elves are immune to the ghouls paralyzing touch as thanks from Doresain for the Elf Gods saving him. Though he is not going to stop his servants form snacking on Elf meat as he never truly reformed.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Crypt Ghoul.jpeg|thumb|right|300px]]&lt;br /&gt;
In the [[Warhammer Fantasy]] world and the later [[Age of Sigmar]] setting, Crypt Ghouls are corrupted humans and their descendants reduced to cannibalism, something that irrevocably tainted them to the point they are not undead, but close enough thanks to Death Magic flowing through them that they instinctively obey the [[Vampire Counts]]. Most are drawn to Strigoi who are the Vampiric equivalent of themselves and make any Strigoi into their &amp;quot;alpha male/female&amp;quot;, which is why Strigoi Vampires are called &amp;quot;Strigoi Ghoul Kings&amp;quot;. In Age of Sigmar, Ghouls are not as rare thanks to [[Ushoran]] wandering the setting and spreading an infectious madness everywhere he goes, making members of all races and allegiances turn into packs of feral cannibals while in their mind they are lords and ladies that fight monsters and share in the spoils before attending elaborate feasts in grand halls. &lt;br /&gt;
&lt;br /&gt;
A small number serve the Lahmian Bloodline, specifically a handful of tribes that worship [[Queen Neferata]] as a goddess. &lt;br /&gt;
&lt;br /&gt;
Sometimes Ghouls will drink Vampire blood, usually as a gift from their master. This shortens their lifespan drastically but gives them great power, turning them into gigantic hulks called Crypt Horrors. Horrors regenerate wounds, are far stronger than any mortal being, and are immune to the magic warding of the servants of [[Morr]] and [[Sigmar]] which enables them to invade and desecrate cemeteries so their lesser kin and masters can enter and feast without fear or pain. &lt;br /&gt;
&lt;br /&gt;
As of [[Age of Sigmar]] Ghoulism is contagious, as [[Ushoran]] turns out to have survived the destruction of the old setting and apparently is delusional to the degree that not only does he believe he&#039;s in a rebuilt Mourkain and meeting nobles while in actuality he&#039;s at the center of a roaming horde of cannibals and savage vampires, but that delusion is contagious; anywhere he goes in the Realms (and apparently he goes everywhere, unpredictably) members of any race from any society or faith can be drawn into the same delusion. Mortals become Ghouls as they see themselves wearing finery and politely eating morsels among friends and their lord while in reality they are degenerated monsters shoving fistfuls of manflesh into their mouths and snarling at each other. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AoS Ghoul 1.jpeg&lt;br /&gt;
Image:AoS Ghoul 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Vampire Counts]][[Category:Undead Legion]]&lt;br /&gt;
&lt;br /&gt;
==World of Darkness==&lt;br /&gt;
Ghouls in the [[World of Darkness]] have no real resemblance to any of their cousins mentioned here, and are mostly named as such because &amp;quot;Renfields&amp;quot; was a stupid name for a minor template. In essence, in [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], vampires who feed a mortal regularly with their blood can give that mortal ever-lasting youth, a vampire-like healing factor, and technically minor access to vampire powers. Why would they do this? Because it also puts a mind-whammy on the ghoul compelling them to love, honor &amp;amp; obey the vampire with all their hearts, and with the added stick that missing a regular feeding will strip the ghoul of all its powers &#039;&#039;and&#039;&#039; cause age to rapidly catch up with them, vampires find ghouls essential as the closest things they can know to loyal, trustworthy servants capable of operating during the day.&lt;br /&gt;
&lt;br /&gt;
That said, Vampire: the Requiem also introduces another kind of ghoul in its 1e sourcebook &amp;quot;Night Horrors: The Wicked Dead&amp;quot;. This is a depraved occultist who has used dark magical rituals to gain a form of immortality fueled by the consumption of raw meat. These ghouls - or &amp;quot;ghuls&amp;quot;, to distinguish them from the vampiric blood-vassals - have all of the benefits of being a living human, but is unaging and cannot be killed except with great difficulty; they are only inconvenienced by Aggravated damage, and when their health bar fills with that damage type, they dissolve into a bloody mist that then reforms itself at the site of their last meal. They remain in torpor at that sight for 10-Morality days, during which time they can be killed by burning them. They suffer a compulsion to feast on raw meat from midnight until dawn, can learn the vampiric disciplines of Celerity, Majesty and Vigor, can project a glamor that allows them to better seduce their victims, and can cause delusions of being an animal in anyone whose eyes they meet. They may also be skilled alchemists, have the ability to see aura, or be capable of altering luck in their favor.&lt;br /&gt;
&lt;br /&gt;
==Fallout==&lt;br /&gt;
In the [[Fallout]] universe, some humans who are irradiated don&#039;t die horribly, but mutate; their skin sloughs off and their nails turn into claws, but they become seemingly immortal, in the &amp;quot;immune to aging&amp;quot; sense, and immune to radiation - they can even learn to &amp;quot;feed&amp;quot; on radiation to replace the need for physical sustenance. These zombie-like bastards are known in-universe as &amp;quot;ghouls&amp;quot;. Many retain their human minds and now have to put up with prejudice from their former neighbors; this is not only because they look like burnt walking corpses, but because the trauma caused others to lose their minds and become zombie-like roving cannibalistic horrors, known as feral ghouls, the idespread assumption being that this is the eventual fate of all ghouls.&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
All undead in the Sixth World are infectees of the HMHVV, or the Human Meta-Human Vampiric Virus, a magical disease that reshapes the host&#039;s DNA and aura to turn them into a monster.  The first variant creates a whole rainbow of race-based vampire variants, the second a mess of lycanthropes, but the HMHVV III strain, also called the Krieger strain, always creates ghouls.  It both the most virulent of the three strains, transmissible via all manner of bodily fluids and not requiring an Essence transfusion, and one of the suckiest.&lt;br /&gt;
&lt;br /&gt;
Ghouls in this case are normal people who look like walking corpses, with ugly cuts and freakishly pale skin.  They can go out in sunlight, though it causes them discomfort.  All ghouls are rendered blind by tissue necrosis, though their senses of smell and hearing sharpen to compensate.  Like all HMHVV infectees, they need to eat metahuman to survive, in their case raw flesh.  Some are driven insane and turned feral by their infections, some aren&#039;t, but all need to feed on metahuman meat or starve.  Those who aren&#039;t animalistic monsters tend to get jobs that offer ready access to human flesh, like medical waste disposal workers.  Their bodies don&#039;t accept implants well, but they&#039;re stronger than normal, so some do work as Shadowrunners.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?!==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, we know what you&#039;re thinking: &amp;quot;Surely, being flesh-eating undead monsters, ghouls are one of the monsters that nobody has &#039;&#039;&#039;ever&#039;&#039;&#039; tried to [[monstergirls|sexy up]], right?&amp;quot; Well, naive young soul, I&#039;m afraid that you&#039;re wrong, and it has happened.&lt;br /&gt;
&lt;br /&gt;
Worst part is that it&#039;s not without precedence. There are actual mythical tales in which human men unwittingly marry female ghouls, completely ignorant of their brides&#039; necrophagiac tastes until inevitably they suspect her of cheating and learn the horrifying truth. Death or divorce tends to follow swiftly after. Likewise, because ghouls are often portrayed as inherently more &amp;quot;alive&amp;quot; than [[zombie]]s, it&#039;s relatively easy to envision families with a dark secret that involves successful necrophilia in horror games; there&#039;s a reason why [[Dungeons &amp;amp; Dragons]] has a [[Half-Ghoul]] racial template, and why [[Pathfinder]] has its Ghoul Bloodline for [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]].&lt;br /&gt;
&lt;br /&gt;
Still, ghoul monstergirls are a rarity and considered to be pretty deep down the rabbithole of MG fetishism - after all, necrophilia is considerably more intense than xenophilia. They are often mischievous, with a macabre sense of humor (&amp;quot;ghoulish&amp;quot;, in other words) and an aggressive personality. Long tongues and a dominant attitude during sex are also a common thing. Other interpretations go back to the original myths and exploit the whole necrophagic genie thing, making them more mystical in nature.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ghouls are a smarter (in the way that a feral dog is smarter than a bimbo) version of the [[zombie]] whose intense hunger for flesh has been converted into a huge craving for semen. They are oral fetishists to an incredible degree, with mouths so sensitive they can even orgasm from the pleasure they experience in blowing a man. If it weren&#039;t for the fact their genitalia are even more sensitive than their mouths, they&#039;d probably never do anything but give oral sex. Even when they aren&#039;t blowing the men they catch, a mystical compound in their saliva means that the hickeys and lovebites they love giving are incredibly arousing, sending a surge of sexual pleasure through their lover&#039;s body whenever their lips contact his body.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:World of Darkness]][[Category:Warhammer Fantasy]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230395</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230395"/>
		<updated>2018-10-03T16:38:03Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghouls&#039;&#039;&#039; are monsters that have appeared in a wide variety of forms throughout roleplaying history; if you have a fantasy or a horror setting, then you&#039;re very likely to encounter something referred to as a &amp;quot;ghoul.&amp;quot; Taking their name from &amp;quot;Ghul&amp;quot;, an Arabic evil spirit or [[Genie|djinn]] that haunted graveyards and feasted on the corpses interred there, ghouls are typically undead creatures that are driven by an insatiable urge for flesh. Ardent necrovores, most forms of ghoul in /tg/ media also happily kill living beings to produce more corpses for them to feed on.&lt;br /&gt;
&lt;br /&gt;
In the middle eastern mythology, the ghouls dwells in burial grounds and other uninhabited places. It is a fiendish type of jinn believed to be sired by Iblis(Arabic version of the devil). A ghoul is also a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, eats the dead, then taking the form of the person most recently eaten.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iconic&amp;quot; ghoul in most minds, based on the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; version, which is in turn based on the [[H.P. Lovecraft]] version, is actually fairly close to the iconic &amp;quot;Romero [[Zombie]]&amp;quot;; an undead flesh-eater that ceaselessly hunts for prey and which carries debilitating diseases that can cause those it wounds or kills to eventually become ghouls themselves. This is actually quite fitting, as Romero himself referred to his original movie&#039;s monsters &#039;&#039;as&#039;&#039; &amp;quot;Ghouls&amp;quot;, as at the time people only knew zombies from their role in Haitian mythology as undead automatons (which incidentally is the exact role that &#039;&#039;D&amp;amp;D&#039;&#039; zombies occupy).&lt;br /&gt;
&lt;br /&gt;
==All Flesh Must Be Eaten==&lt;br /&gt;
In addition to the ability to reference Romero and call any zombies you create &amp;quot;ghouls&amp;quot;, actual ghouls appear in the Atlas of the Walking Dead sourcebook. They are portrayed as intelligent, rational, unearthly beings with the ability to shapeshift between human-like and zombie-like forms, magical skills, and a need to feed on corpses.&lt;br /&gt;
&lt;br /&gt;
==Call of Cthulhu==&lt;br /&gt;
As per their depiction in [[H.P. Lovecraft]]&#039;s books, Ghouls in the Cthulhuverse are a fairly benign race of alien creatures who look like someone mixed a humanoid with a dog and a carnivorous donkey and then allowed it to get slightly corpse-like. They feed exclusively on dead flesh and can transform willing humans into members of their own race, but have little malign intent towards humanity.&lt;br /&gt;
&lt;br /&gt;
Probably.  I mean, there&#039;re stories...&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The most iconic form of ghoul in many eyes, D&amp;amp;D ghouls are undead who can spread through an infectious disease they carry in their fangs/claws, be created by [[necromancer]]s, or spontaneously arise from the bodies of cannibals or evil gluttons. They are faster, more agile and more intelligent than zombies, with at least a bestial level of intelligence, and a genuinely macabre and malevolent nature. They are perhaps most infamous for their paralyzing touch, which lets them freeze your PC immobile so they can then eat them alive; this notoriously cheap ability has frustrated many players, especially because, traditionally, elves are immune to its effects for no discernible non-fluff reason. Ghouls also have more powerful versions, such as the Ghast (which is basically a leveled-up ghoul with a permanent stinking cloud aura who &#039;&#039;can&#039;&#039; paralyze elves) and the Ghoul Lord, and aquatic versions called Lacedons.&lt;br /&gt;
&lt;br /&gt;
In 5e, we are actually given a reason. You see, Ghouls came to being in the Abyss, where an Elf worshiper of Orcus named Doresain turned from his people and feasted on humanoid flesh to honor his god. The Demonic Prince of Undeath, pleased with this development, made the elf into the first ghoul, and he happily created ghouls from the other servants of Orcus, until Yeenghou robbed him of his domain. He turned to Orcus, who refused to help. Thus, he turned to the elven gods, who took pity on him and helped him escape. Ever since then, elves are immune to the ghouls paralyzing touch as thanks from Doresain for the Elf Gods saving him. Though he is not going to stop his servants form snacking on Elf meat as he never truly reformed.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Crypt Ghoul.jpeg|thumb|right|300px]]&lt;br /&gt;
In the [[Warhammer Fantasy]] world and the later [[Age of Sigmar]] setting, Crypt Ghouls are corrupted humans and their descendants reduced to cannibalism, something that irrevocably tainted them to the point they are not undead, but close enough thanks to Death Magic flowing through them that they instinctively obey the [[Vampire Counts]]. Most are drawn to Strigoi who are the Vampiric equivalent of themselves and make any Strigoi into their &amp;quot;alpha male/female&amp;quot;, which is why Strigoi Vampires are called &amp;quot;Strigoi Ghoul Kings&amp;quot;. In Age of Sigmar, Ghouls are not as rare thanks to [[Ushoran]] wandering the setting and spreading an infectious madness everywhere he goes, making members of all races and allegiances turn into packs of feral cannibals while in their mind they are lords and ladies that fight monsters and share in the spoils before attending elaborate feasts in grand halls. &lt;br /&gt;
&lt;br /&gt;
A small number serve the Lahmian Bloodline, specifically a handful of tribes that worship [[Queen Neferata]] as a goddess. &lt;br /&gt;
&lt;br /&gt;
Sometimes Ghouls will drink Vampire blood, usually as a gift from their master. This shortens their lifespan drastically but gives them great power, turning them into gigantic hulks called Crypt Horrors. Horrors regenerate wounds, are far stronger than any mortal being, and are immune to the magic warding of the servants of [[Morr]] and [[Sigmar]] which enables them to invade and desecrate cemeteries so their lesser kin and masters can enter and feast without fear or pain. &lt;br /&gt;
&lt;br /&gt;
As of [[Age of Sigmar]] Ghoulism is contagious, as [[Ushoran]] turns out to have survived the destruction of the old setting and apparently is delusional to the degree that not only does he believe he&#039;s in a rebuilt Mourkain and meeting nobles while in actuality he&#039;s at the center of a roaming horde of cannibals and savage vampires, but that delusion is contagious; anywhere he goes in the Realms (and apparently he goes everywhere, unpredictably) members of any race from any society or faith can be drawn into the same delusion. Mortals become Ghouls as they see themselves wearing finery and politely eating morsels among friends and their lord while in reality they are degenerated monsters shoving fistfuls of manflesh into their mouths and snarling at each other. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AoS Ghoul 1.jpeg&lt;br /&gt;
Image:AoS Ghoul 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Vampire Counts]][[Category:Undead Legion]]&lt;br /&gt;
&lt;br /&gt;
==World of Darkness==&lt;br /&gt;
Ghouls in the [[World of Darkness]] have no real resemblance to any of their cousins mentioned here, and are mostly named as such because &amp;quot;Renfields&amp;quot; was a stupid name for a minor template. In essence, in [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], vampires who feed a mortal regularly with their blood can give that mortal ever-lasting youth, a vampire-like healing factor, and technically minor access to vampire powers. Why would they do this? Because it also puts a mind-whammy on the ghoul compelling them to love, honor &amp;amp; obey the vampire with all their hearts, and with the added stick that missing a regular feeding will strip the ghoul of all its powers &#039;&#039;and&#039;&#039; cause age to rapidly catch up with them, vampires find ghouls essential as the closest things they can know to loyal, trustworthy servants capable of operating during the day.&lt;br /&gt;
&lt;br /&gt;
That said, Vampire: the Requiem also introduces another kind of ghoul in its 1e sourcebook &amp;quot;Night Horrors: The Wicked Dead&amp;quot;. This is a depraved occultist who has used dark magical rituals to gain a form of immortality fueled by the consumption of raw meat. These ghouls - or &amp;quot;ghuls&amp;quot;, to distinguish them from the vampiric blood-vassals - have all of the benefits of being a living human, but is unaging and cannot be killed except with great difficulty; they are only inconvenienced by Aggravated damage, and when their health bar fills with that damage type, they dissolve into a bloody mist that then reforms itself at the site of their last meal. They remain in torpor at that sight for 10-Morality days, during which time they can be killed by burning them. They suffer a compulsion to feast on raw meat from midnight until dawn, can learn the vampiric disciplines of Celerity, Majesty and Vigor, can project a glamor that allows them to better seduce their victims, and can cause delusions of being an animal in anyone whose eyes they meet. They may also be skilled alchemists, have the ability to see aura, or be capable of altering luck in their favor.&lt;br /&gt;
&lt;br /&gt;
==Fallout==&lt;br /&gt;
In the [[Fallout]] universe, some humans who are irradiated don&#039;t die horribly, but mutate; their skin sloughs off and their nails turn into claws, but they become seemingly immortal, in the &amp;quot;immune to aging&amp;quot; sense, and immune to radiation - they can even learn to &amp;quot;feed&amp;quot; on radiation to replace the need for physical sustenance. These zombie-like bastards are known in-universe as &amp;quot;ghouls&amp;quot;. Many retain their human minds and now have to put up with prejudice from their former neighbors; this is not only because they look like burnt walking corpses, but because the trauma caused others to lose their minds and become zombie-like roving cannibalistic horrors, known as feral ghouls.&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
All undead in the Sixth World are infectees of the HMHVV, or the Human Meta-Human Vampiric Virus, a magical disease that reshapes the host&#039;s DNA and aura to turn them into a monster.  The first variant creates a whole rainbow of race-based vampire variants, the second a mess of lycanthropes, but the HMHVV III strain, also called the Krieger strain, always creates ghouls.  It both the most virulent of the three strains, transmissible via all manner of bodily fluids and not requiring an Essence transfusion, and one of the suckiest.&lt;br /&gt;
&lt;br /&gt;
Ghouls in this case are normal people who look like walking corpses, with ugly cuts and freakishly pale skin.  They can go out in sunlight, though it causes them discomfort.  All ghouls are rendered blind by tissue necrosis, though their senses of smell and hearing sharpen to compensate.  Like all HMHVV infectees, they need to eat metahuman to survive, in their case raw flesh.  Some are driven insane and turned feral by their infections, some aren&#039;t, but all need to feed on metahuman meat or starve.  Those who aren&#039;t animalistic monsters tend to get jobs that offer ready access to human flesh, like medical waste disposal workers.  Their bodies don&#039;t accept implants well, but they&#039;re stronger than normal, so some do work as Shadowrunners.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?!==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, we know what you&#039;re thinking: &amp;quot;Surely, being flesh-eating undead monsters, ghouls are one of the monsters that nobody has &#039;&#039;&#039;ever&#039;&#039;&#039; tried to [[monstergirls|sexy up]], right?&amp;quot; Well, naive young soul, I&#039;m afraid that you&#039;re wrong, and it has happened.&lt;br /&gt;
&lt;br /&gt;
Worst part is that it&#039;s not without precedence. There are actual mythical tales in which human men unwittingly marry female ghouls, completely ignorant of their brides&#039; necrophagiac tastes until inevitably they suspect her of cheating and learn the horrifying truth. Death or divorce tends to follow swiftly after. Likewise, because ghouls are often portrayed as inherently more &amp;quot;alive&amp;quot; than [[zombie]]s, it&#039;s relatively easy to envision families with a dark secret that involves successful necrophilia in horror games; there&#039;s a reason why [[Dungeons &amp;amp; Dragons]] has a [[Half-Ghoul]] racial template, and why [[Pathfinder]] has its Ghoul Bloodline for [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]].&lt;br /&gt;
&lt;br /&gt;
Still, ghoul monstergirls are a rarity and considered to be pretty deep down the rabbithole of MG fetishism - after all, necrophilia is considerably more intense than xenophilia. They are often mischievous, with a macabre sense of humor (&amp;quot;ghoulish&amp;quot;, in other words) and an aggressive personality. Long tongues and a dominant attitude during sex are also a common thing. Other interpretations go back to the original myths and exploit the whole necrophagic genie thing, making them more mystical in nature.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ghouls are a smarter (in the way that a feral dog is smarter than a bimbo) version of the [[zombie]] whose intense hunger for flesh has been converted into a huge craving for semen. They are oral fetishists to an incredible degree, with mouths so sensitive they can even orgasm from the pleasure they experience in blowing a man. If it weren&#039;t for the fact their genitalia are even more sensitive than their mouths, they&#039;d probably never do anything but give oral sex. Even when they aren&#039;t blowing the men they catch, a mystical compound in their saliva means that the hickeys and lovebites they love giving are incredibly arousing, sending a surge of sexual pleasure through their lover&#039;s body whenever their lips contact his body.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:World of Darkness]][[Category:Warhammer Fantasy]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230394</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghoul&amp;diff=230394"/>
		<updated>2018-10-03T16:28:27Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ghouls&#039;&#039;&#039; are monsters that have appeared in a wide variety of forms throughout roleplaying history; if you have a fantasy or a horror setting, then you&#039;re very likely to encounter something referred to as a &amp;quot;ghoul.&amp;quot; Taking their name from &amp;quot;Ghul&amp;quot;, an Arabic evil spirit or [[Genie|djinn]] that haunted graveyards and feasted on the corpses interred there, ghouls are typically undead creatures that are driven by an insatiable urge for flesh. Ardent necrovores, most forms of ghoul in /tg/ media also happily kill living beings to produce more corpses for them to feed on.&lt;br /&gt;
&lt;br /&gt;
In the middle eastern mythology, the ghouls dwells in burial grounds and other uninhabited places. It is a fiendish type of jinn believed to be sired by Iblis(Arabic version of the devil). A ghoul is also a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, eats the dead, then taking the form of the person most recently eaten.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iconic&amp;quot; ghoul in most minds, based on the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; version, which is in turn based on the [[H.P. Lovecraft]] version, is actually fairly close to the iconic &amp;quot;Romero [[Zombie]]&amp;quot;; an undead flesh-eater that ceaselessly hunts for prey and which carries debilitating diseases that can cause those it wounds or kills to eventually become ghouls themselves. This is actually quite fitting, as Romero himself referred to his original movie&#039;s monsters &#039;&#039;as&#039;&#039; &amp;quot;Ghouls&amp;quot;, as at the time people only knew zombies from their role in Haitian mythology as undead automatons.&lt;br /&gt;
&lt;br /&gt;
==All Flesh Must Be Eaten==&lt;br /&gt;
In addition to the ability to reference Romero and call any zombies you create &amp;quot;ghouls&amp;quot;, actual ghouls appear in the Atlas of the Walking Dead sourcebook. They are portrayed as intelligent, rational, unearthly beings with the ability to shapeshift between human-like and zombie-like forms, magical skills, and a need to feed on corpses.&lt;br /&gt;
&lt;br /&gt;
==Call of Cthulhu==&lt;br /&gt;
As per their depiction in [[H.P. Lovecraft]]&#039;s books, Ghouls in the Cthulhuverse are a fairly benign race of alien creatures who look like someone mixed a humanoid with a dog and a carnivorous donkey and then allowed it to get slightly corpse-like. They feed exclusively on dead flesh and can transform willing humans into members of their own race, but have little malign intent towards humanity.&lt;br /&gt;
&lt;br /&gt;
Probably.  I mean, there&#039;re stories...&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The most iconic form of ghoul in many eyes, D&amp;amp;D ghouls are undead who can spread through an infectious disease they carry in their fangs/claws, be created by [[necromancer]]s, or spontaneously arise from the bodies of cannibals or evil gluttons. They are faster, more agile and more intelligent than zombies, with at least a bestial level of intelligence, and a genuinely macabre and malevolent nature. They are perhaps most infamous for their paralyzing touch, which lets them freeze your PC immobile so they can then eat them alive; this notoriously cheap ability has frustrated many players, especially because, traditionally, elves are immune to its effects for no discernible non-fluff reason. Ghouls also have more powerful versions, such as the Ghast (which is basically a leveled-up ghoul with a permanent stinking cloud aura who &#039;&#039;can&#039;&#039; paralyze elves) and the Ghoul Lord, and aquatic versions called Lacedons.&lt;br /&gt;
&lt;br /&gt;
In 5e, we are actually given a reason. You see, Ghouls came to being in the Abyss, where an Elf worshiper of Orcus named Doresain turned from his people and feasted on humanoid flesh to honor his god. The Demonic Prince of Undeath, pleased with this development, made the elf into the first ghoul, and he happily created ghouls from the other servants of Orcus, until Yeenghou robbed him of his domain. He turned to Orcus, who refused to help. Thus, he turned to the elven gods, who took pity on him and helped him escape. Ever since then, elves are immune to the ghouls paralyzing touch as thanks from Doresain for the Elf Gods saving him. Though he is not going to stop his servants form snacking on Elf meat as he never truly reformed.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Crypt Ghoul.jpeg|thumb|right|300px]]&lt;br /&gt;
In the [[Warhammer Fantasy]] world and the later [[Age of Sigmar]] setting, Crypt Ghouls are corrupted humans and their descendants reduced to cannibalism, something that irrevocably tainted them to the point they are not undead, but close enough thanks to Death Magic flowing through them that they instinctively obey the [[Vampire Counts]]. Most are drawn to Strigoi who are the Vampiric equivalent of themselves and make any Strigoi into their &amp;quot;alpha male/female&amp;quot;, which is why Strigoi Vampires are called &amp;quot;Strigoi Ghoul Kings&amp;quot;. In Age of Sigmar, Ghouls are not as rare thanks to [[Ushoran]] wandering the setting and spreading an infectious madness everywhere he goes, making members of all races and allegiances turn into packs of feral cannibals while in their mind they are lords and ladies that fight monsters and share in the spoils before attending elaborate feasts in grand halls. &lt;br /&gt;
&lt;br /&gt;
A small number serve the Lahmian Bloodline, specifically a handful of tribes that worship [[Queen Neferata]] as a goddess. &lt;br /&gt;
&lt;br /&gt;
Sometimes Ghouls will drink Vampire blood, usually as a gift from their master. This shortens their lifespan drastically but gives them great power, turning them into gigantic hulks called Crypt Horrors. Horrors regenerate wounds, are far stronger than any mortal being, and are immune to the magic warding of the servants of [[Morr]] and [[Sigmar]] which enables them to invade and desecrate cemeteries so their lesser kin and masters can enter and feast without fear or pain. &lt;br /&gt;
&lt;br /&gt;
As of [[Age of Sigmar]] Ghoulism is contagious, as [[Ushoran]] turns out to have survived the destruction of the old setting and apparently is delusional to the degree that not only does he believe he&#039;s in a rebuilt Mourkain and meeting nobles while in actuality he&#039;s at the center of a roaming horde of cannibals and savage vampires, but that delusion is contagious; anywhere he goes in the Realms (and apparently he goes everywhere, unpredictably) members of any race from any society or faith can be drawn into the same delusion. Mortals become Ghouls as they see themselves wearing finery and politely eating morsels among friends and their lord while in reality they are degenerated monsters shoving fistfuls of manflesh into their mouths and snarling at each other. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AoS Ghoul 1.jpeg&lt;br /&gt;
Image:AoS Ghoul 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Vampire Counts]][[Category:Undead Legion]]&lt;br /&gt;
&lt;br /&gt;
==World of Darkness==&lt;br /&gt;
Ghouls in the [[World of Darkness]] have no real resemblance to any of their cousins mentioned here, and are mostly named as such because &amp;quot;Renfields&amp;quot; was a stupid name for a minor template. In essence, in [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], vampires who feed a mortal regularly with their blood can give that mortal ever-lasting youth, a vampire-like healing factor, and technically minor access to vampire powers. Why would they do this? Because it also puts a mind-whammy on the ghoul compelling them to love, honor &amp;amp; obey the vampire with all their hearts, and with the added stick that missing a regular feeding will strip the ghoul of all its powers &#039;&#039;and&#039;&#039; cause age to rapidly catch up with them, vampires find ghouls essential as the closest things they can know to loyal, trustworthy servants capable of operating during the day.&lt;br /&gt;
&lt;br /&gt;
That said, Vampire: the Requiem also introduces another kind of ghoul in its 1e sourcebook &amp;quot;Night Horrors: The Wicked Dead&amp;quot;. This is a depraved occultist who has used dark magical rituals to gain a form of immortality fueled by the consumption of raw meat. These ghouls - or &amp;quot;ghuls&amp;quot;, to distinguish them from the vampiric blood-vassals - have all of the benefits of being a living human, but is unaging and cannot be killed except with great difficulty; they are only inconvenienced by Aggravated damage, and when their health bar fills with that damage type, they dissolve into a bloody mist that then reforms itself at the site of their last meal. They remain in torpor at that sight for 10-Morality days, during which time they can be killed by burning them. They suffer a compulsion to feast on raw meat from midnight until dawn, can learn the vampiric disciplines of Celerity, Majesty and Vigor, can project a glamor that allows them to better seduce their victims, and can cause delusions of being an animal in anyone whose eyes they meet. They may also be skilled alchemists, have the ability to see aura, or be capable of altering luck in their favor.&lt;br /&gt;
&lt;br /&gt;
==Fallout==&lt;br /&gt;
In the [[Fallout]] universe, some humans who are irradiated don&#039;t die horribly, but mutate; their skin sloughs off and their nails turn into claws, but they become seemingly immortal, in the &amp;quot;immune to aging&amp;quot; sense, and immune to radiation - they can even learn to &amp;quot;feed&amp;quot; on radiation to replace the need for physical sustenance. These zombie-like bastards are known in-universe as &amp;quot;ghouls&amp;quot;. Many retain their human minds and now have to put up with prejudice from their former neighbors; this is not only because they look like burnt walking corpses, but because the trauma caused others to lose their minds and become zombie-like roving cannibalistic horrors, known as feral ghouls.&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
All undead in the Sixth World are infectees of the HMHVV, or the Human Meta-Human Vampiric Virus, a magical disease that reshapes the host&#039;s DNA and aura to turn them into a monster.  The first variant creates a whole rainbow of race-based vampire variants, the second a mess of lycanthropes, but the HMHVV III strain, also called the Krieger strain, always creates ghouls.  It both the most virulent of the three strains, transmissible via all manner of bodily fluids and not requiring an Essence transfusion, and one of the suckiest.&lt;br /&gt;
&lt;br /&gt;
Ghouls in this case are normal people who look like walking corpses, with ugly cuts and freakishly pale skin.  They can go out in sunlight, though it causes them discomfort.  All ghouls are rendered blind by tissue necrosis, though their senses of smell and hearing sharpen to compensate.  Like all HMHVV infectees, they need to eat metahuman to survive, in their case raw flesh.  Some are driven insane and turned feral by their infections, some aren&#039;t, but all need to feed on metahuman meat or starve.  Those who aren&#039;t animalistic monsters tend to get jobs that offer ready access to human flesh, like medical waste disposal workers.  Their bodies don&#039;t accept implants well, but they&#039;re stronger than normal, so some do work as Shadowrunners.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?!==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, we know what you&#039;re thinking: &amp;quot;Surely, being flesh-eating undead monsters, ghouls are one of the monsters that nobody has &#039;&#039;&#039;ever&#039;&#039;&#039; tried to [[monstergirls|sexy up]], right?&amp;quot; Well, naive young soul, I&#039;m afraid that you&#039;re wrong, and it has happened.&lt;br /&gt;
&lt;br /&gt;
Worst part is that it&#039;s not without precedence. There are actual mythical tales in which human men unwittingly marry female ghouls, completely ignorant of their brides&#039; necrophagiac tastes until inevitably they suspect her of cheating and learn the horrifying truth. Death or divorce tends to follow swiftly after. Likewise, because ghouls are often portrayed as inherently more &amp;quot;alive&amp;quot; than [[zombie]]s, it&#039;s relatively easy to envision families with a dark secret that involves successful necrophilia in horror games; there&#039;s a reason why [[Dungeons &amp;amp; Dragons]] has a [[Half-Ghoul]] racial template, and why [[Pathfinder]] has its Ghoul Bloodline for [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]].&lt;br /&gt;
&lt;br /&gt;
Still, ghoul monstergirls are a rarity and considered to be pretty deep down the rabbithole of MG fetishism - after all, necrophilia is considerably more intense than xenophilia. They are often mischievous, with a macabre sense of humor (&amp;quot;ghoulish&amp;quot;, in other words) and an aggressive personality. Long tongues and a dominant attitude during sex are also a common thing. Other interpretations go back to the original myths and exploit the whole necrophagic genie thing, making them more mystical in nature.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], ghouls are a smarter (in the way that a feral dog is smarter than a bimbo) version of the [[zombie]] whose intense hunger for flesh has been converted into a huge craving for semen. They are oral fetishists to an incredible degree, with mouths so sensitive they can even orgasm from the pleasure they experience in blowing a man. If it weren&#039;t for the fact their genitalia are even more sensitive than their mouths, they&#039;d probably never do anything but give oral sex. Even when they aren&#039;t blowing the men they catch, a mystical compound in their saliva means that the hickeys and lovebites they love giving are incredibly arousing, sending a surge of sexual pleasure through their lover&#039;s body whenever their lips contact his body.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:World of Darkness]][[Category:Warhammer Fantasy]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367692</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367692"/>
		<updated>2018-10-03T16:23:38Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Monstergirl Depictions */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
&lt;br /&gt;
== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
&lt;br /&gt;
Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
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Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
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In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
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Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
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&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
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&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
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&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
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&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
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&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
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While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;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&#039;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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
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&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
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It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
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==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
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Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla (which is actually shorter than the average human, btw), were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
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An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
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Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
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Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
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===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls, despite what many [[/d/]] cliches may lead you to believe, aren&#039;t inclined to find orcs attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367691</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367691"/>
		<updated>2018-10-03T16:16:28Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Orcs in D&amp;amp;D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
&lt;br /&gt;
== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
&lt;br /&gt;
Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
&lt;br /&gt;
Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
&lt;br /&gt;
In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
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Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
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&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
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&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
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&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
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&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
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&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
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While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;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&#039;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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
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&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
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It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
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==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
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Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla (which is actually shorter than the average human, btw), were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
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An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
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Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
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Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
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Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
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===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367690</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367690"/>
		<updated>2018-10-03T16:13:00Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Mold-Breakers */ I&amp;#039;m a dumbass who doesn&amp;#039;t read the whole thing before editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
&lt;br /&gt;
== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
&lt;br /&gt;
Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
&lt;br /&gt;
Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
&lt;br /&gt;
Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
&lt;br /&gt;
In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
&lt;br /&gt;
====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
&lt;br /&gt;
Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
&lt;br /&gt;
===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
&lt;br /&gt;
As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
&lt;br /&gt;
With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
&lt;br /&gt;
===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
&lt;br /&gt;
Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
&lt;br /&gt;
It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
&lt;br /&gt;
Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
&lt;br /&gt;
In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
&lt;br /&gt;
Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
&lt;br /&gt;
Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
&lt;br /&gt;
So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
&lt;br /&gt;
==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
&lt;br /&gt;
As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;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&#039;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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
&lt;br /&gt;
==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
&lt;br /&gt;
Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla, were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
&lt;br /&gt;
Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
&lt;br /&gt;
Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367689</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367689"/>
		<updated>2018-10-03T16:12:17Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Mold-Breakers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
&lt;br /&gt;
== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
&lt;br /&gt;
Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
&lt;br /&gt;
Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
&lt;br /&gt;
Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
&lt;br /&gt;
In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
&lt;br /&gt;
====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
&lt;br /&gt;
Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
&lt;br /&gt;
===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
&lt;br /&gt;
As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
&lt;br /&gt;
With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
&lt;br /&gt;
Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
&lt;br /&gt;
In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
&lt;br /&gt;
Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
&lt;br /&gt;
Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
&lt;br /&gt;
So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
&lt;br /&gt;
==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
&lt;br /&gt;
As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;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&#039;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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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 (it&#039;s what kept you from burning your finger off that time you touched the stove as a kid, isn&#039;t it?) 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
&lt;br /&gt;
==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
&lt;br /&gt;
Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla, were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
&lt;br /&gt;
Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
&lt;br /&gt;
Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
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[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367688</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367688"/>
		<updated>2018-10-03T16:11:48Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Mold-Breakers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
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They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
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Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
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== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
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Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
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Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
&lt;br /&gt;
Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
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In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
&lt;br /&gt;
Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;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&#039;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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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 (it&#039;s what kept you from burnign your finger off that time you touched the stove as a kid, isn&#039;t it?) 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
&lt;br /&gt;
==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
&lt;br /&gt;
Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla, were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
&lt;br /&gt;
Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
&lt;br /&gt;
Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367687</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367687"/>
		<updated>2018-10-03T16:08:16Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Mold-Breakers */&lt;/p&gt;
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&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
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&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
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They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
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Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
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== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
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===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
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Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
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Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
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Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
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In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
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Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
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&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
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&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
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&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
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&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
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&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
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While &#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) weren&#039;t even considered &#039;&#039;people&#039;&#039; in the first game, by the time the third game rolled around they had become fully integrated into normal society and weren&#039;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&#039;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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
&lt;br /&gt;
==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
&lt;br /&gt;
Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla, were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
&lt;br /&gt;
Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
&lt;br /&gt;
Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
&lt;br /&gt;
Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367686</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367686"/>
		<updated>2018-10-03T15:28:54Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Grey areas */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
&lt;br /&gt;
== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
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Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
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Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opening up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
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In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
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Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
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&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
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&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
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&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
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&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
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&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
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&#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) are very intelligent 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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
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&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
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It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
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==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
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Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla, were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
&lt;br /&gt;
An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
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Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
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Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
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Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
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===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
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==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
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==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367685</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orc&amp;diff=367685"/>
		<updated>2018-10-03T15:27:31Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:C863:CD39:7A9C:B2F7: /* Tolkien */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Orc.jpg|400px|thumb|right|An average Warhammer Orc.]]&lt;br /&gt;
{{Topquote|These have not had a fair press. They are fanatically brave in spite of being weaker and less practiced than most other humanoids, and must be kind to animals, since they train them so well.  It is interesting that Tolkien’s characters describe them in terms very similar to those used by medieval chroniclers to describe Mongols, who in our day are considered a nice friendly people of slightly eccentric lifestyle.  We might instead think of such goblins as a fantasy counterpart of the apocryphal northerner: clannish, rough spoken, given to imbibing of strong but peculiar liquor, keeping analogues of whippets and pidgeons, prone to mob violence at away fixtures and perhaps too easily influenced by radical politicians of other races.|Phil Barker, Sue Laflin Barker &amp;amp; Richard Bodley Scott, &#039;&#039;Hordes of the Things&#039;&#039;}}&lt;br /&gt;
{{Topquote|We were all orcs in the Great War.|[[J.R.R. Tolkien]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs&#039;&#039;&#039; are a fantasy race that is used in a number of settings. Compare to [[Ork]]. They are generally depicted as barbaric humanoids with green skin. Typically, they are stronger than an average [[human]], though generally less intelligent as well (except in Lord of the Rings, Warhammer Fantasy and the Elder Scrolls, where they are, amusingly, physically inferior to the human races that are facsimiles of the [[Vikings]]. Thus proving that beards and axes end all things and that the Vikings can rape anyone).&lt;br /&gt;
&lt;br /&gt;
They enjoy molesting, eating and generally mistreating the goblins, their smaller cousins. They have longstanding relationships with trolls and ogres, their larger and stupider neighbors, whom they con into performing demeaning menial tasks and press into service in wartime. Their relations with more distant races are more variable - some may work for humans as mercenaries, for example, while others will attack humans on sight. They are also interfertile with many other races, leading to the existence of [[half-orc]]s. The long-standing exception to this is [[elves]]. All orcs hate elves, and this makes them good people.&lt;br /&gt;
&lt;br /&gt;
Historically, the term was used to describe the Normans invading the Saxon occupiers of Britain in 1066. It is also an Anglo-Saxon word meaning &#039;demon&#039;, according to Tolkien, who lifted the word from Beowulf.&lt;br /&gt;
&lt;br /&gt;
== The Master Template ==&lt;br /&gt;
While many traditional fantasy races (elves, dwarves, dragons and wizards) can be traced back to folklore and mythology, orcs are entirely a product of modern fantasy literature. One could say that they had their origins in Goblins, though the Goblins of Folklore were small tricksters motivated by greed and a love of mischief so that tie is fairly loose. What we think of as Orcs more closely resemble the hybridized Uruks from [[The Lord of the Rings]] (more on that below). Here we have a basic rundown of the image that comes up when people say &amp;quot;Orc&amp;quot; and how it evolved.&lt;br /&gt;
&lt;br /&gt;
===Tolkien===&lt;br /&gt;
[[File:Origin Of Orcs Tolkien.JPG|thumb|right|400px|The origin of the original Orcs.]]&lt;br /&gt;
Orcs as we know them have their beginnings with Tolkien&#039;s works. The first orcs were created by Melkor (later known as Morgoth) shortly after the first elves awoke, before humans existed. It should be noted that Tolkien never definitively stated the true origin of Orcs (in part because the theological implications of creating an inherently evil race troubled him), and most of what we have comes from notes and decisions he left to his son Christopher when he passed control of the setting over. &lt;br /&gt;
Some of these elves wandered about exploring this world that they had awoken in and were captured by some of Melkor&#039;s Maiar (&amp;quot;fallen angels&amp;quot; futher down the hierarchy, Melkor being basically Satan) and were taken to Angband, his base of operations. Because Melkor was bitter about being unable to create life they were tortured, abused, cursed, mutated and selectively bred until you got Orcs. The result was a species of ugly, bad smelling, long armed, claw handed, hairy apelike humanoids which were brown, grey and black in coloration, had an aversion to sunlight, and ranged in size from smaller than a hobbit to almost as large as a man. These creatures would make up the bulk of Melkor and later Sauron&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
Tolkien&#039;s Orcs are not stupid, described as &amp;quot;making no beautiful things, but many clever ones&amp;quot;. They are capable of making weapons (bows, spears, daggers, shields and curved swords), armor (helmets, mail and scale armor supplemented by salvage), effective if unpleasant medicine, and are pretty good engineers on top of creating assembly lines; one of the general morals of Tolkien&#039;s works is rampant industrialization is a path to evil and/or misfortune, and making Orcs more advanced than other races reflects this. They are almost as good at mining as Dwarves are even if their work ethic leaves something to be desired. Nor are all orcs identical. There are variations among Orcs both in terms of individual personalities and differences between groups. Orcs from the Misty Mountains are described as being fairly tribal while those of Mordor are regimented (to the point where they have serial numbers). There are also different breeds of Orcs, besides the garden variety Orc you also have &#039;snufflers&#039; bred for following scent trails and the larger and more sun resistant Uruk-Hai bred by Sauron and Saruman, supposedly made by crossbreeding Orcs with humans and specialized to act as commanders. However they are violent, sadistic, spiteful, enjoy breaking stuff, have no concern for aesthetics and are as a rule hateful and miserable. Fighting, killing, eating, drinking, looting, blowing stuff up, gaining power, bossing their subordinates around, torturing and presumably raping captives can only give temporary reprieve. They hate Sauron and especially Melkor, but serve them out of fear and their psychic influence over them and the fact that everyone who is not under their authority despises them and wants them dead. They are capable of internal loyalty and do have some social taboos (being accused of eating other Orcs is a considerable insult even though they are perfectly fine with eating non-Orcs) which are enough to let them act together as groups, although these groups tend to collapse due to infighting after reaching a certain size in the absence of a leader who can terrify them into submission.&lt;br /&gt;
&lt;br /&gt;
Despite this, little is said by Tolkien about how Orcs live their lives on a day to day basis as their role in the story is as a force which threatens the heroes and those around them. It can be extrapolated, however that it is usually nasty, brutish and short. Some of the interactions between different groups of orcs frequently results in back-stabbing and violent power struggles, so we can assume that they operate on a grimdark version of Klingon politics. All the orcs mentioned are male which is usually interpreted as &amp;quot;orcs don&#039;t bring their womenfolk along on campaigns&amp;quot; (which is basically what Tolkien said in one of his letters) but has led a few to say that orcish sexual dimorphism is basically nonexistent or that female orcs don&#039;t exist. Given Sauron&#039;s proclivities and the various castes in mordor they were likely subject to some form of selective breeding program.&lt;br /&gt;
&lt;br /&gt;
Now to gt this out of the way, not even Tolkien himself could decide on the relationship between orcs and goblins. Originally he said that &amp;quot;Orc&amp;quot; was just the hobbit word for [[Goblin]] (although in practice it refered mainly to the [[gretchin|smaller types used most often as menial laborers]]), but later said that Goblins were a subtype of orc. Later still he siad that orcs and goblins were completely separate creatures. &amp;quot;Uruk&amp;quot; means Orc in Black Speech, a mix of Elvish, human tongue, and Sauron&#039;s attempts to give them their own language. Most fantasy fiction typically distinguishes between Goblins and Orcs: most of Tolkien&#039;s Orcs would resemble other works&#039; Goblins (Frodo and Sam disguised themselves as Orcs, so we can assume at least some are Hobbit height), whereas what something like D&amp;amp;D would call an Orc would more closely resemble Tolkien&#039;s &amp;quot;Uruk-hai&amp;quot;, which (in the movies at least) are basically super-orcs crossbred between &amp;quot;Orcs and Goblin-men&amp;quot;... [[/d/|whatever that means]]. In the books Saruman&#039;s Uruk-hai are described as being created through &amp;quot;the foulest of means&amp;quot;, and while these means are never explained outright it doesn&#039;t take much imagination to figure out [[Rape|what he probably meant by that]].&lt;br /&gt;
====Grey areas====&lt;br /&gt;
The question of whether they are [[always Chaotic Evil|intrinsically evil]] is never brought up, and several of Tolkien&#039;s unpublished works suggest that this was due to his own misgivings with the concept of a wholly evil race. Melkor had no power to create other beings himself, but the fact that elves could be corrupted would also imply Eru had either made the souls of some elves either inherently evil or easily corrupted to become evil. Unlike Melkor, Sauron, and Balrogs who were spiritual beings that made an active choice to be evil, Orcs are universally portrayed as evil which means they could be evil from birth which is strongly against Tolkien&#039;s strong Catholic beliefs in the nature of good and evil. This in turn contradicted his own views on the nature of Eru as a wholly good deity while also opened up some thorny questions of faith for Tolkien himself, and even in his last writings it appears he could not come up with a satisfactory explanation for how they could be universally evil by nature. There is also some uncomfortable parallels that some people have made about tribes of dark skinned violent human-like monsters, though (&#039;&#039;thankfully&#039;&#039;) Tolkien said that this was not his intent. Christopher similarly has not come up with a satisfactory answer and has largely avoided the subject, avoiding talking about Orcs as anything but adult militant antagonists and leaning back on his father&#039;s suggestions of corrupted man/elf hybrids descended from enslaved elves. &lt;br /&gt;
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Fans divide into different camps of explanation. Orcs could be born adult and &amp;quot;male&amp;quot;, like the Warhammer Orcs discussed below, and thus be more intelligent animal like Dragons as opposed to inherently evil people. Another suggestion is they could also be people who are indoctrinated from youth, such as their closest inspiration as the Central Powers in World War 1 (trying to kill Tolkien in the Somme) and Axis (who blew up his barn while he and the family hid in the cellar during the Blitz) which would make Orcs antagonists with horrible leaders and a corrupt ideology as opposed to naturally evil; this would make them as evil as the Easterlings. Some have reasoned, in the vein of the second suggestion, that Orcs are not all unified on Melkor/Sauron&#039;s side, which is supported by a single line from Tolkien that no race stood united for or against Sauron; this is dismissed by some with the elf/man origins as all Orcs evil and all elves good, but can be interpreted either way. In this view some have reasoned there must be neutral tribes of Orcs who did not participate in conflict and are as unmentioned as the Stoorish Hobbits (Gollum&#039;s original people, who&#039;s only importance at all and thus only mention is just that; being Gollum&#039;s people before he degenerated into a [[Ghoul|ghoulish]] being), that these Orcs could possibly even be good for all that is known. Another idea is that Melkor&#039;s corruption of the Elves he kidnapped either diminished or removed their capacity to do good, which would make creating the Orcs one of the most monstrous acts he had ever committed, and considering this guy was capital-E Evil in every way he could think of that says a whole goddamn lot. The final suggestion is Orcs have no souls, and much like the Little Mermaid (not the Disney version, the original story where they are Feyfolk who are sea foam come to life in the forms of people that can love and grieve but return to sea foam in oblivion when they die because they have no souls) are just some natural material come to life with no real importance or moral rights because they were not intentionally created by the omnipotent creator (Dwarves get a pass for being [[Centurion Squad|cute and well made]]). In this view you could do anything you want to an Orc from killing to torture because they have as much natural rights as their base components, similar to the destruction of the Golem in Hebrew myth, though one could find moral problems with this as well depending on your worldview. Tolkien seems to have considered this explanation at one point but ultimately rejected it, as he believed that the Orcs would have been no more intelligent than any other animal if they were truly soulless.&lt;br /&gt;
&lt;br /&gt;
In any case, Tolkien invented Orcs and what is discussed above served as the inspiration of of MANY spinoffs that to various degrees A: took the idea and ran with it while expanding on it to fill in the blanks, B: took the basic idea and gave it a few tweaks, or C: deliberately subverted what people expected from Orcs, making it possible for them to be the good guys. There have been various takes on the &amp;quot;are Orcs fundamentally evil?&amp;quot; question. As a general rule more people tend to go with some flavor of &amp;quot;no, strictly speaking&amp;quot; in that regard as it opens up more narrative possibilities as opposed to a race of set-in-stone killer meatbots utterly unable to deviate from their programing though still cast them primarily in a villainous role.&lt;br /&gt;
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====Direct Adaptations====&lt;br /&gt;
For the most part the Lord of the Rings movies created by Peter Jackson have done a reasonable interpretation of the orcs from the books, though they have cranked their aggression up a bit, uglied them to a great degree, often used the green skin-tones that were popularized later, made them much taller across the board, and &#039;&#039;possibly&#039;&#039; confirmed females. No females are pointed out, but some actresses that played Orcs have insisted their characters (who are usually killed by Elf acrobatics in the same scene or just screech at the camera and shoot an arrow) are female; Jackson has never confirmed or denied this but still made a point of including these interviews on the special features sections of the home release of the movies. Then again, he also put Elves at Helms Deep... &lt;br /&gt;
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Notably, the 2014 game Middle Earth: Shadow of Mordor, while mostly known for being &amp;quot;actually pretty good&amp;quot; for what was essentially an Assassin&#039;s Creed clone, also showed Orc culture. Essentially, they were a naturally evil race ruled by a hierarchy of tribe chiefs who use grimdark Klingon politics; meaning who could knock around his fellow Uruks became boss, and a boss who could honorably duel, assassinate, or otherwise neutralize his peers climbed the ladder. While they were the Chaotic Evil monsters Tolkien didn&#039;t want to portray them as, this didn&#039;t mean that they weren&#039;t interesting. Their mindset was that when they weren&#039;t focusing on eliminating other tribes, most Uruks just wanted to put in a hard day&#039;s work (of bossing around human slaves), made small talk, had drinking songs, and at the end of the day just go have a drink with his mates. With the mental influence of Celebrimbor&#039;s shade on them they are rendered neutral in terms of good/evil, but will still fight and kill each other for promotions; this is generally interpreted as mind control, although a large number of Orcs following you without Celebrimbor in the sequel suggests it may also be you reducing Sauron&#039;s influence on them and allowing them to make their own moral choices.&lt;br /&gt;
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===Warhammer===&lt;br /&gt;
[[File:Black Orc.jpg|400px|thumb|right|The modern interpretation of Orcs.]]&lt;br /&gt;
[[Games Workshop]] was originally a company that produced quality boards for games like Chess, but after two out of three of the original team fell in love with Dungeons &amp;amp; Dragons after [[Gary Gygax]] sent them a copy (believing they were a legitimate company based on their name, rather than three guys in an apartment sending out stuff through the mail) they began distributing licensed games and later producing miniatures for use in these games under the brand [[Citadel Miniatures]]. &lt;br /&gt;
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As time went on, they had a surplus of unsold miniatures and had trouble retaining the rights to sell their products, so they began to have members of their team create new games owned by Games Workshop to use the models they produced (which unfortunately made many of the early Warhammer designs that survive [[Broo|extreme]] [[Daemon|ripoffs]]). The most successful of these was [[Warhammer Fantasy]], then just Warhammer, which was a wargame version of Dungeons &amp;amp; Dragons that existed mostly just to sell models. Warhammer didn&#039;t get its own setting and story until 3rd edition, where [[Orcs &amp;amp; Goblins|its Orcs]] were described as having green skin and red eyes with tusks in their mouths as well as being savage brutes that gathered in hordes and attacked civilization, or just about anything capable of fighting, every so often. Although later on this lore became more complex with Warhammer greenskins becoming genderless mushroom-apes with the creation of [[Warhammer 40000]] which was ported back into Fantasy, the prototype Warhammer Orc still had females and Half-Orcs. &lt;br /&gt;
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With this, the master template of Orcs was completed. Almost every fantasy setting to use Orcs after Warhammer made them green and sometimes gave them red eyes with tusks, which eventually migrated back into Dungeons &amp;amp; Dragons and even the Lord Of The Rings movies. However, one thing was missing. Orcs were still Always Chaotic Evil which greatly limited their use, and non-evil Orcs were a footnote that didn&#039;t even have a [[Drizzt]] to be their posterboy example. &lt;br /&gt;
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===[[Warcraft]]===&lt;br /&gt;
The importance of Warcraft isn&#039;t actually in a major evolution in any fiction master template. In fact, what it mostly did is combine concepts from previous obscure fantasy settings into a unified setting, which was thrust into mainstream public perception and made Orcs &amp;quot;cool&amp;quot; causing a boom of fantasy gaming both on the tabletop and in video games, as well as the movie screen. &lt;br /&gt;
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Warcraft: Orcs &amp;amp; Humans was released in 1994, and featured generic knights VS generic Orcs in the Warhammer style (indeed, rumors persist that Warcraft was a canceled Warhammer game as Games Workshop had been experimenting at the time with video games). Orcs were controlled by Demons from some obscure Satanic force, and used Ogres as their minions. The only real innovation was Orcs coming from another planet through a portal, although the theme of Satanic forces invading from portals was largely dropped and instead lived on in the Diablo franchise. The game was a surprising success, being low budget from a minor studio. &lt;br /&gt;
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It was followed by Warcraft II: Tides of Darkness in 1996, which sold RIDICULOUSLY well and sparked a boom in the entire Real Time Strategy genre which quickly became a staple of PC gaming. The setting was expanded a great deal, although Orcs remained mostly the same but were joined by Goblins (who coincidentally looked similar but were a different race), Trolls, their persisting Ogre slaves, the undead (created by the Orcs from their own dead Warlocks), and enslaved dragons. The most diverse change to be found here was Goblins being a race of money-obsessed mad scientists, and Trolls being intelligent. An expansion pack was released that involved the humans invading the Orc homeworld to end the war.&lt;br /&gt;
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Setting their eyes on the horizon, Blizzard planned an explosion of lore with a book series beginning with Of Blood And Honor which went into the friendship between a human Paladin and an aged Orc ex-Shaman who hated what his race had become which created complexity in what had previously been just a generic &amp;quot;kill it all and loot/eat then march again&amp;quot; race. The second book was Day Of The Dragon, expanding a minor plot involving Dragons into the war between good and evil which had used the Horde and Alliance as a proxy for their own machinations. Lord Of The Clans delved deeper into Orc lore, explaining that they were a race with souls naturally attuned to other sources of energy that had communed with the forces of nature itself until they were tricked into a Daemonic curse that affected them like meth, giving them fanatical boosts of power until it diminished their body and soul into a husk; the main character of the book, named Thrall by humans who used him as a pit fighter, learned nature magic and freed the defeated Orcs to lead them to a peaceful natural existence again. Finally the book The Last Guardian detailed the madness of the human supreme wizard Medivh who had summoned the Orcs into the world in the first place and gave context on the Burning Legion, transforming them from a vaguely satanic demon army into a varied force of cosmic enemies that would fit right into Doctor Who. &lt;br /&gt;
Here finally Warcraft added new flavor to their Orcs although unlike previous versions of non-evil Orcs the Warcraft version had identical culture only without malice. The major difference here was making them neutral race that actually got to be in the spotlight, as all previous non-evil Orcs were minor races left mostly undescribed beyond the basics that never starred in a story and always were just an option for exotic PCs; Warcraft was the first setting to make them a core race in the starring role with equal importance to humans in the first person narrative, which catapulted Orcs across fantasy fiction in importance. &lt;br /&gt;
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In Warcraft III: Reign Of Chaos, released in 2002, Blizzard took the mantle of villains entirely away from the Horde and rendered the judgement of gray morality into all factions. The Alliance were racist arrogant bastards that hated each other, were ineffective, and easy to corrupt. The Horde was full of the same assholes from Warcraft I and II that were missing &amp;quot;the good old days&amp;quot; and jumped at a chance to suckle Daemon teat for power again (although the curse was broken during the game). Undead wore the mantle of villainy, but that&#039;s because they were lead by a soulless human merged with the ghost of the Orc who set in motion the events which made the Horde evil in the first place. Also, there was forest Elves who wanted everyone to get the fuck out of their forest.&lt;br /&gt;
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Warcraft III became THE game on the PC at the time, and Warcraft mania had made the image of Orcs something the average non-gamer person could identify. Green skin, tusks, gigantic frame with large shoulders, and sometimes red eyes (which just meant &amp;quot;evil Orc&amp;quot; in Warcraft) became THE Orc as a result of Warcraft, which very little since then has drifted away from. Very few fictional works with Orcs that came after left out these details. &lt;br /&gt;
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Next in 2004 came World Of Warcraft, &#039;&#039;&#039;THE&#039;&#039;&#039; MMO which destroyed or outlasted every competitor, surviving for 12 full years and which is still ongoing today. While most of the changes added in WoW remain only important to Warcraft continuity, as they haven&#039;t migrated into the mainstream yet, non-evil (or at least neutral) Orcs put upon both by their own evil kin and the hateful humanity became the default Orc. &lt;br /&gt;
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So while Warcraft didn&#039;t pioneer the idea of non-evil Orcs, greenskins with tusks, or Orcs being in control of their own destiny rather than being pawns in the schemes of a greater power, it did make the Master Template a staple of fantasy fiction. Stories like the Styx and Divinity video games have continued using the new template since then, with more on the way. Even Warhammer itself dropped the most outright evil of their Orcs since then, making them Chaotic Neutral destructive forces that can be allied with rather than Chaotic Evil.&lt;br /&gt;
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==Mold-Breakers==&lt;br /&gt;
{{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, &#039;&#039;&#039;Unseen Academicals&#039;&#039;&#039;, on the subject of [[Terry Pratchett|Sir Terry Pratchett&#039;s]] Orcs}}&lt;br /&gt;
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As the above suggests, orcs are typically your generic barbarian rapine-horde of bad-guys in most fantasy settings. However, this isn&#039;t always the case, and a number of notable exceptions have developed over the years.&lt;br /&gt;
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&#039;&#039;&#039;Discworld&#039;&#039;&#039; (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&#039;s Incredibly good writing.&lt;br /&gt;
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&#039;&#039;&#039;[[Al-Qadim]]&#039;&#039;&#039; is notable for being probably the first full-on retooling of the orcs from &amp;quot;rampaging barbarian tribes&amp;quot; to &amp;quot;just one more fantasy race that mostly gets along with the others.&amp;quot;  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 &#039;&#039;are&#039;&#039; always evil are explicitly supernatural, like the YAKMEN!  Also, the most likely setting ever for [[/d/|elf-orc crossbreeding]].&lt;br /&gt;
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&#039;&#039;&#039;[[Eberron]]&#039;&#039;&#039; 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. 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 an expectation of being born from consensual relationships, rather than the &amp;quot;orc man raping a human woman&amp;quot; expectation of most other D&amp;amp;D settings.  The Demon Wastes are even full of 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 &#039;&#039;else&#039;&#039; in the Demon Wastes ever gets out.  &#039;&#039;And winning.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Forgotten Realms]]&#039;&#039;&#039;, although certainly playing it straight, had an exception too, in the form of the AD&amp;amp;D-only orc subspecies known as the Ondonti. A &#039;&#039;Lawful Good&#039;&#039; 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 &amp;amp; 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&amp;amp;D stats [http://www.lomion.de/cmm/orcondon.php here].&lt;br /&gt;
: There was also a brief but interesting period in very late third through fourth edition in which Gruumush experimented with building an orcish civilization, the Kingdom of Many Arrows, Mongol-style.  It was fun while it lasted, but was inevitably swept away to restore the infinite status quo.&lt;br /&gt;
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&#039;&#039;&#039;[[Spelljammer]]&#039;&#039;&#039; is an unusual entry on this list, because its unique orcs, or &#039;&#039;Scro&#039;&#039;, are still bad guys. It&#039;s just that, in [[AD&amp;amp;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]]. You can check out their AD&amp;amp;D stats [http://www.lomion.de/cmm/scro.php here].&lt;br /&gt;
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&#039;&#039;&#039;[[Warcraft]]&#039;&#039;&#039;, 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&#039;s demonic BBEG. As a result, 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&amp;amp;D 3.5 spin off, then a more &amp;quot;customized&amp;quot; but still fundamentally D&amp;amp;D-cloned WoW version) as a result.  They still fight, bicker, and war with the &amp;quot;good&amp;quot; races, but now it&#039;s because of [[Blizzard]]&#039;s refusal to [[Advancing the Storyline|give up the &amp;quot;dual faction&amp;quot; mechanic and let the story progress]] along with long-standing prejudices between both the Alliance and the Horde rather than because they&#039;re the bad guys.&lt;br /&gt;
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&#039;&#039;&#039;[[Elder Scrolls]]&#039;&#039;&#039; Orcs (or Orsimer, if you wish to use their proper name) are very intelligent 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&#039;s best chef. Technically, they&#039;re a subspecies of Elf which were transformed into their current state after the Daedric Prince Boethiah ate (and shat out) their greatest champion/god, who was himself turned into the Daedric Prince Malacath.&lt;br /&gt;
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&#039;&#039;&#039;[[Wicked Fantasy]]&#039;&#039;&#039; Orks &#039;&#039;were&#039;&#039; 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&#039;re still a &#039;&#039;dark&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;[[Sharakim]]&#039;&#039;&#039; seem like this at first glance, as they are orcs who are highly organized, discipline, civilized and benevolent people, but arguably don&#039;t count: they&#039;re the descendants of humans who were cursed to &#039;&#039;look like&#039;&#039; orcs for sacrilege, not really proper orcs.&lt;br /&gt;
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It&#039;s not very common, as one can see, but some DMs have been known to revamp orcs for their own homebrew settings as well.&lt;br /&gt;
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==Orcs in D&amp;amp;D==&lt;br /&gt;
[[File:DnD Original Orc.jpg|thumb|right|400px|The first D&amp;amp;D Orcs, now commonly referred to by some variation of &amp;quot;P&#039;Orcs&amp;quot; by fans.]]&lt;br /&gt;
In the first edition of [[Dungeons &amp;amp; Dragons]], Orcs were among the first monsters inspired by folklore and fantasy literature added to the game in a reissue set. They became the primary antagonists out of the many enemies in the game due primarily to their statline rather than their iconic nature, since they were the best &amp;quot;always an enemy&amp;quot; humanoid to accompany a [[Big Bad Evil Guy|BBEG]]. Early DnD Orcs were pig-like monsters resulting from savage tribals that bred with all other races they warred with (so reproducing via rape) with no unified culture or language, but interestingly were also described as having a &amp;quot;reputation for cruelty that is deserved, but humans are just as capable of evil as orcs&amp;quot; which suggests they weren&#039;t anything extraordinary to the setting.&lt;br /&gt;
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Half a decade after their introduction, they were given a more neanderthal appearance as well as being given a size-increase to that of a gorilla, were made able to breed with humans resulting in the [[Half-Orc]] playable race, and given their own mythology (which in most D&amp;amp;D settings is the explanation for why a race behaves the way it does). The leader god is named [[Gruumsh]], who was screwed over in inheritance of the world by the gods of the fairer races causing him to be a bitter asshole and make his race into entitled &amp;quot;might makes right&amp;quot; pricks like a father passing on their shitty life to their kids. Gruumsh&#039;s family are below him in importance and include his wife [[Luthic]], goddess of the submission of Orc females as the inferior gender, who goes barefoot and never wields a weapon and just serves to run the home and [[Meme|make babby]], and their son [[Bahgtru]] who&#039;s pretty much the god of &amp;quot;stupid, but strong&amp;quot;, along with Gruumsh&#039;s second in command [[Ilneval]] who is the Orc god of war that directly guides mortal Orcs, with the four together representing the Neutral and &amp;quot;Lawful&amp;quot; (as in they are willing to take orders and respect their place in society) side of the pantheon. Also added were [[Shargaas]] the god of general bad magic and spooky things, and [[Yurtrus]] the god of ruin and death, neither of whom have any loyalty to Gruumsh&#039;s side of the pantheon and represent the truly Chaotic &amp;quot;for the evulz&amp;quot; aspect of Orcs. &lt;br /&gt;
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An article for [[Dragon Magazine]] later gave the option of making the traditionally evil races like Orcs and [[Kobolds]] player characters of any alignment. This lead to the [[Forgotten Realms]] setting having two races of Orcs that are capable of any alignment, the pacifistic Ondonti who culturally are closer to Hobbit than Orruk, and the Gray Orcs who are treated as another among the fair races. All other D&amp;amp;D Orcs remained stupid-evil. &lt;br /&gt;
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Dungeons &amp;amp; Dragons became the standard for most fantasy that came after, but ultimately for Orcs the only purpose was to move forward to the next step in the master template. &lt;br /&gt;
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Despite their traditional role as bad guys, since at least the days of Basic D&amp;amp;D, where they had their own [[Mystara|Known World Gazetteer]] in &amp;quot;The Orcs of Thar&amp;quot;, orcs have actually been a full-fledged PC race. True, you typically need DM permission, but the option was there.&lt;br /&gt;
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Though... not a lot of people took it, as in accordance with their fluff, orcs could be mechanically rather... lackluster. It&#039;s a well-known fact in 4th and 5th edition alike that, really, you&#039;re better off using and reflavoring the [[half-orc]] or even the [[goliath]] races instead. Especially in 5th edition, where they are literally &#039;&#039;the only race in the game&#039;&#039;, aside from [[kobold]]s, to get an ability score penalty.&lt;br /&gt;
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===AD&amp;amp;D Orc:===&lt;br /&gt;
::+1 Strength, -2 Charisma&lt;br /&gt;
::Strength: Minimum 6, Maximum 18&lt;br /&gt;
::Dexterity: Minimum 3, Maximum 17&lt;br /&gt;
::Constitution: Minimum 8, Maximum 18&lt;br /&gt;
::Intelligence: Minimum 3, Maximum 16&lt;br /&gt;
::Wisdom: Minimum 3, Maximum 16&lt;br /&gt;
::Charisma: Minimum 3, Maximum 12&lt;br /&gt;
::Available Classes &amp;amp; Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11&lt;br /&gt;
::35% chance to spot new and unusual constructions&lt;br /&gt;
::25% chance to spot sloping passages&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::-1 penalty to attack rolls and morale when in direct sunlight&lt;br /&gt;
::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword.&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing.&lt;br /&gt;
&lt;br /&gt;
===3.x Orc:===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===[[Midnight]] Setting Orc===&lt;br /&gt;
::+4 Strength, -2 Intelligence, -2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Weapon Familiarty: Vardatches are Martial Weapons for Orcs&lt;br /&gt;
::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light.&lt;br /&gt;
::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
:: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold.&lt;br /&gt;
::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier.&lt;br /&gt;
::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters.&lt;br /&gt;
::+1 racial bonus on damage rolls against dwarves.&lt;br /&gt;
::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature.&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===Warcraft the RPG Orc===&lt;br /&gt;
* +2 Constitution, -2 Intelligence&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
===World of Warcraft the RPG Orc===&lt;br /&gt;
* +2 Stamina, -2 Intellect (Note: Con and Int by different names)&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-Light Vison&lt;br /&gt;
::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian&lt;br /&gt;
::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon&lt;br /&gt;
::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat&lt;br /&gt;
::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs.&lt;br /&gt;
::+1 racial bonus to attack rolls against humans&lt;br /&gt;
::[[Favored Class]]: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
===4e Orc===&lt;br /&gt;
::+2 Strength, +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Running Charge (+2 to Speed when charging)&lt;br /&gt;
::Warrior&#039;s Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent&#039;s AC and get to spend a healing surge)&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Orc===&lt;br /&gt;
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision out to 60 feet&lt;br /&gt;
::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically)&lt;br /&gt;
::Light Sensitivity (automatically suffer Dazzled condition in daylight)&lt;br /&gt;
::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with &amp;quot;Orc&amp;quot; in its name as a Martial weapon.&lt;br /&gt;
&lt;br /&gt;
===5e Orc===&lt;br /&gt;
Added in Volo&#039;s guide to monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hitpoint]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]].&lt;br /&gt;
::+2 Strength, +1 Constitution, -2 Intelligence&lt;br /&gt;
::30 feet base movement speed&lt;br /&gt;
::Size is medium, but they get &amp;lt;strike&amp;gt;almost large&amp;lt;/strike&amp;gt; Powerful build which gives them the carrying capacity of a large creature.&lt;br /&gt;
::60 feet darkvision&lt;br /&gt;
::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started)&lt;br /&gt;
::Menacing (Intimidation proficiency, same as half orcs)&lt;br /&gt;
&lt;br /&gt;
==Green Skin==&lt;br /&gt;
One usually wonders where the green coloration of Orcish skin came from, in the old myths (i.e., Lord of the Rings) the orcs were established as barbaric, crude brutes, true; but the approximate skin color was never truly established, the Orcs were generally described as filthy and mucky, with darkened skin and bestial countenances. (Similarly, in the films their skin shades are in varying shades of ash-black and dirty-brown, the occasional bit of face-painting notwithstanding.) It wasn&#039;t until the advent of the Hulk comics, and GW deciding to make their orcs different, that the common skin of the orc became green. Because Warhammer&#039;s orcs became so memorable, thousands of copycats have followed suit. &lt;br /&gt;
&lt;br /&gt;
This of course may not truly explain why some orcs in DnD have green skin as well, DnD being around before Warhammer, but the a more precise green coloration in its orcs may have come later. Indeed, earlier DnD art shows a variety of skin colors, some of them sallow yellow and earthy reds. Green may have come about because all the other possible colors simply have clashing connotations, such as a calming blue, or offensive real world racial connotations (black, red, brown, and yellow are right out for a barbaric and evil race of XP bags.) Another theory is that Ian Livingstone and Steve Jackson, the 2 co-founders of [[Games Workshop]], also had a lot of communication with Brian Blume, the developer of D&amp;amp;D, especially in the early days of these 2 companies, so it is entirely possible that certain ideas were mentioned and then copied.&lt;br /&gt;
&lt;br /&gt;
==Piggish Looks==&lt;br /&gt;
On occasions, a person may find orcs depicted as pig-men, despite the general acception of orcs as being (usually green-skinned) Frazetta Man style cavemen fellows. This goes back to [[Dungeons &amp;amp; Dragons]] 1st edition, where orcs were described as having a fundamentally &amp;quot;piggish snout&amp;quot; for a face and depicted as more or less a boar&#039;s head on a hunch-shouldered, ugly, green-skinned chimpanzee. Some depictions of orcs thusly refer back to this. It&#039;s most common in Japan, where old-school [[neckbeard]]s grew up to have a huge impact on art, manga and videogames.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Orcs are not the most commonly seen of [[monstergirls]], as many of the individuals inclined to make monstergirls aren&#039;t inclined to find them attractive. Those rare orc MGs seen tend to be, basically, green-skinned [[Amazon]]s; [[musclegirl]]s of a particularly dumb &amp;quot;fight &#039;em an&#039; fuck &#039;em&amp;quot; mentality with a penchant for either raping men or gathering in harems around particularly strong, tough warriors (who may or may not be made to submit).&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the Orc is a chubby pink girl with pig ears on her head and a pig&#039;s tail (see above about how &amp;quot;pigmen orcs&amp;quot; are popular in Japan). She&#039;s a vanilla demihuman-type mamono who goes around in large groups by preference. They&#039;re femdommy by nature, but happily submit to maledom if a potential spouse can overpower them in a fight, and also enjoy sharing a spouse between them.  Hilariously, this is pretty square with what official sources have established about D&amp;amp;D orc sexual mores. January 2018 saw the release of the &amp;quot;High Orc&amp;quot;; a bigger, stronger, smarter and fiercer version of the standard orc, the &amp;quot;boar-girl&amp;quot; to their &amp;quot;pig-girl&amp;quot;. Fearless, cunning and strong, they are natural leaders of their lesser kin, aided by the fact they release a pheromone that whips up a lust for battle (and sex) in any nearby orc. Of course, if you beat them, that knocks the wind out of the normal orcs&#039; sails, and they will generally flee or surrender on the spot. High Orcs fit the same sexual mold as their weaker siblings, aside from their pheromone doubling as an aphrodisiac. In a twist that /tg/ finds hilarious, High Orcs have dark brown skin, which, combined with their status as the natural leaders of the race, immediately puts them in mind of the [[Black Orc]]s of [[Warhammer Fantasy]]. Most likely they were instead based on the Uruk-hai of [[The Lord of the Rings]], but why let that spoil a good laugh?&lt;br /&gt;
&lt;br /&gt;
[[Daily Life with Monstergirl]] combines the above two, having male Orcs be ugly green pig dudes who lust for human (and human-like) women. Thus far we haven&#039;t seen female Orcs yet, but like the [[centaur]]s in the series they will likely be a lot more attractive than their male counterparts. As a matter of fact, a female orc named Ruka actually shows up in the tie-in online game as one of your potential haremettes; if taken as canon, then female orcs in this setting are indeed cute green-skinned pig-girls - unlike the MGE version, they have a pig&#039;s tail and trotters for feet, with elf-like ears, as the Daily Life verse tends to avoid more animalistic ears for its beast-girls in general.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Ork]]&lt;br /&gt;
*[[Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Orcweapons.JPG|Ork made [[Exotic weapons]].&lt;br /&gt;
File:Orksword.GIF|Ork make more [[Exotic weapons]].&lt;br /&gt;
Image:Female Orc.jpg|gb2kitchen&lt;br /&gt;
Image:Orc_bard.jpg|What happens when the DM lets him take a homebrew feat to use his Strength score for Perform (Dance) checks.&lt;br /&gt;
Image:Pathfinder_Female_Orc_Fighter.jpg|Proving [[half-orc]]s don&#039;t HAVE to have human mothers.&lt;br /&gt;
Image:4e Orcs, Monster Vault.jpg|Orc sexual dimorphism is a bit of a hit-and-miss affair.&lt;br /&gt;
Image:4e Orcs, Dragon 374.png&lt;br /&gt;
Image:Amazon Orc.jpg|In some depictions female orcs are rather [[amazon]]ian.&lt;br /&gt;
Image:MGE Orc.jpg|A pig-eared orc from the Monster Girl Encyclopedia.&lt;br /&gt;
Image:MGE High Orc.jpg|Bigger, tougher, smarter champions of orcdom, the boar-based High Orcs are essentially the MGE&#039;s [[Black Orc]]s.&lt;br /&gt;
Image:Monster Musume Ruka the Orc.png|Ruka from Monster Musume showcases an incredibly rare meeting point between p&#039;orc and greenskin.&lt;br /&gt;
Image:Aggralan, Mag&#039;har Shamaness.jpg|The she-orcs of [[Warcraft]] have always been pretty hot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:C863:CD39:7A9C:B2F7</name></author>
	</entry>
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