Sunday, June 5, 2011

Goblins & Orcs & Things Oh My!

I don't know what it is about them, but goblins and orcs seem to be fastened firmly in the D&D psyche.  Judging by the fact that a lot of my fellow old school bloggers seem to have re-designed goblins and orcs, and I have my own take on them as well.

Orcs in my world go by a different name, Ugruk, and they are considered to be one of the "goblinoid races."  I have read that Gygax didn't really care fpr the pig-faced orcs, so I don't use them.  Ugruk have brown, gray or greenish skin, glowing red eyes and are able to see in darkness.  They are typically strong and hardy, possess a keen sense of smell, and are able to catch the scent of other hostile beings at a distance of 20 miles, even if they cannot tell what type of creature they are smelling.  They are excellent warriors, driven by animal instincts and an aggressive nature.  When two Ugruk disagree, they meet in the pit.  The survivor is the one who is "right."  

Some Ugruk have adapted to the cities, and live among humans.  They are brown-skinned, and much more civilized than their greenskin cousins.  It would not be uncommon to see a brown-skinned Ugruk as a blacksmith, bartender, or builder.  There are no "half-ugruk" (or half-orcs) as humans and Ugruk are completely different breeds.   

The typical Ugruk is taller and broader than a human, with short legs and long arms much like an ape.  They have massive heads which come directly forward on their necks, and their heads are batlike, with protruding ears from which hair sprouts.  On their faces are small snouts and a wattle of a chin that descends into a powerful chest.  They have tough, thick skin which is highly resistant to pain.  They can sustain grievous injuries yet still stay in the fight.
   
Goblins themselves are much smaller and weaker than Ugruk.  The two species detest each other, and wars between them are as common as alliances.  In general, when the two races do team up, the Ugruk act as leader, Goblins are treated litle better than slaves. 

Goblins are very spindly and cowardly.  They are quite short and nearly emaciated.  Goblins, however, are very fast, and can rapidly attack from a different angle than they did a moment ago.  They have an annoying ability to be elsewhere by the time you're ready to strike.  They also throw small "bombs," gourds that break apart when they hit you, causing d4 damage.  If the bomb doesn't hit, then it churns out choking and blinding dust (Save vs. Dragon's Breath) or be blinded for d3 rounds.  A successful save means you're not happy, but still ready for action.  

Goblins have also developed a penchant for ambush, as they know they would lose in a stand-up fight.  They hang out in trees and bushes, or hide in holes in the ground, and try to pick off the slowpoke in the back of the party.  

Both Goblins and Ugruk organize themselves into clans.  These clans often have distinctive names like the Bone Gnawers or Bloody Hand.  Here's a handy table to generate a clan name quickly.  To use it, roll 4d10 twice, once for a first name, and once for a last name, and rearrange or mangle to suit.  The parts in parentheses are alternate forms of the name, Mud(dy) could mean either Mud or Muddy.  Here's the table:


4d10
Element
4
Army
5
Attack(er)
6
Axe
7
Biter
8
Bitter
9
Black
10
Blood(y)
11
Break(er)
12
Burn/Fire/Flame
13
Chain
14
Dagger/Knife
15
Danger
16
Dark
17
Deep
18
Destroy(er)
19
Die/Dead/death
20
Doom
21
Dust(y)/Dirt(y)/Grim(y)/Mud(dy)
22
Eat(er)/Gnaw(er)/Bite(r)/Drink(er)
23
Evil
24
Guard
25
Hammer
26
Hand
27
Hard
28
Hate
29
Hunt(er)
30
Pain/Hurt(er)
31
Rock
32
Sharp
33
Skull
34
Spear
35
Stone
36
Strong
37
Sword
38
Tooth/Nail/Claw
39
War/Battle
40
Wolf
So, rolling my 4d10, I come up with 22 and a 10.  Putting them together, it's the Blood Drinker clan.  Another set gives me a 21 and 38.  The Muddy Claw clan!  

Have fun with this!

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