The Political Economy of the Orc

© Daniel S. Wall, 5/19/2026

By Evan Pitchfork, Ethnolo-Mage Extraordinaire

People have all sorts of mistaken ideas about orcs. We have all heard the stereotypes. They are violent. They are cruel. They are stupid, and they are countless other things. We hear all manner of terrible things from those who wouldn’t know anything about it. It’s all nonsense.

Orcs are much worse than that!

Still, we can find some consistent patterns in the social life of these wretched creatures. If one should ever find himself in the midst of an orc village, awareness of these patterns may well prove to be the difference between life and death. In such cases, the only hope one really has to cling to is the faint possibility that the orcs might find you more useful alive than dead. The more you know about their behavior, the more likely you will be to find a way to move your status into the ‘useful’ category.

What you are about to read may sound bizarre and even absurd. It will surely be disconcerting. I can only hope that what you are about to read will always seem far-fetched in your eyes.

Scale: To begin with, these creatures prefer to live in small villages as they tend to fall out with each other more when gathered in large numbers. They are organized as one might expect any other small village to be, albeit with a lot of extra violence. As is often true of village life, the major categories of orc leadership are, in fact, driven by kinship relations. Every leader that emerges from an orc village does so in terms dictated by his family relations within the village. Of course, evil mages, wraith kings, and random wielders of great evil will often override all the principles of orc life to lead armies of such creatures by the thousands, but when left to themselves, orcs will choose their leaders from within their own clan system. So, the key to power within an orc village lies in the ability of any given orc to maximize their potential leadership status within their own clan system.

Orc Clans: Orcs usually describe their clan system as if its major categories were the features of a snarling mouth. This metaphor quickly breaks down into very different (and equally disturbing) imagery when one shifts focus toward the particular clans, but when commenting on the clan system as a whole, orcs will consistently describe it in terms of the snarling mouth.

Every orc is born into one of two different “Jaws.” One of these is referred to as the “Crimes” jaw whereas the other is known as the “Icky Things” jaw. Which of the two is the upper jaw and which is the lower jaw is the subject of much debate (and occasionally bloodshed) among this wretched kindred. Each of the two jaws is itself divided into two separate “bites,” a distinction often likened to the difference between the left and the right side of ones’ mouth, but once again the question of which bite is left and which is right is unsettled and probably meaningless, a fact which doesn’t prevent the matter from leading to conflict. In any event, the “Crimes” jaw is commonly divided into the “Felonies” bite and the ”Misdemeanors” bite. The “Icky Things” jaw is commonly divided into the “Conditions” bite and the “Secretions” bite. Each bite is itself comprised of 8 different “teeth” or clans, most of which are named in a manner consistent with the larger themes of the bite within which it belongs.

How does one determine which clan a given orc belongs to? This is settled at birth as an orc automatically belongs to the clan of his father. Just as an orc inherits the clan of his father, he also inherits the bite and the jaw of his father, and of course he inherits his status as an orc. To be an orc is to belong to an orc clan, thus having a place within the bite and the jaw of the snarling mouth that is orc society. Every expectation imposed upon an orc from its birth to its always untimely demise can be explained in terms of his role in this system.

The clans of orc society are as follows:

 

TABLE I: ORC CLANS
  Crimes Icky Things
  Felonies Misdemeanors Conditions Secretions
1 Arson

(“Arsonists”)

Black Truth

(“Tear Whisperers”)

Anal Fistula

(“Fistulas”)

Bile

(“Biles”)

2 Brawl

(“Brawlers”)

Cannibalism

(“Cannibals”)

Broken Ankle

(“Broken Ankles”)

Bloodfart

(“Bloodfarts”)

3 Kidnapping (“Kidnappers”) Debt

(“Debtors”)

Cavity

(“Cavities”)

Puss

(“Puss Buckets”)

4 Larceny

(“Larsons”)

Lie

(“Liars”)

Collapsed Lung

(“Collapsed Lungs”)

Smegma

(“Smegmats”)

5 Love

(“Lovers”)

Faux Pas

(Fauxperts)

Festering Wound

(“Festering Wounds”)

Snot

(“Snots’ or ‘Boogers”)

6 Murder

(“Murderers”)

Fraud

(“Imposters”)

Mad Cow

(“Mad Cows”)

Spit

(“Spittles’ or “lugees.”)

7 Smuggling

“(Smugglers”)

Obscene

(“Obscenities”)

Testicular Torsion

(“Torted Testicles”)

Toe Cheese

(“Cheesers”)

8 Vandalism

(“Vandals”)

Shoplifting

(“Shoplifters”)

Wacked Funny Bone

(“Pains” or “Tingles”)

Vomit

(“Pukes,” “Vomits” or ”Bits”)

 

Gender: Orcs are patriarchal, but they are also quite gender fluid, at least insofar as it effects their political economy. Any female that claims male status and successfully holds her own against other contenders will in time come to wield all the status normally belonging to a male orc. She may occupy the role of a husband to another orc female, even if she is already a wife to someone else, and she may occupy any of the leadership roles normally reserved for males. She just has to back her claims with violence, as would the males of her kind.

Of course, it must also be said that the gender of any orc incapable of holding his or her own in a fight is usually ‘dead’.

Marriage: orcs are generally expected to marry out of their clan, and the bride of an orc is always expected to live with him. Sometimes this means the bride must leave her own village to dwell in his, and sometimes that means she finds herself in his village in the wake of a raid. An orc may have as many wives as he (or sometimes she) can defend from others. If his own wife has a wife or wives, he has no special claims to them, though many a meta-husband has tried to invoke a transitive claim on such brides. For some reason, this is frowned upon within orc society, and the resulting conflict usually ends in one or more deaths within the larger family.

Relations within an orc marriage are as abusive as any other relations within orc society, but orc women have been known to remind their husbands that everyone must sleep sometime. In some cases, orc women have been known to band together and punish any husband whose mistreatment they deem excessive, and it seems that most orc villages have a female orc (or three) capable of holding her own against the majority of the male warriors. Orc women will not waste time arguing about equal treatment; they will use sharp blades and blunt force to teach the males in a village about the need for respect.

                Descent: Orc children belong to the lineage, (along with the clan, bite, and jaw) of their father, even if that father is a female orc. If an orc father is also a wife, the children of her own wives belong to her own lineage, but any children she gives birth to will belong to the lineage of her husband. Nobody in an orc village cares much how any children are conceived; their father is the husband of their mother. If the mother of an orc is unmarried, then their father is their grandfather on the mother’s side.

An orcs father is consistently the husband of the mother that actually produced him, but all members of his actual mother’s clan are considered his own “mother” regardless of their own gender. All orcs are expected to do as their father commands, and to aid their fathers in armed conflict. Orcs are also expected to grant any request from their mothers. Orcs recognize no limit to the nature of such requests, but most orcs will remember that impossible obligations typically lead to violence.

                  Adoption: Orcs have been known to adopt others into their kindship system. Under most circumstances, this is a measure of respect, but it is also an instrument of control. Most other creatures living in an orc village will either be allies or prisoners (unless they are lunch). Allies may be expected to behave according to the terms of whatever military alliance brings them into contact with orc-kind, and prisoners are subject to the whims of their captors. Anyone else deemed worthy of continued presence must be given a role within orc society and that means adoption. Most seem to survive the ordeal, coming out the other end of it with all the rights and obligations belonging to other orcs of the lineage into which they have been adopted. In some cases, the sole purpose of an adoption is to impose kinship obligations on the adoptee.

Whenever someone is adopted into an orc clan, the individual who adopted them becomes their father and their mother as far as orcs are concerned. As with other orcs, all the members of an adoptee’s mother’s clan are considered to be their mother. Should an adoptee reproduce, they will count as a father or mother to their children, depending on their own gender, but they will not count as both father and mother of their own natural children.

                      Law-Enforcement: The enforcement mechanism for pretty much any violation of orc custom is a feud with the clan of the aggrieved party. If any wrong is done to an orc, his own clan will seek to inflict a harm of equal or greater significance to the clan of the offender. If the offender is not an orc, then her nation or kindred will serve as her clan for purposes of the clan feud.

This approach to social control naturally has a few drawbacks, not the least of them being a tendency for even minor incidents to escalate into serious conflicts, but orcs can (and sometimes do) seek to contain the conflict means of restitution. The clan of an offender simply pays something of value to the clan of the aggrieved.  This approach has its own drawback, this being the danger that a clan will appear weak if they are too quick to offer restitution. For this reason, most conflicts do produce a victim or two (or even half the village) before anyone makes an effort to end the feud by means of restitution.

              Political Leadership: Orcs have a number of recognized categories of leadership and subordination. These categories are as follows:

             Angel’s Advocate: An Angel’s Advocate can be any orc capable of carrying out the duties in question.

This orc is responsible for keeping selective prisoners alive. Orcs don’t normally care enough about prisoners to do this, and I am aware of absolutely no instances where it was done for the benefit of the prisoner. Still, it is sometimes best to keep a prisoner alive, and in such cases the task of keeping them alive goes to the Angel’s Advocate for the village. Positive connotations aside, an Angel’s Advocate is never a nice character; they are often one of the strongest and meanest orc in the village. Nothing less would enable them to keep a prisoner alive in a village full of hungry orcs.

It should be said that many orc villages lack an Angel’s Advocate, and an Angel’s Advocate will almost always go for long stretches of time without being called upon to perform their services. In some cases, an Angel’s Advocate from a neighboring village may be called upon to take in prisoners for a village lacking such a leader.

                Butt: The village Butt must be drawn from the “Anal Fistula” clan.

The village Butt is an odd position. It is a character who may freely ignore all boundaries within the village. He may eat off anyone’s plate. He may enter the home of anyone he likes at any time, and he may sleep in anyone’s bed without asking, use their tools as he likes, and otherwise take any liberties with their possessions that he cares to. It is generally understood that the antics of a Butt must be tolerated regardless of any other consideration.

It is generally understood that the welfare of all concerned is best served if a Butt spreads the imposition of his presence around a bit. A Butt who focuses his attention too much on a particular orc or a particular orc home may find he has used up the patience of someone angry enough to ignore the custom of toleration.

                 Child Warden: This orc must be drawn from the “Conditions” bite.

The Child Warden is responsible for the care of children within the village. Once a child is weaned, the Child Warden will take charge of them about half the time with their own parents taking care of them for the other half. A Child Warden must discipline the village children and keep them safe from any lasting harm. In the event of an attack on the village, he is expected to protect the children at all costs. A Child Warden who fails in this duty will usually suffer a slow death at the hands of any parents whose children he has failed to protect. Whether or not an honest effort to protect children will mater in the event of failure depends a lot on the relative power of the parties involved, but most Child Wardens who lose a ward do not live long in the wake of the loss.

Note that while Child Wardens can be quite cruel, and this is expected, even encouraged by parents within the village as a means of toughening up their own children, a Child Warden must take care to avoid any lasting harm. “Scarred but Still Kicking” is the phrase most often used to describe how orc children should be returned to their parents. The phrase is also used to describe how they should achieve adulthood.

                   Jester: A Village Jester is normally drawn from the “Icky Things” jaw, though the role is sometimes given to other kindreds who have been adopted into orc kind. Often this will be a kobald or a goblin, but it can also be any prisoner hardy enough to survive years of torment and become a real orc through adoption.

This orc is responsible for entertaining village leadership by mocking the weak and the poor. Orcs often speak of the village jester as playing an important role in the village. Without her, some orcs might forget their own weakness, making violence necessary to put them in their proper place. Of course, a village jester is likely to make some enemies over time, but they always enjoy the protection of village leadership. Few would risk countering a jester with anything but mocking words of their own, and few orcs will find their own words sufficiently compelling to best the mockery of a Jester.

                  Favorite Victim: This position is always drawn from the prisoners held in an orc village. The individual need not really be a favorite, but it often will be. If a village does not have any prisoners, this position will be ignored.

The Favorite Victim serves on the village council when it meets to discuss important decisions for the whole orc community. It has no other benefits or responsibilities.  Orcs are as likely to abuse a favorite victim as they are to do so with any other prisoners. If a number of orcs are genuinely pleased with the actions of a favorite victim in a council session, they may consider adopting him, but this is rare. It is at least as likely that they will eat the favorite victim when the council session is over.

                     Ghost: A ghost is the soul survivor of an orc raid.

Any orc that ventures out with companions and returns alone is considered a ghost until he returns from a successful orc raid with all of his companions alive and healthy. An orc redeemed in this manner is said to have been reincarnated, in which case, they take on the lineage, clan, bite, and jaw of the leader of the raid.

Unfortunately for a ghost, other orcs are unlikely to trust them enough to take them on a raid, and those that do so, are quite likely to give the most dangerous task to the ghost. Ghosts will work tirelessly to get themselves back into good graces by attaching themselves a raid, but often this just leads to an untimely end. Few Ghosts ever achieve redemption.

A Ghost has no clan identity, and so they have no rights. In fact, orcs are fond of saying; “It is better to be a prisoner than a ghost.” They mean it.

                    Historian: An Orc Historian must always be drawn from the “Secretions” bite.

An historian is responsible for knowing the military victories of the village and its inhabitants as well as the descent of every living orc going several generations back.  Because the village historian is the guardian of essential knowledge, they are often protected carefully by the rest of the village, making this a highly sought after position.

                     Lieutenants: Both the War Chief and the Peace Chief may appoint lieutenants as needed [usually 1d8 +(1 per 100 orcs in the village) for each chief]. These are temporary positions, lasting until the relevant chief dismisses them. Lieutenants to the War Chief must come from the Crimes Jaw; those serving under the Peace Chief must come from the Icky Things jaw.

Lieutenants serve as junior officers carrying out the will of the chief they serve.

                   Medicine Monster: A Medicine Monster must always be drawn from the Conditions bite.

This is a spell caster specializing in healing and support spells. Because orcs are not known for their magic or the quality of nurturing and helpfulness, it is not at all uncommon to find this position filled by an outsider adopted into the into the orc kindred. Alternatively, it may be a prisoner captured and held in the village for the purpose of using their healing power.

                  Old Fart: The old fart is always an elder, one regarded as the wisest orc in the village. (This may be faint praise, but it is what it is.) The Old Fart can be chosen from any clan, but he is usually chosen by the consensus of all of the other officials in the village.

The old fart is consulted by all as needed for any matters upon which they may seek advice.

                  Peace Chief: This must be drawn from one of the clans in the “Icky Things” jaw.

A Peace Chief is tasked with keeping the peace, which is to say that he is responsible for handling internal disputes and conflicts with other villages of orcs as well as other wretched creatures. He is also responsible for defense of the village. It should be said that a Peace Chief is as likely to bring about peace through the defeat of local enemies as he is to do so through diplomacy. That said, a Peace Chief is expected to know the difference between a foe that can be defeated and one that must be kept happy. If the actions of a Peace Chief do not effectively reduce local conflicts, he will likely be replaced.

…and that will likely involve a degree of violence.

                 Scout: A Scout must always be drawn from the “Misdemeanors” bite.

The scout is responsible for investigating enemies and potential enemies in distant locations.

                 War Chief: A War Chief must be drawn from the clans in the “Felony” bite.

A War Chief is tasked with leading attacks on external enemies. Rarely does this mean attacks upon any of the wretched creatures of the world. Rather, a War Chief is tasked with bringing war to elves, humans, dwarves, and other fair kindreds. In any event, a War Chief is not normally concerned with the defense of an orc village or even the defense of orc territory; their leadership role is explicitly concerned with taking the fight to others.

                  War Witch: This orc must be drawn from the “Misdemeanors bite.” Of course, orcs are not particularly known for their magical abilities, so it is not at all uncommon to find that a War Witch is an adopted creature belonging to some other kindred.

A War Witch is a spell caster specializing in offensive magic.

                 The Village Council: Whenever an orc village must make an important decision (such as a decision to go to war or to establish peace, enter into an alliance, move its location, etc.) this decision will require a meeting of the Village Council. The Village Council consists of all leadership positions mentioned above, even those that are temporary or demeaning (such as a ghost).

As a general rule the decisions of a Village Council are expected to reflect the general consensus of the council. This is a vague standard, but it is considerably more than a majority vote, and just somewhat short of unanimity. While discussions within the council are generally peaceful, violence in the lead up to a council (or in the breaks between sessions) are very real possibilities. It is not at all uncommon to find that consensus has been achieved as much through intimidation as any other form of persuasion.

A Village Council does not meet regularly. It is called to order whenever a major decision is required. The decision to call a council requires the support of both the Peace Chief and the War Chief or either of them and all the Lieutenants serving under the other one.

                 Exchange: Orcs have little use for currency, nor do they have the patience to haggle over a price or negotiate a trade. When goods change hands in the land of orcs, it is usually a function of the capacity for violence, either because one orc took something another lacked the power to keep or because some orc deemed another orc useful enough to purchase their support, so to speak. If there is any occasion wherein orcs might exchange goods in peace, it is when they loot a once powerful enemy. If there is enough to go around, these miserable creatures might be content with what they can haul away themselves, leaving others to do the same. They might even trade loot with one another in the aftermath of battle. All of this is not to say that they will fail to note who ended up with what and save that theft for another day.

Conclusion: This is orc society as I understand it. May you never encounter it in person!

***

Wretched Review: I promised the village council of the village I once survived that I would include a brief note from an appointed village leader in my publication. It is included below. I can assure you that I have transcribed and translated from the foul tongue exactly what I was told with perfect accuracy , having received death threats from multiple village leaders over the matter.

“I got no gripes here on any of the details above, but on the whole, this Pitchfork guy is a complete fool. He doesn’t know a damned thing. We really should have cooked and eaten him the day that idiot first showed up. If he ever comes back, we will serve him up slow-cooked with an apple in his mouth. Don’t waste your time reading this garbage!”

– Hacla Maime, War Chieftain, Mud and SorrowVillage.

The Grind

© Daniel S. Wall, 5/18/2026

Veteran of the Psychic Wars

Report on The Grind assembled for the benefit of the Library Philosophic

Written by Professor Piebald Hackmaster, Esquire.

(sundry commentaries attached)

I have seen The Grind in person, I have seen it from each side of the conflict, having made my way to the front lines of each of the three fighting factions at one time or another. I served briefly in the dwarven military in the early days of my career. Later I visited the elven lines as a military advisor, and I once entered the field from the orc lines as a hostage negotiator. Each time, I saw enough to understand the general tactics of each force along with the state of morale of the troops. Ine one respect, at least, I must say that they were all remarkably similar. To say that all of them held a bleak point outlook is quite an understatement. In all the time I spent on this theater, I don’t think I have met a single soldier that held out any hope, not for victory, and not for their own personal future. If ever, I met an exception, it was surely a fresh recruit who would surely die of his erroneous outlook soon enough.[1]

Never in my life have I seen a place so devoid of joy. It is a place where people go to die, where lives are wasted and forgotten. I wish I could find something positive to share in this report, but I simply cannot. This place should not exist. That is does is an indictment of all that is meaningful.

It is true that each of the armies in The Grind are actually in the service of the kingdom of Argensloft, which is to say that they are collectively the bane of peace-loving peoples all over the Sunset Isles. One might count it as a good thing that they are so busy killing each other, else they would surely be put to work inflicting great misery on others. Still, I wouldn’t count on this stalemate keeping these armies out of other people’s business indefinitely. The day will come when they bring this misery to someone else.

Why do these armies fight?[2] [3] [4] [5] Nobody knows, least of all those fighting in The Grind themselves. What must at one time have been an minor dispute between allied forces has long since become a source of eternal hatred worthy of rival kingdoms. Each of the armies has long since lost any sense of the common cause they might have found with one another for generations now, those fighting in The Grind sacrifice everything to gain a few hundred feet of ground, only to lose roughly equal amounts of territory in short order. It would be sad were those fighting in this war not so very hateful to begin with.[6]

***

So what are the differences between the forces in question?

The dwarven trenches have been carved directly into the earth. They garrison their troops in small, shallow, dungeons just a little behind the front lines. These small dungeons always have at least two exits, one toward the front lines and one toward the rear. Most often they will also have an exit heading out to each flank.

The dwarves are of course joined by dark elves, giants, and a variety of creatures from mountainous territories. Most of their allies are at least as tough as the dwarves, but their forces do not lack for magical powers. It’s a tough combination to face, great strength and great magic. If anyone gets to have their cake and eat it to, it is an army of dwarves accompanied by their favorite allies.

***

The elves typically make their own fortifications out of hedge-rows thick enough to block arrows and bolts. They have been known to carve a hole or two in these walls, a fact which has escaped more than a few of their foes, usually in their last moments of life. The elves place their garrisons in tree-houses set back a ways from the front lines. They run wooden walkways from tree to tree, and some lead well back to the greater forests far from the battlefields. Any enemy that reaches far enough into their territory to encounter the trees must be doing very well. Any enemy doing that well is also likely to run out of luck soon enough.

How do the elves manage such fantastic facilities in the midst of a wasteland? This is difficult to say, but I estimate it takes about 3 months to turn a dwarven trench into a sylvan fortification. I seems to take about 4 to 5 months to do the same for territory taken from the orcs. How much of the extra time is spent clearing traps and how much of it is spent trying to get something to grow where such filthy creatures had once dwelled, I do not know.

Elves are of course joined by a variety of fairies, leprechauns, gnoles, and other woodland creatures. They certainly do not lack for magic. Theirs is not the toughest army on the battlefield, but it is certainly the most one most likely to turn an enemy into a newt.

***

The orc trenches have also been carved into the earth, just as the dwarven trenches are, but for obvious reasons, the orc trenches are deeper. The orcs do not usually bother with underground garrisons, but they have been known to use them in turf recently taken from the dwarves. The orcs are just as bad at maintenance and cleaning as one might expect them to be, so their trenches are always filthy. Often, they are also in disrepair, a fact which the orcs seem to regard as an good thing. When a section of trench deteriorates sufficiently to make it an opportunity for their enemies, one can bet that the orcs have filled it with a number of trap, and planted enough forces around it to punish any enemy foolish enough to try and gain ground.

The orcs are joined by a variety of wretched creatures, from kobalds to goblins, ogres and so many more. Their forces are of course quite weak on magic, but they never lack for strong bodies to throw at an enemy.

***

Two additional features of The Grind are worth bearing in mind. The first of these would be the prevalence of spiritual warfare on the battlefield, and the second is a weird quality to the setting itself, one for which I have never heard a satisfactory explanation. Together these help to shape the horrors of the war into a uniquely horrible experience for anyone unfortunate enough to find themselves in its battlefields.

As to spiritual warfare, it is morbid icing atop this terrible cake. Soldiers on all sides of the battlefield have not only to contend with the blades and darts of enemy solders, they must deal with the spiritual attacks by witches and other terrible practitioners of distant attacks and stealth magic. The end result is a level of malaise wearing down the morale of troops until they no longer hope to survive the next battle.

As to the odd phenomenon mentioned above, I do not really know what to say about it. I have experienced it myself, and yet I know not what it is. Simply put, those who have left the region for a time and come back commonly remark about changes to the landscape, the shape and nature of the trenches, and even the nature of location vegetation. Those who have been present in the Grind the whole always reply in complete dismay, having experienced no such changes themselves. A wounded soldier in the dwarven forces once returned to the trenches to find a major garrison shifted half a mile to the east, and yet his companions could not remember the engineers reworking any of the trenches, let alone digging out a new bunker. I can assure you that similar stories have been told about territory held by each of the major armies. It seems that the region changes without being noticed by any of these present. Why, I do not know. I am guessing, it has something to do with the work of the witches.

The end.[7]

[1] Of course, there is hope in The Grind. One can always hope your enemies will die before you do. Some people might not find that a pleasing thought, but what else can I say. There is no pleasing some people!

– The Late Birgfester Miergrobbin, erstwhile Corporal, attached to Garrison 34 of the Dwarven Line.

[2] I can assure you that it is the fault of the dwarves. Any suggestion to the contrary must be regarded as a slander upon the nature of truth itself.

– Jared Leafeater, Elven Scout.

[3] Leafeater knows damned well that the entire conflict began with a terrible act of betrayal on the part of an elven general. If only he and his people would own up to their sordid history, perhaps we could all put this behind us.

– Matt Bastardson, Captain, Dwarven High Command.

[4]  Leafeater makes perfect sense, served up in a stew. He mattered once, but he needed more salt.

– Dictated by Grunt Kneecapper, Orc War Chief.

[5] It is the Tierzen who are clearly responsible for this war. They are the source of the conflict. I do not know how or why, but one finds them at work in each of the major factions, always behind the scenes, and always in leadership roles. If you are looking for a source to blame for the horrid stalemate that is The Grind, it is in the kindred of Tierzen.

– Eleasie Nuehiean, Elven Ranger.

[6] It hurts my heart to read such a terrible statement here. Whatever their connections to the awful kingdom of Argensloft, the poor souls wasting their lives in this terrible war are living things. Surely, they must have some redeeming virtues! We should have compassion for these poor souls instead of rooting for them to waste themselves on such a meaningless war. I have to believe that there is some good to be found in these trenches. We should all wish to nourish it with our own goodwill! I will be sending all the good vibrations out that I can muster, and I sincerely hope that other readers will do the same. Let’s plant a little love-berry in those trenches!

– Alyra Kine, Healer

[7] What the present author misses here in this otherwise excellent report, is the role of wildings in shaping the fortunes of this war. A coalition of Vek and Centaurs often work as mercenaries for the kingdom of Argensloft, bringing a range of allies along with them, but these forces work all sides of The Grind. To know which side will gain the most ground, one has only to learn which side the wildings are working for. To know when a trend will end, one has only to discern the moment the current mercenary contracts will end.

– Anonymous

Critical Hits

A house rule for first edition, D&D.

Daniel S. Wall

Whenever a character scores a critical hit, roll a die 12 and consult the chart below. If more than one option is listed for a result, the first option applicable to the situation is the one that counts. If no listed options could apply, then the result defaults to Option O.

Note that some monsters may not be affected by options listed on this table. A goo cannot be subjected to a called shot and some monsters may be immune to stunning, etc. In such cases, the critical hit is meaningless.

Definitions

Ally: Any character, monster, or construct actively helping the principal attacker. This does not include bystanders unless they are actively attacking the same opponent.

Attack (the): The attack which scored a critical hit and landed you on this table to begin with.

Enemy: The target of the attack and/or anyone clearly allied with that target and/or fighting the principal attacker and her allies.

Attacker: The person launching the attack which scored a critical hit.

Target: The individual attacked on the critical hit.

 

 

 

Die

Roll

Missile

Attacks

Melee Attacks
Crowded One-on-One
Basic Attack Called Shot Basic Attack Called Shot Basic Attack Called Shot
1 A B A B A B
2 C C C C C C
3 D D D D D D
4 E E E E E E
5 F F F F F F
6 D D G G G G
7 H H H H H H
8 I I I I I I
9 F F J K G G
10 A B L L L L
11 M M M M M M
12 N N N N N N

 

Results

A: Shot counts as a kill shot (i.e. a called shot intended to kill an opponent outright in one shot.

B: Improved Odds of success on a called shot. (If the initial damage qualifies for a percent chance of automatic success, then the called shot is automatically successful. If it does not, then attack qualifies for a percent chance of automatic success anyway.)

C: The attack scores maximum damage.

D: Add 1d12 to the final damage after all relevant multiplications have already been calculated.

E: If possible, the target will bleed for 1 point per round until dead or magically healed. A viable form of non-magical healing has a slight chance of stopping the flow of blood. The chance is equal to the Intelligence of the healer +1% per level of the character (2%) if the healing character has any healing spells or relevant professional skills (such as doctor).

F: Add 1 point per level of the attacker to the damage of the attack for those rolling on the fighter attack chart, 1 per 2 levels for those rolling on the Cleric attack chart, and 1 per 3 levels for those rolling on the thieves and assassins attack chart, and 1 per 4 levels for those fighting on the magic users and illusionist’s attack chart, but every character gets a minimum bonus of  1.

G: The attacker may immediately take an extra attack on the target. If the character dies from the first attack, she may take any relevant actions she cares to take as if she did not attack on that segment after all.

H: The target is stunned for 1 round, as per the rules for a monk.

I: Knock opponent down if possible.

J: Give an ally an extra attack on the target (if that is possible)*. Otherwise, take an extra attack on a different enemy*.

K: Take an extra attack on a different enemy if that is possible*. Otherwise, give an ally an extra attack on the target.*

L: Chance to disarm the opponent attacked. This is calculated by making opposed attack rolls. If the character scoring the critical hit has a disarming weapon such as a trident, she may roll this at a +5.

M: Roll an extra die 6 in damage. Opponent will also move at half rate for an equal number of rounds.

N: Until the opponent activates for their next turn, any attack scored on them will count as a backstab.

0: attacker adds 1d6 to the overall damage.

*            Whenever shifting targets as a result of a critical hit, the new target must be within immediate reach for a melee attack.

Ghost

© Daniel S. Wall, May 2, 2026.

***

“You can’t kill a ghost, boy, but you can listen. He might have something to tell you.”

– Old Mack

***

       A Ghost is a powerful Undead creature. Its existence is always due to some unfinished business in this life, a fact which normally provides the key to its destruction, or even its path the peace. Ghosts retain much of the personality of their former selves, but they take on a sort of pathos which may run counter to their essential character. While retaining the values of their former life, the purpose for which the ghost continues may override other concerns, even to the extent of contradicting its normal behavior in life.

The GM must determine for every ghost a specific means by which it may be find peace and a specific means by which it may be destroyed. These are both determined by the plot line which the ghost serves. Should a party appear to slay a ghost without meeting either condition, it will materialize again at its own convenience in another game session

Ghosts are often tied to a particular location, or to a particular person, materializing only in the place in question or in the vicinity of the person to be haunted. A Ghost may otherwise come and go at will, but it takes a full round of activity to materialize or disappear. A Ghost may not cast spells or launch any sort of attack on the round in which it first materializes. As the ghost disappears only at the end of the turn after which initiates the process to do so, others may get a chance to act on it, even when the ghost seeks to leave.

Whether or not any given death results in the creation of a Ghost is entirely at the discretion of the GM, but it is an exceedingly rare event in any case. Only the most intense and dramatic stories become Ghosts.

***

Example 1: A Ghost may represent the last individual of a royal lineage destroyed by a particular character from the remote past. The ghost will not rest until the character or its direct heir is slain, but it may itself be slain by the character in question, or its direct heir. The Ghost may not leave its family home (or perhaps it may not leave the general vicinity of its nemesis). The Ghost will not risk exposing itself to the one creature with the means of destroying it, so it spends its time trying to convince other living creatures that its enemy must be destroyed.

***

Example 2: A Ghost swore to deliver a message to some king in a faraway land, but she was slain somewhere along the way. She materializes in the vicinity of the scroll on which the message was written. If she can talk someone into taking the scroll to its original destination, she may find peace. On the other hand, if the scroll itself is destroyed, she will herself be destroyed.

Bjornwyrd

© Daniel S. Wall, April 29, 2026.

***

“Yes, you must poke the bear with a stick. Strange as it may seem, your only hope is to enrage him. His claws are not as dangerous as his magic.”

– Kregestir, the Short Lived.

***

Bjornwyrd or regular polar bear? Hard to know!

Imagine a polar bear with all the usual might and strength of its kindred. Now add great magical abilities to its list of skills. This is a Bjornwyrd.

Nobody knows why polar bears sometimes develop these powers, but it happens. Not only do they develop great spell-casting powers, they also become especially adept at cold-based spells. The end result is a creature that is dangerous from a distance or up close.

Needless to say, these creatures are greatly feared by any with the sense to know what they are.

Tierzen

© Daniel S. Wall, April 29, 2026.

***

“Just a moment before, she had had possessed no weapons at all. Now a shadow in the shape a great sword shimmered in her hands, wisps of black ether drift up from its edge. There was nothing normal about this, but in the hands of that thing, the ghost blade seemed somehow quite fitting.”

– G’shen Fmierelei, Herald of the Elven Wood.

***

Tierzen appear as black skinned humanoids, with no body hair of any kind. They are usually wrapped in dark clothing. Their eyes are bright green, though it is said they turn black when using the powers of a Spiritual Combatant.

An amulet exists for every Tierzen; it prevents them from attacking the one who carries it. Any Tierzen who carries his own amulet will find it weakens her, so Tierzen lives are spent seeking a suitable host for their own amulets. Few Tierzen could be trusted with this power, a fact which makes it all the more difficult for Tierzen to find stable and safe trustees for their amulets.

Tierzen are natural Spiritual Combatants, taking to their natural gift with a dedication rarely found among other Kindred. Most Tierzen will always possess the ability ‘Spiritual Weaponry’ thus enabling them to inflict great mental damage on opponents in melee combat. To ensure that such opponents do not escape physical injury, Tierzen work closely with other creatures generating more physical damage. Tierzen are always careful to ensure that they dominate any other creatures they choose to work with.

Tierzen possess one other distinctive behavioral characteristic, a profound interest in all things having to do with death. All Tierzen exhibit a marked fascination with death and dying from an early age, and those that take up spell casting invariably dabble in some forms of necromancy.

This mysterious kindred is widely thought to be evil in nature, yet even their greatest detractors will add that random violence is almost unheard of among their kind. Tierzen always seem to act with a purpose and limit their violence to those who genuinely stand in the way of that purpose.

In some cases, Tierzen campaigns appear to have been shaped by the desire to capture important resources. Tierzen have fought to obtain Magical Items and gold, but far more often they have sought information of one sort or another. Few understand the reasons for Tierzen involvement in anything, and individuals of this Kindred do little to enlighten them, a fact which leaves plenty of room for rumors and theories.

Wise men say  it is best to step aside when Tierzen make an appearance and let them go about their business. If for whatever reason, one feels compelled to stop them, then it is best to pray before doing so.

Rules for playing Tierzen in Tunnels and Trolls, Delux Edition can be found here.

Sidehill Basher

© Daniel S. Wall, April 29, 2026.

***

“Now the Sidehill Basher is always gonna be facing thuh other way from the Sidehill Grabber, I mean. If’n it faces the same way, thuh Grabber will git the dang thing fer sure, but if’n the Basher faces the Gabber as its comin’, well then it has a chance. …a goodun too! You see a Sidehill Basher will flat knock a Basher raht off thuh side o’ thuh hill. Then it runs a ways forward raht quick, jess to make sure the Grabber can’t come back an’ git it. If’n the Grabber lives through thuh bash and the subsequent fall, that is.

…oh yeah! Fergot ta’ say. You don’t want ta’ git too close to a Basher. It’s liable ta’ mistake ye’ fer a Grabber, er maybe it just don’t care. Dang things are prone ta’ knock most anything off the side o’ thuh mountain. Best ta’ keep away from ’em, my wahf use ta’ say. …sure do wish she’da follered her own advahs.”

– Maddoch Riwarden, Mountain Scout

***

A Sidehill Basher appears to be a large and very sturdy mountain goat. Its legs on one side are typically twice the size of those on the other, making it perfectly suited to life on steep mountain slopes, providing, of course, that it always faces the same direction.

A Sidehill Basher spends its life grazing the shrubs and grasses on the side of a mountain top, always moving in the same direction. If Sidehill Grabbers are present, then all the Sidehill Bashers on any given mountain will be facing the same direction (as the Grabbers will have eaten up those facing the other way.

Sidehill bashers are known to be very cranky. They will happily butt heads with any creature they see coming the other way.  If it can, this creature will do its best to knock a victim clear off a ledge and down the side of a cliff.

Sidehill Grabber

© Daniel S. Wall, April 29, 2026.

***

“If you can get just get to his other side yer safe! Dern thing can’t turn around without fallin’ down the side o’ the mountain.”

– Maddoch Riwarden, Mountain Scout

***

This creature has the appearance of a large puma, but this particular puma is particularly well-suited to life in the high mountains. One may not notice at first, but both legs on one side of its body are significantly smaller than those on the other. The Side-Hill Grabber is thus perfectly balanced on a steep slope, so long as it is facing one particular direction.

Sidehill Grabbers spend their lives hunting mountain goats and mountain sheep. They are particularly fond of Side-Hill Bashers. And of course, no Sidehill Grabber will hesitate to add a dwarf or a random Ligén to its diet.

A Sidehill Grabber will typically hide just above a given mountain path or game trail and pounce on the first victim to come along. Using its claws to secure a victim and hold it in place, the Sidehill Grabber will take great care to avoid letting its victim escape or fall. A falling victim may easily bounce in the wrong direction, forcing the Sidehill Grabber to walk all the way around the mountain in order to claim its meal.

As it happens all the sidehill grabbers on a given mountain-side will always face the same direction. This is due to the odd rivalries of the kindred. While a Sidehill Grabber will rarely take any violent action against one of its own kind, provided they are both facing the same direction, it will do anything in its power to kill one coming from the other direction.