Orcs
are a staple of fantasy. Yet their presence tends to be as little
more than background fodder. Tolkien’s orcs serve as little more
than “faceless” adversaries to be killed in large numbers.
Adversaries similar to orcs appear throughout fiction—from Star
Wars’ Storm Troopers to Doctor
Who’s Daleks—enemies who
have little in the way of individual personalities and are often
almost literally faceless (hidden behind a mask or within some sort
of casing). This lack of individuality allows them to die in large
numbers without the audience feeling sympathy for them and allowing
the protagonists to feel no guilt.
Yet
while these faceless adversaries might allow for some impressive
action sequences, ultimately they can get somewhat repetitive and
just a little boring. It can make for a much more compelling story
when the adversaries have a little more depth and exist as more than
just corpses-to-be. As such, I approve when roleplaying games provide
more in-depth background to their monsters.
Belkzen, Hold of the Orc Hordes
should have been an opportunity to do this for orcs in Pathfinder,
and to be fair, it makes a couple tokens attempts to do so. However,
on the whole, it misses out on the opportunity, instead focusing
mostly on describing locations and adventure sites, many of which
happen to have orcs in them. It does little to give the orcs any real
character beyond violent killers or to differentiate one orc tribe
from another. By the end of the book, orcs remain pretty much as
faceless as they’ve always been, just
fodder waiting for for the PCs to kill them.
Of
course, to a certain extent, that’s the point. Orcs are meant to be
adversaries for the PCs to kill. I just would have preferred to see a
bit more colour and flavour added to them—a way to make encounters
with orcs a little more interesting and
not the same thing over and over.
Like
most Pathfinder Campaign Setting
books, a significant portion of the book is dedicated to a gazetteer
of the realm the book is focused on. In this case, the gazetteer
forms the first chapter of the book. It provides a brief history of
Belkzen and then looks at each of the main regions of Belkzen,
describing in alphabetical order locations marked on the map on the
inside front cover. These regions include areas like the Blood
Plains, Smokespur, and the city of Urgir.
The
second chapter is on adventuring in Belkzen and contains details on
orc gods, the various orc tribes, and orc war machines. The most
extensive part of this chapter, however, is dedicated to describing
adventure sites.
The
final chapter
is a bestiary of monsters and animals that PCs might encounter in
Belkzen.
Without
a doubt, the most interesting and, I feel, useful part of the book is
the opening of the second chapter. Eight orc gods receive half-page
write-ups in the same style
used for the core gods in The Inner Sea World Guide.
Not surprisingly, most of these gods have combat and/or violence as
part of their focus, but I like that there is a differentiation made
between different kinds of combat and violence. Lanishra views combat
as a means towards enslaving his enemies, whereas Nulgreth glories in
mindless violence. His followers disembowel their enemies’ corpses
and bathe in their blood. The gods are one of the few ways in which
the
book differentiates between different groups of orcs.
The
section on orc tribes is, unfortunately, the most disappointing part
of the book. This section really should have received a much greater
page count, allowing each tribe to stand out from the others. As it
is, twenty-four orc tribes are jammed into only six pages. This means
each tribe gets from one to three paragraphs of description. As
such, apart from a few names
and superficial details, there’s little a GM can do to
differentiate between an encounter with Drowning Sand orcs and one
with Gutspear orcs. All encounters end up feeling virtually the same,
and that has already been an issue with orcs for a long time. More
detail on the tribes could have helped change that.
I
have commented before that a lot of Campaing Setting
books are rather lacking in societal details—the
kinds of things that add flavour to PCs’ journeys through different
lands. This stands out all
the more with Belkzen, Hold of the Orc Hordes
because there’s so little else to extrapolate from. With human and
demihuman lands, it’s possible to fill in the blanks with real-life
knowledge and experiences. This is much harder with orcs because
there is less real-world insight to draw on and so little in-game
information to extrapolate from.
What
is particularly frustrating is that, every now and then, there are
hints of something more, but then no follow-through. The section on
Urgir in the first chapter draws attention to the fact that orcs
living in a city and conducting trade is a very non-orcish thing for
orcs to do, yet no information is given on just how this has affected
the day-to-day lives of the orcs that live there. We are told that
other tribes look down on the Empty Hand tribe that lives there, but
how do the Empty Hand tribe orcs themselves view the lifestyle that
their chief Grask Uldeth has imposed on them? How have they adapted
to their new lives? What exactly do the orcs of Urgir do?
One
possible use for Belkzen, Hold of the Orc Hordes
is as a book of encounters. GMs might find it a useful companion to
go along with the Giantslayer Adventure Path, which takes place in
Belkzen and the first instalment
of which heavily involves orcs. To be honest, though, I don’t
really see it being overly useful in this regard either. Most of the
adventure sites in the second chapter are rather generic. They cover
haunted sites and ancient ruins. There’s no linking theme to them,
and none of them stand out as particularly innovative or unusual.
Giantslayer GMs won’t find much that really adds on to what the
adventure path already gives them.
Belkzen
is not a unified land and this can make it difficult to provide a
unified sourcebook about the region. Orc tribes war with other orc
tribes and with the giants that also inhabit the land. All kinds of
creatures lurk under the ground or in ancient ruins. A human city
tries to survive admist the orcs, and a secret dwarven city plans for
the day when it can retake the sky fortress city of Koldukar (the
original dwarven name for Urgir).
I think one of the main issues with Belkzen, Hold of the
Orc Hordes is that it tries to
cover all these things and ultimately fails in all of them. Even the
orcs of the title don’t get the focus they need.
And
so orcs remain faceless adversaries, the Storm Troopers of fantasy
roleplaying games. It’s a shame because I really feel Belkzen,
Hold of the Orc Hordes could
have been so much more. Instead, it ranks among the more
disappointing Pathfinder books.
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