The Nature of Reality
The World of New Genesis, and its surrounding cadre of demi-planes, is governed by a set of metaphysical laws.
Like many worlds, NewGen exists within, and is influenced by, the matrix of Order/Chaos/Good/Evil. These are not mere concepts; they have very real objective implications on all entities in the cosmos, whether they be mortals, deities, or something in-between.
Magic, even in all its esotericism, exemplifies this fundamental structure. Spells, such as Protection from Evil, can affect entities of specific Alignments. Deity's portfolios are defined by these elements, influencing which followers are empowered to cast spells on the god's behalf.
The moral implications of these foundational, functional realities have been codified and debated by scholars and commoners alike for millennia. For instance: goblinoids. The term 'goblinoid' is a blanket term that generally includes Orcs, Goblins, Hobgoblins, and Bugbears. Being creatures of "capital 'C' ". Chaos, there can be frustratingly little discernable difference between these humanoids. Their speciation seems exist on some sort of continuum, with no hard and fast taxonomic differences. Goblins tend to be smaller, Bugbears bigger and more hirsute, Orcs more porcine, and hobgoblins lankier and ruddier. However, the variations of each type are so broad as to be non-existent. A large goblin can look like an orc, a thin bugbear can look like a hobgoblin, and etc. Goblins and orcs have multiple sub-types, as described on their own pages.
Being creatures of Chaos, their appearance, demeanor, intellect, and even moral outlook can appear to be a random array. The most horrific-looking orc could be a erudite conversationalist and the most adorable little gobby-gob might jump up and bite off your nose. Goblinoids of Good alignment are proofs of this rule of chaos, not exceptions. This is cold comfort for these nonconformists and many seek out more civilized cultures to integrate with.
Of more spiritual and moral import is the consequence of magic within this cosmological framework. Theologians, sages, philosophers, and spiritual leaders have spilled ink and blood over what this text will refer to as the 'Enemy Orc Problem'. Some say that Orcs, being sentient beings, are victims of their circumstance, deserving of mercy, charity, and succor. Others call them simply 'monsters' and subsequently pay adventurers to exterminate entire villages of them as a public service.
Magic, again, gives us some insight to this conundrum: Low Orcs cannot be Resurrected. Despite countless attempts, by all sorts of casters, in many different contexts, no Low Orc has ever been returned to life by any such spell. Even Revivify, which works only to restart a still-warm body, fails every time when cast upon a Low Orc. Note that is is vastly different than raising them as undead, which their befouled bodies readily accept. So, what should we take from this? The common conclusion among the learned is that Low Orcs simply do not possess Souls. When they die, their essence does not transcend this mortal plane for judgment, it does not become a Petitioner for any deity, and it cannot be communicated with... it simply does not exist.
They do seem to have an 'animating spirit', but it seems to be more akin to an insect's or a plant's, Therefore, it is reasoned, they cannot suffer, they cannot feel, and they are, in the most purest of terms, Monsters and nothing more. So, the wholesale slaughter of these wretched beasts is not only condoned, but is a moral imperative. The problem of what do with non-combatant Orcs (women and children, usually) remains for some.
Comments