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How Are Orcs Different In Your World? (+)
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<blockquote data-quote="Blue" data-source="post: 8752995" data-attributes="member: 20564"><p>I love worldbuilding, so every campaign I run is in a new homebrew setting, usually one with significant changes from the default setting to present a fresh take on things.</p><p></p><p>Let's see, my current campaign my orcs are different by not seeming to exist. They have never come up in play, no one has played a half-orc, and there hasn't been a single reference to orc. Of course my mainland is a old civilization failing Imperium and only the civilized races remain (and not all of them - Dwaves were genocided, and both Halflings and Drow are created races, with vHuman being that same tinkering to the noble line.) And there's a new world but I explicitly was doing uncommon races and such there, like Wemics. There was fiendish gnolls and frost giants, the closest to "normal" races there.</p><p></p><p>My last campaign the orcs were united and actually broke out into war against the alliance of their hereditary enemies the dwarves and the human kingdom, secretly being orchestrated by the Queen of the Elves. (With the actual end goal of obliterating a magical floating city of the humans that had been built by the old Wizard King who is now the Lich King and was thought by the Queen of the Elves to be his phylactery. Oh, and and like half a dozen lesser goals, the plans of elves last centuries.)</p><p></p><p>The campaigns before that (two campaigns in the same setting, 80 years apart) the world had a cosmology that this particular material plane was easier to get to, and a bunch of different deities over the millennia has brought "their people" here to escape genocide, catastrophes and the like. There were two very different sets of orcs, from different pantheons and different home material planes, at different times. The Northern Steppes had seven orken tribes, horse nomads loosely modelled after the Mongols, each tribe with it's own core tenant. On the other hand the Archipelago Orks were a more advanced civilization that controlled the seas in an rea. They were slavers, working with a fledgling metropolitan LN kingdom that accepted any race, had legal slaves and undead-as-workers. There was also some nameless evil (literally, it was a blank spot in my notes and it didn't come up in either campaign) that lived in a volcano on one of their islands that they may have worshiped.</p></blockquote><p></p>
[QUOTE="Blue, post: 8752995, member: 20564"] I love worldbuilding, so every campaign I run is in a new homebrew setting, usually one with significant changes from the default setting to present a fresh take on things. Let's see, my current campaign my orcs are different by not seeming to exist. They have never come up in play, no one has played a half-orc, and there hasn't been a single reference to orc. Of course my mainland is a old civilization failing Imperium and only the civilized races remain (and not all of them - Dwaves were genocided, and both Halflings and Drow are created races, with vHuman being that same tinkering to the noble line.) And there's a new world but I explicitly was doing uncommon races and such there, like Wemics. There was fiendish gnolls and frost giants, the closest to "normal" races there. My last campaign the orcs were united and actually broke out into war against the alliance of their hereditary enemies the dwarves and the human kingdom, secretly being orchestrated by the Queen of the Elves. (With the actual end goal of obliterating a magical floating city of the humans that had been built by the old Wizard King who is now the Lich King and was thought by the Queen of the Elves to be his phylactery. Oh, and and like half a dozen lesser goals, the plans of elves last centuries.) The campaigns before that (two campaigns in the same setting, 80 years apart) the world had a cosmology that this particular material plane was easier to get to, and a bunch of different deities over the millennia has brought "their people" here to escape genocide, catastrophes and the like. There were two very different sets of orcs, from different pantheons and different home material planes, at different times. The Northern Steppes had seven orken tribes, horse nomads loosely modelled after the Mongols, each tribe with it's own core tenant. On the other hand the Archipelago Orks were a more advanced civilization that controlled the seas in an rea. They were slavers, working with a fledgling metropolitan LN kingdom that accepted any race, had legal slaves and undead-as-workers. There was also some nameless evil (literally, it was a blank spot in my notes and it didn't come up in either campaign) that lived in a volcano on one of their islands that they may have worshiped. [/QUOTE]
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