How would you make Humanoid Tribes distinctive? [Request for Campaign Help]

Death_Jester

Explorer
Greetings Everyone,


I friend on another board asked a question and I wanted to get some feedback from the minds of the ENWorld board to help him out.

His question is how do you make Orc Tribes different from one another? I will add his comments below.

Quote: I would love to hear from players and GMs alike what they do to set Orcs apart (as different than other humanoids), what they do to make Orc/humanoid encounters interesting, what they like to see in Orc/humanoid encounters.

Some things that I can think of include giving the Orcs character levels (barbarian and sorcerer come immediately to mind) and clearly differentiating their combat styles from those of other humanoids (any suggestions on how to do this would be appreciated). End Quote

I’m also curious about how to make the Orc/Humanoid tribes and cultures distinctive and that is part of my reason for posting it here.

Thanks in Advance.
 

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Exotic weapons? This particular tribe's warriors all know how to use spiked chains, or whatever.

Reach weapons?

Nets, bolas?

Tripping, grappling?

Alchemical goodies -- something beyond alchemist's fire, maybe -- tanglefoot bags, acid, etc.
 

The Skull-Crushers
Warriors of this tribe carries the preserved heads on recent victims on their belts, and uses preserved skin and hair to make these long fetish-braids that they then use to decorate shields and weapons.

The Howling Wind
This tribe has a pack of worgs that go wherever they go. Much of the tribe has a 'wolf' decoration somewhere on their person: a tatoo or scar, a trinket made from wolf fangs, or a wolf pelt cloak. Leaders have helmets made from wolf-skulls. Shamans have the same thing, save their wolf-skulls are animated skeletons, giving the shaman a Bite attack! Members of the tribe howl to denote position, or signal an attack.

The Black Reavers
This tribe is led by three female shamans who seized power several years ago. They have effectively turned their entire tribe Lawful, and they hire out as a mercenary band. They fight very effectively, using human tactics and orcish ferocity. Half-orcs are welcome among them.

The Red Fish tribe
This tribe swarmed a pirate cove a few years ago, and took to sea! They now migrate along a coastal trading route, in three ships all in various states of disrepair. They are also called 'the Hangmen' because each ship bears grisly remains swinging from the yardarms. The 'Red Fish' refers to the wereshark that befriended the tribal chieftain, and lends his strength to the warband. Once a year, he chooses a young orc to infect with lycanthropy.
 

Appearance and rep, while making them barbarians and such work for skills and feats it is their look that makes them stand out and their rep that makes them known.

War Helms and outfits - simple and easy - the leather armor is dyed red with an open white hand on the chest. They worn mask of direboars.

Rep - this is an action they always do, impaling the head of their foes, skinning them alive, cutting their hands off. It is a mark your ground thing, something the players would notice and know about.
 

Orcs are bred from humans and elves, and foul magics. They don't breed true. Offspring from orcs are goblins.

So there are no orc tribes, each is specially created and trained, making them expensive. Goblins, on the other hand, are cheap and plentiful, making them ideal front line fighters for the wizard cults.

Rumors of research into hobgoblins are completely unfounded. As are rumors that the wild kobold tribes are rejected experiments.

PS
 

Decide on a degree of civility for each different tribe. Who holds the authority over the tribe and how does that individual hold their power? What does it take to take over leadership of the tribe?

How do they engage in war differently from other tribes? Zulu witch doctors would give warriors a potent brew before battle that let them feel less pain, but focused the senses for battle, making the warriors appear and act savage to the British soldiers. If you want to know more it's worth googling for details.

An alternate brew might just make their eyes glow red. Add that to some barbarian warriors and it might get them a reputation as being fiendish.

A smaller tribe of only sorcerers would be cool. As they attempt to keep their bloodlines more pure it will result in a lot more inbreeding. I won't try to explain it more than that, but it leads to some interesting ideas.

Make weapons distinct. Simpler tribes would use spears and shields. More sophisticated tribes would use better armor and things like crossbows. Maybe a tribe specializes in using a particular exotic weapon. You might even give them a more standard appearance by giving them a piece of uniform that signifies rank. One face scar signifies a warrior, two a captain, and three a general, or some similar scheme. Tattoos can be cool too.

One of the tribes might require women to fight, because most of their men were lost in a war long ago, and the women didn't want to give up their clan name by being absorbed by the other tribes. They would be fiercely independent from the others. But able to hold their own despite their lesser numbers. Ranged attacks might be their forté. You might be able to treat the group as a mercenary band, and let them be "hired" by another orc tribe.
 

Who rules? Is there a tribal leader who is the undisputed chief? There could be a Council of Elders to whom the leader ultimately has to answer to. Or maybe the clan culture is matrilineal, and it's actually the leader's mother who is his chief advisor. Or, maybe they actually have some form of democracy or looser anarchy where the clan gathers to make decisions and majority vote carries the day (determined by which side yells the loudest).

What's the status of spellcasters and religion in the clan? In the game I'm currently playing in, a kobold tribe is ruled by some sort of dictator. Below him on the social totem pole are the warriors. Everyone else - including spellcasters - are at the bottom. That may be too organized for orcs, but the tribe could be run by a shaman/sorcerer as WayneLigeon suggested, the shaman might manipulate things to his liking without leading from the front, or the chief might have his boot on the shaman's scrawny neck (figuratively speaking).

Or for that matter, one tribe might be infamous for its savage life-embracing warriors (being orcs, they loot and pillage with gusto). Another grim tribe is known for their powerful cleric and his apprentices who practice the necromantic arts. Their territory is littered with fetishes and little things set up to give homage to the god of death (and mark their territory) - skulls on spikes put into the ground, sigils carved into trees and rock faces and specially placed flat rocks which are used for bloody animal sacrifices.
 

My Version of Orc Society

To make my Orcs different I decided to make them a Matriarchy, then I heard about a south american culture that seperated males and females into different camps and had mating rituals that basically boiled down to ritualised rape - thus the Clans and Mobs were born...


Orc Society
Orc society is clan based and rigidly divided along gender lines.

The Family
The orc hierarchy begins at the smallest and weakest orc. This orc is apart of a family with all the other young male and female orcs. At about the age of 8 the male orcs are forced from the family to form a mob but the females remain together in their clans.

The exile of the males from their clan is a ritualised chase wherein the young male is forced out when he reachs 8 years . He is given a few supplies, a couple of crude war tools (like spear) and then he has to take care of himself and seek out a mob. During this chase, the whelps can receive some additional beating, but no death usually takes place.

This most often occurs when an all-female clan and an all-male Mob meet for the mating ritual, the male mob choosing which whelps are to be accepted into the mob.

The Clan
Female Orcs form semi-nomadic clans usually consisting of a Matriarch, her daughters, and their whelps. Orc clans, although cohesive are very hierarchical, and divided between the Matriarch (who has ceremonial function), the senior daughters and juniors. Seniors often bully and are violent towards the juniors, stealing their food and even killing and eating their whelps. Related clans do interact but generally these groups are also highly territorial and will fiercely defend their territory from encroachment especially from the all male Mobs. Trade with other more established races is not unknown, although not common either.

A clan consists of a group of families numbering 40~125 orcs. The largest and strongest orc of the clan (ranging around 6' in height) is called the High Chieftain. An orc is not eligible to fight for the position of High Chieftain until she has grown two tusks capable of rivaling the current High Chieftain. Only senior female orcs can fight for the right to become High Chieftain. As an orc grows, it forms a second pair of tusks just behind the first pair in the lower jaw. It is this second pair of tusks, which signify the orc is ready and indeed worthy of the chance to fight for High Chieftain.

Under the leadership of a High Chieftain, the Clan settles into a large area and guards it against other races as well as other clans. When a clan settles into an area, other clans tend to gather in the same area to perform trade and this is usually the time the male mobs close in for the mating ritual. This gathering brings large numbers of orcs into one area but it is short lived as the territorial clans cannot tolerate each other or the mobs for very long. The clans mainly remain semi-nomadic in an effort to elude the constant encroachment of the others upon their home lands.

The Mob
At the age of 8 yrs (orc years) most male whelps are forced out of the clans and form all male peer groups (Mobs), which are characterized by extreme violence and aggression. A mob consists of 10~40 male orcs. The largest orc in the mob usually ranges from 5'6" ~ 6' in height and is known as the mob leader or "War Chief". The War chief usually has a bodyguard that are contenders for leadership of the mob in the event the chieftain is removed for whatever reason. The clans do not allow mobs to establish territories and thus mobs survive by raiding and brigandry, which often brings them in to conflict with other races as Orc mobs raid farms and settlements for food and resources. Naturally this has resulted in great enmity with other races and means that Orcs suffer great stigma when interacting with non-Orcs.

Leadership of a mob is only held by demonstration of strength. Kindness or mercy are invariably interpreted as weakness and taken advantage of accordingly. As such members are constantly fighting for status and the resultant primary access to resources. In addition these mobs are constantly feuding with other mobs and with the tribes so life in the mobs is best summarized as "nasty, brutal and short".

The male mob doesn’t interact with the all female clans unless they are mating, planning a fight, or trading. The mob is dependent upon the clan mainly to replace its own loses due to their constant fighting. Because of this dependence, the mobs have to follow the semi-nomadic female clans thus keeping the mobs from claiming any one area for themselves. Several male mobs have been known to shadow one female clan.

Orc Shaman
Orc Shamans require special mention, as these are usually males who have been raised by the all-female clans rather than forced out. Raised as females most Orc shamans are transvestites and are believed to gain special access to the two great Orc deities The Matriarch and the War God.
Orc Shamans are given free access to move amongst all the clans and mobs without fear of reprisal. Clever leaders occasionally use the Shamans persuasive abilities to forge huge Orkish hordes and have themselves proclaimed 'War Lord'. These War Lords do not need to be Orcs but as they are open to constant challenge from other War chiefs in the Horde only the meanest, and most savage leaders survive to lead. (Note a Warlord who wins a challenge by anything other than strength at arms (eg by use of magic) will be declared a coward and abandoned by the horde)
 
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Death_Jester said:
Greetings Everyone,
I friend on another board asked a question and I wanted to get some feedback from the minds of the ENWorld board to help him out.
I’m also curious about how to make the Orc/Humanoid tribes and cultures distinctive and that is part of my reason for posting it here.
Thanks in Advance.

Ok, at the risk of pushing one of my own products, I have to recommend Fury in the Wastelands: the Orcs of Tellene. I love this book!

There are 5 reviews here on ENWorld that should help you determine if this book will be useful to you and your friend.
http://www.enworld.org/reviews/index.php?sub=yes&where=currentprod&which=kalaorcs

:)
 
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