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<blockquote data-quote="doctorbadwolf" data-source="post: 8208016" data-attributes="member: 6704184"><p>Orcs are a very interesting case in Middle Earth, for sure. </p><p></p><p>What kinds of cultural notes have you used for them? What, if anything, stands them apart when they are part of a multi-racial culture? </p><p></p><p></p><p>One thing that I use with goblinoids is that they are all much more social than most humanoids. Bugbears have trouble sleeping alone, Goblins experience something like agoraphobia without other creatures around them, and Hobgoblins are just more confident and thus competent when their peers are around them. </p><p></p><p>Kobolds are similar, and indeed will eventually enter a sort of emotional funk if they can't sense the presence of other kobolds especially, though the presence of other humanoids that they are familiar with can work, as well. But most kobolds tend to define themselves are part of a group, rather than as individuals as such. In a sense, part of Kobold psychology is that the organism is the family, whereas a human sees themself individually as the organism, if that makes sense. </p><p></p><p>Now, just like you can have anti-social humans, there are exceptions, and varying degrees to which an individual fits the mold, etc, but generally, in my games the folk mentioned stand out for these traits even within mixed cultures.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8208016, member: 6704184"] Orcs are a very interesting case in Middle Earth, for sure. What kinds of cultural notes have you used for them? What, if anything, stands them apart when they are part of a multi-racial culture? One thing that I use with goblinoids is that they are all much more social than most humanoids. Bugbears have trouble sleeping alone, Goblins experience something like agoraphobia without other creatures around them, and Hobgoblins are just more confident and thus competent when their peers are around them. Kobolds are similar, and indeed will eventually enter a sort of emotional funk if they can't sense the presence of other kobolds especially, though the presence of other humanoids that they are familiar with can work, as well. But most kobolds tend to define themselves are part of a group, rather than as individuals as such. In a sense, part of Kobold psychology is that the organism is the family, whereas a human sees themself individually as the organism, if that makes sense. Now, just like you can have anti-social humans, there are exceptions, and varying degrees to which an individual fits the mold, etc, but generally, in my games the folk mentioned stand out for these traits even within mixed cultures. [/QUOTE]
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