Mercurius
Legend
Premise of this thread: Participants share their own versions of orcs, whether from an existing homebrew, a modification of a published setting, or something that you think up while reading this. The point is to crowdsource a range of orc depictions, to see how far we can go with them, and perhaps provide inspiration for people wanting new ideas for their campaigns.
Please don't let this devolve into yet another squabble over Orcgate. The point here is create and to share, not to share yet another hot-take or let us all know how you feel and why you are right. And please don't critique the creations of other people; this is not the place to tell anyone how their creative endeavor is wrong or offensive. Let's be respectful and do something productive--and creative--together. Thanks.
Oh, yeah. Try to keep your entries as concise as possible to give the basic flavor.
I'll start by sharing from my last D&D world I created and ran a campaign in. Feel free to use my format or take your own approach. By way of background, this was a campaign that I started back in 2009 (4E), ran for a few years, then revived and reworked for Next in 2014-15. It has lain fallow for the last five years.
ORUKHAR
Origin: The campaign is set about a thousand years after a magical apocalypse that saw a civilization ruled by a order of wizards challenge the old pantheon of gods. It didn't end well, sending the world into ruin (I was playing with the Points of Light theme, drawning on Earthdawn for inspiration). Most of the peoples hid in Havens, waiting out the magical storms that wracked the land for centuries. The magically modified soldiers of the wizards were essentially left out of the Havens to survive in the apocalyptic world, and mutated into the Orukhar, or orcish peoples. They found a way to thrive, and multiplied, and are currently the most populous of the world's peoples.
Kiths (sub-races): The Orukhar are divided into at least four kiths, named by non-orcs according to their skin color. The Gray Kith are essentially traditional evil orcs; they mostly live in the northern wilderness and constantly attack other peoples. The Green Kith are animistic, led by shamanic druids, and believe in harmonious co-existence with other people and the natural world, although are frequently in battle with the Gray Kith, who constantly encroach upon their protected lands. The deeply religious Red Kith live far to the south, part of a power and regimented religious nation that has little contact with the outside world. The rare Blue Kith, known for their goat-like horns, are obssessed with arcana, living in mountain holdings studying magical storms. They are known for their curious and distracted nature.
PCs: Any of the kiths are playable, although the Gray Kith are viewed rather negatively by other peoples, which would make them difficult to play without constant acrimony. The Green or Blue Kiths provide the most obvious roleplaying opportunities, with Green Kith druids, rangers, and barbarians, and Blue Kith wizards, sorcerers, and alchemists/artificers being likely choices. A Red Kith paladin or cleric would also fit the campaign context.
Half-orcs: Half-orcs are related similarly to as their orcish kith. Gray half-orcs are treated quite poorly, generally rejected by both their human and orc families, although tolerated in larger human cities; they might exist as street urchins (rogues) or hired thugs or guards (fighters). Green half-orcs are increasingly common and are often diplomants between the Green Kith and human realms. Blue half-orcs are also known to exist, and are frequently explorers, seeking out lost magic. Red half-orcs are completely unknown (but not impossible).
OK, your turn.
Please don't let this devolve into yet another squabble over Orcgate. The point here is create and to share, not to share yet another hot-take or let us all know how you feel and why you are right. And please don't critique the creations of other people; this is not the place to tell anyone how their creative endeavor is wrong or offensive. Let's be respectful and do something productive--and creative--together. Thanks.
Oh, yeah. Try to keep your entries as concise as possible to give the basic flavor.
I'll start by sharing from my last D&D world I created and ran a campaign in. Feel free to use my format or take your own approach. By way of background, this was a campaign that I started back in 2009 (4E), ran for a few years, then revived and reworked for Next in 2014-15. It has lain fallow for the last five years.
ORUKHAR
Origin: The campaign is set about a thousand years after a magical apocalypse that saw a civilization ruled by a order of wizards challenge the old pantheon of gods. It didn't end well, sending the world into ruin (I was playing with the Points of Light theme, drawning on Earthdawn for inspiration). Most of the peoples hid in Havens, waiting out the magical storms that wracked the land for centuries. The magically modified soldiers of the wizards were essentially left out of the Havens to survive in the apocalyptic world, and mutated into the Orukhar, or orcish peoples. They found a way to thrive, and multiplied, and are currently the most populous of the world's peoples.
Kiths (sub-races): The Orukhar are divided into at least four kiths, named by non-orcs according to their skin color. The Gray Kith are essentially traditional evil orcs; they mostly live in the northern wilderness and constantly attack other peoples. The Green Kith are animistic, led by shamanic druids, and believe in harmonious co-existence with other people and the natural world, although are frequently in battle with the Gray Kith, who constantly encroach upon their protected lands. The deeply religious Red Kith live far to the south, part of a power and regimented religious nation that has little contact with the outside world. The rare Blue Kith, known for their goat-like horns, are obssessed with arcana, living in mountain holdings studying magical storms. They are known for their curious and distracted nature.
PCs: Any of the kiths are playable, although the Gray Kith are viewed rather negatively by other peoples, which would make them difficult to play without constant acrimony. The Green or Blue Kiths provide the most obvious roleplaying opportunities, with Green Kith druids, rangers, and barbarians, and Blue Kith wizards, sorcerers, and alchemists/artificers being likely choices. A Red Kith paladin or cleric would also fit the campaign context.
Half-orcs: Half-orcs are related similarly to as their orcish kith. Gray half-orcs are treated quite poorly, generally rejected by both their human and orc families, although tolerated in larger human cities; they might exist as street urchins (rogues) or hired thugs or guards (fighters). Green half-orcs are increasingly common and are often diplomants between the Green Kith and human realms. Blue half-orcs are also known to exist, and are frequently explorers, seeking out lost magic. Red half-orcs are completely unknown (but not impossible).
OK, your turn.