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Rethinking the roles of Goblins, Orcs, Kobolds and so on
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<blockquote data-quote="the Jester" data-source="post: 350717" data-attributes="member: 1210"><p><strong>Valonian orcs</strong></p><p></p><p>Well, back in 2e when orcs were lawful evil, I had detailed a warlordship of orcs on one of the major continents of my campaign world, Valonia. Now that 3e is out I've made Valonian orcs a subrace; the two major differences from savage orcs are the tendency to law and favored class fighter. Likewise, Valonian half-orcs tend to law and favor the fighter class.</p><p></p><p>Around Valonia are several human islands that have, for several centuries, formed the Free Trade Alliance (FTA) that wields the most economic clout of any group or nation in the campaign world (or at least the explored part of it). The major (monotheistic) religion of the campaign is a very Lawful one, which has spread throughout the Valonian orcs through the actions of dwarven missionaries. This is worship of Galador, also called the Light, who ignited the sun a million years ago. So now the Galador-fearing orcs really want to be accepted as a "civilized" race and really want in the FTA. But of course, human predjudice has so far prevented this.</p><p></p><p>The final twist on this is that the orcs of Valonia have learned certain religious rites that allow them to take distilled sunlight (kind of like super holy water) and turn it into a powder that's extremely volatile. This substance (sunpowder) has in turn been developed into a number of sunpowder weapons, such as arquebuses and cannons. So the Valonian orcs have a secret "ultimate weapon" to use, both as leverage and in war... and being orcs, they remain extremely warlike.</p><p></p><p>I used to have a kobold kingdom, gained through sheer weight of numbers, but that was roughly a hundred years ago (I passed some game time when the pcs did some plane hopping and stuff) and I'm not sure if they held onto it or not.</p></blockquote><p></p>
[QUOTE="the Jester, post: 350717, member: 1210"] [b]Valonian orcs[/b] Well, back in 2e when orcs were lawful evil, I had detailed a warlordship of orcs on one of the major continents of my campaign world, Valonia. Now that 3e is out I've made Valonian orcs a subrace; the two major differences from savage orcs are the tendency to law and favored class fighter. Likewise, Valonian half-orcs tend to law and favor the fighter class. Around Valonia are several human islands that have, for several centuries, formed the Free Trade Alliance (FTA) that wields the most economic clout of any group or nation in the campaign world (or at least the explored part of it). The major (monotheistic) religion of the campaign is a very Lawful one, which has spread throughout the Valonian orcs through the actions of dwarven missionaries. This is worship of Galador, also called the Light, who ignited the sun a million years ago. So now the Galador-fearing orcs really want to be accepted as a "civilized" race and really want in the FTA. But of course, human predjudice has so far prevented this. The final twist on this is that the orcs of Valonia have learned certain religious rites that allow them to take distilled sunlight (kind of like super holy water) and turn it into a powder that's extremely volatile. This substance (sunpowder) has in turn been developed into a number of sunpowder weapons, such as arquebuses and cannons. So the Valonian orcs have a secret "ultimate weapon" to use, both as leverage and in war... and being orcs, they remain extremely warlike. I used to have a kobold kingdom, gained through sheer weight of numbers, but that was roughly a hundred years ago (I passed some game time when the pcs did some plane hopping and stuff) and I'm not sure if they held onto it or not. [/QUOTE]
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