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what would a good orc culture be like?
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<blockquote data-quote="NotAYakk" data-source="post: 8765346" data-attributes="member: 72555"><p>In my Prelude to Armageddon world, the civilizations are split into along the Chaos/Law axis.</p><p></p><p>Lawful civilizations are those of the road and wall. They value rules and organizations over individual connection, on a society level; the Crown is more important than the Queen who wears it. Lawful civilizations huddle around ley line nexus points, harnessing the magic for fast and efficient food production, and use wards to survive the dangers of the wilderness.</p><p></p><p>Chaotic civilizations cover much more of the planet. They are those of the sky and hill. They value personal relationships over rules and organizations; the Queen who wears the Crown is more important than the Crown. The Chaotic civilizations live by making deals with the local spirits of the land, and use said bargains to survive in the dangers of the wilderness.</p><p></p><p>Lawful civilizations who attempt to move out over the land, away from their warded roads and walls, take insane losses. Chaotic civilizations who try to overrun the Lawful civilization walls and attack along roads suffer the same fate.</p><p></p><p>The age of sail in the Lawful civilizations has been triggered by the ability to ward Ships, making the open ocean far less deadly; not requiring bargains with the local spirits to be safe. (It still helps)</p><p></p><p>The inability for the "city"-based civilizations to build fortresses just anywhere blocks the "real world" problem of agriculture scaling better. The lawful civilizations only scale better at geographically limited spots, where the ley line nexues provide enough mojo to fuel their wards. The roads are also limited, mostly, to going along ley lines to fuel the travel wards, and require making deals with local spirits (there are roadside shrines to pay tribute).</p><p></p><p>Circling back to Orcs, the main Orc civilizations are Chaotic. Some are Nomadic, some fish in partnership with ocean spirits, etc.</p><p></p><p>Mongols, Plains Indians, Inuit. This is a world where magic works, and spirits grant boons. Chaos is as powerful as Law.</p><p></p><p>(Also, the Chaos/Law split isn't total; "Chaotic" socities have traditions and organizations, and "Lawful" societies care about individual leaders etc. I'm talking about the bias of the society, and how it leads to different ways of survival.)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8765346, member: 72555"] In my Prelude to Armageddon world, the civilizations are split into along the Chaos/Law axis. Lawful civilizations are those of the road and wall. They value rules and organizations over individual connection, on a society level; the Crown is more important than the Queen who wears it. Lawful civilizations huddle around ley line nexus points, harnessing the magic for fast and efficient food production, and use wards to survive the dangers of the wilderness. Chaotic civilizations cover much more of the planet. They are those of the sky and hill. They value personal relationships over rules and organizations; the Queen who wears the Crown is more important than the Crown. The Chaotic civilizations live by making deals with the local spirits of the land, and use said bargains to survive in the dangers of the wilderness. Lawful civilizations who attempt to move out over the land, away from their warded roads and walls, take insane losses. Chaotic civilizations who try to overrun the Lawful civilization walls and attack along roads suffer the same fate. The age of sail in the Lawful civilizations has been triggered by the ability to ward Ships, making the open ocean far less deadly; not requiring bargains with the local spirits to be safe. (It still helps) The inability for the "city"-based civilizations to build fortresses just anywhere blocks the "real world" problem of agriculture scaling better. The lawful civilizations only scale better at geographically limited spots, where the ley line nexues provide enough mojo to fuel their wards. The roads are also limited, mostly, to going along ley lines to fuel the travel wards, and require making deals with local spirits (there are roadside shrines to pay tribute). Circling back to Orcs, the main Orc civilizations are Chaotic. Some are Nomadic, some fish in partnership with ocean spirits, etc. Mongols, Plains Indians, Inuit. This is a world where magic works, and spirits grant boons. Chaos is as powerful as Law. (Also, the Chaos/Law split isn't total; "Chaotic" socities have traditions and organizations, and "Lawful" societies care about individual leaders etc. I'm talking about the bias of the society, and how it leads to different ways of survival.) [/QUOTE]
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