Adamantrue
2010-12-08, 04:31 PM
I'm World-Building right now, and the fan-boy in me want to include a different kind of feel for my Orcs. Most notably, I want to incorporate both a Predator feel, and a Klingon type feel.
About the World
Giant's once had conquered the majority of the northern hemisphere, enslaving the major races. The notable exception is the Orcish lands, as they not only would choose death rather than subjugation, but their combat prowess made them the only credible threat to the Giants. This is the only time in history the two breeds of Orc have truly cooperated with each other.
At some point, the Dwarves (the closest neighbor) forged a sort of allegiance with them, and this new resistance grew to include others over the years. In time, the Giants were driven back to the north, and freedom had been won.
(Side Note: I'd like to include a sort of Holiday where the Dwarves and Half-Orcs meet on the battlefield every 50 years or so. Without a unified enemy to constantly fight, Half-Orcs would suffer from something like Cabin Fever psychologically, and overpopulation in a land that has limited resources to draw on. But otherwise, they are strong allies.)
Now, "Orclundi" (a name I'm not particularly happy with right now) is a smaller continent with a tropical climate. Thick jungles, filled with powerful and brutish Dire Animals and Dinosaurs, line the coasts and extend deeply inland, with the central region a rocky badland known for violent storms.
I want to divide Orcs into two types, based on Orcs & Half-Orcs.
Orcs
Orcs originate in the jungle regions, organized in small tribes until they acquire enough skills to live a solitary existence. They worship no gods, but they do hold a deep reverence in the strength of a creature's spirit. In fact, this reverence is the driving force of their existence, as this source of power can be claimed through the Ritual Hunt.
These Orcs use the Jungle Orc statistics (UA). Favored Class is Ranger (Distracting Attack, PH2), though Wilderness Rogue (UA) is not uncommon. Culturally, they are meant to be inspired by the title creatures in the Predator movies.
Half-Orcs
Related to Orcs, perhaps descended from them, they live in large clans amid the rocky badlands. These clans follow migratory patterns of the great beasts, the primary food source & crafting material, with most clans identifying with a specific herd or pack.
In recent history they have been taught metal-working from the Dwarves, and those that master the craft hold a place of honor in the clan.
These Half-Orcs use standard Half-Orc statistics. Favored Class is Barbarian (Whirling Frenzy, UA), though Cleric (Spontaneous Divine Casters, UA; Smite & Aura instead of Turn Undead, UA) is not uncommon. Culturally, they are meant to be inspired by Klingons from the (modern) Star Trek franchise.
What I need
I could use some ideas & direction for fleshing these out from a cultural perspective. Honestly, a checklist of points to cover would be ideal.
From a game perspective, I'm trying to figure out how to emulate some of the trademarks of Predators & Klingons, as well as expand on it while staying within theme.
I'm more or less under the impression that Spellcasting (leaning heavily on the Spell Compendium) & Class Abilities can cover much of the classic Predator Tech. A few things I'd like to include, but can't figure out, is their Throwing Disks/Blades, and their Constricting Net...thing.
Klingons are luckily fairly fleshed out in Star Trek Cannon, but I'd like to come up/convert some of their Weapons (bat'leth, mek'leth), and maybe tone down the "Space Viking" aspect while still feeling like a Klingon. This would probably require one of the nerdiest discussions possible.
About the World
Giant's once had conquered the majority of the northern hemisphere, enslaving the major races. The notable exception is the Orcish lands, as they not only would choose death rather than subjugation, but their combat prowess made them the only credible threat to the Giants. This is the only time in history the two breeds of Orc have truly cooperated with each other.
At some point, the Dwarves (the closest neighbor) forged a sort of allegiance with them, and this new resistance grew to include others over the years. In time, the Giants were driven back to the north, and freedom had been won.
(Side Note: I'd like to include a sort of Holiday where the Dwarves and Half-Orcs meet on the battlefield every 50 years or so. Without a unified enemy to constantly fight, Half-Orcs would suffer from something like Cabin Fever psychologically, and overpopulation in a land that has limited resources to draw on. But otherwise, they are strong allies.)
Now, "Orclundi" (a name I'm not particularly happy with right now) is a smaller continent with a tropical climate. Thick jungles, filled with powerful and brutish Dire Animals and Dinosaurs, line the coasts and extend deeply inland, with the central region a rocky badland known for violent storms.
I want to divide Orcs into two types, based on Orcs & Half-Orcs.
Orcs
Orcs originate in the jungle regions, organized in small tribes until they acquire enough skills to live a solitary existence. They worship no gods, but they do hold a deep reverence in the strength of a creature's spirit. In fact, this reverence is the driving force of their existence, as this source of power can be claimed through the Ritual Hunt.
These Orcs use the Jungle Orc statistics (UA). Favored Class is Ranger (Distracting Attack, PH2), though Wilderness Rogue (UA) is not uncommon. Culturally, they are meant to be inspired by the title creatures in the Predator movies.
Half-Orcs
Related to Orcs, perhaps descended from them, they live in large clans amid the rocky badlands. These clans follow migratory patterns of the great beasts, the primary food source & crafting material, with most clans identifying with a specific herd or pack.
In recent history they have been taught metal-working from the Dwarves, and those that master the craft hold a place of honor in the clan.
These Half-Orcs use standard Half-Orc statistics. Favored Class is Barbarian (Whirling Frenzy, UA), though Cleric (Spontaneous Divine Casters, UA; Smite & Aura instead of Turn Undead, UA) is not uncommon. Culturally, they are meant to be inspired by Klingons from the (modern) Star Trek franchise.
What I need
I could use some ideas & direction for fleshing these out from a cultural perspective. Honestly, a checklist of points to cover would be ideal.
From a game perspective, I'm trying to figure out how to emulate some of the trademarks of Predators & Klingons, as well as expand on it while staying within theme.
I'm more or less under the impression that Spellcasting (leaning heavily on the Spell Compendium) & Class Abilities can cover much of the classic Predator Tech. A few things I'd like to include, but can't figure out, is their Throwing Disks/Blades, and their Constricting Net...thing.
Klingons are luckily fairly fleshed out in Star Trek Cannon, but I'd like to come up/convert some of their Weapons (bat'leth, mek'leth), and maybe tone down the "Space Viking" aspect while still feeling like a Klingon. This would probably require one of the nerdiest discussions possible.