07-10-2020, 09:22 PM | #21 | |||||||
Join Date: Dec 2006
Location: Meifumado
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Re: [GAME] Orcish Ag Bash!
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07-11-2020, 08:11 AM | #22 | ||
Join Date: Dec 2006
Location: Meifumado
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Re: [GAME] Orcish Ag Bash!
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Answer 13 [BIO] - Lifespan Orcs mature quickly, at around 30% younger than humans of an equivalent development point. So a 7yo orc is equivalent to a 10yo human, they're juveniles at age 10 (equivalent to humans at 15), and full adults by 14 (a human 21). Their old age starts around 40 (human 60), but after that they age much more slowly, being healthy and active up to 80 or 100. ---- Question 14 [BIO] - Old Orcs What happens to older orcs for them not to be such a large portion of a village's population? Quote:
This seems to imply that warder spirits have a geographic limit to their influence. Do they, and how far is it?
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07-13-2020, 08:43 AM | #23 | |
Join Date: Dec 2006
Location: Meifumado
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Re: [GAME] Orcish Ag Bash!
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The Ancients were a race alien to this world, arriving from elsewhere via travel through the astral plane. They came early in the First Age, smelling a young world ripe for conquest and dominion. They were skilled in astral crafting- shaping forms and essences out of astral material and applying them to terrestrial objects or even beings. The Ancients resided in Molthe, a city of jagged bismuth spires and ellipsoid salt crystal domes from which they commanded their empire for an Age. The empire's downfall came many millennia ago, catalysed by the defeat of their orcish host, allowing the peoples of this continent under their tyrannical rule to revolt against them. It's said the Immortal God-Kings were originally barbarian bandits who plundered the ruins of Molthe. Or was it that they daringly stole from under the noses of the Ancients at the peak of their rule? The true facts become clouded and dim across these many ages. In any case, they made off with the chrysalis urns and other artefacts of astral crafting and survived learning how to harness their astral energies toward extending their own lifespans and turning thought-form into concrete substance. Question 16 [HIST]- The Ancients' Legacy 16a) What was the fate of the deposed Ancients? 16b) Are the Ruins of Molthe still there? 16c) What other artefacts of astral crafting are abroad in the world?
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07-13-2020, 08:51 AM | #24 |
Join Date: Dec 2006
Location: Meifumado
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Re: [GAME] Orcish Ag Bash!
I think the thread's a bit young to die, so I'll continue to beat its drum a little while longer.
So here's a question recap to help you dive in and push the wagon another furlong down the road. Question Recap Question 3 [GEO] - Neighbourhood 3a: How many other villages are there in this region? 3b: What are their names? 3c: What's the name of the region? Question 9 [CUL/VIL] How are Orcish governments organized in general? How about this village? Is it part of a larger nation, or is it independent? Question 12 [SET]- Warder Spirits 12a) What race(s) were the army that sacrificed themselves to become warder spirits? 12b) What were they and their homeland called? (I'm calling this a SET question instead of HIST, so we know what to call the spirits and what their powers might be.) Plus Qns 14, 15 & 16 above.
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07-13-2020, 09:06 AM | #25 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [GAME] Orcish Ag Bash!
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At the village level, governance is undertaken by a council of the older matriarchs, and those of the smarter older males. One of the later will be the foremost of the village's warriors, and lead them in battle with the assistance of his broodsisters. Because of the trade in sires, villages are forced to operate in coalitions. These can be stable across generations, or fluid (and rife with betrayal and subterfuge). These coalitions can also comprise neutral clans such as those that practice specialised crafts or skills, colleges of shamans, or orders of priests/esses. Rumours of some clans specialising in the skills of assassins are the just the talk of drunken dwarves and elves that have partaken in the leaf of the halflings. This particular village is part of a coalition of a number of herding/hunter gather/and forestry focused settlements. It also includes clans which specialise in metalwork and bow making, a college of shamans, and some orders of clerics associated with the local pantheon (Goddess of fertility and providence, a god of war and conflict, a goddess of trade, and a goddess of darkness, knowledge, and undocumented arcana, amongst others). Orcs have a multitude of different expressions of their culture. Some will eat any sentients that they capture, others only elves. Some groups will trade with humans, and others will provide them with mercenaries in return for high quality trade items.
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 07-13-2020 at 10:10 AM. |
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07-13-2020, 09:11 AM | #26 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [GAME] Orcish Ag Bash!
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Q: How do you cook a dwarf? A: Throw it in a big pot, along with spices and a large rock. When the rock is soft, discard the dwarf, and eat the rock instead.
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 07-13-2020 at 09:53 AM. |
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07-13-2020, 04:54 PM | #27 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [GAME] Orcish Ag Bash!
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A number of orcish young do not seem to mature, and as they age they tend towards gender ambiguity. These smaller orcs are what are commonly called golbins, smarter than their bigger brothers, and with a greater mechanical attitude than their bigger sisters, who are in turn smarter than them. NB: (E), would this work within the context of your maths?
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It's all very well to be told to act my age, but I've never been this old before... |
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07-13-2020, 05:14 PM | #28 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [GAME] Orcish Ag Bash!
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There are tales of orcish folk where the roles and abilities are inverted, as well as some where they are the same size. But it must be added, that the later are rumoured to be merely human folk, cursed in the distant past for their alliance with an Orcish host...
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It's all very well to be told to act my age, but I've never been this old before... |
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07-13-2020, 05:17 PM | #29 | |
Join Date: Jan 2014
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Re: [GAME] Orcish Ag Bash!
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Most shrines are located at or near their circle's long house, and can be relocated. Most shrines are buildings, but there are some more fanciful shrines that are part of a natural feature such as a waterfall, or a section of a ship. Each shrine contains a sacred item, usually a weapon said to date back to the Battle of Mount Ze'hurim. As long as the item exists, the shrine can be rebuilt. Recently, some uncultured barbarians have apparently heard rumors about "Magic Orc Weapons" and have started going around sacking shrines. Most of the time, they have ignored the sacred items (usually discarding them as broken junk), but this is becoming a nuisance... Question 17 [SET] - Barbarians Who are the Barbarians who are attacking the Orcs? Last edited by TGLS; 07-14-2020 at 06:26 AM. |
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07-13-2020, 11:55 PM | #30 | |||
Join Date: Dec 2006
Location: Meifumado
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Re: [GAME] Orcish Ag Bash!
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(ETA: Though there are shades of The Mandalorian in this idea to be wary of copying.) Quote:
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 07-14-2020 at 09:29 AM. |
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agriculture, collaborative setting, fantasy, orcs, world building |
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