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Inspiration Strikes! #10


jameson (ST)

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Inspiration Strikes!

Intro. When people think of Fantasy RPGs probably one of the first things to pop into their minds are elves. Then Dwarfs, wizards, maybe orcs (or orks if you prefer), goblins. Dragons probably make an appearance in there. The list goes on and on. In general though these things all have a certain set familiar traits; Eleves are long lived and pretty, dwarfs are short and hardy, orks are brutish and powerful. This provides a commonality that allows the gamer to have touchstones that are instantly familiar. I say we throw that out the window ...

[end_news_blurb]

Issue #10: Do I Know You?

barook_orc.jpg The Ork (or Orc, if one prefers), is a well known, much maligned, staple of the genre. Regardless of the game they tend to be stronger than a man, often less intelligent, and primitive or savage. Many are green skinned, which is a trait that sets them further apart from humans, elves, dwarfs, gnomes, etc. The stock art for an Ork depicts them with pointed ears, over sized lower canines that thrust out of a jutting lower jaw, and of course a thick frame heavy with muscle. Basically that picture over to the right.

Now we say we want to give a new spin to the Ork. We want to make something old and familiar, new and, if not novel the at least, different. This requires we make changes to the standard. Physically we have three primary traits, skin color, build, and facial structure (which we could further break down if desired). We also have two primary behavioral traits, being of limited intelligence, and being primitive.

We want to change things but maintain a certain level of familiar recognizability. As such we have to be careful with changes to the physical aspects lest we end up with a race that is no longer Ork. We could leave their appearance the same and change only their cultural and mental aspects, but if we're going to make changes, let's make some changes. We want to keep the general appearance of the face, the heavy brow, the jaw, the tusks, the ears, so that leaves the other physical aspects. We change the hue of the skin from a medium green to a mahogany brown, with traces of darker, chestnut brown veins below the skin. We also alter the traditional black hair color to a deep rust red, as it will serve the race well in its new forest habitat. The tusks we de-emphasize slight, and we likewise reduce the often seen heavy brow and jutting jaw, keeping the general Orkish features but making them less savage. Next we address the Ork's build. We do away with the often seen barrel chest, giving them a more human like body proportion. That done we have a creature that still looks like an Ork, but is clearly different.

Doing away with their low intellect and primitive or barbaric lifestyle comes next. We give them a more human standard level of intelligence but add to it a strong will that couples with their hardly physical nature. Orks are a resilient lot, and so should be mentally as well as physically. For a Fantasy game we also give them an affinity for making things. Not stone or ironwork (as would normally be the providence of dwarfs), nor magic (as would be the domain of many an elf), but instead we gift them with an affinity for woodworking and agriculture. From savages to carpenters and farmers. Initially these Orks would live in an around forests near clearings and plains, and with time their settlements would grow along these boundaries that define their lives.

Being farmers and craftsmen also implies now that the traditional warlike attitude is replaced by village and city building, and trading. Further we can assume that in time they would likely become adept with weapons appropriate to their culture, axes, hammers, teethed bladed weapons, and scythes are all likely to be hallmarks of the Wood Ork. They would also likely be known for the high quality of their bow and crossbow weapons (though not for their marksmanship).

...and that's it; we now have a race that would, if inserted into an otherwise "standard" fantasy milieu, would fit in well with humans and their allies. An Orkish race that while bearing a vague physical resemblance is now quite different from the expected standard.

What do you folks think? Is this a race that you would be interested in playing in a game, or is this instead too different from the classic Ork? What would you change to make the races of a custom fantasy setting new and exciting?

Previously On Inspiration Strikes!

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In a culture that has developed a short attention span and a desire for new and shiny, yet familiar and comfortable, I think an idea like this could bring new life to the typical 'fantasy' setting without scaring away the demographic.

The possible variations of career interest me, I could see the appeal in a ranger type, or druid, or even something more 'elf' with an archer template. They also give off a vibe of Jordan's Ogier, which opens up many other doors for ideas to take the race as it evolved further.

I think the Struggles of Iannin will bear the fruit of many slightly altered races in the weeks to come as we flesh it out. And I have no doubt we will see these Orks join the world.

I also think my Muck Dwaves, the Murg are a great example of a slight variation that still holds the original at its core while still being different. When I started reading this, I even arrogantly thought you might be referencing the dwarves I had posted the prior evening. Though that was before I realized you probably plan these out at least slightly more in advance than that and stomped back down my ego. wink

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Originally Posted By: Damon OOC
I think the Struggles of Iannin will bear the fruit of many slightly altered races in the weeks to come as we flesh it out. And I have no doubt we will see these Orks join the world.

Indeed, they will be making an appearance during the next round of actions.

Originally Posted By: Damon OOC
I also think my Muck Dwaves, the Murg are a great example of a slight variation that still holds the original at its core while still being different. When I started reading this, I even arrogantly thought you might be referencing the dwarves I had posted the prior evening. Though that was before I realized you probably plan these out at least slightly more in advance than that and stomped back down my ego. wink

I try to write ahead of time so that I need only post the pre-written article from work in the morning. Some weeks (like this one) I stayed up late writing because I had forgotten I needed to get it finished. Next week's idea is already forming and I should be able to get ahead of the curve if I can find the time....
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For anyone who has read the Malazan Books of the Fallen, Steven Erikson did a good job of making various races (admittedly all humanoid) that bear only slight familiarity to the standard fantasy races, and sometimes you really have to squint.

Also, great series, if somewhat convoluted. Should note, the series is originally based of Steven Erikson's and his friend Ian C. Esselmont's (who has written a few books in the series too) GURPs game. smile

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I have to say, I love that you choose orks. I've always liked them despite the evil tendencies they get portrayed with. That aside, if this vision of an orc appeals to you, the webcomic Dominic Deegan has vegetarian orcs - their tusks are still there, but are for eating the incredibly tough roots that grow in their home area.

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