Group RP for Science Fantasy

Discussion in 'THREAD ARCHIVES' started by Ray, Dec 12, 2014.

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  1. Hey guys! Are we all ready to start world building? First, I have decided to make this a dystopian setting with magic in it. I really liked the idea of using orcs as the creatures who have established a stable government of some sort, so all credit goes to Assallya for that idea! Another thing that I really loved was the idea of magic being used and the picture I put up for inspiration looks like they're using magitech, so I would like that to become a part of this idea as well. What do you guys suppose we should start discussing about?

    Is there a specific way you guys want to do this?
  2. Okay, we have Orcs and Elves. Any other races?
  3. It'd... be possible for there to be other races, but as of now, I don't think we should worry about that since the main focus would be elves against orcs.
  4. Well. It would be important because if the world is dominated by Orcs, and our Group is about four Elves. They would need secret bases an allies to give them supplies, and all of that. It could be other Elves, I was just asking if more races would be on this world.
  5. Well, as I stated, it'd be possible for there to be other races. I don't have any in mind though.
  6. Just the typical Humans wold be a good race to throw in, and if there are Orcs and Elves, why not some dwarves?
  7. That sounds great! (:
  8. So, this is Science Fantasy. That means Magic and Technology, but how far are they advanced in tech? Cars, Plumbing, Electricity, etc.
  9. So anyways! Back to what I had in planned for the orcs.

    Big Fluff (open)

    The orcs formerly worshiped two gods, both whom are dead, one which they killed. The first was Xia and the second was Karnage (Hence forth known as the Goddess and the Demon Lord respectively, as neither of their names are known even to the orcs for various reasons detailed below).

    The first was a Goddess of Dirt, Growth, Strength, and Earthly Wealth. Originally a rather minor goddess (She didn't gain her last two domains until much later into the lore) who ruled over a vast land suited for monsters. Humans knew better than to settle there and the creatures were too evil for elves to live peacefully amongst them, though the dwarves learned to live there against the goddesses wishes (She doesn't like them because she's a bit racist). Occasionally strong warriors would come to do hunting, but they never stayed. So the Goddess kidnapped a few of these mighty hunters over a few years, and used them to create her own people, the Orcs. Orcs were antrually stronger than humans, but lacked the longevity; it only takes 15 years for an orc to fully grow and mature, and even the females stood well over six feet tall. However due to their life styles and the price of their power, rarely do they ever live to see fifty years of age, and many have sever health problems by the time they're thirty to forty if they do not extend their lives magically. Regardless however, they were able to live in these lands much better than the other races, fighting or taming the monsters for their own uses. And as they grew stronger, so did the Goddess. But her orcs never truly "Prospered"; obsessed with raising a strong race, she constantly had various disasters and newer, stronger monsters to attack her own people, to "Keep them sharp", so she says. And while the orcs always proved able to raise up to their goddesses challenge, their constant dangers never really allowed them to settle down and develop as a civilization, as their survival was constantly tested.

    And that's where the second orc god comes in. He was a Demon Lord of Defilement, Conquest, Ambition, and Change. Much like the Dirt Goddess, he himself did not have a very high standing in the hierarchy of the gods, and was looking to increase his power. Around this time the Dirt Goddess was something of an underdog; no one really expected that she would amount to much despite her success, though she did have some interesting power. Power that the Demon Lord was certain he could control. He met with a few of the Goddess Orcs and promised them a meaningful future; one where they could live in peace where their people did not have to worry about the constant threat of monsters or their children and family dying left and right. Though many orcs chosen to be faithful to their Goddess, the idea of a peaceful land was too much for some orcs who were growing weary of the constant, meaningless struggle. Once the Demon Lord had amassed enough orcs, he used them to attack the Dirt Goddess when she had least expected it. Though much weaker, using the element of surprise and trickery, he managed to over power the Goddess, defiling her in such a way that her powers were transferred to him. And while the Goddess lived, she was too weaken to fight back, and thus the Demon Lord became the new God of the orcs.

    With the Goddess no longer sending new disasters to the orcs, the Demon Lord did as promised and taught the Orcs how to live like the other mortal races, without the constant threat of being eaten or destroyed by natural forces. He taught them how to control their lands and the monsters within it, and thus the Demon Lord put the orcs on the path towards Conquest. They turned the tide on the monsters that their Goddess once sicked onto them; the orcs wiped them all out, using their remains to create powerful weapons to slay other monsters. The orcs learned how to organize themselves better, and with a higher life expectancy, their population started to grow as well. Grow so much that they knew that if they could not cull their population, there would be too many orcs to survive in their lands. So the Demon Lord had the orcs attack the other Mortal races, of the Elves, Humans, and Dwarves.

    And came was many centuries of bloody conflicts. Though naturally stronger physically, the orcs lacked the other races knowledge and experience in warfare against thinking, mortal creatures. Despite that however, their natural strength and shear numbers made sure that in a battle of attrition, the orcs would win. It was around this time that the defiled Dirt Goddess saw what was happening to her creation and knew that no matter what the outcome of their war was, if the Orcs continued there would be no hope for their future. Too weakened to fight against the Demon Lord herself, she had used what little of her power to find one Orc who still had faith in her and wanted to stop the Demon Lord and the destruction of the orcs. This orc was named Malakaus. A Weapon Smith for the Demon Lord's army, he had no love for the old ways were their lives were constantly in the balance, but even he knew that their current way of living simply meant that the orcs were willingly choosing to die on behalf of their god, and not just on their whim. When he was contacted by the Goddess he initially had his reservation against helping her, but knew that she was the lesser of two evils, and became her Chosen.

    Malakaus than defected from the Demon Lord's army and attempted to raise his own army outside the orcs, to plea with the other races to assist him. The Dwarves refused to help, claiming that they had no business with each other. Though the dwarves were technically in orcish lands, they have never caused the orcs trouble, and they only agreed that should the orcs chose to withdraw their army, the Dwarves would stop fighting. Things were not so smooth in the lands of the Elves; the Demon Lord had a particular disgust with the creatures, and made his Orcish Army ravage their land and their people. Though Malakaus was able to convince a small handful of Elves with some influence to hear him out, they refused to offer their assistance, and aimed to destroy all the orcs for the destruction they caused to the Elvish people. It was only the humans, the orc's second largest threat, that actually were willing to help Malakaus. Though they were just as hostile to the orcs as the Elves were, when Malakaus spoke to their rulers, they saw an opportunity that was too good to pass up. The humans offered Malakaus their help, which was the turning point in the war.

    With the help of the humans, Malakaus returned to his lands to try to convince his people to turn their backs on the Demon Lord. By this time the Demon Lord had discovered Malakaus's treachery, and made it very difficult for him to convince the orcs to listen to him. Though Malakaus managed to get a sizable amount of orcs to ally with him, the vast majority (Around 90%) chose to fight for the Demon Lord. The Demon Lord, at this point, had also amassed enough power in his Hellish underworld to make alliances with various Archdemons, which meant that the orcs would soon have allies of the infernal planes. Malakaus had to act soon; if he did not, all his efforts would be in vain. He would not be able to save his people, or the world. The Goddess at this point also was aware of how dire the situation was. The only way to stop the Orcs was to slay the Demon Lord; though many of the orcs genuinely believed in him, an equally large amount of those orcs were also either enthralled or threaten into obedience. Without the Demon Lord's Influence, they would be free to chose their own path.

    Malakaus than lead his combined army of orcs and Humans into the heart of his homeland, where the Demon Lord would reside. Using the knowledge of his land and the strength of the humans, he managed to cut a path strait towards the Demon Lord. It was at this time that the Dirt Goddess used what was life of her divinity as well as her life to create a weapon that would slay the Demon Lord even at his fullest power; The Xia Blade, named after the Goddess herself. Though the battle between the Demon Lord's army and Malakaus's own was bloody and gruesome, Malakaus was able to slay the Demon Lord, but not before the dark God put what was left of his waning power to destroy everything he could; if he could not rule this land, no one would.

    What occurred was a world wide cataclysm. The Demon Lord had tried to use his power to turn the entire orcish lands into one colossal portal to the Infernal Planes, but the Xia Blade was able to absorb most of this power. Despite how much power the weapon was able to take, the damage was catastrophic; the Orcish lands were turned into a barren wasteland, and it's neighboring nations fared no better. The Dwarven Mountain Holds were razed into the ground, while the Elvish Forests were burned to ask. The Human Cities were flatten like an iron blade, and much of the world's inhabitants died during this event. Much like the Xia Blade, the Demon Lord's final act served not only to defy their enemies, but also to reveal their names. This even became known as "The Karnage".

    Though the Orcish lands took the heaviest damage, much of the orcs themselves survived, if only thanks to their already shear numbers. Of the Survivors, no one found what remained of Malakaus or the Xia Blade, though presumably both were destroyed for their livelihood. But the orcs were at a lost. Facing a crisis that perhaps no other races have ever faced before; the lost of not just their homelands, but their gods as well. But neither the Goddess's upbringing nor the Demon Lord's training were forgotten by the orcish survivors; even in this barren wasteland, the orcs were quickly able to reestablish themselves. They were initially met with great hostility in the form of demonic invaders who arrived upon the (somewhat failed) creation of the Infernal Portal. but their arrival served to be a boon rather than a curse, as the orcs decimated the demons and used their remains to create tools and weapons for themselves. The orcs continued to live in the wastes, slowly turning it back into fertile lands, using the constant flow of demonic entities to provide raw material for their crafts and creations.

    Without the gods to lead them, many orcs have chosen themselves to lead their people. But without the gods to unite them, the orcs began to form their own tribes, clans, and cities, often at feud with one another for various reasons. And that is not even including the relation the orcs have with the other mortal races; seen as the instigators of the world's destruction, they have once again became the enemies of the Dwarves, Elves, and Humans. Many of the orcs care very little about the hostilities; they knew that the other races lack the means to wage war, while others were more than eager to resume the conquest their Demon Lord had began. But more of the orcs were concerned about surviving and living in this wasteland more than expansion, and some of those orcs were even considering trying to make peace with the other mortal races instead of fight them. Though many of the orc tribes are divided in their own unique ways, the orcs who who generally xenophobic and wished to take over the lands and resources of their enemies were referred to as The Lords of War (Their leader being the Warlord of course). Those who put more interest in surviving in these tough times and making amends with their former enemies were called The Masters of the Forge (Their leaders being the Forge Masters).

    The Lords of War are often seen as violent and blood thirsty, either at war or getting ready to do battle against their neighbors. And while there are certainly many who fit this vision, the Lords of War also have a strong bond to their members and an efficient workforce. So long as the Warlord remains strong he can lead his people to do great things, from battling armies greater than their own, or creating entire cities within weeks. The Lords of War put the existence and well-being of their own people over the lives of others or ideology. They refuse to become victims, and if they must do evil to live, many Warlords would no hesitate to commit sins.

    The Masters of the Forge are perceived to be short-minded or idealistic, having great aspirations but very little means to achieve their aspirations beyond a semblance of determination. While it may be true that they have lofty goals, the Masters of the Forge are willing to open up and accept others instead of blindly sticking to old, failing methods. The Masters of the Forge are willing to do things differently when such opportunities present themselves, and would commit themselves fully to ensure some tangible success of their endeavors. They would not simply stick to what works, but figure out how to make things work, for the betterment of everyone. The Masters of the Forge are steadfast and loyal people, though their determination can often make them rather extreme. Some see their actions to be so justified or good that they become blind to the damage they may do.

    And of course, this is just my tidbits. More to come and always willing to incorporate other bits of lore into the orcs. I left their relation to the other nations deliberately unanswered if anyone else had a desire to write about a race's relation to the orcs, though generally I put the orc's in a negative light for the other races; this whole world dystopia is kind of their fault. Though that would depend on how willing you'd take "I was manipulated by a Demon Lord" as an excuse. I'd imagine that the elves are still pretty angry at the orcs though.
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  10. So, while I did just show you what happened in the past, allow me to present what may or may not be occurring in the IC when it appears!

    SO FLUFFY! (open)

    Orc Governing:

    Though many would consider orcs to be a barbaric people who live in crude settlements or as roaming marauders, their Goddesses harsh upbringing and the lessons learned from their Demon Lord have allowed the orcs to flourish quickly even in a wasteland. While many orcs still use tribal identifiers and tend to group into clans, they have created mighty cities in the ashes of their fallen.

    Though individual basics are subject to change from city-to-city, orcish cities are govern my a House of (Tribes) Leaders and overseen by either a Warlord or a Forge Master, depending on the city's political beliefs. The House of Leaders are made up of the Family heads of the various Tribes of the city, and typically there is an average of 10 Clans living in a city at a given time, though not all the Tribes are of equal size nor are all the clans equally represented. Within each of these Tribes are at least two or more Clans, who have entered the Tribe due to a common ancestor or simply through alliance. The Warlord or Forge Master typically can come from any Clan, and usually it helps if the Warlord's or Forge Master's was at some point in their career a a member of the House of Leaders.

    Generally orcish cities favor the prosperity of all their citizens, though exact ideals are subject to change from city-to-city and leaders-to-leaders. It is not unusual for a City to be built around a single Tribe or even a single Clan, with other tribes or clans offering their servitude for whatever reason, be it loyalty or threat of death. Typically however the relationship is amicable; cities who's leadership is held together only by fear of their fellows will quickly devolve into a brutal but short civil war. Cities with Warlords tend to have their people united to face a common enemy or deal with a greater issue than each other. Cities with Forge Masters often have an ideal that the city had been built upon and that everyone had come to fulfill.

    On an singular basis an orcs opinion is admittedly not that important. The less people it effects, the less people would care for it. Orcs themselves are not solitary creatures and are just as social as any other mortals, though how they interact with others tend to separate them from the civilized types. It is for that reason that orcs are often found in large gangs, no matter what their individual abilities may be. Orcs have a natural tendency to seek out and make a cooperative relationship with others, though the exact details of how "Cooperation" occurs is, once again, depending on the individual. Admittedly orcs value strength, but not just in physical might but in general competence in your ability. Some orcs would respect mighty warriors as much as they respect a powerful spellcaster, so long as both are seen as equally competent with their given abilities. The ability to respect a fellow orc's ability and to accept them into one's personal circle is the seed necessary to create a community, which may one day evolve into an entire nation.

    Ideological differences between the Warlords and the Forge Masters:

    One diversion that separates the Lords of War and the Masters of the Forge is how these abilities are seen. Lords of War prefer variety; having a singular ability is seen negatively, as it would imply that the orc has only one skill it can use to support itself with. Lords of War would do their best to master more than one ability, or if they do spend most of their time honing one ability, at least also being moderately competent with a handful of others. This ideology supports the Lords of War's ideals that their people are capable of handling themselves no matter what the situation is, however their wide range of ability often takes time to achieve, time that not all orcs have. In their attempts to master many things, they may become the master of nothing. The Masters of the Forge puts emphasis on specialization; while having a versatile skill pool is appreciated if you cannot excel or otherwise stand out amongst your peers, there is very little use for you when there is always someone better. This allows the Masters of the Forge to maximize their overall abilities when united together, putting their full force behind whatever venture they need accomplished. However their specialization can become rather crippling if they lack the means to make up for their weaknesses. Their reliance on others to make up for their weaknesses often prevents those of the Masters of the Forge to never really figure out a countermeasure against their shortcomings.

    Naming Convention for an Orc:

    A Tribe typically has a unique or quirky name that you normally wouldn't have as an actual personal name, such as being called the "Daemon Render" Tribe. Clans have more conventional surnames, though orcs are generally accepting of having strange surnames anyways. Orcish names vary widely between clans and even individuals, though generally their given name would refer to their particular abilities or accomplishments, while their surname would be related to their Clan. Orcs do not have a formal language shared amongst them all, and though most have adopted the Human common language. Thus many orcish names could be understood in the Human tongue.

    So an example of an proper orcish name would go in the order of (Clan Name) (Given Name) of the (Tribe Name) Tribe (Optional: Other sobriquets).
    Example: Griax Dwarf-Punter of the Big Foot Tribe, Giant Stomper, Axe Kick, and Steel Toe.
    Griax would be the orc's Surname, Dwarf-Punter presumably being his favored given name, followed by the name of his Tribe. The other three names, Giant Stomper, Axe Kick, and Steel Toe are other names that he is willing to be referred to, or at least would admit to being associated with.

    It would not be entirely unusual for an Orc to use names given or taken in other Languages, though it would beg to question how the orc came to have such a name and if they really knows what it means.

    Common Culture:

    It should come to no surprise that orcs are fairly warlike as a whole. Even the peaceful types of orcs would know the value of martial ability as either a mental exercise or in more practical applications. Axes in various types are often cultural weapons for orcs. It would not be surprising to see certain items redesigned by an orc to resemble or function akin to an axe. Axes serve to represent an orc's natural savagery, but honed for a purpose rather than simply used instinctively. Axes, regardless of their design, also symbolizes Orcish development as well as war, as an axe could be used to both cleave an enemy and harvest wood for construction. Shields also have symbolic meaning towards the orcs, typically a in the design of a "kite" shield, regardless of the heraldry. Shields often are used to symbolized sanctuary in some form depending on what is on the shield, such as a religious institute or a healer. Swords are typically symbol of authority, distributed only to those who serve in some form of leadership. Swords are actually a fairly recent discovery for the orcs (Or at least they have used and become accustomed to axes for far longer) so swords are not seen as often in orcish designs, though they are slowly becoming more commonplace. Knives and other small blades are actually more commonly seen than swords, however they are rarely being depicted used if there is an axe shown. Knives are a common accessory for orcs regardless of their profession or the occasion. There is however a bit of a pet peeve for orcs when it comes to the various short blades: The difference between a knife to a dagger. It is generally accepted that a knife should be shorter than the length of an orc's arm, from elbow to his wrist, while a dagger is between the size of an orc's elbow to his finger tip. This difference is important for various reasons, primarily when it comes to certain orcish weapon laws; you may carry a knife to certain establishments if they allow it, but may not allow daggers. Rarely would you actually find an orcish city that practices a weapon law, though they're more likely to enforce it against outsiders.

    Orc crafts tend to be based around creature parts. Bone, chitin, furs, feathers, these things are often used in orcish crafts, from clothing to art and of course weapons and armor. Orcish crafting and construction tends to be dismissed as crudely created, however they are often much sturdier than their seemingly hasty appearance would imply. Orcish crafts also make use of the ability to improvise and replace parts with different materials for equal or similar effects. Bones can be replaced with stones, which could be changed for metal, which may at some point have to be replaced with wood, etc. While orc may never reach masterwork notoriety other races have achieved, even the most mundane of orcish creations are likely to outlive the most prized artifact of other races through hardiness alone.

    Orc fashion does have a certain medieval appearance to it, with a preference towards armor and "Natural" materials. However Orcs also have a certain fascination with colors and functional designs. Also hats; it doesn't matter what it looks like, nor how ridiculous it is. Hats, helmets, and hair accessories are some of the most vital components to orcish fashion, to inspire both fear and awe to those who could see it in all their glory. Violent altercations have occurred from insulting an orc's head wear.


    The orcs are largely atheist now. It's a strange thing. Their original goddess is almost entirely forgotten, and most of the orcs who are aware of who their Demon Lord is have a good reason to no longer worship him. There are a few cities which have chapels dedicated to the Demon Lord, however they require much protection from orcs who hate the Demon Lord or other chapels who have their own interpretation of the Demon Lord that conflicts with others. Rarely would you find any orcish cities who have anything for other deities, and it would be even rarer to find an orc who would worship another race's deity. While they are certainly aware of the existence of gods and their ability to affect them and other mortal races, the general consensus of all the orcs would say that they want nothing to do with any gods, and may attempt to commit another deicide simply for the novelty of doing so.

    That being said, Demon Lord cults are common enough that they warrant some elaboration. It is collectively accepted that their Demon Lord is dead, and it was because of him that the world is how it is now. Where things get divided is how the cultist carry out his memories.

    One of the more dominate cults is the Cult of Harmonious Enlightenment; those who believe that the Demon Lord gave the orcs the chance to learn and develop as a people. Their tenants revolve around achieving knowledge and shedding willful ignorance. Their ideology has helped some orcish cities, as their interest in others have made members of the cult go out of their way to discover problems which they could solve with their amassed knowledge. However there are critics who claim that the Cult of Harmonious Enlightenment do nothing but spy on their fellow orcs, using the knowledge to blackmail and force their own people into indentured servitude.

    A different cult, one that is somewhat less accepted, is the Cult of Conquest. A militant cult that aims to make use of orc's warlike culture to resume the Demon Lord's previous war, however they have not been entirely stomped out due to their administrative skills; they not only want to return to their conquest, but also manage their conquered lands fair and equally. Conquest does not necessarily mean that the cult wishes to actually go to war with any faction, but more like set up a unified City State and offer clientele service even with other mortal races. While they wish to use the orc's natural aggression to drive their actions, the Cult of Conquest is decidedly more peaceful. However the Cult of Conquest is not above threatening force or even employing assassinations, though these are largely rumors but the masses, and only those involved directly would know the truth of the matter (The Cult of Conquest does indeed use assassins, though they try to limit their usages only against those who directly go against the cult in such a way that is overly harmful, such as trying to attack one of the leaders or steal from the cult).

    The orc's goddess, while mostly forgotten, has a few worshipers who are trying to reestablish her memory to the remaining orcs. They are known as the Followers of She, and most were allies of Malakaus when he had fought against the Demon Lord prior to The Karnage, who have heard of his connection to the Goddess of Xia. They are one of the very few who actually know the name of the orc's goddess, and more importantly, carry a powerful artifact; a bit of the blade used to slay the Demon Lord, known as the Xia Shard. Immense magical power radiates from the shard, however so far no one within the cult knows how to draw the energies from the shard in any meaningful way. Not only do they wish to spread the word of She, they also are on the look out for other Xia Shards. They believe that if they find enough of the shards, they could bring their goddess back to the world to rule over them as she should. Most orcs, who don't know who Xia is, consider them nothing more than crazed magical item hunters.
    #10 Lucius Cypher, Dec 13, 2014
    Last edited: Dec 13, 2014
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  11. Wow...Many walls of text has appeared. Detailed descriptions of orcs, even though we will be playing as elves >:]
    But I'm sure we can create more than one characters?

    I guess I will just add my piece, might not be much though.

    Since this is a Science Fantasy, I'm thinking occult tech. Guns and bullets enhanced with special runes or souls, glowing armor vests, badass bikes with talking skulls as GPS, and all that good stuff. But from Lucius' description of the orcs, if you want a more medieval-ish world, we can tone it down a bit, more steampunk than modern technology. Take away the guns and the cars, let people fight with swords on their mounts. Carriages should be available, and maybe trains? Though not very common, and mostly made use of by dwarves. Their technology is mostly industrial in nature, featuring heavy constructs used in mining, sophisticated and devastating weapons like bombs, exploding bolts or nuclear weapons or whatever. Automatons do exist, a machine powered and controlled by magical means, but I think that's the extent of dwarven magic. We can throw in a couple of runesmiths and enchanter, but I don't think there should be dwarf mages. As for elves, we can go with a society that runs entirely on magic or we can break the stereotype and give them some technology. Elves tech would be a bit more organic, focusing more on body enhancement, ranging from simple runes that mark the skin to prosthetic limbs, all heavily enchanted of course. Some more traditional elves could be against this kind of practice, which could lead to infighting, racism and plot twists. Elves also employ golems, giants made of stone and vines. Or flesh, if you're into that kind of thing. As for elven magic, this is pretty generic. Spells said in make-up language, glowy hands, and boom, dead mobs. Theirs is pure magic in every sense of the word, but we can add some rituals because that kind of thing is always interesting. I will think more on this later, got some ideas for elven biotechnology.

    Humans are something of a middle ground between elves and dwarves. I haven’t thought much about this yet, but their technology might not be advanced as the dwarves, but more versatile and suited to operate above ground. And I think they are the only race concerned with personal vehicles. Humans can cast magic faster than elves, with fewer complications (like they don’t need staves or wands) but their spells lack power.

    That’s all I have for now. Will update should anything else come up.

    PS: Should we come up with some sort of plan for our group first? What are they? Mercenaries? Adventurers? Or agents of a faction?
  12. I left the exact nature of orcish technology vague since I wasn't sure what technology level we are working with. Though I had envisioned a sort of Warhammer 40k level of tech; the existence of big guns, giant robots, fast cars, but put together to look like they were made from scraps or organic parts. Of course people would think orcs are "medieval", but those who'd actually believe that might end up on the wrong side of a rocket salvo or laser light show.

    Will put up a wall for orcish tech later.

    And I don't know about you guys, but I had intended to create an orc. Half orc anyways.
  13. I don't think you guys took a glance at my starting post. While the ideas on technology so far are lovely, I've stated that I would like there to be magitech.
  14. Sorry about that boss. don't you worry though, I got something in the works.

    Orc Tech! Also while I'm at it, Orcish Magic too, including their combative and supportive capabilities.

    THE GOOD STUFF (open)

    Orcish Tech is tough but simple, much like their people. A good thing about orcish tech is that it's easily adaptable and encourages constant increases in power, either through innovation or combining forces with other bits of technology. Many races would question the structural integrity of orc technology, believing that the only thing keeping them together is the faith of the orcs using them. There is some truth in this, but largely incorrect. It is true that much of orc's technology is reliant on them, but that is because their technology needs a power source, which comes literally from the orc's body. In the realm of cybernetics, Orcs are considered most dominate in their field. From large intimating mech arms to much more subtle androids, orc have discovered a sort of balance between their bodies and technology that allows them to adapt their manufactured limbs and organs and use it as naturally as their own.​

    And while many orcs still make use of living creatures for the purpose of transportation, they too have their variety of vehicles. And there are two things about orcish vehicles that separates them from other types: They're big and they're fast. Even their personal motorcycles are thrice the size of it's orc rider (Who themselves are rarely small in stature), but despite their lumbering girth they are one of the fastest things around. Orc seem to have developed an engine that can take account of the large amount of mass and weight their vehicles are expected to move, and they do so with surprising efficiency. More orcs have wheeled-vehicles known as Buggies for smallish 2-4 seaters, Trucks for vehicles with an open back and the capacity to carry ten or more orcs, and Landships for anything larger. They also have Bikes as personal transportation. ORcs have also developed a mild for of flying ability in the form of jetpacks, though it would be more accurate to say that they have strapped non-explosive missiles to their backs and achieve flight in that way. Orcs are currently looking into gaining some form of air dominance to fight their commonly flying enemies and to hunt down dragons. Hovercraft technology is largely known to them; some orcs might know it, but there is hardly enough interest in it for any serioues development.​

    Orcs do have guns. Lots of guns. An even younger weapon added to the orc's arsenal, however it's up there with the knives with how common you'd see it in orcish crafts or as a part of a complete ensemble. Most orc guns are kinetic based (Bullets and missiles) however their more advance magi-tech guns are definitely more prone to be laser based, but even so they are more technological lasers rather than magical ones. To elaborate: while their advance guns use magic to trigger fire their weapon, the effects are more based in physical science than magical theory. Most laser weapons, while powered by magic, are called "Chemical Lasers" by orcish scientist as they do not really affect the magical make up of their target, but alter the chemicals in their body for nasty effect. These chemical lasers are truly feared even amongst orcs, as their lasers are highly effective against what orcs would normally don as armor; beaten metal would turn from a protective plate into a death plaque when put against an Orc's Chemical Laser. Another name Orcish Magic Laser Gun have is the "Illusion Weapons", as their visual indicators are not accurate portrayal of their actual function. Originally the orcish laser was as difficult to see as a regular bullet; it was moving far too fast for most eyes to see (Faster than bullets even), and it also didn't help that the laser itself bends light away from it, making it effectively invisible. Most orcs who own Magical Guns add customized additions to make the laser more visible, despite how it would negatively effect the practicality of their weapon.​

    As mentioned before, orcs dominate the field of Cybernetics, and many orcs may chose to mechanical alternatives for the benefits even if they have perfectly functional parts already. Orcish Cybernetics are unique in that they're powered by an orc's own body energy, which actually extends their lives rather than shorten it. Cybernetics take most of the strain that an orc's body would exert, allowing them to operate at a higher capacity without worrying of their bodies breaking down in the future. While their cybernetics are more than destyructable even with all the effort to make them hardy, they are at least more replaceable than their flesh-and-bone arms. That being said, not all Orcish Cybernetic always look robotics; thanks to the donations of the various orcs who gave up their flesh and bones for mechanical augmentations, orc scientist have also created Biomechanical cybernetics. They look and feel like a regular orc's body part, however they have the increased properties thanks to their cybernetic enhancements, though they lack some of the more obvious features one could have with a fully mechanical body part. The Biomechanical parts are often too expensive for orcs, and most aren't impressed at how "Plain" they look, at least if they were purposely out looking to replace their limbs for some reason. They are usually more accepting of Biomechanical replaces of their internal organs, but even so they are rather expensive for most orcs. Merchants of Biomechanical Cybernetics hopes to have a wider customer base amongst the other races, who's sense of aesthetics are hopefully more inclined towards the subtle designs of Biomechanical limbs than the rudimentary Cybernetics.​

    Orcs do not base all their technology on just war however, and they do have medical sciences as well. Not only do they have cybernetics for orcs, but they also practice different types of medicine, though they often employ the service of Cybernetics to assist. Orcs have a traditional healing salve known as the "Scar Shield" which are quite effective where they originated from: in the midst of battle. They could be used to heal even fatal wounds in less than a minute, but create large ugly scars where the wound once was. Not much of a problem for orcs, some who value their scars, and the extra harden layer of skin also serves to make that area more resistant to injury. Orcs also have a wide array of anti-toxins, again due to their origins: Dealing with poisons and diseases in the field of battle. Even though Orcs usually have a high fortitude even they have developed vaccines and curatives for the various ways they could be afflicted back in the wastelands. Be it a eroding illness or a paralytic poison, orcs have developed a largely natural remedy to treat them. And despite cybernetics being employed to make orcs more resistant or even immune to most of these afflictions, orcish healers are still in business from the poorer families or simply those who do not wish to invest in cybernetic parts.​

    Now to the realm of magic. Admittedly, orcs are probably one of the least magically capable races, even less so than the dwarves. While they have and are willing to employ magic within their crafts, rarely would you find an orc with an interest in spellcasting, and even more rarely would you find an orc who is naturally able to employ magic in the first place. Most of their magic comes from their application through technology, but that is not to say that orcs are without magic if they are without technology. There is one source of natural magic powers that certain orcs would turn towards for various reasons: Demons. Unlike Wizards who train in the art of magic or Sorcerers who have an innate ability for magic, the orcs who turn to demons to gain magic are known as Warlocks and Witches. They create a pact with a demon to gain the demon's magical powers, who may increase his strength the longer the Warlock is bound to them.​

    These warlocks may follow different paths, but it is generally accepted that those who accept a demon pact aims to use it for war and profit. Most warlocks become Artificers, who use their demonic magic to create other magical items or enhance technological things to create Magitech. However unlike with Dwarves who my employ runes (though orcs may also use them) a Warlock can give an object any power within his spell list so long as he has a power source for the item to use. No mundane power source would do, and many Warlocks would use the soul of the living to empower their crafts. These souls need not come from mortal races though they provide a stronger source. The souls of animals would serve just as well, more so if the animal itself has a high amount of willpower. These are normally how orcs obtain their magical enchantments if they have not yet mastered their own variances of Runecrafting. This type of magical is formally recognized as "Soul Binding".​

    Another path that Warlocks follow are almost always chaotic in nature. That is to say, they use their pact with the demon to access destructive arcane magics. To combine an orc's natural combat abilities with the potential damage of magical attacks and you would have a very powerful, very feared opponent indeed. Warlocks of these types are known as Chaos Mages would use such spells as fire storms or earthquakes, or to give their own weapons powerful magical properties, or give themselves various combat bonuses such as an ablative barrier or increasing the size of the warlock. Occasionally a Warlock may have the mind and ability to empower others as well, more more often than not there are only two targets of a Warlock's magic: his enemies and himself.​

    Some Warlocks are very strange fellows indeed however, more so when they deal with Demon's who manipulate life energies. Perhaps the closest thing the orcs would have to magical healers, but just as their magic could restore life, they could also bring about the undead. These Warlocks are known as Necromancers, and despite their ability to control hordes of undead, their magics are more about manipulating life than death. Necromancers are often spiritual leaders who would deal with the souls of the damned or the lost, to speak with the dead to bring peace to the living, or to use their unholy magic to extend the lives of those who are about to lose theirs. Of course, there are also those who would use Necromancers for evil purposes, and what with the orcish lifestyle of warfare, there are always plenty of corpses for one's zombie army.​

    And lastly, there are the Warlocks who wish to make more use of the fact that they could even summon a demon rather than the demons' own ability. These Warlocks are known as Summoners, and as their name implies, they are quite adapt at summoning creatures and demons. Their demons serve more as a gateway between an orc and the internal realm, as the orc would rely on the demon to bring forth whatever creature or object the orc would require at the given moment. These types of Warlocks are more reliant on the demon's social connections rather their his own innate abilities, though both are equally helpful. Summoner Warlocks are well respected for mages (Which is to say, not very much for the orcs anyways) as they could be used to store and retrieve a massive amount of items at a moment's notice. Some Summoners can even move entire cities with the proper preparation. But just as it is with Necromancers, there is fear and paranoia with a Summoner's ability, namely that all they need to do is ask their demonic host to summon an army of demons to overwhelm any settlement, or to supply a large but unequipped force and turn them into a horde of heavily armed marauders.​

    I may also later write more in detail about the orcish lands themselves, such as what cities are established, who controls them, problems they face, etc.
  15. So we will have guns and cars then. Excellent. I will go with a more Shadowrun approach toward technology then.
  16. However, I do think we should establish our group's goal before working the worldbuilding. The only thing we have got so far is that they are elves and they have awesome bikes.
  17. Well, I intend to bring in a Half-Orc/Half-Elf to the game. I'll just tell you right now: he is the son of Malakaus, who himself had sexual relations with an Elvish Woman who supported Malakaus's attempt to defeat the Demon Lord. It was consensual, though his mother had to leave him in the hands of another orcish woman as his mother knew that she could not live in the orcish lands, nor would her child be accepted amongst the elves. His adopted mother was harsh and put him in the arena to fight for money as soon as he was seven (Which by than he was already five feet tall and strong enough to wrestle a full grown boar to death), though she also used that money to get him and education. My character loves her well enough, and understands that the arena fighting was just a way for him to make money due to his lack of meaningful skills or knowledge. He is unaware of his birth mother however, who may or may not still be alive.

    Also, continued reading! I should archive some of this stuff. Anyways, this bit is about the orc nations now and some things that we as players could get involved in or find ourselves involved in.


    There are three orcish "nations" within the wasteland known as "Malakaus", named after the orc who freed them of the Demon Lord.​

    The largest and most dominate of the three nations is the Sheoldred Empire. Led by the Empress Sheoldred Umbra of the Orchid Tribe, she rules her empire from her Capital City of Teplin. Sheoldred is a Lord of War, and thus her main interest is uniting the lands of Malakaus together under her banner. Of course, after a few years of war with the other two Orcish nations, they have entered a peace agreement, but the Sheoldred Empire never stopped their conquest. They have chosen to continue taking over the "wastelands" outside of the lands of Malakaus. Or as the other races would see it, the Sheolred Empire is trying to conqueror the Elves again. The Sheolred Empire do not neighbor any of the Dwarven holds, so they don't bother them too much, and the Sheolred Empire are trying to form a partnership with the human nations. Though the Sheoldred Empire intends to conqueror more lands for their people, Umbra claims to be a descendant of Malakaus, and honors his deal he made with the humans prior of The Karnage. The Sheoldred Empire thus are trying to help certain human populations by offering the protective services of the orcs and supplies, though there are still some tensions between the two races that make total cooperation difficult to achieve.​

    The second largest orc nation is the Nation of Waking Peaks. A largely mountainous orc nation who's terrain advantage has managed to protect them from both the Sheoldred Empire and other enemy nations, and they are rich in earthly wealth thanks to the mountains they live on. They are lead by the Garius God-Steel of the Creation Hammer Tribe. He is a Master of the Forge who leads the city on the ideal that they could recreate the world in their image. Waking Peaks are also known as the capital of industry and knowledge: they are the ones who orcs would go to for Cybernetic enhancements and education. Their capital city is Librarium, which sits on the highest mountain of the Waking Peaks. Notably, the mountain itself is not a natural formation: it is actually a large mountain sized mech, which played a crucial role in fending against the Sheoldred Empire. Waking Peaks are one of the more xenophobic nations however, who horde their knowledge and don't even trust orcs that aren't from the Waking Peaks. They are the mortal enemies of the dwarves, who they have driven out from their mountains when the original orc settlers arrived. Their only true alliance is with the Wargons, and the relationship is largely professional.​

    The Wargons is the third largest nation, roughly the size of Waking Peaks. However the Wargons do not have their own "land", and instead the vast majority of the Wargons are nomadic, often separating into different collections of tribe for whatever reason. Lead by the Lord of War Khan Goreash of the Wargon Rider Tribe, their only concerns are survival and longevity. Occasionally a Master of the Forge, or at least their ideals, may get into the head of the Wargon leader, but largely they are aimless, and roam wherever they need to in order to survive. The Wargons do have a capital city of their own however, though it's more akin to a place where they all come together to discuss matters of the Wargon. The city is known as The Infernal Divider, which is better known for being a city of demons than orcs, however they have a shaky relationship with one another; the demons are allowed to live at The Infernal Divider so long as they care and defend it, while the orcs promise to bring them trade and protection from the other nations. The Infernal Divider is the goto place for orcs looking to become Warlocks and make pacts with demons, as many of the Wargons do. The Wargons themselves also have amicable relations with the Waking Peaks, and are thus armed with various technological equipment, magical knowledge, and whatever else the Waking Peaks offer. The Wargons are some of the best warriors and hunters in all of Malakaus, and it was through their skill alone that they managed to repel the Sheolred Empire for so long (It wasn't until they made an alliance with the Waking Peaks that they were able to force a peace treaty). Wargons make up for the most of the bandit population however; while the Wargons as a whole are not necessarily hostile, a vast majority of the orcish bandits that prey in Malakaus or in the other worlds have their roots from the Wargon. The Wargons themselves do not do much to reign in those who leave their nation, and simply admit that their lack of a unified government leaves many individuals free to do as they please.​

    There are also numerous smaller towns and villages which specialize in their own trade which live independently from the three nations, though most have some form of alliance with the nations for protection. But more often than not, they are absorbed into one of the nations once they are discovered, either through diplomacy or after total annihilation.​

    Some of the biggest problems that the orcs have in Malakaus is the wildlife and banditry. Much like how it was when the Goddess once ruled them, the lands of Malakaus is rife with monstrous creatures such as dragons trolls who would not hesitate to kill all and any orcs they come across. The Wargons do their best to cull these numbers, but sometimes the whole reason they must continue moving is when such threats are too large for the Wargons to handle themselves. Banditry is also common place with the lack of unified governing, and many orcs who dislike the type of living in any of the given nations. The general food shortage that the lands of Malakaus suffer from also drive orcs to do desperate things, such as stealing from caravans and potentially cannibalism, which is illegal in proper orcish society (At least eating other orcs are, everyone else is free game). Their desperation combined with their poverty plus other factors puts a heavy strain on many orcish minds, and soon they devolve into nothing more than deranged beasts who operate on their base desires to kill, eat, procreate, and sleep. The orcs are trying their best to increase the prosperity of their people to lower the source of banditry, but as their nations grow so does their demand, as well as the banditry.​

  18. -silently watches all the ideas-
  19. -silently feels self-conscious-
  20. I got nothing for the other races though. I don't really know how an elf would think or what dwarves do. If yall have any ideas for them, I'm all ears.
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