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Future of the Orcs

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TeaLulu

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OOC:

Well, since every other race has an Idea-discussion thread (and a GM or several leading their development for the new map), I wanted a thread where current citizens of Krugmar could give their opinion, thoughts, and ideas. (>.> Yes I know I'm not an Orc but I love you guys and plan to stay in Krugmar on map reset.)

I would hope that these ideas would be looked at by the GMs and whoever is building the new map. I think the individuals who hold current RP leadership positions should be able to give their opinion on what the new Nation for the Orcs should be like. And I know said leaders would also want to hear some opinions from current citizens of Krugmar.

So post your ideas, discuss them, debate. Nothing is set in stone and really we dunno whats going on. (Except probably ImpulseHQ. I know you have a suggestion thread pinned up right now but I wanted to see one just for the new map. :333)

Current Suggestions:

Towns

A merchant town farther from the Capital, closer to Malinor or the Temple, along a river. Perhaps operated jointly with the Elves?(Lothiriel)

Any Merchant town would be THE town at the very front border of Krugmar.

A good-sized nomad village. (Mogroka)

Forts/Watch towers at the borders. (Mogroka)

Buildings

Materials: Sandstone, sand, dark wood (Easily chopped from woods at the borders of Krugmar), Clay blocks, some bricks.

(if you have building ideas, make them in singleplayer and post pictures!)

NO NEED for a super elaborate prison. (ilu tythus but still.) Keep maybe one "grungy little oubliette" hidden away for high-profile prisoners. (Ned!)

Shaman District in the Capitol NEEDS a nice big Library. (There can be a smaller one in the Merchant town as well.) (Ned and me and you all will agree or I might cut you.)

Pig Farm with slaughterhouse (Everyone agrees on this point.)

The Capitol

Should remain most elaborate and biggest of cities. (Gragern)

Imposing, military presence. (Lothiriel)

Split into Districts.

Possible Districts:

Shaman

Military

Merchant

Guild (for guild houses)

Residential

Pig slaughterhouse district

There will be a Great Wall out front and a district in front of it for non-Orcs to live/shop.

Only Orcs and the most trusted of non-Orcs will be allowed inside past the Great Wall.

Goblin village underground.

ALL of Aerog's lovely ideas:

- A sewer slum district for poor people and for goblins.

- Multiple arenas in the city.

- A farming district with caged halflings.

- Orc law reigns supreme; outsiders are not welcome and those who extend their already unwelcomed welcome will be sacrificed.

- Only well trusted non-orcs allowed

- Public parks and libraries labelled "Public Bathroom or Bathhouse"

- An ugly ass wall similar to the Sanjezal wall that Tythus built originially.

- Large shamamistic temples (with a real library with real history)

- Statues of important figures

- On the outskirts, a training ground for runts

- Governmental buildings that don't exist in other nations

- The surrounding area must remain completely un-industrialized/ colonized (have a large radius permed so retards don't build huts 100 blocks away)

The Landscape

Keep wide open desert.(Gragern)

Keep Roads unlit and dangerous; If you can't survive, you don't belong here!(Gragern)

Lots of harsh terrain with a few spread out towns. (Gragern)

Military tents occasionally but no other towns but the Capital and a Merchant town.

One Oasis which is the main point for water gathering; this can be closer into Krugmar than the Merchant town and the river which flows through the merchant town can dump into this Oasis.

Badass flags with skulls on top of them, or smaller clan-specific flags at the entrance into Krugmar territory (courtesy of Baisha~)

The Religion

Focus on developing Shamanism as a religion (Wiki? Lore? Moar! Petyr.)

The Army

The military needs a training facility and a barracks with beds, storage and basic facilities. The barracks would be used for players that literally just show up, join the army and don't have a penny to their name. (Ned)

Multiple Military districts throughout the capitol

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Though not of the orcs, as a religious leader myself, I'd like to make some comments on the religion of the orcs. Going along with more trade and conflict between nations, I think that the orcs should have a shamanistic religion that is as unique as the current Druid beliefs are. It only makes sense that over time, each race would have very different base religions with some diffusion occuring. I don't want to write lore for you, but I envision it would deal greatly with spirits, elements, maybe some gods or a unique take on creation, etc.

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-snip-

From what I can gather the Orcs frequently worship souls of their ancestors and make sacrifices to them regularly. I witnessed one myself the other day, poor fool just was in the wrong place at the wrong time.

*Warden_Initiate_Ashur quickly leaves the Orc city before becoming a sacrifice himself.*

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My Suggestions:

In terms of Towns, I'd like to see another merchant town similar to Sanhar but in a different location.

This Town would be a "richer" town, where more civilized Orcs, Goblins, or foreigners would congregate. It would be fairly far from the Capital, most likely closer to Malinor than any other nation, so long as Malinor agrees to it.

I'd like to have a large river cut through the middle of it, the River originating closer to another nation, to be used as a mode of transportation.

See attached my crappy GIMP drawing.

http://imgur.com/8Dl7z

The purple would be shops or stalls. (This could and likely would include shops with housing above them.)

Green is public parkland and Red is normal housing.

Red outline with pink shading is more expensive housing along the river.

Pink outline denotes public service buildings such as guardhouses or empty "town square" areas for meetings.

Teal denotes slum areas; likely set up in the same manner as the sanhar slums, being hidden from view somehow.

Gates would be located on one side of the river on the East and West ends. (There would be a bridge just outside the walls for people to cross the river to the correct side.)

The shops along the river would likely be house/shop combos. There would be numerous pathways going throughout the city and bridges over the water.

Blue is obviously the river. The bottom portion of the photo would actually be south; The river would head towards Malinor.

The whole city would kind of have the feel of the marketplace from Aladdin. Lots of alleyways, pathways, et cetera. I really think the Orcs could benefit from a market town that encouraged diversity and placed economics above racial differences. Sure enough if there are ever any racial conflicts this town would want to avoid them if at all possible, in order to keep business at it's peak.

Placing the town along a river/road combo would allow people to travel either by boat or by foot. HOWEVER, any road that connects to the town should not be the main road to the Capital or the majority of Krugmar. The Town will be in Krugmar's lands, but the road which goes to it should be an offshoot of the main road. In the event of war, you do NOT want your merchant city laying in the pathway!

If this town was placed somewhere halfway between Krugmar, Malinor, and the Temple/spawnpoint, it would be a perfect location, in my opinion. If its not possible to make this town with the new map, but it gets enough support, and both Malinor and Krugmar's leaders agree to it, I would definitely be willing to use my donator plot to construct it.

The Capital should have a much more imposing, military feel to it, as should the rest of Krugmar. This town will be the odd one out; Krugmar's Economic presence in the world, so to speak.

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Honestly, I just hope we keep the big open desert. One of the things I love about Krugmar is how little industrialization it has. I like that we have a few spread out towns where people congregate, and the rest is just flat open wilderness. The roads should be dangerous or the entire reason for orcs being the way they are is basically nullified. I really like the design of current Krugmar. The capital city being the most elaborate and biggest. A smaller town for mostly trade and traveling. Some small tents out in the desert. Then everything else open harsh landscape.

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I think Sanhar and Sanjezal are more than enough. Sanjezal is supposed to be an upper-class city anyway, and the river idea could work with it.

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I think Sanhar and Sanjezal are more than enough. Sanjezal is supposed to be an upper-class city anyway, and the river idea could work with it.

Problem is none of the cities will be copied over. Everything will be brand spanking new on the new map, all built from scratch. (Though capitals will likely all be done before the map is released.)

EDIT:: Basically my "merchant town" idea is for a town to replace Sanhar.

I had always assumed a River going through the capital would be too much of a military weakness, in terms of if you were attacked you don't want a river going through the city. It might work, though.

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((the new map will bring great building opportunities for the Orcs. Krugmar's desert is far too small and The distance between Sanhar and Sanjezal isn't really even a boundry, they would be the same town if in another nation. I agree with Tehlulu and her ideas of having a trade town and the rest being much different in architecture also the merchant town being by far the closest to the front boarder of Orc territory.)) More than anything i want to see a large imposing desert free of buildings except maybe the occasional small tent village of nomads or ruined structure of mystery between all the towns, kinda like the large wilderness between lauriland and ravenhold.)) On a seperate note thanks Tehlulu for you dedication to da Orcs! We're not so bad after all eh? da most honorable and smelly...well some of us find that a good point...race there is.

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Though not of the orcs, as a religious leader myself, I'd like to make some comments on the religion of the orcs. Going along with more trade and conflict between nations, I think that the orcs should have a shamanistic religion that is as unique as the current Druid beliefs are. It only makes sense that over time, each race would have very different base religions with some diffusion occuring. I don't want to write lore for you, but I envision it would deal greatly with spirits, elements, maybe some gods or a unique take on creation, etc.

We already have this but mostly in ingame books..

Also we only believe in the one God. shamans are possessed by spirits.

We just choice to Worship him deferentially from other people..

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Hey, I was merely throwing some ideas about. I simply hardly see any shamans anywhere but Krugmar, and I don't have a sense of how deep your lore is. I suppose I'm corrected. Would be nice to update your wiki so other perhaps could see.

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Hey, I was merely throwing some ideas about, no need for hostility. I simply hardly see any shamans anywhere but Krugmar, and I don't have a sense of how deep your lore is. I suppose I'm corrected. Would be nice to update your wiki so other perhaps could see.

(I Edited it..)

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((Hmm Perhaps Krink, Lex, and I need to get together and put together information to be written in books and Wiki. Thyst did an awesome job back in the day, but those old customs have rarely been followed since Thyst and Tre'bok died.

I would love to see more of Shamans running around, it's an awesome way to RP and creates exciting doors to be passed through. ))

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It makes a lot more sense for our trade city to be along a river or coast, with ports, ships and a major access road. The ships and all that fancy stuff would be elven and I like the idea of bleeding it in with the elves and their borders somewhat.

Between our trade city and our capital could be the bulk of our farmland, preferably tucked away here or there, as we don't want the road to the capital looking like the Land of Oz. We need to keep plenty of room along our roads for monsters and lost travelers dying painfully in the dark, cold and alone.

The military needs a training facility and a barracks with beds, storage and basic facilities. The barracks would be used for players that literally just show up, join the army and don't have a penny to their name. Hopefully, the majority of orcs that join are militant and/or shaman. Those that aren't we can banish to the Oren Guard.

We need a big-ass arena for events and also a small arena for our daily brawls.

Prison? The prison in Krugmar looks awesome, but do we really need an elaborate prison? Most of our detainees are either dead or running for their lives within the first two minutes of confrontation. Maybe we just have a grungy little oubliette hidden away for the occasional high-profile hostage.

An oasis. Our desert needs an oasis for fishing and water-gathering. I think we ought to keep the rest of the desert with minimal water sources. Have a nice, sizeable oasis with trees and patches of grass. Krink can run his little fishing shack either at the trade city or the oasis. Maybe we even have a tavern there so that we can get drunk and then fight and drown.

A library. The shaman need to maintain a library and we ought to push for more well-written Orcish lore and history, as well as collecting up what's already scattered around out there. Most of us are just a bunch of illiterate brutes, yes, but keeping tabs on our history will be a good thing for role-play and informing the later generations as we all get burned out and die off.

A pig farm with a slaughterhouse. No pig spawner, just for looks. Have a piston operated pig-crusher. Take halflings there occasionally to harvest their meat.

Okay, that's all I've got.

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Tinra could work, it it built into a great ocean an has rivers traveling threw it for travel. we are close to Kramoroe so there is decent foot travel.

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