Cracker 4570 Share Posted October 13, 2012 Orcs, Regarding our city and nation in 3.0, how exactly do you guys want to design the city? Judging by the prior discussion, there's two big builds which people seem to be focused in. http://www.planetminecraft.com/project/vergiax---ork-warbase-a-creative-node-project/ - The very traditional war-base of the Orcs. It's not really a true city as much as it is a giant war-ground, but it fits the traditional axe-crazy Orcish nature. This is what we've seen with Strigzgoi essentially. http://www.planetminecraft.com/project/al-hareeq-the-sinking-city-with-download-and-video/ - This is a far more radical style for Orcs which is much more tempered (oxymoron?). It's far more akin to an actual "city", even though Orcs always have had the concept of being far too bloodlusted to create a city akin to this. However, it does work really well with 3.0 and our resource boon of Gold and coal, essentially promoting trade and bartering among the Orcish people and the inhabitation of non-orc traders and warriors to protect our interests. The idea reminds me of Sanhar. Please comment and vote between the two, or if you have your own ideas for the city, give your idea. It's important to plan prior building in order to not waste time and create a better city than ever before. I'm ambivalent between both types of city; I think either can be utilized to intepret Orcish culture. My personal idea is one which I share with some of my builder friends in that we should have the city be more like the 2nd, Arabic city of trade. The city was one which was ruined after years of neglect and abandonment, and the Orcs come in finding the city and inhabiting it, even acknowledging some parts of their culture and become a bit more moderate (so we can have other RP besides raiding, pillaging, and shamanism :P). They take the derelict arabic-esque city, which is most built by the seaport, and inject their own Orcish architecture in certain areas, mingling both. The more trade based areas and prosperous areas are more like the old culture and the newer additions to the city are more Orcish. I think our old cities haven't really been cities as much as wargrounds; to have better RP we may need to actual create cities over warcamps designed for raiding. Also, comment so we can get your opinions as well as your vote. Trying to keep this thread for Orc RPers because this city is for the Orcs. Keep track of this thread; I'll be adding different questions and proposing different ideas for the city. Link to post Share on other sites More sharing options...
ΚΨΙΞ 710 Share Posted October 13, 2012 I prefer the Hobgoblin Warbase. It looks more brutal and savage compared to the tidy Islamic City. Anything that looks like Orgrimmar is sexy. Link to post Share on other sites More sharing options...
Lexperiments 18 Share Posted October 13, 2012 WHOAH HOLY CRAP, YOU'RE STILL PLAYING? Haven't seen you in forever. I'd vote for the latter, the Islamic-type city, DEFINITELY. It looks great, is an actual city, and truly, fits the Orcs more. The first one you displayed, the Orcish warbase, seemed to be littered in statues, huge caverns, and amazing craftsmanship. It really seemed like more of a Dwarven Desert city. There were even a few statues that I'm QUITE SURE are almost the same as some Dwarven statues from Asulon or Aegis (I forget exactly where). The true city, though, is great; it's moderately organized, has an amazing atmosphere, and I feel it could be a great hub for roleplay. It's moderately threatening, but it would not scare away new roleplayers. Link to post Share on other sites More sharing options...
Cracker 4570 Author Share Posted October 13, 2012 I was banned for a while, I will make an RP returning post. It's a big split between the ideas; be sure to comment to get your ideas heard. I like the mix since it doesn't take away from the Orcish spirit but keeps the idea of a "city", and it would make RP sense that we would conquer and reside in a broken city. I personally don't like RPing in a warground. While it works for essentially an Orcish "town" or outpost, it doesn't really RPly work as a full-fledged city, imo. Link to post Share on other sites More sharing options...
Eddywilson2 2117 Share Posted October 13, 2012 First off I want to say amazing job with both cities. I am going to have to +1 to the warbase for a few reasons. The islamic city is way to nice for orcs, and you know what they say about giving orcs nice things. Second the warbase is more of a brutal place and truthfully due to the lack of good orc rp ((I am not saying all orcs)) I do not think they are ready to properly use a city such as the islamic one. Once again great job to both cities. Link to post Share on other sites More sharing options...
No_Mortale 54 Share Posted October 13, 2012 First off I'm not an orc, and I have never played as an orc. But I would like to share my opinion anyway (if you don't mind) Personally I believe a combination of the structured 'city' and the 'wargrounds' are needed. 1. Having a structured city enables players to have a central location in the orc nation in which to meet, trade, and build connections. 2. Having an orcish warground enables the players to construct and develope the constantly rivaling orcish rp As you all know there are the two main types of orcs, Uruks and Goblins, Larger and Smaller. What would be quite interesting would be to have Goblin clans living underground (in the large cave networks) kind of Moria style. Being smaller they are technically 'weaker' but they could mine, ect. While the Uruks live mainly above ground in the traditional clans. The Shaman's of course are the inteligent ones, and form the leadership, and do what Shamans do best. Having these more specific 'roles' will help define the different races. I agree that the wargrounds look like a dwarven sand city, hence the need to merge the two. Anyway I'm done ranting. There are some ideas guys. Feel free to comment, edit and change the idea. Peace Link to post Share on other sites More sharing options...
Shar'ku/jenspelao 410 Share Posted October 13, 2012 I would prefer the latter one, as it totally fits with our nature, we could also add a few features of the islamic one, but most of the buildings should be latter. As the arabic one doesn't suit for us Link to post Share on other sites More sharing options...
Mingpow321 285 Share Posted October 13, 2012 I believe that something much like you said, a hybrid between the two, might be interesting. Perhaps the goblins (as there is a fair amount of us these days) control the more structured parts of the city (trade agreements and such) whereas the orcs stick to their old ways (raiding, pillaging, etc)? I think it'd be nice if when we got there the city was just like barebones, mostly all ruined and in need of repair/renovation. Link to post Share on other sites More sharing options...
~Verye~ 10 Share Posted October 13, 2012 Definately the Islamic type, it shows progress in the orcs and innovation. Link to post Share on other sites More sharing options...
Ned Lud 1260 Share Posted October 13, 2012 I would like to see a combination of the two styles. Maybe lore-wise we could move in and squat on a pre-existing Arabesque style ruined trade city and then expand outward with a reckless, sloppy and hodge-podge style. We'd have to make sure this was acceptable and compatable with whatever lore is planned for the migration, but I'd really like to stick with our tradition of moving in on other civilization's ruins and calling it home. We could have a simple and nice looking Arabesque city, somewhat ruined, and just march on in and stank it up, uruk style. From there we would do our own building, expanding outward while keeping the interior recovered ruins intact. 2 Link to post Share on other sites More sharing options...
Sultan 3953 Share Posted October 13, 2012 I would like to see a combination of the two styles. Maybe lore-wise we could move in and squat on a pre-existing Arabesque style ruined trade city and then expand outward with a reckless, sloppy and hodge-podge style. We'd have to make sure this was acceptable and compatable with whatever lore is planned for the migration, but I'd really like to stick with our tradition of moving in on other civilization's ruins and calling it home. We could have a simple and nice looking Arabesque city, somewhat ruined, and just march on in and stank it up, uruk style. From there we would do our own building, expanding outward while keeping the interior recovered ruins intact. I do like. Link to post Share on other sites More sharing options...
Lexperiments 18 Share Posted October 13, 2012 -snip- Sounds great to me. Link to post Share on other sites More sharing options...
_pok_ 1768 Share Posted October 13, 2012 I would like to see a combination of the two styles. Maybe lore-wise we could move in and squat on a pre-existing Arabesque style ruined trade city and then expand outward with a reckless, sloppy and hodge-podge style. We'd have to make sure this was acceptable and compatable with whatever lore is planned for the migration, but I'd really like to stick with our tradition of moving in on other civilization's ruins and calling it home. We could have a simple and nice looking Arabesque city, somewhat ruined, and just march on in and stank it up, uruk style. From there we would do our own building, expanding outward while keeping the interior recovered ruins intact. I agree. Link to post Share on other sites More sharing options...
Krag'Thak 7 Share Posted October 14, 2012 I would like to see a combination of the two styles. Maybe lore-wise we could move in and squat on a pre-existing Arabesque style ruined trade city and then expand outward with a reckless, sloppy and hodge-podge style. We'd have to make sure this was acceptable and compatable with whatever lore is planned for the migration, but I'd really like to stick with our tradition of moving in on other civilization's ruins and calling it home. We could have a simple and nice looking Arabesque city, somewhat ruined, and just march on in and stank it up, uruk style. From there we would do our own building, expanding outward while keeping the interior recovered ruins intact. Sounds pretty good to me, as long as its deserty, none of this stone and wood crap. Keep that Stuff to a minimum. Mostly sandstone and sand and desert. Link to post Share on other sites More sharing options...
VonAulus 2082 Share Posted October 14, 2012 Grool, in his sandy skin toned state, will need to be able to blend in inside the city, or else he will go on strike. I like Ned's idea. Link to post Share on other sites More sharing options...
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