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Thread: Orogs
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04-20-2005, 09:38 AM #1
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I'm looking for how players and GM's percieve Orogs - is it another 'medium challenge for medium xp/treasure' - a beefed up Orc, a toned down Ogre - an intelligent race of creatures (above human average in 2nd ed.) that has a complex but thoroughly disorganised social structure - perhaps a pre-technology version of Dark Horse's Predator.
The reason for the question is two-fold, firstly I've almost completed writing a Birthright scenario / ruleset for Mordheim (small scale minatures game) and the only thing missing is the Orog Warband. I cannot bring myself to just use the beastman stats and change the visual description - Orogs seem more than that to me. Secondly (as some of my players have guessed), there may be the option of encountering large numbers of this race, possibly even in a tribe situation.
So, any ideas / opinions (directions to someone's 20 page write up on Orogs that I didn't find earlier while bumbling around in the archives ;-)
Regards,
Doyle.
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04-20-2005, 11:30 PM #2
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In a message dated 4/20/05 5:56:35 AM Eastern Daylight Time,
brnetboard@BIRTHRIGHT.NET writes:
<< The reason for the question is two-fold, firstly I`ve almost completed
writing a Birthright scenario / ruleset for Mordheim (small scale minatures
game) and the only thing missing is the Orog Warband. I cannot bring myself to
just use the beastman stats and change the visual description - Orogs seem more
than that to me. Secondly (as some of my players have guessed), there may be
the option of encountering large numbers of this race, possibly even in a
tribe situation. >>
Briefly, my take is that (as opponents/armies) they should be about as
organized as your dwarves are. Rather well-trained; prone to group tactics over
individual feats of bravado; heavily-armed-and-armored (and therefore
vulnerable when out in the open). Also like dwarves, outside of battle, they are
rather family- or tribe- centered, to the detriment of the nation or ruler`s
interests.
Lee.
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04-21-2005, 02:30 AM #3
At 11:38 AM 4/20/2005 +0200, Doyle wrote:
>I`m looking for how players and GM`s percieve Orogs - is it another
>`medium challenge for medium xp/treasure` - a beefed up Orc, a toned down
>Ogre - an intelligent race of creatures (above human average in 2nd ed.)
>that has a complex but thoroughly disorganised social structure - perhaps
>a pre-technology version of Dark Horse`s Predator.
Klingons. I know, I know, but bear with me for a moment. Warrior
esthetic, expansionistic empire ideology. Violence as a means to an end
and an end in itself. Weird shaped heads and funky hair. Tusks. Well,
OK, that last one is a difference rather than a similarity, but on the
whole I model orogs on a fantasy version of Klingons.
Gary
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04-22-2005, 05:40 PM #4
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I found the write ups for them in the "Monsters of Faerun" & "Races of Faerun" to work rather nice. They've come to play a very significant role in my home campaign, and the key things I've found (both while running them as npcs & watching them as PCs) are that not only are they bigger & stronger than most of the other races, but they're smart and CONFIDENT (sometimes overly so - every PC regent I've seen was a raving megalomaniac). They are xinophobic, yes, but not because they're afraid - because they KNOW they're superior, and anything not an Orog isn't worth the spit to shine their boots. I tend to play their society as a mix of dark age Anglo-Saxon culture (falling somewhere between fact and the watered-down Nazi-flavored drivel they had in the Recent King Arthur movie).
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04-22-2005, 08:51 PM #5
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The Nazis may well be a good example. Highly organized, smart, expansionist-militaristic with an underlying ideology (coming from their god and the clergy) of racial superiority and extermination (of the dwarves).
Build a man a fire and he will be warm for a night. Set a man on fire and he will be warm for the rest of his life.
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04-23-2005, 11:31 AM #6
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This is really good, now I can get something nice and unpleasant (for the PC's), fleshed out for the next game.
Thanks,
Doyle.
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