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Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts

The Dark City Hork: The Order of Bahgtru

Orc King by Mananedo on Deviant Art
Many orcs are willing to do a lot for Hork, it is their home. It’s hard to tell at what level of importance these orcs place the city though. For many, their tribe or guild comes first, others place family or their gang of friends at the top of the list. The members of the Order of Bahgtru leave no question as to where their highest priority and loyalties lay. These orcs are defenders of the city.

Worshipers of Bahgtru aren’t always members of the order. Worshipers may be the loyal guardians for the tribal kings or others of importance. Some are the strength, or protection arm, of a guild. The church is willing to accept all those who are willing to worship and follow the ways of the loyal servant of Gruumsh. In the gathering of worshipers throughout the city the temple of Bahgtru is very much like the other temples of Hork. However, the church Baghtru also gives a special place to the members of the Order.

The Order of Baghtru has their own area for living and training. These halls are exclusive to the Order and only a few priests of the Temple of Bahgtru or high ranking city officials are allowed in. The area was given to the Order by the city because of the work they do for Hork.

Members of the Order of Bahgtru swear allegiance to the city. This oath goes beyond the protection of the tribal kings, or even the King of Kings. In fact the oath isn’t to protect anyone. The oath is given to the city—Hork—which for a member of the Order means they are protectors of the city from any force within or without.

The order was established in the years after the founding of the city, during a period of time many orcs never hear about. The city nearly destroyed itself when the victorious tribes started battling each other for control. The infighting took a toll on the overall number of warriors making the city vulnerable to outside forces. It was during this time the ranking priests of Gruumsh stepped forward and established the current governing system.

Along with the actions by the priests of Gruumsh, the priests of Bahgtru established the Order, under the guidance of Bahgtru and his teachings of loyalty. In the early years the order was small and was known for ruthlessness, something it’s still known for. They didn’t take sides in fights between the tribes, they were in the middle fighting both sides. Their goal, mission, was to establish a level of order the orcs could live with and would allow Hork to continue. This level of peacekeeping is still the mainstay of the Order.

From Slavador Trakal
During times of civil unrest, or if tribal or guild fighting begins to spread too far, it can be expected members of the Order will arrive to settle things down. When members of the Order arrive they see all involved as enemies of the city, there is still no taking sides. However, if the events are not deemed as being dangerous to the city, they are not interfered with. The Order leadership does not want to remove all disorder—it is known that a certain amount of change is needed to cull the weak and keep the city strong. Their focus is on keeping Hork strong.

Membership to the Order of Bahgtru is open to any orc. Petitioners are required to demonstrate competence in some set of abilities (for game terms this means the petitioner must be at least 3rd level in any player character class). Once they have demonstrated their ability they go through the rituals of devotion. These private events are not talked about. All that is known about them is they are designed to show, and reinforce, the novitiates loyalty to the city of Hork.

Being a member of the Order allows some benefits many orcs don’t have. They are given an elite status by most commoners, especially the non-associated. It’s known that members of the Order will not attack those who don’t show an affiliation, although they won’t defend them either. It is rare for an Order member to be attacked by a tribe or guild when it’s known the orc is a member. Being a member of the Order allows the same rights of retaliation tribes and guilds have. However, the rights of the guild or tribe to retaliate against the Order are almost always limited (not by law). Because the Order’s position as protectors, attacks against the Order usually result in retaliation by more than just the Order.

The second level of loyalty of the members of the Order of Baghtru are to other members. Even when walking alone in the halls members of the Order are usually not alone.

Recently, one member was singled out by a gang just off of the Main Market. It is believed the gang thought they were winning when the fighter went into a full defensive mode and allowed the gang to surround him. That lasted until the gang started dying as Order members, adept at sneak attacks, surrounded them.

Support is also given by member spell casters. It is rare to see a member of the Order of Baghtru hurt for more than a short period of time.

The Oder of Baghtru also train together, learn who members are and what they are capable of doing. This level of loyalty and knowledge of each other leads to help being given without question and without asking.

Orc Assassin by Benedickbana on Deviant Art
Some non-members have also found it advantageous to support the Order. This includes orcs and non-orcs. Their reasoning varies widely, but by supporting the Order they are protecting their new home and gain a certain level of support from others who are not aligned.

Members of the Order seldom leave the halls of Hork. They are devotees to the city and their oaths play heavy on them. The only time it’s been known that a member has left the city has been when they were sent on a mission for the city. Of course, there may also be clandestine mission of Order members.

To leave the Order is a serious undertaking. Any member who decides to leave is effectively telling the Order they are an enemy of the state. Even if this is not the case, it’s viewed by the Order as such. From that time forward there’s a standing death warrant for the individual.

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The Dark City Hork; The Oozing Eye Tribe

Orc King by Mananedo on Deviant Art
In some of the lowest levels of the city of Hork, on the edge of the tunnels leading into the darker realms of the underdark, the Oozing Eye Tribe is in control. It's a dangerous area for anyone to be found without permission. Although they are believed to be the smallest of the controlling tribes of the city, they have long reaching influence inside and outside the city.

The leader of the tribe, Kruckak, has been following the same path the leaders of his tribe have followed since the city was taken away from the dwarves. Instead of vying against the other orc tribes for power within the city, the Oozing Eye has been building power outside of the city, and using that reach to influence the darker corners within.

By counting their tribal members who are working and living in other areas of the underdark and on the surface, the Oozing Eye may be one of the larger tribes. Their presence, or ambassadors, in a number of these other cities or racial communities has increased their power in ways other tribes don't know about.  One of their strongest connections is with a community of Illithid who live in the caverns deep below the city. Another is a smaller drow city to the north of Hork. They also have a hidden enclave in the surface city to the East. The Oozing Eye also maintains connections with a number of other smaller locations through the caverns and across the surface.

This has led to supplying the city of Hork, by working with smugglers, the black markets, and guilds, with many goods the residents have come to enjoy. One of the smuggling operation is the group moving goods through The Squeeze. Other operations are located throughout the city, and even inside some of the ruling tribes. When an orc find themselves owning something valuable and recognizable the connections of the Oozing Eye provides the opportunity for them to earn some gold and be rid of the dangerous prize.

Kruckack knows about the operations, but, by choice, he doesn't know the full depth of them. He represents his tribe on the Kings' Council and the lack of knowledge of the extent of the clans operations is a layer of protection for himself and his tribe. He uses his position within the council to gather information helpful in their smuggling operations (like when tribes are disputing boundaries). Also, if there is one of their operations being threatened by political activity, he uses his position to divert or distract the tribal kings.

Working with the Illithid

The working relation with the illithid has been beneficial to the Oozing Eye. The illithid have given the tribe support in defending themselves and hiding their operation. In the other direction the tribe has been providing the illithid with slaves, food, and a route into the city or into other locations they are working in.

Illithid from Forgotten Realms
The mind flayers have not openly shown interest in the orc city. Instead they use it as a point of rest between the human city and their own home. This works well for the orc tribe. The illithid prefer to travel through the city wit while attracting as little attention as possible.

The tribe understands the illithid are working towards their own end, even if the orcs don't know what that is. For the orcs, the relationship has been profitable and advantageous, and that is enough. They figure the risk is worth what they've been getting. They've also taken a number of precautions to protect themselves from the abilities of the mind flayers where they think it is most advantageous to do so.

The illithid understand the Oozing Eye is providing a service for them they could probably do on their own. It is easier though to have the orcs doing the work of which a lower race should be doing. Every mind flayer in the city has some level of connection to the lower community, and thus, the Oozing Eye. They help the tribe only as a means of protecting themselves.

Working with the Drow

The Oozing Eye has set up an enclave and trading outpost just outside the nearby drow city. The orcs supply mostly surface goods to the drow, which has been profitable for the tribe. The surface items the orcs selling have a high social status attached to them in the drow community and they are willing to pay well for them.

The trading enclave is in a cave complex that is well protected by the orcs and only those who have demonstrated a level of personal control are allowed to work there. The positions are prized because of the amount of bonus pay the orcs at the enclave earn. However, the location isn't without risk since the drow consider the orcs to be so far below them and orcs who have wandered off on their own, or even in too small of a group, never return home.

The Oozing Eye has also helped the drow gain access to the city to spy on the tribes and other activities. Along with the normal diplomatic channels the dark elves have with the city leadership, they have spies gathering information through non-diplomatic channels.

Working on the surface

The other end of the orc trade route from the drow and illithid is the surface city to the East. This location is more clandestine than any of their other operations. The tribe has lost more members to the humans, elves, and dwarves of the surface in the city than any other location.

In the surface city the orcs work through one of the thieves guilds. The orcs are in the role of smugglers and black market merchants. They are providing goods from Hork, the illithid, drow, and other locations. Even though many of the items aren't considered illegal, the city has made it illegal to trade with the "monstrous races."  

Sturrgot of the Oozing Eye

Sturrgot is one of the leading merchants/smugglers of the Oozing Eye tribe. He has travelled the underdark tunnels for years and knows his routes intimately. Along with the main trade routes, Sturrgot knows many back routes to get into places without being seen coming and going.

Sturrgot has also created a number of safe havens where he can hide between the cities. Because of his capabilities he's trusted by the tribe to transport high profit items: living and non-living. He also has his own clients which the tribe doesn't know about.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


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The Dark City Hork; The Squeeze—A Place for Non-Orcs

Drow wizard by Wolf Eyes on Deviant Art
If you're not an orc in the city of Hork, there are only a few places you can feel like your life isn't threatened, even if your belongings still are. When you want to get something to drink and be able to sit in relative quiet and comfort there is The Squeeze.

Located along The Market, near to where the ceiling in towards its lowest point, The Squeeze provides a place where orcs don't go. The half-bloods that go there are rare and well known. A new patron with orc blood better be escorted by someone who has been to The Squeeze before.

The name for the tavern comes from the entrance. Leading back into the common room from The Market is a narrow passage that any creature of at least human size must squeeze through to get in. Larger creatures are usually unable to make it into the common room (only those with some way of controlling their size) and tables and benches are set up outside the entrance they can use. There is no service to these tables and the only way they can get drinks is to have a friend bring them out to them.

There are times when there is a line to get in or out as people are waiting to make their way through the passageway to the common room of The Squeeze. Smaller creatures can still push past each other, but not any of the larger races. There also seems to be kobolds making their way in and out on a regular basis.

Inside The Squeeze

Narrow cave in Keelung, Taiwan
The Squeeze is one of the better furnished taverns in the area, and possibly the city. The main reason for the better tables and benches is they haven't been broken. Everything inside the rooms of The Squeeze bigger than the entrance had to be built inside the common room. The other reason for better furnishings is The Squeeze is neutral ground for all the non-orcs who go there. And, the owner is strict about not having fights, or other mischief that could keep patrons away.

A dark elf who goes by the name of Hathen is the owner of The Squeeze. Many patrons know that is not his true name, and not to ask any further questions. They also know Hathen is a wizard of some capability. It is also believed he is not the true owner of the bar, just the operator. The reason for this belief is Hathen doesn't always know about an event that led to correction. Those who start fights, thieve, or ask too many questions about Hathen's past or why The Squeeze seems to get some finer liquors, are soon no longer patrons.

Along with the common room there are four side rooms that can be used for private discussions. There are also the rooms used for storage by the workers of the Squeeze and the private chambers of Hathen.

The side rooms can be used by anyone, as long as they have been paid for. The rooms are rented on a timed basis and each contains a set of hourglasses so the renter knows how much time they have left. When the time is up, the renters are required to leave if another group is waiting for a room. If no one is waiting, they are allowed to purchase more time.

What Is Served

The stores of the bar include a wide variety of liquors, food stuff, and fresh water. Fresh water is provided as long as a customer is buying something else. Patrons are even allowed to refill their water skins. The food and liquor varies as to what is available when, but there are always basic food stuff like cheeses, along with smoked and pickled items. There is nothing freshly cooked here.

Hidden Beyond the Common Room

As part of the Hathen's private quarters there is a secret passage leading to the levels below. The passage has rooms, but doesn't connect with any of the city tunnels until several levels lower into the city. Within these hidden halls a band of mixed raced smugglers, store there goods. The other end of the passageway is located on the outskirts of the area controlled by the Oozing Eye tribe.

Typical Kobold
Orcs of the Oozing Eye help protect the area because they believe they are guarding the only entrance to a set of storage rooms. The smugglers work with the Oozing Eye. The smugglers also work with Hathen in exchange for his magical talents. The exchange has been profitable for all three groups. Hathen won't sell anything smuggled into the city except for the food and drink—he doesn't want any additional attention. However, he knows a few contacts that might be able to help.

The Flow of Kobolds

As mentioned earlier, there is seems to be a steady stream of kobolds coming and going from The Squeeze. The kobolds are in fact an organized tribe living in the city working with the smugglers to move smaller items in and out of the city.

The kobolds are well organized under the leadership of the sorcerer Dakksa.

They work to protect their operation, which in turn helps protect the smugglers and Hathen. They do not steal from anyone at The Squeeze, and will not tolerate anyone they catch doing so. There main goal is to keep attention away from the tavern.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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The Dark City Hork, The Market Bar

Orc King by Mananedo on Deviant Art
There is a bar with its main entrance leading into The Market, a bar most residents of the city of Hork know, or know about. Because it is so well known, the current owner, Negrut, has never given it any name other than what the general populace calls it, The Market Bar.
  
The Market Bar sits about halfway towards the end of The Market that opens up to it full height, just before the roof raises past the third level. There really is no reason for its location other than that is where the original owner was able to take up residence and start selling whatever beer, grog, or other concoction he was able to create or obtain.

What The Market Bar Looks Like

 The Market Bar consists of a main room with four different entrances and a number of backrooms.

The main room has a bar along one side (a solid plank set on a couple of mismatched sized barrels) with no stools to sit on, with tables and chairs scattered around the rest of the area. Like the bar, none of the furnishings are built of high quality. Some show signs of being repaired and give the look of ready to use impromptu weapons. Most of the surfaces are not level and almost everything has a little wobble. One of the side rooms contains more furniture that can be quickly put out.
  
The place is kept clean by orc standards. This means there is nothing dead or dying in here that is not considered edible.
  
No signs mark any of the entrances to The Market Bar, and there are no doors on any of the entrances. Along with the larger entrance that heads into The Market there is an entrance in the opposite wall leading out to smaller tunnels on the same level and a stairwell to the side going up one level and down two. Going down allows access to the smaller halls of the next two levels.
  
From MattKatz on Deviant Art
Going up allows a patron to access some additional tables located on the balcony overlooking The Market. Every so often a staff member will go up there and collect mugs and plates left there, but there really isn't any regular service to the balcony unless the patron is an orc of renown or one that shows they are willing to pay well for the service before the leave the common room. The balcony allows a little more privacy, but when more is desired Negrut has a couple of private public rooms along with his kitchen and storage and person chamber.

 The only thing noticeably different of any of these other chambers is the furniture is in better repair. Those in the private areas don't even look like they have been used in a fight.
  
Who Works at The Market Bar
  
The bar is run by the retired orc warrior Negrut of a clan from beyond the city. Sometime in his past, and it is believed by many that it was because he came from a distant clan, Negrut lost his left eye, hand, and foot. Since his retirement as a fighter Negrut has learned clerical spell casting from the priests of Gruumsh. The connection with the temple would be enough to provide Negrut protection with threats of retaliation. But Negrut is one of the rare orcs who is truly pledged to the city of Hork.
  
Although Negrut is no longer a fighter by profession, he is a powerful knowledge broker. This work is done through himself, his staff, and through his bar. All of them are granted a level of protection from their extensive lists of clients.
  
The Market Bar is the place contacts meet, a neutral ground. Neutral doesn't mean that fights don't happen here, it means Negrut and his staff protect their own and don't take sides. Along with meeting known contacts, staff members and Negrut are well acquainted with many informants, and spies willing to pay for information. Many orcs come to sell information to the owner and staff and allow them to do as they will with the information instead of getting directly involved.
  
Money is earned by the bar because every patron is expected to buy something, and the longer they stay, the more they better be spending. No one is allowed to just sit and wait. One would expect the drink and food to be overpriced and not good under those conditions. It is only slightly higher than average and the food and drink is better than average. Negrut knows he has distinguished guests in his rooms, even when he doesn't recognize any of them.
  
Staff members are free to sell any information they learn in the bar. They all pay a percentage to Negrut on the extra income (this rule is explained only once to new staff). If the information is considered even more valuable they will share it with their boss for additional profit. Because of this ability to earn extra income The Market Bar has an attentive staff. This rule also applies for any items staff members come across and sell, usually while cleaning up from fights amongst the patrons.
  
Fights are not discouraged, but the staff does not start them and is expected to defend the back rooms when they happen. They will take advantage of opportunities when they arise during the scuffles.
  
It has also been known that unwary, and unknown, travelers have been given directions by a staff member never to be seen again.
  
From Neverwinter Campaign Setting
For Negrut, the information he deals in is that which would impact the city, clans, temples, or major guilds. His connections are placed high in the organizations and he is well trusted. He also has a network of informants who provide information that none of the networks ran by his clients seem to be able to get.
  
The Market Bar never closes. Negrut spends much of his time in the common room, but he also has his private chamber and freely roams the market in safety because of his recognizable appearance. He maintains enough staff to keep the bar open and if something was to befall any of them there are plenty who are willing to work there.
  
Non-Orcs
  
There is seldom a non-orc in The Market Bar. If one is present, they had better arrived with a known orc and remain accompanied by them. If they are not, the rest of the patron will forcibly remove them. If they show themselves to be very capable, the rest of the patrons start to grumble and leave. Negrut will ask them to leave because if they don't, they will cost his reputation and the loss of his business, and the person is marking themselves for who-knows-what once they leave back into the halls for paying such an insult to all in his establishment.
  
If an orc, and even some non-orcs, mention they are looking to buy or sell information, there is a good chance someone will direct them to The Market Bar. In fact, if they think they can also earn some money from the transaction, they may take them personally. Most the time though, the place is used as a place to meet an established contact, at a prescribed time.
  
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


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The Market of Hork

Orc King by Mananedo on Deviant Art
The dwarves who originally shaped the caverns into what is now known as Hork were typical dwarves. The public areas were made into grand halls. There are several locations around the city of Hork where this is easily seen. The largest hall is easily accessible by the residents and visitors of the city. Those who live in the city just call it The Market.

It can be assumed what the hall was used for by the dwarves, and readily apparent what it is used for now. The wide hall stretches for nearly a half a mile. There are places where the sides stretch out over a hundred feet from side to side. Some sections are only two stories tall, while towards one end the roof raises to accommodate ten layers of balconies. Most of it goes up four stories.

Once, the grand dwarven hall marked some of the clan's achievements. The orcs have by organization, and by mishap have transformed the carvings and paintings on the walls. And most of the depictions are hard to see because of the layers of shadows. Torches and lanterns are placed around the hall, this is done for some items to be seen, but it also creates places of shadow where only those who can see in the dark are welcome. There are even corners where those who have dark vision are unable to penetrate the inky blackness without help. The dwarven art decorating the walls, balconies, and ceiling are still visible in places, or can be discerned with careful study. In one way or another almost all the art has been altered to meet the new owners' aesthetic.

Many items are bought and sold in The Market that are considered illegal in the surface cities. The only reason these items are not bought and sold openly is for discretion: it usually is best for the purchaser not to be seen buying some things. There are some shops who operate openly that are regularly watched by tribal spies. For example, it is known that Tat, a goblin ranger, sells herbs and other components to Hita, a female orc adept, who specializes in making poisons and lives in a darker corner of The Market where the ceiling is low.

The Market is not the only market located in the halls of the orcs. What sets this market apart, besides its size is the general acceptance of its location between the tribes—physically and politically. No tribe openly owns The Market. Tribes might control some of the business taking place in The Market, but their control does not extend beyond their business operation. The groups who maintain a stronger hold in The Market are the thieves' and trade guilds.

The Thieves' Guild

One of the strongest, if not the strongest, factions in residence in The Market is the thieves' guild. Most of the activity of the guild is in providing protection, especially for the businesses not owned and ran by orcs (which there are surprisingly many). Within the city this level of protection is different than what most civilized races think of.

From Deviant Art
Orcs believe in the rule of the strong, and this applies to the running of business. A business without protection will be destroyed by those who choose to come and take what they want. If you're unable to protect your goods, then you should lose them. That is the natural law, and part of the code of law within the city. The thieves' guild is one of the stronger organizations providing the desired protection to successfully run a business.

Trade Guilds

There are many different trade guilds in the city of Hork, just like in every other city of the world. The difference here is the organizations have a stronger level of providing protection. Like every guild, they have the responsibility of training those who want to learn the trade. Every trade guild also has a contingent who are trained warriors who work as guards protecting the guild hall and member businesses.

The first is what most are familiar with: the advancement of the trade by growth, training, and protecting trade secrets. They almost all have a system of apprenticeship, journeyman, and masters. The guilds are growing slowly because of the nature of general orc society, there are few masters who are orcs. Those masters who aren't orcs keep a low profile out of need to ensure their own safety.

Protection is the other major activity of the trade guilds. Some find it easier to hire out the protection from either the thieves' guild or by contracting with other groups. There are a number of mercenary guilds willing to sell their services. Another option that is used, but not as much is obtaining tribal protection. Only a few openly use tribal protection because of the associated political costs usually applied. Another option used is independent protectors.

Unhoused orcs and extended visitors are the main force of independent protectors. These individuals and groups usually only work in limited areas, because along with providing protection for their clients they still have to provide their own protection. This sometimes leads to limited contracts. Some of the more savvy merchants are willing to hire parties as guards because they usually don't have to make the final payment. One example of an established hired protector is the wizard Fafth, a half-elf wizard who provides protection to the two spice merchants located outside his home (neither of which is orc).

Disturbances in The Market

Strength rules, and thus fights break out on a regular basis. For the businesses, this means securing your business as best as possible to minimize the impact to your establishment and goods, and self. The regular fighting that takes place is the main reason the merchants hire guards. There are city guards who have their own responsibilities.

The guard who are assigned to duty in The Market are usually from one of the main houses, so it is expected there are split loyalties when they are performing their duties to the city. The duty of the guard in The Market is not to maintain peace, but to make sure any mess made is taken care of. How it is cleaned up is usually left to the discretion of the guards on hand.

When cleaning things up, if there is something to profit from, without causing additional complications (like the fight was with an established priest or if those involved know the rules and set guards while they pilfer the fallen), the guards will step in a take care of what is left behind. Usually the parties involved are held accountable. The victors of fights, which usually means there is a body on the ground and they are still standing, are required to take care of the remains. This can be done personally or by hiring someone. Most the time there is a goblin, Backack, who arrives when fights break out. When the loser isn't dead (meaning they are still conscious), they must make amends for damages.
From Lord Of The Rings

A Couple of Points of Interest

The Market Bar

Ran by an old veteran orc, Negrut, the Market Bar is a place where orcs are accepted and any non-orcs, who are not brought to a table by an orc, can expect to be forcibly removed by another patron.

The Squeeze

Non-orcs find a more welcoming experience at a bar located in an out of the way location along the main hall of The Market. The small passage leading back into a common room gives the bar its name, and there is no sign marking its location. The passage is narrow and creatures of large size are unable to make it into the common room and have to wait for a friend to bring them something to drink.

Backack

This goblin makes his home on the second level of the market near the middle. He has as a wide range of informants throughout the hall to let him know about fights and other events that he may profit from. He has the ability to quickly arrive to take care of the remains for a fee. He also has a network to make a profit from what he collects.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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The Temple of Gruumsh in Hork

From Slavador Trakal
There are six major orc deities and all are worshipped in the city of Hork. The religions are an independent major power structure that competes against and works with the political power of the Council of Kings. Gruumsh is the most worshiped deity of the pantheon within the city. The other five maintain strong followings and their numbers fluctuate as their popularity grows and wanes. Because of the position of the high priest of Gruumsh in the Council of Kings, none of them have the same influence and control of the general populace.

All the temples maintain their positions of power in Hork by appealing more to the common orcs and across the tribes. This helps their political power as well, since the kings know that upsetting the higher priests, of any temple, can be a quick way of losing leadership.

Most orcs pay tribute to more than one of the key gods of the pantheon. There are also followings of the more obscure ones which aren't talked about much. This style of worship is also reflected by the tribes. A tribe has their patron deity and the others are worshipped to a lesser degree.

Here is the leadership of the priesthood of Gruumsh.

The high priest of the temple of Gruumsh is Gorrukk. This older orc is older than most orcs in the city and still looks like he could manage himself in a fight. However, he knows he doesn't have the quickness he once had and has turned to dealing with the politics at the Council of Kings.

Gorrukk maintains influence in the Court due to his extensive knowledge about the individual kings and what is happening within their tribes. His network of informants includes priests he has personally placed with each king as consultants to their tribal court. An intermediate for the king and tribe to Gruumsh.

The kings' know these consultants are a two-headed axe. And, both sides of an axe can be wielded. Gorrukk also understands his consultant priests have divided loyalty to their tribe, king, and temple. To ensure he has the right information, his network goes well beyond those few orcs.

Gorrukk has two main goals while in the Council of Kings. The first is to maintain the King of Black Fang as the King of Kings. Tuagout is a capable figurehead leader for the city. However, Gorrukk ensures Tuagout's position is always working to maintain the conflicts within and without the city so he doesn't get too involved with the matters of religion.

From Deviant Art
Along with maintaining a somewhat stable leadership for the city, Gorrukk works to ensure the other races now living in the city are controlled. He believes the largest threat to the city of Hork are the non-orcs who have been allowed to enter the city. And, those now living in the city would best be dealt with by killing them or expelling them. He doesn't trust non-orcs and the only slaves he keeps are the undead he has created and can control.

With his time being devoted to activities of court Gorrukk leaves most of the temple business Kuhkill.

Kuhkill is the next highest ranking priest in the temple. Where Gorrukk is concerned about maintaining the current order of the city sitting in the council chamber, Kuhkill is inclined to be an orc of action. His main goal, besides ensuring his place in the pecking order, is to strengthen the temple of Gruumsh's position within the city. His own spy network gives him much of the same information about the tribal activities that his leader gets. With that information Kuhkill focuses on what can be used to recruit more priests and followers. His manner of growing the following of Gruumsh uses whatever means he feels useful.

Kuhkill's rise in power has been helped by his association with the thieves' and assassins' guilds. He has found a level of fear of not following a command from the temple is a strong motivator for many orcs to be faithful. When the fear is generated by the unknown hand of Gruumsh, faith can even become stronger.

He is also willing to use the priests and the holy warriors of Gruumsh as he feels they are most useful. Gorrukk has turned is eye away from how Kuhkill manages the faithful since his heavier involvement in court.

Kuhkill is well known by many orcs in the halls of Hork and spends a lot of time in the market hall consorting at the different businesses. Kuhkill's activities brings money to many commoners and they don't want to upset the current order, as long as it is paying so well. He is also known for not wasting time of killing an individual who has offended him.

Many see him as the real leader of the temple. This is not spoken openly. There are more informants than not. If you're not selling information, you're shorting your purse.

Kuhkill allows the next priest in line at the temple to be the Gorrukk's assistant. Mogfu is better suited to sit with the old orc. And the two underling priests have an unspoken understanding that the power arrangement of court and city will be maintained after Gorrukk's death.

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Main Political Structure of Hork, a city of Orcs

From Lord of the Rings
Adjusting the City of Hork to a Location

In building the city of Hork I started out in a generic setting. However, due to some comments I received, the information presented for Hork will be part of Forgotten Realms by Wizards of the Coast. The responses have also been about developing in the older d20 systems so that it can be easily converted into Pathfinder and another system (they didn't say which one).

Main Political Structure

There are seven major tribes in the city of Hork. They continuously fight between themselves to better their political position. The fighting is rarely in the open, but there are times when the blood overflows into the tunnels. When one tribe is known as the attackers, there is almost always a level of retaliation from the attacked. Every tribe has decent numbers of warriors,           but retaliation by the smaller tribes is usually limited away from bloodshed because they would have a harder time of a war of attrition.

Alliances are common. The strength of any alliance is always in question. For, an alliance is only as good as it is serving your needs.

The Seven Main Tribes

After the King of Kings (Black Fang) there is no specified order of who is the next in line. Orcs are not well known for creating organized lines of ascension. Unless, there has been some level of influence pushed as one King of Kings ages the transition could break into a major battle. Two actions have prevented this breakdown so far. The first is the sitting king of the Black Fang has handed over his sit to a son before his death, and the temple of Gruumsh has blessed the new king as the rightful leader.

Black Fang

King (King of Kings): Tuagout

Black Fang has maintained the ruling seat since the conquering of the city Several times it has come close to losing control, but has come through each time. One of the major reasons for its ability to maintain power is its connection to the power of the priests of the temple of Gruumsh. The Black Fang also have a larger fighting force because they have taken control of smaller tribes that have entered the city, and instead of killing the new orcs, adopted them in as tribesmen.

Orc LARPing in Denmark
Leg Breakers

King: Spakak

This tribe of orcs has always kept to itself and maintain little control outside of their own area in an isolated set of tunnels. The tunnels are easily defended by orc and trap, making it hard to do any real damage to the tribe. The Leg Breakers took the heaviest losses when capturing the city and found a place where they could rebuild. Over the years, they have expanded their border slowly and methodically to maintain their protectiveness. This tribe, in many ways, is one of the best organized, especially in military matters.

Dark Death

King: Kollodob

In one of the higher levels of the city, close to one of the city gates to the surface, Dark Death has taken control. This tribe has maintained a stronger connection to the surface world than any other city tribe. This has played out for them in two ways. The first is they have members who are better on the surface, including the highest-ranking druid of the city. Kollodob has also maintained political connections with surface tribes of orcs and other monstrous races.

Fire Wolves

King: Looshik

It's understood by most orcs that Fire Wolves are connected with the assassins' guild. In fact, this is more of a ruse than anything else. The guild acts in its own interest, and not for any particular tribe. Because the rumor really only goes through the common orcs, and doesn't hurt their business, the guild has not tried to end it. Fire Wolves have allowed the ruse to continue so they can work on their own agenda with less interference.

Blood Swords

King: Gordung

Deeper in the tunnels of Hork, the Blood Swords have established their tribe's home. The Blood Swords control one of the major routes into the underdark. Their work in the section of tunnels has led to protecting the city from a couple of attacks from dwarves and they have been honored in the city. The Blood Swords have been expanding their territory out of the city and into other tunnels.

Dark Hammer

King: Abgod Queen: Uhucki

From Giantbomb
Abgod is the political front, but Dark Hammer is run by queen Uhucki. Within the tribe, the orcs know Uhucki is the voice to listen to, but they maintain the appearance that Abgod is their king for political reasons. They have built a stronger hold by working in areas of commerce. This has been by controlling the trade in one form or another. Dark Hammer is probably the richest tribe in the city, and they use the money for well-placed tributes (bribes) to maintain control over the flow of goods. They have been at odds with several bands of "smugglers." Not that what the smugglers are doing is illegal in the city, but they are circumventing the control Dark Hammer works to maintain.

Oozing Eye

King: Kruckak


This is currently the smallest tribe, or so it is believed. They don't get involved much with politics of the city and work on maintaining a control of the seedier elements of the city. They are willing to work with outside forces and have stronger connections than most realize with non-orc strengths. They are in a lower section of the city, away from Blood Sword territory. Unknown to most in the city, Oozing Eye controls a smaller entrance to the city, which they use to enter and leave the city without other tribes knowing.

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The Dark City, Hork: Political Power Structure

Orc King by Mananedo on Deviant Art
As a city ran by orcs, Hork is a place where leadership is based on strength and power. The Black Fang tribe has been able to maintain the controlling seat, but a large portion of that is because the clan has also been able to establish strong ties with the main temple and its ruling priests.

There are three main power based in the city of Hork. The tribes are the first level of political power by maintaining the most visible source of physical strength. The temples and priests are next. They demonstrate some of the same traits as the tribal leaders, but also maintain a level of under-current manipulation of politics because they can stir the hearts of the common orc. The last is the combined strength of the thieves' and assassins' guilds (or are they one), which have more control of what happens when a distraction draws the citizens of the city to look the other way.

The Tribes

There are seven major tribes of orcs in the city, and many smaller ones. The tribal structure is considered to be the main social structure, even though there are a number of other influences. Each of the seven major tribes has their king sitting on the Kings' council. Calling it a council is a loose term. The main authority is still in the hands of the Greater King, who, since the founding of the city, has been the leader of the Black Fangs.

An ever shifting balance is maintained between the Greater King and the Lesser Kings. The balance is almost always in a position of falling. But, it is maintained by a system of gifts, bribes, assassinations, alliances, and whatever else the different kings can use to advance their personal or tribal cause.

Alliances between tribes exist, and, like the rest of the politics, always in flux. Orcs are usually not subtle and maintain a level of order through many shows of force and intimidation. And, even though they are not as good at ruling by intrigue like other races, there are individuals who are capable practitioners. Each tribe, and many other organizations, maintain their own standing forces to use in protecting their interests. Many times, the only thing keeping full scale battles erupting in the tunnels of the city is the knowledge of retaliation.

The Temples

Orc Cleric by Ogurec-Ubica on Deviant Art
The orc priesthoods in the city are another potent force that allows some coherence between the tribes. The priests are from different tribes and are bound by their oaths to the temple they serve. The smaller tribes are overly represented in the priesthood (along as in many of the guilds), because of the additional protection the membership gives.

Like the tribal leaders, orc priests work to protect the interest of their chosen temple and deity. The conflict between the temples is not as open, but just as active. The orc Gods enjoy war and a show of strength and are known to reward those who demonstrate their worship in such a manner. Thus, small battles between the temples are more common than the tribes. It really is not uncommon for a lesser priest to go on an errand in the city and not return.

The clergy have continued to develop their ability to influence the kings as the voices of the Gods. Priests who are members of the stronger tribes can bend the ears more easily. But, even those from the lesser tribes eventually have some influence because the strength of the temple can provide enough influence in arms and followers to make a point in a council meeting.

The Guilds

Orc Assassin by Benedickbana on Deviant Art
Throughout Hork there are many guilds to help the lesser citizens gain some protection through association. The different trade guilds look after their own, and members who become skilled at what they do are found to be worthy of protection from other more powerful patrons. Each guild works at making their members valuable to the ruling classes and the strong individual citizens.

Two guilds, the thieves and assassins, have developed a place in the fringe of the workings of the other elements of power by being able to provide their particular brand of influence. They have never been seen openly as promoting a political agenda. The leadership is always cautious of maintaining a certain type of neutrality. So, when power is shifting the guilds can take advantage of the situation without losing their station.

Those in power in the city need to be prepared for the challenges their positions gain them. Each maintains their strength on different levels and ways. The level of intrigue in what other cities would call the royal court might not seem subtle to an outside observer. But there is also political intrigue taking place in other parts of the city: the markets, homes, back halls, and dark corners.

Along with the main political power sources there are individuals who exercise their will. The ebb and flow of strength shifts constantly and only those participating in the taking or power watch closely to maintain their positions.

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Thieves' World Gazetteer, RPG Setting Review

Thieves' World's city of Sanctuary is a robust place for role-playing adventures. The party can go a long time without going beyond the area influenced by the local politics. Beyond that sphere of influence is the Known World, an vast collections of kingdoms, cities, and people mixing together in ways the citizens of Sanctuary may never had thought possible. Thieves World Gazetteer by Lynn Abbey, Brian Campbell, Patrick O'Duffy, and Robert J. Schwalb, from Green Ronin Publishing, provides the information to take a Thieves' World campaign out into this greater land.

The Setting

There is about 140 pages of information about the Known World of Thieves' World setting. The information you would expect about the people, kingdoms, cultures, and histories are given. Enough information is given about the main continent to allow for a solid basis of gaming without so much information that constricts a game master from developing an individual flavor. The world is given as an extension of the city, main setting, without taking away from the gaming experience of the streets of the port city.

The feel of the setting is not lost as you expand out from Sanctuary. The majority of the world is not as gritty as the city. The presentation fits into the information presented in some of the independent novels of the characters as they were involved in adventures. It was never a high fantasy setting. However, there are the unknown lands where rumors have come from that would allow for other races and creatures that many people are looking for.

Throughout, the underlying grit is there. The limitations of magic, either arcane or religious, are present. The feel is that when you are out there you are always going to be in competition to survive, working harder to advance. It can be done, but the character is going to have to earn the rewards.
The Information

A gazetteer is useful when it can provide the information you want about the lands so you can incorporate them into your gaming. Thieves' World Gazetteer provides the information.

Chapter one is about the general campaign setting and how it can be tied into other settings.

Chapters two and three are about the lands considered the Known World. These are the kingdoms and people of the main continent. There are several levels of information (historical, geographical, demographics) that allow you to move the game beyond the city of Sanctuary.

Chapter four is about the lands beyond the Known World. This includes the lands across the sea and the lands of the other planes.

Chapter five is devoted to the main deities of the religions from across the lands. Not only are the gods presented as who they are and their areas of their control, the worshippers are also presented on how they fit in. This provides some good information when developing a new area for the players by giving more societal backstory for the non-player characters they are meeting.

Chapter six contains supplemental rules that can be used when adding the different cultures. These include rules that can be used by players and GMs when developing or advancing characters.

The final chapter provides monsters specific to the Thieves' World setting.

The Book

I didn't find this book as well written as Thieves' World Player's Guide and Shadowspawn's Guide to Sanctuary. The information I was looking for as a game master (GM), and a fan of the books, is present. The problem I faced there were places where I had to re-read the paragraph or section because there was information dropped into the middle of it that seemed out of place.

The artwork in the book was is done by the same team of artist and designers. The selection of art promotes the feel of the setting and the books. The pictures promote the information in the text without taking away from it.

The layout of the interior is in black and white without any shading on the pages, which made it easier to read.

Conclusion

There is so much information that came out of the Thieves' World books—the writing of those books spanned over thirty years from many authors with different points of view. It is rich and varied. Thieves World Gazetteer does a good job of pulling together so much of the information and converting it into the D20 game system.

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