Showing posts with label Orcs. Show all posts
Showing posts with label Orcs. Show all posts

Monday, January 2, 2017

A new year, a new summary


Races:

Goblins: Clever engineers that threw off the shackles of the evil god that created them and now enforce their goodness through temperance leagues and other clubs and societies.

Orcs: Gentle seafaring folk who live aboard their greatships and rarely venture onto dry land

Halflings: Live communally in small villages in the homeland, but more conventionally in the city, the home hearths of Astre owe their current form in the city to the Halflings.

Dwarves: If not a dead race, then certainly dying. No child has been born in the mountainholmes for more than a century and the remaining Dwarves spend their time in a stupor, unwilling to do much besides eat and sleep.

Humans: Come from many of the worlds connected to the City, but mostly from the many shattered kingdoms of the old empires of Tikreti.

Kobolds: Recently civilized tribes from the swamps, they appear more and more often in the city as traders of fish, fowl and other products of the swamps.

Worlds Beyond Portals:

Benoch: The area around the portal is low lying hills populated mainly by Halflings. Large river near the portal makes it a huge trade route to the many kingdoms that formed from the fallen Tikreti empire.

Orlock: The source of the Aqueduct, the goblins beyond the underground exit to the portal are proficient engineers, building dams and canals above and below ground.

Copia: Portal exit is to a vast swamp populated by Kobolds and much worse. A massive project to build a causeway across the swamp is nearing completion, will enable much better trade with the dwarves of the mountainholmes beyond the swamp.

Ilum: Leads to a floating pontoon that orc ships occasionally dock at. The nearest land is more than a week's voyage from the portal.

Interesting Sites:

The Palace of Justice: Next to the Night Palace, Court cases in Nocte are known for their entertainment value, creative punishment, and mad Judges.

The Pits: Home to the poorest and most desperate of Nocte's peoples, the pits burrow deep below the city into the rock.

The Night Palace: The palace of the Duke of Nocte, although the Duke himself hasn't been seen in many years, is known for lavish balls and its intricate gothic architecture.

The Home Hearths: Each morning, all the citizens of Nocte eat breakfast in one of the almost 50 hearths, tended to by the Priests of Anwyn. The elite of the city do most of their business deals in the hearths.

Walker's Square: The largest open public space in the city sits next to the Palaces of Justice and is the site of all executions in the city.

The Anchor: In several Nocte neighborhoods, massive chains, with links the size of a horse, can be seen randomly piercing walls and spanning streets. These chains hold up parts of Nocte that jut out over the edge and have allowed people to build wider and higher than would otherwise be possible. Most of the chains originate from the Anchor.

The Aqueduct: The City's only water source stems from the underground canals beyond the Orlock Portal and is so important it has an entire legion of guards to protect it.

Tuesday, July 22, 2014

Some things about Orcs


The Orcs of the great oceans of Atmos:
  • are a seafaring race, they ply the seas in great generation ships, touching land less than once a year.
  • have skin like seals (although green), it is slightly oily to the touch and covered in a fine layer of hair.
  • do not experience curglaff (the shock felt on plunging into cold water).
  • smell of brine and fermented fish.
  • diet consists mostly of fish and seaweed, although orcish fish sauce is highly prized in Nocte.
  • most never set foot on land and only a tiny percentage venture farther than a few miles from the sea.
  • will always have upon their person a small phial of salt water.
  • give birth to live young. A mother can control the length of the pregnancy from four to eleven months. A four month orc baby is very immature but an eleven month old will be crawling within a week or two.
  • dissolve quickly in their own acids juices upon death, leaving behind a lot less bones than expected and a small brownish pearl that, when ground, forms a heady intoxicant.
  • have personal gods. Each family has a god that protects them, must be sacrificed to etc. Some of the gods have become popular since the families came to the city and are worshiped by thousands. Public shrines are not unusual, even if no one outside the family worships the god, they still want everyone to know about them.
  • never anthropomorphize things, they would never say the "the ocean is a cruel mistress" or even "that cloud looks like your mother".
  • have no ocean, land or animal gods as the orcs believe themselves to have souls and no one else. Animals are free to be slaughtered and fish to be caught. The ocean is not personified either. It is just the world, random, capricious, sometimes calm, sometimes angry (although an orc would never ascribe orcish emotions to the ocean, they would use kalmeren and bous respectively).
  • never speak their own language on land, it being sacred of the sea.
  • always refer to themselves as aboard a ship, even when on land.
  • when on land, visit a bathhouse daily at a minimum.
  • cherish fresh water. Although not sacred, wasting fresh water is a moderate crime.
  • that live in cities are lonely folk, usually apart from their families, that like to join communities of like-minded individuals such as guilds.