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The Dark City of Hork, Hooks to Get the Party Active in the City


From Slavador Trakal
The party has arrived in the dark city of Hork. They look around and unless they have a reason to be there, they will probably treat it like any other city they’ve been in. They buy their supplies, hit the tavern, gather rumors, and head back out to where the real adventure is.

This is a second article to providing hooks for Hork. Like the last article, similarities exist with the ideas people have used to create adventures in other cities. And, again like the last article, it is more about taking the familiar and twisting it based on the societal norms of the orcs living in this city.

"There's a monster..."

In a classic setting a party may hunt down the evil monster in the city to protect the inhabitants. In an evil city who or what is the monster? This could still be played out, just by using some of the other common themes used.

Pets get lost from time to time. In a city like Hork, it might be better to have the pet eliminated instead of retrieved. But the owner may want the pet brought back to them. There is also the consideration that it might be better to have a group of adventurers to find and retrieve/remove the pet before another tribe finds it and recognizes it, and its owner. The law of retribution can be used to apply a lot of pressure on the person to not have it be known it was their pet spider that killed a half-dozen orcs of another tribe, and it did have on a collar.

The monster might also be something preying in a particular part of the city. A singular tribe, guild, or other group might be willing to protect their own by hiring a party. Bringing in others to take care of the problem might ensure the employer still has enough resources to protect their own. And, if a hired party dies, not much loss in that.

A party that came to Hork to eliminate someone may be considered the monster to be hunted. Those who have played evil characters in a city understand the risks and the need to hide from city officials and guards. However, it may be a new experience for those who are usually on the side of “good” to be in a position of being the hunted. This can even build higher if they are in a place where it is clear they are not welcome, and become the target of animosity of the general public.

“I need a message delivered to...”

From Deviant Art
Couriers are always delivering letters for their lords and ladies. There are times when these messages are delivered in a public fashion, and, times when they are very private. Hork can be a dangerous place to deliver a letter when someone else wants the letter, or doesn’t want it delivered. Delivering a message can be more dangerous when crossing tribal boundaries.

Having a courier not bound to a tribe provides many avenues for the employer. The person hiring the messenger can distance themselves to a certain degree with less of a chance of retribution. If they get killed, less loss to the home team. Someone not having affiliation with a group in the city might be able to get around easier, but if they don’t show they can protect themselves they may also be an easy victim to others.

There are also the plot twists that come from the stories of the messenger caught in the middle of feuding clans or families, or rivals of any type. Hork just allows you to amp up the danger because the city laws allow it.

“We need to work together.”

Because the strong rule, small groups band together to increase their strength. After being in the city there might be someone the party takes into their group to increase their numbers. This can also flip in the other direction as the party is offered a position to join another group or individual to improve their odds. But, who are these people offering help or willing to receive it?

Bringing in additional muscle can be a benefit, and at times might even be necessary to survive. And, in an instant the game master (GM) has the opportunity to introduce a non-player character into the party. The motives of the new found friend can be played out to help or hinder.

“I would like to hire you.”

There are always those willing to give money to others to do tasks they don’t want to do. Hork is no different. The tasks aren’t really any different either. The difference comes when you think about the jobs an individual, or party, might be hired to do when placed onto the structure of laws this city runs by.

Orc Cleric by Ogurec-Ubica on Deviant Art
A body guard might have some leeway in a surface city if they kill someone defending their charge. In Hork it is probably best to make sure the attacker is dead, just remember to get things cleaned up. This simple idea applies to all sorts of jobs being considered. Like, there is no law against black magic except the law of retribution. There isn’t even a law of hiring someone on the knowledge you are sending them to their death if you can get away with it.

Conclusion

Everything that can be done in any city can be done in Hork. Even some of the more questionable activities are done more openly than in human run cities. As a GM you can use any adventure seed and twist it because of the structure of law the orcs live by. The difference of how the residents react to their cultural norms will make the experience different. Take the following as an example.

The party has been accosted by a group of thugs at the edge of the market. The citizens back away as weapons are drawn. There is a cry from the crowd as a merchant calls out what he has available. The two fighting groups start to position themselves as space clears and tension builds. You hear a couple of people in the crowd wagering on the outcome and how many will die. Then two larger orcs push through the crowd to where they can see what is happening. They wear the crest of the city guard. One of them turns and accepts the bet.

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