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Showing posts with label City. Show all posts
Showing posts with label City. Show all posts

Dark City of Hork, the Market Bakery

Orc Cook by notmuchnormal on deviantart

Bread has been a staple of sedentary life. The rise of communities, towns, and cities is in one way or another because of the cultivation of grains and the making of bread. It is upon this same lengthy and proud tradition that Hoocha runs a bakery at the edge of The Market, in the city of Hork.

Hoocha is not attached to any of the tribes of the city. Instead, she is a member of The Merchants’ Guild. This lack of affiliation has made her bakery a place of common ground between the tribes. The location is open to everyone who buys her goods, and peace is maintained by the protection of The Guild.

The Bakery’s Layout

Inside the front of the bakery there are a number of tables for patrons. Along with baked goods that are taken away, like travelers’ tack and loaves, there are smaller pastries and drinks that can be eaten while there. This area is set to allow around forty orcs to sit easily with 4 to 6 at a table.

Not much is known about the back of the shop. Besides Hoocha the only others who are known to go back there are other female orcs who are in her service. There is also a storage entrance from a back hall where deliveries are made to a room that is locked off from the rest of the bakery.

The middle section is believed to go up a level, where the oven is, and down a level to a living area. Hoocha travels out every few days to place orders with other merchants and seems content to never leave The Market. If the bakery has need of doing business further away, she usually conducts it through a guild emissary.

Hoocha

Hoocha is a middle aged orc who arrived in the city with her mother. They set up the bakery and were accepted in because of what they produce. The mother passed away a couple of years ago and Hoocha took over running the shop.

Although some males have made advances to have a relationship with Hoocha, she has refused all comers. She is without children and the female orcs she has taken in to work with her have all been orphans.

Hoocha doesn’t talk about why she and her mother came to Hork. Nor does she talk about her father. When she is asked questions about either of these topics she just stares at the questioner. If the questioner continues, she will either walk away, ask the other to leave, or call on the help of a Merchant’s Guild Guard.

Asisistants

Four younger orc females currently are in the employ of Hoocha at her bakery. All four are without family and have no association with the tribes of Hork. They have different stories of why they are now here working at the bakery.

Kuitha the Cook on The Elder Scrolls
Goods

Hoocha’s bakery has a wide variety of goods for sale. Most everything are baked goods of the basic kind, but there are always some specialty sweet treats for sale. The breads and other goods are made from a wide range of flours. The flours are both considered mundane and exotic. Consider how flours can be produced from grains, fruits, vegetables, other seeds, fungi, and insects when determining what you would like available at different times from the counter of Hoocha’s. A number of these flours she purchases through the goblins that provide foodstuff (the goblin tribes).

The flours are used to produce in creative ways for making breads, rolls, pies, cakes, and travelers’ tack. Nearly everything is more on the savory side with few sweet items. There is also always a selection of meat pies (again, the selection of meat is widely varied).

Some basic drinks are also available for those who stay and eat. These include hot and cold drinks. Hot drinks are brewed, or steeped on site while the colder (more like room temperature) ones are purchased from other locations in Hork and served here.

When eating at a table, there is no table service. Patrons make their purchase at the counter and find their own table. This also means there is no one wandering around the table who could listen in on a conversation

Patronage

Everyone is allowed in the bakery, but not everyone feels welcome. The orc males of the city usually stay away from the bakery and talk of it as a place for the females to go. Travelers are a little more frequent because of the travelers’ tack that is sold along with other baked goods.

The main portion of patrons for the bakery are female orcs of the city. It is known by the females of Hork as a place where they can get away from the male population. And, they have come to use it as a major place of discussion issues of concern for them and the city.

Many of the females who come to the Bakery use it as a place to exchange information. There are different types of information exchanged for different reasons. A main one is to help keep peace between the tribes by the females who are involved with intertribal politics requiring actions other than drawing a weapon. Regular house servants of several of the tribal matrons come here to talk on behalf of their matron. Other information is also shared about nontribal business the females are involved in.

Conversations are usually kept low to include only the others at the table. When others come in there is a subtle change in the common room. When male orcs are present, there is usually very little conversation taking place, and that which is going on is extremely mundane. This is also the same that happens for known females who work in associated with the males in terms of the regular warfare with the city or a clan.

Strangers who enter the bakery are given much the same treatment as male orcs, females are given a little leniency, especially if they are orc.

The common room of the bakery is a good place to pick up information about a number of activities in and about Hork. However, if the person trying to gather some insights is a male, he is going to have a much harder time than a female.

Rumors

The bakery has a regular delivery of wood. But, there are some who think the order for wood is much less than what would be needed for the amount of baking that Hoocha does. They believe that she either has a piece of magic that helps, or a fire elemental.

Hoocha and her mother ran away from a powerful orc of another tribe.

One of the younger female orcs ran away from the betrothal to a powerful orc of another tribe.

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

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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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.

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

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).

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

From Slavador Trakal
In fantasy role-playing games (RPGs) cities are usually places parties have to go, and not always a place they want to. The party needs a place to restock supplies so they can head back out to find more monsters and treasure. Some campaigns use the city as a place where the party must go to find out where the next adventure is. From my experience, less often the city is a place of adventure. I understand the hardship of running a city campaign, there are a lot of moving parts needing to be considered.

Hork is a city like any other. It can fill the role of any other city you might want to run in your world. The difference being orcs are the primary inhabitants. The laws and culture are different, just like cities in different kingdoms, or those inhabited by other races. Starting with the similarities allows you as the game master (GM) to use familiar hooks. Then because of the differences between Hork and most other cities, hooks that are slightly twisted can work. And, finally, every city has particulars allowing you to use hooks specific to the setting.

Starting with the familiar, here are examples that can be altered to fit your campaign and gaming style.

Familiar Hooks

“We are running out of...”

The party is in need of supplies and the closest place to gain the essentials is Hork. Supplies in the city are available to anyone willing to pay for them. In fact, in the city of Hork there are items openly sold whereas in many places those commodities are difficult to locate without knowing the proper contacts.

The Market is where the resident (Horkians, Horkites?) get almost everything they use, and those items not sold there can be found in some other tunnel.

Outsiders to the city are recognizable in many ways, which can lead to a shopping spree players are not used to. The laws of the city are based on strength rules. Cons are everywhere and prices are set based on what can be earned from the buyer. Theft is acceptable (if you have the strength to take and hold it), as long as you don’t get caught by someone stronger, and most merchants have some means of catching would be thieves. There is also the other side where thieves are watching for unsuspecting targets. The party is in a place where they can do just about anything. Just remember the laws of retribution and cleaning up after yourself.

Places listed can be used, or new locations created. The Market, The Market Bar, and The Squeeze can all be used for encounter areas when the party is in the Hork. In fact, I wrote The Squeeze on a request to provide a place of interest.

“We need to talk to...”

Orc Cleric by Ogurec-Ubica on Deviant Art
Every city has people who know information others want or need—Hork is no different. The party has been directed to talk to a person who now resides in Hork. This could be a long lived orc who survived some ancient battle and knows where the Knight of Pervus fell. Or, a retired thief who once was in the cave of Fangarell the dragon.

Finding the right person to talk with can be a simple or complex series of events. The usual way an orc makes it to their later years is if they are connected to a tribe that can protect them. Others don’t want to be found. And, many times there is someone else who also wants the information, or, those who don’t want the information to be known. The cost of the information is always a consideration, and can easily lead into an adventure all in itself.

Hork is also a place to find a guide. In other cities a party may need the help of an expert in the local forest or mountains. Hork has a number of residents who know the surrounding terrain above ground, and the underground. Hork could very well be the stopover the party needs to find the person who can lead them to their final destination which is deeper in the labyrinth of tunnels and caves those who are not familiar with never return from.

Like locations, this is an opportunity to use residents already in the city or other personalities you already have in your campaign or would like to add. Detailed characters include Simpand Astherfen. There are also named characters that have basic information without a lot of detail in the locations.

“The caravan is stopping where?”

Many adventurers start their careers as caravan guards. Taking a job that gets them out into the country where they have the opportunity of sharpening their skills fighting off the bandits and monsters set on taking the merchant’s good. It also gets them from one location to the next in a larger crowd that provides some level of protection for themselves.

Most of these games of “caravan guard adventure” I have been involved in fall into two general categories: Encounters on the road and getting from point A to point B. Adding Hork as the destination, or part of the circuit, of the caravan adds a different aspect to being a caravan guard. Here is a place that having guards at the trading point is just as crucial as having them along during the journey. Again, the law of might makes right means a merchant needs more than just the right connections on where they are selling their goods; they need the muscle to show they have the right to own and sell their goods like the rest of the merchants in the city. This is especially important for the merchants not part of one of the guilds in the city.

“I’m tired of trail rations!”

Drow wizard by Wolf Eyes on Deviant Art
Adventures are known for being rowdy folks who don’t always do well when they are in a “normal” city. When defending themselves or just enjoying an evening at the tavern they end up running afoul of the law. Then as the cleric and wizard finally get the information they came for, they bail out the barbarian and rogue from jail and they are on their way, quickly, out from under the watchful eyes of the constable.

Being an orc run city, it is known there are going to be fights, mayhem, and death, just clean up after yourself and pay your rightful dues to the business owner for the broken wall you threw the belligerent drunken half-ogre into. The law of Hork isn’t there to stop fights and death, but to control the aftermath.

Conclusion

These are some quick ideas and familiar hooks used when trying to get a party to go to a particular place. You can change the ideas up for they are not set in the stonework originally laid down by the dwarfs that lived in the city. I’m sure you have already remembered ideas you have used in the past and how they could work for Hork.

These have minor twists, as I believe are needed when dealing with any location. Next up is looking at some old themes and developing them more specifically to a dark city that is not ruled by law and order, or a social contract of considering the best good for the most people.

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

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



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The Dark City of Hork: Introducing the City to the Party

Orc King by Mananedo on Deviant Art
In building the city of Hork, I’ve been asked questions of how to include characters, orcs and other races, who are not from the city, into the setting. The game masters (GMs) asking the questions are wanting to bring in characters of different levels and backgrounds, from above and below the surface. Most of them haven’t been running an ongoing game, but like to introduce characters greater than first level.

I have taken from those conversations to provide some ideas here to help give Hork a place in a variety of campaigns people may be running, or would like to try. It can work as a place where a specific encounter occurs at a particular setting, a location for an entire adventure, a home base for the party, or as a location for an entire campaign. The concepts here are generalities that can be applied for all of these possibilities.

Instead of condensing my notes from the conversations, I’m using them as a starting point to expand upon. This is leading into a series of articles. I know I won’t be presenting world-shattering new material, but my goal is to present information to spark your imagination, and, provide some fun.

The concepts aren’t unique. I am taking some of the information most GMs know and understand and apply it with the twist of playing in a city with a different set of morals and cultural applications. Or, giving some ideas on how you could be playing a party of anti-heroes.

Who is in Your Party?

Most cities designed for roleplaying games (RPGs) are created with the intent of having the players as heroes. The goal of the player-characters (PCs) is to confront and destroy the evil in the world they know. When they come to an evil city or country it is to gain a certain piece of information or an item and to get out intact. This goes back to the world of Greyhawk and Iuz. Hork can be used in that manner, and in such wouldn’t require much adaptation to the campaign setting as a whole.

Now we are looking at the concept of using a place like Hork as a setting that party members are going to be staying in, or coming back to often.

In setting up adventures and campaigns a GM usually needs to know who their characters are. There isn’t as much time when you are running a game in a sandbox setting and players have a number of characters in their stables to play. But, if you know you’re creating an adventure that you want to up the enjoyment on, ask who the players who they are going to bring into the adventure far enough in advance to make adjustments for those specific PCs.

Drow Wizard by johnnyhr on deviant art
Having a setting that is meant to be different, like Hork, makes understanding the characters more important for the GM. This is because the level of interaction between the PCs and the setting (this includes the mores, laws, non-player characters, etc.) is meant to challenge the players to think outside their established means of play.

The discussions I’ve had have led me to believe the GMs asking the questions haven’t been involved with an adventure where the party isn’t made up of heroes. There is nothing wrong with this, gaming is principally designed to promote the heroes of the world. Hork, and similar settings are the counterpoints. Here is a place where the villains come from. And, in turn, give the players a chance to create and play them.

I have taken a tangent, so, if you are using the dark city as a place where your players will be the evil creatures lurking in the shadows, then it is more important to know who they are. If possible find out what their goals are. Get at least an inkling of what drives this character forward to do the things they do. Why? Most GMs will be in a situation when running a party of this type. These are characters just as likely to deliver the killing blow as they are to save a party member.

There will always be monsters to run because evil doesn’t just consume the good, they consume anything and everything that is in the way of their goals. The difference comes as the GM is now also taking on the role of playing the heroes who are trying to keep evil in check.

An example of this in my campaign is I am now developing a community of dwarves my orcs want to hunt down and eliminate out of the underdark area they want to control. Usually as a GM, creating this situation means having the dwarf community under attack and the dwarfs bring in the heroes to defeat the orcs. This is done knowing the capabilities of the dwarfs and the orcs and the party is the wildcard in the scenario. Now, instead, I am creating the dwarf community who doesn’t yet know they are being plotted against by the orcs. They have their defenses based on the understanding they have of the current situation and the wildcards are a party of orcs who will be working to overcome their defenses.

Drawf by babagannoosh99 of deviant art
In talking with some authors, creating the setting for an anti-hero can be more time consuming. This is mostly because it is not how we have been brought up. A GM needs to create a situation for the PCs that is compelling and sympathetic enough for them to be involved and enjoyed, but promotes the evil side.

A GM can bring in any level of characters, of any class and any race to Hork. Characters raised in the city would have more knowledge of the history and a better understanding of how the city and its laws work. Bringing characters in from outside the city (which I did) means you can give them hints, expectations, and misinformation. Each race and class fits in differently in the city, like any city. Outsiders will have a different social status than natives. The longer they become residents, status changes.

But, it all starts with knowing where the PCs start, and what are their goals.

Feel free to change to city to fit your needs. Have fun with the parts that work, and if it doesn’t fit your game, leave it out. RPGs are about having fun creating other-worldly adventures and playing characters who are not yourself, or greater than yourself.

The next article on Hork will be a collection of hooks: bringing a party to the city, keeping them there, and bringing them back.

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

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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The Dark City Hork, Astherfen a Drow Wizard

Drow Wizard by johnnyhr on deviant art
A male drow doesn’t get many opportunities to lead a rich life.

Astherfen was born in a minor house in the nearby drow city a couple of centuries ago. That meant he wasn’t expected to live long because the house was considered just as disposable as him. In fact, the house was disposed of by one of the stronger noble houses while he was still young.

Astherfen was called a servant, but that only meant he was a drow slave. His station in life wasn’t much higher than the orc and kobold and other lesser creatures moving about the cellar regions of the noble house. What saved him was his aptitude and cunning.

Astherfen caught the attention of one of the noble house mages and his fortune grew a little better when he was sent to learn the art of magic. He learned quickly, in both magic and intrigue, which was a blessing and a curse for the apprenticed wizard.

Although Astherfen was a servant of a noble house, he wasn’t a member, so he was not extended the same protections. More than once his abilities (magic and planning) saved his life when other apprentices attempted to take it. This drove Astherfen to study harder and to learn to rely more on his own capabilities than what others offered.

The noble house recognized the young wizard’s potential and he was made a consort to one of the daughters of the family. It was not a marriage of love, nor has it ever been a relationship built on feelings the two might ever develop for each other. In fact, they seldom see each other and Astherfen prefers that arrangement. The marriage provided what Astherfen truly desired, a place in the mage guild.

Astherfen’s change in status allowed him to become a teacher. This allowed him access to more powerful magic and greater protection. Of course the protection was expected to be repaid with loyalty. The combination of the noble house and the guild allowed Astherfen to progress and become a powerful wizard.

Living in the hall of wizards was a better life than he had ever thought possible. But, that only lasted until the orcs claimed the underground dwarven city.

The Drow didn’t know what to expect from the orcs. Unlike the dwarves, which had become very predictable, and, therefore, the border with them could be well controlled, the orcs were untamed savages.

For years the drow nobles fussed and fought about what should be done. Chaos reigned on the subject and no real action took place as every house was waiting to see what every other house would do. Each looking for the advantage in the mistakes the others would make.

The wizards’ guild approached Astherfen to take action on behalf of their interests. His ties to his noble house were weak and he could be gone for a long period of time and possibly never even noticed as being away. He would go as a spy to the city of Hork. This would give the guild a stronger position in the drow city.

Astherfen’s life was good and he didn’t want to leave the drow city. But, the offer included aspects he didn’t want to turn down. The wizards didn’t care how he did his job, he would have no superior to report to for his actions. Further, if he wanted to find a way to make more money than the guild was willing to stipend him, they didn’t care about that either (although it would be appreciated if he shared). The only requirement they gave him was to keep his mission a secret from the nobles.

Astherfen knew the support he would get from the guild was minor, if any. If he was discovered as a spy for the guild, he had no idea what the orcs in Hork could do. The noble houses would probably start some type of political war with the school of wizardry.

In the outer tunnels of Hork, Astherfen ran into some orcs who were living there. It wasn’t close to any clan controlled lands and he wasn’t expecting them. In the moment he was dispatching them, one surprised him by begging to be taught to be a wizard. He was allowing the orc to grovel while deciding on how to kill the creature. Then a plan for the future opened to him. He agreed to take the orc, Simp, as an apprentice.

By Michael O. Varhola on d-Infinity
Astherfen is Simp’s master. Teaching the orc has allowed Astherfen to be near the center of the city and learn many secrets. He established himself in the open, instead of trying to hide who he is. And is promoting himself as a drow wizard interested in establishing trade between members of the two cities.

Astherfen uses Simp as a means of collecting information by cultivating relationships with others who have some of the same problems as the orc wizard. Astherfen knows Simp looks for acceptance, and by teaching him how to accept others of lower standing, the orc has been able to get many of them to become an unwitting spy network.

Another part of Astherfen’s plan has been setting up his own connections and establishing minor trade back to the drow. This has become his means of sending and receiving information and has kept the noble houses from digging into his activities. Some of the trade is in magical components, delicacies, and other bits of information back to his wife and her family. He has made sure he doesn’t appear to be making much money and he has spread the rumor back he is living in a relative place of safety outside the city where he has weak family ties. Astherfen has also established a small treasure of his own because of his spell casting and morals.

Astherfen is a drow, and his first loyalty is to himself. He doesn’t really care about others. He sees the place of where he is living as a holding point until a better offer arises. If at any point he feels himself, or what he is doing threatened, he has no qualms about taking whatever action is needed.

Astherfen doesn’t know how long he will stay in Hork. He used to think he would return to his home and chambers in the wizard’s school, but now he isn’t as sure about that. He has seen new opportunities by being out in the world and the pleasures he can afford.

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


You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).

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The Dark City Hork, Simp an Orc Wizard

By Michael O. Varhola on d-Infinity
Simp is not a native to the city of Hork, and has survived because he accepted membership into one of the merchant guilds. By orc standards he is a scrawny orc with basically no muscle build. What has allowed Simp to survive is his ability to cast magic spells.

Becoming a wizard was a struggle for Simp. He's smarter than the average orc, but orcs are not known for their intellectual wit. Also, his path of becoming a wizard were not a normal route.

Before coming to Hork, Simp was part of a tribe living in the mountains. He wasn't truly considered and outcast, but because of his smaller stature he was the target of abuse by most of the orcs he lived with. He took to keeping to the outskirts of the tribe and stealing his food, which wasn't a skill he was good at. Basically, he lived because tribal members hadn't taken the time to kill him.

One time when Simp was scavenging for food he came across a book, a spell book. He didn't know how to read it, but he thought it could lead him to something greater than what he was. Of course, he understood anything would be considered greater than what he was.

He taught himself to read some of the book because of the included drawings. He knew he needed help approached some of the other orcs of the tribe he thought could, and might, help him. Alas, his reputation with the tribe was too great to overcome and the ridicule of what Simp wanted to do, along with the physical attacks made against him, drove him away from his tribe. That is when he decided to go to the orc city and live, or die, there.

Simp almost died when he first arrived in the city. He had no connections and no one to fight with, or for, him. He moved to the outer edges of the city near the territory of one of the smaller tribes. He met three other orcs living in the area who were not members of a tribe and they created a gang. There was little trust between them, but there was necessity. For a short time they had protection until they met a traveler who was making his way to the city.

From the nearby tunnels where the gang lived came a drow headed for the city. It was clear the drow didn't want to be found entering Hork when he unleashed magic to kill two of the gang. The third ran off. And, Simp dropped to his knees and pledged himself to the drow for training of the art of magic.

Simp begged the drow for training, not his life. Astherfen agreed to the orcs request and told him it was because he never asked for his life to be spared.

With Astherfen's guidance Simp has become capable of learning and controlling magic. When he was able to demonstrate this capability, he was able to join a merchant guild. The benefits of being a member of the merchant guild allowed him to move from the outskirts of the city into small apartment of rooms a level above The Market. Simp's guild activity is protecting and supporting the merchants with his magical talent.

Simp continues to work hard at his magic and is still "apprenticed" to Astherfen, who lives in one of the rooms of the apartment. He knows his master works more on his own affairs than teaching him magic. But, Simp is learning other talents not directly associated with casting spells.

Simp has learned from Astherfen that helping some of the downtrodden, like Simp was, creates a different level of loyalty that has paid off well to Simp in the information he learns. Another thing he's learned how to insinuate your strength is more than you have shown, but not to show your full strength until it is needed. Simp has used this element of surprise to overcome situations when working. It has also left him a little scared as to what Astherfen can do.

Simp's life is now different than when he was younger. He's considered an asset to the merchant guild. He believes he can continue to progress in his magical studies, but, even now the more complex spells are hard to understand and learn. He also knows Astherfen has done some activities and given Simp the credit, which make the orc appear stronger than what he really is.

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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.

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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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