Swamps of Urshok
Called Urshokmot by the inhabitants, the Swamps of Urshok are the home of several tribes of orcs that used to inhabit the continent of Xuslon before humans and elves came to settle the lands. After several wars, the orcs have been steadily pushed back to this small section of the continent, what used to be the heart of their empire, and defend it with their lives. These tribes, while living independently, have grown to tolerate one another and even work together to ensure the safety of their lands.
mot = swamp
These orcs now call themselves Kanrokk, "The Exiled," because of the way they were forcibly removed from what had once been their home. Those outside the Swamps also refer to the orcs as Kanrokk, taking what was supposed to be a term of pride and turning it into an insult. Some human merchants are on good terms with the orcs, setting up trade routes that help the orcs get any resources they would otherwise be denied. However, none of these trade routes last long due to the way the Hyperion Empire cracks down on these deals. Over time, this has led to a deep mistrust of any nonorcs who attempt to enter their lands, leading to them either being denied entry or worse.
Called the Bahgtrukal, a rite of passage for these orcs (age 11) is to travel up the mountain of Athasor's Rise to the Frost Giants, where they will engage in combat with one of their fighters who is lower in the Ordning. These competitions are typically held in good spirits and enjoyed by orc and giant alike, and they are used by the Frost Giants as a way of weeding out the weak. Usually, there are several bouts happening simultaneously, and it is turned into something of a festival for the different tribes. If the orc wins, or at least puts up a good fight and survives, they will become one of Bahgrtru's Axe, an elite sect of orcs known for their fierce determination and unwillingness to surrender. If the orc's performance against the frost giant is deemed a mockery of the Bahgtrukal, they either wind up dead or find themselves destined to the lowest of the social structure, working in the mines or tending to the fields. Regardless of their performance in the Bahgtrukal, when it comes time for war, all able bodied orcs are called to action, and it is rare for them to ignore the warhorn when they hear it blare.
The different tribes are each led by a Chieftain, and, together during times of particular hostility, they elect a Warmaster who will lead them as one unit. In recent history, this has only occurred twice: Once during the Celestial Age when the Hyperion Empire waged war on the orcs and finally pushed them back to the Gates of Gruumsh and took most of their land, and once more at the end of the Celestial Age, when demons surged across all of Lumarvis from what is now The Burning Wastes. However, tensions have been running high with the newest emperor of the Hyperion Empire, Ardus Kaine, sending contingents of soldiers to harass the Gates and test their defenses to finally expel what he views as the orc menace once and for all. There has been growing talk of soon holding what they call a Banoktog, a meeting of the chieftains. If such a meeting is called, it could result in the deaths of thousands, possibly tens of thousands, before the orcs could be pushed back to the Swamps as they surge through the Windswept Plains.
Banok = chieftan, tog = meeting
Called the Gruumsh Zogak by the tribes of Urshok, the Gates of Gruumsh are the only way into the swamps save for a narrow, little known passage through the mountains at the south, north of Rayhasfeld. Lots of half orcs can be found both north and south of the Swamps where they are typically welcomed; however, elsewhere in the Empire, these individuals are giving disdain looks and not trusted due to the nature of the events surrounding their heritage.
zogak = gate
Tribes
Within the Swamps of Urshok, there are five main tribes with smaller groups of orcs sporadically spread throughout.
The Sulmag Tribe
The Sulmag Tribe, also known as the Setting Sun Tribe, is the tribe that inhabits the western end of the swamps abutting the mountains of Athasor's Rise. They live in homes carved out of the mountains and are responsible for ensuring the safety of any orc initiates heading up to compete in the Bahgtrukal. They also have many mines within the mountains to dig iron and other metals for the weapons and armors of the entire swamps.
The tribe is led by Chieftain Inkhatu, who is the latest in a long line of Sulmag chieftains from a single family. He is well respected by many in the tribe for who his father was, though, due to his young age (10) and not having participated in the Bahgtrukal yet, some feel he is not suited for the job. However, his father died just over a year ago, leaving the young orc in the position of power for the tribe. He is advised by Vrutha, his uncle, who serves as something of a regent. Inkhatu, however, refuses to allow Vrutha to take too much power out of mistrust. This has frequently resulted in times where the two butt heads with neither wanting to be the one to back down, though Inkhatu is usually the one that prevails.
The Sultog Tribe
The Sultog Tribe is found at the opposite end of the Swamps as the Sulmag, and it is for this reason they are known as the Rising Sun Tribe (sultog = meeting of the sun aka where the sun rises and meets the swamps). They are know for the massive fishing industry they have created within the Deuridian Ocean, though their operations have been interrupted by the Hyperion Empire's navy harassing and even destroying the much smaller orc ships. As a result, they have been dwindling in power and have resorted to attempting their hand at farming, though the fierce and unpredictable flooding of the plains at the coast has led to the land being ill-suited for these ventures.
They are led by Chieftain Ghorza, a female orc who came to power when she slew the previous chieftain for attempting to wed her daughter without Ghorza's consent. The rest of the Sultog Tribe supported her during this transition, as it is a well respected tradition for the parents to give away their daughters rather than through force, which the previous chieftain stepped too far over the line.
The Gruumsh Zogak Tribe
Some may argue that the Gruumsh Zogak Tribe is the most instrumental to the survival of the Swamps of Urshok and for god reason. They are tasked with defending the Gates of Gruumsh from invaders and warning the rest of the tribes when a large scale attack is imminent. Ever since the Fractured Age started, there has not been a need for this warning, but there is growing unrest and it is believed that an attack from the Hyperion Empire is going to happen sooner rather than later. They also are the ones who trade with merchants from outside the Swamp, taking goods from the other tribes, particularly metals and the drug umug, and exchanging them for the foreign supplies.
Despite their apparent importance, the Gruumsh Zogak have been careful to temper their pride and avoid arrogance within their ranks. Gruumsh, and the shamans that speak for him and the other guards, have taught them all the tribes have their place, and the failure of one would result in the failure of all.
This tribe is led by dual chieftans: Yalakgh and Mazoga, a husband and wife who have served the tribe for nearly fifty years together. The tribe being led by two chieftans was unheard of before these two came to power, but, so far, they have managed to make it work: Yalakgh leads the war party and helps defend the Gates of Gruumsh (a full time job not even considering other typical chieftain duties) while Mazoga handles the day to day affairs of their people and ensures that everything is running smoothly within their villages.
The Vitgurat Tribe
The Vitgurat Tribe is the most central and most populous, occupying the largest territory and containing the most villages. Given their central location, they are often the site of any meetings between the different tribes to help ensure that none have to travel too far, and it is here in the capital Vrothu the Banoktogs of the Celestial Age were held. Vrothu also is rather advanced for an orc village, with some going as far as to call it a city. While it may not be as civilized as the humans or elves are used to, they have a fully functioning society not unlike their more prim and proper counterparts.
The tribe is led by Naguk, an older orc that has led the tribe for nearly 70 years, the longest of any in the Swamps for centuries. He has three children, all of whom are silently vying for power and trying to secure their place as the next Banok. However, some rumors state that Naguk is staying alive out of spite (as he is nearing 120 years old) as he is sure that the Swamps will fall apart if any of his children take over. Each of them wants to be Banok; however, each is also too frightened of their father's ferocity to secure their place by force.
The Karrog Tribe
Last but certainly not least is the Karrog tribe, which resides at the southern mountains of the Swamps of Urshok. They are named the Karrog as this is what the orcs call the mountains that rise from the southern end of Athasor's rise to the Deuridian Ocean. Like the Sulmag tribe, they are a highly industrious nation, helping supply the other tribes with iron and other metals. They also guard the pass leading to the forests north of Rayhasfeld, Grurtog (Where Stone Meets). Though the pass is lesser known and hardly anyone comes through, they do not want to take the risk of someone sneaking in. They have two watchtowers hidden within the mountains that are continuously manned to ensure the pass is kept safe.
The tribe is led by Shamob, who used to be a shaman within his tribe. He is actually a half orc, one of the few in the Swamps and definitely one of, if not the, only half orcs to become a Banok. He is one of the most learned in the Swamps, having attended the Praesidium Archive in his younger years, and he desires to bridge the gap between the so-called civilized and uncivilized, allowing the orcs to live in peace. This has been met with much skepticism, as none of the orcs have been met with anything but hostility from the outside world. There are plots to overthrow Shamob, but it seems that any attempts end in astounding failure. Rumors of witchcraft and magic are commonplace in the villages of Karrog, and a full scale rebellion may be imminent.
Magical Aura
A magic emanates through the swamps from an ancient green dragon slumbering beneath the land. This magic extends the lifespan of orcs from their typical 40-50 years to well over a hundred years. It manifests as a thin fog permanently and partially obscuring the ground. It also affects any other beasts or humanoids who travel within the Swamps, extending their lifespans by as much as two times while they are within. When leaving, however, the magic fades, and the creature ages as normal.
There is a cave near the coast on the Deuridian Ocean that goes deep underground, as far as leading to the Underdark. Within this cave there are rumors of the large, ancient beast, with its gentle snores rumbling through the walls like earthquakes. Few go within the cave for this reason, as well as the fact that the orcs wish not to fight with the manner of beasts they have seen within. Instead, the Sultog tribe keeps a close watch on it and slay anything that comes out.
The dragon's lair consists of several curving tunnels with the hoard chamber where it sleeps. Within the hoard are 4200 copperpieces, 14000 silver pieces, 210000 gold pieces, 42000 platinum pieces, 9 mundane items (2 hogsheads of orcish ale, three paintings from the orcish tribes, an orcish war drum and an orcish religious drum, a sketchbook from a man in Rayhasfeld that has warnings of some sort of evil in the town, and a Hyperion Empire battle standard), 21 gems (each worth 1000 gold), 11 art objects, and 7 magic items (4 rare minor, 2 rare major, and one very rare major).
mot = swamp
These orcs now call themselves Kanrokk, "The Exiled," because of the way they were forcibly removed from what had once been their home. Those outside the Swamps also refer to the orcs as Kanrokk, taking what was supposed to be a term of pride and turning it into an insult. Some human merchants are on good terms with the orcs, setting up trade routes that help the orcs get any resources they would otherwise be denied. However, none of these trade routes last long due to the way the Hyperion Empire cracks down on these deals. Over time, this has led to a deep mistrust of any nonorcs who attempt to enter their lands, leading to them either being denied entry or worse.
Called the Bahgtrukal, a rite of passage for these orcs (age 11) is to travel up the mountain of Athasor's Rise to the Frost Giants, where they will engage in combat with one of their fighters who is lower in the Ordning. These competitions are typically held in good spirits and enjoyed by orc and giant alike, and they are used by the Frost Giants as a way of weeding out the weak. Usually, there are several bouts happening simultaneously, and it is turned into something of a festival for the different tribes. If the orc wins, or at least puts up a good fight and survives, they will become one of Bahgrtru's Axe, an elite sect of orcs known for their fierce determination and unwillingness to surrender. If the orc's performance against the frost giant is deemed a mockery of the Bahgtrukal, they either wind up dead or find themselves destined to the lowest of the social structure, working in the mines or tending to the fields. Regardless of their performance in the Bahgtrukal, when it comes time for war, all able bodied orcs are called to action, and it is rare for them to ignore the warhorn when they hear it blare.
The different tribes are each led by a Chieftain, and, together during times of particular hostility, they elect a Warmaster who will lead them as one unit. In recent history, this has only occurred twice: Once during the Celestial Age when the Hyperion Empire waged war on the orcs and finally pushed them back to the Gates of Gruumsh and took most of their land, and once more at the end of the Celestial Age, when demons surged across all of Lumarvis from what is now The Burning Wastes. However, tensions have been running high with the newest emperor of the Hyperion Empire, Ardus Kaine, sending contingents of soldiers to harass the Gates and test their defenses to finally expel what he views as the orc menace once and for all. There has been growing talk of soon holding what they call a Banoktog, a meeting of the chieftains. If such a meeting is called, it could result in the deaths of thousands, possibly tens of thousands, before the orcs could be pushed back to the Swamps as they surge through the Windswept Plains.
Banok = chieftan, tog = meeting
Called the Gruumsh Zogak by the tribes of Urshok, the Gates of Gruumsh are the only way into the swamps save for a narrow, little known passage through the mountains at the south, north of Rayhasfeld. Lots of half orcs can be found both north and south of the Swamps where they are typically welcomed; however, elsewhere in the Empire, these individuals are giving disdain looks and not trusted due to the nature of the events surrounding their heritage.
zogak = gate
Tribes
Within the Swamps of Urshok, there are five main tribes with smaller groups of orcs sporadically spread throughout.
The Sulmag Tribe
The Sulmag Tribe, also known as the Setting Sun Tribe, is the tribe that inhabits the western end of the swamps abutting the mountains of Athasor's Rise. They live in homes carved out of the mountains and are responsible for ensuring the safety of any orc initiates heading up to compete in the Bahgtrukal. They also have many mines within the mountains to dig iron and other metals for the weapons and armors of the entire swamps.
The tribe is led by Chieftain Inkhatu, who is the latest in a long line of Sulmag chieftains from a single family. He is well respected by many in the tribe for who his father was, though, due to his young age (10) and not having participated in the Bahgtrukal yet, some feel he is not suited for the job. However, his father died just over a year ago, leaving the young orc in the position of power for the tribe. He is advised by Vrutha, his uncle, who serves as something of a regent. Inkhatu, however, refuses to allow Vrutha to take too much power out of mistrust. This has frequently resulted in times where the two butt heads with neither wanting to be the one to back down, though Inkhatu is usually the one that prevails.
The Sultog Tribe
The Sultog Tribe is found at the opposite end of the Swamps as the Sulmag, and it is for this reason they are known as the Rising Sun Tribe (sultog = meeting of the sun aka where the sun rises and meets the swamps). They are know for the massive fishing industry they have created within the Deuridian Ocean, though their operations have been interrupted by the Hyperion Empire's navy harassing and even destroying the much smaller orc ships. As a result, they have been dwindling in power and have resorted to attempting their hand at farming, though the fierce and unpredictable flooding of the plains at the coast has led to the land being ill-suited for these ventures.
They are led by Chieftain Ghorza, a female orc who came to power when she slew the previous chieftain for attempting to wed her daughter without Ghorza's consent. The rest of the Sultog Tribe supported her during this transition, as it is a well respected tradition for the parents to give away their daughters rather than through force, which the previous chieftain stepped too far over the line.
The Gruumsh Zogak Tribe
Some may argue that the Gruumsh Zogak Tribe is the most instrumental to the survival of the Swamps of Urshok and for god reason. They are tasked with defending the Gates of Gruumsh from invaders and warning the rest of the tribes when a large scale attack is imminent. Ever since the Fractured Age started, there has not been a need for this warning, but there is growing unrest and it is believed that an attack from the Hyperion Empire is going to happen sooner rather than later. They also are the ones who trade with merchants from outside the Swamp, taking goods from the other tribes, particularly metals and the drug umug, and exchanging them for the foreign supplies.
Despite their apparent importance, the Gruumsh Zogak have been careful to temper their pride and avoid arrogance within their ranks. Gruumsh, and the shamans that speak for him and the other guards, have taught them all the tribes have their place, and the failure of one would result in the failure of all.
This tribe is led by dual chieftans: Yalakgh and Mazoga, a husband and wife who have served the tribe for nearly fifty years together. The tribe being led by two chieftans was unheard of before these two came to power, but, so far, they have managed to make it work: Yalakgh leads the war party and helps defend the Gates of Gruumsh (a full time job not even considering other typical chieftain duties) while Mazoga handles the day to day affairs of their people and ensures that everything is running smoothly within their villages.
The Vitgurat Tribe
The Vitgurat Tribe is the most central and most populous, occupying the largest territory and containing the most villages. Given their central location, they are often the site of any meetings between the different tribes to help ensure that none have to travel too far, and it is here in the capital Vrothu the Banoktogs of the Celestial Age were held. Vrothu also is rather advanced for an orc village, with some going as far as to call it a city. While it may not be as civilized as the humans or elves are used to, they have a fully functioning society not unlike their more prim and proper counterparts.
The tribe is led by Naguk, an older orc that has led the tribe for nearly 70 years, the longest of any in the Swamps for centuries. He has three children, all of whom are silently vying for power and trying to secure their place as the next Banok. However, some rumors state that Naguk is staying alive out of spite (as he is nearing 120 years old) as he is sure that the Swamps will fall apart if any of his children take over. Each of them wants to be Banok; however, each is also too frightened of their father's ferocity to secure their place by force.
The Karrog Tribe
Last but certainly not least is the Karrog tribe, which resides at the southern mountains of the Swamps of Urshok. They are named the Karrog as this is what the orcs call the mountains that rise from the southern end of Athasor's rise to the Deuridian Ocean. Like the Sulmag tribe, they are a highly industrious nation, helping supply the other tribes with iron and other metals. They also guard the pass leading to the forests north of Rayhasfeld, Grurtog (Where Stone Meets). Though the pass is lesser known and hardly anyone comes through, they do not want to take the risk of someone sneaking in. They have two watchtowers hidden within the mountains that are continuously manned to ensure the pass is kept safe.
The tribe is led by Shamob, who used to be a shaman within his tribe. He is actually a half orc, one of the few in the Swamps and definitely one of, if not the, only half orcs to become a Banok. He is one of the most learned in the Swamps, having attended the Praesidium Archive in his younger years, and he desires to bridge the gap between the so-called civilized and uncivilized, allowing the orcs to live in peace. This has been met with much skepticism, as none of the orcs have been met with anything but hostility from the outside world. There are plots to overthrow Shamob, but it seems that any attempts end in astounding failure. Rumors of witchcraft and magic are commonplace in the villages of Karrog, and a full scale rebellion may be imminent.
Magical Aura
A magic emanates through the swamps from an ancient green dragon slumbering beneath the land. This magic extends the lifespan of orcs from their typical 40-50 years to well over a hundred years. It manifests as a thin fog permanently and partially obscuring the ground. It also affects any other beasts or humanoids who travel within the Swamps, extending their lifespans by as much as two times while they are within. When leaving, however, the magic fades, and the creature ages as normal.
There is a cave near the coast on the Deuridian Ocean that goes deep underground, as far as leading to the Underdark. Within this cave there are rumors of the large, ancient beast, with its gentle snores rumbling through the walls like earthquakes. Few go within the cave for this reason, as well as the fact that the orcs wish not to fight with the manner of beasts they have seen within. Instead, the Sultog tribe keeps a close watch on it and slay anything that comes out.
The dragon's lair consists of several curving tunnels with the hoard chamber where it sleeps. Within the hoard are 4200 copperpieces, 14000 silver pieces, 210000 gold pieces, 42000 platinum pieces, 9 mundane items (2 hogsheads of orcish ale, three paintings from the orcish tribes, an orcish war drum and an orcish religious drum, a sketchbook from a man in Rayhasfeld that has warnings of some sort of evil in the town, and a Hyperion Empire battle standard), 21 gems (each worth 1000 gold), 11 art objects, and 7 magic items (4 rare minor, 2 rare major, and one very rare major).
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