BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Orcholm

On a day of bloodletting and tempest, the remaining orcs and half-orcs of the Gushthud clan fought beside the ravens of Xantu and the prisoners of war that had been captured by a demonic host. The Gushthud gave the Harbingers a chance to take the fight to the corrupted war chief and his sharp tusk. The Harbingers brought divine justice to the demonic host, purging it from the land. Though the demonic creature of fire and lightning escaped, the day was won. Rash was named War Chief and Jang of the Chosen Path as his sharp tusk. Rash named the lands Orcholm, and his unnamed, fate-forged great axe Orcheart. He decreed that Orcholm would be home to all that held brave hearts who would fight for a better future, and that Orcheart would always be held by the war chief - eternally protecting Orcholm and its people. - Founding of Orcholm, 22nd day of Herben 5503.

Home of the brave of heart. Orcholm is home to all who have a brave heart, though most of its population is orc and half-orc. If you hold the spirit to fight for a better future, Orcholm will welcome you into its walls and tribe.

Aesthetic: Most of the structures are made from natural materials like lumber and stone. Pelts, scales, tusks and bones are also used throughout the construction of Orcholm. Large pyres are always alight gifting warmth and light to its people. From afar the smoke pillars can be seen as an example of their power and a guide to bring their people home.

Population: 563 (66% Orc, 20% Half-Orc, 6% Human, 8% Other Races )

Government: All follow the commands of the Warchief who wields the fate-forged great axe, Orcheart. While any who are able to claim Orcheart could become War Chief of Orcholm, only the sharp tusk is able to call for a challenge or allow another to challenge. The War Chief is the authority in all things for the tribe, however they still heed counsel from respected members of the tribe or allies. Orcholm is a free settlement and is not a part of the realm of the Suidiek or the United Kingdoms of Panthea.

Defence: A 20ft tall palisade wraps around Orcholm. The vast majority of its people are brave warriors and all are expected to fight. Their weapons and armour are not finely made, but they more than make up for that with ferocity and tenacity. Many of their warriors command dire wolves, who they ride and fight alongside with.

Commerce: Basic supplies are available, however there are no inns and many who stay in Orcholm without a residence will camp near the great pyres. Some merchants or adventurers bring rarer goods on occasion.

Organizations: There stand no full temples to the gods, Though there are still some shrines scattered throughout Orcholm venerating the spirits. The eight gods of Oaken'Ash is a new concept to Orcholm and while now many don't reject them outright, they still are yet to be taught their ways and are yet to form a relationship with them. Many orc tribes find themselves isolated from their homelands and have been united Orcholm. Their many beliefs and traditions are still culminating and the result of this are still not apparent.

Geography: Orcholm is built on a large hill, its buildings of prominence built closer to the summit. Much of the residences below can be seen from the top of the incline, and all is braced within the wooden palisade. Nearby forests provide much game and lumber for Orcholm. Half a day's travel from Orcholm is Wulfwispa, the sacred grounds of the Orcholm people and another half day further is Tinken, the sacred oak.

  Place holder art belongs to DLK Studios and the respective artist ( Source: https://imgur.com/a/X9kIw )
Type
Capital

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!