Ogreton Settlement in The True Dark Ages | World Anvil

Ogreton

Ogreton is a metropolis in he south of Egypt. It is inhabited primarily by ogres and their slaves. These ogres are escapees of the domain of Orcus cults that was brought to Egypt by the Romans. Fearing they would be recognised in Europe and the Middle East for what they were they fled south along the banks of the Nile till they reached the mountains. At the edge of these mountains they started to use their strength to carve out & build a city for themselves. From there they could raid and patrol whenever they could as well as terrify locals into avoiding their small kingdom. The area they are in has slight volcanic activity, mainly due to slight tectonic waves coming up from further south in the African continent. It doesn't have any significant effects other than about up to a third of the metropolis has a defensive fold-thrust hills to the south, along with a smaller river running from the hills to the west and circling around the east where it joins the Nile. Coupled with the fact the majority of the metropolis is made of stone & clay, with a good portion underground, and the ogres frightening off any possible interlopers, it is quite defensible now.  
The ogre numbers are massive due to being left alone, and they have mastered the art of fishing in sufficient quantities, and farming using diverted water from the rivers to aid growing crops. The hilly, almost mountainous terrain is also ideal for mining, allowing for ores & gems to be extracted. Some are kept and refined by either the ogres themselves, or sold through intermediaries with contacts in the slave population. The slaves primarily live in the slum district furthest away from the main food storage & weapon stockpiles.
As a metropolis it has it's own coinage which appears slightly larger than most, but still useable. No rulers are present on the coins, instead it looks like a stylised ogre's head instead. This is in due to the strongest, bravest, or smartest ogres generally rule over the rest, and are voted on by the nobles. The rulers are referred to as Caliphs. The ogres themselves are pagan themselves believing in a number of rock, hill, and desert gods & spirits, usually with a tinge of Orcus in the mix. A few openly worship Orcus too, but are in the minority.

Demographics

Overall, out of the 73422 inhabitants, there are 54317 ogres of different ranks, with 5668 living in more rural parts of the metropolis and surrounding region acting as lookouts, scouts, and farmers. They are split there too, evenly between ogres and slaves. There is a further 13437 slaves spread throughout Ogreton, carrying out the menial, degusting, or backbreaking work the ogres don't want to do. A few are also used as a food source if there is a time of famine.   Most ogres have two functions, a day-to-day job ranging from merchants, to farmers, to metal or stone workers, along with clothiers, tanners, and carpenters. A few hunters, and professional soldiery exist, though most ogres will take up arms when necessary. That is something most of them seem to enjoy, and will easily attack en masse if they fell Ogreton is in peril.   A minority are clerics, leading worship of the simple gods they believe in. A few are nobles, generally the older heads of families, dealing with political & military matters, and a few of these are merchants looking after banking & money lending. Out of these classes the society generally votes a council of five ogre nobles to rule. Most ogres can't count beyond one hand so this is why they leave it to the nobles to sort out.   The last group is slaves, usually took from surrounding Bedouin & Egyptian populations, especially humans. A few are from central / eastern Africa who have for one reason or another moved north, and were captured. Ogrillions are uncommon, yet still exist making up a small percentage of the overall population. They usually act as mediators between the ogres and other species, and heavily involved in the slave trade, and ambassadorial work.

Government

The governmental style of Ogreton is that of Socialist. Five elected representatives sit in council over the rest of Ogreton, and they are chosen because of strength, intelligence, or some other outstanding quality compared to their peers. They usually serve three years before voting begins again. The nobles are usually the only ones to vote, yet the average ogre can have a sway by putting a name of a noble forward to be voted for.

Defences

A fold-thrust hills to the south, along with a smaller river running from the hills to the west and circling around the east where it joins the Nile. Besides being partially underground, this all helps to protect Ogreton.   Also scouts, lookouts, and raiding parties regularly travel to and fro. This helps keep enemy numbers down in the region, while bringing back information that could be of use later.

Industry & Trade

The ogres have set up trading posts at the edge of their territory near the Nile primarily. There they have human slaves sell trinkets made of gold, silver etc that they have got from raids. They regularly sell basalt, slate, chalk, and marble that they have no use for. Fluorite & chromium is regularly traded with the citrine gems (the ogres don't really have any use for these).   Other metals are imported in to be used to make equipment, weapons, armour, and industrial tools. The ogres would sell or trade a bit of food too for some of these. They also import wood due to the lack of sustainable trees in the region.   The ogres are able to work metal, and skins got locally, turning them into useful items.

Infrastructure

Farming is carried out near the rivers, and in the hills where they can. This allows for the basic food stuffs to be brought in. Trading halls are held just inside the metropolis as well to allow for goods to be imported & exported. Fishing takes place usually by slaves, and watched over by their ogre guards.   Regular patrols & scouting around the outskirts of Ogreton helps to protect the metropolis, and bring in fresh slaves. The slaves are put to work in anything the ogres couldn't do themselves, usually the most demeaning & disgusting jobs possible. The ogres themselves have crude sewers that get rid of waste, furnaces and blacksmiths, tanneries, woodworking, and suchlike within their society. They employ the best their kind can hire, while training every able bodied ogre to fight as well as & when needed. Barracks & weapon/armour storage is found almost throughout the whole city with some professional guards & soldiers present.   Large courtyards and roads are found throughout, partly to accommodate the size of the ogres, partly to allow enough space in case of invasion, that enemies smaller than them have a harder time to hide. Some waterways exist with diverted water flowing through them. This allows for individuals having access to water, and helping to flush away any dirt too if at all possible. Bridges are placed over these too, to allow passage. Storerooms & merchant buildings are found throughout the metropolis, as well as markets in some of the courtyards.    There is one council chamber near the centre of Ogreton, where the council members gather. Any laws or changes is given to town criers who call these out three times a day in the largest markets & courtyards. These criers are the loudest of the loud when it comes to ogres, and can be quite belligerent too. The ogres maintain a couple of crude boatyards on the rivers with the main one being on the Nile. This allows for a few boats to be built & maintained, mainly for fishing.   Most buildings are stone and clay based, so stone masons are highly sought after. They maintain, expand and deal in these materials exclusively.

Districts

The city is built into a number of districts holding large extended families of ogres, and can hold more than one. There is slums near the front of Ogreton (northern section), and used as a bulwark of sorts if enemies attack. This way the slaves who live there, with any ogres or Ogrillions who have fallen out of favour will likely get killed first.   The industrial district is at the south, under the hills. This is used to produce any goods, and well defended. It also means that any goods produced can be supplied to the main merchants district just north of it. It also helps that any goods coming in can pass the merchants first too, so they can get to these before the industrial zone does. Just north of the merchants quarter, is the administration & 'patriarchal' council chamber allowing for the running of the society in the metropolis.    Dotted around these are the districts holding the ogre families. These are generally the families that work in the adjoining districts.

Assets

The ogres keep stores throughout the metropolis containing weapons, food, water and alcohol. Some contain armour of different grades and sizes. These are regularly well stocked, partly due to the ogres are notorious for breaking things, and eating anything they can.   Storage of materials is kept in the industrial section of Ogreton, as well as the merchants sector contains valuable materials, along with coins. Records and other important documents are kept in the administration sector.

Guilds and Factions

There is a crime gang in Ogreton, made up of 748 members. They are a gang of smugglers consisting primarily of human slaves and Ogrillions, and ogres who have fallen out of favour. They are found primarily in the slums, smuggling out individuals, and goods. In the process they also smuggle in weapons & armour that they can use to attack the leading ogres making their lives harder. They look to get the slaves freed and bring down ogre rule in Ogreton.

History

Ogreton was built near five hundred years ago by ogres who had run off from Roman controlled regions of Egypt. They knew they were hated by the Romans & local Egyptians. They took in local pagan customs, and had originally followed the Orcus cults. They were seen as bodyguards for the Roman priests, and when they converted to Christianity it didn't help.   They fought their way down the Nile, and discovered a small region that was slightly volatile in nature. They felt they could dig in here and nobody else seemed to live here. They moved here, sending word for other ogres to come. They started to dig in and found that the upper layers of sandstone could be easily dealt with and used it to start hiding their city. Eventually enough ogres were present hey started to attack & raid Bedouin tribes and trade caravans collecting items of interest, and slaves. From there they learned many new skills and expanded further down in.   Eventually they decided they needed to get a council of sorts after about 50 years of family groups squabbling over who was in charge. The council has worked well since, especially in the form of it being made up of random ogres so nobody was truly favoured. They built their first trade post by the Nile at this point and started to import & export materials of different types.   It soon got to the point that enough ogres alone were present to make Ogreton a true threat regionally, but most local people avoid it, knowing to go there would be madness.

Architecture

Architecturally, Ogreton is to an outsider, a complete mess. The ogres may be able to work stone & wood, but aren't known for their patience of finely detailed work. Everything is a tad slapdash, taking in what they think Roman & Egyptian architecture looks like, with a personal flare of the builder. Stone buildings are everywhere, and little truly distinguishes each basic dwelling or building. The larger buildings are, if anything, just scaled up versions of these. There is a quaint charm about it though, that most would say it is like an ancient society learning it's first steps to more advanced building codes.

Geography

The region sites in a depression that is about half a kilometre west of the Nile. It has fold thrust hills to the south that covers the lower larger part of the metropolis, and a small tributary of the east & north. The region sometimes floods bringing nutrients to the ground, allowing farming to take place.

Natural Resources

Chalk and marble are here in abundance, sitting below a layer of sandstone. Fluoride and chromium are found through out the stone layers along with citrine gems. Basalt and slate are also present. The Nile is nearby that helps with water.   Spelt, triticale, wheat & nettles are grown. This is in conjunction to strawberries, yams, asparagus and sweet potatoes. Fish is present in large numbers in the Nile and the smaller tributary river. Cattle is also raised for their meat, skins, and milk. For hunting purposes there are Desert Cottontail, Mice, and a large Giraffe colony that travels the hills. Lions are present too, and killed for their pelts. Bass, clams, and catfish are fished regularly. Barberries can be collected from wild barberry bushes.

Demographics

Total Population: 73422
Primary Race: Ogre
General Attitude: Paranoid and Blunt
Breakdown
  • Children: 13216
  • Adults: 54332
  • Elderly: 5874
  • Ill/Infirm: 7803
  • Known Criminals: 748
  • Urban Population: 67754
  • Rural Population: 5668

Infrastructure

Road Construction: Cobblestone Roads
Main Irrigation: Furrow Irrigation
Number of Districts: 12

Architecture

Overall Architecture

  • Primary Building Style: Stone
  • Secondary Building Styles: Marble and Clay Lined Fiber
  • Aesthetics: Tasteful
  • Cleanliness: Disorderly
  • Upkeep: Handsom

Districts

District 1
  • Type: Slum
  • Population: 18889
  • Primary Building Style: Clay Lined Fiber
  • Secondary Building Styles: None
  • Aesthetics: Basic
  • Cleanliness: Filthy
  • Upkeep: Condemned
District 2
  • Type: Military
  • Population: 11769
  • Primary Building Style: Marble
  • Secondary Building Styles: None
  • Aesthetics: Tasteful
  • Cleanliness: Immaculate
  • Upkeep: Impeccable
District 3
  • Type: River
  • Population: 9302
  • Primary Building Style: Stone
  • Secondary Building Styles: None
  • Aesthetics: Normal
  • Cleanliness: Filthy
  • Upkeep: Well-Kept
District 4
  • Type: Oderiferous Business
  • Population: 3144
  • Primary Building Style: Stone
  • Secondary Building Styles: Clay Lined Fiber
  • Aesthetics: Normal
  • Cleanliness: Filthy
  • Upkeep: Condemned
District 5
  • Type: Docks
  • Population: 8028
  • Primary Building Style: Stone
  • Secondary Building Styles: None
  • Aesthetics: Ornate
  • Cleanliness: Filthy
  • Upkeep: Well-Kept
District 6
  • Type: Market
  • Population: 3247
  • Primary Building Style: Stone
  • Secondary Building Styles: None
  • Aesthetics: Normal
  • Cleanliness: Tidy
  • Upkeep: neglected
District 7
  • Type: Bridge
  • Population: 1208
  • Primary Building Style: Stone
  • Secondary Building Styles: None
  • Aesthetics: Artistic
  • Cleanliness: Disorderly
  • Upkeep: Handsom
District 8
  • Type: Craftsmen
  • Population: 2626
  • Primary Building Style: Stone
  • Secondary Building Styles: Clay Lined Fiber
  • Aesthetics: Functional
  • Cleanliness: Immaculate
  • Upkeep: Impeccable
District 9
  • Type: Gate
  • Population: 4090
  • Primary Building Style: Marble
  • Secondary Building Styles: Stone
  • Aesthetics: Tasteful
  • Cleanliness: dirty
  • Upkeep: Handsom
District 10
  • Type: Industrial
  • Population: 2114
  • Primary Building Style: Stone
  • Secondary Building Styles: Clay Lined Fiber
  • Aesthetics: Basic
  • Cleanliness: Filthy
  • Upkeep: Handsom
District 11
  • Type: Administration
  • Population: 2628
  • Primary Building Style: Stone
  • Secondary Building Styles: None
  • Aesthetics: Ornate
  • Cleanliness: Orderly
  • Upkeep: Well-appointed
District 12
  • Type: Patricate
  • Population: 709
  • Primary Building Style: Marble
  • Secondary Building Styles: Stone
  • Aesthetics: Tasteful
  • Cleanliness: Orderly
  • Upkeep: Impeccable

Defenses

Walls: Reinforced Wall
Natural Defences: Fold-Thrust Hills, Wide River, and Narrow River

Points of Interest

Special Features

  • Abandoned Mining Complex: 15.76 km southeast
  • Hot Springs: 2.11 km northeast
  • War Memorial: 193 m northwest
  • Stream: 11.10 km south

Geography

Tectonic Fold-Thrust Hills
Elevation: 0.53 km above sea level
Distance from the Marine Coast: 288.10 km
Ground Cover: 26%

Water Features

Wide River
  • Salinity: fresh
  • Depth: 99 m
  • Width: 2.16 km
  • Navigable: Yes
  • Downstream: Gentle Rapids
  • Aquatic Animals: Clams, Bass, Catfish, and Basa
Narrow River
  • Salinity: fresh
  • Depth: 5 m
  • Width: 52 m
  • Navigable: Yes
  • Aquatic Animals: Catfish, Clams, and Bass

Climate

Subtropical Scrubland
Avg. Annual Temperature: 18C
Avg. Annual Precipitation: 684.25 mm
Seasons: Dry Season and Wet Season
Prevailing Winds: southeast to northwest

Natural Resources

Stones

  • Igneous: Basalt
  • Metamorphic: Slate and Marble
  • Sedimentary: Chalk

Ores

  • Minerals: Flouride
  • Metals: Chromium

Gems

  • Semi-Precious: Citrine

Grains

  • Cool Seasons: Spelt, Triticale, and Wheat
  • Food: Spelt, Triticale, and Wheat

Vegetables

  • Root: Yam and Sweet Potato
  • Stem: Asparagus

Utility Crops

  • Fiber: Nettles

Assets

Stone Quarries

Rock Pit
  • Gathers Marble
  • 357 workers
Rock Pit
  • Gathers Basalt
  • 421 workers
Rock Pit
  • Gathers Slate
  • 375 workers
Quarry
  • Gathers Chalk
  • 377 workers

Ore Mines

Shaft Mine
  • Gathers Chromium
  • 685 workers
Open Pit Mine
  • Gathers Flouride
  • 513 workers
Shaft Mine
  • Gathers Chromium
  • 494 workers

Flora and Fauna

  • Livestock: Alentejana (Cattle)
  • Prey: Desert Cottontail, Mice, and Giraffe
  • Predators: Lions, Sidewinder, and Fennec Fox
  • Aquatic: Bass, Basa, Bass, Clams, Catfish, Catfish, and Clams
  • Grass: Deergrass
  • Shrubs: Barberry and Strawberry Bush
Founding Date
327 AD
Type
Metropolis
Population
73422
Location under
Included Locations
Ruling/Owning Rank

Comments

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Feb 25, 2022 22:56 by Michael Chandra

If they keep on growing by lack of anything restraining them, and mostly hidden without a proper direct trade partner, doesn't that make them real vulnerable to a natural disaster?


Too low they build who build beneath the stars - Edward Young
Feb 26, 2022 01:03 by Darren McHaffie

Yup, sets it up for one. Or an invasion by a bigger scarier bunch later on. If I ever get the players to take notice they may have to step in, in some way.