I've developed an entirely new world for my recent D&D 3.5 games. Here's a brief excerpt of one city in this campaign from which a new level 5 campaign kicked off last night. This location of course would work in any version of D&D or Pathfinder. More to come!
Skellstadt
Guide
Resting like
a grim three-layer cake along the badlands of the Embittered Coast, Skellstadt
is a city-state of significant provenance, though also a lingering threat for
the northern kingdom of Weldenscar.
The only
city not to pay direct fealty to the king of Weldenscar, Skellstadt is
dominated by orcs and ruled by Huram Katitholm, the warlord of the Unification
Wars. Katitholm ended the war amongst the tribes but lay down his banner at the
end and gave the seven sons of the defeated warlords control over their own
lands. He in turn led his tribe, the Skell, to the once ruined city called
Untergangstadt and inhabited it, providing a valuable secondary port along the
Embittered Coast which was reachable through a network of grottos operated by
pirates previously. The Sea Captain Gorman Hux embraced Katitholm’s arrival and
occupation of the ruins, which were nestled within a complex web of basalt
labyrinths along the upper coast as a stabilizaing force. Katitholm is now nearly
90, and his eldest son, Hrimnar, does most of the ruling in his stead.
About Skell
Orcs
The Skell
orcs are predominantly lawful and dedicated in a unique way to a sort of modest
egalitarian order within the city. They have forged a hierarchy of noble
rulership which resembles human feudal systems more than the chiefdoms of the
mountain and wilderness clans. They have allowed their kin and other denizens
to form guilds, set up a city militia which doubles as guardsmen to protect
against murder and crime without cause, and they have integrated traditional
forms of orcish honor systems with more civilized and mundane practices of the
other species who inhabit the region. Most skell orcs are well spoken and literate;
the clan respected diplomacy long before it came into fashion following the
Unification Wars of the last century.
Of
particular note is that the skell orcs have a nonchalant, almost laconic
attitude toward other species, and this has fostered a trade relationship with
certain other groups such as the Hemani-descended duskers, dark elves and
dwarves of clan Drevas for the last couple centuries. Once the city was
settled, it became natural for these groups to have a presence. Where most orcs
can barely stand the presence of most other demikin, the skell orcs see only
opportunity and possible profit.
Locations
in Skellstadt
Skellstadt is like a three-layered cake, with the sunny upper city resting atop the ruins along the tops of the basalt crevasses, the middle layer being the deep canyon-crevasses nestled in the ancient basalt flow throughout which the city rests like a riddled nest, and below which lie the natural lava tubes and rough hewn tunnels that comprise the comfortably darkened passages in which most light-sensitive citizens of the city dwell. There is arguably a fourth lower district as well, The Deeps, which are the gateway to the Lower Dark for caravans willing to trade with the denizens of the endless caverns.
Castle
Scoria: Also called
the Burning Castle, this immense structure is forged and hewn out of the basalt
stone which comprises the great cliff shelves abutting and defining the
Embittered Coast and neighboring badlands. Its highest spire is called
Emberspire and it is said that the elder king Katitholm observes his city from
there each day for an hour. The rest of the fortress is buried in the deep lava
bluffs and uses the lava tubes, many of which open up to the sea, as part of
its architecture.
Training
Grounds and The Temple of War: Below the Capitol can be found the narrow open grounds and
tunnels called the Training Grounds, where the year-round king’s army and city
militia train. The Temple of War is found here, a monument to orcish planning
for all things battle, and this is where Prince Himnar dwells. The temple
serves Balar as its principle deity, as well as Emoath, the Bloated Son,
Fomori who is said to be the progenitor of all orcs.
The
Caves/Lower District:
this network of lava tubes have been turned into dozens of neigborhoods from
which stone-dug homes have sprung as well as long marketplaces, which connect
to and open up in the Channel marketplace. Most sunlight sensitive citizens
such as the orcs dwell here. A small clade of drow known as Clan Thurizen dwell
here as well. The drow mainrain a small temple to Elatha.
The
Channel: this is a
wide open cleft in the stone which prevents much daylight from reaching the
bottom but is still technically open-air. Many of the lava tubes turned
neighborhoods of The Lower District open here. The channel is the location of a
long marketplace where goods of all lands and species are collected, the only
marketplace of the north commonly known to serve as a direct line of trade
between the Surface World and the Lower Deeps. The Order of the Watch maintains
its garrison here where Captain of the Guard Halador Grames rules his orcish
contingent, with additional human, goblin, dwarf and ogre contingents reflected
as well to handle the diversity of species in Skellstadt.
Drevas
District: dwarven
clan Drevas has a barrio in the city here, mixed with surface level dwellings
and dwarven-make tunnel homes. The Clan Drevas relationship to the Skell orcs
is unique, and they may be the only dwarves friendly to orcs in the whole of
the Ostrican Coast. All told about 300 dwarves dwell here.
The
Temple District:
ironically there are more taverns and inns in this district to suit wealthy
pilgrims than there are actual temples. A major temple to most of the Ostrican
and Fomori gods can be found here, mixed freely, for Skell belief does not
distinguish between the two and considers the enmity of the ancient gods to be
no more than rivalry among clans. A prominent temple to the orcish god Emoath
also can be found here, run by high priestess Senea, an orcish cleric who holds
prominent sway in local politics and is married to prince Himnar’s eldest son,
Kasal. Kasal is a knight dedicate to Emoath, and spends much of his time away
from the city questing.
The Blood
Holes: the name
given to the arena pits in the lowest underground quarter, here cage fighting
rules supreme amongst gladiators and both men and monsters or all type and
species gather to place bets and fight, sometimes to the death. The arena
master Katen Gor, a goblin master, pays handsomely for live specimens which
would make worthy monstrous foes in the arena.
Tower of
the Necromancer: the
orc necromancer Kalod dwells here, and a complex guild of sorcery has grown up
around his tower. He was once student to the mad Galak Zurdath, before Zurdath
was killed for his intransigence, and Kalod took the tower in his absence. The
tower was occupied by the order of necromancers before the city grew up around
it, occupying the abandoned ruins of old. The tower will sell spells, even to
rival guilds, for a price.
The Old
City: mixed in the
rocky crevasses and upper stretches of the area are the ruins of a lost
civilization known as the Hemani, believed to have been ancient rivals of the
Zamurians who were wiped out by the same unknown cataclysm which got their
rivals. The bulk of human and other normal demikin as well as some ogres and
goblins dwell in the refurbished remains of the ruins, built upon in modern
standard. This region, which fills the gaps of the rest, is referred to as the
old city and overlooks the highest points of the area.
The
Cistern: a vast
cistern well which supplies most of the fresh water to the city, guarded
heavily by orcish troops. There is a rumor that the bottom of the cistern
contains an immersed ancient temple of Ahriman once worshipped by the Hemani.
Other stories claim the ruin stands mysteriously unflooded, if you can figure
out the secret passages to reach it.
The Deep
Markets: there are
tunnels rising from below which connect to the city, and from which denizens of
the lower deep such as grimlocks, troglodytes, other orc tribes and other
subterranean beings will visit to trade. These beings are fearful of the open
markets and go no further than the Deep Markets for their trade. Rumors of a
mind flayer named Sabel maintain a temple to Cerybdos are probably true.
The Deep
Markets are also home to a peculiar race of humans who descended into the
darkness long ago, possibly survivors of the lost age of Hemani. These men
refer to themselves as duskers, and they were effectively isolated from the
surface world, comfortably living in the Lower Dark for centuries before the
orcish colonization. They continue to run the operation of the Deep Markets and
only a handful now dwell on the recolonized surface ruins. Their stories speak
of an ancient catastrophe, and they are especially fearful of the old god
Ahriman.
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