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Literature
Relations with the Hobgoblins
The colony of Cartago is an island in a sea of wilderness.  To the north are lands that are claimed by the Jutes but have never been colonized by humans – the lands are the home of orcs, giants, giant-kin and goblinoids of every description as well as strange beasts that are impossible to describe.  To the west and the south is the newly recognized hobgoblin kingdom.  The fact that Cartago sits at the mouth of the largest and most navigable river in the Hobgoblin kingdom means that it is a gateway into the heart of their lands.  It is a gateway, many believe, that they mean to control by any means.
The treaty of Gweara signed in 426, which recognized the existence of Mallic’s Law (as the Hobgoblin’s Kingdom is known) granted the lands south of the Tiber River to the Hobgoblins.  The Jutes turned over the lands from the Tiber River in the north, to the northern border of the Duchies of Yvain and Lionel to the hobgoblins in return for their help
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Literature
Cartago Society
The colonists who first came to this land were largely former infantry soldiers, marines, and sailors who had earned a farm after a 5 to 10 year enlistment with the Duke’s armies.  Due to the proximity of the Hobgoblin Kingdom, they retain their rank and their weapons.  At any given time the colony can call up a body of 1000 trained soldiers to its defense.  Each of the hamlets can shelter several time’s it normal population in the event of a raid by goblinoids.  Many believe that it is this readiness to fight that keeps the hobgoblins at bay.  The colonists consider it necessary that every boy learn the basics of fighting as soon as they can raise a sword.  A common coming of age present for a boy is a good short bow and nearly every groom gets a good long spear and shield from his father and father-in-law (respectively) on his wedding day.  Girls are trained at the art of slings, short bows and quarterstaffs from a similar age.  
Mo
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Literature
The History of Cartago
Cartago was the northern most city in the Pax Humanity (the old unified empire).  It was also the center of the Order of Hermes – where the Grand Council met three times a century to set policy for the Order.  Each of the 12 houses of the Order had members in the area, most held individual estates in a manorial system (a manor house, a small village, etc.).  There was one full Covenant located in the high hills just south of the city hidden from mundanes.  Today its location has been lost even to surviving members of the Order.  During the wars that followed the collapse of the Empire, the city was abandoned.  For over 400 years the remains of this once great city decaying and forgotten.  
Enter Duke Bernard Galeshin of the Ducal Alliance. The Duke’s land consists of a few very crowded islands resting in the Inner Sea.  The Duke was looking for unclaimed land to which to settle people and to add to his realm.  The mouth of the Ti
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Literature
Jutelander deities
While I'm usually keeping things here game mechanic free, I'm running this world w/ the Pathfinder system for now.  It was originally designed with D&D 3.0 / 3.5 in mind with a heavy influence by Ars Magica 4.0.  
For the Jutelands, I'm borrowing a list of deities that I found on a Pazio message board - at least until I can find or create something better.  
Aengus (god of love and beauty): Charm, Luck, Trickery
Arawn (god of the dead): Darkness, Death, Repose
Brigid (goddess of smithing and healing): Artifice, Fire, Healing
Cernunnos (god of wildlife and the wilderness): Animal, Plant, Strength
Dagda (god of agriculture and weather): Earth, Plant, Protection, Weather
Diancecht (god of healing): Community, Healing, Protection
Epona (goddess of horses and travel): Animal, Liberation, Travel
Lugh (god of the sun and the sky): Air, Sun, Weather
Manannan Mac Lir (god of the sea and all the animals of the sea): Animal, Water, Weather
Morrigan (goddess of war): Chaos, Destruct
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Literature
The Northern Orc
The northern orc is serious blight on the Northern Freeholds and the northern and western Jutelands, these savage creatures a bit larger, a bit more ferocious, and savage than their southern cousins.  They are usually between 6 and 7 feet tall and 3 – 4  feet wide at the shoulder (1/2 foot taller than southern orc and ) and at a minimum 2 ft shoulder to shoulder (largest modern bodybuilder on record is 26” shoulder to shoulder w/ the human average being 18 inches).  
Unlike their southern cousins, these orcs spend much more of their time above ground and have no ill side effects from normal sunlight.  Their eyes have no white to them but are a single color with a pupil.  The eye color ranges from a golden yellow to a deep red with an orangish tint being the most common.  Above the eyes is a pronounced brow ridge (similar to a Neanderthal’s).   Their skin coloration often matches their environment to some extent – this gives the
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Literature
Patria Prophecy
Forest Sisters and Earth Brothers no more
Setting Sun sickness and death
Perfidious child men
Bringers of death to the Light
Light extinguished
Moment of Hope slain by Luck
Long Night
Promise of Light
Earth Brothers reborn
Light takes Form
Forest Sisters return
Light Manifests
Darkness Returns
Vanquished For All Time
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Literature
Jutelander Major Towns
Each of the 12 towns touched on below with some information players will have available for the asking.  More detailed information will be made available when the PCs visit the respective towns or make a concerted effort to learn about the towns in question.  Only about 1% of the population actually lives in the major cities – the rest live in small villages and hamlets that surround the larger towns.  
Austhorp:  
With a population of nearly 15,000, Austhorp is the largest town in the Jutelands and can be honestly called a city rather than a town.  Despite its large size, it does not have as much farm land round it as the other towns but rather most of its population is supported by the large iron mine in the hills west and south of the city.  Smelters turn the ore to trade bars and a growing number of craftsmen make this town their home.  
Ottershaw:  
Nearly 7,000 people make Ottershaw their home.  Primarily a river port town, trade
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Literature
Jutelander Society
Social Classes.  The Jutelanders are far less class conscious than their neighbors to the south are.  This is not to say that a lowly churl can insult the king and get away with it, but that same churl won’t be killed for his insolent behavior.  The Jutelanders recognize several distinct classes with mobility between the classes, both up and down, based on one’s actions and the actions of one’s family.
The lowest of the society is the slave.  There are three ways people come to be slaves, a) they are born into it, b) they commit a serious but not capital crime, or c) they fall deeply into debt and have no way of paying their debts save though their labor.  A slave can be freed through the will of his owner or by paying off his debt.  Those who are criminals are slaves for the rest of their lives and a brand is placed upon their forehead to insure that everyone knows their status.    
Far above the Slave is the Churl.  These
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Literature
Juteland History as told by Gyrth Jerbiton
In the time before memory an evil king drove our ancestors from the land of Angels.  We sailed away seeking a new home in the Land of the Grapes or the Green Land – at worse we would make a home in the Land of Ice.  But in any case we would be far from the evil king that had invaded our land, killed our king, and demanded that we be enrolled in his great book of Doom.  
In midst of our journey, the álfar appeared and offered our fleet sanctuary in a new land far from any evil kings if we would fight for them against a great evil that they could not hope to defeat without our help.   After much debate we agreed and we followed them to the lands of the southern coast of the Middle Sea.  We were greeted by old Romans and some of their wizards who promised us help getting settled.  They had set up a kingdom to the south of the Lesser Alps as they called the mountains just to the south of what was to be our lands.  We exchanged oaths of friendsh
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Literature
Nations Of Patria
A brief summary of the Lands of Patria
About 1,500 years ago, Elves brought the first humans to Patria to serve as their foot soldiers in a prophesied war against a demonic led humanoid horde.  Just over 400 years ago, that war happened.  A great plague preceded the Horde.  Between the plague and the war, the Elves and Dwarves were destroyed as independent powers and what few survivors hide in small enclaves far from any other civilizations. Prior to the plague the humans had organized themselves into a Roman style empire – a core empire with a number of smaller client states around the edges.  For 1000 years or so the human emperors had ruled in general prosperity (while allowing and profiting from slavery of non-humans and those humans who were deemed ‘troublemakers’).  The plague killed about 40% of the humans and their entire imperial line of succession.  Humans fractured into a number of kingdoms – some groups moving to previou
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Literature
History of Patria
    Patria has seen several races come from other worlds – usually in mass migrations and there are few if any native races left on Patria.  It is believed that six legged reptilians were the first races and perhaps even the only truly native races.  Dragons of all types represent the original native sentient race.  Races that derived from that stock – like ‘lizardfolk’ and kobolds – have lost two of their limbs either through natural selection or magical alteration as four limbed races and life became more common.  What is known for certainty is that humans, elves, halflings (Kareena) and gnomes (Chergari) were imported from other worlds.  The good dragons brought the elves to Patria so far in the past that even the immortal elves have only the vaguest of memories of the event.  The elves in turn imported the Chergari and the Kareena before they imported the humans as part of their plan to find allies against the pr
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Literature
Chapter 1 -- Discovery
Undisclosed U.S. Army Mountain Wilderness training reserve.  Present Day.
The snow was still thick on the ground this early in spring.  It would be a good obstacle for trainees just up from their bases in Louisiana and Arizona.  Shaking his head at the quality of trainees today, he wondered if his sergeants said the same thing twenty-nine years ago when he was the new croot, he scanned the valley below through the thick evergreens.  Probably so.  29 years later – since the day after the tower’s fell – he had been everywhere – Afghanistan, Iraq, Syria, Iraq, Philippines, Germany, Italy, Turkey,  just about every corner of globe where some religious nut was trying to kill everyone who dissented  over some extremely obscure interpretation some books written thousands of years before.  
Retirement in just under a year really sounded good as he thought he saw some sunlight reflect off of something metallic on the far side of th
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Literature
Journey to the Homeland
Darkest Hour
Earth Brothers final night
Hope Awakens
Birth of the stone brothers
---ancient dwarven prophesy.  
With the coming of the Horde, it is certainly the darkest hour for the dwarven race.  All but one stronghold has fallen to the vast tidal wave of goblinoids lead by demonic officers.  The last desperate hope of the dwarven people rests in the hands of four young but carefully trained dwarves.  A fighter, a cleric, a scout/trap master, and an Underearth ranger have been selected to carry the Hammer of Moradin – a smith’s hammer of incredible age and holiness – to the lands where the dwarves were first created by Moradin.  Deep in the homeland, beneath the seven Mountains of Virtue, rests the Origin Forge.  It was upon this ancient and most sacred site that Moradin forged the first dwarves.  The group must extract raw ore from each of the mountains of virtue, smelt it into raw iron, and forge an iron statue of a dwarf.  
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Literature
Nostra Patria Geography
Geography –
Patria is an Earth sized world with Terran standard seasons and years.  The majority of my development so far has been on the eastern one third of a Eurasian sized land mass that dominates the northern hemisphere.  In the vast ocean on the other side of the northern hemisphere is a large archipelago of islands.  Aside from being an area untouched by the Plague and Horde Wars (see below) and thus being about 400 years ahead in technology, this area has not been explored or developed – even the size of the archipelago and whether it is one or several is completely open for development.  These islands are completely unknown to those living on the main landmass – whether the reverse is true is yet to be determined.  
The Southern hemisphere is – at this point and subject to revision – a vast ocean dominated by a massive super storm that circles the planet every twenty years or so.  I am still pondering this idea and ha
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Literature
Nostra Patria Introduction
Welcome to Nortra Patria
I have been playing Dungeons and Dragons off and on since 1987 when a neighbor introduced me to AD&D 1st Edition.  I have always been draw to the historic nitty-gritty of low magic worlds and every published world I have found seems to emphasize the high fantasy / mega-magic style of play.  WOC’s decision to create the Open Gaming License for the D20 system in 2000 saw an explosion of creativity.  I decided to try my hand at creating my own low fantasy / historically based (sort of) fantasy world for D&D 3.0/3.5.
After a couple years of playing, I realized that the task of creating a semi-historic fantasy world was more than one person could realistically do alone (if they wanted a life and a bit of sanity).  I shelved the project for over a decade while I returned to finish a college education and complete law school.  Now with my academic life behind me, it is time to take an old project off the shelf and make another attempt. &
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Eastern Patria circa 427 Secundum Pestis by dflickiss Eastern Patria circa 427 Secundum Pestis :icondflickiss:dflickiss 0 1

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The colony of Cartago is an island in a sea of wilderness.  To the north are lands that are claimed by the Jutes but have never been colonized by humans – the lands are the home of orcs, giants, giant-kin and goblinoids of every description as well as strange beasts that are impossible to describe.  To the west and the south is the newly recognized hobgoblin kingdom.  The fact that Cartago sits at the mouth of the largest and most navigable river in the Hobgoblin kingdom means that it is a gateway into the heart of their lands.  It is a gateway, many believe, that they mean to control by any means.

The treaty of Gweara signed in 426, which recognized the existence of Mallic’s Law (as the Hobgoblin’s Kingdom is known) granted the lands south of the Tiber River to the Hobgoblins.  The Jutes turned over the lands from the Tiber River in the north, to the northern border of the Duchies of Yvain and Lionel to the hobgoblins in return for their help in repulsing the invasion by the Duke of Gareth.  Needless to say, Duke Galeshin was not one of the signatories for this treaty and does not recognize the Hobgoblin’s claim to “all lands drained by the Tiber River.”  

The Jutelanders, considering the five-year-old colony nothing more than a group of squatters, are content to let the Hobgoblins and the Ducal Alliance argue over the colony.  They recognized that they will be unable to settle the land for some time and King Alfred seems to believe that giving two potential enemies something to argue over is not the worst idea.

King Mallic first demanded that the colony submit to his authority.  It’s ready willingness to defend itself and threats by the Dukes Yvain and Lionel to come to the aid of Duke Galeshin in defending the colony forced Mallic to back down.  After negotiations that nearly broke down several times, the three Dukes managed to come to an agreement with Mallic over a boundary between the colony and his kingdom.  

In the two years since the boundary was drawn, no small number of “criminals” have been expelled westward from the hobgoblin kingdom.  It is suspected that King Mallic is either looking for ways around the settlement or fractions within his kingdom are attempting to undermine the agreement by using these “criminals” to attack the colony.  Raids by these brigands occur often enough for Duke Galeshin to order that all colonists learn basic fighting skills and that all men are to own a spear and shield at the very least.  This is contrary to the normal practice in the Ducal Alliance where only the nobles may own weapons of war.

The largest raids consist of about 30 some odd orcs or goblins that have banded together.  Usually they have a wide assortment of weapons and armor.  The fact that their equipment is usually very shoddy and their best armor is hide lends credibility to Mallic’s contention that these are exiles that are acting without his consent.  The fact that he does not attempt to find solution other than exile to the problem of beings that are not content to live under his rule supports the idea that Mallic is either behind the raids to some extent, trying to find a use for them, or at the best turning a blind eye to a problem.  So far there is not enough evidence to convince Dukes Yvain and Lionel to take a firmer stand with King Mallic.  

King Mallic has stated that any human traveling into his kingdom, save for pre-arraigned ambassadors, travel at their own risk.  To this date, no one who has gone into the hobgoblin lands has ever returned to talk about what the lands are like.  When the humans need to talk to King Mallic, a messenger is sent to the boarder where Mallic maintains a small garrison.  The messenger then waits at the post for Mallic’s reply.  No ships are allowed to travel up river although small barges come down river to trade from time to time.  Should Mallic want or need to talk to the humans, an ambassador is sent with a company of hobgoblins.  

While it is irritating for the colonists to have to deal with the Hobgoblin’s arrogance, they understand that if Mallic wished it, he could crush the colony by surprise attack before the Ducal Alliance could prevent it.  Wither the Alliance could destroy him in response is anyone’s guess.  The colonists have no desire to find out the hard way so they deal with his arrogance for now.  The colony leaders know that the colony is growing and with luck, good harvests and plenty of immigrants, the colony will be, in a decade or so, be able to defend itself against the hobgoblin army should fighting break out.  They know that Mallic is aware of the colony’s growth but they have no idea what he will do next.  

While Duke Galeshin controls the seas and Dukes Yvain and Lionel threaten his southern flank, an uneasy peace rests over this area.  Everyone knows that it would not take much to shatter that peace.
The colonists who first came to this land were largely former infantry soldiers, marines, and sailors who had earned a farm after a 5 to 10 year enlistment with the Duke’s armies.  Due to the proximity of the Hobgoblin Kingdom, they retain their rank and their weapons.  At any given time the colony can call up a body of 1000 trained soldiers to its defense.  Each of the hamlets can shelter several time’s it normal population in the event of a raid by goblinoids.  Many believe that it is this readiness to fight that keeps the hobgoblins at bay.  The colonists consider it necessary that every boy learn the basics of fighting as soon as they can raise a sword.  A common coming of age present for a boy is a good short bow and nearly every groom gets a good long spear and shield from his father and father-in-law (respectively) on his wedding day.  Girls are trained at the art of slings, short bows and quarterstaffs from a similar age.  

Most of the colonists are small landholders who treasure their independence.  Nearly all of the colonists first came to the colony as new couples looking to start homes and raise families.  A standard tax of 5% is levied against all landholders to pay for costs such as rebuilding the walls of Cartago and for providing for a common storehouse at all hamlets that people can draw from in times of bad harvests or other ill fortune.  This tax is often taken in grain or dried rations.  Coin is accepted if it is available.  Each adult male is expected to provide two weeks service a year standing guard for the city or for his nearest hamlet at his discretion.  Should a woman choose to take up a craft other than home and hearth, then she would likewise have to offer up the two weeks a year in service to the community.  

The typical farm is grows mostly grain with a couple heads of cattle to provide milk and cheese.  Hogs are marked with various ear cuts and brands and left to run wild.  This marking prevents accidental killing, or at least provides for compensation if person’s animal is slain.  Sheep are not raised in this area as they compete with the cattle for the small stretches of open grazing that is available.  Many men spend their time away from the fields hunting for game.  Now with Spring of 428 just around the corner, the colony can grow enough food to support itself, craftsmen in the town proper, and export enough to resupply trading ships that dock at the town with increasing frequency.  Increasingly farmers are starting to plant cash crops for export.  Most of these are fruits that can be preserved or dried for long distance shipping but also tobacco, cannabis, and opium are starting to appear.

In the Spring of 427, 4 landowners north of the river have hired “Adeligers” to come and work for them. Adeligers are people who can not pay but will work off their passage.  An “Adeligers” works for the person who purchased their passage for 2 – 7 years after which they are entitled to either a small amount of coin or the tools they need to set up a farm of their own.  The three farmers have brought in nearly 100 males to work their fields to the north of the river.  Word has it that these Adeligers are little better than slaves.  The use of Adeliger-labor is being debated by the farmers in the south who see the advantage of a helping pair of hands but at the same time fear what will happen when these Adeligers end their term of service and have no wives to settle down with.  

As noted above nearly all the people who immigrate to this land come as families.  Many of them have children ranging from infants to young adults getting ready to strike out on their own.  These new immigrants quickly adapt the common ideas of everyone defending each other.  While attacks on hamlets are rare, raids by exiled goblinoids on individual farms are still common enough for everyone to eagerly learn basic weapon skills as soon as they arrive in the colony.
Cartago was the northern most city in the Pax Humanity (the old unified empire).  It was also the center of the Order of Hermes – where the Grand Council met three times a century to set policy for the Order.  Each of the 12 houses of the Order had members in the area, most held individual estates in a manorial system (a manor house, a small village, etc.).  There was one full Covenant located in the high hills just south of the city hidden from mundanes.  Today its location has been lost even to surviving members of the Order.  During the wars that followed the collapse of the Empire, the city was abandoned.  For over 400 years the remains of this once great city decaying and forgotten.  

Enter Duke Bernard Galeshin of the Ducal Alliance. The Duke’s land consists of a few very crowded islands resting in the Inner Sea.  The Duke was looking for unclaimed land to which to settle people and to add to his realm.  The mouth of the Tiber River seemed like a good place.  The Tiber empties into the Eastern Sea far north of any lands claimed by the Ducal Alliance members and the Jutes have little if any presence on the coasts of the lands they claim.  Seven years ago, in Secundum Pestis 421, Duke Bernard Galeshin sent a team of adventurers to see if anything of value could be found on this distant coast.  

The team found the walls of the city where in better shape than they had expected and after dealing with a tribe of hobgoblins that had made the ruins their home, the group leader, Tedrin, sent word that the lands were good and that the Duke could start sending people.  The Duke offered the adventurers titles and the land, but instead they took gold and set off to find other adventure further up the Tiber River.  They have not been heard from since.  

Within the first year, the Duke had recruited over 500 families, mostly soldiers who had served out their 5-year enlistment, to rebuild the town and to begin farming the land.  By the winter of Secundum Pestis 422, less than a year from when the first colonists had set foot in the ruins, a small town had been built within the ruined walls.  The former soldiers quickly erected a palisade that stands to this day.  Work continues at a much slower pace at restoring the old stone walls that once surrounded the city.   Most of the stone for this wall comes from a large number of abandoned Imperial era buildings – many of them in surprising good shape after centuries of neglect.

By the winter of 423, people were starting to settle in small hamlets further away from the town and the town’s population dropped to just over a couple hundred people.  These people made their living by greeting new colonists and setting them up with tools they would need to carve homes for themselves out of the wilderness.  

In the Spring of 424, fear swept the colony as a large hobgoblin host appeared marching up the river towards the town.  All settlers quickly flocked to the town and lay in as many supplies as they could, fearing a long siege.  The hobgoblins initially demanded that the colony submit to their kingdom since it was built on their land.  After a great deal of haggling over details, the current boundary between the kingdom of the hobgoblins and the human colony was established and Duke Galeshin recognized the hobgoblin kingdom as a legitimate nation.  Since that time, the only problem the colony has had with the hobgoblins is their tendency to drive their undesirables out of their lands into the colony.  

During the late spring of 424, a single trading ship from the Freeholders stopped off and traded some of their products for some of the colonies.  By the end of that trade season, Cartago, as the colony had named itself, was a fixed point on the Freeholders’ southbound trade routes.  The Freeholder often stop to resupply their ships in trade for some wool or other goods they usually ship further south.  

The Spring of 425 saw the town of Cartago boasting a population of over 600 families, mostly craftsmen who moved to this land to trade with the Freeholders or with the new farmers.  Some 1500 families live in the lands beyond the town in 20 small hamlets.  Each hamlet is of similar make, a large stockade surrounding homes and cattle pins with farmland around that.  People talk of linking each of the hamlets by a road in the near future, but that is only talk, for now the only link between the stockades are forest tracks and a single cart-wide path to Cartago where the farmers sell their extra food to trade ships passing by.  

As we end the winter of 427 and look with hope on 428, the future is for the colony to create for itself.  With new colonists coming and setting up homes further and further from the fortified hamlets, there will be a need to clean out the ruins that dot the country side.  Since advancement west and south is blocked by the hobgoblin kingdom, explorers will have to be sent northward in to the lands that never been explored by humans.  Who know what lies there waiting to be awakened?
While I'm usually keeping things here game mechanic free, I'm running this world w/ the Pathfinder system for now.  It was originally designed with D&D 3.0 / 3.5 in mind with a heavy influence by Ars Magica 4.0.  

For the Jutelands, I'm borrowing a list of deities that I found on a Pazio message board - at least until I can find or create something better.  

Aengus (god of love and beauty): Charm, Luck, Trickery
Arawn (god of the dead): Darkness, Death, Repose
Brigid (goddess of smithing and healing): Artifice, Fire, Healing
Cernunnos (god of wildlife and the wilderness): Animal, Plant, Strength
Dagda (god of agriculture and weather): Earth, Plant, Protection, Weather
Diancecht (god of healing): Community, Healing, Protection
Epona (goddess of horses and travel): Animal, Liberation, Travel
Lugh (god of the sun and the sky): Air, Sun, Weather
Manannan Mac Lir (god of the sea and all the animals of the sea): Animal, Water, Weather
Morrigan (goddess of war): Chaos, Destruction, Strength, War
Nuada (god of kingship and justice): Glory, Law, Nobility, War
Ogma (god of magic and wisdom): Charm, Knowledge, Magic, Rune

paizo.com/threads/rzs2kl9h?Dom…
The northern orc is serious blight on the Northern Freeholds and the northern and western Jutelands, these savage creatures a bit larger, a bit more ferocious, and savage than their southern cousins.  They are usually between 6 and 7 feet tall and 3 – 4  feet wide at the shoulder (1/2 foot taller than southern orc and ) and at a minimum 2 ft shoulder to shoulder (largest modern bodybuilder on record is 26” shoulder to shoulder w/ the human average being 18 inches).  

Unlike their southern cousins, these orcs spend much more of their time above ground and have no ill side effects from normal sunlight.  Their eyes have no white to them but are a single color with a pupil.  The eye color ranges from a golden yellow to a deep red with an orangish tint being the most common.  Above the eyes is a pronounced brow ridge (similar to a Neanderthal’s).   Their skin coloration often matches their environment to some extent – this gives them a greater than normal ability to hunt by ambush in the trackless forests of the far north.  

Status in the tribe is a major concern for the Northern Orc.  Each tribe has it own distinctive manner of indicating status.  In some tribes the brow ridge is pierced with rings as a status symbol – the more rings the more status, iron and base metals for youths just starting out, gold and silver for those who have taken precious metals from their victims and had them turned into decorations.  It is not uncommon for very high status northern orcs to hang strings of dried animal guts or even narrow strips of leather into which they have embedded precious stones, nuggets of precious metals, or other things indicating wealth.  Other tribes use facial rings in a similar fashion or pierce their boar-like tusks w/ small gems.  Yet other tribes employ tattooing both of body and face to indicate status.  These status symbols vary greatly from tribe to tribe and most conflict between hunting or raiding bands is usually over status and ranking.  Humanity would have much to fear from these monsters if they every developed a more universal system of indicating status.  

Typically northern orcs fashion the skins of the great northern beasts they hunt into hide armor, use a heavy wooden shield for protection and wield battle ax or spear as preferred weapons.  Leaders among them will often possess and use a longsword instead of a spear or axe and may possess chain or banded mail armor – usually taken from their victims.  The most ferocious of them will dispense with the shield and use a great 2 handed axe.  The younger and more agile (usually lower status individuals) will use bows and slings.  There is little glory in killing your opponents from afar – even if it is better for filling to cooking pot.

Orcish warbands are rarely more than a dozen or so fighters (double that number of females and children) as they are constantly bickering over status – only a very strong leader can bind larger groups together.  Unconfirmed rumors suggest that some highly intelligent giants have gathered as many as a thousand orcs into a single fighting band – but upon the death or defeat of the giant such bands break apart – sometimes in middle of the battle.

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dflickiss
Old Fool on the Hill
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I remember working on the Pyramids of Giza and bits and pieces from hundreds of lives over the last 5 millennium or so.
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:iconaquaticwolfkuri:
AquaticWolfKuri Featured By Owner Apr 20, 2017  Professional Traditional Artist
welcome to Deviantart
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:icondflickiss:
dflickiss Featured By Owner Apr 24, 2017
Thank you; looking forward to seeing what people think of my writing.
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:iconaquaticwolfkuri:
AquaticWolfKuri Featured By Owner Apr 24, 2017  Professional Traditional Artist
Your welcome, and i'm sure there are all kinds of people who will love your writing c:
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:iconcecil92:
cecil92 Featured By Owner Apr 20, 2017
Welcome to DA.
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:icondflickiss:
dflickiss Featured By Owner Apr 24, 2017
Thank you. Looking forward to seeing what people think of my fantasy world and the stories I write about it (and maybe a bit of sci fi)
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:iconcecil92:
cecil92 Featured By Owner Apr 24, 2017
Good luck and have fun! 😎
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:iconarminius1871:
Arminius1871 Featured By Owner Apr 16, 2017
Welcome on DA^^
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:icondflickiss:
dflickiss Featured By Owner Apr 18, 2017
Thank you.  Thinking about posting some writing and maybe some things from my D&D world ... just have to play around a bit first.
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:iconarminius1871:
Arminius1871 Featured By Owner Apr 18, 2017
Sounds cool, also maps from D&D?
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:icondflickiss:
dflickiss Featured By Owner Apr 18, 2017
Just stuff I drew using MS Paint for my campaign world.  
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