Showing posts with label Campaign Setting. Show all posts
Showing posts with label Campaign Setting. Show all posts

Friday, February 17, 2012

Negune: The Nation of Regalia

The nation of Regalia is by far the largest of the five nations on the continent of Negune. Founded eight centuries ago by the legendary bard Horatiana The Beloved, Regalia is a benevolent monarchy, so named because Horatiana was fond of wordplay, but lacked any talent for it. Regalia controls the entire eastern coast of the continent, providing it with the easiest access to the only other known landmass, the continent of Kalimesh. Regalia also boarders every other nation on the continent, except Ribanko, which has become completely isolationist and refuses to engage with the other nations; and Stekett, which, despite not sharing a boarder with Negune, is still most easily reached from Regalia rather than any of the other nations. Given these two significant advantages, Regalia has become the center of culture and trade on the continent.

Regalia is comprised of seven provinces: Centralia, Volpan, Pyensal, Sextent, Shield Haven, Garvain, and Tonshire. One for each of the seven adventurers who united the peoples of Negune eight hundred years ago. Though the seven continents are not explicitly named for one of the companions, each of the seven capitol cities has a bronze statue of one of the heroes just inside the town gate, along with an inscribed plaque penned by Horatiana herself.

Government
Regalia is a monarchy guided by the traditions put forth by Queen Horatiana. Though no formal constitution has ever been drafted, in true Bardic style, Horatiana had every wall of the sprawling royal palace engraved with lessons she had learned, and her philosophies for leadership. These engravings do not legally bind the monarch. In fact, Monarchs often ignore certain engravings when they do not suit their needs or plans. However, the engravings are respected, and on three separate occasions, monarchs have been removed from power for violating the spirit of these philosophies. The wisest of Regalia's monarchs, it is said, spend their lives strolling through the halls of the royal palace, carefully studying the engravings left by their ancient forbear. So respected is this wisdom, that it has been disseminated throughout the seven provinces, and "Take wisdom from the walls" has become a common saying among Regalians.

The current monarch, Queen Byethen, is particularly devoted to these teachings. In accordance with them, she has established a council of seven advisers--one from each of the provinces--which are drawn from the town mayors, and cycled out after one year to make room for a new adviser. She has also assembled a council of 33 scholars, wizards, clerics, soldiers, and government clerks whose primary duty is to argue with her. To "Play Asmodeus' Advocate," if you will. They may respond to her ideas only with argument, or silence. Though they have no power to overrule her, the walls discourage her from taking any action she cannot defend. Queen Byethen also spends one week of each year living and working in a random town within her kingdom, so that she might never forget the hardships her people face.

Something which the walls are most emphatic about, and which no ruler has yet ignored, deals with the royal succession, and the separation between the nation of Regalia, and the seven provinces which constitute it. At any given time, there must be seven potential successors to the throne. Each of these successors is made the ruler of one of the provinces. The monarch may replace a successor at any time, based on any criteria, or completely arbitrarily. However, so long as the successors have the confidence of the monarch, they should be allowed to rule their provinces as they see fit. When the monarch has died, or otherwise cedes the throne, whatever advisory councils they formed during their reign gathers, and selects one of the seven to take the crown of Regalia.

Economy
Regalia is a fantastically wealthy nation. In terms of resources, it has an ample amount of forested area, plentiful fishing, rich mining, and expansive farmland. Regalia is so rich in natural resources, that no necessary commodity needs to be imported from any other nation--though the provinces themselves do need to trade with one another. The surplus of resources has also made Regalia rich in the gold and platinum of other lands through trade. Regalia's prosperity has reinforced the native legend that Negune was blessed by the gods to make it a place worthy of heroes. That legend has even spread across the sea, to Kalimesh.

Culture
Though the specific culture varies from province to province, a few common themes unite Regalian culture as a whole. Despite being governed by a monarchy, Regalia fosters a meritocratic culture. The nation's wealth has allowed education and other opportunities to be offered to most of the people. At present, two of the seven provinces are ruled by people who were born on the lower rungs of society: one a farmer, the other a miller. And as province governors, these two will both be considered as potential monarchs when Byethen leaves power.

Wednesday, February 15, 2012

Koldonberane, The Forest Dragon

I'm really quite happy with Monday's post about deities. You may have noticed that I really got into it, given that it's roughly twice as long as my average post. My own verbosity aside, in my opinion it's a pretty great post. So when I started thinking about what I should write for Wednesday's post, I remembered that a friend had recently encouraged me to write about Koldonberane, a deity I created a few years ago for a campaign which never ended up getting started. So not only do I get to make a friend happy, but I get to demonstrate the deity system I created in my last post! Huzzah!

Koldonberane
The Tree Wyrm, Leafscale, The Rustling Wind

Lesser Deity (Divine Rank 4)
Holy Symbol A green tree with a dragon emerging from the leaves. More ornate symbols include tree roots, which entangle both a halberd, and a short bow.
Home Plane Arborea
Alignment Chaotic Neutral
Major Portfolio Nature, Animals
Minor Portfolio Adventure, Rangers, Balance Dragons
Domains Animal, Plant, Travel
Worshipers Rangers Druids, Barbarians, Hunters, Trappers
Clerical Alignments TN, CN, CG, CE
Favored Weapons The halberd, and the short bow

Koldonberane embodies the uncaring chaos of nature. She appears as a titanic dragon, with leaves instead of scales. These leaves constantly shift from green, to bronze, to red, to yellow, to black, then fall from her hide, only to reveal fresh green leaves underneath. Though she is a lesser deity, many rangers and other adventurers who revere nature follow her because of the favor which she shows to those who have great self determination.

Dogma Koldonberane teaches that nature is indifferent to good, evil, and law. It is a force beyond these limiting concepts. While a mouse may be beloved by nature, so too is a hawk. The hawk needs no permission, nor any absolution for killing and eating the mouse. So long as balance is maintained, nature is self-governing. And so long as chaos reigns, balance will always be maintained. The only true sin, in Koldonberane's eyes, is a disruption of the world's natural balance.

For this reason, Koldonberane favors mortals who live out in nature, separate from those of their kind who seek to dominate nature, rather than find their own place within nature's balance. She cares not if a man kills an animal for food, or fells a tree to build a boat. New animals will be born, new trees will grow. But Koldonberane becomes upset when a copse of trees is felled to make a cabin, and she becomes enraged when a forest is cleared to make room for a city.

Clergy and Temples Koldonberane's few temples are magically woven from still-growing trees, and carpeted with living grass. However, few followers of Koldonberane are compelled to build temples to their draconic goddess. Most prefer to travel, living in balance with nature around them, and ensuring that others maintain that balance as well.

History
Koldonberane is a young deity, having only ascended four hundred thousand years ago. Before that, she was a dragon. Of what color, she cannot recall, but she knows that she lived in a forest. There, in her forest lair, she went about the business of dragons: hoarding treasure. She viewed this too be quite good and proper, and had amassed a great and glittering pile for herself.

As winter drew near one year, she spotted a squirrel gathering nuts for the winter. Being a particularly philosophical dragon, she likened the squirrel to herself. The tiny creature's hoard of nuts was a pale shadow of Koldonberane's hoard of treasure. And while the creature's taste in treasure was primitive compared to her own, Koldonberane speculated that the gods may have crafted squirrels as a tiny homage to their greatest creation. Which, of course, was dragons.

Koldonberane's forest was far to the North of the world, and winter was long. The mighty dragon slept until the spring came. When she finally awoke, she was greeted by the sight of the squirrel whose hoard Koldonberane had pondered the previous fall. Feeling spry and energetic after her long sleep, the mighty dragon approached the squirrel's nest, hoping to catch a glimpse of its tiny hoard. What she saw instead was nothing but shells. The squirrel had eaten its entire hoard!

At first, Koldonberane felt confused, but her confusion quickly became anger. She shouted and cursed the squirrel. She decried its mimicry as a mockery of dragon kind, and swore to destroy it and all of its kin, but it had fled. Still angry, she vowed to wait for its return, and destroy it then. But first she needed to find a meal, something to wake her from her long slumber. She took flight, and hunted through the forest for elk, deer, and other large sources of meat.

As she ate, she thought. Her anger gradually began to abate as she pondered the purpose of the squirrel's hoarding. She came to realize that the squirrel's hoard had not been an end unto itself, but rather a means to its own survival. It was something of a leap for her, but the more she thought about it, the more Koldonberane found she could relate to the squirrel's actions. And, being truly philosophical for a dragon, Koldonberane did something which dragons almost never do: she turned her criticism inward.

"Why do I, why does any dragon, hoard our treasures?" she thought. Numerous justifications presented themselves, but to her credit, Koldonberane dismissed each of them. The truth had been laid bare: her hoard had no purpose.

After that, Koldonberane continued to lay atop her treasure for several months. But now it simply seemed cold, and uncomfortable. Koldonberane tried adding to her hoard, which had always pleased her in the past. Now it felt empty. The sparkle of a polished coin no longer captivated her, and she resolved to be rid it all. She flew to the nearest city, and announced that anyone could have anything they were able to carry away from her hoard.

People came from miles around with sacks and carts, some even came with bags of holding. Koldonberane watched them take her treasures from nearby. She felt a panic, seeing 'thieves' taking her beloved treasure--but she did not interfere. She steeled her resolve to let her treasure disappear.

People had been hauling treasure away for less than a day when the king arrived. But Koldonberane's hoard was massive that ten such days would not leave a significant dent in her pile. The King, though, brought with him an army of carts, and ten times an army of soldiers. He demanded that all the treasure be his. Koldonberane told him he may take whatever his carts could carry, but the King was adamant. He wanted not only the treasure he could carry, but treasure which he would leave behind must be kept for him, and the treasure which had already been given must be returned to him. The dragon refused.

The battle between the king's army and the dragon was fierce. Koldonberane was, at that time, among the most ancient dragons to ever exist. She slew hundreds of the king's mightiest knights, but could not defend herself against so great a force. Koldonberane was slain, her body fell against the same tree in which the squirrel had made its nest. The King had his carts loaded, and took what treasure he could back to his kingdom.

When the King returned with more carts, he found many people around the corpse of the dragon, praying for blessings from the gold-giver. The King's men chased them off, and the king posted guards around Koldonberane's body to stop any others from worshiping the beast. The king returned a third time, now in late fall, for a third load of treasure. The guards he had left were camped nearby, and the dragon's corpse was gone! The guards explains how, in just a few short weeks, the roots of the tree had grown up around the dragon, and wrapped it in a wooden cocoon. The king said good riddance to the beast, and took his treasure, and his guards, back to his kingdom for the winter.

In spring, the king again brought his carts for the fourth and last load of treasure. As it was being loaded, he gazed at the tree which had consumed Koldonberane. Its leaves had sprouted a beautiful spring green, and he found the tree to be a pleasant sight.

Then, from amidst the rustling leaves, two eyes stared back at him. They did not appear to be fixed to anything, waving in the wind as the tree did. A creak sounded, and the wind-blown leaves momentarily seemed to form a gaping maw. Frightened, the king called to his men to hurry along, just in time for great leafy wings to sprout from the tree's bows.

The king screamed in terror as Koldonberane, the demigod, flew from the branches of the tree, leaving it bare of any leaves. But Koldonberane was now beyond such simple motivations as revenge, and ignored the petty human as it flew off towards the heavens.

Koldonberane's clergy hold that the tree which Koldonberane sprouted from still exists. It is said that green scales now grow on the tree, instead of leaves. What powers this mysterious tree might hold are unknown, however, as its mere existence is speculation.

Monday, February 6, 2012

Negune: Historical Overview

If you recognize the map above, you may just pay more attention to my posts than I do. I posted it once before (sans political notations) in an October update about methods for generating maps randomly without using a computer. As the sloppy handwriting in the upper right indicates, this is the continent of Negune, location of my Ascendant Crusade campaign. Normally when I start a new game, I start a new game world, and its geography and locals are developed as the players travel further and further abroad from where they start. But Negune is special.

You see, several years back I had no job, no close friends living nearby, and most importantly, no Internet. My TV was broken as well, so I couldn't play any of my console games. From September through to December of 2009 I did two things: Watch Star Trek The Next Generation over and over again, and work on developing the world of the Ascendant Crusade. It may sound very sad--and truthfully it wasn't a pleasant time in my life--but I must confess I miss the absolute focus my isolation provided me. It's remarkable what one can get done without the Internet.

So where am I going with this? Well you see, I miss working on Negune. I had a lot of ideas which I never had a chance to develop beyond concepts. I want to write about this place. Hell, it's already started seeping into my recent writing. Even while I wrote the Gravewhisper's Claw post, I knew that the dozen made-up 'fantasy words' I was dropping were going to be gibberish to my readers. So from here on I'll occasionally be doing posts which develop my Negune campaign setting. Maybe we'll even learn something about creating a living breathing world along the way. Who the fuck knows.

History of Negune
Many thousands of years ago, the god, Valor, looked upon the world of Tyrgaren and saw that it had no heroes to rival those of other worlds. "This will not do!" he bellowed, and struck the oceans with his hammer. Opposite his blow, a new continent rose from the sea. "Here will heroes worthy of me be born! Let any who seek my favor come to Negune, and prove themselves!" To this, Valor's brother Strife replied "If heroes are to be made here, there must be challenges to test them!" With this, Strife sowed across the land challenges unlike those seen before on the face of Tyrgaren. Hearing her brothers, Abundance approached. "You fools." she chided "Who will fight for this land? Who will struggle so hard against challenges so great simply for the favor of a distant god?" And Abundance caressed the land of Negune, bestowing it with a fertility and richness seen nowhere else on Tyrgaren. The three gods embraced, proud of their work, and turned their attention away from their creation. It was then that Evil approached, and blew his dark breath over the land of Negune. "And now," he whispered, careful not to be heard by the three creator gods "my darkness shall always guide this land's fate."

--Creation myth, found scribed on an obsidian tablet in the central Arganian forests.
The earliest civilizations of Negune organized themselves into city-states. Not much is known about this period or what came before it. What is clear is that these city states had a variety of cultures, some quite different from each other. During this civilization's peak, there were several hundred of these city states, frequently warring with one another and vying for land and resources.

It was during this peak that a woman named Eganaptyc arrived in the city state of Oriac. History is unclear on precisely where she came from, and many recovered texts from this period suggest a supernatural origin. However, the people of Negune at this time had not yet managed to construct ships capable of crossing oceans, therefore it is more likely that Eganaptyc arrived on Negune from one of the other continents, which were much more technologically advanced during this period. No effort has yet been made to search the ancient libraries of other lands to discover her origins.

Eganaptyc was a Wizard of not insignificant skill, if tales of her magical demonstrations are to be believed. Though, given that the people of Negune at this time had very limited experience with magic, their accounts are highly suspect. None the less, Eganaptyc's magical prowess and apparent benevolence quickly elevated her within Oriac, and she was made an adviser to the city's king. The king had no children, and upon his death the people demanded that Eganaptyc take the throne.

Under her rule, Oriac began to aggressively expand its boarders. First by securing powerful alliances with other city states in the East, then by conquering the city states to the West. Once her control there was established, Eganaptyc turned on her Eastern allies and conquered them. So did Eganaptyc's wars of conquest continue for many years. Wars which were continued by her son when she became too old to devote her full attention to matters of state. Eganaptyc lived just long enough for all of Negune to be brought under the rule of Oriac during her granddaughter's reign.

With no enemies left to fight, Eganaptyc's granddaughter, Retyac the Benevolent, turned her attention to strengthening her empire by spreading education to its furthest reaches. This is the beginning of Negune's golden age. It was marked by unprecedented prosperity in every corner of the Eganaptyc Empire. Technological advancement and learning accelerated, and within ten generations the once primitive Negune had become one of the most advanced societies in the world. The capital city of Oriac came to be widely known as the greatest city in all the world, stretching out to cover the entire island of Argania.

For three thousand years this unprecedented prosperity continued, and the Eganaptyc Empire flourished. But as Eganaptyc's descendents became more and more removed from the teachings and philosophies which had made their ancestors great, they began to lose touch with their people. When the people questioned them, these rulers resorted to oppression. And almost suddenly, within twenty years, millennia of good was undone. Oriac was sacked, anyone who had represented law and order was subjected to the rule of the mob, and civilization was lost.

Alternative governments were tried, but the incessant squabbling and vying for power in these governments led to constant wars, which invariably resulted in groups that were even more fractured, and required even smaller forms of government. Within a few centuries, Negune had descended from a continent-spanning empire, to a loose confederation of states, eventually returning to city states, and then descending even further into tribalism, and finally to barbarism. And there it remained for an eon.

Two thousand years after the fall of Oriac, five adventurers came to Negune. Many adventurers had come before them, but all had either returned home or perished. But these seven would prove different. Their names have become legendary: Korrik Anribo, the mighty elven wizard; Shorn Ironteeth, the dwarven axemaster; Horatiana, the human whose songs could soften even a titan's heart; Grephar, the human paladin; Norak the wild man; Bronsond the elven ranger; and Carrifeist, the half elven rogue.

For over thirty years, these seven traveled to every land of Negune. They slew monsters, saved villages, and bred good will throughout the land. Then, while exploring the Cold Iron Mountains in central Negune, something happened. Not a one of them would ever speak of it during their lifetimes, but when they descended from the mountain Bronsond was not with them, and they immediately parted ways.

Korrik settled in the far North, on a small island which he named Ribanko. He never spoke with any of his compatriots again. Shorn united many disparate and primitive dwarven clans, and settled in the ore-rich mountains in the North, founding the dwarven city he called Shornholm. Grephar traveled far to the West, to the most defensible position in the party had found in all of their travels. He united the people there, and called his nation Stekett. Carrifest settled near the sea. When people came and built a city around her, and begged her to rule it, she named it for her fallen comrade: Bronsond. Horatiana, the party's public face, had gained the most good will during their travels, and people flocked to her banner when she chose to settle down. So many swore allegiance to her that she had to break her nation, Regalia, into seven provinces: Tonshire, Shield Haven, Garvain, Centralia, Volpan, Sextent, and Pyensal. One for each of her former comrades. Before the group parted ways, Norak asked only that his friends never civilize all the land, and that they leave plenty of space for him to run free.

Eight hundred years have now passed since the Seven Heroes parted company. All have long since died--save Korrik, who still broods on his isle to the North.

Saturday, November 5, 2011

Alternative Fantasy Race Relations

In 1948 America was at the pinnacle of its prosperity. It was nation of wealth and status in the world community. Russia was the United States' great rival, an opposing superpower which seemed to us completely indomitable. The nation of Japan had lost a bitter war with us only a few years prior, and most Americans still held tight to their anger towards the Japanese people for the atrocities of that war. While China was a backwards, technologically inept nation of farmers, who were strong allies of the United States during World War II.

That was 63 years ago. Today, in 2011, the world looks a much different place. Russia's economic collapse and subsequent failure to recover has knocked it off the radar of most American citizens. Japan, once the bitter rival of the U.S., is now one of its closest allies. China--no longer a close friend of the U.S.--has risen to become one of the most economically and technologically successful nations in the world. And America, while still wealthy and powerful, has been steadily on the decline in the decades since that pinnacle of prosperity mentioned above. It would seem that the old adage rings true: things change.

So why in nine hells do fantasy races always hold the same position, and have the same relationship, in every single universe?

This has bothered me for a long time. Dwarves always hate elves just a little bit, and elves always reciprocate. This hatred is never enough to put them at each others throats, though, and it pretty much peaks at rude comments. Orcs, goblins, gnolls, kobolds, and generally anything which has a skin color no real-life human can have, are always evil monsters. It generally seems that these creatures are granted intelligence by game designers for the sole purpose of making them more challenging foes. Halflings and Gnomes are probably the most diverse, but as a rule neither race is anything but amicable. There's never a city with sings which read "you must be this tall to enter."

And humans. Humans are the worst offenders of all. Nearly without exception, humans are "more diverse than other races." They are almost always a young race, with lifespans equivalent to modern real-life humans. Most settings take special note of how prolific humans are, and that despite their youth compared to other species, their diversity has allowed them to flourish and become nearly omnipresent compared to the other species.

I understand why things are done this way. A dwarf isn't a dwarf if he doesn't like hammers, beards, and ale. If somebody made all the dwarves in their world sober, clean shaven accountants, that would be a crime on par with that of the Twilight books. It also helps for players to enter a game already knowing who the "good guys" and the "bad guys" are. Since they're supposed to be characters in this world, they should know those things. And if the player already knows what their character should know, it helps speed things along. Besides, things can become difficult if two player races are so opposed to one another that they would refuse to work together.

And in all fairness, it has become somewhat popular for these concepts to be toyed with in recent years. Orcs, in particular, now seem to appear as a goodly race more often than they appear as a monster. But that having been said, there's a certain appeal to a gritty and unpleasant setting where people don't get along very well. I enjoy mixing the traditional concepts up, and letting my players run wild in a world more unusual than a typical fantasy setting.

Below is some information on a number of fantasy races. This information is for use in a future campaign world of mine which I may or may not ever finish. Any race which isn't mentioned is one I haven't figured out what to do with yet.

Humans


Average Lifespan: 45 years

The great human empires have come and gone in the roughly ten thousand years since the race was born. All that remains of them are ruined castles scattered across the land. What humans remain are a lost race. They have fallen so far from the heights of their glory that few humans even know their peoples had any glory to begin with. The few stories which still speak of their ancient empires are fractured and mythological in nature.

Now, most humans live in small tribal villages, or in roaming bands of nomadic barbarians. Humans will occasionally settle in the ruins of some crumbling castle, never realizing their ancestors built it. As a species, they are of little importance. Most human tribes are too concerned with finding food or waging territorial wars with other humans to become involved in more lofty pursuits.

The one thing which sets humans apart is that nearly all of them are born with the innate talent for sorcery. Though not all choose to pursue this path, fully half of humans do. And even those who do not are normally able to cast one or two simple spells.

Somewhat ironically, it is this sorcery which caused the downfall of humanity in the first place. Some four hundred years past, when human power was at its height, and human wars raged across the land, an evil king hatched a plan to put an end to his rivals. Using a ritual of unspeakable evil, this king slaughtered half of his subjects, granting the rest of his people sorcerer abilities, with the unintended side effect of reducing their intelligence.

The evil king's genocidal rampage was successful none the less. But within a generation, the reduced intelligence of humanity had caused his government to collapse. For several generations, humans became progressively stupider, and more bestial. Since then, however, the race has recuperated somewhat. Humans are still one of the less intelligent races, but they are intellectually capable for the most part.

Babyls are an offshoot of humanity which did not cease their generational decline. Babyls appear to be human, but their intelligence has reduced them to animals without the ability to understand language. Some elven societies keep Babyls as pets.

Dwarves


Average Lifespan: 2,000 years.

Dwarves are an extremely prolific race, living not only in mountains, but also in underground complexes beneath plains, and even some forests. As a people, they are wary of magic, but technologically advanced, having developed both gunpowder and steam propulsion. While most dwarves still prefer a heavy axe or hammer in combat, rifles are common as a first-strike weapon. And many dwarven communities are now linked together by an advanced network of underground trains.

Socially, Dwarves are strictly hierarchical. Children obey their parents, wives obey their husbands, men obey the clan elders, and clan elders obey the king, and even kings obey The Emperor. Despite the many lands which dwarves inhabit, spread across many continents, there is only one single dwarven nation. Each dwarf is part of the regimented machine of dwarven society, and proud to play whatever role they play.

Dwarves also have a long standing and bitter blood feud with elves. The two races are constantly at war with one another. While land is often lost or gained, neither side has yet emerged as dominant in hundreds of millennia of conflict. Dwarves have access to much greater levels of organization and support, whilst elven magical abilities mean every elven life is normally paid for with dozens of dwarven lives.

Elves


Average Lifespan: 10,000 years.

Elves are numerous. Not quite as prolific as dwarves, but nearly so. They make their homes primarily in woodland areas, but sometimes construct their cities on plains, in swamps, or anywhere else, so long as it isn't a mountain. Elves are too individualistic for centralized governments. Each elven city is a state unto itself. The laws and customs vary from city-state to city-state, sometimes wildly. Almost universally, though, these city states are governed by a mageocracy.

The elven predilection for magic permeates their entire society. Nearly without exception, every elf is a wizard. Some of these wizards govern, others are architects or military tacticians, but each is, above all, a wizard. The rare elf who is not a wizard will, at best, be treated as little better than a slave. At worst he or she could be cast out into a world which can be harsh towards the haughty and unpleasant elven race. These cast outs normally try to make their lives within orc society, but a few attempt to integrate with humans.

Halflings


Average Lifespan: 50 years

Halflings are a slave race. They have no real culture or identity left to them save that of countless generations of servitude. Halfling slaves are what make elven society work, with each elf owning perhaps 2 or 3 halflings. Orcs keep halflings as slaves as well, though not in such great numbers. There is likely to be one halfling slave for every ten orcs in a community. The orcs consider them very useful for sea travel, since halflings don't take up much room, or eat many rations.

Orcs


Average Lifespan: 80 years

If you need to travel on water, talk to an orc. This coast-dwelling species is master of the open sea. On a whole, they've managed to remain neutral in the conflicts between other races. Some individual orcish towns have thrown in their lot with either elves or dwarves simply as a matter of necessity.
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