Hold of Belkzen | |
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(Nation) | |
Alignment | Neutral evil |
Capital | Urgir |
Government | nonstandard (tribal hordes). Overlord is Ardax White-Hair |
While orcs can be found throughout Golarion, nowhere else are they as plentiful or live in as densely populated settlements as in the Hold of Belkzen (pronounced BEHLK-zen)[1].
Government[]
For a long time there was no unified government ruling over the whole of the Hold of Belkzen. It simply isn't an orc's nature to try to maintain an organised government. Certainly orcs respect the rule of the mighty but even this grudging respect is only given to those who are powerful enough to force other orcs to obey them. The most powerful orc in Belkzen was Grask Uldeth the ruler of the city of Urgir but his rule did not stretch much further than the city walls. The rest of the country is inhabited and ruled by various semi-nomadic squabbling tribes (see Inhabitants below) who ruled over whatever land they currently reside in. The cities of Belkzen are ruled much like the rest of the land—whichever tribe currently inhabits the city is its ruler. This system is far from stable as most cities change hands between different tribes at least once every generation.[2]
After the Battle of Nine Broken Skulls, Ardax the White-Hair, formerly leader of the Closed Fist under the since-deceased Uldeth, has united all the orc holds and they accepted him as their overlord.[3]
There two exceptions to this system. The first is Freedom Town which is free of orcs but is even more chaotically ruled than full orc settlements, as it belongs to no nation and is known as a haven for criminals, exiles and anyone on the run from legitimate authority.[4] The other exception is Trunau, a small town that has held out against the orc invaders since the fall of the Hordeline nearly two hundred years ago.[5]
Geography[]
The Hold of Belkzen is a harsh land, and not just in environmental terms. The only thing more brutal than the landscape of this haphazard nation are its savage inhabitants.
Settlements[]
Sub-Regions[]
- The Algid Wastes
- The Broken Shore
- The Dirt Sea
- The Firewatch Peaks
- The Skittermounds
Other Notable Locations[]
- The Brimstone Haruspex
- The Cenotaph
- Covenant Rock
- The Flood Road
- Ghostlight Marsh
- The Keening Hills
- The Pillars of Kreth
- Raschka-Tor
- Sech Nevali
- Seraph’s Ladder
- The Sleeper
- Sunwall
Inhabitants[]
Full article: Tribes of the Hold of Belkzen
This section is a stub. You can help us by expanding it. |
References[]
- ↑ Erik Mona et al. (2008). Campaign Setting, p. 246. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- ↑ Erik Mona et al. (2008). Campaign Setting, p. 64-65. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- ↑ Lost Omens:Legends, page 16-17
- ↑ James L. Sutter. (2008). The Hold of Belkzen. Skeletons of Scarwall, p. 61. Paizo Publishing, LLC. ISBN 978-1-60125-099-5
- ↑ James L. Sutter. (2008). The Hold of Belkzen. Skeletons of Scarwall, p. 63. Paizo Publishing, LLC. ISBN 978-1-60125-099-5
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Absalom • Andoran • Brevoy • Cheliax • Druma • Galt • Hermea • Hold of Belkzen • Irrisen • Isger • Kyonin • Lastwall • Lands of the Linnorm Kings • Mendev • Molthune • Nidal • Nirmathas • Numeria • Qadira • Razmiran • Realm of the Mammoth Lords • The River Kingdoms • Taldor • Ustalav • Varisia • Worldwound |