![]() ![]() (.) Nominally ruled by seven orc warlords, Urglin is little more than a vile melting pot of the worst of orcs, humans, dwarves, giants, and goblins, where violence and battle go hand-inhand with crime and corruption. As a result, Urglin is even more rife with crime than Urgir, and only the worst or most desperate kind of outlaw chooses to live there. Under the Bonecarvers, the situation in Urglin is best described as martial law carried out by protection racketeers. Unlike in Urgir, there are no codified laws in Urglin, only the rule of might, which is loosely enforced by the clerics of Rovagug called the Bonecarvers. ![]() Orcs of Golarion wrote: (.) Urglin is even more open to non-orcs than Urgir is, though most of its humanoid residents are the scum of Golarion, and even they aren’t particularly safe. The orcs in the city generally do only what they want, and won’t obey a law unless it is enforced by the immediate threat of violence. However the chaotic nature of orcs does not change easily. He had to wage war with other orc tribes that thought he had gone soft, but he managed to come up on top. Urgir managed that because of one orc chieftain Grask Uldeth that realized that orcs need to open on contacts with other regions if they want to ever prosper again, and transformed old ruins into a trade hub where merchants (at least those that paid for protection) can do business. But that requires either some goverment or at least overlord that is able to collect food from the surrounding areas, or enough stability and protection for merchants to bring and sell food on their own accord. That means most of the food needs to be imported. You just cannot produce enough food inside the walls to feed the population. The big problem with chaotic cities is food supply. Belkzen: Hold of the Orc Horde describes Urgir, a city built by dwarves but later conquered and inhabited by orcs. ![]()
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