Tribal / Orc / Goblin Cities in Pathfinder


Pathfinder First Edition General Discussion


1 person marked this as a favorite.

Are there any clearly urban cities in pathfinder lore in which tribal cultures exist and can practice their "barbaric" religions and traditions, either openly or underground?

Reasons for the contrast such as the city being occupied by orcs, or tribal goblin communities living in a sprawling chaotic city that isnt policed in certain areas. (similar, albeit lesser in scale, to ravnica if youre familiar with mtg)


1 person marked this as a favorite.

Pathfinder Goblins are famous for living UNDER most cities. Every major city has a tribe (or more) living in its sewer system, and/or on the outskirts where they dump trash.

These are 'wild' goblins. They usually aren't accepted in the city, and are usually hostile to the rest of the population. If they aren't exterminated frequently the goblin population grows beyond what the sewers/trash can support and they start breaking into foodstores where ever they can be found and stealing. The local population of cats, rats, and dogs will dwindle. Then children and homeless people will start disappearing. By this time no matter what other troubles the city has the population will be actively hunting goblins or its going to fall.

The only goblins that get along with other populations are ones forced into slavery by a more powerful race, or Goblin 'Heros' who are more intelligent and show the adventurer's willingness to accept people who don't act like their own cultural norms would suggest.


What about slightly larger tribal creatures, such as orcs, are there any instances of similar situations for them?


1 person marked this as a favorite.

Belkzen: Hold of the Orc Horde describes Urgir, a city built by dwarves but later conquered and inhabited by orcs. It's pretty much what you look for.

The big problem with chaotic cities is food supply. You just cannot produce enough food inside the walls to feed the population. That means most of the food needs to be imported. 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.

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. He had to wage war with other orc tribes that thought he had gone soft, but he managed to come up on top. However the chaotic nature of orcs does not change easily. 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.


"The Chaotic nature of orcs"... That felt strange, took me several seconds to remember that indeed, orcs have been Chaotic since 3ed... to me, they are nearly as orderly as goblinoids...well, hobgoblins since goblins are no longer lawful either, and bugbears have always been chaotic.

and a city where orcs ived as anything else than overlords to a population held in abject subservience, if not actual slavery, it would be a most unusual configuration, as orcs live to conquer, if not destroy, all that is around them.

Actually, orcs are so innately destructive that I find it stange they can live as anything other than small tribes of hunter gatherers... they have neither the skill nor inclination for agriculture and raising of cattle etc, which would be delegated to slave/serf populations.


1 person marked this as a favorite.

The Population of Urgir (which by the way means "First Home") is 28,700 (24,100 orcs, 1,430 half-orcs, 1,150 humans, 574 giants, 290 elves, 275 half-elves, 881 others). These humans, elves, half-elves and others are mostly diplomats and merchants from other places, that are able to live in Urgigr because of Ulgath's protection, or slaves. They most certainly don't share the culture of the surrounding orc horde, but I don't think this is what you're looking for.

In Varisia, in the center of Storval Plateau, there's the city of Urglin ("The Second Home").

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. 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. Under the Bonecarvers, the situation in Urglin is best described as martial law carried out by protection racketeers. 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. (...) 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.

Orcs, trolls, goblins, nagas, and other uncivilized races are also present in the city of Kaer Maga, but they are a drop in the boiling pot that is Kaer Maga, and as far as I know they don't form a united cultural groups.

City of Strangers wrote:
Few civilized settlements welcome orcs, and though Kaer Maga is more tolerant than most, it’s hardly welcoming. This is due not so much to their monstrous nature—in a city full of trolls, nagas, and even stranger creatures, such discrimination would be hypocritical at best — but rather to their generally poor behavior and tendency to start fights without regard for the established gangs’ delicate balance of power. (...) Fortunately for the orcs, this general atmosphere of disdain and the occasional violence from half-orcs bearing grudges are still better treatment than can be expected from their own kind farther west, so many orcs find their time in Kaer Maga relaxing, even going so far as to set up permanent contacts and slave pens in Downmarket.

As Klorox says, no city would tolerate a large group of orcs behaving in an orc way within its walls, unless the city itself were ruled by orcs. Individual orcs could live in a civilized city. The aforementioned Kaer Maga is a good example. Beside the orc slavers coming to the city to trade their stock, there are orcs living in the Warrens, which are likely the rejects and exiles from their tribes.


Oh yes, individual orcs could live in a civilized city. The aforementioned Kaer Maga is a good example. Beside the orc slavers coming to the city to trade their stock, there are orcs living in the Warrens, which are likely what you say - the rejects and exiles from their tribes.


2 people marked this as a favorite.

Goblins co-exist with other races because they aren't seen as a serious threat and they are sneaky enough to live in the forgotten places of a city. But once they grow too much they start to make themselves obnoxious to the residents and that gets the tribe either culled or eliminated. And once the goblins are gone...wait a few years and a new tribe will establish itself. And for really old cities a goblin tribe actually does more good for the health of the city than harm if their population is kept in check.

Orcs on the other hand are a serious threat. There does tend to be a small population of orcs that live in most major human cities. I'm not talking about tribes, I'm talking about a few individuals that have either learned to live within the law, or are strong or connected enough to get away with their chaotic tendencies. Such orcs can end up doing heavy labor, or as street enforces, bodyguards, bouncers or anywhere else you'd want a strong, intimidating thug that isn't too bright.

With a significant population of Orcs there would be a power struggle for leadership. Orcs can work under other races, but the leaders would have to be strong. They don't take to law and order, and they only follow rules when there are strong enforcers.


I think there's also an underground city out there in the Darklands where there's hordes of mites. You could also check the Golarion Wiki for duergar; I think there's mention of a settlement of theirs too.

In my own home game I've got a decadent city with a "humanoids" quarter. There is a megadungeon near the city of Ravenhurst which has been an active adventuring site for over a century. As such, many adventurer types with a conscience have entered the dungeon, survived raiding the lairs of humanoids, and returned with the odd captive, minion, slave, etc.

Also, with such creatures usually described in the Besiaries as "tribal" would many humanoid types actually be prone to creating vast, sprawling cities?

Troglodytes apparently USED to have cities, so did the Cyclops race, but those are lost to history. Boggards and lizardfolk get mentions in their fluff that they build modest hut villages. I wonder if the Paizo folks ever really intended for their non-PC races to organize into such settlements.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Tribal / Orc / Goblin Cities in Pathfinder All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion