Major Locations

Gurm

Capital of the Orcs. A web of caves and fighting pits, the Orcish society avoids interaction with other races, except in war. Half-Orcs are demanded to prove their strength in order to gain respect. Orcish cities are secluded by necessity, as several sects of human society deem it an obligation to eliminate orcs whenever they are seen, out of perceived threat.

Gurm proper is the central antechamber of the Phandalin Mountain Tunnels. Fighting in the city is forbidden except in the fighting pits, and the city bustles with markets and young life. Mostly populated by youth and elders. Central Gurm is home to the Orcish High Council, a governmental body most of Alorukk doesn’t know exists. The council makes large-scale decisions regarding the preservation of Orcish history and the safety of the general population.

Thurkk's Gate

Tucked away at the base of the Phandelvar mountains, on the outskirts of the Nogdog Badlands, Thurkk’s Gate is a heavily fortified tradestown marking the boundary between Dwarven and Orcish land treaties. As the only generally accessible Orcish city, Thurkk’s Gate provides an important connection to the rest of Alorukk, both in terms of trade goods and cultural relations. Centuries of distrust between Dwarves and Orcs manifest within the city by way of its strict “No Weapons'' policy. Any non-officials found carrying weapons in public are immediately banished from the city, without their weapons. Whether they are banished to the Dwarven side of the gate or the Orcish one depends on how malicious the authorities are feeling.

Lundar Kattot

The only known Orcish port in Alorukk and a hub for pirates and refugees. A rough and shabby town paradoxically ornamented with gold and jewelry, Lundar Kattot is the place to go to find rare (or illegal) curiosities. The city is also home to the largest population of Half-Orcs in Alorukk. Half-Orcs who feel out of place in the dark, webbed caves of Gurm often seek their fortune pirating the islands of the Broken Fingers, or opt to sail past them to Béorrund, searching for a place that may accept them for their uniquity.

War's Watch

The easternmost settlement of Alorukk, War’s Watch is a relic of a time when invasion from the Eastern island nation of Béorrund seemed imminent. Tensions have eased, but the outpost remains, now a modest fishing town with a large Dwarven population.

Ëowye

The sole Elven settlement on Alorukk. Once a huge hub of Elven culture and commerce, a brutal civil war between the Drow and the Wood Elves has forced Eowye into seclusion and secrecy. Hidden within the woods, behind the mountains, thick enchanted fog covering the forest and the sea prevents all but Elves from being able to enter the city’s boundaries.

An original location for a DnD micro-campaign designed for six players, expanded from the "Phandelver and Below" module by Wizards of the Coast.