Jump to content
Sign in to follow this  
  1. What's new in this club
  2. The Caved Inn Drinking Contest Come one come all! Drink with us at the Caved Inn! There is only one victory in this game- the last one to stand when the tankards are emptied wins the title of the heaviest drinker! Whether you’re a Goblin, a Human or an Orc, we’ve carefully measured your drinks so you can play too! For each contestant a drink, matching their potential to get absolutely hammered! Lightweight [Goblins, Skrayln, Sinnehliv] Shots of Wildfire Rum - 70 proof - 1 Shotglass per round Middleweight [Humans, Elves, Syrien, Danakov, ViloTae, Aervan, Halfbreeds] Tankards of Firewater Ale - 10 Proof - 1 Pint per round Heavyweight [Centaurs, Dwarves, Draxgar, Leonin, Orcs, Satyr] Tankards of Not Sure - 24 proof - 1 Pint per round Rules Bring a friend to take you home; you’re going to need one! No drinks during the contest. You’re allowed to have one glass of water to wash down the liquor. No cheating; come after eating a hearty meal, and nothing more. No fighting, and no brawls during the contest. Drinks first, punching later. The Game [-4] - [-3] - [-2] - [-1] - [0] - [1] - [2] - [3] - [4] Each player is given four marks, representing their ability to drink. The players will drink once each round of the game, and their marks will go down at the end of each round depending on the player’s luck, until they hit zero. Once the marks hit zero, the player becomes hammered, and risks losing the game if they fail to hold their drink. The objective of the game is to survive while boasting and slinging banter at your opponents. The last one to stand wins the game. The Drinking Tax For each drink, the player rolls a [d20] to pass a drink check for the round. Failing, by rolling between 2 and 13, will cause the player to lose a single mark. Failing spectacularly, by rolling a 1 or lower, will cause the player to lose two marks. The Water At any one point in the game, the player may choose to drink water directly after their drink. The choice to drink water must be made before drinking and be done in a single emote. Drinking water negates the result of the drinking tax, and can be done at any point in the game. Drinking water cannot protect against knockouts, and only protects a player’s amount of marks. [Warning: Drinking water may subject you to being called a pansy] Modifiers Rolls can be modified. A player is allowed to give themselves negative modifiers depending on their own condition (a lightweight is allowed to give themselves a penalty, for instance), but positive modifiers can only be granted by the judges of the drinking contest. Judges are allowed to give a +1 on a roll, determined by banter said by the drinker. Judges are free to use their own discretion for judging but generally are expected to judge by humor, topic and whether the insult is in good taste. Saving Throws For each drink check failed when a player has zero or negative marks, they have to make a saving throw. Failing the saving throw and rolling any number other than the highest possible for the given die will lead to a knockout. The saving throw is calculated as a [1dX], with X being equal to two plus the amount of negative marks. Only the highest number on the die saves the player. Double Knockouts In the case where two or more of the remaining players knock out by failing their saving throws, and they are the last remaining players in the game, they must all roll a d20, with the order in which they fall determined by the result of their die in order from lowest to highest roll. In the case where two or more players roll the same number, they must roll again among themselves until the order is established. The highest number rolled overall wins the contest.
  3. Kalgoran Gambling Games Below is a non-exhaustive list of gambling games common in the tribe of Kal’gorah. These games appear most often at these festivals and are generally played for money or tokens. Gambling in the tavern and around a campfire are common even outside of festivals but tends to be a lot more cutthroat, with many tempted by peddlers in Kal’gorah, often losing much of their money to the throw of weighted dice. Elemental Fortune A simple game involving a bowl with four different colors and sections. Each section represents the different elements; Fire, Air, Water and Earth. In the middle of the bowl is a star that helps the ball bounce off randomly into one of the sections of the bowl. Before dropping the ball, the player must call out which element they think the ball will end up in. (1 = Fire, 2 = Air, 3 = Water, 4 = Earth) A correct prediction of the resulting element wins them the game, and three times their bet amount. Totem tower There is a set number of six pieces to a puzzle of a totem. Two players compete to see who can build the highest totem. In order to do this, players must roll every side of a six sided die [d6]. Each round, each player rolls once, only placing a piece if their dice rolls on the next number they still need. If they roll a piece they already have, they gain nothing, but if they roll a piece their opponent has they may flip a coin to steal it [d2]. The first to reach four heads on their totem wins the game and the money bet on it. Higher Or Lower Cost: 5 tokens The host rolls five six-sided die (5d6), and whatever is rolled is the set number for the game. At this point the player decides whether they think their roll will be higher or lower than that of the host’s roll. If they win, they can double the amount they bet and choose to continue to roll until they either lose or walk away with what they’ve gained.
  4. Kalgoran Festival Games Below is a non-exhaustive list of party games common in the Festivals of Kal’gorah. These games appear most often at these festivals and are generally played for prizes. Ring Toss The player gets 3 rings, and is given three chances. The goal of the game is to throw the rings at sticks planted in the ground and accumulate three points, or more. There are three sticks, each one awarding different amounts of points. The player needs to choose what difficulty they are going for and roll a skill check depending on their choice. Difficulties: Easy = 1pt (10+) Normal = 2pt (15+) Hard = 3pt (20) Apple Bobbing Players will dunk their head into a water filled container attempting to catch an apple with their mouth or teeth. This will be done by giving the player three chances to catch an apple, rolling for their skill until they reach anything over 15 or use up all their chances. Rolling at or above 15 grants them a prize. The more apples they snatch,the bigger the prize. They also get to keep their healthy snack. Memory Challenge A trial of memory, often presented as a simple visual game or calling on remembering a specific event from earlier in the festival. For example, a volunteer from the crowd is brought forward, and the host picks out something of note in their appearance. The crowd of participants is allowed to view the person for a minute, after which point the volunteer goes behind a screen and thus out of sight, and the host asks the crowd to recall a specific detail of the person or something on their person. The players get a few minutes of guesses until someone guesses correctly, at which point the round ends. Dunk The Goblin A game of skill; a goblin is perched above a pool of water while contestants attempt to hit a target, which will release the seat the goblin is on and send them into the water. This will be done by giving the player two chances to throw a ball, each time rolling a skill check to see if they hit the target. If they roll a 20 they send the goblin in the water. Rolling between a 3-19 will only result in taunts from the Goblin. Rolling a 1 or a 2 will cause the player to fail in a way that makes it easy for the goblin to taunt the player personally. After failing spectacular, the player is given -1 to all future rolls for that game for the duration of the festival, effectively disqualifying the contestant. You only get so many chances to dunk the goblin!
  5. Kalgoran Tribal Naming The Kalgoran naming system, while seeming rather simple to outsiders, is given great meaning within the tribe. Naming is separated by three systems, each change in the name of a tribe member signifying an important milestone in their life. The Given Name One’s first name is given, often by the parents of a child. When no parents are able to name the child, a shaman is given the task of naming in their stead. Given names are typically short, occupying a single syllable with great variety among them. Often, these names are either a favored ‘thing’, but more often they honor an ancestral act or the name of an ancestor. In naming, the direct name of one’s ancestor may never be given- for to do so would weaken the spirit of the child to the temptation of evil spirits. Rarely, a second syllable is given to a name. Typically, this happens when the parents of a child can not agree on a name, which is resolved by simply giving the child both names. Examples: Shel, Argg, Brall, Cher, Gern, Pogg, Arr’Thar, Merrlur The Burdened Name One’s second name is earned upon the coming of age. It is appended to the given name, and represents the positive aspect of a person’s greatest flaw. It is given by their mentor, who presents it to a shaman for consideration. The second name is hardly spoken, serving only as a name shared personally. It is a punishment to be called by one’s full name in public, and often represents a great failing in honor when such a thing is done. As such, being called by full name in public unwarranted is often retaliated with by a duel. When a member of the tribe is cast out, their first name is stripped from them, leaving only this name to call them by. List of names: The Earned Name One’s familial name is ever in flux, changing with one’s deeds and merits, both personal and familial. Representing one’s surname, it can take shape in three forms; the first is a surname given to denote one’s lineage. This takes the classic form of denoting one’s most prominent parent and appending it with ‘son’ or ‘daughter’. It is used to identify someone through their line of birth, and often ends at the name of an ancestor well-known by the tribe. Second is an ancestral deed celebrated by the head of a prominent family leading to them taking the name of their ancestor, passing on the tale of the deed. These names often denote a clan of orcs, and is a name that may only be passed on once the first bearer of the name is dead. The third is a surname associated with a great feat, often one with great effect on the tribe’s own living conditions. These surnames are extremely precarious to take on, and an orc announces their surname only when they deem it is fit to do so. It is a name that is taken rather than given, unlike any of the names before it, and as such must be one that will be accepted by the tribe once announced. A surname given too hastily may dishonor one’s prior lineage, while a surname taken on too late may diminish the worth of the deed itself. A taken name accepted by the tribe will enjoy merit, as no one else may bear that name until the orc passes on. Of note is that one’s surname will always know an orcish and common variant. To simplify this process, names often directly refer to the deed in clearest terms to avoid confusion, and orcs will make attempts to know their surname in as many languages as they can muster. Examples: Son of Grak, Daughter of Ul, Stoneweaver, Tuskfiler, Skullcrusher
  6. Fal’Merek Festival of the Union (30th of May) Ceremony Overseer Shel Dreambinder Description The Festival of the Union is a celebration of Kal’gorah’s formation. It serves as an important reminder of the tribe’s past struggles while celebrating the union of their culture. On Fal’Merek, all the Kalgoran clans return home, decorating the streets and bringing their bounties as tribute. They form together, holding a large feast across the tribe and coming together by the fires, telling the stories passed down by their peoples until deep into the evening. It is a cultural festival celebrating common ground where it can be found, praising the Spirits, the Leadership and the Castes and Clans of Kal’gorah working together as one. Ceremonies On the day of the festival, tribe members are allowed to set up shop in front of their huts and anywhere in the market streets, often by laying out cloth and sitting on it. It is the only day in the year in which tribe members are allowed to sell whatever they are willing to part with, peddling freely on the streets, and this courtesy is often extended to outsiders recognized by the tribe. Outsiders are welcomed to attend the festival, and bartering is heavily encouraged. On the night of the festival, a large feast is held in the ceremonial halls of the tribe. Here, the Chieftain speaks to the tribe on the matters of the last year, acknowledging the new clans that have been formed and addressing the problems to come before motivating the tribe. The speech is informal and followed by a toast, often with allies of the tribe present. Customs Knowing the least customs of all the Festivals, the Festival of Union is about finding common ground between all participants and members of the tribes. Stories are told by the fires, with the better stories told at each campfire often being rewarded with coin and drinks. Games and gambling is allowed and encouraged, and where drinks are sold they’ll often be cheaper than usual.
  7. Kalgoran Society Of Councils, Castes and Clans The Kalgoran society knows a system of hierarchy unique to its tribe. Like all other tribes, bloodlines hold some significance, but the actions of an individual matter the most to reputation. Where most Orcish tribes would simply place their trust in one’s ability as they display it, those of Kal’gorah hold extensive trials to educate and maintain the amount of professions among its people. Through a system of societal castes, all members of the tribe are taught the common ways of their elder’s profession, allowing the tribe to grow beyond the occupation of ruined settlements and aiding them in forging their own cities and dominions. These families often create larger clans by forming together, to maintain their family’s traditions and so prevent themselves from failing their trials, ever seeking new members to marry into their clans. Leaders are chosen from among the highest rank of each of the castes, seated at the council and led by the Chieftain of the Dominion. The Castes of Kal’gorah The caste system of the tribe is determined by birth first and foremost; each newborn is taken into their family’s caste and taught the profession of their clan until they come of age. There, upon their 15th winter they will undergo a trial to determine if they will stay in their current social standing or be lowered to another one. Any may take a trial of their choosing upon their coming of age, but it is often one that can not be done without the aid of a mentor, and so it is much more likely that those taught within a caste will succeed, while the only ones to successfully pass from lower castes would be the ones with exceptional skill, or those tutored under the prospect of an arranged marriage. Regardless of which Caste a member of the tribe enters, it is often a position held for life. To change castes past the coming of age is possible, but carries great risk with it, for the trials involved in changing one’s caste past the first trial are as arduous as they are dangerous. The Shamans The top of the caste system consists of the Shamanic clans of the tribe. The Shamans are considered by all in the Tribe to be its rulers, championing wisdom, judgment and spiritual guidance as their contribution to the tribe. From birth, they are taught the vast histories of various orcish clans, including a great many oral histories that may not be written down. Expected to intricately know of the tribe’s origins and hardships, they are taught every detail until they can recite each of the stories without fail. They are taught how to speak and how to judge, and how to conduct the rituals necessary to maintain the tribe’s prosperity and good fortunes by honoring the spirits of the land. Many take up an Artisanal profession as well, as few born into a shamanic clan are fit to take part in its trials, and it is much more common for one born in a shamanic caste to choose tutelage under an artisanal clan instead. Past their coming of age, a Shaman can most often be found in the temples of the Kalgorah. There, they form the backbone of the tribe, teaching younger shamans, overseeing the trials of the tribe’s adolescents, judging its criminals and offering guidance to those who are troubled within the tribe, aiding them where necessary. Those who find themselves bound to spirits commune with the land, forming the bridge between the world of the spirits and the wishes of the tribe, ensuring both prosper together. It is among the Shamans of the tribe that the Chieftain is chosen to lead for life. This shaman joins the leadership council and stands at the head of all matters that concern the tribe as a whole, and Shamans are often revered as a whole for their place in society. The Artisans Just below the Shamans, the Artisans of Kal’gorah make up the second caste of the tribe. Members of this caste are more numerous than the Shamans, consisting of skilled laborers and specialized workers. They form the lifeblood of the city’s commerce and pride themselves on precision and mastery of their respective crafts. From the day they are strong enough to hold a tool, they are taught by their elders to use it to make what is necessary for the tribe. Learning all the tricks of their trade and the most common forms of their crafts, it is the task of the Artisan to build upon the ideas of their forefathers, a task in which they take great pride.. After their coming of age, their work has them overseeing the laborers of the tribe in the construction of the city, as well as establishing themselves for their unique crafts and conducting and managing trade within the lands of the tribe. Artisans are often in strong competition with others of their craft to create something to call their own with which to expand their businesses. From newer medicine for the sick to better ploughs for farmers, the Artisans labour and innovate for the good of the tribe and are rewarded for their efforts in turn. Artisanal goods made by a member of the tribe may not be remade by another unless the creator allows for it, or it is judged to be necessary to further the prosperity of the tribe, and Artisans are often respected for the intricate weapons and tools they make. The Warriors The third layer of the Kalgoran Caste is made up of the warriors of the tribe. Acting as the tribe’s blade against would-be conquerors, they consist primarily of those who have taken to a life of fighting. Honing their skill with their chosen weapon, they pride themselves on their strength and discipline. Those who grow up in the Warrior caste often know the harshest lives, taught to test themselves again and again, whether at the blades of their elders or the animals in the wilds around the tribe. After their trial, they can most commonly be seen around the walls of the city where they maintain the city’s defenses, or honing their craft in contests against other warriors in one of the dueling grounds around the tribe’s domain. Warriors are often taught to seek ever greater foes, whether among their own or in the lands around Kalgorah. The Workers Making up the largest group within the castes, the workers are the fourth and bottom layer of the tribe. Working arduously and often tirelessly, they provide the tribe with the very base of its needs. Stonemasons, Miners, Farmers, Woodcutters and other simple, yet essential labors are practiced in loose clans, though more importance is placed on family than a larger whole. The ones within these groups pride themselves on their endurance and strength of will, competing in contests with each other only when their honor is on the line. After their first trial, workers can often be found in their places of work, prospecting and harvesting from the land as they labour in the days to meet the needs of the tribe, and feasting and drinking in the nights when the work is done. Workers often live without the stresses of ever pushing themselves, considering a hard day’s work to be a craft to master all its own. The Pariah Outside the caste system live the Pariah; though they remain members of the tribe, they are not a true part of its society. They often live day by day, picking up the work no others would want to do in return for coin. Some rare Pariah take pride in their work, fashioning themselves as peddlers and grifters, but most prefer to keep their heads low- for to be an outcast is a punishment, all too often the results of crimes committed by the Pariah or their ancestors. Pariah are not allowed to participate in trials, not allowed to marry, and may only attend festivals as servants or with the express permission of a Shaman. Relations between Castes The difference between the various castes and their rigidity often means that there is dissent among the different groups. Though much is done to mitigate this difference within the laws, leadership and culture of the tribe, there are an equal amount of customs that shape the stark differences between them. While Shamans are generally revered universally and given the respect deserved by the tribe, their stance on peaceful isolation and their stance against expansion outside the needs of the tribe often puts them at odds with Warriors who often seek to fight strong opponents and achieve merit in their efforts. Though this creates dissent between the two castes, Warriors tend to be taught the necessity of peace and the avoidance of war, while Shamans will often create opportunities for warriors to fight by declaring contests of strength, hunts and expeditions in which the Warriors may compete. Oftentimes, Artisans find themselves at odds with Workers who they often look down upon, although unity within the Worker caste equally often repays this aggression by refusing to work for said Artisans. Similarly, a Worker may consider an Artisan to be arrogant and greedy, though such notions are often met with a challenge for the Worker and Artisan to switch trades for a day. This challenge often humbles both parties to the work of the other, though the contest slightly favors the skilled worker, as the work of a Worker tends to be simple and monotonous. Warriors tend to be at odds with Artisans for the same reasons Workers oppose them, though in these instances the situation is reversed; Artisans may collectively choose to deny the Warrior’s repairs, making it difficult for the Warrior to properly practice their craft. As such, the Warriors often begrudgingly respect the Artisans even through such prejudice, recognising their necessity and ensuring they remain untouched in spite of their sneers. Though the castes are often separated by their virtues, each recognises the necessity of the other in their daily lives. Disputes between the castes are often settled peacefully first, only escalating to a duel when neither side can agree, and though tension rises and falls with the stresses placed upon the tribe, the laws remain sacred to all that seek to avoid becoming Pariah to the tribe. Outsiders Outsiders are those considered to never have been part of the tribe. Those who come from outside of the Kalgoran dominion are not part of the castes, and until they choose to become a part of the tribe are treated as such. Outsiders are still considered as capable as the castes they would be part of within the tribe, provided they are considered such by those they speak to. Foreign kings are revered as one would a Shaman, and given the same respect. Craftsmen from outside are given respect becoming of an Artisan within the clan, and Farmers from foreign lands greeted as kindly as one would the Workers of Kalgorah. In spite of this respect, their rights are no different from those of Pariah when it comes to the work within the dominion; foreigners are barred from the workstations and the temple, unable to participate in the trials of the tribe, and unable to attend the festivals of the dominion unless approved by the Shamans of the tribe. They are not allowed to trade, though exceptions exist within those considered worthy by the tribe. Regardless of their limitations, Outsiders are not subject to the dismissal experienced by the Pariah; in all their actions that go against the wishes of the tribe they are asked cordially to refrain, and educated as one would a child in the tribe, with the threat of violence only suggested as a last resort to the unruly few. The Leadership of Kal’gorah The Leadership of Kalgorah lies just above the castes of its society. Though day to day decisions are made by the Shamans, there are matters that affect the tribe as a whole, which can not be judged by a shaman alone. To decide on these, the Kal’gorah gather in a Council known as Oru’kal to deliberate on the best choice. The Oru’kal is made up of a body of the most important members of the tribe. It consists of eight positions: The Chieftain, chosen among the Shamans; five Councillors, chosen among the Artisans; the Warchief, chosen among the Warriors and the Taskmaster, chosen among the Workers. Each receives a single vote, but the weight of the vote is determined by the Chieftain. As such, while seeming outwardly lead by a council of its tribe, the council functions only in an advisory capacity, with the Chieftain ultimately making each decision. Even so, the council is an important ground to debate on matters of the tribe, and those within it are respected as trusted advisors to the Chieftain. The Chieftain The head of the tribe, the chieftain is to be a wise and experienced leader ready to bear the great burden of leading the tribe to the future. They will often be the head of important trials, ceremonies and special events of the tribe. They work with the Council to create laws, coordinate events and oversee trials. They are chosen by a vote among all the Shamans of the tribe, set to lead for life. Though they answer to the Council, they also have the sole right to lead the tribe; should they choose to, they may ignore the advice of their Council. Ultimately, they carry the weight of the entire tribe upon their shoulders. The Councillors The advisors of the tribe, these highly respected individuals are often the masters in their craft and the heads of an Artisanal clan. Their role is to advise the Chieftain on all matters of the city and commerce, form laws with the Chieftain, conduct events, and act as judges for the tribe’s trials. They are chosen through merit once every year at varying times, in a contest of craftsmanship between every Artisan choosing to participate within their respective crafts. Five councillors exist within the Council: The Councillor of the Loom, chosen among the tailors and leatherworkers. The Councillor of the Hammer, chosen among the blacksmiths and weaponsmiths. The Councillor of the Shield, chosen among the armorers and siege engineers. The Councillor of the Saw, chosen among the woodworkers and carpenters. The Councillor of the Mortar, chosen among the alchemists and doctors. The Warchief Chosen as warriors, generals and great duelists, these individuals of high honor serve as the tacticians for the Chieftain on all matters involved in the field of combat and weaponry. The warchief will oversee tribe duels in the arena, coordinate events and manage the training of the tribe’s guard and troops, always preparing for the eventuality of war. They are chosen through combat, with the strongest warrior of the tribe replacing the previous warchief every year at the end of winter. The Taskmaster Among the Workers of the tribe, a Taskmaster is chosen every year. They are concerned with the needs of the people and have the important task of overseeing the happiness of the workers and the tribe as a whole, as well as ensuring the material demands made by the council remain reasonable. The Taskmaster is generally the most amiable and caring among the Workers, chosen by popular vote among the tribe’s workers in an election once every year. The Clans of Kalgorah As Kal’gorah grew, different people from former tribes collected under its banner. They had been tribes in their own right once, and their practices often matched poorly with one another. Though all could agree on the appeasement of the spirits, the purpose with which their tribesmen worked and the laws and peaceful coexistence they would abide by, some held fast to their own personal traditions, philosophies and practices, not wishing to share them with others in the newfound tribe. To signify these divides and their importance, the clans were created so that their practices would not be lost. Existing as extended families, a clan shares a name under their founder. They form communities within Kal’gorah of their own and under the oversight of the Council, reporting their activities and keeping careful records of those they initiate with the aid of the Shamans. They are allowed to hold their own private rituals and initiations so long as these abide by the laws of the tribe, and achievements made by its members are often shared with the clan as a whole. Clans of Kal’gorah abide by strict rules set by the tribe. These laws, known collectively as clan law, exist to ensure the autonomy within the clans doesn’t clash with the tribe’s authority. Under these laws, clans enjoy authority over members of their clan, capable of punishing them under circumstances for breaking their creeds. Initiation There are only two ways one may enter a clan after its founding, regardless of one’s origin and stature within the tribe. The first is to be born into a clan, or to have been raised by it before one speaks their first words. The second is to marry into a clan under the understanding that children must be born from the union in the clan’s name. Because clans often stake their reputations on those they initiate, it isn’t uncommon for a clan to conduct its own initiation rites. As such, initiation varies wildly from clan to clan, with some only celebrating a marriage and others often subjecting neophytes to gruesome hardships. Leadership A clan is always led by a single person, often the head of the family and its oldest living relative. This leader, known as the clan elder, holds ultimate authority over the clan in the eyes of Kal’gorah. Regardless of how the clan is ruled internally, when it comes to matters between a clan and the tribe, the elder acts as speaker for the clan. Outside of such matters, clan leadership tends to vary, though in most instances the elder remains an important member of the clan. Creeds Clans have varying philosophies, often resulting in leading lives in which they inhibit themselves or otherwise forbid certain things. To organise these philosophies, and to enforce them among their members, each clan knows a scroll of creeds. Creeds are absolute rules with absolute consequences for breaking them. Oftentimes, the punishments are harsh; though the tribe forbids maiming that inhibits work and death as punishments for breaking creeds, there are few rules in place to stop clans from acting on their own clansmen. Every law a clan has is to be known and accepted by the council of Kal’gorah before being recognised as a creed. Clan Feuds On rare occasions, clans may have issues with one another. Be it unpaid dues, or more personal quarrels, these conflicts can quickly escalate into feuds. Within Kal’gorah, there are two ways to deal with this strife among clans. The first is a duel for the clan’s honor, in which each clan provides a champion and duel for their honor. The second, more common among Artisanal clans, is a contest between craftsmen. Prominent Clans Many minor clans exist within Kal’gorah. Oftentimes, these clans may be little more than families. More notable clans are common knowledge among the tribe. They are listed here, with descriptions and scrolls where applicable.
  8.  

×
×
  • Create New...

Important Information

Terms of Use