[center][b]Torrin Hold[/b][/center] Capital City: Ghazkin Ghazkin posses both the glory of a unified industrial nation and the horrors that goes into maintaining it. Also known as "The City of Steel" as well as "The Copy Capital", Ghazkin is one of the most massive cities in Torrin Hold, and competes to be one of the most massive in the world with a population just short under a million orcs. Made up of over twenty circular fortress walls, the area between them known simply as "Circles", Ghazkin is capable of providing protection and supplies to it's people. Everyone born and raised in Ghazkin is given purpose, and rewarded for it. But not all is well in the City of Steel. For their advancement in production, pollution and sickness runs rampant. Even for their hardy orcish residents, their numbers must be maintained to not only meet the constant demands of production, but to replace all those who die of the various diseases made everyday due to their trash. This is of course only an issue in certain circles, and those living outside of them live fairly comfortable for those who do not might the oppressive rule that maintains them. Everyone is given purpose, whether it be as a factory worker or a breeding stock. They are rewarded with the allowance to live, and those who refused their station can seek to exchange with another or become fuel for the nation. Ghazkin is also the hub for a melting pots of culture, from dwarves and elves to even demons and the undead, exchanging with one another for goods and secrets. Or stealing it from one another after a knife slid between their bones. Important Cities: Stairin & Claine Stairin and Claine is Torrin's two secondary capitals, but both have a different purpose. Stairin is Torrin's main city for the development of new ideas, or at least improved versions of other's. Known as the Intellectual City, despite it being ran entirely by orcs, has one of the most informative archives and thriving Research and Development departments. So long as they're researching and developing upon ideas given or taken from other nations, as they are masters at adapting and improving what's already been made. Claine is Torrin's main military city. Where all of Torrin goes for training and armament, with an standing army of over two million stationed all over Torrin, they are one of the most feared armies if only in shear number, not to mention the various technological weapons that aid them. From portable Dual-Horn cannons and Armored Transports or Reactive Armor and Kinetic Rendering Blades, Torrin's military is both high in numbers and well equipped. Landscape: Torrin Hold consist most of hills and mountainous regions, rich with mineral ores. They are also centered over one of the largest Ravine Cities, putting them at constant threat of the demons and monsters of the Inferno. Torrin requires imports of lumber and animal bi-products from other nations, and in turn they provide large amounts of metals and other treasures from the ravine. Torrin often sees humid days that can cause rain for days on end, but this hardly makes their lands fertile due to the heavy amount of industrialism. The rain is often acidic and their water supplies and methods to purify them are fiercely protected. Culture: Torrin Hold believes that the only way to live is to move forward. They have long sense shed their former tribal culture of the past in exchange for guilds and unions with one another. More importantly, they have opened their doors for other races to join them in their conquest for modernization. That being said, they are not above looking back and making improvements on things that have served them well. Recycling, Reusing, or Repairing are the three most important things for the inhabitants of Torrin Hold to live by. Torrin Hold also serves as a trade nation for everyone in the world, harking their goods or acting as a third party for everyone who has business anywhere. The orcs themselves tend to live with family members until they've taken up a life-long occupation, where they would move into the homes of the companies they work for. One's loyalty to their duties is considered a noble trait, even if you occupation is that of a garbage burner or corpse mover. All are given a purpose and those who seek to to their best at it are rewarded justly. But it is not to say that they are entirely honorable; indeed, a sense of cunning is necessary for them to survive in Torrin hold. Many must learn how to speak with a forked tongue or at least develop plans and ideas on the fly, as anything less would take away all that they've worked for. [b][center]Oelik Hold[/b][/center] Capital city: Oem Oem is a city built almost entirely out of the bones of monsters. Said to be the location of the first orc to ever walk the world, it has high cultural significance to many if not all orcs. Compared to most cities it's not the most well defensible, but it is guarded by the most elite warriors and killers of Oelik hold, from mighty warriors to immortal mages. That being said, the design and populace of Oem changes often; every ten years a "Natural Election" occurs throughout all of Oelik, where the strongest clans come together to do battle against one another regardless of their own individual feelings for one another, and fight to see who gets to claim the ancient city. Important Cities: Liem & Kem Liem and Kem are both neutral cities in Oelik where it's considered dishonorable for clans or tribes to fight each other in. Liem itself serves as a place for orcs too old or unwilling to fight to rest and live out the rest of their days, usually getting by as merchants or craftsmen. Kem is a large agricultural city that grows most of Oelik's food supplies as well as maintains their most profitable market good, Ironwood. And while it's dishonorable for orcs to fight there, both have a sizable army to serve as it's police force, capable of anything short of another army from another nation. Landscape: It is said that Oelik is a strange lard for it's natural serene beauty, even as orcs are slain in the background. In the middle of Oelik is the enchanted "Lok-Narash Sanctuary", which is actually a large forest. Inside are various beasts that the natives hunt as a proof of adulthood, as well as for necessity and sport. It is highly dangerous as it is a "Free Zone", meaning that anything in it is free to be killed. Thus it's inhabitants have adapted to become ferocious and deadly even to the orcs who hunt them, as they rival some of the most fearsome creatures in the known world. Outside of the Lok-Narash Sanctuary, Oelik is amde most of stone steppes or open plains, perfect for raising horses but not so much farming. Weather is fair all year round, but can become very dry during the summer and even into the fall, forcing it's inhabitants to starve or find food however they can. Culture: To say that Oelik is a warrior culture would be a understatement; everyone born in Oelik is a warrior first, and any other occupation is simply what they are when they are too injured to fight. There is no governing laws in Oelik, only the honor system that's held by every tribe and clan. Thus some would say that Oelik is overrun with bandits, when in truth it's simply it's native populace going on about their lives. Which may include ending yours. That being said, friends of an Oelik Orc is a friend to their entire tribe, even if you aren't an orc yourself. Everyone is judged by their abilities, not by their origins. But even so, Oelik do practice what some would consider "Outdated" ideals, specifically when it comes to acknowledging the rest of the world.Oelik orcs care only about themselves and their friends within the bounders; anyone else is either a friend or foe, typically the latter until proven otherwise.