Wardancer's Hold
Wardancer's Hold is the name of the mobile stronghold of the Wardancer Clan. The tribe's stronghold is a massive wooden and leather structure, consisting of several tents and mobile buildings that can be easily disassembled and transported.
At the center of the stronghold is the Great Tent, the Clan's main meeting place and the residence of their leader, Urlgen Three Fist. This is where the tribe's council meets to discuss important matters and where the tribe's spiritual leaders conduct ceremonies and offer sacrifices to the old God Gruumsh.
The stronghold also includes several other smaller tents for housing, as well as for storage of food and supplies. The tribe's warriors and soldiers train and reside in a separate barracks tents. The market area where goods and resources are traded and sold is also a set of mobile structures that can be easily transported and set up.
The Wardancers are a nomadic tribe that moves with the seasons, following the herds of animals they hunt and trade. They often establish temporary camps near water sources or on the edges of settled lands, where they can trade goods with the Kingdom of Men or raid nearby settlements.
The Moving City's mobile nature allows it to be highly adaptable which makes the orcs able to survive in difficult environments. However, it also makes them more difficult to track and predict, making them a formidable and unpredictable enemy for those who cross them.
Defences
The orc town of Wardancer's Hold is a nomadic settlement, constantly on the move to evade potential threats and follow resources. As such, its defenses are designed to be easily disassembled and transported.
Instead of a single wall, the town has a series of portable wooden palisades that can be set up quickly around the perimeter. These palisades are reinforced with sharpened stakes and can be manned by guards armed with spears and shields.
For a more permanent defense, the town also has a small number of heavy, mobile towers on wheels, that can be moved to different locations around the perimeter. These towers are manned by archers and provide a high vantage point from which to spot approaching enemies.
The town's military force is also mobile and trained to quickly set up and defend a perimeter. They are skilled in fighting in small units, with each unit having a specific task such as ranged or melee combat.
The town's defenses are also supplemented by a system of alarms and signal fires, allowing for quick communication and response in the event of an attack. Additionally, the town has several hidden escape routes and alternate campsites, to be used in case of a successful siege or attack.
These mobile defenses allow the Moving City to quickly adapt to changing circumstances and evade any potential threats, while still maintaining a high level of protection for its inhabitants.
History
Wardancer's Hold was originally founded as a mining town by some Fellhammer dwarves, who discovered a rich vein of precious metals deep within the Weeping Widow Mountains. The dwarves quickly established a fortified settlement to protect their miners and their findings, they named it Fell Hold and the dwarven outpost prospered as a center of mining and smithing.
As time went by, the orcs of the region, lead by a warlord named Uzguk, became aware of the riches being extracted from the mine and began to raid the outpost, Uzguk saw an opportunity to take control of the mine and its resources. After several raids and battles, Uzguk and his orcs managed to drive the dwarves out of the settlement and claimed it as their own renaming it Wardancer's Hold.
Uzguk, however, was not content with just taking control of the town, he had a desire for even more power and decided to expand his territory by annexing surrounding orc tribes and enslaving the nearby goblin, hobgoblin, bugbear, ogre and hill giant tribes. The Wardancer Clan's warriors, with their superior strength and weapons, were able to easily defeat these smaller tribes and enslave their members.
These enslaved goblinoids, were then forced to work in the mines, expanding and deepening the mines, extracting even more valuable ore, this also allowed Uzguk to increase his wealth and power.
Uzguk was a wise leader, he saw that the resources of the mine were depleting, and knew that his powerful new clan would destroy itself if it ran out of resources. He decided that the best way for the clan to endure would be to return to it's roots and become nomadic once more. The name of the once conquered dwarven stronghold remained however, Wardancer's Hold.
Alternative Name(s)
The Moving City
Type
Capital
Population
Estimated between 5000 to 10,000
Owner/Ruler
Owning Organization
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