|Nation||Hold of Belkzen|
|Demographics||24,100 orcs, 1,430 half-orcs, 1,150 humans, 574 giants, 290 elves, 275 half-elves, 881 others|
Source: The Inner Sea World Guide, pg(s). 49
Urgir is the unofficial capital of the orc-ruled Hold of Belkzen. The nation has no true capital, but being the largest settlement in the savage land provides Urgir with the status of a governmental seat, even if it is not seen as such by all the tribes throughout the land.
Originally a Sky Citadel known as Koldukar, Urgir was built by the dwarves upon their emergence on the surface of the world. Urgir was conquered by orcs under the rule of the great warlord Belkzen in the Battle of Nine Stones. He renamed the city Urgir, meaning "first home" in his native tongue. Over the years, the masterful stone and metalwork of the cities dwarven builders has been defiled by its current residents, but even despite this defacing, Urgir remains a testament to its creators' talents and vision.
Urgir is situated in the south of the Hold of Belkzen, along the central highway in the region, the Flood Road. A mass of stone spires, dwarven monuments, and deep warrens, the multi-layered city is held aloft by giant pillars of stone and iron deep beneath the earth. These supports are subject to a large rust monster infestation, and frequent tremors hit the settlement as the columns are devoured by the pests. The fact that Urgir has stood as long as it has, is a testament to the dwarven engineers and builders who laid its foundation. Thus far, the orcs have remained unaware (or uninterested) in the mounting structural damage and occasional localized collapse.
Entrance to the Darklands
As one of the places where millennia ago dwarves emerged onto the surface world at the end of their Quest for Sky, the countless tunnels below Urgir still connect to the realm of Nar-Voth in the Darklands. The tunnels beneath the city lead directly past the duergar city of Fellstrok, although the grey dwarves rarely take this path to the surface, for fear of the rust monsters.
It is difficult for orcs to maintain any stable government, and even in the metropolitan Urgir this is no different. Throughout the years, control of the city has shifted from one powerful warlord to another, and the ruling tribe has shifted more times than most orcs have the intelligence to count. The current ruler is Grask Uldeth, chief of the Empty Hand tribe, who has implemented a new, more accepting way of life. Envious of the human cities in neighboring and distant nations, the city's chief has opened Urgir up to foreign traders and travelers in the hopes of increasing the settlement's status in Golarion as a whole.
The population of Urgir is almost completely comprised of orcs, with fewer but still numerous half-orcs nearly completing the city's demographics. In recent years, since Grask Uldeth opened the city to "pinkskins," a small number of humans, elves, and half-elves can be seen within Urgir's walls, primarily in the more trade-friendly sections of the city. Each of these non-orc inhabitants must carry and display a token from a tribal chief indicating that they have the protection and permission of that tribe to exist within Urgir's limits, and these tokens generally provide safety for the vulnerable minority races. These tokens are not easily obtained however, and can cost a great deal in bribes and favours. That said, taunting and discrimination are prevalent from the orc natives, and while a pinkskin's safety may be guaranteed by law, they tend to stick mostly to themselves to avoid mistreatment from their hosts. Even with the law on their side though, outsiders have been known to be slain by degenerate orcs living in the warrens beneath the city. Although such a crime is punishable by death, these outcast orcs have a habit of ignoring such consequences, as orcs tend to live in the moment.
- Erik Mona et al. (2008). Campaign Setting, p. 64. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
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