"This isn't expensive enough."

        The city-dwelling gorgs bear a distinct resemblance to humanoid hippos, with huge, bulky frames that often make them appear quite soft and flabby. Nothing could be further than the truth. Gorgs are immensely strong, sturdy creatures, standing between seven and nine feet tall and often weighing as much as a thousand pounds. Females tend to be only a little smaller than the males. Their hides range in color from grey, to brown, to jet black, and are typically covered in pale tattoos and guild markings. Gorgs rarely wear clothing or armor, relying on their thick hides and bulk, though they are fond of elaborate gold and silver jewelery. Despite their thuggish appearance, Gorgs are actually quite intelligent and well-organized. Their language consists of low tones that can be felt as much as heard. Most gorgs belong to merchant or slaver clans, which war against one and other in the constant search for new and profitable markets. Their culture is highly plutocratic, to the point of treating gold as a holy metal, though it is more the spending than the saving that drives this financial religion.

        The bulk of gorg society is governed by the most wealthy and influential of its trade guilds. They are, by their very nature, intensely hedonistic, often to the point of outright gluttony, and thus they must maintain vast amounts of money to support their expensive tastes and habits. Materialistic in the extreme, they spend their entire lives circulating wealth, the residual balance of which is traditionally expended on spectacular, often outrageous funerals that last for days. This is meant to re-energize the local economy; everyone who attends gets a share. This is done so that, in the next life, the deceased will be able to achieve fresh financial success by bilking it all right back.

        Gorgs rely quite heavily on slaves, most of which are constantly occupied with the task of keeping their masters fed and comfortable. A single gorg may have up to a dozen slaves (more if they plan on being carried anywhere), which are generally ill-treated 'commodities' to be killed (or even eaten) at their leisure. They see slaves more as animals; without money, they have no power or rights at all. On the other hand, gorgs will always respect wealth, even among members of other races, viewing it in the same light as skill or fame. Most are quite shrewd, rarely taking any sort of chance with their money, and always playing to win. Unfortunately, they are quite bad winners, and even worse losers, and thus assassinations, blackmail, and defamaing campaigns are fairly frequent occurances in gorg society.

        Gorgs do not have one formal leader, but instead a number of merchant houses that exert their influences upon both their own culture and those around them. This indulgent influece is often rather unhealthy, and the gorgs promote it at every opportunity in order to sell things and expand their connections. It is this exceptional greed that has kept them from working together. Even without a formal ruler, the gorgs do have an extremely strict doctrine of conduct regarding finanace that they follow with religious zeal; they are lawful beings. This doesn't stop them from using loopholes, fine print, and other underhanded tactics, of course, but it does keep them from breaking any written contract. They are quick to sign their loyalties to the highest bidder, and have demonstrated the ability to destroy their enemies through financial manipulation alone, as well as selling weapons to either side of a conflict in order to prolong wartime spending.


COMBAT: Gorgs despise physical labor, including combat, but for all their laziness and soft living, they are savage and devastating combatants when their anger gets the better of them. Gorgs will typically fight with immense stone scepters or their bare hands, which can crush the skulls of some smaller species. Gorgs will also use their tremendous weight to pin and crush smaller creatures, and their enormous maws and sharp tusks also deal considerable damage. Their courage isn't quite as formidable as their frames, and like most bullies, they will cow down to a greater show of force. Most of their fighting is done by bodyguards - czath berzerkers are most common.

SPECIAL ABILITIES:

Bulk: Gorgs are huge, or big, at the very least. They can stand up to considerable punishment, their thick hide protecting them fairly well in most places. Weighing up to a thousand pounds, they can really throw their weight around, and can launch crushing attacks that do real damage instead of subdual. Gorgs can wield large weapons in one hand, and can easily smash down most doors (getting through the frame is another matter).

Persuasion: Gorgs are amazingly charismatic, lavishing gifts and gratuities upon even casual associates. This is used to lubricate relations; within a month, most gorgs will get back five times the original gift's value in some shape or form. They use this natual charisma and verbal aptitude to sell their wares and generate needs people never thought they had. Gorgs also like to seed gluttony in other beings, encouraging them to endulge to the point of physical and finiancial ruin. This amuses them to no end.

WEAKNESSES:

Greed: Gorgs are monumentally greedy. Bribery and corruption exist everywhere, because for the right price, gorgs will virtually change their entire system of ethics. There is no principle, no passion, no virtue high enough to override this instinct; one could murder a gorg's best friends and buy forgiveness the next day. Gorgs always weight cost - benefit, no matter what the circumstances. As such, changing a gorg's loyalty is simply a matter of which offer is more profitable. Gorgs who run out of money, on the other hand, literally begin to die. Without their lavish luxuries and vast quantities of rich foods, they begin to starve and degenerate, while other gorgs happily move in to liquidate what's left of property and estate in order to speed the process along. Gorgs require ten times the normal volume of food and drink consumed by medium-sized humanoids, and some are barely capable of even moving under their own power.


GORG PIPE     

Manufacture: Gorg
Composition:
Ceramics, Gold
Cost: 100 - 10000 GP          Availability: Common

Gorgs aren't known for their temperence. Why smoke just one cigar at a time when you can smoke three? Or five? Any self-respecting gorg has at least a little experience in combining different flavors of smoke. Gorg pipes are usually ornate and highly decorative, crafted of exotic ivories, metals, and precious stones. They are generally a reflection of the gorg's own personal tastes and spending power - some can cost thousands of coin. Other races that try to make use of these pipes often find themselves dying early of a suffocating disease, something the gorgs find hillarious. In many ways, the pipe is also a holy item in gorgish culture, often burning hundreds of coin worth of cigars in a day. Essentially, this is their religion's version of incense.

Another aspect of cigar culture is the igniter, a small elemental conduit used to light up. With the flick of one's thumb, a bright blue flame springs from the device's small elemental decanter, allowing even the most inept of individuals to start a fire (a popular item for 'adventurers'). The flame generated it wind-proof and will basically last for as long as the golden trigger is depressed. Igniters are just another trivial magic item crafted by the Arcanar Guild, usually decorated to match the owner's pipe.

TONECASTER

Manufacture: Gorg
Composition:
Gold, Crystal
Cost: 2500 each          Availability: Rare

This crown-like aparatus is used extensively by high-ranking members of the various merchant guilds. They are typically custom made, and quite decorative. The tonecaster is a communication device, translating speech into a high-frquency waveform that can cross vast distances. This sound can be received by a similar device located elsewhere, so long as the two are specifically attuned to each other. Networks of these devices keep the merchant houses up to date on their wares and finances, their orders, their slaves, their arena wagers, and a miriad of other affairs which perpetually occupy these social co-ordinators. Basically, this is the gorgish equivalent of a cellular telephone. Some of the more recent models are fitted with an irridescent crystal that projects an image of the speaker during two-way communications. Golden tines located near the ears transmit the audio. This device has recently become popular with thieves, assassins, and the Tamaran military.

GOLD CARD     

Manufacture: Gorg
Composition:
Gold, Mithral, Crystal
Cost: Free with Membership          Availability: Very Rare

Instead of carrying around their vast fortunes, most gorgs make use of a handy magical item generally referred to as a Gold Card. Quite simply, it allows its owner (and only its owner) to withdraw sums of money from a specially linked cache floating in the astral plane. Not only does this save one's wealth from pickpockets and other thieves, it also prevents it from being taxed. Opening an account of this nature requires a deposit of at least ten thousand coin, and a small monthly deductable for service charges. By tapping out an amount on the card's numeric rune pad, a like amount of Tamaran currency materializes through the one-way astral window linked to the account. This window will also display account information in wavering semi-transparent script, and will seal if the account runs dry. Deposits aren't quite as convenient, unfortunately, and must be done directly at a gorg bank or participating chapter of the Arcanar Guild.

QUEST-ADE     (Addictive Healing Potions)

Manufacture: Gorg
Composition:
Ceramic, Liquids
Cost: 10 GP          Availability: Common

The gorgs are masters of marketing; this is but one example. One of the latest Tamaran crazes is so-called 'adventuring'. Small groups of wealthy private citizens will band together with the best weapons and armor money can buy, and blunder out into the Tamaran wilderness looking for 'adventure'. Most are a combination of big game hunters, treasure-seekers, and good old fashioned fools, and this is their trademark drink. When adventurers need that little extra boost, they drink Quest-Ade. This sweet, mildly alcoholic tonic does indeed provide a rush of energy and courage, something that's made it trendy even among non-'adventurers'. Also, it's highly addictive, and has been known to cause increased instances of tavern brawling. Still, at ten coin a pop, the gorgs are making a fortune. Quest-Ade dulls pain and increases fortitude, as well providing a touch of mild healing.


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