Jut Shakamb

### Demographic

40% Orcs, 25% Goblins, 8% Lizardfolk, 7% Ratfolk, 5% Half Orcs, 2% Faeries of Zha'danell, 13% Others

## Settlement Stats

### Corruption

+22 (to Bluff City Officials/Stealth Outdoors)

### Crime

+22 (vs Sense Motive checks/Sleight of Hand)

### Productivity

+58 capped at 30 (to Craft, Perform & Profession)

### Law

+39 capped at 30 (on Intimidate & Diplomacy, if related to the law/well being of the town)

### Lore

+36 capped at 30 (on Knowledge & Diplomacy for Gathering Info)

### Society

+39 capped at 30 (on Disguise & Diplomacy to Alter Attitude)

## History

The first settlement of Pakon Uzg was named Jut Shakamb, which means water and cliff in the old tongue. From there, an access to an expansive underground realm beneath the mountains was dug out. The city quickly became a port, exporting coal, ore, and minerals from the underground mines connected to it.

## Geography

After scouting the region of Ithel laboriously, The Mubarshtaum settled their people in an area by the coast against a mountain range. The location was chosen because of its access to the sea as well as the protection of the mountains. The bay relatively sheltered and deep enough to moor the largest merchant ships, and the surrounding plains to the east and west provide adequate farmlands.

## Inhabitants

The greenskins that settled here make up the largest percentage of the population, with many other racial groups that also followed from the Dragalla Alliance. There is, however, a distinct lack of vampires as well as other undead in the settlement.

Many of the settlers continue the tradition of living in harmony with the land as they did in the Forest of Zha'danell, with many beast tamers, hunters, and other wilderness professions present.

## Religion, Magic, Techology & Military

Much worship is nature oriented, although with the freedom, many cults have formed with their own worship. As long as they do not bother other people, they are generally left alone. The exception is any undead cults or worship of any deities with a strong tie to the undead. They are not welcome in the city. There is also a healthy following of Gorum, The Lord in Iron, due to his portfolio as the Lord of Battles.

Magic is also attuned to nature, with druids, shamans, and other nature themed casters being the most prominent. Other types of magic was much less represented.

Technology is not an emphasis, the inhabitants generally eschew technology for simpler lives. The leadership is trying to educate the next generation in hopes bright minds will take to advancing technology, but it is in a fledgling state at the moment.

Military is a focus, as many of the inhabitants are predisposed to combat and war. This has been reinforced by roving warbands and monsters that have and continue to threaten the settlement.

## Landmarks and Buildings

**Mal Skut-Hashat Entrance** - An enormous cave entrance to the underground cavern complex beneath Mal Skut-Hashat. The many levels of tunnels and caves is home to many monstrous races who prefer to live underground. Paved roads span many of the caverns providing quick access to the underground city of Morna Alari as well as the numerous mining facilities under the mountain.

**Castle Mubarshtaum** - A fortress that overlooks Jut Shakamb's harbor. Since its construction, all Mubarshtaum business has moved here, and it has become the defacto home base of the organization. A greenskin horde is usually stationed here.

**Université Merveilleuse** - The first university of Pakon Uzg, opened by the shanno builder Marvela. It focuses on the fields of chemistry and biology, although it also offers degrees in animal husbandry and botany.

**Ironbound Colosseum**- Located in the outskirts of the city, the Ironbound Colosseum is a blood arena where aspiring gladiators fight for fame and fortune. Various clans in Jut Shakamb have invested in stables of gladiators in hopes of raising their prestige within the city. Fights are publicly held weekly, during the national holidays.