Purskul is a rough-edged granary city nestled in the fields of southern Amn, where the dust never settles and the caravans never stop rolling. Known for its large half-orc population, harsh justice, and unpolished strength, Purskul is a city that earns every coin it keeps. Once a labor camp built on the backs of enslaved orcs, it now thrives as a hub of mercenaries, merchants, and millers—gritty, self-reliant, and proud.
Despite the cracked plaster and worn cobbles, Purskul has grit and muscle where it counts. It’s a place where coin talks loud, but steel talks louder.
Overview
- Region: Amn, Lands of Intrigue
- Population: ~20,000 (primarily humans, halflings, and half-orcs)
- Major Exports: Grain, livestock, draft animals
- Key Imports: Weapons, salt, luxury goods
- Known For: Massive granaries, half-orc mercenary companies, and its central role in southern inland trade
Districts & Landmarks
- Granary Row: Endless rows of silos and warehouses, packed with wheat, rye, and barley bound for all corners of Faerûn.
- The Dustyard: An open-air market and caravan park where goods change hands, blades are hired, and rumors spread like fire.
- Old Walls: Crumbling remnants of the original labor camp still line the southern edge of the city, now converted to tenement housing.
- The Temple Ruin: A long-abandoned shrine to Chauntea, its priests dead from plague decades ago—some say her blessings have never returned.
Politics & Society
While technically under Amnian rule, Purskul largely governs itself through a blend of old soldier’s law, trade guild edicts, and brute pragmatism. The city is run by the Council of Grain & Guard, a mixed body of merchants, caravan leaders, and former militia officers. Justice is swift, often handled by the mercenary companies hired to guard the city gates.
The city’s halfling and human communities lean agricultural, while the half-orcs dominate the mercenary trade—many descended from orcs who earned their freedom through generations of forced labor and battlefield service.
Key Organizations
- The Stonejaw Company: A half-orc-led band of caravan guards and bounty hunters. Known for their reliability, if not subtlety.
- The Dustyard Syndicate: A loose confederation of grain brokers, wagonmasters, and auctioneers who control most of the city’s outbound trade.
- The Temple of the Reaping Hand: A quiet revival effort to restore the ruined shrine of Chauntea. Small, but growing.
Notable Conflicts
- Labor vs. Coin: Mercenary unions and caravan companies frequently clash over wages and treatment.
- Bandits on the Road: The overgrown stretches beyond the city still draw out wild things and worse.
- Civic Division: Some citizens push for greater independence from Amn, while others fear retaliation if the taxes stop flowing.