A Guide to the Ork Underground

The Ork Underground is a city within the city, an entire world beneath the streets of the Seattle metroplex. No one knows how far the Underground extends; parts of it run under the streets of Downtown, Tacoma, Everett and even the Puyallup Barrens. Not every part of the Underground is connected to the rest, and not every enclave or community is unified under a common cause, but the surface-dwellers tend to lump all residents of the real Seattle underworld under the Ork Underground label.

The Seattle Underground came into being in the nineteenth century, when a wave of renovations paved over sections of the city in the area that is now the Downtown district. Entrepreneurs ran the old buildings and basements as tourist attractions n the twentieth century, but most of the city’s residents either ignored this part of the city’s history or remained blissfully unaware of its existence.

The Night of Rage revived the importance of this buried city. When they escaped the burning warehouses by fleeing into the storm drains and sewers, thousands of metahumans discovered the ancient basements and old buildings that had been buried by new construction and also by ash and lave in Puyallup. Many chose to stay and settle there, renovating its old buildings and repairing the existing tunnels. The orks and dwarfs also built new tunnels and restored damaged sections of the Underground, expanding it under much of the downtown area and building connecting tunnels to other underground regions.

In the 2030’s, a schism developed between Underground orks and dwarfs that resulted in the violent expulsion of the dwarf minority. The Underground has been the domain of orks and trolls ever since.

>No surprise there. The so-called schism developed because the dwarfs in the Underground did all the work building and expanding the tunnels, while the ork majority took all the credit, appropriated most of the resources and generally treated us "halfers" like drek. We were the brains of the operation, and when the trogs figured that out, they got scared and pushed us back to the surface. I’m just waiting to see how long it is before the tunnels and renovations they’re trying to maintain without our expertise collapse on their fragging heads.
>--Mogar

Today the Ork Underground is home to many orks and a few trolls. There are far too many different enclaves, each with unique politics and customs, to describe here; anthropologists have written entire books about the Ork Underground and places like it. Suffice it to say that there are many different sections of the Underground, not all of which are known to people living above them.

Getting There

There are 22 known public entrances to the Underground -- the only safe ones for non-orks to use -- and an unknown number of miscellaneous ventilation shafts, private entrances, power conduits, sewer and storm drain portals, and similar such accesses. The official tour entrances are inside the Big Rhino (in the basement of the Seattle Utilities Building at Seneca and First streets) and the basement of Lordstrung’s Department Store (at Fifth and Pine): this area is called The Mall (by breeders) or Bazaar (by Underground residents), and is the most well-lit area (and safest for breeders, keebs, and halfers). It functions as a bazaar— one of the best black markets in the Sprawl— with a number of permanent shops and semi-permanant stalls. It sports many garish murals and contorted statues for tourists to gawk at, and any number of trashy carvings, cheap trinkets, and brightly colored souvenirs are available here.

The Bazaar is located in a huge cavern, running roughly 200 meters by 100 meters, besides the main tunnel leading in from Lordstrung’s, there are 20 – 30 exiting passages, some of which are located on a balcony which extends along three sides of the cavern located roughly 7 meters above the floor. The walls are fronted by a series of restored 19th century storefronts, dating back to the old Seattle before the streets were covered over, but the bulk of the sellers are located in a veritable maze of semi-permanent and temporary stalls set up in the middle of the cavern.

The stores in the Bazaar are not equipped to take electronic credit, but there are three Currency exchanges located in the Bazaar which are more than happy to convert electronic nuyen to Underscript (the "official" currency of the Underground). Contrary to it’s name, Underscript is in the form of coins, stamped out on old fashioned machines located in a secret location. The current value of Underscript is 1/25th of a nuyen (1 nuyen = 25 Underscript), the currency exchanges will buy back Underscript at a rate of 30 Underscript for 1 nuyen. The value of the currency really doesn’t fluctuate very often (the orks stubbornly refuse to adjust the value of the money).

There is very little Matrix service in the Ork Underground, and few places have cellphone repeaters installed. (The Bazaar is one exception.)

Further away from the Mall, there are ornate friezes and filigreed arches, many of which date back to the time of Dwarfs living in the Underground; some are the work of current residents showing their civic pride.

>The dwarfs still know some secret entrances into the Underground, ones even the orks don’t know about. My dad showed me three half-completed tunnels and expansions that are still accessible from the surface with a little work – and he didn’t know about every one of them.

>--Wheeler

>You guys make it sound like an ork version of Tir Tairngire, where nobody can get in, and if you do get in you can never get back out. The Underground community is pretty much like every other metahuman neighborhood. Sure, we’re isolated by choice because it’s just easier that way most times, but we can’t live with no contact with the folks topside. Our economy relies on people working on the surface, and we trade a lot with a limited number of shops and distributors who are only interested in our business, not our race.

We don’t keep people out for some sinister reason. It’s just that opening up the entire Underground to tourists would be the same as asking corporations to let people into every area of their facilities; some parts you live in, some parts are where you store stuff you don’t want people to see, some parts you conduct government business in. You don’t complain that you can’t just walk right into people’s houses on the surface, but if we made all the entrances public knowledge, that’s what would happen!

>--Shirley 2

Society

In the face of a common threat— the society in the upper world— most of the residents of the Ork Underground get along fairly well. There are many thieves down there, but they don’t often steal from the poorer residents: in the surface world, there’s plenty of space to run in, and such thieves abound, but the Underground is more constrained.

The Ork Underground is also fairly sympathetic toward shadowrunners. For a price, runners can hide out from the authorities, stash gear and loot, and generally rest and recover from shadowruns in certain parts of the Underground. The orks also maintain convenient smuggling pipelines for moving goods and people through Seattle without drawing attention. These illegal operations help support the Underground’s meager income from "legit" sources like junk-collecting, talismongering, and tourism.

>In general, the Underground is more open to outsiders than you might think. It seems they’re not so much interested in keeping us out as in making sure we understand the value of what they can offer. In my experience, a bribe of some sort can get you just about anything you need; if you can offer nuyen, a favor, if you’re kind to one of the residents-just like the wage slaves in a corp., if you treat the orks in the Underground like real people, then they are far more willing to listen to what you have to say, and even accommodate your request.
>--Argent

>I know one or two chummers who wear an old-time penny on a thong around their necks that they say represents sort of a permanent pass into the Ork Underground. According to what they say (and there’s really no percentage in them lying to me about it), they can show up at any entrance to the Underground and get in. Of course, what they don’t tell me is what they get once they’re inside. Could be anything from an audience with the Council to a free meal or doss, or just passage from one area of the city to another. They also don’t tell me how they came to have these supposed passes, either. That’s what I’d really like to know.
>--Nightrunner

People

The Trogs, looking dangerous in their red armored jackets and black jeans & t-shirts, are the gang that claims the Underground as territory, and they often serve as a de facto police force that discourages people from criminal activities they don’t profit from. They have recently instituted formal accounting procedures for customers paying protection money, and serve as a broker of jobs— targeting people who don’t pay— to thieves.

The Underground attracts many beings that are not comfortable in sunlight: ghouls, wendigos, vampires, and dzoo-noo-qua. (The creatures bearing HMHVV have to watch their steps: most Trolls have an intense dislike for the dzoo-noo-qua that they could potentially become, and of the vampires and wendigo that could render them into such beasts.) Ghouls are occasionally tolerated, though they seldom survive being caught eating residents of the Underground or their friends.

Places of Interest

The Ork Underground connects with the outside world through pedestrian entrances and ventilation shafts. (There are a number of buildings in Seattle providing discreet ventilation access, and establishing these is a way of currying favor with the folks underground.) There are very few vehicle entrances: internal combustion engines are frowned upon in the Ork Underground, and the usual transport down there is the occasional electric trolley that used to be some other sort of vehicle. (One of the entrances is in an underground parking garage on the outskirts of the downtown area, and there are folks who live in the Underground and have permanent parking passes for this garage.) The pumps— the only thing keeping the Ork Underground from flooding from the regular rains in Seattle— are almost as important as the ventilation fans. Some of the areas in the Underground actually have streams flowing through them on their way out to the Sound.

There are still tour spots in the Underground where it’s relatively safe for an unaccompanied Human, Elf, or Dwarf to wander around. Those wandering outside such trading areas have to be ready to demonstrate their own toughness. (Those who do so on a regular basis can gain a grudging acceptance— though they’ll be tested occasionally by those who won’t believe without personal experience.)


Hotels

Drac’s Coffins

Coffin Hotel Archetype/Big Cavern Row/Jack “Dracula” Hilborn/Bias against real vampires/LTG #206 (51-1082)

A coffin hotel with a Transylvanian theme: the walls have been etched to look like the blocks of a stone castle, the coffins themselves are all glossy black, and a variety of black cats prowl the place to keep the vermin down. Jack “Dracula” Hilborn is an Ork who is often seen in sunlight, and has an impressive collection of horror movies ranging from the powerfully artistic to the amazingly cheesy. All the accomodations are in Ork and Troll sizes, but that doesn’t stop the other metatypes from bunking down here and living off the vending machines when the heat is on in the surface world.

>>>>>( You have no idea how many drekheads ask me if I’m a real vampire, or come at me with a wooden stake. No one seems ta clue in to the fact that HMHVV makes Orks inta wendigo, not vampires... )<<<<<

— Jack Hilborn (01:22:59/01-30-55)



Restaurants & Bars

No Shoes, No Shirt, No Service

Large Restaurant Archetype/Storm Drain Way/Tasha Crane, Owner/Bias against slobs/No LTG #

A cafeteria with good food and a unique theme. The temperature in there is warm enough for employees to be comfortable without much clothing, and they are required to wear no shirts and go barefoot. (The occasional female employee usually has a halter top, tube top, or similar such gear; most are male and seem to be selected for “beefcake” potential.) Customers are encouraged to clean up after themselves; if you don’t like the cleanliness of your spot, you can grab one of the ubiquitous high-pressure garden hoses and clean it off. If someone getting sprayed doesn’t like that, they are encouraged to let you know. After the initial few weeks of uproar, the place calmed down to its present state of 98% of the customers cleaning up after themselves.


Hrothgar’s Feasting Hall

Large Restaurant Archetype/Big Cavern Row/Ranulf Erikson, Owner/Bias against non-Orks and Trolls/No LTG #

A viking-themed restaurant, complete with fake glowing torches providing enough illumination for Orkish low-light vision. Don’t start a fight in here, chummers; the employees are tough. The taxidermed arm over the door supposedly belonged to a real Dzoo-noo-qua, and was ripped off by Erikson’s cousin Beowulf, an Ork almost massive enough to be a Troll. Beowulf is the usual night shift manager.

>>>>>( I’ll bet he had a different name before pulling off that stunt... )<<<<<

— Barry (14:36:15/02-03-55)

>>>>>( Beowulf does a fair bit of independent contracting, too; an excellent debt collector. )<<<<<

— Muscles McGee (14:36:15/02-03-55)


Trollstack

Small Restaurant Archetype/Darkbrook Lane/Thrudd, Owner/Bias against dieters and anorexics/No LTG #

A 24-hour pancake house, named for its specialty, the Trollstack: a tower of pancakes that will satisfy the appetite of most hungry trolls. (The usual variety of breakfast foods, like syntheggs and soybacon and so on, are also available here.) The owner and primary chef, Thrudd, is a huge battle-scarred Troll with an equally huge appetite. Customers who have the sense not to be frightened by his fearsome visage find him a very friendly person, always experimenting with new dishes.

>>>>>( Thrudd started that place with money he won as a pit fighter. Who knew he was such a good cook? )<<<<<

— Jack Hilborn (01:28:22/01-30-55)


Nightclubs

Maxine’s Bar and Grill

Nightclub Archetype/The Mall/Maxine Norton, Owner/Subtle bias against non-Orks and Trolls/LTG #206 (59-7734)

Barbecued food delivered by topless waitresses to faux-wood tables with a view of three runways of strippers in front of a mirror-backed stage. Three carved stairways lead to private rooms above. (Shows up in Headhunters, by Mel Odom.)



Other Places

Fraggin’ Big and Tall

A clothing store for people in Orkish and Trollish sizes.


Xena’s Boudoir

Small Shop Archetype/The Mall/Tanya Gordon, Owner/Subtle bias against skinny people/LTG #206 (55-2177)

Lingerie for the larger sizes; this place sees a fair number of Human customers as well, since not all Human women look like anorexic teenage elves, and the silks and satins here are designed to flatter Orkish and Trollish women.


Stompers

Small Shop Archetype/The Mall/Jim Phelps, Owner/Subtle bias against people with tiny feet/LTG #206 (58-4016)

Boots, shoes, sandals, and slippers for feet in Ork and Troll sizes. This is the place to find fuzzy bunny slippers for someone whose feet are the size of skateboards.

Give Us Your Quarters

A laundromat and video game parlor; a hangout for many fixers. The tokens (good for a videogame or half an hour on one of the washers or dryers) are one of the alternative currencies down in the Ork Underground.


The Hospital

The Hospital is the only source of regular medical treatment in the Ork Underground. The main personnel are Rosie, a Trollish Bear shaman; her apprentice Rick, an Orkish follower of Snake; and Tina, an Orkish street doc (a second generation shadow cutter) capable of basic surgery and patch jobs like appendectomies. The Hospital has only a few rooms— an operating area for Tina, a medicine lodge for Rosie, and a large space subdivided by curtains for about two dozen beds.


The Cavern of Waterfalls

The Cavern of Waterfalls is a particularly interesting place: a number of storm drains in the vicinity broke during the earthquakes caused by the Great Ghost Dance, and the combination of quakes, subsidence, and erosion has opened out a large cavern underneath downtown Seattle. Shamans passing through decided that a place so rich in natural forces would be an excellent place to site medicine lodges, and the set of lodges here— all to urban totems like Dog, Rat, Raccoon, Gator, and Snake— is analogous to the similar spot on Council Island, Medicine Lodge Hollow. Unlike Medicine Lodge Hollow, some of the lodges are fully functional... and in regular use by particular shamans.

>>>>>( The Caverns are absolutely breathtaking. There are several kinds of mosses that provide some light and the area is incredibly peaceful. )<<<<<

— Windsinger (11:19:15/01-28-55)

>>>>>( Wait a minute. I know this Windsinger slag. He lives out in Redmond about four blocks away from me. How did a breeder like him get permission to visit a sacred spot like that without the shamans ripping him apart? )<<<<<

— Bruno the Bonebreaker (14:01:12/01-28-55)

>>>>>( Oh, I don’t know; maybe it has something to do with the fact that he’s a former Wildcat Combat Shaman who can take of himself? )<<<<<

— Snowpaws (15:32:58/01-28-55)

>>>>>( That helped. More importantly, two of the shamans that have Lodges there use the same Talismonger that I do. I simply asked permission to see the Cavern and brought some beer along. )<<<<<

— Windsinger (17:01:00/01-28-55)


The Crying Wall

East 11th Street and St. Paul Avenue

Located in the basement of the Bickson Building near the waterfront, the Crying Wall is a monument to the metahumans who died during the Night of Rage. Twenty meters long and six meters high, the wall is a bas-relief sculpture carved by ork and dwarf artists that depicts the events of that terrible night. Because it stands at one of the entrances to the Ork Underground, the orks consider the wall part of the Underground and guard it day and night. There is a stand in the building lobby where John Q. Public can buy a ticket for three nuyen, and an escort will take you down to the wall and answer any questions. Because the Underground tunnels opening off the Bickson entrance are mostly in their original state, this entrance is not open to the public.

>People who figure out the right "toll" for the orks on guard can use the Bickson entrance. It connects to the maze of old sewer tunnels and storm drains under downtown Tacoma, which stretch up into the Downtown District and include some of the tunnels into which escaping metahumans fled during the Night of Rage.
>--Fenris

>Some of those old tunnels along the waterfront are still haunted by the ghosts of metahumans killed on that night. They’re terrifying to look at – most of them are horribly burned, and they despise humans. If you’re a norm, you’d best stay away from those parts of the Underground. Even the metas don’t go there, because some of the ghosts hate all living things. The atmosphere of hate and rage has tainted astral space in the area too, making it difficult to assense anything down there.
>--Blackstone" Seattle Source book, 2nd edition, p. 44






The Church of the New Baptism

The Church of the New Baptism was founded by a former Mormon minister, Arthur Durham, who goblinized into an Ork in 2021, along with a large segment of humanity. His transformation shook his faith, and for a number of years he just tried to survive in a world transformed by magic. On the Night of Rage, he experienced a vision where he saw that goblinization was a new baptism. He spent some time thinking about this, and worked up his new religion on the following tenets:


Arthur started out preaching on street corners and in the Underground, and the Church of the New Baptism has been spreading in the Ork/Troll community ever since. They’ve had their current meeting hall in the Underground since 2049. The more faithful in the Church will accept people of any metatype as long as they have Orks and Trolls for friends; the rest will only trust a non-Ork or Troll if they are married to an Ork or Troll. Ministers are not required to be celibate, and can be of any sex and skin color.

Arthur Durham is getting quite old, and while his vision continues to lead the Church, there are a number of ministers who emphasize action against Humanis policlubbers and their ilk.


City Hall

City Hall doesn’t look much like a government building: the reinforced walls and occasional gun emplacement make it look more like an armed camp. As the de facto center of power for the Ork Underground, this is entirely appropriate, as rulership is mostly by a combination of acclaim backed by force.

City Hall is comprised of a Council, each member representing an important enclave or community. There are currently 7 Councilors; representing the Downtowners, the Dockers, the Eastsiders, the Trogs, the Delvers, Hell’s Kitchen (typically called the "cooks," this regent represents several communities located in Puyallup), and the Ghouls (actually the Ghoul councilor represents a loose alliance of beings humanity looks down on, including vampires, wendigo, and others).




People of Interest

Dion "Puffy" Nelson: Fixer
There’s a saying in the Ork Underground, if you want it Puffy’s got it. He was reportedly the biggest fixer in the Underground, acquiring goods and services for the Underground’s inhabitants and arranging muscle for Fixers from the surface. Puffy worked out of the TrolleKelder, he had a private room located in the back of the club.

Expeditious
No one is quite a colorful as Expeditious. He dresses in a flamboyant "yes-I’m-a-pimp" style. Typically silk pants, jacket and shirt (usually in three different colors, or a Hawaiian print shirt) with a white hat with a huge brim with 2 peacock feathers sticking out of it. His shirts are typically unbuttoned to his navel, and he wears more gold chains than Mr. T ever knew existed. Expeditious is also a fixer, unlike Puffy he does not acquire goods (either buys or sells), he provides "entertainment." Just about anything that can make anyone happy, Expeditious deals in.


Economy

The Ork Underground has a strong economy of barter, flavored with tokens from the Give Us Your Quarters laundromat. Money comes in from the outside through the shops that tourists visit in the Mall, the money of topside trogs who like to shop among their own kind, and the salaries of the few who live in the Ork Underground and work in the surface world.

Rules

Extending the Tunnel System

Your players may wish to curry favor in the Ork Underground by helping extend the tunnel system, purchase new equipment for ventilation, ...

Cavern Spirits

Individual residences of the Ork Underground have Hearth Spirits, but overall the place possesses a Cavern Spirit...

Other Sources

The Shadowrun module DNA/DOA and the novels Preying for Keeps, Never Trust an Elf, and Headhunters have some more glimpses of the Ork Underground.
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