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    Occupied Ulek: Part 2 - Shargaal
    Posted on Fri, July 28, 2006 by Dongul
    DangerDwarf writes "From the former Ne-Ogard and Grumel provinces, Turrosh Mak's appointed War Chief directs the continued occupation of eastern Ulek. Learn about the orcs, goblins and other humnoids who claim this region as their own.



    This region of occupied Ulek was renamed by Nevrash to honor the patron deity of his tribe, Shargaas. It covers most of the former Grumel and Ne-Ogard provinces and is the seat of power from which Nevrash directs the continued actions of the front.

    Since the initial invasion Shargaal has been carefully preserved, Nevrash not wanting to despoil the fertile lands along the Jewel River so that they could be used to provide supplies for his hordes. Heavy deforestation has occurred along the minor woodlands of the region however due to lumber operations to build fortifications and siege weapons.

    The Lasher goblin tribe directs a large slave force of captured humans and dwarves in Shargaal. These slaves conduct mining, agricultural and simple labor operations for the tribes which provide supplies and continued support for the humanoids.

    Most of the orcish clans here are offshoots of the Death Moon tribe and venerate Shargaas.

    Tribes of Shargaal

    Clan Gutshank (Orc)

    Population: Approx 950 members: 400 warriors, 500 non-combatants (women, children), 40 3HD Klaws, 4 5HD Blades, 2 7HD sub-chiefs.

    Leader: War Chief Nevrash the Stalker

    Tribal Affiliation: Death Moon

    Religion: Shargaas

    Standard: A putrid green upturned crescent crossed with a downward pointing dagger.

    The orcs of Clan Gutshank have long been feared by their kin. Where most orcs rely on brute force and strength of numbers to overwhelm their foes, the Gutshanks specialize in stealth and precision strikes. In the past, rivals who have wandered to close to Gutshank territory have often discovered their leaders or shamans murdered in their sleep by Gutshank assassins.

    This clan has long held a burning hatred in their hearts for the dwarves and their allies that drove them from the Lortmils during the Hateful Wars, dreaming of the day in which they could strike against their hated foes and return to their homeland. They hold strong the ideas of orcish supremacy and it was their whispered urgings that led to the increasing violence against Mak’s human forces.

    Prior to the invasion of Ulek they made their home east of the Jewel River and conducted numerous raids into the area. When the invasion began the Gutshanks led the way, familiar with the terrain and leading the other tribes to primary targets. Now they serve in a support role of the assembled occupying forces, providing specialized war bands for reconnaissance and sabotage missions. Turrosh Mak has also charged the Gutshanks with expeditions into the Suss Forest seeking a rumored lost city of the Suel.

    They are led by a particularly driven orc by the name of Nevrash the Stalker. Nevrash has served as the clan’s chief for over a decade, a testament to his prowess. Nevrash possesses a feral cunning and fair comprehension of large scale battle tactics. He is ruthless in his rule and his clan has done well under his leadership.

    The Gutshank alliance with Clan Balefire has only further increased the power of these orcs.

    Organization: The basic Gutshank unit is the Talon, comprised of 10 orcs led by a Klaw. Talons are typically deployed independent of each other; standard missions include scouting, sabotage or other specialized objectives. For large scale operations, 10 Talons (100 orcs) and their respective Klaws are organized into War Bands each lead by a Blade. Blades in turn answer to Nevrash’s two sub-chiefs with each sub-chief being responsible for 2 Blades.

    Tactics: The orcs of Clan Gutshank disdain direct confrontation, instead preferring to weaken their opponents prior to engaging them on the field of battle. A typical Gutshank tactic is to send Talons out with the objective of assassinating the shamans and clan leaders of their rivals. With the alliance to the Balefire orcs these Talons often receive magical support from a Balefire sorcerer. While the Talons are out on their assignment the main Gutshank army will maneuver and attempt to delay open fighting.

    Notable Gutshank Personalities

    Nevrash the Stalker

    Nevrash is old for an orc, in his early 30’s, and seized control of his clan over a decade ago. His cautious and cunning nature has served him well over the years and Clan Gutshank has prospered under his leadership.

    He is short for an orc, standing only 5’6” but is well muscled. His thick black hair is heavily tinged with gray and he wears it tied into a bushy topknot. His beard reaches his waist and is graying as well; he wears it in a single thick braid. His eyes are pure black and alert.

    Nevrash has long hated the dwarves for their part in driving his tribe from their home in the Lortmils during the Hateful Wars and he truly believes the dogma he preaches of orcish superiority over the other races. When leading the tribes into combat against his hated foes he wields a mighty blade forged long in his race’s past. The blackened blade is known as Te’nugash and is heavily enchanted to slay dwarves. He is focused on his desire to return to the Lortmils and will not waver in his efforts to lead the tribes there.

    Nevrash secretly despises Turrosh Mak. He sees him as a manipulative half-breed far too human-tainted to be trusted. He remains one of Mak’s most vocal supporters however because of the half-orc’s uncanny ability to rally the hordes around him. Nevrash supports Mak as a means to an end knowing that without the charismatic Mak his tribe would not be this close to returning to their homeland in the Lortmils. He does not trust his leader however, sensing the Despot possesses ulterior motives for his rise.


    This deadly orc serves as one of Nevrash’s sub-chiefs and is a capable assassin. He is quiet and reserved but the orcs of the clan fear him greatly.

    Tenk stands 6’1” tall and is well muscled. His black hair is long and flows wildly about his shoulders. His red eyes burn with contempt for most that he casts his gaze upon. Around his neck he wears a necklace of finger bones taken from those he has murdered for the good of the tribe.

    Tenk follows his chief without question or complaint. He has no ambitions beyond his current position feeling if he were to take the mantle of chief the responsibilities would take time from his favored activity, assassination.

    He is a sadistic individual who delights in causing as much pain and fear in his victims before allowing them to die. He is not overly clever in his methods however, enjoying the physicality of simply beating them to death.

    Tenk was charged with planning and carrying out the Night of Long Knives and continues to spy on the clan and tribal leaders of the occupied provinces, seeking signs of dissent.


    This Gutshank sub-chief is a cleric of the tribe’s patron deity, Shargaas as well as the religious leader of Clan Gutshank.

    Sogat stands at 5’11” and is slender for an orc. He keeps his head and face clean shaven and bears a tattoo of the clan’s standard atop his head. His wicked tusks are more pronounced than most of his race giving him a slight lisp when speaking.

    Like many clerics of Shargaas, Sogat is proficient in many roguish abilities as well. He is slavish in devotion to his god as well as his Chief who he secretly believes is an avatar of Shargaas.

    Sogat performs all of the holy rituals and oversees the religious celebrations of the clan.

    Clan Balefire (Orc)

    Population: Approx. 265 members: 150 combatants (45 of which have magical ability), 100 non-combatants (women, children), 15 3HD Shamans.

    Leader: Jul’kahn

    Tribal Affiliation: Death Moon

    Religion: Shargaas

    Standard: Crossbones surrounded by a nimbus of green flame

    The Balefire orcs hold a unique position within the larger hierarchy of the Death Moon tribe. This clan for an unknown reason produces a disproportionately high number of shamans with talent for arcane magic. In addition to its magical blood, Clan Balefire did a great service to the greater Death Moon tribe generations ago and has since been entitled to claim 10 members of other clans who are part of the Death Moon tribe each year at the Grand Moot celebrated every 25th of Fireseek. Clan Balefire often chooses young orcs who show signs of magical aptitude.

    Balefire orcs differ slightly in appearance than most orcs. Their skin is often less hairy and much smoother than typical orcs. Hair colors can be lighter as well. Eye colors within Clan Balefire are more varied as well, ranging from the typical black and red of most orcs to steel grays and various shades of blue.

    Balefire orcs are extremely superstitious, often seeing omens in simple things such as the circling of carrion birds and cloud movements of gathering storms. Members of the clan with divinatory powers are highly respected and often consulted.

    Females of the clan are treated better than most orcish women. Balefire orcs believe the mystery of their magical blood lies within their womenfolk (although oddly enough it is exceedingly rare for a female member of the clan to be born with sorcerous ability). When a female is born with magical talent it is taken as a fortuitous omen for the clan, signifying coming glory.

    A crafty old orc by the name of Jul’kahn leads this clan. He has worked hard to keep his brethren independent of others; many of the larger clans in the past have made forceful attempts to bolster their strength by annexing the Balefire orcs. However, he quickly seized the opportunity to ally his clan with Clan Gutshank as Nevrash assured him that his people would remain their independence and customs.

    Spells with fire effects cast by Balefire orcs always have the flames take a blue/green appearance as opposed to orange and red. Other than the appearance there is no noticeable difference in effect. This strange effect is the source of the clan’s name.

    Organization: Clan Balefire possesses only 100 warriors and they make up a single unit led by the mightiest of their number. In addition to its warriors this tribe has 50 shaman who excel in arcane magic, they are known as the So’kar. The So’kar are divided into 15 groups of 3 each led by a member of the Grim Cabal (typically a 3HD shaman).

    The Grim Cabal makes up the elite members of this clan and its members are often deferred to by lesser orc of the clan.

    Tactics: Small in number, the Balefire orcs often try to avoid large scale combat. However, when forced onto the battlefield the warriors often form a defensive wedge to shield the magic users who put their spells to devastating effect.

    Notable Balefire Personalities


    This ancient orc knows his remaining years are limited and seeks to ensure his legacy among his clan continues.

    Jul’kahn stands 6’5” and is exceedingly thin. While he possesses the natural strength of his race he has grown quite frail in his advanced years. His pure gray hair is thin and extends past his waist to behind his knees. He also wears a long beard and dresses in heavy, flowing dark gray robes. His skin is wrinkled and leathery due to his age and his gray eyes are growing cloudy.

    Despite his seeming disabilities, Jul’kahn is a force to be reckoned with. The continued might of his clan is his driving goal and he took Lithika as his consort to ensure several offspring with magical potential.

    He senses greatness in Nevrash and allied his clan with the Gutshanks as a means to ensure his their continued success.


    The Balefire Witch, as she is known to the forces of Ulek, is the first female of the clan in the last century to be born with magical ability. She is regarded as a Volvek (seer) by the Balefire orcs and wields much influence even among other clans.

    Lithika is unusual in appearance for an orc. She stands 5’8” tall and has a lithe figure. She possesses an exotic, monstrous beauty seeming almost infernal in nature rather than orcish. Her olive green skin is smooth and flawless. Her penetrating eyes are a pale blue tinged with red. Her shiny black hair rolls down her back and two small fangs just upward from her lower lip.

    Her position as consort to Jul’kahn is one she relishes. While orcs are not capable of love as most races know it she has the same desires as him in providing for the well being of their clan so regards it as a favorable pairing.

    So far she has bore seven children for Jul’kahn. The eldest male, Nagrat’thul, is presently 6 years old and shows signs of sorcerous ability. She prepares him to be Jul’kahn’s heir and knows should the aging chieftain die before the child is ready to assume the position she shall rule in his stead until he comes of age. However, Nevrash has made several advances towards her and she is considering the possibility of becoming his consort when Jul’kahn passes and formally combining their clans. She hides this from Jul’kahn as it goes against everything he has worked for.

    The Shadowclave (orcs)

    Population: 30

    Leader: Regnok

    Tribal Affiliation: Death Moon

    Religion: Shargaas

    The Shadowclave is not a true clan but a collection of shamans from the various clans which make up the Death Moon tribe. Elders of the tribe have assembled this group to provide support for Nevrash and his continued operations. Regnok leads this group and reports to the elders of Nevrash’s actions and in turn informs the War Chief of his will of the greater Death Moon tribe.

    Shadowclave members also spy upon the other tribes to ensure they are not attempting to usurp Nevrash and the Death Moon tribe’s position. The abilities of the Shadowclave members vary widely in power but a majority of them are novices at their craft.

    Notable Shadowclave Personalities


    This shaman dedicated to Shargaas has been sent by the Death Moon tribe to assist Nevrash in his continued success, a duty he does not take lightly. He is cunning and makes use of subterfuge to further the War Chief’s goals.

    Regnok stands at 6’1” tall and is stocky. His matted black hair is cropped short as is his beard. His black eyes burn with hatred for the dwarves and their allies, as well as the lesser humanoids of the region.

    In addition to his magical abilities, Regnok is also a capable assassin and he has no qualms about eliminating voices of dissent among the tribes. He is a grim orc possessing little love for anything not related to his current goals. The orcs of occupied Ulek have come to fear this vengeful advisor to the War Chief.

    Clan Black Hand (Orc)

    Population: Approx 1170 members: 600 combatants, 500 non-combatants (women, children); 60 2HD sergeants, 6 3HD lieutenants, 3 4HD captains. 100 Dire Wolves.

    Leader: Arank

    Tribal Affiliation: Death Moon

    Religion: Shargaas

    Standard: A black hand on a gray field

    The orcs of the Black Hand number among the more militant clans to spring from the Death Moon tribe. They combine strength of arms with stealth and subterfuge and have often been called upon to defend Death Moon interests.

    Residing within the foothills of Shargaal the Black Hands provide fast moving reinforcement to tribes acting in both the northern and western fronts. There is a slight rivalry between this clan and Clan Gutshank. This stems from the Black Hand’s prestigious history within the tribe but the Clan Gutshank’s now elevated position due to Nevrash’s placement as War Chief.

    They remain loyal to the War Chief but dream of a day when they again take the position of honor within the tribe.

    Organization: A typical band of Black Hand orcs consists of 10 members lead by a single 2HD sergeant; these groups are known as raiders. On a larger scale 10 raider groups make up a band of marauders and are led by a 3HD lieutenant. A war party is comprised of two bands of marauders and is led by a 4H captain.

    One elite marauder group of the tribe is known as the Dire Marauders and they ride Dire Wolves into battle.

    Tactics: This clan favors mobility the battlefield, often attempting to flank its opponents and soften them with arrow fire before closing for combat. The Dire Marauders excel at flanking maneuvers and make frighteningly effective use of their viscous mounts.

    Notable Black Hand Personalities


    The chief of the Black Hands is fierce warrior renown for his skill with the bow and riding into combat atop his dire wolf mount, Fathuk.

    Arank is an impressive specimen of the orcish race standing at 6’3” tall, his physique well muscled and graceful. He wears his hair back in a thick ponytail and his red eyes send shivers through the spines of his enemies.

    Arank possesses an intense hatred for the elves of Celene and prior to the formation of the empire his clan often conducted raids into the elven kingdom. He is fearless in combat, sometimes to the point of recklessness but his orcs admire his bravery.

    Arank dislikes Nevrash, feeling that he should have been named War Chief. He hopes to someday challenge the War Chief for the right to lead the orcs of the region but after seeing Nevrash in battle understands he is still a long way from being able to offer much of a fight.

    The Lashers (Goblin)

    Population: Approx 1000 members: 500 combatants, 500 non-combatants (crafters, women, children), 25 2HD Taskmasters, 32 worgs with riders.

    Leader: Nigtarm

    Religion: Khurgorbaeyag

    Standard: A barbed whip on a yellow field

    The Lashers make up the largest non-orcish tribe in Shargaal. Despite Nevrash’s well known dislike of non-orcs the Lashers suffer little of his wrath. These goblins have discovered that by making themselves useful to the War Chief they have gained a small measure of respect.

    The goblins have been placed in charge of the slaves of the region and the wretched beasts have put them to good use. The slaves raise crops, tend to livestock, and harvest lumber, all under the watchful eyes of their goblin taskmasters.

    Nigtarm originally proposed the idea of using the slaves as a labor force to supplement the supplies of the War Chief’s troops. Nevrash agreed but assumed the goblins would not meet his harsh demands. The crafty Nigtarm however proved far more resourceful than the orc had thought. The Lashers produce enough goods and raw materials from their slaves that they are able to keep Shargaal a self sustained region as well as producing enough excess goods to forward to the front.

    Nevrash has now charged the tribe with sending representatives to other regions of occupied Ulek and try to formulate industry there as well.

    Organization: Every capable goblin in the tribe works in some way with the slave labor operations to supply and provide for the hordes of the front. Taskmasters oversee larger operations. As their duties have increased due to their massive success the tribe has been spread across the region of Shargaal directing various operations there.

    A small force of worg riders acts as a deterrent for slaves wishing to escape. The riders often are present in small numbers at any large gathering of slave laborers and excel at capturing those who try to flee.

    Tactics: The lashers are not a military tribe, their charge being that of maintaining the large slave force of the hordes. As such they do not possess standard battle tactics. If forced into fights they prefer ambushes and overrunning tactics, and of course outright fleeing.

    Notable Lasher Personalities

    Lashmaster Nigtarm

    The chief of the Lashers is a particularly resourceful member of his race. Understanding that with Nevrash’s well known dislike of non-orcs it was only a matter of time before his tribe was moved to the front lines to serve as fodder. Nigtarm could not allow that to happen.

    Aware of the mass numbers of slaves the orcs had taken since the initial invasion and the serious under usage of a valuable labor force Nigtarm approached Nevrash with the plan to have his tribe take responsibility for the slaves and make them productive. The War Chief agreed and the Lashers have been enjoying their success ever since.

    Nigtarm is widely regarded as a legendary hero of his tribe now as the goblins knew they would have been annihilated on the front lines. He has also taken to using his position to speak as an unofficial representative of goblins serving on the front and trying to expand the slave operations to include other tribes of his kin.

    Minor Tribes:

    The following are just samples of some of the minor tribes in the region. DM’s are encouraged to detail more as needed for their campaign.

    The Venomous Star Tribe (Bugbear)

    Population: Approx. 250 members: 100 combatants, 150 non-combatants (women, children)

    Leader: Ferong

    Religion: Hruggek

    Standard: Green 6 point star on yellow field

    This savage tribe takes its name from the magical morningstar wielded by its leader as a sign of authority.

    The bugbears of the Venomous Star suffered heavy losses during the initial expansion of the empire and still have not recovered. They are currently led by a brute named Ferong who is as unruly as he is strong.

    The tribe wanders the border of Shargaal and the Northern Front often making longer forays into the Northern Front to assist the orcs there in battle. The Black Hand tribe also makes occasional use of the bugbears and enlists them for assaults where they need more muscle.

    Clan Doomfang (Orc)

    Population: Approx. 300 members: 125 combatants, 175 non-combatants (women, children)

    Leader: Mokunj

    Tribal Affiliation: Evil Eye

    Religion: Gruumsh

    Standard: Eye with two fangs beneath it on a red field.

    Once the premier clan of the Evil Eye tribe, the orcs of the Doomfang suffered heavy losses in 586CY when dwarven forces, allied with the Knights of Luna, made several counterstrikes into occupied Ulek. Since that time the clan has struggled to maintain its independence and avoid being absorbed by larger clans.

    Mokunj only recently took control of the clan after besting its former chief in single combat. Torn by infighting and members leaving for other clans Mokunj has a long road ahead of him to restore Clan Doomfang to its former glory. They are new arrivals in Shargaal, after Mokunj requested permission to leave the northern front into Shargaal to rebuild his weakening clan.

    Doomfang orcs are renowned for their hardy natures.

    Slink Shadow Tribe (Kobold)

    Population: Approx. 250 members: 125 combatants, 125 non-combatants (women, children) 10 3rd level scouts

    Leader: Timalik

    Religion: Kurtulmak

    Standard: Rat skull on a gray field

    No one is exactly sure when this tribe made its way into Shargaal but since their arrival they have been warring with the halflings of the Geistwood so Nevrash has let them remain. They have shown little interest in the hierarchy of the region but they have kept the halflings occupied which has put a halt to their raids.

    For now Nevrash allows them to continue to exist. Should they win their war in the Geistwood he will approach them as to their intent and determine how he can best put them to use.

    These kobolds have tamed a number of dire weasels to aid them in their fight. They are capable alchemists as well and make use of alchemist fire in the skirmishes.

    Clan Wolf Reaver (Orc)

    Population: 150 orcs, 50 Dire Wolves

    Leader: Tarog’mol

    Religion: Mixed

    Clan Affiliation: None

    Standard: Dire wolf head on black field

    This tribe arose in Ritona from the ranks of orcs there who were left without a clan due to the continued war. Most of them are capable warriors and could not stomach the idea of remaining in Ritona and assisting in a support role for the hordes. Gathered together by a charismatic (for an orc) warrior named Tarog’Mol they now live a nomadic lifestyle on the northern border of Shargaal guarding against any incursion from across the Jewel River.

    Locations in Shargaal

    Strandkeep Castle

    Population: Approx. 2,500 (orcs, goblins, hobgoblins)

    Clans: Gutshank, Balefire, Shadowclave, several minor tribes.

    Forces of Prince Olinstaad Corond laid siege to this castle along the eastern bank of the Jewel in 580CY. Expecting to find legions of orcs and goblins Corond was surprised when human spell casters, ogres and trolls fought against his troops.

    After two months the forces of Ulek sacked the keep and discovered agents of the Scarlet Brotherhood had been using it as an outpost. Knowing the keep to be crucial to any major offensive against the Pomarj Corond stationed Augustos Clinkerfire, the Warden of the Jewel, here with standing force. During the initial waves of the humanoid invasion of Ulek Augustos and his men were pushed back to the foothills of the Lortmils and Strandkeep Castle fell into the hands of Nevrash and the Gutshank tribe.

    Strandkeep remains the War Chief base of operations while directing the tribes of occupied Ulek. The walls surrounding the keep have been mostly repaired using slave labor under the watchful eye of the goblins of the Lasher tribe.

    A chaotic squatter town has sprung up outside the walls of the keep as several minor humanoid tribes have gathered around the War Chief. Dilapidated huts and tents crowd around the keep. The sprawling mass of ramshackle shelters has come to be called Netonga by the orcs. Smoke from campfires and primitive forges rise into the air, the beat of hammers on anvils rings through the air day and night as the humanoids continue to make supplies for the tribes on the front.

    Nevrash has employed a force of ogre thugs known as the Thunkers to keep order within the assembled humanoids surrounding the keep, a task which they perform with sadistic glee. Gutshank and Balefire orcs reside within the walls themselves.

    Supply trains leave every few days traveling west to the front and caravans from Kamp Kutterwud and Talnor make their way into this place. Strandkeep also serves as a staging ground for reinforcements arriving from the east, remaining here until Nevrash dispatches them to an assignment on the front.


    Population: 5,634 (goblins, kobolds, orcs, human & dwarven slaves)

    Tribes: Lashers, several minor tribes

    Nestled into the fertile plains along the Jewel River Talnor was a prosperous town with a thriving business in agriculture. Since the occupation however it’s remaining former residents now know nothing but misery and pain at the crack of a taskmaster’s whip.

    The surrounding fields are worked by a large slave force underneath the baleful yellow eyes of their goblin masters. Various crops and livestock are cultivated and prepared here for shipment through the occupied provinces.


    Population: 1,560 (goblins, orcs, ogres, human & dwarf slaves)

    Tribes: Mixed with Lasher presence

    This town was another center of agriculture that has been capitalized upon by the opportunistic goblins of the Lasher tribe. With the success of Talnor, Lashmaster Nigtarm has sought to expand upon his clan’s prosperity and move similar operation elsewhere within the region.

    Ritona has become a haven for humanoids whose clans have been shattered through the constant fighting on the front. Survivors who, for various reasons, have not been absorbed into other clans make their way to this growing town to still be of use to the war efforts. Under the guidance of Lasher tribe taskmasters, humanoids here terrorize the large groups of slaves, cowing them into submission and forcing to work the growing fields of crops.

    Because of the multitude of tribes here, each with their own religious beliefs and differences, life in Ritona is extremely harsh. Violent outbreaks and riots are common occurrences with bands of humanoids each staking claim to various sections of the land surrounding the town.

    With the infighting continuing to escalate, Nevrash is considering the possibility of pulling a tribe from the front and stationing them here to maintain order. Nigtarm is currently trying to find a way to stabilize Ritona before Nevrash has to intervene, knowing that his failure to do so would bring the War Chief’s ire upon his tribe.


    Population: 1,300 (Orcs, goblins, slaves)

    Affiliation: Black Hand with minor Lasher presence.

    This small community nestled into the foothills was once a profitable mining town. Since the occupation Horsa has become the home for the Orcs of Clan Black Hand.

    The town itself consists of both above ground and underground structures as well as the mines themselves. Orcs of the Black Hand use this place as a base of operations for there continued support of tribes along the front. The mines here are worked by a force of dwarven slaves overseen by a handful of Lasher goblins.

    The region surrounding the mining town is heavily patrolled by bands of Dire Marauders and shipments of ore travel from here to Strandkeep every couple of days. The bugbears of the Venomous Star tribe can also occasionally be found here conducting trade with the orcs.


    Population: Approx. 300 (orcs)

    Clan: Doomfang

    This collection of tents and permanent huts is the new home for the struggling Clan Doomfang. For several miles around the encampment the orcs have placed totems and markings declaring the territory theirs.

    The orcs here are grim; angered by the drastic plummet in glory their clan has suffered. Fanga’tor’s most notable feature is a massive wooden idol of Gruumsh which dominates the center of this primitive village. Day and night, Doomfang shamans surround the image of their god, conducting sacrifices and calling out in an effort to bring his blessings to their clan once again.

    Kamp Kutterwud

    Population: Approx 100 (goblins, slaves)

    Tribe: Lashers

    This collection of tents and semi-permanent huts along the Taerwood is home to a logging operation run by the Lasher tribe. Most of the camp’s population is slave laborers with goblins overseeing their work. A handful of goblin worg riders also call the camp home, a deterrent for those slaves who might consider escape.

    Every 2-3 days a caravan carrying lumber leaves the camp heading towards either Strandkeep or Talnor.

    The Geistwood

    Population: Approx. 350 (Kobolds, Halflings)

    Tribe: Slink Shadow (Kobolds)

    The Geistwood is the hiding place for a band of halflings who have managed to hold out through the occupation thus far. Numbering about 100 strong they have struck against slave trains and minor operations proving themselves capable and pestering to Nevrash’s forces.

    Despite the fact they are a nuisance, Nevrash allows them to continue to reside within the woods for one simple reason. Their small raids keep several of the minor tribes of Shargaal busy and not fighting each other.

    At present the Slink Shadow tribe of kobolds is attempting to claim the woods as their own and is waging a miniature war against the halflings. The halflings are aided by a gray elf Knight of Luna by the name of Ryanthala. She was separated from the knights she accompanied during the coordinated counterstrikes during 586CY and found refuge with the halflings. She is both a warrior and wizard and has chosen to remain with the diminutive folk of the Geistwood to aid them in their cause.

    New Magical Items

    Te’nugash (The Slasher): Forged from blackened iron this mighty weapon is a relic from ancient times, created when the orcs were still a young race. While always savage and feral, the orcs were not always as degenerate as they are today. Centuries of inbreeding and crossbreeding with other humanoids has furthered the degeneration of modern orcs. While they never neared the capabilities of the elves or other races in magic, the ancient orcish ancestors did produce an occasional member of the race talented enough in the magical arts to produce items of lasting power. Te’nugash is a testament to this lost era of orc kind.

    Passed through the generations this hateful blade has aided the orcs in their wars against their dwarven enemies. For several centuries now the blade has been in the possession of Clan Gutshank, wielded by it’s chieftains as a symbol of authority.

    Te’nugash is an enchanted +2 Longsword, its blackened blade serrated and inscribed with wicked runes of power. It possesses Wounding properties as well as being a Bane weapon against dwarves (making it’s total enchantment against dwarves +4 and causing an additional 2d6 worth of damage).

    The Venomous Star: This wicked +2 Morningstar has been in possession of the bugbear tribe that bears its name for decades. It is regarded as a symbol of authority among the tribe and can always be found in the possession of the fiercest most aggressive warrior of the tribe.

    The head of the weapon glistens with a sickly green moisture giving the weapon the wounding property.

    Tenk’s Bonecharm: This grisly necklace is the property of Tenk, one of Clan Gutshank’s sub-chiefs. It is a leather thong upon which hang several highly polished finger bones, each taken from a victim Tenk has assassinated to further the goals of his chief.

    Exactly how the grisly trophies became magical is open to debate. Shamans of the Death Moon tribe hold the most widely accepted theory however. They claim that Tenk’s murders were pure in intent, meaning they were not for personal gain but for the welfare of the tribe and nothing more. They go on to say that because of his single devotion to the tribe and the art of assassination that Shargaas blessed the necklace by trapping a portion of the victim’s spirit within the bones Tenk takes.

    Once per week the possessor of the necklace can concentrate upon the bones and ask a question of the spirits trapped within. This functions exactly like the 4th level divine spell Divination without the need for the 25gp sacrifice as a material component.

    Repeated use of the charm is not considered a good act. Characters can use the Divination power of the charm to have the spirits trapped within reveal the method by which they can be set free. The exact method is left open for the DM to determine.

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    Re: Occupied Ulek: Part 2 - Shargaal (Score: 1)
    by Cebrion on Sun, July 30, 2006
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    Woohoo! Comments are back!

    Very nice two part series DangerDwarf.  I particularly like the way you have linked the clans with the various main tribes.  The clan symbolism is great/evoctive, as is the background for each clan.  I can't nitpick on anything, other than to say that I want more!!!  Any plans to do any other areas of the Pomarj?

    This area is just asking for some adventuring to take place there.

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