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.
Shargaal
Overview
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.
Tenk
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.
Sogat
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
Jul’kahn
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.
Lithika
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
Regnok
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
Arank
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.
Talnor
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.
Ritona
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.
Horsa
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.
Fanga’tor
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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