Ry Fel Gar Settlements

 Goblin Settlements 

Roxizaxm - The goblin metropolis in the Koto-Atar Glass Flats, Roxizaxm is a heavily fortified gem of engineering and design in an otherwise crude realm. The walls circle the city and are made of limestone with iron sheets fixed on the exterior (trying to climb these walls on a hot sunny day is not recommended.). A series of massive wooden posts lined with animal leathers create canopies above the city to provide shade from the punishing sunlight.

Zaxivar - The north-eastern coast of Ry Fel Gar contains the goblin port city of Zaxivar and is a major blood line for the fledgling trade operations throughout the coastline. Thanks to the glaciers to the north the biggest threat to Zaxivarian tradeships are the Deadheart Marauders who occasionally stray north when the stihlish navy sails in force. The goblins of Zaxivar will send trade ships to the Gnomerran Commonwealth and even as far north as Axiom. Zaxivar holds a college of alchemists not bound by the 'ethics' of the eastern civilizations.

Ixinoxl - The goblin city of Ixinoxl contains a workshop devoted to inventions of mechanical means and is the main reason the city exists. A group of goblin inventors discovered that an ancient dwarven ruin was at the bottom of the Drowned Golem channel and were able to bring some calcified items to the surface for study. This brought about the need for the proper work spaces for study and archaeological excavation. Over the years the goblins have utilized their discoveries to improve the city.

Axitraxl - A great many settlements in Ry Fel Gar come from dwarven or elven ruins of millennia past. Axitraxl is a stunning exception thanks to goblin ingenuity. Nestled in the western peaks of Behemoth's Cradle the city has been carved from the stone of the mountains creating massive spires that have been hollowed out in a series of floors. The spires have interconnecting bridges and lifts for smooth commute throughout Axitraxl. The city houses a large mining operation as well. It is said that the goblins of Axitraxl's stone-shaping techniques rival that of the dwarves.

 Orcish Settlements 

Gurog Tok - The western orcish coastal fortress of Gurog Tok was built and expanded from an ancient prime elf lighthouse ruin. The Deadheart clan had occupied and assumed ownership of the city for decades and had deforested an entire region (known as the Gutted Grounds) for lumber used in expansion of the city and ship building. The Deadheart boasted a formidable armada of orcish warships and frequently raided the Sea of Hinra.

Oogrul Hollow - Oogrul Hollow went by a different name long ago, but the name has been lost to time. The serene grove of trees contained a once mighty and massive oak tree, but life had left the roots long ago. Rooms and furniture were carved from the inside of the tree by elves from millennia past. Oogrul and his ravagers now take residence in this still strong tree, where the band of orcs viciously rampage the surrounding lands.

Gol Agronak - The toppled ruins of a tower made by the Sylvai Sovereignty have been re-purposed and reinforced as stronghold for the self-named Urrngrakh's Horde. The clan's ferocity in battle is comparable to the warriors of Thulkard as they charge into battle headfirst in a berserk rage. A fungus indigenous to the area grows around the ancient stone of Gol Agronak and is discovered to have a psycho-hallucinogenic property that induces rage, increase in adrenaline, and numbs pain receptors, allowing the warrior to endure several wounds before succumbing to blood loss. The orc champion of Urrngrakh's Horde once slayed two ogres in single combat while under the influence of the fungus. A massive statue carved to the likeness of Urrngrakh can be found within walking distance of Gol Agronak.

Mamuna's Keep - The Blood Bathers make their home in the sinking ancient Sylvai tower located on a peninsula jutting into the Guldurim Bay. The clan often terrorizes the aragen of Lae Aladelri as well as the orckind on the northern coasts of Guldurim Bay. The Blood Bathers believe there is some mystical treasure deep down within the half-sunken tower and have forced many to drown to death looking for it.

Hanging Branch - The diverse band of orckind known as The Many Axes have a tight hold on the Tremblestep Forest and are only opposed by Habrog Hazog to the north. Despite being generally disorganized the Many Axes built a walled village where they blow off steam after terrorizing the land. The Many Axes boasts one of the largest land armies of Ry Fel Gar and Chief Gormdak has tried to ally with them in his efforts against Stihl, but is thwarted by The Many Axes constantly changing leadership (everyone thinks they can do a better job than the current leader, assassinations ensue).

Sabregnaw Port - The frigid shores of Sabregnaw port hosts various clans and groups of orckind who sail the the coasts from the north to as far south as the Tidewall Keys. From the Wave Rapers to the Whale Punchers, the denizens of the port city are vicious and unpredictable. Ship captains quarrel and murder for dominance and control of the city. Most captains who do assume control have a short lived reign thanks to assassinations or mutiny.

 Habrogs  (Usually neutral settlements that allow most beast-races)

Tulgor - The elder clan of Tulgor created their settlement around the mouth of the Ghoul Touch river due to the abundance of fish in the area and the isolation from the rest of Ry Fel Gar. It wasn't until pirate raiders founded Sabregnaw Port that the Tulgor clan needed to devote their lives to battle. With the aid of the goblins of Axitraxl the Tulgor clan developed coastal defenses such as ballistae and small catapults for flinging flammable substances on attacking ships. The Tulgor are of the few who look forward to winter, as constant blizzards and ice floes deter the pirates of Sabregnaw.

Ukrom - The elder clan of Ukrom sail the northwestern coasts of Ry Fel Gar for security from any pirate raiders like the Wave Rapers and the Shameless. Every harvest Ukrom holds a festival in honor of Vetra, Eloka's daughter of winter, praying for a merciful season, and sacrifice livestock in her name. Though the clan of Ukrom is very spiritual they are decisive warriors and skeptical of goblins.

Hazog - The elder clan of Hazog has stayed in the Tremblestep Forests for countless generations. They do not have the numbers like the Many Axes or the raw strength of Nrggonslok, but they do have the beasts of nature on their side. An ancient shamanistic tradition passed down within the clan has made Hazog the best animal tamers and breeders and have the best dire boars for riding into battle with. Taming a dire boar without the Hazog method is suicide (as members of the Many Axes found out when attempting to steal a nursing sow.).

Warwidow Pass - Female orcs who have abandoned male driven society, whether it be through physical or mental abuse, a slain mate, or banishment, banded together long ago and created a sanctuary for those shunned and forgotten. The tribe of Warwidow block the way on foot between the Garden of the Pretenders and the Twisted Cog Canyons and they demand a toll or an act of atonement. Most always pay the toll rather than go through the humility of atoning to a female.

Sharnuk - The shamanic tribe of Sharnuk is covered with the fog of mystery. Their primary abode exists in the foothills of the Sepulcher Peaks but have an outpost on a northern cove. Other clans are welcome to visit the shamans of Sharnuk for blessings and curing of ailments, but none are allowed to their sacred caves.

Dugrok - In the Tidewall Keys sits a fortress of the Dugrok clan. In agreement with Ixinoxl the Dugrok have fleets blockading the Keys and the Drowned Golem Channel from any threats to the south. The mutual benefit of this agreement allows the goblins to explore the ruins under the sea uninterrupted and the Dugrok share in the bounty of what is discovered.

Morgul - The lords of Titan's Rest, the Morgul clan hold an impressive stronghold in the shrublands. As with most elder clans, the Morgul know how to fight and fight well, however they uncharacteristically prefer a life of agriculture. The Morgul clan receives respect from majority of the elder clans as they have acres of livestock that they willingly trade when another clan may have oncoming famine. Raids are not a common occurrence due to Morgul's remote location.

Thak'sor - Other than taking warning shots at Daranen ships that come too close to Thak'sor waters, the clan keeps to itself, to the extent where they don't even trade with neutral settlements. None are sure what the goings on of Thak'sor are.

Gormdak - The multi-racial clan of Gormdak believes the Stihl empire has stolen lands from orckind as a whole and so the chief constantly recruits orckind from across Ry Fel Gar to unite under Gormdak's banner. The clan has made many assaults on Throstium Brace over the years, but to little effect. Until Chief Ulgok Gormdak unites more habrogs to his cause he must suffice with guerrilla raiding parties on Stihlish supply lines.

Thulkard - The proud tribe of Thulkard lives securely in a stronhold of their creation within the woods of the dryad-snare thicket. The orcs of Thulkard fight and kill not for plunder or mates, but for confirmation of self-worth and discipline. Their tradition of war is so fine tuned they once repelled a joint attack from Oogrul's Ravagers and the Deadheart Marauders and pressed their own counter attack, resulting in both offending clans to endure heavy losses. The Thulkard clan was outnumbered five to one. The chiefs of Othok and Thulkard maintain healthy alliances to keep the Deadheart Marauders in check.

Othok - Ry Fel Gar holds many 'habrogs', or neutral settlements, that are protected by an elder clan of renowned power and respect. Habrogs are the closest thing non-orckind will find to a civilized establishment. The orcish clan of Othok rule their Habrog with swift and brutal, yet fair, law to resident orckind. Chief Othok is feared and respected so much that few speak out against his unusually cordial behavior towards non-orckind. The warriors of Othok keep the ogres of Shagguggrn in check, keeping them contained to the foot hills of Behemoth's Cradle.

 Troll Settlements 

Wa'Windaji - The jungle trolls of the Suum'zhani (poison leaf) Wilds created a cluster of shelters within the tall and thick jungle trees just off the southern coasts of Ry Fel Gar. Wa'Windaji is a sizable settlement yet remains very well hidden as the trolls use vines and leaves to camouflage their tree houses. Few walk in and out below Wa'Windaji uninvited.

Moyojan - The frost trolls carved an intricate cave system out of a glacier in the far north and named the settlement Moyojan. The settlement and its denizens are typically left alone by other races as few sentient creatures thrive in the cold. Instead the frost troll tribes tend to war with each other for authority over the glacier.

Kivoombi - Dust trolls once thrived in the western wastes of Ry Fel Gar. Their might was difficult to match and their increased resistance to flame made them formidable opponents. Dust trolls kept to very small numbered groups throughout the west, but even these small raiding parties caused enough of a problem that elder clans banded together to exterminate the dust trolls completely. After thirteen years of being hunted down and facing near-extinction the few remaining bands of dust trolls took to hiding in the Basilisk Fields and used abandoned basilisk nests as shelter. After a time the trolls had converted their shelters into a unique cave system and developed a society of sorts. Few reach out to the trolls of Kivoombi, who call themselves the Direclaw, and those that do typically end up with one less messenger in their ranks.

N'Yokadamu - The Searing Hex tribe of jungle trolls have a hovel of burrows around an ancient shrine to Utri. The stonetusk tribe, being fond of black magics have desecrated the shrine for their dark rituals and worship Vexus. The corruption coupled with forsaking Utri has tainted the surrounding terrain, the vegetation is wrinkled and discolored, and the wildlife appears blighted and behaves with excessive aggression. The trolls have been physically affected by the corruption as well, their skin a much paler green than normal and dark veiny rings below their beady eyes. The Searing Hex's favorite past time is trapping and dragging Stihlish scouting parties to N'Yokadamu for black magic rituals.

Mwambamla - The Stonetusk tribe of Mwambamla live in caverns behind a large waterfall that flows out from the mountains of Behemoth's Cradle. Though interaction with these mountain trolls is seldom, the elder clans of Ukrom and Hazog have a healthy relationship with the Stonetusk tribe and acknowledge the high level of intelligence they possess in comparison to their other brethren.

 Ogre Settlements 

Shagguggrn - In the far northwestern forests the ogre city of Shagguggrn stands large and foreboding. The ragtag clan of ogres who call themselves the Strongest Ones reside in the ill-kept city of primitive tents and tree log walls. Ogres are typically not known for architectural prowess and it's widely believed that a goblin or orc elder showed the group how to make semi-complex abodes. Though Shagguggrn is hardly a wonder of Primae, it has proven to be a strategically sound settlement for warding off would-be raiders and rival clans.

Nrggonslok - The Strongester Ones, banished members of the Stronger Ones, traversed Behemoth's Cradle and settled in an ancient Sylvai burrow. Before the settlement, during their journey over the mountains, the ogres befriended some Hill and Stone giants after displaying brute force by throwing boulders around and seeing who's went farthest (the giants were overall impressed). The Strongester Ones, reinforced with their giant allies, are very well indeed the leaders of brute force, however where they gain in muscle they lose in brains, and tend to be very unorganized and lazy.

Irgglwun - The stench of Irgglwun can be noticed over the stink of the fetid swamps it sits in. The Eaters of the Offal, ogres who have redefined the meanings of crude and savage, revel in their filth and encourage the use of entrails and excrement from prey as war paint. A surprisingly impressive effigy to Raverus, comprised of various bones from a multitude of species, as well as hides from rabbits to orcs, was erected in the middle of the ogres' settlement.

Grungrun - The Devilmaw clan are a curious and horrifying settlement of ogres. Despite their crude and primitive shelters and weapons, these ogres have the intelligence to wield magics effectively, making them an extreme threat if they were to ever organize and seek conquest of the lands. Like most ogres they are cruel by nature and experiment their magics on their prey. The Devilmaw clan likes to use their magics for pranks on each one another when a lesser species isn't available for tormenting.

 Kobold Settlements 

Deepvein - Nestled in the mountains this is an ancient ruined dwarven stronghold that the Yuk'Tuk clan of kobolds reside in. They spend most of their time mining the bountiful resources deep within the mountain, and use the lava flows deep below to forge weapons. It has been recorded that the Yuk'Tuk clan has some way to dominate species of lesser intelligence and use ettins for protection and heavy lifting.

Clatterstone - The kobold-laden clan known as Emberglare have a settlement known as Clatterstone. The Emberglare dig desperately into the mesas and buttes of the twisted cog canyons in search of precious metals, stones, and ancient dwarven technology. Periodically they will attempt to raid the goblin excavation sites in the Koto'Atar glass flats, but these raids typically wind up fruitless thanks to the goblins' advanced tactics and superior armaments.

Rothide Bayou - The Rothide clan consists of kobolds and lizardfolk and generally keep to themselves in the swamps of Vilecap Mire. Unrest is common within the clan as the kobolds prefer to scavenge the shores for cargo and loot from ships lost in the Bay of Bones (usually caused by the fleets of the Deadheart Marauders) and the lizardfolk want to play a more active role in pillaging the men of the Stihl empire. The Rothide clan will have small bouts of aggression against the Stihl empire whenever a lizardfolk is chief. After the Stihlish navy has crushed the inferior longboats of the Rothide, the bouts of aggression are immediately followed by silence and pacifism from the clan (the lizardfolk prefer to lead from the front, and when their numbers dwindle before the Stihlish navy, the kobolds take control of the clan back.).

Snowgrave Hill - The sinister kobolds of the Bonecrown clan are elusive and mysterious, their vicious behavior is known from past times when foreign entities get too close to their hills. A raiding party of 200 orcs and ogres were defeated by the crafty kobolds who coordinated an avalanche to scoop away and bury the raiders. It is said that traveling in the bonecrown's territory creates feelings of anxiety, nervousness, and gloom.

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