The Trollfen Marsh is a very difficult place to navigate in. Bogs stretch long and during the warm season fogs lie densely throughout the marsh. There are many monsters that live in the Trollfen Marsh. Much of the area is scouted by both human and lizardfolk. Both claim some of the swamp as their home. The relations between the lizardfolk and Yllis Folk is a tenuous truce. Some fey came to the marsh and created a fey smilodon named Muiredach to guard the area.
The Skull-Dasher Tribe is an amusing story from Fate of the Sun. The heroes left the elven city of Mimor, aiming to stem the threat of any orc raids from the orcs of the Skull-Dasher Tribe. On their way, the heroes encountered Hrolub and Grosuppa. I believe that I may have mentioned these NPCs on this blog before, but I can’t recall. Hrolub was a child Orc warlord who was escaping the Skull-Dasher Tribe to find another orc tribe with her mother, Grosuppa. It also happened that the heroes encountered this pair as they were being chased by some Skull-Dasher Orc cavaliers. The heroes killed the evil orcs, saved the maybe-not-evil orcs, and one character in particular latched onto Hrolub.
As the story unfolded, Hrolub claimed the Party to be her retinue and came with them to the tribe, abducted the shaman, accomplished some arena combat, killed a spy-villain, and got Hrolub to be chieftain of the tribe so long as it doesn’t attack the elves or the humans (excepting the Empire of Himlarond, at the time run by a foolish emperor).
CE Small Town
Gov't: Overlord
Population:
Notable NPCs: Chief Hrolub (CN f Orc ); Shaman Othrolg
The Skull-Dasher Tribe has been focusing on attacking the Yllis tribesmen and raiding caravans in the plains between the Aben Vale and the Llanfech Woods. A stay with the orcs will have travelers (or captives) hear many sounds of fighting, dying, and laughing orcs, the sound of violence, and the growls and shrieks of the animals and magical beasts kept for the fighting pits. The camp itself is 2540 ft in diameter.Religion: A principle deity they worship is Kalgazro. There are, however, several clerics of Grokolok.
Law: A victor in a mortal combat legally claims the gear of the slain combatant.
Locations
Fighting Pits: Ugdug manages the fighting pits. Great expense is made for the fighting pits, although their 'spoils of war' largely pay for it. Any powerful beasts are brought from around their territory to kill and die in the fighting pits for the nightly festivities of the tribe.
Grosuppa (f CN orc ranger (skirmisher) 5). Description: Grosuppa has grey-green skin, fairly small tusks, and long coarse black hair. She wields an Orc Double axe and wears. Grosuppa is quiet, distrustful, & protective. Her primary concern is the safety and well-being of her daughter, Hrolub. History: Grosuppa was one of Ongol's concubines. She bore his most powerful offspring -- Hrolub. Hrolub's physical & mental prowess was more than Ongol appreciated, not to mention Hrolub's siblings. Fearing for her daughter's life, Grosuppa escaped the clan with Hrolub to go somewhere where it'd be safe for the both of them.
Disposition Starting Attitude Friendly Diplomacy DC: 18 Reactions: If asked about Brevodye, Grosuppa relates that he is an orc who came to foretell of the coming orc king from below. She does not care who declares herself queen or himself king, so long as Hrolub may live happy and safe.
Goals Immediate: Bring Hrolub to safety. Short-term: Raise Hrolub in peace. Long-term: Build a following for Hrolub.
Hrolub (f CN young orc warrior 5/Adept 3). Description: Hrolub has grey-green skin, large tusks, and long coarse black hair. Hrolub is angry. History: Hrolub is the daughter of Ongol and Grosuppa. She frequently introduces herself as “the daughter of Ongol and Grosuppa,” which is uncommon for an orc (including the mother). She does this because she believes that her mother is as, if not more, important than her father, since her father took little interest in her. That is, until she far surpassed her brothers and sisters in physical prowess and intellect. Her siblings plotted to kill her in order to stop her from out showing them or rising to some kind of leadership position later on. The other leaders also feared this precocious child. Her mother realized that the other orcs would behave this way, and so decided to take action and steal her away from the orcs in her daughter’s defense.
Boons: Can enlist someone into her retinue.
Disposition Starting Attitude Friendly Diplomacy DC 8 Reactions Slavery if Hrolub is asked to free the slaves, she will say that slaves may earn their freedom by taking it for themselves.
Goals: Immediate: Become strong for when she is older. Short-term: Gather a following/retinue. Long-term: Become a chieftain of an Orc tribe.
Notes: Hrolub is 12 years old. Since she is both a daughter of an orc chieftain and an NPC that I'd like to have in future adventures, I assigned her gear according to a heroic level. I put both her ability score increases in Wisdom
Init+2
DEFENSE
AC 17 Touch 12 Flat 15 (+5 armor, +2 dex)
hp 46 (8 HD: 5d10+3d6+8)
OFFENSE
1 (3)- Bless, cause fear (Will partial DC 13), cure light wounds (1d8+3)
0 (3)- create water, guidance, tough of fatigue (Fort negates, DC 12, 3 rnds)
TACTICS
Base Stats: without headband of inspired wisdom: Wis 11
STATS
Str 17 Dex 14 Con 12 Int 8 Wis 13 Cha 6 (orc +4 str, -2 int, wis, cha; young +2 dex, -2 str, con wis; +2 ability score increase [wisdom])
This is the second largest city in the West Chetsin Empire. It’s got a lair of kobolds in the sewers... or it did before some over-sized homeless killers came through town.
LN Small City
Corruption +1 Crime +1 Economy +2 Law +2 Lore +3 Society 0
Notable NPCs: Professor Lennox Mulfield (very old human expert 10), Head Wizard Weyna (N f human wizard).
Marketplace
Base Value 5,200 gp; Purchase Limit 30,000 gp; Spellcasting 9th
Description
Economics: City with a port.
Defense: The peace is kept by 74 (donjon#) guardsmen, and there are 16 advocates to assist with legal matters.
Religion: For those more concerned about their soul, there are 191 clergymen and 3 priests.
Locations
Dora's Magic Shop
Located In an adventurers ward, surrounded by busy avenues and noisy taverns. The shop is a single storey timber framed building, with carved wooden doors. A single spindly-legged chair sits in one corner. The shopkeeper is an old female human named Dora. She is a retired adventurer, and keeps a collection of maps of forgotten tombs and dungeons.
The Flying Shepherd (Inn)
Location In a theater district, surrounded by dark alleys and crowded taverns. It stands adjacent to a makeshift stage. Common Inn for Townsfolk. The inn is a two-storey timber and brick building, with a gray tile roof. Accomodations consist of a mezzanine with several wooden cots. A small stable behind the inn has room for a few horses. The innkeeper is an overweight female dwarf named Gunnhe Sunidotr. She is a retired adventurer, and keeps a collection of maps of forgotten tombs and dungeons.
The Pirate's Cask (Inn)
Location: On Hedge Passage, near a swampy stream. It stands adjacent to a simple traveler's shrine.
Description: Poor Inn for Townsfolk. The inn is a simple wooden shack, with a large cellar. It is exceptionally filthy, and dimly lit by a few tallow candles. Accomodations consist of a few small rooms with straw mats and woolen blankets near the hearth. The innkeeper is a jealous male dwarf named Agnad. He was once an adventurer, but was maimed in the Black Hive of Lord Greywulf.
Rulfivik University
The Rulfivik Mage's Guild is a department of Rulfivik University. Weyna is the head wizard of the Mages' Guild in Rulfivik.
Weyna: (N F Human Wizard). Description: Weyna is the head wizard of the Rulfivik Mages' Guild. She often frequents the Rulfivik University. Weyna is rough in appearance, with tangled copper hair and gray eyes. She wears modest garments and wields a club. Weyna is truthful and haughty.
I made this settlement statblock with this neat website. This is the first settlement of the Yllis Tribe, I believe, that I’m posting to this blog. So I’ll include a map and a few words about this tribe of Mostills. The Yllis Tribesfolk ceremonially cast sanctify corpse on the deceased during their burial rituals. Necromancy is a crime punishable by death.
CN Small town
Corruption +1; Crime -3; Economy -1; Law +2; Lore +1; Society +0
Government Commune (The settlement’s citizens cooperate to share resources, work, and income. In theory, all citizens in the commune are equal, and there is no ruling class.)
Brodric the Will-Speaker (human aristocrat 3/expert 7)
Chief Urbrath (human Warrior 7)
Gene the Druid (human druid 6)
Innkeeper Fedlo (human Expert 4/Warrior 1)
Scora the Trapper (human ranger 4)
MARKETPLACE
Base Value 900 gp; Purchase Limit 5,000 gp; Spellcasting 2nd
Minor Items 3d4; Medium Items 1d6; Major Items None
DESCRIPTION
Damor is a small town at the edge of the Trollfen Marsh. Most of its buildings have stilts as a precaution against flooding, while many other buildings float with wooden bridges to their entrances. Religion: The people of Damor mostly worship Mica and Morrigan, though the other Mostill Gods are also worshiped. Economics: Most of the people of Damor are trappers. They hunt the game of the Trollfen Marsh for pelts and meat. There are also a good deal of fishermen. Although there are a few farms outside of the town, Damor trades furs and meats for foodstuffs and finished products.
LOCATIONS
The Trollfen Inn (Common Inn)
The Trollfen Inn is a two-story wooden structure with several rooms inside its first and second floors. It's first floor has a space for a kitchen, and dining/drinking area. It's managed by Innkeeper Fedlo. He is a congenial fellow, who seeks to house the travelers who might pass through Damor (who are usually from Colwy on their way to Rynmarth). The inn has a small area with several tables and a long counter for patrons to eat and drink. Menu: Smoked Mutton and Cabbage, Tankard of Beer (1 sp). Rooms cost 5 sp. This inn has a suite (10 gp) on its second floor for groups of travelers. It boasts 3 rooms (including its private common space, equipped with cots).
GROUPS/FACTIONS
Damor Druids
The Damor Druids are a small group of druids. While very well respected by the inhabitants of the town, they are not always well-heeded. The Damor Druids seek to ease relations with the Silver-Scale Tribe and Damor and often speak of the virtues of the lizardfolk and their common religion.
Reading through the list of adventure hooks in this settlement statblock, it might be clear that this is from the setting while Fate of the Sun was running. The next GURPS incarnation of this settlement will probably not have the aspects of being threatened (depending on what the PCs get up to, at least). So it’ll be interesting to see how this evolved in the future.
This also marks the final Doldimehr Tribe Pathfinder settlement sheet to be posted here. There are only four small settlements, after all. Coni wasn’t much, I’ll admit. To make up for it, I’ll include the old map that I had for the Doldimehr Tribe, when I was first making Lumaras.
CG Small town
Corruption +1; Crime +0; Economy +0; Law +0; Lore +1; Society -1
Qualities strategic location, under siege
Danger -10
DEMOGRAPHICS
Government Commune
Population 610 (mostly human, some elf and half-elf)
Notable NPCs: War Chief Conmi (Warrior 7)
MARKETPLACE
Base Value 1,100 gp; Purchase Limit 5,000 gp; Spellcasting 4th
3d4 Minor Items; 1d6 Medium Items
DESCRIPTION
The town is built around the statue of a male dwarf aristocrat. It is governed by a fierce warrior, the human lord/chief Conmi. Uddlawr was devastated by warfare long ago, and many buildings are empty or in ruins.
Religion: 16 adepts. Primarily worships
ADVENTURE HOOKS/RUMORS
Defense of Uddlawr: Himlarondi troops are approaching the town, and the peoples are scrambling to build up its defenses. Some warriors from Coni and Caerphy have arrived recently to help defend Uddlawr. They have made their lodgings in the many abandoned buildings of the town. Conmi has been chosen as war chief of Uddlawr. He desires to have some recon of where the Himlarondi troops are, how fast they're moving, and what sort of people they consist of. He also needs the walls buffed and more Mostill troops to be raised. Conmi desperately desires the Yllis tribe to come to their aid.
Conmi (NG human warrior 7) [Patron] Str , Dex , Con , Int , Wis , Cha . Description [Distinguishing Features & Appearance]; [Personality & Mannerism] History Boons: DispositionStarting Attitude: Diplomacy DC: Reactions: Goals: Immediate: Short-term: Long-term: Allies: Enemies:Quests/Rumors: Subplots: Notes: Conmi uses the same stat block as the Expert Bodyguard.