The Rakshir Orc tribe first appeared in the halls of Dreadrock some ten years ago. They migrated from the deeper levels connecting into the vast of the underdark and slowly made their way to the oldtown area (located in level 1-1 of the dungeon) of the ruins. The oldtown area was once home to the common dwarven citizens of Karzamir before the fall of the civilization. Presently, the Rakshirs have managed to fortify this area of oldtown, and it has become their permanent tribal home. The area is heavily fortified with armed orc soldiers and crude traps constructed throughout the dungeon. The tribe itself consists of approximately 100-120 orcs, mostly males. Their chieftain is an Orc named Ghorash who has a guard of 10 orc warriors and at least 1 orc shaman with him at all times. The Rakshir orcs remain in a constant struggle with the Warghash Goblin tribe, and the two sides are often battling over supplies and control of their areas. The two sides constantly raid the others's areas scavenging and stealing supplies. In addition to the Warghash, the Rakshir are constantly working to stave off curious adventurers who frequently make their way into the dungeon, which has proven to be a drastically difficult task. Recently the humans in Dreadrock Bluff sealed off the main entrance from the mountain in order to secure a more stable entrance they can control (via a dimension door) which is situated near their tribal holdings in the dungeon.
The Rakshirs have managed to accumulate a small amount of slaves (mostly kobolds, but some humans as well). The Rakshirs use these slaves primarily to work on digging out a tunnel which will lead to the surface, allowing them to make raids into Dreadrock Bluff, and the merchants and travelers coming into the town. The people of Dreadrock Bluff are currently unaware of this activity.
The members of the Rakshir tribe have an interesting method of disposing of captured enemies and prisoners. Located in a sub-level near their tribal quarters, is a small cavern. Orcs will often deliver enemies, goblins, kobold slaves, and captured adventurers to this cavern where they must face the wrath of the creature they call Stone-eye. Stone-eye is a basilisk, and the orcs manage to keep him contained by offering him the carcasses of their enemies to feast upon, as well as the remains of their own dead. This tactic has worked thus far in keeping Stone-eye in his own lair.
GM Notes: If any PC's encounter kobolds in the dungeons, they will always be with at least 1 orc warrior (the slave master), and the kobolds will always be unarmed. If any PC's manage to communicate with kobold slaves, they will offer to help the PC's clear out the orc tribe if they promise them their freedom afterwards. The PC's would have to raid the orc weapon cache in the dungeon, or find some way to arm the kobolds, before they will agree to fight with the party.
Oh man, that would suck to be a human slave among a bunch of kobolds and orcs. I bet the kobolds would pee on your bedding, throw rocks and would try to get you into trouble with the overseer.
ReplyDeleteHaha Hell yes it would suck for sure. I'm going to be building little ecologies for the dungeon like this to give GM's ideas to pull from to keep things interesting for the players. If they have "missions" in the dungeons (i.e. free the slaves), it tends to make things more interesting I think.
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