Friday, July 3, 2020

Floivin Province Humanoids

Blood Eagles

Of the three major goblinoid tribes in Floivin Province, the Blood Eagles are the smallest, with the highest concentration of bugbears. In fact, other races within the tribe are generally slaves or non-combatants. The tribe is named for its preferred method of torture and execution, a painful procedure in which the victim's ribs are cut and broken to resemble wings, the lungs are pulled out, and the salt is poured on the open wounds. The Blood Eagles are the only local goblinoid tribe in which the females fight alongside the males. Though their activities are generally limited to the north Vernal Wall and the Sharks' Dunes through the gap north of Skunk Ridge, they often have a vested interest in claiming unprotected mines throughout Floivin Province. The Blood Eagles despise the other tribes, but several expatriates have been known to defect due to the strength and size of their rivals. They took some severe hits to their population and leadership during the vents of 868ID, but have slowly begun to recover and recruit in the decades since.

Leadership: Unknown
Population: 300 (96% bugbear, 2% goblin, 1% hobgoblin, 1% ogre)
Allies: Unknown
Enemies: Blooded Lash, Last Eidolorn, Marrow Suckers, Skull Collars, Vandrakki
Standard: Crude, crimson eagle engraved into chest

Blooded Lash


The Blooded Lash were originally refugees of Sothos Karr, named for the central plains region of that realm, who long ago forced a rebellion and escaped into mountains east of the Dimnesse. Through the decades, they have worked their way further north through the western Vernal Wall and gradually laid claim to the upper levels of the Haunted Horrn, in which they remain, despite having been driven out or assaulted their on numerous occasions, by both adventuring companies and the Last Eidolorn Guard. Heavy recruitment practices, as well as a steady stream of humanoid refugees from the region of Wintersbreath, have ensured that the tribe remains strong. As a symbol of their past, the Blooded Lash are ritually whipped by their superiors to ensure loyalty and discipline, and in battle, they rarely back down unless ordered, fighting to the death for the tribe's interests. They have since learned to train hippogriffs as mounts and combatants, and maintain a strict hierarchy of leadership.

Leadership: Geddok the Breaker (bugbear)
Population: 500 (37% goblin, 20% bugbear, 18% hobgoblin, 10% ogre, 7% hippogriff, 5% half-ogre, 3% troll)
Allies: Unknown
Enemies: Blood Eagles, Bounders, Last Eidolorn, Skull Collars, Vandrakki
Standard: Crossed scourges

Cleft Eye

The Cleft Eye is a small clan of kobolds living beneath Floivin Keep in the 'Vermin Vaults' area of the Sewers that channel the Udders through the city. Unlike most of the humanoid tribes in the region, the kobolds are tolerated by the Eidolorn Guard. Occasional clashes are inevitable, with the Flood Watch guard giving more than they get, but the former Regent Bauerkroft decreed that the clan should not be massacred, as their presence helps prevent intruders from poking their noses around in areas they shouldn't be. The Eidolorn apparently has its secrets. In the end, this works out for the kobolds, though they suffer occasional incursions from thieves and explorers who manage to find their way below the Keep, they have a high turnover rate and well defined parameters in which to plot their defenses, as well as access to foodstuffs and muscle from the dire rats they breed. They have on occasion been known to parlay with adventurers, though they suffered some serious losses back in 868ID when the Sewers were raided by a contingent of undead during the latest War for Floivin Province. Fortunately, their high breeding rate has helped them bounce back.

Leadership: Chief Chuff (kobold)
Population: 100 (96% kobold, 3% dire rat, 1% wererat)
Allies: Thorns of Arjaunt
Enemies: Flood Watch, Last Eidolorn, The Stride
Standard: Eye shorn in two by blade

Ettenhead Giants


The precise organization and current location of the Ettenhead giants is unknown, as they were exiled deep under the Northeastern Vernal Wall once the ruins of the stronghold were occupied and their underground access point was sealed off in 868ID. A few raids and rovers have been encountered in the decades since, but they've turned into more of a bother for Toul Tabor than a major threat to Floivin Province. They are rumored to lair in a massive subterranean passage which leads to a hidden realm beneath the northeast Vernal Wall, but no one in recent memory has ever seen it. It is unknown whether or not they're an actual tribe or a loose grouping of giant-kin families, but the average strength and size of the members ensure that few would bother to try learning more. Their leader is known simply as 'The Titan of the Glen', but he (or she) has never been seen by the Last Eidolorn Guard who have since transformed Ettenhead into a community for military families.

Leadership: The Titan of the Glen
Population: Unknown (Presumably 79% ogre, 9% hill giant, 5% troll, 3% half-ogre, 2% half-giant, 1% athach, 1% ettin)
Allies: Unknown
Enemies: Fourth Eidolorn, Last Eidolorn
Standard: None

Marrow Suckers

According to the late sorcerer Fisslakk, one of the unsung heroes of 868ID, the Marrow Suckers clan were all slain after consuming poisonous liquors they found in a dwarven tomb in Skunk Ridge. But considering the relatively small numbers of dead that were actually observed, and a few later run-ins through the years, it's not clear whether he was referring to his own family within the greater tribe, or the entire troglodyte clan. In either case, it can only serve as a benefit to the Floivin Province residents in the long run, because the creatures were notorious for vandalizing dwarven ruins, and abducting, torturing and even devouring slaves. A lair was purported to exist somewhere within the treacherous death trap known as the Crowslode, and if a remnant of the Marrow Suckers still exists, which is likely due to numerous reported encounters in the last twenty years, it should be there.

Leadership: Unknown
Population: Unknown (96% troglodytes, 2% rust monsters, 1% dwarves, 1% humans)
Allies: None
Enemies: Blood Eagles, Gnarlbottom Clan, Last Eidolorn
Standard: Bone with forked serpent tongue wrapped about it

Pinewater Maulers

More of a loosely organized gang than an actual tribe, the Pinewater Maulers are what the kobolds of the Frail Forest have dubbed themselves. They are rarely encountered in groups of more than a dozen, but they've been known to waylay and trouble travelers in the Forest, and to take up small fishing and hunting encampments along the east bank of the Pinewater (thus their name). It is unknown whether they have any relation to the Cleft Eye clan living beneath Floivin Keep, but on occasion there will be humans and elves in their midst. These are generally rogue or brigand elements trying to make some headway in the Province, or Roodeyes and Reddenbalms trying to harass one another, but only rarely would the major elven families of Littlewolf go to such an extreme. Supposedly there is a central figure, a 'Mouse the Murderous' who organizes the Pinewater Maulers into raids, but his or her level of direct interaction is unknown. Still, for being such a minor threat to the Floivin population, centuries of attempts by the elves and the Last Eidolorn have been unable to completely stamp them out, and in recent years their ranks have swelled even further as a population of their winged kin, 'urds' have inhabited the nearby Skunk Ridge.

Leadership: 
Mouse the Murderous
Population: Unknown (Presumably 79% kobolds, 9% urds, 5% humans, 3% elves, 2% half-elves, 1% halflings, 1% dwarves)
Allies: Thorns of Arjaunt
Enemies: Last Eidolorn, Reddenbalms, Roodeyes
Standard: None

Skull Collars

The largest and most mercenary of the three goblinoid tribes inhabiting the Province, the Skull Collars are also the most diverse, with their fingers in a number of interests. They maintain a hydra hatchery in the Tooth Marsh, a number of hideouts in the east Vernal Wall, and bands can often be found in the employ of various factions, or simply terrorizing farms and locals in the Crown Pasture or Frail Forest. They derive their name from the practice of affixing the skulls of their fallen opponents to a necklace or harness, the more the better. The Skull Collars are known to sell themselves to the highest biddest, regardless of the race of that bidder, and look past their inbred racial enmities to the betterment of their tribe. Thus, they can strangely be found in the occasional employ of dwarves and men. They've had at least one major stronghold located in the eastern Vernal Valley, overlooking the Great Westermarch pass through the mountains to Toul Tabor belong, and many other scattered shelters. Despite taking massive losses during the War for Floivin Province in 868ID, and having various of their operations disrupted, the Skull Collars' wide portfolio of terror and their ability to recruit evenly across a number of humanoid races has kept them afloat. These days, they also benefit from an enigmatic, canny new leader who remains Floivin Public Enemy #1

Leadership: Unknown
Population: 1000 (37% goblin, 20% hobgoblin, 18% bugbear, 10% worg, 7% ogre, 5% half-ogre, 3% half-giant)
Allies: The Score (presumed to be disbanded)
Enemies: Blood Eagles, Blooded Lash, Last Eidolorn
Standard: Necklace of skulls

Thorns of Arjaunt

The Thorns are perhaps the most wretched of the criminal organizations found in Floivin Province, with their ranks drawn exclusively from local humanoid tribes. Although many of them hail from the Cleft Eye or Pinewater Maulers, and share an affinity with those groups, members must swear their allegiance to the Thorns above all, and have to prove themselves with the acts of vandalism, drug trafficking, theft and assassination that the guild excels at. The Thorns are also known for their ability to 'hide in plain sight', preferring to operate among the larger populations of Floivin Keep, Hobfast and Halehusk, where they can compete heavily against other local guilds like The Stride, or the suspected shady dealings of the Hosspotch halflings. Whether they accomplish this through magical ability or pure stealth is unknown, but few in the know would ever want the Thorns of Arjaunt dogging them. Even fewer know what 'Arjaunt' refers to.

Leadership: The 'Magnificent' Wraith (unknown)
Population: 50 (79% kobolds, 9% wererats, 5% goblins, 3% urds, 2% hobgoblins, 1% orcs, 1% half-orcs)
Allies: Cleft Eye, Pinewater Maulers
Enemies: Hosspotch, Last Eidolorn, The Stride
Standard: Various tattooed glyphs penetrated by (or wearing) thorns.

Winterfurs

Not so much a proper tribe, rather an accumulation of humanoids, giants, and other creatures which have fled southward from their homelands in Wintersbreath due to the Vandrakki marauders. While there are likely a bunch of scattered groups hiding out in the Skunk Ridge, Frail Forest and northern Vernal Wall, there is at least one larger gathering with well over 100 of them, and some sort of leadership guiding them. A handful of encounters and skirmishes with Eidolorn soldiers, hunters, trappers, and prospectors have transpired in the last decade or so, but thus far no major conflicts have broken out. Still, considering the threat some of these creatures might pose, the Last Eidolorn, not to mention the other humanoid tribes of the Province, are worried about the balance shifting if too many of these creatures are able to unify themselves.

Leadership: Unknown
Population: Unknown, hundreds estimated (37% snow goblin, 20% yeti, 18% frost folk, 10% ogre, 7% ice troll, 5% half-ogre, 3% frost giant)
Allies: Unknown
Enemies: Last Eidolorn, Vandrakki

Standard: None