12).
Thurn
The
old dwarven fortress, Thurn, lay abandoned for over a century; its gates thrown
down and overgrown; its halls ringing empty with the ghostly sound-memories of
its past. It had fallen to an attack that came from within and without, from
beneath the earth and from the sky. Age old enemies aligned against them. Proud
and alone they fell.
The
halls were well looted but parts of the mountain fortress were brought down
atop the heads of the victors when the final traps of dwarven engineers were sprung
and much of the famed treasures, the great hoard of gold, and jewels were
buried with the dead in an avalanche of stone. Over the years many came and
searched, some found, some died, some disappeared, but most left Thurn
emptyhanded enriched only by disappointment.
Then
came the Orcs of the Red Dwarf Skull. Twofist Headhammer had been chieftain for
a half a dozen years, though he had not counted the passing of time; strength
and brutality were his strongpoints, not reflection or thought. Instead seasons
came and went and Twofist marked them only by the victories he had won and the
heads he had broken, the skulls added to the shamans' story-spears that told
the tale of the tribe and gave courage to its warriors.
Each
story-spear held a half score skulls, their bony pates carved with crude orcish
runes, the sockets for their eyes holding red-dyed stones of wakefulness, ever
alert to the approach of foes. Clamped between their evergrinning teeth were
the mummified hands of orcish dead; a reminder to all the cost these beheaded
foemen had made the tribe pay. Only the
skulls of those who had slain a tribesman in combat were worthy to be added to
a story-spear.
Atop
the chieftain's spear was the oldest of the fleshless and grinning heads; a
thick-boned dwarven skull, yellow as a horse's tooth. It sat alone at the base
of the spear-blade, crude black stone that glistened like water and bled rust.
It seeped across the ancient dwarven skull staining it a deep brownish red.
What runes there might have been on that skull could not be seen, the blood of
the stone masked them long ago. No written word was needed to tell the tale of
the chieftain's story-spear. The spirit of the long dead chieftain whose
withered hand was clamped firmly in the dwarven king's teeth and the spirit of
the dwarven king himself would speak when the moons were full and the shamans told
the story of the spears danced the summoning ritual before the gathered tribes.
Change
has come to the wandering tribe of the Red Dwarf Skull. Twofist heard the call
of a great earth-spirit, felt the chilling touch of the countless dead beneath
the mountain and claimed the empty halls of Thurn for themselves. He sits upon
the broken rock throne of the dwarves and dreams. Soon he will awake.
The
Tribe of the Red Dwarf Skull
Chief
Twofist Headhammer:
Twofist
is a large orc, but more than just big, strong and brutal, he has an
instinctual cunning and he is called by something greater than himself. He
knows no fear and fights without mercy. He values the lives of his warriors as
coin but he is generous with his enemies willing to spend his followers if
needed for victory. Now he sits upon the ancient dwarven throne like a miser,
hoarding the strength of the tribe while he dreams and what he dreams would
shame a dragon. He can sense the wealth buried beneath the mountain, it calls
to him, stronger than bloodlust, stronger than the spirit urge to breed,
stronger than the ghost-brew of madness given by the shamans. His dreams speak
of uniting the orcish tribes that wander, the scampering goblins that infest
the nearby caves and hills. He dream of conquest and an army of slaves from the
human lands to dig and dig till their bones floor the halls and their skulls
pile high as the mountain.
Weapons:
The
Chief's Story-Spear
The
chief's spear is a magic blade. It bleeds rust and a touch will taint weapons
and armor. The taint spreads fast and will affect non-magical weapons and armor
after a successful strike causing them to suffer a -1 modifier to hit and
damage or a +1 to AC. This accumulates every round till the weapon or piece of
armor becomes a useless lump of rust. Enchanted items of +1 or +2 have a saving
throw against the taint. A save means no effect and even if the save is failed
that taint does not spread on enchanted items, but every strike by the spear
will require another save and each failed save adds to the damage that the
taint will cause. Items of +3 or with major enchantments are immune to the
taint.
Weapons
that successfully hit the chief while he carries the spear are subject to the
taint.
The
spear defends the chief adding a +2 benefit to his AC and radiating a 10ft protection
from Good. It is a +2/+4 against dwarves weapon and all orcs who are within
sight of it gain +1 to hit.
The
tribe is organized is this manner;
Chief
Head-Shamaness
(All Shamans are female)
Sub-Chief
Clan
Shamans (each keeps the individual clan's story-spears)
Clan
Leaders (Currently there are 9 clans within the tribe, most are interconnected
families but one tribe is composed of orcs who have left other tribes to join
the Red Dwarf Skull tribe. The last clan is composed of a hodge-podge of
goblinoid creatures who are allied with the tribe but not actually part of it.
They have no story-spear but do have
their own shamans).
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