Thursday, December 13, 2012

The Circle tribe


Secreted highest upon Pale Mountain lairs the Circle tribe of gnolls, engaged in a sacred duty given to them by the Carrion King himself. Their task is simple: construct the greatest weapon Pale Mountain has ever known for the greater glory of Khro. At least, this is what most people believe—no one aside from the Carrion King and gnolls of the brazen peaks his minions knows for certain what the reclusive gnolls are doing up there, and the gnolls themselves do nothing to illuminate their secret plans.

In truth, the gnolls possess little actual engineering, smithing, or arcane talent with which to create anything, much less a weapon of such destructiveness as to please the god of devastation. Instead, they stumbled upon ancient ruins near the mountain top which they now excavate—if “excavate” can be applied to their wanton destruction of an entire slope as they search for an amulet that their leader, the mysterious figure known only as the Witch, claims rests there. The Circle’s scaffolding-strewn dig site led to rumors that the gnolls were constructing something, which the tribe has encouraged.

Symbol: Anything representing a simple circle. The amulet the tribe searches for supposedly looks like a gold disc, which they recreate in their symbol.

Size of Tribe: 38 gnolls, 9 flinds, numerous trained wild dogs, and nearly two dozen slaves of varying races.

Leader: The Witch (LE female human cleric of Khro 6), an emissary of the Carrion King and supposed seer of the god of disaster.

Notable Members: Badilur (CE male flind fighter 4), the Witch’s slave-master and chief enforcer; Lakkickkish (CE male gnoll fighter 3), a cowardly warrior who dreams of finding the treasure his tribe seeks and using it to overthrow the Witch and the Carrion King himself; Purkor (CN male gnoll rogue 3), a scheming gnoll who doesn’t realize he possesses the amulet for which his tribe searches.

Territory: The Circle makes its semi-permanent home high on the slopes of Pale Mountain. Most of the steep slopes the tribe occupies host shallow mines and the ruins of collapsed dig sites.

Lair: Aside from those who must descend the mountain to hunt, the gnolls rarely leave their crude tent village or the deep caves where the Witch performs strange ceremonies in worship of Khro. Nearby, a jagged stone palisade surrounds the tribe’s largest dig site, which serves both as workplace and prison for numerous slaves. Patrols of gnolls and their constantly hungry dogs make the rounds of the dig site, eager to catch any prisoner who even looks like he harbors the notion of escaping.

Society: The Circle passes each day digging deeper into the mountainside in search of its prize. All members are somehow involved in the task, whether directly digging, hauling the debris, or supporting the pack by hunting for food. Their awkward, inexpert mining has led to numerous casualties over the course of the past 8 months, including a landslide that killed a dozen tribe members and almost half of the group’s prisoners. Although devoted to finding the deadly arcane amulet she swears lies within the area, the Witch grows more despondent and meditative every day, having expected to discover the relic long ago. That her god has not sent her any new visions in months and kept the nature of the amulet hidden from her has started to undermine her sanity.

Service to the Carrion King: When the Witch appeared before the Carrion King, telling him of their shared faith and her visions of a powerful weapon, the gnoll warlord eagerly granted the strange human the resources she sought to find the unholy relic. Thus the Witch took command of a legion she came to call the Circle. Months have passed since then, and the human’s search has yielded little fruit. The Witch knows the Carrion King’s patience might expire at any moment and fears his warriors coming to claim her head. Thus, every day her demands on her tribe and its slaves become more desperate and hopes to actually discover the amulet grow less unlikely.

Adventure Hook: Months ago, the gnoll Purkor found a hunk of green rock with a sun-like semicircle extending from it. Not knowing what it was but suspecting its value, he hid it away, eager for a chance to trade it to another tribe or flee to Zep Tepi and sell it there. What Purkor doesn’t know is that within the rock rests the amulet for which his tribe’s leader searches and a power beyond his understanding. When Purkor finally does flee the Circle, the Witch’s agents give chase, following their mistress’s all-too-true delusion that he knows something of the amulet. When Purkor runs into the PCs, he begs for their aid against his former kin, and might even trade them his treasure in exchange for protection.

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