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Kingdom Name:
Vos Valkear
Rulers:
The Gnoll: Ba'Zhor The Vicous,
The Lizard: Ssslaskes "Quickfeet" Quanak,
The Harpy: Leem The Wise
Alignment: Lawful Evil
Inhabitants: mainly Gnolls, Bullywugs, Harpies, Lizardfolk, Goblins, Hobgoblins, Minotaurs, Troglodytes, Sahuagin
Vos Valkear
Rulers:
The Gnoll: Ba'Zhor The Vicous,
The Lizard: Ssslaskes "Quickfeet" Quanak,
The Harpy: Leem The Wise
Alignment: Lawful Evil
Inhabitants: mainly Gnolls, Bullywugs, Harpies, Lizardfolk, Goblins, Hobgoblins, Minotaurs, Troglodytes, Sahuagin
What lead them to found Vos Valkear
Because of other (NPC or player) kingdoms going to war with one another, they ravaged the homes of many tribal or lesser villages. The reason why? Perhaps they were in the way, or simply the blood lust of soldiers clouded their judgement. Whatever the case, these races had to flee more bloodshed, though formidable, they lacked the numbers to defend themselves. Some tribes were even lost forever.
The scattered remnants had no idea where to go. They weren't welcome in the stronger tribes, and their sense of honor kept them from begging refuge in the cities that caused their demise to begin with.
Until three groups of survivors had figured out who to turn to: each other. The first three races to unite were the Gnolls, the Lizardfolk and the Harpies. They realized they were much stronger together than alone, and not just in physical strength. The creatures had good ideas on how to rebuild their lives that had been destroyed by races who would otherwise look down upon them.
The three leaders represent each of the three races who started this union, a Gnoll, a Lizard and a Harpy. They decided it was time that they find fertile grounds to settle down. It was time to become a community the other races have no choice but to take note of. Together they would grow strong and formidable.
But the issue remained that they had no money to truly create one. It would seem that the Gods for once heard the pleas of the weak, for they soon found old ruins in which they found many a treasure. This turned these creatures from dirt poor to rich enough to start their utopia.
It didn't take long when the first buildings were finished, that more small, weak or broken tribes found their way to this monster utopia. Together they shared their knowledge and worked where they would be of best use. Some of these creatures were Bullywugs, Goblins, Minotaurs and more.
Because of other (NPC or player) kingdoms going to war with one another, they ravaged the homes of many tribal or lesser villages. The reason why? Perhaps they were in the way, or simply the blood lust of soldiers clouded their judgement. Whatever the case, these races had to flee more bloodshed, though formidable, they lacked the numbers to defend themselves. Some tribes were even lost forever.
The scattered remnants had no idea where to go. They weren't welcome in the stronger tribes, and their sense of honor kept them from begging refuge in the cities that caused their demise to begin with.
Until three groups of survivors had figured out who to turn to: each other. The first three races to unite were the Gnolls, the Lizardfolk and the Harpies. They realized they were much stronger together than alone, and not just in physical strength. The creatures had good ideas on how to rebuild their lives that had been destroyed by races who would otherwise look down upon them.
The three leaders represent each of the three races who started this union, a Gnoll, a Lizard and a Harpy. They decided it was time that they find fertile grounds to settle down. It was time to become a community the other races have no choice but to take note of. Together they would grow strong and formidable.
But the issue remained that they had no money to truly create one. It would seem that the Gods for once heard the pleas of the weak, for they soon found old ruins in which they found many a treasure. This turned these creatures from dirt poor to rich enough to start their utopia.
It didn't take long when the first buildings were finished, that more small, weak or broken tribes found their way to this monster utopia. Together they shared their knowledge and worked where they would be of best use. Some of these creatures were Bullywugs, Goblins, Minotaurs and more.
The races explained
Gnolls
The Gnolls are a loyal race of humanoid Hyenas, known for their savage culture and warlike nature. The creatures are quite tall, some reaching up to 2,30 meters. These are a very aggressive species who tend to fight one another at a very young age.
Gnolls have a strong sense of loyalty to their family. When the tribes decided to come together as one, the entirety of Vos Valkear became their family. Gnoll are some of the most trustworthy members Vos Valkear has, and though they also cause the most brawls, they're well respected members of the community.
The jobs Gnolls like to take up consist of either hunting for game, or soldiers. Currently there is only one Gnoll who took a different job as cook, but these creatures prefer to fight, and thus take on jobs that allow them to do so.
Bullywugs
There are two types of Bullywug, those who resemble frogs, and those who resemble toads. The Frogmen Bullywugs are more common, as they live in rather large communities and are quite small, a bit shorter than an every day Dwarf. In combat, these Frogmen are squishy and easily to pick off, as they do not prefer to wear armor of any sort. They use blowpipes in combat, and are excellent at making tonics, potions and poisons. They are also very capable swimmers and make for good fishermen.
The Toadmen Bullywugs are quite the opposite of Frogmen. Toadmen are larger, about half the size of a Human, and very broad. These specimen are built for fighting, though they are also very solitary. Toadmen prefer to work alone, but respect those who are stronger than they are. Very few Toadmen will openly agree they are part of Vos Valkear. The Toadmen are used as soldiers and guards for the fishing villages. Their ability to jump high and scale walls makes them much needed should war ever arise.
Harpies
The Harpies are the main race of Vos Valkear, seeing as how they could escape most of the bloodshed by simply flying away, they are the most successful survivors. They resemble Humans the most, and thus are regularly chosen as envoys of Vos Valkear when it comes to negotiations.
Harpies usually don't wear clothing, only those who must deal with other races wear silk gowns, but elsewhere they cover themselves only with trinkets they got from their kills. This race of flying women all know magical songs that compels their victims to walk towards them. They are easily angered when they meet a creature that is more beautiful than they are, and if allowed, they would dispose of it.
In battle, Harpies prefer to use clubs, but in a military situation, they are trained to use a bow and arrow to rain death upon their foes and remain untouched. Some Harpies are used to take care of Gryphons, either to train them to become warbeasts, or to harvest their eggs for food.
Lizardfolk
The Lizardfolk are another common race in Vos Valkear, looking like a cross between a powerfully build Human and a lizard. Though they are many, the Lizardfolk all look differently as they hail from different clans. Some are small, around 0,9 meters whilst some are true giants, being a hulking 2,80 meters, and could even topple the Minotaurs with their height.
Currently there are Lizards from three different clans;
Blackscale: a barbaric clan recognizable by their dark colored scales and their affinity towards beserking and the ability to spew acid. Some of the largest Lizardfolk ever seen hail from this clan.
The Quanak: the Psionic Lizardfolk. This clan is recognized by their light colored scales, mainly blue or purple. Most of this clan has got psionic abilities, and prefer to stay out of direct sight in combat. The current Lizardfolk leader is a Quanak.
Poison Dusk: these Lizardfolk resemble chameleons more than actual lizards. They're smaller than most other clans, and are experts in the use of poison. Poison Dusk Lizardfolk are excellent hunters and/or assassins.
Goblins
Goblins have always been inferior to every race. They're small green creatures with flat faces and big ears, with sharp little teeth and fangs. Though they have been granted refuge by the three leaders, the Goblins are still seen as a weak race, though in this society, they do the same work as any other. Goblins have diverse jobs; hunting, crafting, farming and cooking and managing other citizen's homes.
In combat, a Goblin isn't of much use, though they are excellent infiltrators. They can easily nestle in a city's sewer system and survive for weeks, gathering information or waiting for nightfall to open the gates to let the horde in.
Hobgoblins
Hobgoblins bear a close resemblance to Orcs, and are probably some of the more advanced monsters on the world. They are much taller than their Goblin counterparts, though not as strong as the Bugbears. It is even rumored that Goblins and Bugbears are made by the Hobgoblins, as they dabble in breeding new races they could use as slaves or warbeasts. They're responsible for many sub-races of wolves and drakes.
The Hobgoblins that joined Vos Valkear were once a proud nomadic society, until they were in the wrong place at the wrong time, and their power shriveled under the might of two great armies. Though they could join any other Hobgoblin society, this broken group decided to join this society instead. Their coming has significantly empowered Vos Valkear, as Hobgoblins are truly smart creatures. They brought new techniques of smithing with them, allowing improved weapons and armor to be made that is as durable as that of Humans, though not quite as sturdy as Dwarven work.
Minotaurs
Unlike most other monsters, the Minotaurs were not part of a tribe, they were part of a kingdom once, where they were allowed to fight for the good king and live in hovels, far away from the walls, for they were still shunned. But during times of war, villages such as theirs were always the first to get ransacked. The Minotaurs never forgave the king's weakness and the loss of their children. They left and searched for better grounds, and that they found.
Vos Valkear accepted the Minotaurs with open arms and as equals. Here the bullmen and -women had a more significant role than before, being the backbone of the monster's army and the most wanted, as well as expensive, mercenary. Their night vision makes them excellent for guerrilla warfare and nightly skirmishes.
Troglodytes
Troglodytes resemble Lizardfolk a lot, though there are plenty of major differences. Troglodytes are smaller, with squat legs, also they seem to prefer the spear over anything else. When angered or frightened, a Troglodyte releases a foul stench that makes everything that has a nose sick.
In combat, Troglodytes aren't much better than cannon fodder, though they are the most excellent swimmers of all the current races inhabiting Vos Valkear. Therefore they mainly inhabit the fishing villages and catch every fish, big or small with their spears. In times of war, Troglodytes will be used among the Lizardfolk to flank the enemy via a steam, river, lake or even the sea.
Sahuagin
The newest addition to Vos Valkear. These creatures had a home deep within the lake the monsters claimed, and were soon discovered by the fishermen. It didn't take long or these Sahuagin became hostile, and a group of Lizardfolk, Bullwugs and Troglodytes went down to their village to teach them a lesson, with success.
The creatures are as tall as any human, having green colored scales marked with stripes and spots which fade when getting older. They're great fighters, using nets and spears to capture and mercilessly kill their enemies.
After their defeat, they had no choice but to make peace with the unification. They too were accepted within Vos Valkear, and got to keep their village, in addition to freely walk the dry land. Many younger Sahuagin saw this a chance for glory, and their defeat was the turning page for a greater age.
The Sahuagin follow the commands of the High Priest, Quetzalcoatl, a four armed Sahuagin who commands much respect from his people, wearing the scales of a shark, claimed to have been sent by their God, Sethanon, just before they were forced to leave their homes in the sea. Not only ferocious, Quetzalcoatl is also wise, knowing when a battle is pointless. It was his idea to trade volcanic glass with Vos Valkear as a peace offering. Though he must now listen to the Triumvirate, his people still follow his word rather than that of land dwellers.
Gnolls
The Gnolls are a loyal race of humanoid Hyenas, known for their savage culture and warlike nature. The creatures are quite tall, some reaching up to 2,30 meters. These are a very aggressive species who tend to fight one another at a very young age.
Gnolls have a strong sense of loyalty to their family. When the tribes decided to come together as one, the entirety of Vos Valkear became their family. Gnoll are some of the most trustworthy members Vos Valkear has, and though they also cause the most brawls, they're well respected members of the community.
The jobs Gnolls like to take up consist of either hunting for game, or soldiers. Currently there is only one Gnoll who took a different job as cook, but these creatures prefer to fight, and thus take on jobs that allow them to do so.
Bullywugs
There are two types of Bullywug, those who resemble frogs, and those who resemble toads. The Frogmen Bullywugs are more common, as they live in rather large communities and are quite small, a bit shorter than an every day Dwarf. In combat, these Frogmen are squishy and easily to pick off, as they do not prefer to wear armor of any sort. They use blowpipes in combat, and are excellent at making tonics, potions and poisons. They are also very capable swimmers and make for good fishermen.
The Toadmen Bullywugs are quite the opposite of Frogmen. Toadmen are larger, about half the size of a Human, and very broad. These specimen are built for fighting, though they are also very solitary. Toadmen prefer to work alone, but respect those who are stronger than they are. Very few Toadmen will openly agree they are part of Vos Valkear. The Toadmen are used as soldiers and guards for the fishing villages. Their ability to jump high and scale walls makes them much needed should war ever arise.
Harpies
The Harpies are the main race of Vos Valkear, seeing as how they could escape most of the bloodshed by simply flying away, they are the most successful survivors. They resemble Humans the most, and thus are regularly chosen as envoys of Vos Valkear when it comes to negotiations.
Harpies usually don't wear clothing, only those who must deal with other races wear silk gowns, but elsewhere they cover themselves only with trinkets they got from their kills. This race of flying women all know magical songs that compels their victims to walk towards them. They are easily angered when they meet a creature that is more beautiful than they are, and if allowed, they would dispose of it.
In battle, Harpies prefer to use clubs, but in a military situation, they are trained to use a bow and arrow to rain death upon their foes and remain untouched. Some Harpies are used to take care of Gryphons, either to train them to become warbeasts, or to harvest their eggs for food.
Lizardfolk
The Lizardfolk are another common race in Vos Valkear, looking like a cross between a powerfully build Human and a lizard. Though they are many, the Lizardfolk all look differently as they hail from different clans. Some are small, around 0,9 meters whilst some are true giants, being a hulking 2,80 meters, and could even topple the Minotaurs with their height.
Currently there are Lizards from three different clans;
Blackscale: a barbaric clan recognizable by their dark colored scales and their affinity towards beserking and the ability to spew acid. Some of the largest Lizardfolk ever seen hail from this clan.
The Quanak: the Psionic Lizardfolk. This clan is recognized by their light colored scales, mainly blue or purple. Most of this clan has got psionic abilities, and prefer to stay out of direct sight in combat. The current Lizardfolk leader is a Quanak.
Poison Dusk: these Lizardfolk resemble chameleons more than actual lizards. They're smaller than most other clans, and are experts in the use of poison. Poison Dusk Lizardfolk are excellent hunters and/or assassins.
Goblins
Goblins have always been inferior to every race. They're small green creatures with flat faces and big ears, with sharp little teeth and fangs. Though they have been granted refuge by the three leaders, the Goblins are still seen as a weak race, though in this society, they do the same work as any other. Goblins have diverse jobs; hunting, crafting, farming and cooking and managing other citizen's homes.
In combat, a Goblin isn't of much use, though they are excellent infiltrators. They can easily nestle in a city's sewer system and survive for weeks, gathering information or waiting for nightfall to open the gates to let the horde in.
Hobgoblins
Hobgoblins bear a close resemblance to Orcs, and are probably some of the more advanced monsters on the world. They are much taller than their Goblin counterparts, though not as strong as the Bugbears. It is even rumored that Goblins and Bugbears are made by the Hobgoblins, as they dabble in breeding new races they could use as slaves or warbeasts. They're responsible for many sub-races of wolves and drakes.
The Hobgoblins that joined Vos Valkear were once a proud nomadic society, until they were in the wrong place at the wrong time, and their power shriveled under the might of two great armies. Though they could join any other Hobgoblin society, this broken group decided to join this society instead. Their coming has significantly empowered Vos Valkear, as Hobgoblins are truly smart creatures. They brought new techniques of smithing with them, allowing improved weapons and armor to be made that is as durable as that of Humans, though not quite as sturdy as Dwarven work.
Minotaurs
Unlike most other monsters, the Minotaurs were not part of a tribe, they were part of a kingdom once, where they were allowed to fight for the good king and live in hovels, far away from the walls, for they were still shunned. But during times of war, villages such as theirs were always the first to get ransacked. The Minotaurs never forgave the king's weakness and the loss of their children. They left and searched for better grounds, and that they found.
Vos Valkear accepted the Minotaurs with open arms and as equals. Here the bullmen and -women had a more significant role than before, being the backbone of the monster's army and the most wanted, as well as expensive, mercenary. Their night vision makes them excellent for guerrilla warfare and nightly skirmishes.
Troglodytes
Troglodytes resemble Lizardfolk a lot, though there are plenty of major differences. Troglodytes are smaller, with squat legs, also they seem to prefer the spear over anything else. When angered or frightened, a Troglodyte releases a foul stench that makes everything that has a nose sick.
In combat, Troglodytes aren't much better than cannon fodder, though they are the most excellent swimmers of all the current races inhabiting Vos Valkear. Therefore they mainly inhabit the fishing villages and catch every fish, big or small with their spears. In times of war, Troglodytes will be used among the Lizardfolk to flank the enemy via a steam, river, lake or even the sea.
Sahuagin
The newest addition to Vos Valkear. These creatures had a home deep within the lake the monsters claimed, and were soon discovered by the fishermen. It didn't take long or these Sahuagin became hostile, and a group of Lizardfolk, Bullwugs and Troglodytes went down to their village to teach them a lesson, with success.
The creatures are as tall as any human, having green colored scales marked with stripes and spots which fade when getting older. They're great fighters, using nets and spears to capture and mercilessly kill their enemies.
After their defeat, they had no choice but to make peace with the unification. They too were accepted within Vos Valkear, and got to keep their village, in addition to freely walk the dry land. Many younger Sahuagin saw this a chance for glory, and their defeat was the turning page for a greater age.
The Sahuagin follow the commands of the High Priest, Quetzalcoatl, a four armed Sahuagin who commands much respect from his people, wearing the scales of a shark, claimed to have been sent by their God, Sethanon, just before they were forced to leave their homes in the sea. Not only ferocious, Quetzalcoatl is also wise, knowing when a battle is pointless. It was his idea to trade volcanic glass with Vos Valkear as a peace offering. Though he must now listen to the Triumvirate, his people still follow his word rather than that of land dwellers.
Areas of note
The plaza of the Almighty
In a community with many races, there are many deities, some Godly, some Demonic, and some even just non existent. Every altar, every effigy, every statue is placed in a circle near the Towertree. It is quite a sight to see so many different effigies and statues so close together. Once the people unify, so do the Gods.
Some of these presented Gods are
Yeenoghu, the Demon prince of savagery, widely worshiped by the Gnolls.
Ramenos, the Bullywug deity of somnolence, intoxication, and decay.
Semuanya, the lizardfolk deity of survival and propogation.
Maglubiyet, the god of war and rulership, is the chief deity of both Goblins and Hobgoblins.
The river gate
The entire river is walled off with a wooden wall and spikes on the river side, so no one can crawl onto it. There are watchtowers all over the perimeter, so they know whenever someone comes near their lands.
The gatehouse works with a drawbridge. Whenever a visitor arrives, they get offered protection for their time being here, for a fee of course. Those who do not accept their protection, might sometimes get 'lost' in the woods. The soldiers will stay by the visitor's side and make sure they will not be lured into a trap, which the monsters love to spring.
The Towertree
The Towertree is a gigantic tree growing over the rest of the marsh. The tree is dead, though, and no leaves grow on its massive branches. When the community reached the marshlands, they hollowed out the tree, creating a natural fortress out of it for the three leaders to live and work in. The tree has got three floors, all connected by a spiral stairway cut out of the tree's own flesh.
The first room is the throne room. It has a high ceiling and on the walls hang the banners of each tribe that has joined Vos Valkear. The three thrones are adorned with hides and trinkets, and each leader has his own throne. It is here every visitor must apply himself to conduct his business.
The second room is the war room. There the leaders and/or the generals meet to discuss matters of safety, rule or war.
The third room is the living quarters, split in a livingroom and three apart room for each of the leaders.
Roots
This area can be seen as the 'city' of Vos Valkear. The city is built around the Towertree, and has got his name from the fact they are the roots of the Tree's greatness. Though not as big as a city, this place is bustling with activity as all food and produce is brought to Roots.
Roots has got many granaries where all goods are stored, but the most notable about the city are the many types of buildings. From Harpy nests to caves carved out of stone, to hovels fit for a human, Roots is a mix of many cultures come together. There are a few important buildings that visitors should take note of.
Dragon's Soul Inn: The one inn that will allow outsiders to stay. It has been built so that the outsiders may feel at home. It has a cozy fireplace, beds they will fit in and foods that don't have corpses in them. The Innkeeper is a Harpy by the name of Alli.
Barkside Inn: An inn where outsiders are welcome, but where the Goblins and Hobgoblins like to come as well. They mainly populate the place. It's cheaper than the Dragon's Soul, though the Goblins and Hobgoblins tend to like brawls with outsiders. Most visitors are Dwarves who like a good fight now and then. The innkeeper is a Hobgoblin with the name of Griswak.
Bloodboil Inn: The largest and most fancy inn, though mainly a tavern. The innkeeper, a Gnoll by the name of Rr'gka, does not allow outsiders to come in his inn. Any who dare enter do so in risk of their own life. It is a jolly place where all the races come together to enjoy cheap cuisine and the best ale available.
Scaleskin Smithery: This is a smithery where mainly Hobgoblins and Lizardfolk work. These two races are the best armor- and weaponsmiths of all the monstrous races. The goods they make are of good quality and very reliable, the head smith Solsa Blackscale dares even say they topple Elven and Human armors. She adds a 'secret ingredient' to each of her crafts. This quality is of course costly, but is also one of the main trading points when it comes to trading with others.
Paraga's Armory: owned by the Hobgoblin Paraga, this store can be considered to be the discount smith. Paraga works alone, but works hard to offer more sorts of weaponry and armors to the masses. And he asks less coin than the group working at Scaleskin Smithery. The leaders of Vos Valkear expect Paraga to built armors for the smaller races, as he seems to be better at working with smaller models.
Cook-Cook's Cookery: Owned by the Gnoll Faa'Grugu The Chef, who renamed herself to Cook-Cook. She and her team of chefs make the food for the entirety of Vos Valkear, except the Inns, who make their own food to sell. Cook-Cook sells her dishes for a low price, and makes sure nothing gets wasted. From regular dishes acceptable for everyone such as porridge, various stews, steaks, various fish and bacon strips, Cook-Cook also serves fallen comrades. Cannibalism isn't uncommon around most of the races, especially Minotaurs gladly feast upon their fallen brothers (they taste delicious). Enemies will get served too, and it has been rumoured that Cook-Cook's crew sometimes kidnaps visitors and kill them right on the spot when a new dish needs to be prepared. Creatures such as rats and squirrels are sometimes mixed within stews as well. Cook-Cook's motto is 'If it tastes right, you don't need to care what's in it.'
Fair Price Fair Trade: A store owned by an incredibly clever Troglodyte by the name of Saltskin, Fair Price Fair Trade is a general store where one can buy all sorts of goods, such as tools, leatherworks, woodcrafts, fur, gems, etc.
Woodcutter's Lament: A Frogman Bullywug called Sh-Oorakh own this place, where he and his fellow Bullywug, both Frog and Toad work here, creating both art as well as siege weaponry for Bo'Har the vicious. They also make sure Vos Valkear has got enough lumber to trade with others.
Farmlands
The monsters have not much knowledge in farming, so the only farms they have are meat farms. They breed animals such as pigs, oxen and Griffons, though Griffons are rarely eaten. Their eggs are either preserved to train into warbeasts, or eaten as a delicacy. Harpies tend the farms, and make sure the creatures are well fed, until some soldiers, or Cook-Cook comes to pick them up.
Riverbank
Riverbank is the name of the fishing settlement of Vos Valkear. The place is mainly inhabited by Troglodytes and some Lizardfolk, races who can stay under water for a long time. Riverbank is the only village besides Roots to be officially part of Vos Valkear. This village and its inhabitants bring in the most important produce the settlement has: fish. The Troglodytes and Lizardfolk use spears while swimming underwater and swiftly stabbing their pray. It is a fast way of fishing, as both these races are excellent swimmers.
The old Yuan-Ti ruins
These ruins, that half nearly sunk entirely into the swamp. Its hallways are dimly lit, and all the treasures this place once held have been claimed by the monsters. Yet these ruins are still guarded. Why? Because certain goods are traded here. Monsters don't really questions the ethical value of certain goods, and allows them to be traded here in the dark. And for a small fee, deals are allowed to go wrong, meaning murder is not unheard of in the Yuan-Ti ruins. Even the leaders of Vos Valkear gladly trade with criminals, for they have goods that others aren't willing to trade, but are either cheaper or very handy either way.
Silverpick & Goldpick mines
Vos Valkear's prison system. Monsters commit crimes, just like any other race, but the Triumvirate believes that it's pointless to set these people in small cells for an amount of time. Instead they should work for the realm to prosper.
Depending on the crime, the prisoners must dig up an amount of ores in order to buy his or her freedom. There's hardly any guards and there's no cells. The prisons are their own little community. Every two days the guards visit the mine to whip any slackers back to work, clean up the corpses that could have been killed over ores or to cash in on the ores and release prisoners who bought their way out. It takes a tough person to survive in there.
The Sahuagin temples
With the coming of the Sahuagin also came their home. Now Vos Valkear owns the entire river. The temples are home to Sahuagin, but they welcome anyone to visit. There are no stores there, but there is much space for stocking fish. Sahuagin are great fishers, so this became the main area for income soon enough.
The plaza of the Almighty
In a community with many races, there are many deities, some Godly, some Demonic, and some even just non existent. Every altar, every effigy, every statue is placed in a circle near the Towertree. It is quite a sight to see so many different effigies and statues so close together. Once the people unify, so do the Gods.
Some of these presented Gods are
Yeenoghu, the Demon prince of savagery, widely worshiped by the Gnolls.
Ramenos, the Bullywug deity of somnolence, intoxication, and decay.
Semuanya, the lizardfolk deity of survival and propogation.
Maglubiyet, the god of war and rulership, is the chief deity of both Goblins and Hobgoblins.
The river gate
The entire river is walled off with a wooden wall and spikes on the river side, so no one can crawl onto it. There are watchtowers all over the perimeter, so they know whenever someone comes near their lands.
The gatehouse works with a drawbridge. Whenever a visitor arrives, they get offered protection for their time being here, for a fee of course. Those who do not accept their protection, might sometimes get 'lost' in the woods. The soldiers will stay by the visitor's side and make sure they will not be lured into a trap, which the monsters love to spring.
The Towertree
The Towertree is a gigantic tree growing over the rest of the marsh. The tree is dead, though, and no leaves grow on its massive branches. When the community reached the marshlands, they hollowed out the tree, creating a natural fortress out of it for the three leaders to live and work in. The tree has got three floors, all connected by a spiral stairway cut out of the tree's own flesh.
The first room is the throne room. It has a high ceiling and on the walls hang the banners of each tribe that has joined Vos Valkear. The three thrones are adorned with hides and trinkets, and each leader has his own throne. It is here every visitor must apply himself to conduct his business.
The second room is the war room. There the leaders and/or the generals meet to discuss matters of safety, rule or war.
The third room is the living quarters, split in a livingroom and three apart room for each of the leaders.
Roots
This area can be seen as the 'city' of Vos Valkear. The city is built around the Towertree, and has got his name from the fact they are the roots of the Tree's greatness. Though not as big as a city, this place is bustling with activity as all food and produce is brought to Roots.
Roots has got many granaries where all goods are stored, but the most notable about the city are the many types of buildings. From Harpy nests to caves carved out of stone, to hovels fit for a human, Roots is a mix of many cultures come together. There are a few important buildings that visitors should take note of.
Dragon's Soul Inn: The one inn that will allow outsiders to stay. It has been built so that the outsiders may feel at home. It has a cozy fireplace, beds they will fit in and foods that don't have corpses in them. The Innkeeper is a Harpy by the name of Alli.
Barkside Inn: An inn where outsiders are welcome, but where the Goblins and Hobgoblins like to come as well. They mainly populate the place. It's cheaper than the Dragon's Soul, though the Goblins and Hobgoblins tend to like brawls with outsiders. Most visitors are Dwarves who like a good fight now and then. The innkeeper is a Hobgoblin with the name of Griswak.
Bloodboil Inn: The largest and most fancy inn, though mainly a tavern. The innkeeper, a Gnoll by the name of Rr'gka, does not allow outsiders to come in his inn. Any who dare enter do so in risk of their own life. It is a jolly place where all the races come together to enjoy cheap cuisine and the best ale available.
Scaleskin Smithery: This is a smithery where mainly Hobgoblins and Lizardfolk work. These two races are the best armor- and weaponsmiths of all the monstrous races. The goods they make are of good quality and very reliable, the head smith Solsa Blackscale dares even say they topple Elven and Human armors. She adds a 'secret ingredient' to each of her crafts. This quality is of course costly, but is also one of the main trading points when it comes to trading with others.
Paraga's Armory: owned by the Hobgoblin Paraga, this store can be considered to be the discount smith. Paraga works alone, but works hard to offer more sorts of weaponry and armors to the masses. And he asks less coin than the group working at Scaleskin Smithery. The leaders of Vos Valkear expect Paraga to built armors for the smaller races, as he seems to be better at working with smaller models.
Cook-Cook's Cookery: Owned by the Gnoll Faa'Grugu The Chef, who renamed herself to Cook-Cook. She and her team of chefs make the food for the entirety of Vos Valkear, except the Inns, who make their own food to sell. Cook-Cook sells her dishes for a low price, and makes sure nothing gets wasted. From regular dishes acceptable for everyone such as porridge, various stews, steaks, various fish and bacon strips, Cook-Cook also serves fallen comrades. Cannibalism isn't uncommon around most of the races, especially Minotaurs gladly feast upon their fallen brothers (they taste delicious). Enemies will get served too, and it has been rumoured that Cook-Cook's crew sometimes kidnaps visitors and kill them right on the spot when a new dish needs to be prepared. Creatures such as rats and squirrels are sometimes mixed within stews as well. Cook-Cook's motto is 'If it tastes right, you don't need to care what's in it.'
Fair Price Fair Trade: A store owned by an incredibly clever Troglodyte by the name of Saltskin, Fair Price Fair Trade is a general store where one can buy all sorts of goods, such as tools, leatherworks, woodcrafts, fur, gems, etc.
Woodcutter's Lament: A Frogman Bullywug called Sh-Oorakh own this place, where he and his fellow Bullywug, both Frog and Toad work here, creating both art as well as siege weaponry for Bo'Har the vicious. They also make sure Vos Valkear has got enough lumber to trade with others.
Farmlands
The monsters have not much knowledge in farming, so the only farms they have are meat farms. They breed animals such as pigs, oxen and Griffons, though Griffons are rarely eaten. Their eggs are either preserved to train into warbeasts, or eaten as a delicacy. Harpies tend the farms, and make sure the creatures are well fed, until some soldiers, or Cook-Cook comes to pick them up.
Riverbank
Riverbank is the name of the fishing settlement of Vos Valkear. The place is mainly inhabited by Troglodytes and some Lizardfolk, races who can stay under water for a long time. Riverbank is the only village besides Roots to be officially part of Vos Valkear. This village and its inhabitants bring in the most important produce the settlement has: fish. The Troglodytes and Lizardfolk use spears while swimming underwater and swiftly stabbing their pray. It is a fast way of fishing, as both these races are excellent swimmers.
The old Yuan-Ti ruins
These ruins, that half nearly sunk entirely into the swamp. Its hallways are dimly lit, and all the treasures this place once held have been claimed by the monsters. Yet these ruins are still guarded. Why? Because certain goods are traded here. Monsters don't really questions the ethical value of certain goods, and allows them to be traded here in the dark. And for a small fee, deals are allowed to go wrong, meaning murder is not unheard of in the Yuan-Ti ruins. Even the leaders of Vos Valkear gladly trade with criminals, for they have goods that others aren't willing to trade, but are either cheaper or very handy either way.
Silverpick & Goldpick mines
Vos Valkear's prison system. Monsters commit crimes, just like any other race, but the Triumvirate believes that it's pointless to set these people in small cells for an amount of time. Instead they should work for the realm to prosper.
Depending on the crime, the prisoners must dig up an amount of ores in order to buy his or her freedom. There's hardly any guards and there's no cells. The prisons are their own little community. Every two days the guards visit the mine to whip any slackers back to work, clean up the corpses that could have been killed over ores or to cash in on the ores and release prisoners who bought their way out. It takes a tough person to survive in there.
The Sahuagin temples
With the coming of the Sahuagin also came their home. Now Vos Valkear owns the entire river. The temples are home to Sahuagin, but they welcome anyone to visit. There are no stores there, but there is much space for stocking fish. Sahuagin are great fishers, so this became the main area for income soon enough.
The monster's military: Light troops
Tactical use: These troops wear little no no armor. Mainly because the light troops are meant for sweeping over the enemy, speedy back up, or infiltration that cannot be done with heavy armor.
Armor: Most light armored troops will wear an outfit of thick dark leather, to give them some protection from hits. Some monsters don't even wear armor at all and prefer to wear their cloth or hide outfits instead.
Tactical use: These troops wear little no no armor. Mainly because the light troops are meant for sweeping over the enemy, speedy back up, or infiltration that cannot be done with heavy armor.
Armor: Most light armored troops will wear an outfit of thick dark leather, to give them some protection from hits. Some monsters don't even wear armor at all and prefer to wear their cloth or hide outfits instead.
Light troops: Names and species
Goblin Infiltrators: This type of unit comes in a small group, and are actually quite important. The infiltrators know how to crawl through small and narrow spaces. They could survive for weeks in a city's sewer, only to wait until the right time to start attacking, or opening the gate, or anything like that.
Preferred weapon: The goblin infiltrators prefer to use daggers and sometimes small wooden shields sometimes, depending on their job.
Troglodyte Swimmers: The Troglodytes don't wear armor, and have as much experience in war as any other fisher, though their ability to flank unsuspecting soldiers or even entering the moat of a castle makes them decent enough to use. They get paired up with Lizardfolk Swimmers, who are much more experienced in battle.
Preferred weapon: The Troglodytes prefer to use forked spears in combat. The same type that they use for fishing.
Lizardfolk Swimmers: The Lizardfolk are much more useful at flanking via water. They wear thick leather armor and though they don't swim as fast the the Troglodytes, they can handle much more abuse. The Lizardfolk Swimmers are usually in much more numbers than their Troglodyte allies.
Preferred weapon: The Lizardfolk prefer to use military grade spears and swords. Most of the weapons have hints of rust on them, and sometimes they're even a bit blunt, but they're by far the most dangerous of the swimmers.
Harpy Light Archers: These are probably some of the most useful troops around. Harpies aren't naturally accustomed to firing arrows, and don't have great aims, but the strength lies in how high they can fly and bombard on top of a wall of enemies and being hard to hit. They're squishy though, and wear no armor. Only trinkets they took from corpses.
Preferred weapon: A wooden bow and iron tipped arrows.
Bullywug Pipers: The Frogmen Bullywugs are squishy small creatures who prefer to stay back. They have no place in the front lines in Vos Valkear's army. Instead they stay behind the more heavy armored troops and pitch in by using their poison to take out unsuspecting enemies.
Preferred weapon: a blowpipe and poison darts with three different types of toxic: lethal poison, nausea and stun.
Poison Dusk Ranger: The most dangerous archers Vos Valkear has to offer. Poison Dusk rangers wear very thin leather armor and are very agile. Poison Dusk Lizardfolk have some of the deadliest toxins around. The toxins they use is more effective than those of the Frogmen, for theirs works quite fast and lethal. Arrows are also more likely to penetrate armor than darts will.
Preferred weapon: A short bow with iron tipped arrows and a vial of poison around their belts that they can dip their arrows in. When needed, they can also throw the vial at their enemies.
Blackscale Berserker: Wearing nothing but a fur skirt and hauberk, combined by their natural armor, these gigantic Blackscales are a menace on the battlefield for both sides. When they smell blood, they go into an insatiable bloodrage. These bersekers will not halt for anything, and will not follow orders. To make things worse, the Blackscales can spit acid onto their foes, a trick they use very eagerly. Only death stops their rage, that, or if there is no one left to kill.
Preferred weapon: Two double edged axes. If all else fails, their claws.
Minotaur Berserker: The Minotaur Beserkers are truly raging bulls on the battlefield. Wearing the skin of their victims, they are a sight to behold. Their size and charge attacks make them perfect for piercing through well fortified defences. Unlike the Blackscale Berserker, these troops will not attack their allies, and will actually calm down once all foes have been vanquished.
Preffered weapon: A warhammer or battleaxe.
Sahuagin Gladiators: The newest addition to aquatic combat, and perhaps even the most effective. The Sahuagin Gladiators wear no armor, only relying on their scales. They can stay in the water for an unlimited time as well as stay on dry land when needed.
Preferred weapon: A spear with a head of volcanic glass or stone and a net.
Goblin Infiltrators: This type of unit comes in a small group, and are actually quite important. The infiltrators know how to crawl through small and narrow spaces. They could survive for weeks in a city's sewer, only to wait until the right time to start attacking, or opening the gate, or anything like that.
Preferred weapon: The goblin infiltrators prefer to use daggers and sometimes small wooden shields sometimes, depending on their job.
Troglodyte Swimmers: The Troglodytes don't wear armor, and have as much experience in war as any other fisher, though their ability to flank unsuspecting soldiers or even entering the moat of a castle makes them decent enough to use. They get paired up with Lizardfolk Swimmers, who are much more experienced in battle.
Preferred weapon: The Troglodytes prefer to use forked spears in combat. The same type that they use for fishing.
Lizardfolk Swimmers: The Lizardfolk are much more useful at flanking via water. They wear thick leather armor and though they don't swim as fast the the Troglodytes, they can handle much more abuse. The Lizardfolk Swimmers are usually in much more numbers than their Troglodyte allies.
Preferred weapon: The Lizardfolk prefer to use military grade spears and swords. Most of the weapons have hints of rust on them, and sometimes they're even a bit blunt, but they're by far the most dangerous of the swimmers.
Harpy Light Archers: These are probably some of the most useful troops around. Harpies aren't naturally accustomed to firing arrows, and don't have great aims, but the strength lies in how high they can fly and bombard on top of a wall of enemies and being hard to hit. They're squishy though, and wear no armor. Only trinkets they took from corpses.
Preferred weapon: A wooden bow and iron tipped arrows.
Bullywug Pipers: The Frogmen Bullywugs are squishy small creatures who prefer to stay back. They have no place in the front lines in Vos Valkear's army. Instead they stay behind the more heavy armored troops and pitch in by using their poison to take out unsuspecting enemies.
Preferred weapon: a blowpipe and poison darts with three different types of toxic: lethal poison, nausea and stun.
Poison Dusk Ranger: The most dangerous archers Vos Valkear has to offer. Poison Dusk rangers wear very thin leather armor and are very agile. Poison Dusk Lizardfolk have some of the deadliest toxins around. The toxins they use is more effective than those of the Frogmen, for theirs works quite fast and lethal. Arrows are also more likely to penetrate armor than darts will.
Preferred weapon: A short bow with iron tipped arrows and a vial of poison around their belts that they can dip their arrows in. When needed, they can also throw the vial at their enemies.
Blackscale Berserker: Wearing nothing but a fur skirt and hauberk, combined by their natural armor, these gigantic Blackscales are a menace on the battlefield for both sides. When they smell blood, they go into an insatiable bloodrage. These bersekers will not halt for anything, and will not follow orders. To make things worse, the Blackscales can spit acid onto their foes, a trick they use very eagerly. Only death stops their rage, that, or if there is no one left to kill.
Preferred weapon: Two double edged axes. If all else fails, their claws.
Minotaur Berserker: The Minotaur Beserkers are truly raging bulls on the battlefield. Wearing the skin of their victims, they are a sight to behold. Their size and charge attacks make them perfect for piercing through well fortified defences. Unlike the Blackscale Berserker, these troops will not attack their allies, and will actually calm down once all foes have been vanquished.
Preffered weapon: A warhammer or battleaxe.
Sahuagin Gladiators: The newest addition to aquatic combat, and perhaps even the most effective. The Sahuagin Gladiators wear no armor, only relying on their scales. They can stay in the water for an unlimited time as well as stay on dry land when needed.
Preferred weapon: A spear with a head of volcanic glass or stone and a net.
The monsters' military: Medium/Standard troops
Tactical use: They are the bulk of the army. Whether an invasion is going on, or a raid, these well protected soldiers will always be there in the largest amount and most likely doing the most damage.
Armor: The armor varies from thick chainmail, scale armor, to half plated armor. Most of it is built so that the troops are still defensive, though still have mobility to quickly charge into battle.
Tactical use: They are the bulk of the army. Whether an invasion is going on, or a raid, these well protected soldiers will always be there in the largest amount and most likely doing the most damage.
Armor: The armor varies from thick chainmail, scale armor, to half plated armor. Most of it is built so that the troops are still defensive, though still have mobility to quickly charge into battle.
Medium/Standard troops: Names and species
Gnoll Skirmishers: Fast moving, and fast hitting, the Gnoll Skirmishers are an important asset to the monster's military, wearing full chainmail outfits with steel chestplates and helmets. Being used from hunting together in a pack, these soldiers work well together. They seem to have a sixth sense when it comes to knowing when to back their fellow soldiers up in a fight.
Preferred weapon: The Gnoll Skirmishers prefer to throw in their full strength in combat. They will either use two handed battleaxes or swords and shields, sometimes with additional throwing axes for good measure.
Gnoll Scouts: These packs of Gnoll are different from the skirmishers. The scout's job is to either scout the enemies' position, or to flank them. Gnoll scouts are quick reinforcements, ready to help out where they are needed the most. They wear chainmail armor, unlike their skirmish brethren.
Preferred weapon: Scouts wear either a shortwords and small buckler, or two daggers.
Toadmen Fighters: The Bullywug Toadmen are at their best when in battle. As a tribe, they would wear no armor, but now that they are part of the monster's army, They see the use of chainmail armor as well as any other. The Toadmen have the ability to jump pretty high as well as scale walls thanks to their sticky hands and feet.
Preferred weapon: These Bullywug like using maces and hammers, though this limits their jump. Some extraordinaire jumpers will carry two swords instead.
Toadmen Throwers: Much like the Toadmen Fighters, the Throwers like to get in close on the battlefield, though they have a peculiar way of throwing their javelins. The jump up high and then throw their weapons, so they can avoid hitting shields and create a rain of death.
Preferred weapon: Wooden javelins with steel tips. When out of ammo, they preserve the last one they have and use it as a spear.
Harpy Bonesisters: Most harpies prefer to melee onto their enemies. Simply because they do not generally have the patience to learn archery. Harpies are rather brutish in nature, and like smashing their enemies' corpses in. Though they don't enjoy it, the Bonesisters wear Scale armor. Because of their weight, they can't fly up anymore like their harpy brethren, through they're still able to leap up in the air for a short time and rain down upon the enemy like a meteor storm.
Preferred weapon: The Bonesisters wear either warhammers or two handed broadswords.
Lizardfolk Fighters: Already naturally armored, and now wearing chainmail armor, these troops from various clans together in one unit a deadly force. They're quick on their feet, and capable of handling themselves in dire situations.
Preferred weapon: These units wield two handed weaponry. Either broadwords, battleaxes or warhammers.
Troglodyte Spearmen: There are some Troglodytes with an appetite for true fighting. These Troglodytes get put together in a unit to provide quick protection from those on horseback. Much like the Lizardfolk, Troglodytes have got a natural armor, combined with chainmail, these units can endure a punch or two.
Preferred weapon: The Troglodyte Spearmen carry long spears, meant to stop cavalry from charging into the ground troops.
Gnoll Skirmishers: Fast moving, and fast hitting, the Gnoll Skirmishers are an important asset to the monster's military, wearing full chainmail outfits with steel chestplates and helmets. Being used from hunting together in a pack, these soldiers work well together. They seem to have a sixth sense when it comes to knowing when to back their fellow soldiers up in a fight.
Preferred weapon: The Gnoll Skirmishers prefer to throw in their full strength in combat. They will either use two handed battleaxes or swords and shields, sometimes with additional throwing axes for good measure.
Gnoll Scouts: These packs of Gnoll are different from the skirmishers. The scout's job is to either scout the enemies' position, or to flank them. Gnoll scouts are quick reinforcements, ready to help out where they are needed the most. They wear chainmail armor, unlike their skirmish brethren.
Preferred weapon: Scouts wear either a shortwords and small buckler, or two daggers.
Toadmen Fighters: The Bullywug Toadmen are at their best when in battle. As a tribe, they would wear no armor, but now that they are part of the monster's army, They see the use of chainmail armor as well as any other. The Toadmen have the ability to jump pretty high as well as scale walls thanks to their sticky hands and feet.
Preferred weapon: These Bullywug like using maces and hammers, though this limits their jump. Some extraordinaire jumpers will carry two swords instead.
Toadmen Throwers: Much like the Toadmen Fighters, the Throwers like to get in close on the battlefield, though they have a peculiar way of throwing their javelins. The jump up high and then throw their weapons, so they can avoid hitting shields and create a rain of death.
Preferred weapon: Wooden javelins with steel tips. When out of ammo, they preserve the last one they have and use it as a spear.
Harpy Bonesisters: Most harpies prefer to melee onto their enemies. Simply because they do not generally have the patience to learn archery. Harpies are rather brutish in nature, and like smashing their enemies' corpses in. Though they don't enjoy it, the Bonesisters wear Scale armor. Because of their weight, they can't fly up anymore like their harpy brethren, through they're still able to leap up in the air for a short time and rain down upon the enemy like a meteor storm.
Preferred weapon: The Bonesisters wear either warhammers or two handed broadswords.
Lizardfolk Fighters: Already naturally armored, and now wearing chainmail armor, these troops from various clans together in one unit a deadly force. They're quick on their feet, and capable of handling themselves in dire situations.
Preferred weapon: These units wield two handed weaponry. Either broadwords, battleaxes or warhammers.
Troglodyte Spearmen: There are some Troglodytes with an appetite for true fighting. These Troglodytes get put together in a unit to provide quick protection from those on horseback. Much like the Lizardfolk, Troglodytes have got a natural armor, combined with chainmail, these units can endure a punch or two.
Preferred weapon: The Troglodyte Spearmen carry long spears, meant to stop cavalry from charging into the ground troops.
The Monster's military: Heavy troops
Tactical use: The heavy troops are the backbone of the monster's army. They're tough to take down, they're strong, and very intimidating, although they're very slow, and easy targets for archers.
Armor: The heavy troops usually wear full plate armor, adorned with all sorts of symbols to make them look intimidating.
Tactical use: The heavy troops are the backbone of the monster's army. They're tough to take down, they're strong, and very intimidating, although they're very slow, and easy targets for archers.
Armor: The heavy troops usually wear full plate armor, adorned with all sorts of symbols to make them look intimidating.
Heavy troops: Names and species
Hobgoblin Crossbow Legionnaires: Heavily armored, wearing a horned full helmet, fully black with red marks covering them, these Hobgoblins are a terrifying sight to behold. Walking closely behind their brethren, they provide armor piercing support in the most coordinated manner possible.
Preferred weapon: The Crossbow Legionnaires carry large crossbows around with steel bolts. They also carry a double edged axe for when needing to attack in a melee fashion.
Hobgoblin Spear Legionnaires: Wearing the same armor as the Crossbow Legionnaires, but with yellow markings, the Spear Legionnaires the most effective wall against a cavalry rush. These troops never leave their formation, no matter what happens.
Preferred weapon: These Legionnaires carry very long spears around. They're purely meant for cavalry. In case of foot soldiers, these troops will switch to two handed swords.
Hobgoblin Legionnaires: These are regular bulk of the Legionnaires. The color of the markings on their plate armor is blue, in addition to carrying the flag of Vos Valkear on a stand, attached to their back.
Preferred weapon: These units wear large shields and swords into combat.
Minotaur Juggernauts: These minotaurs put aside their uncontrollable rage aside and instead take hits for those who can't handle them. These troops' armor is in diverse colors, usually with fur trimmings. Surprisingly, these Juggernauts wear no helmet. They prefer their victims to remember the face of his/her killer.
Preferred weapon: They either wear a double edged battleaxe into battle, or a shield and sword.
Blackscale Juggernauts: Just like their Minotaur brethren, these Blackscales set aside their uncontrollable rage for more calculated strikes. Unlike the Minotaurs though, these Juggernauts wear a steel cap, so their mouths are free to leak acid from.
Preferred weapon: These Juggernauts wear swords and shields into battle.
Hobgoblin Crossbow Legionnaires: Heavily armored, wearing a horned full helmet, fully black with red marks covering them, these Hobgoblins are a terrifying sight to behold. Walking closely behind their brethren, they provide armor piercing support in the most coordinated manner possible.
Preferred weapon: The Crossbow Legionnaires carry large crossbows around with steel bolts. They also carry a double edged axe for when needing to attack in a melee fashion.
Hobgoblin Spear Legionnaires: Wearing the same armor as the Crossbow Legionnaires, but with yellow markings, the Spear Legionnaires the most effective wall against a cavalry rush. These troops never leave their formation, no matter what happens.
Preferred weapon: These Legionnaires carry very long spears around. They're purely meant for cavalry. In case of foot soldiers, these troops will switch to two handed swords.
Hobgoblin Legionnaires: These are regular bulk of the Legionnaires. The color of the markings on their plate armor is blue, in addition to carrying the flag of Vos Valkear on a stand, attached to their back.
Preferred weapon: These units wear large shields and swords into combat.
Minotaur Juggernauts: These minotaurs put aside their uncontrollable rage aside and instead take hits for those who can't handle them. These troops' armor is in diverse colors, usually with fur trimmings. Surprisingly, these Juggernauts wear no helmet. They prefer their victims to remember the face of his/her killer.
Preferred weapon: They either wear a double edged battleaxe into battle, or a shield and sword.
Blackscale Juggernauts: Just like their Minotaur brethren, these Blackscales set aside their uncontrollable rage for more calculated strikes. Unlike the Minotaurs though, these Juggernauts wear a steel cap, so their mouths are free to leak acid from.
Preferred weapon: These Juggernauts wear swords and shields into battle.
The Monster's Military: Magic units
Tactical use: The mages and wizards pose mainly to deflect other magic, allowing the heavy hitting troops to continue without any trouble posed by the enemy. The monster's magic is very limited though. Except for a few wards, summoning skills and low level attack spells, they mainly pose as an inspiration when moral is low. Flashy magic always forces some kind of respect from the more dim witted creatures.
Armor: The magic users wear robes, usually adorned with bones of some sort. They provide no protection at all.
Tactical use: The mages and wizards pose mainly to deflect other magic, allowing the heavy hitting troops to continue without any trouble posed by the enemy. The monster's magic is very limited though. Except for a few wards, summoning skills and low level attack spells, they mainly pose as an inspiration when moral is low. Flashy magic always forces some kind of respect from the more dim witted creatures.
Armor: The magic users wear robes, usually adorned with bones of some sort. They provide no protection at all.
Magic units: Names and species
Goblin Shamans: Wearing a staff twice as big as they are and sand colored robes, the goblin shamans' ace move is to form a protective shield over an area. It doesn't stop anyone from doing damage, but it reflects magic attacks for a short period of time. The more magic users participate in this spell, the wider the area of effect, and the more powerful the Shaman, the longer the spell duration is.
Known spells: Fireball, Magic Ward, Wind blast.
Quannak Brightscales: The light colored Quannak Lizardfolk are known for their psionic powers. Most Quannak prefer to train this psionic force rather than to train into bashing heads in like the other Lizardfolk. These troops wear fur clothing, covered in bones and runes, to make themselves look noticeable. Notable about them is that they use no want or staff. They focus their magic through their hands. Their strong suit is telekinesis, lifting materials from the ground and throwing them at their enemies using their mind.
Known spells: Telekinesis, Hallucination, Levitate
Harpy Singers: All Harpies have the ability to sing a song that lures most races, except Elves, towards them. But unless this talent is trained, none will possibly be lured to them. The song works only on males, though. Females remain untouched by the Harpy mesmerizing. Like most Harpies, the Singers wear no clothing, only magical trinkets.
Known spells: Harpy Singing, Imbue Nightmare, Electric Touch
Hobgoblin Shaman Legionnaires: Hobgoblin Shamans wear the skin of a bear and unlike other magic users, they remain together with the other troops, instead of somewhere in the back. They carry along a gigantic staff, covered with various rotting organs. These units serve to inspire the troops, as they can improve their ferociousness and willpower slightly.
Known spells: Increase Intimidation, Increase Willpower, Fireball
Goblin Shamans: Wearing a staff twice as big as they are and sand colored robes, the goblin shamans' ace move is to form a protective shield over an area. It doesn't stop anyone from doing damage, but it reflects magic attacks for a short period of time. The more magic users participate in this spell, the wider the area of effect, and the more powerful the Shaman, the longer the spell duration is.
Known spells: Fireball, Magic Ward, Wind blast.
Quannak Brightscales: The light colored Quannak Lizardfolk are known for their psionic powers. Most Quannak prefer to train this psionic force rather than to train into bashing heads in like the other Lizardfolk. These troops wear fur clothing, covered in bones and runes, to make themselves look noticeable. Notable about them is that they use no want or staff. They focus their magic through their hands. Their strong suit is telekinesis, lifting materials from the ground and throwing them at their enemies using their mind.
Known spells: Telekinesis, Hallucination, Levitate
Harpy Singers: All Harpies have the ability to sing a song that lures most races, except Elves, towards them. But unless this talent is trained, none will possibly be lured to them. The song works only on males, though. Females remain untouched by the Harpy mesmerizing. Like most Harpies, the Singers wear no clothing, only magical trinkets.
Known spells: Harpy Singing, Imbue Nightmare, Electric Touch
Hobgoblin Shaman Legionnaires: Hobgoblin Shamans wear the skin of a bear and unlike other magic users, they remain together with the other troops, instead of somewhere in the back. They carry along a gigantic staff, covered with various rotting organs. These units serve to inspire the troops, as they can improve their ferociousness and willpower slightly.
Known spells: Increase Intimidation, Increase Willpower, Fireball
The monster's military: Cavalry
Tactical use: So far, Vos Valkear's army has got but one species capable of riding into battle. Their use is limited, though they are used like any other cavalry unit; to smash through weaker units and quickly reinforce where is needed.
Armor: The mounts themselves wear nothing, but the riders wear heavy armor.
Tactical use: So far, Vos Valkear's army has got but one species capable of riding into battle. Their use is limited, though they are used like any other cavalry unit; to smash through weaker units and quickly reinforce where is needed.
Armor: The mounts themselves wear nothing, but the riders wear heavy armor.
Cavalry: Names and species
Lizardfolk riders: The only race currently capable of riding beasts into war. The Lizardfolk riders wear the same armor as the Juggernauts, and ride Drakes into battle. These creatures aren't that fast, but they're tough. When the rider dies, the drakes will still fight on.
Preferred weapon: The Lizardfolk riders carry a sharp lance to stab their enemies with great force.
Lizardfolk riders: The only race currently capable of riding beasts into war. The Lizardfolk riders wear the same armor as the Juggernauts, and ride Drakes into battle. These creatures aren't that fast, but they're tough. When the rider dies, the drakes will still fight on.
Preferred weapon: The Lizardfolk riders carry a sharp lance to stab their enemies with great force.
The Monster's Military: Warbeasts
Tactical use: Warbeasts are a wild cart to play in a fight. Most of these beasts are hard to tame, let alone let loose on the battlefield without letting them maul their own troops. Still, when they do as they have been told, the warbeasts are a great asset to the army, tearing through frightened troops with ease.
Armor: Besides their natural armor, the warbeasts wear none.
Tactical use: Warbeasts are a wild cart to play in a fight. Most of these beasts are hard to tame, let alone let loose on the battlefield without letting them maul their own troops. Still, when they do as they have been told, the warbeasts are a great asset to the army, tearing through frightened troops with ease.
Armor: Besides their natural armor, the warbeasts wear none.
Warbeasts: Species
Drakes: Besides being used by the Lizardfolk as mounts, Drakes are ferocious thick skinned creatures, who look like a mix between a fat crocodile and a dragon. They have large gaping mouths that can chomp a man down in two bites. They're partially blind, though, and rely on a sense of hearing and smell to find their next target, so it isn't unheard of of these creatures attacking their allies in battle.
Gryphons: Gryphons are fur covered flying beasts with a lion like body and the head of a bird. Gryphons are easy to train. Harpies have been training them for generations now. They're hard to grow, though. Gryphons grow slowly, and it takes long before they're combat ready. Thus few Gryphons ever get used in a war situation. When deployed, they either carry rocks with them that they drop over the enemy, or they smash into enemies on high castle walls.
Hobwolves: Hobgoblins have a history of breeding creatures. The greatest of their creation has been the Hobwolves. They're three times as big as a regular wolf, and at least twenty times as ferocious. The Hobgoblins are terribly cruel to them during their training. As a result, once they're free from their cage, they'll kill the closest thing to them. Hobwolves are dangerous to everyone, including Vos Valkear's army. Once deployed, the Hobwolves have to be killed, for they won't stop their rage.
Drakes: Besides being used by the Lizardfolk as mounts, Drakes are ferocious thick skinned creatures, who look like a mix between a fat crocodile and a dragon. They have large gaping mouths that can chomp a man down in two bites. They're partially blind, though, and rely on a sense of hearing and smell to find their next target, so it isn't unheard of of these creatures attacking their allies in battle.
Gryphons: Gryphons are fur covered flying beasts with a lion like body and the head of a bird. Gryphons are easy to train. Harpies have been training them for generations now. They're hard to grow, though. Gryphons grow slowly, and it takes long before they're combat ready. Thus few Gryphons ever get used in a war situation. When deployed, they either carry rocks with them that they drop over the enemy, or they smash into enemies on high castle walls.
Hobwolves: Hobgoblins have a history of breeding creatures. The greatest of their creation has been the Hobwolves. They're three times as big as a regular wolf, and at least twenty times as ferocious. The Hobgoblins are terribly cruel to them during their training. As a result, once they're free from their cage, they'll kill the closest thing to them. Hobwolves are dangerous to everyone, including Vos Valkear's army. Once deployed, the Hobwolves have to be killed, for they won't stop their rage.
Produce
Lumber: The swamps have many old trees ready to get cut down. Lumber is a big trade point for the monsters, as there is plenty to be had. Most of the wood is very flexible, excellent for building hovels, vehicles or siege weaponry.
Fish: Vos Valkear has got a fishing village very close to a gigantic lake. With many expert fishers, many sorts of tasty fishies are gathered here daily. Most of them get dried and preserved with salt and then smoked, giving the food a distinguished flavor even a nobleman would gladly have a taste of.
Weapons and armor: The two mines of Vos Valkear have gathered a good amount of materials that gets turned into armor and weaponry of good quality. Though pricey, they'll gladly sell their craft to outsiders.
Jewelry: From the mines, sometimes a jewel of two gets dug up between the rocks, iron, steel and copper. Surprisingly, the monsters are excellent gemcutters, capable of creating fine arts out of them. They get sold for substantially less gold than most other tools, since they think "shiny pretty things" have no other use but to look pretty.
Black market goods: This form of trade is made with individuals with a sketchy background rather than other nations. Only in the Yuan-Ti ruins can stolen goods, illegal materials, or even lives get traded without any issue. The black market is one of the more thriving markets Vos Valkear has.
Ores: The mines of Vos Valkear are small, and thus ores don't get sold regularly. The monsters prefer to use this in their armor and sell it afterwards for a higher price rather than to sell the ores in their raw state. Still, if the coin is right, the ores will get traded none the less.
Lumber: The swamps have many old trees ready to get cut down. Lumber is a big trade point for the monsters, as there is plenty to be had. Most of the wood is very flexible, excellent for building hovels, vehicles or siege weaponry.
Fish: Vos Valkear has got a fishing village very close to a gigantic lake. With many expert fishers, many sorts of tasty fishies are gathered here daily. Most of them get dried and preserved with salt and then smoked, giving the food a distinguished flavor even a nobleman would gladly have a taste of.
Weapons and armor: The two mines of Vos Valkear have gathered a good amount of materials that gets turned into armor and weaponry of good quality. Though pricey, they'll gladly sell their craft to outsiders.
Jewelry: From the mines, sometimes a jewel of two gets dug up between the rocks, iron, steel and copper. Surprisingly, the monsters are excellent gemcutters, capable of creating fine arts out of them. They get sold for substantially less gold than most other tools, since they think "shiny pretty things" have no other use but to look pretty.
Black market goods: This form of trade is made with individuals with a sketchy background rather than other nations. Only in the Yuan-Ti ruins can stolen goods, illegal materials, or even lives get traded without any issue. The black market is one of the more thriving markets Vos Valkear has.
Ores: The mines of Vos Valkear are small, and thus ores don't get sold regularly. The monsters prefer to use this in their armor and sell it afterwards for a higher price rather than to sell the ores in their raw state. Still, if the coin is right, the ores will get traded none the less.
The mercenary trade
Vos Valkear's main trading point are its mercenaries. Everyone feels safe with a giant Minotaur guarding their backs, or with a Blackscale who'd spit acid onto any enemy, or a Gnoll who can sniff out the danger from miles away.
The available mercenaries change every day. They meet in bars and inns, and can be approached whenever you wish to hire their services. The mercs will always look unique and a bit different to the actual soldiers.
All that is required to hire a mercenary is to sign the contract he or she will hand the buyer, sign it and pay the gold up front by putting it in a bag and handing it over to the Triumvirate Guards. They will count the money and bring it to three leaders.
From that point, the buyer has successfully hired one ore more mercenaries which will be loyal to the buyer for as long as is agreed upon.
Once the contract has expired, the monsters will find their own way back home. There they will get a cut from the amount that has been payed for their work, and then they shall be waiting once more until another person needs their service.
Rules
There are certain rules to using mercenaries. For instance, they may never be ordered to kill each other. Neither can they take responsibility for destruction or murder that has been ordered by the buyer. No hostile actions may be taken against allies of Vos Valkear via mercenaries either. Every mercenary must be handled with respect. Once the mercenary dies, his or her armor, corpse and other possessions, as well as a letter with the cause of death must be sent back to Vos Valkear.
Vos Valkear's main trading point are its mercenaries. Everyone feels safe with a giant Minotaur guarding their backs, or with a Blackscale who'd spit acid onto any enemy, or a Gnoll who can sniff out the danger from miles away.
The available mercenaries change every day. They meet in bars and inns, and can be approached whenever you wish to hire their services. The mercs will always look unique and a bit different to the actual soldiers.
All that is required to hire a mercenary is to sign the contract he or she will hand the buyer, sign it and pay the gold up front by putting it in a bag and handing it over to the Triumvirate Guards. They will count the money and bring it to three leaders.
From that point, the buyer has successfully hired one ore more mercenaries which will be loyal to the buyer for as long as is agreed upon.
Once the contract has expired, the monsters will find their own way back home. There they will get a cut from the amount that has been payed for their work, and then they shall be waiting once more until another person needs their service.
Rules
There are certain rules to using mercenaries. For instance, they may never be ordered to kill each other. Neither can they take responsibility for destruction or murder that has been ordered by the buyer. No hostile actions may be taken against allies of Vos Valkear via mercenaries either. Every mercenary must be handled with respect. Once the mercenary dies, his or her armor, corpse and other possessions, as well as a letter with the cause of death must be sent back to Vos Valkear.
The three leaders and how they came to power
Ba'Zhor The Vicious: Ba'Zhor is a rather young Gnoll. She was just a cub, part of a great nomadic pack by the name of Roughfur. Ba'Zhor had always been a promising cub, rarely losing the playfights with her fellow cubs. As she grew to adulthood, it was clear Ba'Zhor was meant for greatness. The Gnoll was excellent at fighting with a battleaxe, which got her her title, but sadly she could not defend her pack from the army that squashed them. Soon the great Roughfur pack was diminished to a group of refugees. Ba'Zhor lost many of his family that day, and took it upon herself to lead what remained of her pack to safety. When she met other creatures who suffered the same fate, it was her idea to group up together. With Harpies and Lizardfolk, the pack had a better chance to survive.
Today, Ba'Zhor's responsibilities lie with the protection of Vos Valkear and the military. Unlike the other two leaders, she's against any sort of peace with outsiders. She's too vengeful to see them as betters or equals, and if she could, she'd wipe them off of the face of the world. Sadly such decisions do not fall under her jurisdiction.
Ssslaskes "Quickfeet" Quanak: Unlike the other two, Ssslaskes was not the first leader Vos Valkear had. The original leader who was part of the Triumvirate didn't even get the chance to make her first decree. Sslaskes comes from the Quanak clan, one of the tribes that had been hit the hardest of all the Lizardfolk tribes. The loss of their home and families struck Ssslaskes, but he also figured this must have been happening for a reason. This unification between monsters was that reason. As a child, Ssslaskes was a promising mage, capable of lifting large boulders and himself into the air with his mind. As soon as the Blackscale Solgrasna "Deathtongue" officially came into power, Quickfeet challenged her to battle for the right of leadership. The fight didn't last longer than five seconds, as Ssslaskes lifted a boulder in the air and sqaushed the broad Blackscale with it, giving the Quanak the possition of leader.
Whether Solgrasna would have been a good leader, no one will know. What is known though is that Ssslaskes was a great replacement. He had some great ideas on how the infrastructure of Vos Valkear should work. He is responsible for the creation of cities and towns, the produce and the general issues of Vos Valkear. He makes lists of which monster is doing which work and he even has got control over the mercenaries, as they are technically part of Vos Valkear's produce.
Leem The Wise: Leem is the Matriarch in Harpy culture, the eldest Harpy. Being the eldest gives a Harpy the right to lead. During the wars, Leem's people managed to escape most of the bloodshed, for which the Harpies are grateful, although they had to leave most of their eggs and homes behind, which felt like getting stabbed in the heart for most Harpy mothers, including Leem. She had been Matriarch for quite a long time, and has been carrying the title "The Wise" for a long time. Now her years of life are running out, and she wishes to see her people great again once more before eventually dieing, and giving her position to the next elder Harpy.
Leem is in charge of public relations. Though she too dislikes the outsiders, she realizes Harpies are the least hated monstrous race of all, and will be more accepted towards others if they speak for Vos Valkear instead of a Goblin or a Gnoll. She decides who is an enemy, and tries to maintain a healthy alliance with those who've earned it.
Ba'Zhor The Vicious: Ba'Zhor is a rather young Gnoll. She was just a cub, part of a great nomadic pack by the name of Roughfur. Ba'Zhor had always been a promising cub, rarely losing the playfights with her fellow cubs. As she grew to adulthood, it was clear Ba'Zhor was meant for greatness. The Gnoll was excellent at fighting with a battleaxe, which got her her title, but sadly she could not defend her pack from the army that squashed them. Soon the great Roughfur pack was diminished to a group of refugees. Ba'Zhor lost many of his family that day, and took it upon herself to lead what remained of her pack to safety. When she met other creatures who suffered the same fate, it was her idea to group up together. With Harpies and Lizardfolk, the pack had a better chance to survive.
Today, Ba'Zhor's responsibilities lie with the protection of Vos Valkear and the military. Unlike the other two leaders, she's against any sort of peace with outsiders. She's too vengeful to see them as betters or equals, and if she could, she'd wipe them off of the face of the world. Sadly such decisions do not fall under her jurisdiction.
Ssslaskes "Quickfeet" Quanak: Unlike the other two, Ssslaskes was not the first leader Vos Valkear had. The original leader who was part of the Triumvirate didn't even get the chance to make her first decree. Sslaskes comes from the Quanak clan, one of the tribes that had been hit the hardest of all the Lizardfolk tribes. The loss of their home and families struck Ssslaskes, but he also figured this must have been happening for a reason. This unification between monsters was that reason. As a child, Ssslaskes was a promising mage, capable of lifting large boulders and himself into the air with his mind. As soon as the Blackscale Solgrasna "Deathtongue" officially came into power, Quickfeet challenged her to battle for the right of leadership. The fight didn't last longer than five seconds, as Ssslaskes lifted a boulder in the air and sqaushed the broad Blackscale with it, giving the Quanak the possition of leader.
Whether Solgrasna would have been a good leader, no one will know. What is known though is that Ssslaskes was a great replacement. He had some great ideas on how the infrastructure of Vos Valkear should work. He is responsible for the creation of cities and towns, the produce and the general issues of Vos Valkear. He makes lists of which monster is doing which work and he even has got control over the mercenaries, as they are technically part of Vos Valkear's produce.
Leem The Wise: Leem is the Matriarch in Harpy culture, the eldest Harpy. Being the eldest gives a Harpy the right to lead. During the wars, Leem's people managed to escape most of the bloodshed, for which the Harpies are grateful, although they had to leave most of their eggs and homes behind, which felt like getting stabbed in the heart for most Harpy mothers, including Leem. She had been Matriarch for quite a long time, and has been carrying the title "The Wise" for a long time. Now her years of life are running out, and she wishes to see her people great again once more before eventually dieing, and giving her position to the next elder Harpy.
Leem is in charge of public relations. Though she too dislikes the outsiders, she realizes Harpies are the least hated monstrous race of all, and will be more accepted towards others if they speak for Vos Valkear instead of a Goblin or a Gnoll. She decides who is an enemy, and tries to maintain a healthy alliance with those who've earned it.