orcmark - triple ace games strategically balanced chessboard that is orcmark’s war zones. ......

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225 Once the agricultural and mining heartland of Vestmark, orcs have ruled here largely unopposed for the past two decades. Tyran- nized and brutalized, the captive population has suffered greatly, toiling ceaselessly to feed and equip the orc war machine. For now, Orcmark’s expansionistic dreams are held in check, but many plans are afoot to break the stalemate. RULES OF THE REALM The following rules and notes apply in Orcmark. * Enemies of the State: The orcs have no allies from among the player character races. Orcs attack heroes first and ask questions later. * Submissive: The captive populations have little willpower and are cowed into responding to barked commands and threats with- out question. Intimidation rolls against them are made at +2. Any attempts to stir them into rebellion, whether through charm, guile, persuasion, or direct orders, are made at –6, however. * You Kill Us, We Kill You: King Nagrat punishes rebellion swiftly and harshly. For every orc found slain, he executes ten cap- tives. A successful Knowledge (Orcmark) roll indicates a character knows of this punitive arrangement. WHO IS KING NAGRAT? That orcs band together under powerful chieftains or frost giant jarls is well-known. Typically, though, such alliances are short-lived, lasting no more than a few years before dissension, tribal rivalries, and bids for power shatter the uneasy alliance. That King Nagrat has held his armies in line for 20 years clearly indicates he is some- thing special. With no eyewitness reports as to his identity, his enemies have fallen back on speculation. That he might not actually be an orc is widely considered a strong possibility, though such claims do not immediately answer the question of his identity. His strategic prowess and organizational skills, though suscep- tible to errors of judgment and excessive caution, indicate he might be a Knight Hrafn. Such training might help answer the perplexing question of how he maintains control over the many tribes under his command, tribes that had been bitter rivals beforehand. Many Knights Hrafn argue against this, not because the thought of Na- grat being one of them wounds their sensibilities, but because no Knight, especially one of the Upper House, would make the error of dividing his forces so thoroughly. In simulations, every Knight given the role of Nagrat has withdrawn from Karad Azgul (basing their decision on dwarves’ reliable insular nature) and used those troops to conquer Ostersund. He might just as easily be a cleric of Dargar, or perhaps even Tiw, though his restrain from launching a full-out attack on Vestmark before he has numerical and strategic superiority argues against the former—the cult of Dargar lusts for bloodshed and carnage, caring little for the odds of success. One rumor the Vestmark commanders are quick to quash is that Na- grat is a vargr. An Auld Saxa word, at its most basic it means “outlaw” or “criminal.” Yet the word has a deeper meaning, one which strikes fear into seasoned warriors. Vargr conjures images of evil acts which make the deprivations of Dargar’s Wolves seem like the work of tooth- less puppies. It is the epitome of madness and fury, cannibalism and depravity, evil cunning, dark magic, and wanton destruction. Vargrs are supposed to possess supernatural powers, especially resistance to physical harm. Such a claim could well apply to Nagrat, who has sur- vived a dozen assassination attempts. Unsubstantiated reports claim he wears a golden wolf-mask, but talk is cheap and rumors like this serve more to damage morale than provide accurate intelligence. Whoever or whatever he is, his enemies are careful not to under- estimate him. For now, his armies are held in check, yet they know it is only a matter of time before the fast breeding orcs acquire the strength necessary to force victory on one front. And when they do, the full fury of Nagrat shall be unleashed against Vestmark. ATMOSPHERE Orcmark is an oppressed land. Beyond the heavily militarized frontlines, the roads are lined with grisly reminders that this is a land occupied by brutal savages. Victims impaled on sharp stakes or crammed into tight cages, left to die in agony, remind the populace of the price of rebellion. Burned timbers, remnants of steads and small villages, jut from the long grass like broken teeth. Sun-bleached skeletons, human and animal, and rusted arms and armor, lie scattered on the grass where they fell, silent testimony to the bloodshed unleashed upon the land. Near the remaining settlements, palls of acrid smoke hang lazily overhead, bellowed out from the many smithies installed to sup- ply the orcs with weapons. The steady thump of hammers echo like a beating heart hungry for war and bloodshed. Long lines of manacled prisoners march to and from the fields and mines, their heads bowed in submission and acceptance of their fate to work hard and die young. Columns of orc warriors march across the country, scouting for rebels or heading to new quarters, pawns on the strategically balanced chessboard that is Orcmark’s war zones. And all the while the air is rent with the harsh voices of orc over- seers and the crack of whips. Along the wild coasts the country is prone to fierce storms, Thunor’s fury at the oppression wrought upon the Saxa. Yet inland the air feels still and heavy, Thunor seemingly held back by the might of the orc legions. NATIVE ORCMARKERS Although Orcmark has been occupied for two decades, play- er characters can still have been born in the realm. Those older than 20 years of age likely escaped during the initial assault, though they may equally have already been living in the northern area (now Vestmark). Younger heroes may have been rescued and smuggled out. Regardless, the character likely has family still captive in the orc-held realm. ORCMARK PACKAGE Instead of taking a free Edge or two skill points, a human hero born in Orcmark may select this package, gaining the following benefits. * I Hate You: The character may take the Favored Foe Edge at Novice, but only if he chooses orcs as his enemy. He must meet the other requirements as normal. * Orc Lore: The hero either grew up around orcs or has made learning of their ways his business. He begins with Knowledge (Monsters: Orcs) d6. * Vengeance Shall Be Mine: When fighting orcs, the adven- turer treats his Strength as one die higher for the purposes of melee damage. This increase allows him to offset Minimum Strength penalties. ORCMARK

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Once the agricultural and mining heartland of Vestmark, orcs have ruled here largely unopposed for the past two decades. Tyran-nized and brutalized, the captive population has suffered greatly, toiling ceaselessly to feed and equip the orc war machine. For now, Orcmark’s expansionistic dreams are held in check, but many plans are afoot to break the stalemate.

Rules of the RealmThe following rules and notes apply in Orcmark. * Enemies of the State: The orcs have no allies from among the

player character races. Orcs attack heroes first and ask questions later.

* Submissive: The captive populations have little willpower and are cowed into responding to barked commands and threats with-out question. Intimidation rolls against them are made at +2. Any attempts to stir them into rebellion, whether through charm, guile, persuasion, or direct orders, are made at –6, however.

* You Kill Us, We Kill You: King Nagrat punishes rebellion swiftly and harshly. For every orc found slain, he executes ten cap-tives. A successful Knowledge (Orcmark) roll indicates a character knows of this punitive arrangement.

Who is King nagRat?That orcs band together under powerful chieftains or frost giant

jarls is well-known. Typically, though, such alliances are short-lived, lasting no more than a few years before dissension, tribal rivalries, and bids for power shatter the uneasy alliance. That King Nagrat has held his armies in line for 20 years clearly indicates he is some-thing special.

With no eyewitness reports as to his identity, his enemies have fallen back on speculation. That he might not actually be an orc is widely considered a strong possibility, though such claims do not immediately answer the question of his identity.

His strategic prowess and organizational skills, though suscep-tible to errors of judgment and excessive caution, indicate he might be a Knight Hrafn. Such training might help answer the perplexing question of how he maintains control over the many tribes under his command, tribes that had been bitter rivals beforehand. Many Knights Hrafn argue against this, not because the thought of Na-grat being one of them wounds their sensibilities, but because no Knight, especially one of the Upper House, would make the error of dividing his forces so thoroughly. In simulations, every Knight given the role of Nagrat has withdrawn from Karad Azgul (basing their decision on dwarves’ reliable insular nature) and used those troops to conquer Ostersund.

He might just as easily be a cleric of Dargar, or perhaps even Tiw, though his restrain from launching a full-out attack on Vestmark before he has numerical and strategic superiority argues against the former—the cult of Dargar lusts for bloodshed and carnage, caring little for the odds of success.

One rumor the Vestmark commanders are quick to quash is that Na-grat is a vargr. An Auld Saxa word, at its most basic it means “outlaw” or “criminal.” Yet the word has a deeper meaning, one which strikes fear into seasoned warriors. Vargr conjures images of evil acts which make the deprivations of Dargar’s Wolves seem like the work of tooth-less puppies. It is the epitome of madness and fury, cannibalism and depravity, evil cunning, dark magic, and wanton destruction. Vargrs are supposed to possess supernatural powers, especially resistance to physical harm. Such a claim could well apply to Nagrat, who has sur-

vived a dozen assassination attempts. Unsubstantiated reports claim he wears a golden wolf-mask, but talk is cheap and rumors like this serve more to damage morale than provide accurate intelligence.

Whoever or whatever he is, his enemies are careful not to under-estimate him. For now, his armies are held in check, yet they know it is only a matter of time before the fast breeding orcs acquire the strength necessary to force victory on one front. And when they do, the full fury of Nagrat shall be unleashed against Vestmark.

atmospheReOrcmark is an oppressed land. Beyond the heavily militarized

frontlines, the roads are lined with grisly reminders that this is a land occupied by brutal savages. Victims impaled on sharp stakes or crammed into tight cages, left to die in agony, remind the populace of the price of rebellion. Burned timbers, remnants of steads and small villages, jut from the long grass like broken teeth. Sun-bleached skeletons, human and animal, and rusted arms and armor, lie scattered on the grass where they fell, silent testimony to the bloodshed unleashed upon the land.

Near the remaining settlements, palls of acrid smoke hang lazily overhead, bellowed out from the many smithies installed to sup-ply the orcs with weapons. The steady thump of hammers echo like a beating heart hungry for war and bloodshed. Long lines of manacled prisoners march to and from the fields and mines, their heads bowed in submission and acceptance of their fate to work hard and die young. Columns of orc warriors march across the country, scouting for rebels or heading to new quarters, pawns on the strategically balanced chessboard that is Orcmark’s war zones. And all the while the air is rent with the harsh voices of orc over-seers and the crack of whips.

Along the wild coasts the country is prone to fierce storms, Thunor’s fury at the oppression wrought upon the Saxa. Yet inland the air feels still and heavy, Thunor seemingly held back by the might of the orc legions.

native oRcmaRKeRs Although Orcmark has been occupied for two decades, play-er characters can still have been born in the realm. Those older than 20 years of age likely escaped during the initial assault, though they may equally have already been living in the northern area (now Vestmark). Younger heroes may have been rescued and smuggled out. Regardless, the character likely has family still captive in the orc-held realm.

oRcmaRK pacKage Instead of taking a free Edge or two skill points, a human hero born in Orcmark may select this package, gaining the following benefits.* I Hate You: The character may take the Favored Foe Edge at Novice, but only if he chooses orcs as his enemy. He must meet the other requirements as normal.* Orc Lore: The hero either grew up around orcs or has made learning of their ways his business. He begins with Knowledge (Monsters: Orcs) d6. * Vengeance Shall Be Mine: When fighting orcs, the adven-turer treats his Strength as one die higher for the purposes of melee damage. This increase allows him to offset Minimum Strength penalties.

oRcmaRK

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TAG10109-M38

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aRmies of the RealmOrcmark is unusual in that it boasts armies from four different

races. Each is detailed below.

oRcs & alliesKing Nagrat has assembled the greatest army of orcs, goblins,

ogres, and cliff giants ever known.In the army battalion listings, references to orc warriors and elite

warriors indicates the bulk of the soldiers, not the entirety. Hence, a battalion listed as comprising orc warriors may contain an entire company of archers or dire wolf riders. The exact composition of each unit is left to the GM to determine, as best fits the need of his story. Given the wide variation, there is no such thing as an incor-rect company or battalion.

oRganizationIn order to maintain cohesion and discipline, Nagrat has divided

his armies on a decimal system, limiting the number of subordi-nates in the chain of command but also ensuring that each man knows his place in the command structure.

Armies: The largest formation is the army, which is led by a war-lord. Warlords answer directly to Nagrat. Armies are comprised of a varying number of battalions.

Warlords do not directly command a battalion, though they have a quadruple-strength headquarters squad serving them. The com-mand group, which is always staffed by orcs, includes one drum-mer, three priests of Dargar, a priest of Thrym, a priest of Tiw, 20 runners, two apothecaries, and 12 elite warriors

Battalion (1000): The largest battlefield formation is the bat-talion, led by a battalion-captain, who also commands a company. Regardless of the troops’ race, all battalion-captains are orcs. Treat them as Wild Card chieftains.

The battalion company has a headquarters squad. It comprises an Extra chieftain (the battalion-captain’s second), a drummer, two priests of Dargar, three runners, and three elite orc warriors.

Company (100): Each battalion is made up of ten companies. Nine of the companies are led by captains, with the tenth being the battal-ion-captain’s company. Captains are always orcs, regardless of which race forms the bulk of the company. Treat them as Extra chieftains.

Each of the nine regular companies has a command squad of 10 orcs. This comprises four elite warriors (one of whom is the captain’s second and carries the title sergeant-captain), a drummer, two priests of Dargar, and three runners for carrying messages.

Squad (10): The smallest formation is the ten-man squad, com-manded by a sergeant of the appropriate race. All sergeants are elite warriors of their race (where such differences occur).

Nagrat uses the squad as his baseline for troop types, not the company. Thus, while all squads are of the same type, one may in theory find archers, engineers, berserkers, warriors, skirmishers, and dire wolf riders in the same company, not to mention squads of ogres or cliff giants. Generally, however, a company has seven squads of one troop type, a headquarters squad, and just two squads of variant troops.

An engineering squad comprises eight orc siege engineers and two cliff giants. They are equipped with two catapults.

sample company

Detailed below is a sample company. GMs can use this straight off the page or as a template for designing their own companies with which to plague the heroes. Depending upon where the adventure is set, the company might be escorting a supply caravan, manning a small outpost, or protecting a slave camp.

Commander: Captain Uzgat Nine-Teeth.Squads: One command squad (led by Uzgat), seven squads of

orc warriors, one dire wolf rider squad, and one shock troop squad of eight ogres. Two orc ogre-herders, one of whom is a sergeant, serves with the ogres.

Uzgat’s company, known as the Nine-Teeth, serves in the 3rd Battalion (“The Jaw”) under Battalion-Captain Strag. Designated as a shock company, the Nine-Teeth focus on direct confrontation. Although they lack missile support, the addition of a dire wolf rider squad allows them to worry missile troops, buying the infantry, led always by the ogres, time to advance.

When marching, Uzgat forms half his wolf rider squad to each side of the column at outriders, and splits the ogres into a vanguard and rearguard. His command squad is always located in the center of the line, with four infantry squads ahead and three behind.

A servant of Dargar, Uzgat enjoys cordial relations with the priests assigned to his command. Standing orders are to take prisoners, not slaughter (something the ogres must be reminded of before every engagement), for Uzgat enjoys torturing his captives before sacrificing them to Dargar.

gReat noRth aRmy

Warlord: Giant-Warlord Urk Three-NosesBattalions: 11 orc warriors, 4 elite orc warriors, 2 orc artillery,

1 orc dire wolf rider, 3 goblin infantry, 2 goblin wolf riders, and 1 ogre. Scattered among these are 200 individual cliff giants; most serve as catapult loaders.

With its headquarters at the heavily-fortified town of Nard, the Great North Army prosecutes the war against Vestmark. A full third of the orcs and half the goblin wolf riders are barracked around the town, ready to march wherever they are needed at a moment’s notice.

Faced with stern resistance and fortified lines, Urk reluctantly ordered his troops to spend their days strengthening their lines and pelting the Vestmark lines with boulders and arrows. Despite this constant practice, and the occasional foray across the Elve in barges, Urk knows morale is waning. The glorious days of victori-ous battle are now a faded dream, the memories of conquest and bloodshed tempered by camp life, routine patrols, and boredom. Rivalries between tribes are raising their ugly heads once more, and only last month and entire artillery company was wiped out when their cliff giants decided to “have some fun.”

Requests for a major attack against Vestmark have been rebuffed repeatedly, Nagrat being unwilling to weaken any front at what he sees is a crucial phase. Urk has no idea that his liege has allies in the Magocracy constructing him a mighty fleet.

Urk is desperate for the other fronts to finished their tasks so he can unleash the pent up frustration and battle lust of his army before they turn inward. As yet, he lacks the courage to disobey Nagrat, but his patience is wearing very thin.

easteRn aRmy

Warlord: Orc-Warlord GrizbaneBattalions: 2 orc warriors, 1 elite orc warrior, 4 goblin infantry,

and 2 goblin wolf riders. A total of 40 individual cliff giants are at his disposal.

Grizbane is the only warlord happy with the current situation. So long as the elves are not eradicated, he is free to torture and maim captives snatched by patrols. Unfortunately, his lack of progress in crushing Kings Wood is beginning to annoy Nagrat and his warlord peers.

While Nagrat knows the elf army is weak and unlikely to ever fight in the open, he is concerned that they could sally forth and disrupt his lines of supply and communication if left alone. Thus, for now, he must be content to keep the forest surrounded and under constant pressure.

The situation may soon change for the better, for Nagrat’s envoys have been in negotiation with a Hellfrost dragon roosted in the Mace. If the beast can be convinced to aid their cause, it may be enough to tip the balance in the orcs’ favor.

supply coRps

Warlord: Orc-Warlord AzagrothBattalions: 4 orc warriors, 1 elite orc warrior, 1 orc dire wolf

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rider, and 5 goblin infantry. Azagroth can also call on the support of 50 cliff giants and a number of ogres.

Azagroth is responsible for seeing the army is fed and equipped. As a result, most of his troops are dispersed around the country, protecting the fields and mines, and escorting supply caravans. Rather than rely purely on horses, which his troops have been known to kill and eat, the Supply Corps makes use of ogre pack bearers.

Currently out of favor with Nagrat after the escape of 200 slaves, Azagroth has decided to step-up production in addition to execut-ing prisoners. Long days, meager rations, and constant whipping are taking their toll on the slaves, but Azagroth is determined to win back favor at any cost. Unfortunately, the rapid depletion of his slave workforce may cost him more than his position.

southeRn aRmy

Warlord: Orc-Warlord ShagnathBattalions: 5 orc warriors, 1 elite orc warrior, 5 orc archers, 3

orc artillery, and 2 goblin wolf riders, Shagnath commands a force of 50 individual cliff giants.

Like all the warlords, Shagnath has become frustrated with the situation in Orcmark. Given a few more battalions, he believes he could finally capture the ruined city of Ostersund, removing a per-petual thorn in Nagrat’s side and giving the navy a sizeable harbor from which to operate. With Ostersund in orc hands, he envisions his navy ferrying a vast army into eastern Vestmark.

As it is, his troops are confined to sporadic raids and near-con-tinuous artillery barrages against the defenders, while the navy at-tempts to stop Saxa reinforcements reaching the beleaguered ruins. Ironically, while a city of rubble lies before him, Shagnath’s army is dangerously low on catapult ammunition. With Azagroth focused on appeasing Nagrat, he has neglected his duty to his peer.

Shagnath is also in command of the Orcmark navy, a mighty fleet of 35 war galleys which prowls Ost Bay and the Crystal Sound and protects the eastern coast from any attempts by the Magocracy to invade. Two of his orc warrior battalions serve as marines, with slaves (human and orc) manning the oars.

mountain aRmy

Warlord: Orc-Warlord ArlikBattalions: 4 orc warriors, 1 elite orc warrior, 5 goblin infantry,

and 2 goblin wolf riders. A force of 35 individual cliff giants serve with the army.

Arlik commands the smallest army. Charged with defeating Karad Azgul, the warlord has had little success to date, though he has suc-cessfully prevented the dwarves from emerging from their city.

Unfortunately, Arlik’s troops must also watch over the southern coast of Orcmark to ensure enemy forces do not land behind the main orc army, and guard several key mountain passes, any of which might link to Karad Arlik and thus provide access for rein-forcements. As a result of this necessity, Arlik’s army is spread too thin to complete its primary objective.

While artillery futilely batters at the rune-warded main gates, and several infantry battalions conduct an assault on the lower levels of the dwarven fortress, the bulk of his army is engaged in excavat-ing new tunnels toward the city’s heart. Although many years from completion, the shafts are Arlik’s best hope of securing victory in the near future.

osteRsundOf Ostersund’s 8,000 defenders a full 7,000 are warriors, the rest

being medics, clerics, crafters, and other support staff. Despite this impressive army, the inhabitants are a defensive force, occasion-ally launching lightning raids, but otherwise bravely manning the walls. While Ostersund is a drain on manpower from other realms, it serves two vital purposes. First, the garrison ensures the last Saxa outpost in Orcmark, a staging post for a future invasion of libera-tion, remains held. Second, the sacrifice the defenders make keeps the orc besiegers from moving to the Vestmark front.

Jarl Osni is in overall command of the garrison. At his disposal are 70 companies, each made up of 100 men. These use the Merce-nary stats from the Hellfrost Bestiary.

To date, the companies comprise ten heavy infantry (five regular and five veteran), ten light infantry, four Anari heavy cavalry (one regular and three veteran), four Anari light cavalry, ten skirmish-ers, 30 archers (10 of which are veteran), and two companies of artillerists.

dWaRves of KaRad azgulThegn Jorgrik Battleraven’s army has yet to meet the orcs in the

open; the current battle for the dwarf city is being fought in the lower mines and passages, territory well-suited to dwarven tactics. While the dwarves are being kept busy by the orcs, they are under little true threat—Nagrat cannot afford the troops for a full assault, and so long as they are kept busy they cannot counterattack deep in his rear lines.

The total strength of the dwarf army is 600 hall-guards, the city’s frontline troops, trained to fight as a rigid shieldwall with a sec-ond line employing long spears through their ranks, 100 huscarls, and 20 rune mages, backed up by at least 3,000 militia and miners should they be called upon.

elves of Kings WoodWhile the elves of Kings Wood maintained border patrols when

King Horgar ruled here, they had little need for a standing army. Despite being thrust onto the defensive by the suddenness of the orc assault they adapted quickly, stalling the advancing orcs with withering volleys of arrows. Though few in number, their skill and determination, combined with their forest allies, have kept the orcs at bay for two decades.

The total elf population of Kings Wood is actually 1,700. Added to this are 800 Saxa refugees. That the elves allowed humans into the safety of their leafy realm is evidence of the seriousness of the situation in Orcmark.

elves

The elf army currently stands at 800 warriors, almost half the population, and comprises both sexes. The army is divided into eight 100-man companies. Leading each company is a warden-cap-tain, an elf trained as both an elite archer and a druid. The remain-ing soldiers comprise ten blade dancers, experts at melee combat, two spellcasters (druids or elementalists), and 87 rangers. Given 20 years of weathering attacks, half the troops are veterans, with the rest rapidly gaining valuable combat experience.

Unable to defend any one point in strength, the elves patrol in small bands ranging from 10 to 50 warriors. They avoid pitched battles, instead employing ambushes and magic to harry orc pa-trols. Their ability to melt away into the forest has frustrated the orcs since the siege began. More than one commander has grown impatient and ordered his troops to advance into the forest. King Nagrat has issued a direct command for this practice to stop, for he can ill-afford to have his troops massacred piecemeal.

the foRest

The elves greatest asset is not their tenacious archers or Saxa allies, but the forest in which they live, for herein dwell many types of fey. In truth, without these potent friends the elves would have been crushed long ago, their forest homes put to the torch and the survivors playthings for the orcs.

Five leshiji native to the forest, and their host of wood wights, have agreed to help the elves defend the realm. Their power to animate war trees, summon forest animals, summon wood el-ementals, and awaken the vines and creepers to ensnare intrud-ers has shattered many an orc advance. Glimmerwings raise fogs to hamper orc movements and conceal elf strikes and storms to extinguish attempts to raze the forest, while the normally hostile bugganes tunnel through the earth, surfacing only to claw and rend

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at orc commanders. Darklings, a species of Unseelie fey, blanket orc patrols in utter darkness, redcaps (admittedly not true allies) revel in carnage against the invaders, and swiftling swarms snipe at officers.

Ruling over the forest realm is the Auld King, a powerful fey noble for whom the forest is actually named. Although he has never been forced to manifest in person, his presence is felt through bands of fey knights and wood warriors.

saxa

Only a handful of Saxa are trained warriors, though all the men of fighting age trained as members of their local fyrd and are thus proficient with spear and shield.

Having sworn fealty, albeit temporarily, to the elf nobility, the Saxa were drawn up into three primary and two secondary companies, each of 100 men. The term “men” is used generically, for women who lost menfolk or merely wish to reclaim their homelands num-ber among them.

Knowing the humans are clumsy in the heavily-overgrown forest, they rarely patrol near the border. Instead, they serve as second line troops, waiting behind the elf lines to stem any orc advance. One secondary company is assigned to protect the Saxa camp, while the other helps guard the elf settlements.

Treat each primary company as mercenary infantry equipped with short spears and medium shields. The secondary companies are town militia, but lack armor.

majoR localesOrcmark’s main settlements and war zones are detailed in the

Hellfrost Gazetteer. Detailed here are other sights heroes may have reason to explore.

field of scReams

Many prisoners who fall into the hands of a warlord meet a grue-some end, suffering hours of excruciating torment before finally being allowed the mercy of death. Those who fall into Nagrat’s hands fare slightly better, at least initially, for he prefers his captives to be fit and healthy when they face death.

Located between Nard and Kings Wood is the Field of Screams. Here, captives are impaled on tall, slender, sharpened stakes, left to die in unimaginable agony as their weight slowly pulls them down the stake.Such is Nagrat’s skill, and barbarity, that he can determine the time it will take someone to slide down the entire stake with remarkable accuracy. It is said he uses his victim’s scream like one uses a sandglass, timing his meals (he supposedly dines here on fine days and watches the torment) and meetings with impeccable perfection. Those who perish here are left to rot, for crows and ravens (creatures sacred to Thunor) will not dine on the flesh.

high guaRd foRt

Located in a hidden valley in the Mace Mountains, High Guard fort is a temple to Tiw. Warriors trained here in seclusion, without the distractions of the wider world, honing their art before serving Tiw on the fields of battle. When the orcs invaded, the clerics joined the Saxa defenders to a man, dying honorably though futilely. Nagrat’s scouts have never learned of the temple’s existence.

Unfortunately, it has not remained empty, for foul beasts have made their ruins their home. However, if they could be cleared out the fort would make an ideal base for a resistance cell. Not only does it of-fer protection, but its armories are full to bursting with weapons and armor. Its musty library boasts many treaties on warfare, as well as strategic and tactical maps of pre-conquest Orcmark. Coupled with its remote location, a talented commander could equip and train a small army right under Nagrat’s nose before putting them to good use.

SAMpLE ARTWORK

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moon fog vale

On the southern side of the Ribbon is a steep-sided valley. As the moon moves through its regular patterns, the valley becomes enshrouded in mist. The density of the mist varies with the moon’s phases. During Deorcmonan the valley floor is completely devoid of mist, though the lack of moonlight causes its own problems. During the crescent and half moon phases, the mist is thin. Treat this as Dim lighting (–1) during the day and Dark (–2) at night. Throughout the three-quarters phase visibility is Dark (–2) in daylight hours and pitch Black (–4) at night as the mist thickens. During Fulmonan the mist is almost solid—day or night, visibility is treated as pitch Black (–4). Clerics of Maera not currently penalized by sins suffer no penalties for the fog, though ambient lighting conditions apply as normal.

No record of this phenomenon existed before the creation of Orcmark. Before the orcs invaded the valley was the site of a small temple to Maera, a quiet retreat when clerics and mage came to study in the secluded landscape. Nothing has been heard from

the clerics since the first mists rose, and the orcs shun the place, believing it cursed. It is certainly no place for trespassers, for vi-cious moon dogs hunt here in packs and magimentals roam freely through the mists.

ostpoRt

Population: 2,000 orcs, 2,000 archers, 20 cliff giants (estimated), 3,000 humans (estimated)

Ruler: Orc-Warlord Shagnath (nominal)With the great harbor at Ostersund unavailable, the orc navy has

to make its headquarters in the former finishing village of Ostport. Its flimsy fortifications have been greatly strengthened in the land-ward side, with rows of sharpened stakes forming a maze through which approaching caravans must carefully weave. In the mouth of the harbor, a cove barely large enough to berth five galleys at a time, stakes tipped with iron barbs have been sunk just below the waterline to prevent the enemy from launching a direct assault.

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Ostport is the headquarters for the Southern Army, though War-lord Shagnath spends much of his time at Ostersund. In his absence, the garrison and slaves of Ostport go about their daily lives.

Day and night, an army of slaves works to repair existing galleys and construct new ones. While the orcs greatly desire sleek long-ships with which to patrol the coast, many of the shipwrights either managed to flee to Midmark or were slain during the conquest. Thus, the orcs must be content with the only type of ship design they have ever mastered. Burly giants stagger around the shipyard and wharf, carrying colossal timbers, lugging supplies, and taking booty to and from the galleys.

pRison camp

This is a generic location. After the conquest of Orcmark, Nagrat divided the captives among multiple prison camps. The largest (outside those near the major settlements) contains 1,000 wretched slaves, while the smallest numbers just a few score souls.

Security is notably lax except in the major camps (and then it is high only because the warlords have their headquarters there)— but there is nowhere for prisoners to run, as those escaping are hounded by hungry dire wolves, and for every slave who escapes ten are out to death as punishment. As such, few are surrounded by any form of barricade.

Typically there is one squad of guards for every 100 slaves, though in rural areas of little importance this ratio may be as low as 1:400. Regardless of the troop type, guards are issued two dire wolves per squad. Deliberately kept half-starved, the wolves feast on dead pris-oners and those foolish enough to escape. pretty much left to their own devices, the guards are notoriously cruel to their captives.

Slaves are typically housed in tents or draughty huts. The guards’ quarters are little better, but orcs are accustomed to hardship. Sani-tation is non-existent, leading to disease. Rations are served once a day and consist only of thin gruel, hard bread, and tainted wa-ter—meat and vegetables have long since vanished from the slaves’ diet. During the early days, citizens used what wealth they salvaged from their homes to bribe guards to deliver better rations or allow the slave to avoid work. Now that money is gone, the slaves are all equal in their hardship.

Depending on the camp’s purpose, there may be ore smelting works and forges, threshing barns and granaries, or other work-shops.

WatcheR’s island

part of the key to defeating the orc pirates is to know their inten-tions and locations. Roughly halfway between southern Orcmark and Midmark is a tiny island, little more than a towering rock rising near vertical from sea, surrounded by jagged reefs. The cult of Rigr maintains a concealed outpost cut into the living rock. The duty of the clerics stationed here is to watch out for orc pirates using al-tered senses and farsight, and then report their strength and course to the authorities in Ostersund, Drakeport, and Aith using voice on the wind spells.

Two clerics are assigned here at all times, each pair serving a month-long tour before being relieved. Many end up serving much longer, for bad weather can hamper attempts to reach the small island, and orc patrols must be avoided to maintain the strict veil of secrecy concerning the occupation of the isolated outpost.

Although the island’s location is far from ideal, it has served the Saxa well. Frustrated by their increasing inability to find suitable prey, and too often running into heavy resistance where none was expected, many orc crews now believe an invisible ship crewed by clerics of Neorthe sails the Crystal Sound, spying on their fleets.

WatchtoWeRs

After the conquest Nagrat’s forces began major engineering works. As well as laying paved roads between the settlements, gar-risons, and camps, they took over the Road Warden travel towers, extending the network to cover the land. Although supply caravans

do make use of them as resting posts, their main purpose is as a line of communication.

Raised upon high ground whenever possible, they provide a commanding view of the surrounding land. Any terrain which could allow an enemy to sneak up close has been cleared, with trees hacked down, vegetation burned, and small hills flattened. Stationed in each tower is a single squad of orc warriors or runts.

The lower levels are as per travel towers, consisting of two open-plan floors. Stretching a further forty feet into the air from the flat roof is a thin, stone spire, accessible only by an exterior ladder from the roof. Atop each spire stands a signal beacon, which is lit only when messages must be relayed. Due to their positioning and the ferocity with which they burn, each tower’s light can be seen for many miles, even in daylight. A metal shutter allows the orcs to send relatively complex signals consisting of long and short bursts of light.

A constantly burning light indicates the tower is under attack (it is kept constant because no one can be spared to operate the beacon’s cover). A regular series of single flashes means a large force of invaders has been detected and reinforcements should be dispatched immediately. A pattern of two flashes and a long pause signifies the presence of a small group of outsiders. Three flashes means a patrol has failed to return or has spotted lost intruders. Ei-ther way, help is required. One flash, a pause, and then two flashes indicates the capture of prisoners.

Because of the towers’ capability to rapidly transmit message to neighboring stations and thence to local garrisons, any heroes detected in Orcmark will quickly find themselves harried by tireless pursuers. The towers are also a weakness as much as a strength; if a party who knew the codes could take over a strategically placed tower they could relay false signals, sowing confusion in the enemy ranks and possibly opening a breech in the defenses they, or others, could exploit.

peRsons of noteNagrat and his warlords, the major villains of Orcmark, are de-

scribed either in the chapter text or in the Hellfrost Gazetteer.

Battalion-captain gRond

Grond has served Nagrat since before the conquest, though he has never seen his liege’s face. Despite working his way up from the ranks through a mix of lethal cunning, dead-man’s boots, and natu-ral leadership qualities, Grond has no love for Nagrat and would work with anyone to see the king slain.

This is not to say Grond has any desire for the orcs to withdraw. Quite the contrary, in fact. He sees Nagrat as having failed his race, for the conquest has stalled and orcs die each day for a yard of ground or in a pointless raid to test enemy defenses and firepower. Grond doesn’t have aspirations of kingship, either. While a capable battlefield commander, he doubts he could command a kingdom. To that end, he is willing to support any claimant who would ad-vance the armies.

Grond, acting through trusted agents (trusted once and then put to death to ensure their silence), has made overtures to the Vest-mark Saxa. playing a deadly game, he is trying to arrange Nagrat’s death and lure the Saxa into weakening their lines. Grond claims the orc resolve is weakening and all that keeps them fighting is Nagrat. Should the Saxa commit to a major offensive, he swears he will assassinate the orc king. All Grond asks in return is a portion of the realm where his race can live in peace.

As yet unsure whether an orc can be trusted, the Saxa are content to communicate, but not to commit forces. Should suitable candi-dates, say a small team of skilled (and expendable) adventurers, turn up in Vestmark, they might be persuaded to cross the border, meet with Grond and size up his honesty.

KRahnaK, Wolf of daRgaR

Known among the orcs as the Hand of Terror, Krahnak, a pala-din of Dargar, commands the Jaws of Misery, a half-company (five squads) of crazed dire wolf riders. Answerable only to Nagrat, the

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heavily-scarred paladin is universally despised by the warlords and greatly feared by the rest of the armies. The Jaws of Misery are not assigned to any of the four fronts on a permanent basis. Instead, they go wherever Nagrat orders and carry out whatever commands he places on them.

Krahnak enjoys killing, but his crimes are rarely that straightfor-ward. Simple murder rarely produces terror, especially in enemy warriors—death is, after all, every warrior’s shadow. Krahnak’s force mutilate and despoil their victims in ways so gruesome that even other orcs find unsettling. It is not just the hated enemies of his race who incur his particular brand of terror—orcs who fail Nagrat are thrown to Krahnak for his sport.

thegn edmund geiRsunu

The highest ranking Saxa noble not in captivity or slain in combat, Thegn Edmund leads the Saxa community in Kings Wood. He has sworn allegiance to the elf nobles, though he has not forsaken his vow of fealty to King Horgar. While he knows his men are too few to present any threat to the orcs, he nonetheless chomps at the bit, eager to avenge the deaths of his kith and kin. Edmund continually presses the elves to go on the offensive, but so far they have refused to entertain the notion—while they hold true to their oaths of friendship with King Horgar, they refuse to endanger the continued existence of their people with futile gestures against a far superior force.

Edmund has yet to go against their wishes, but should the op-portunity arise, he would gladly lead his people from exile to form a new community beyond the restrictions of the elves, so long as the chance to wage war presented itself as well.

the White geneRal

A mere girl when the invasion occurred, Thora managed to es-cape the massacres and captures, though she cannot say how. For the last 20 years she has somehow survived in the hostile realm, growing to maturity without support. At the age of 14 she devoted her life to Eira, though she has no religious training beyond stories she heard as a child. Eira, it seems, cared little for matters of doc-trine, for Thora has been blessed with divine power.

Neither a strategist nor a warrior, Thora has tried to wage a pas-sive war of resistance— smuggling food and medicine into camps, aiding and sheltering escapees, and, on rare occasions, passing on messages from Vestmark.

Years ago Thora treated a band of rebels who had survived the conquest. Shamed by fleeing the field of battle while their comrades died, they sought penance for their sins. Thora commanded them to serve her for one year in aiding the helpless without resort to violence. Four years on, they remain in her service, still vowed only to kill in self-defense and when no other options are available.

Although Thora dislikes the term “White General,” a title granted her affectionately by her men in deference to her robes and reli-gious calling, but one she sees with connotations of war and battle, she has made no attempt to halt the men using it—the men require a leader, and fate has decreed that to be her destiny.

The orcs have heard of the mysterious White General, and some are now beginning to fear the name. With reports of attacks against orcs exaggerated with each retelling, many believe a talented Saxa general and an elite band of vengeful warriors is operating behind their lines. Every attack on an orc caravan or fort is attributed to the White General, a general who is rapidly gaining all manner of supernatural powers as the stories spread.

With patrols having failed to discover “his” camp, the orcs have recently resorted to threats and treachery. Human “escapees” have been set free; some traitorous curs voluntarily serving the orcs under the promise of freedom should they hand over the White General, and others not so willing, but with the promise their kin will suffer all manner of terrible, prolonged torture if they do not.

Why come heRe?Orcmark is a dangerous realm. With four active military fronts,

constant orc patrols, no allies to call upon, no places to resupply, and harsh punishments for those caught wandering in the realm, why would any hero venture here?

* Orders. Characters beholden to the cults of Tiw, Eira, or Neorthe, to the nobility of Vestmark or Midmark, or to the Knights Hrafn may be called upon to serve at the front in some capacity. While the main armies are deadlocked, small raids, intelligence gathering missions, sabotage, assassination at-tempts, and rescue missions are being conducted on a daily basis by all sides.

GMs looking to run more militaristic adventures will find a quick but detailed adventure generator in the Hellfrost Expansion book.

* Glory. Defeating roving bandits, slaying dragons, and looting old ruins can all earn Glory, but Orcmark offers such rewards in abundance. Heroes looking to test their mettle, or leadership quali-ties, against a well-armed and disciplined foe will find the orcs only too happy to oblige.

* personal Reasons. Whether a hero is a Saxa, Anari, hearth elf, or frost dwarf, there is always the possibility he had family in Orcmark at the time of invasion. The character may even be a refugee, forced from his homeland by the cruel invaders. The chance to strike back or rescue kin still in captivity after many years may prove irresistible to certain types of hero.

* Humanitarian Aid. Heroes with a humanitarian streak may be lured here by the chance to do good work. Clerics of Thunor may wish (or be ordered) to liberate slaves, while those of Eira might desire to smuggle in herbal remedies or alchemical heal-ing and succor potions. Even a journey to Ostersund to deliver supplies, once a dull voyage from Midmark, is fraught with peril; mariners and clerics of Neorthe would find challenges to suit their particular talents in the form of sea monsters and orc pi-rates.

In general, Orcmark is a perfect adventuring realm for characters with Leadership Edges, or who command mercenaries or follow-ers. While other realms present opportunity to shine in skirmishes, only in Orcmark can a leader of men show his true potential in battle.

adventuRe seeds* A Saxa slave has escaped captivity and somehow made it

to safety in Vestmark. During his debriefing, he reveals that the family (direct or distant) of one of the heroes is alive but being held in a prison camp. That they live is heart-warming news, but the future looks grim—they have been selected for execution, a sentence to be carried out at the next Deorcmonan. The escapee ha no wish to return to Orcmark, but he can draw a mostly ac-curate map.

* Although assassination attempts against Nagrat have failed, his warlords may present easier targets. Such attempts are fraught with danger, not just because the top commanders are well-protected, but also because any death may result in brutal reprisals against the enslaved population. Although the death of a warlord would result in a replacement being appointed, any delay could sow confusion, and that confusion may just be enough for one of the fronts to profit.

* Vestmark is vaguely aware that the dwarves of Karad Azgul closed their doors on the Saxa, but it is also hopeful a deal can be struck that would allow the war on both fronts to be taken to the enemy, forcing them to divide their forces or at least withdraw troops from the coastline. A small team is required to smuggle mes-sages into and out of Karad Azgul. Heroes with the right skills may also be selected to serve as envoys, charged with trying to secure an alliance that profits both factions.

Variants on this theme involve making contact with the elves of Kings Wood or Saxa rebels hiding in the Mace Mountains, or encouraging the defenders of Ostersund to launch more raids to draw off troops from other fronts (perhaps as a prelude to opening negotiations).

Alternately, the adventurers might be hired to start a rebel group, giving them opportunity to find recruits, liberate slaves, disrupt supply lines, and use those Leadership Edges they invested in.