Land of the League of Tooth & Claw

Overview of Iourn
Character Classes
Races and Templates
Money and Equipment
Languages
Time and the Moons
Cosmology
Religions
Guilds and Societies
Gazetteer
History
Timeline of Events
Campaign Log
Character Spotlight
New Spells
A to Z
Sitemap


What's New?
Teacosy Home
Iourn Home
D&D Home
4th Edition

FBI Home
Hurssia Home
Special Features
Master Sitemap
FAQ

Iourn Home > Gazetteer > The Land of the League of Tooth and Claw

A misnomer of a name if ever there was one. This may be a land of tooth and claw, where disputes are solved with fists and arguments by armies but there is no alliance to speak of, no one leader and no sense of unity. This fact alone has saved Stonebark, Kerikal and the dwarves of Gunstadtan from destruction at the hands of the detestables that dwell in these dark lands.

The land is the home of vast nations of the goblinoid races who dwell both on the surface and underground. Goblins, hobgoblins, bugbears, orcs, ogres and gnolls are the masters of this land. There was once a time when the name was an apt one. Shortly after the Hadradans fled the continent an orc called Narltooth came to such great personal power that he was able to whip the humanoids in these hills into a coherent army. The humans of Kerikal were all but wiped out, the gnomes of Stonebark were on the verge of defeat and the dwarves of Gunstadtan trembled in their halls. Narltooth stood on the verge of ultimate victory, or seeing his forces flow over the Cullbarren Peaks and into Norandor. Narltooth was butchered in his sleep by unknown assailants and within a week the army and the whole nation had descended into civil war. The dwarves and gnomes shored up their defences and began to force the fell creatures back. They continued to push until the Land of the League became trapped on the island where it currently resides. No-one did find out who it was who broke Narltooth or saved the continent; sages cannot begin to guess who had the power to do it. But there are those who like to believe that somewhere, hidden from the gaze of man, the Elves are still watching over Urova, and would act if anything truly threatened her.

The strike against the League splintered the force, creating many small autonomous communities of goblinoids in the Gunstadtan Hills, the Cullbarrens and throughout Kerikal. They were still dangerous, as the continual raids on Norandor and Gunstadtan during the 170s proved, but they would never be such a threat as they were in the early days of the lunar era.

The Land of the League of Tooth and Claw today is a collection of principalities ruled by goblin-kin who only holds power as long as he has the strength to do so. These barbaric creatures war with themselves as much as other races, but they are not to be underestimated. Goblins have a special hatred of dwarves and gnomes and would do anything to see them hurt and as for the orcs.... the orcs still hold a terrifying grudge against elves and their kind. The land is rocky, barren and sparse with much tundra and few forests. The winters are so cold that sea between Kerikal and the Land of the League freezes, and it is at this time of year that the humans feel most vulnerable to orc attack.


 
Teacosy Home | Iourn Home | D&D Home | FBI Home | Hurssia Home | Special Features | Sitemaps | Disclaimer | Contact Me