Vorel'thel

## Statistics

**Government:** Occupied territory, totalitarian (extorted by Thornmoor, ruled by King Kopesk)

**Population:** 32 (hamlet): Lizardfolk (98%), Other (2%)

**Notable Guilds and Organizations:** Unknown

**Notable Churches (function similiarly as guilds):** Semuanya

Off the Northern Road between Thornmoor and Ethergaarde is a
winding marshland that feeds off the Vaitarna, a swamp known as Vutha Fen. Dreary
fog hangs off of fetid water where cat-tails jut out of the warm black, and a
series of concentric circular hills rise out off the often flooded lowlands and
hide a series of cyprus bark huts, reinforced by clay. This is the ancestral
home of the largest tribe of Windswept Coast lizardfolk, Vorel’thel. Years ago,
the town was raided by Thornmoor, the able bodied folk made into slaves. It is
said that their current ruler, King Kepesk, made a dark pact to allow for a
resurgence. It is known that Thornmacht can come by at their whim and take what
they want, but avoid fully destroying the village, finding value in the kind of
worker the village produces.

## Guide to Vorel'thel

### 1. King Kepesk's Hut

The Pact of Kepesk allowed the scattered survivors of Vorel'thel to get a second chance at their ancestral home. Here, in the very center of the village, on the highest hill surrounded by a bed of moss is the hut of King Kepesk. Inside is a scene of carnage, with blood and giblets strewn about the otherwise most opulent hut in the village.

### 2. Village Shrine of Semuanya

Here, Asilzia, the priestess of Semuanya, is a link between Vorel'thel's present and past. A blind visionary, the lizard advises those that listen to her, which does not include the king.

### 3. Traps and Foodstuffs

A series of fen traps and fox cages are assembled into rows here. Hunters bring often live or still bleeding game and place them here, a recently dead or dying animal especially prized. Several fires are kept going during the day around the area.

### 4. Thurkear's House

The first hut outside the Northern Line is the house of Thurkear's, the watchman of Vorel'thel. Meetings of the hunters often take place in this bachelor's house. Thurkear is unlucky and love and does not have a mate, leading the hut to have extra space.

### 5. Rasvim's Trading Post

Inventory List

Set up by King Kopesk, Rasvim, his second hand man, grew wise to the machinations of the Thornmoor slavers that regularly come to the visit to retrieve able bodied males to put to work within the city, the cold emotionlessness and strength of the lizardfolk prized qualities for the city's slaves. Rasvim learned that he could save himself by setting up a store and offering unique objects found around the swamp. Most Thornmact simply loot him when they stop by, the wares kept for Thornmoor explorers on safaris (See Nature's Rise inventory) but the artifice is sustained, and it seems to be enough to keep him out of harm's way.

### 6. The Northern Line

The hill here drops off fairly severly, with a treeline cut down as well as a series of piled rocks where executions take place. Right outside the stumps in the earth that mark the entrance to the village is an area the Thornmoors often congregate. Even though the Thornmacht dominate the area, they are wary of walking into a circular village where they would be surrounded on all sides.

### 7. Vutha Fen

A freshwater swamps that feeds off of the Vaitarna, the Vutha Fen is a dreary, foggy, humid marshland that winds off of the hilly village and has the bulk of its water to the southwest on flat land, where the water table is high and runoff is slow. Seasonal flooding and rainwater causes the water level in these swamps to fluctuate, sometimes causing the land around Vorel'thel to be difficult to traverse. Water-tolerant plants, such as cattails, lotus, and cypress, grow in the swamp’s wet soil. Hostile bullywugs, alligators, and worse are known to roam the swamp.

### 8. Hunting Grounds

Thick copses of pyramidal tupelo trees hide a verdant and productive area of wild, where wolves, coyotes, grouse, herons, and other animals frequent. This is the main source of food from the village. Lizardfolk stay away from the center of the swamp, where the Coven of the Fingers of Iggwilv was built in time immemorial. It is here that Anima, Malise, and Loreley, a night hag, a green hag, and a sea hag respectively, use their dark magic to aid Iggwilv. It is known that able bodied male lizardfolk are known to be netted and taken in this area, as the Thornmoors are wise to know that the village sends its powerful hunters here.