Ger'kroz

### Demographic

31% Goblinoid(Bugbears, Hobgoblins, Goblins), 23% Orc, 21% Lizardfolk, 19% Giantkind (Ogres, Giant Variants), 6% Other

## Settlement Stats

### Spellcasting

6th - Spellcasting services above 3rd cost double the calculated price.

### Corruption

+9 (to Bluff City Officials/Stealth Outdoors)

### Crime

+8 (vs Sense Motive checks/Sleight of Hand)

### Law

-8 (on Intimidate & Diplomacy, if related to the law/well being of the town)

### Lore

+3 (on Knowledge & Diplomacy for Gathering Info)

### Society

+10 (on Disguise & Diplomacy to Alter Attitude)

Presently occupied by enemy forces.

## History

The City-State of Ger'kroz was not something planned. The Archdruidess Zha'danell, loving all life as she did, did not feel hatred towards the minions of the Betrayer, despite their loyalty to her enemy until the end. But rather than killing, or imprisoning, all of them as her comrades did, she took a large number of them and allowed them a place deep within the Forest of Zha'danell, where they could live in peace. Under her careful tutelage, and over the course of many years, these former minions began to learn independence, self-sustainability, creating their own city-state hidden in the forest.

Of course, it was not without it's hardships - with so many monstrous races, so use to war, violence, and hatred, it was difficult. There were many fights at first, and Zha'danell rarely had a moment to so much as meditate without fear of some potential disaster affecting the settlement. But she continued with her word, and over time, the formerly violent races of orcs, ogres, goblinoids, giants, and even undead, began to progress into something more. They lived a life of peace, of serenity. These normally short lived races found that life was enjoyable when you lived for more than a few years past your adulthood.

Ger'kroz grew into a sustainable, well-natured land. The inhabitants lived in tune with their surroundings, and took pride in their racial heritage, even with the dark stain of the Betrayer in their ancestry. Although they were still warriors and soldiers at their core, they have so much potential to become something more. Even with the Archdruidess gone, they remembered her teachings and hold them close.

Unfortunately, this wasn't always meant to last - through the subversions of other's, Ger'kroz was carefully pushed into a more wicked state, and with a City-State already teetering on the edge, it was enough. Many Clans within the City-State became more hostile, aggressive. Although Lady Alai did her best to help her people, it was not enough.

It was in Year 100 that Ger'kroz, under duress due to an explosive population growth in a time of peace and expansion, as well as distinct religious differences, spits into multiple smaller Kingdoms. Multiple Clans go off to make their own Kingdoms within the Forest of Zha. With this new **Dragalla Alliance**, they agree to assemble a Council within Ger'kroz, to ensure that they stay close and actively allies against a potentially hostile world, but each of these smaller Kingdoms have their own ways of governing.

## Geography

Ger'kroz is not like other towns and cities. It has no signs of planning, the streets are made of dirt, and many of the homes are more-or-less open huts. Although for many decades, Ger'kroz lived with nature. With population growth, this ceased, resulting in Ger'kroz expanding and cutting away significant swaths of the forest.

## Inhabitants

The inhabitants of Ger'kroz are many. Orcs, Ogres, Goblinoids, Giants of various species, Undead, and many more - descendants of minions of the Betrayer who wished for peace, or to live, despite their crimes. Although this history has been forgotten, the inhabitants of Ger'kroz were once known for living in peace, with nature. This changed over the years, and now many of it's inhabitants wish to reclaim what they perceive as former glory.

## Religion, Magic, Technology & Military

### Religion

Although initially not entirely religious, Ger'kroz had a religious revelation early on in the Age of Dynasties, and a Temple to Sarenrae was erected. This was cause for significant turmoil and duress between the more religious citizens, and those who hated Sarenrae - of which there were many. This duress eventually caused numerous Clans to split, and make their own Cities among the Dragalla Alliance.

### Magic

Magic has it's place within society, although it is often looked down upon by many of the more martial members of the City-State, it is still fully welcomed; especially nature magic. Druids, Shamans and Clerics have a particularly important role in Ger'kroz, especially among the remaining Clans.

### Technology

Technology has absolutely no hold within Ger'kroz. In fact, metal is rare. Items that would ordinarily be made of metal are typically made of wood, crafted by Druidic Woodworkers to be as strong as metal items.

### Military

Ger'kroz has no formal military, but they do have a decently sized force of Guards. Although the vast majority of the creatures of Ger'kroz are perfectly capable of holding their own. Although unknowingly dangerous, Ger'kroz leaves most of it's protection up to the other Cities in the Dragalla Alliance

## Law & Crime

The Laws of Ger'kroz are significantly looser than other City-States, and most issues are settled between individuals. They have no real concept of Misdemeanors, Felonies or Capital Crimes, but they do grade their crimes as Minor, Moderate, or Major. Notably, most things that are crimes within other Cities are total unknowns within the society of Ger'kroz - impersonating an 'official' would be totally unheard of, and when it was, most foes would simply be killed or banished. The extent of punishments for most crimes tend to be loss of limbs, ranging from fingers to an entire arm, death, or banishment.

**Minor Crimes:**

* Trespass
* Petty theft
* Assault
* Doing drugs

**Moderate Crimes:**

* Rape
* Destruction of property
* Theft
* Robbery
* Prostitution
* Selling drugs

**Major Crimes:**

* Murder
* Arson
* Selling/creating shoddy goods
* Cannibalism
* Keeping hostile creatures that could threaten the populace.

## People & Places Of Interest

#### Places

Despite the spread out, almost mazelike nature of Ger'kroz, there are a few iconic places that everyone knows, and can point you towards should you get lost - in many ways, they serve as landmarks.

* **The Home Tree:** Perhaps the most iconic landmark is The Home Tree; an enormous tree that dwells in the center of Ger'kroz, towering over other buildings. Living within it is a Dryad of considerable strength and power, a Daughter of Zha'danell named Alai, who keeps the Town safe and provides her wisdom and guidance in her mother's stead.
* **The Great Fire:** The Great Fire is a gathering square, and originally a gift from Zha'danell: It is a bonfire that burns eternally. It cannot be moved, but it does not need to be fed fuel. It is where many go for warmth for their home, taking the flames back, or to cook their food. It is also a meeting area.
* **The Roast Piglet:** The Roast Piglet is a large Tavern, serving hundreds of patrons each day. Known for it's grog and less for it's food, the Roast Piglet is run by Gul Stoutmask, a particularly gruff, jovial Half-Ogre Half-Orc.
* **The Grand Hall:** The Grand Hall is one of the largest buildings in the City; filled to the brim with various locations for crafting items of varying kinds, and men and women always seeking new apprentices or workers. It's the best way to find work for a trade.
* **Adventurer's Guild:** The local Adventurer's Guild is open to all adventurers looking to either join, or accept requests.

#### People

* **Lady Alai:** An enigmatic, but powerful Dryad and a Daughter of Zha'danell, Lady Alai lives within The Home Tree, in the center of Ger'kroz. She is old and wise, and serves as an advisor to the Town. She also protects it from potential dangers, her consciousness effectively covering the town for any alarming situations. Despite her previous role as Advisor, her advice is now often ignored despite aiding them for thousands of years.
* **The Chieftain:** The Ruler of the Town is known as The Chieftain; an esteemed position, chosen only by Lady Alai, who then advises them. The current Chieftain is an Orc Paladin of Sarenrae, known as Ruuska. He preaches redemption, serenity, and peace among the people of the Town, but when challenged, he will fight to the fullest. Although Ruuska is the Chieftain of Ger'kroz, he has little sway with the other Cities in the Alliance, as many do not respect him for his peaceful ways.

#### The Clans

*The official governance of Ger'kroz goes to the numerous clans always vying for power within Ger'kroz. Many of these clans represent the various races, and are common organizations that the races congregate. All of these Clans have their own Cities and Towns within the Forest of Zha'danell, but have representatives and their own districts within Ger'kroz.*

* **Clan Blacktusk:** Clan Blacktusk is actually more of a collection of Clans, composed of the 'Greenskins' of Ger'kroz. Orcs, Goblinoids, Ogres, and those that identify with the savagery of those races find themselves within Clan Blacktusk most often. They are led by Ulrak Blacktusk, a Black Orc.
* **Clan Firebeard:** Clan Firebeard is the most powerful clan among the Giants, run by Fire Giants. They only accept Fire Giants. They are also the primary source of metalworking within Ger'kroz, as most prefer the wooden items made by the Druids. They are led by Andrak Firebeard, a particularly volatile Fire Giant.
* **Clan Mosshide:** Clan Mosshide is the primary clan of which Lizardkind find themselves; originally a lesser clan many decades ago, a Lizard King was born among them, and they quickly rose to prominence, gaining the fealty of numerous other Lizardfolk Clans.
* **Clan Greensong:** Clan Greensong is a unique grouping of Goblinoids, particularly Goblins and Hobgoblins. These Goblins and Hobgoblins have come together in an enormous congregation, and have focused most of their efforts upon nature. With numerous druids in their clan, they are surprisingly in tune. They are led by a Druidic Goblin by the name of Vlaz Greensong.
* **House Nightshade:** In their ever present desire to be unique, the Undead of Ger'kroz decided to create 'House Nightshade', rather than a Clan. Of course, Undead congregated together, and in particular, the Vampires of Ger'kroz all united into House Nightshade, a Coven led by a particularly dangerous, manipulative and cunning Vampire Matron known as Cordelia Nightshade.