Keepers of the Clans

Ogre Ruins, part 2
The account as reported to Durotan

We returned to Wolfpaw outpost to find it under attack by ogres. Our fellow Frostwolf orcs and the new recruits fought incredibly bravely against the force that had caught them by surprise. Our primary scout was far afield surveying the area and we had not yet been able to establish outbound scouting parties. We repelled the attack losing only 2 of our side and setting construction behind by 4 days. We will need to be more wary in the future as this could have been an utter disaster. To this end, Oguk has discussed training and organizing some advanced scouting patrols.

Our primary scout did return with detailed maps of the region including several points of interest: a mining site, a village of Draenei, and 2 more ogre ruins.

The Draenei village proved to be docile, but they were too afraid of us to consider an alliance against the ogres and shared little information. We may need to send Dak back again without accompanying warriors to further secure a mutually beneficial relationship. At any rate, they do not outwardly appear to pose a threat, but we should be cautious until we better understand where they stand.

The ruins were similar to the previous discovery. Four stone pillars surrounded a hidden entrance mechanism at each site. Inside were various rooms. One held ornately crafted weapons of which we have brought back a sample of 8. They are too large and unwieldy for orcs to use, but we thought our smiths would find the craftsmanship and artistry interesting.

Our scholars, or the Open Hand, may find historical value in the weapons and the ruins for they seem to be from a time long since past, before the decline of ogre civilization. I am uncertain if it is some magic of the locations themselves or something the ogres were capable of, but each ruin has held animated ogre skeletons doing tedious tasks. It may have been that ogres were once capable of harnessing the spiritual energy of bones for labor, but without guidance these entities carry on without purpose.

Most disturbing of all, we have had to bear witness to ghostly apparitions of historical events. Yet we are not simply an audience for these events but are able to interact with the apparitions as if we were actually there when they occurred. They address us directly! We have witnessed a treaty between ogre and orc, the coronation of a new ogre king, and the torture and beheading of orc children by ogres in retaliation for some misdeed. Something happened to separate orc and ogre as enemies, but this history is not known even by wise old Dak.

We will continue to search for any additional ruins, but we have not seen any pattern in their positioning among Frostfire. Each site has also held a strange glyph which me will need resources to decipher.

My chieftain, I say this next part to you and you alone for it is pure speculation. Once we had seen the apparitions, on exiting the ruins we found that the chamber through which we had previously passed was covered in untouched dust as if no one had entered in ages, yet we had just gone through the chamber minutes before. I will look to the bones for wisdom, but this concerns me that the apparitions were set apart from the flow of time itself until the event could be witnessed. The witnessing of the event may have ended the hold in time and caused the entire location to rapidly return to normal expected age, thus the dust. The implication is that these are messages intentionally placed for some specific purpose. I request that you send others from the council to one of these sites now that they have been cleared of danger. My suspicion is that no such apparition will be found a second time.

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Ogre Ruins
A Tale Recounted by Vash to Tor'vash

Brother, the ogre ruins were quite interesting. I hope your oversight of Wolfpaw outpost was productive for you missed an adventure. Worry not, I will recount the glory for you so that you could live it as if you were there.

As you recall, we were summoned from Wolfpaw by Durotan and we left you in charge of the site as it was too important to leave without the guiding fist of a council member. Durotan was meeting with Doomhammer who was very impressive. His pecs rivaled your own, Tor’vash. We inquired about the Blackrock clan taking on our blacksmith to train him since they are fine craftsmen, and they agreed.

Next we were given the location of some ogre ruins and were dispatched to investigate. En route some cloaked marauders made the foolish mistake of attaching our company and paid dearly for it. I was a fury of fist and bone, but did you know that Bob, Dak’s goat, has a knack for battle as well. I called on the ancestors to give us dire strength which turned Tony as expected into a dire cat and he took one flank while I defended the other. Suddenly out of nowhere, Bob comes up behind me, transformed by my ancestral energy into a bone spiked devil goat and starts leaving gaping bite wounds in our foes. As it turns out, we probably shouldn’t eat that goat.

The ruins were accessed through hand sized carvings on some stone pillars which revealed a door. Dak for all his lore couldn’t figure it out but a series of palm strikes from me seemed to show the pillars who was boss and prove our strength and worthiness to enter. A stairway opened up below us.

There were rooms of shoddy art that even a half wit Orc child would be embarrassed to display. Other rooms of nothing but paper. A map of inaccurate proportions. A room with – and I am not joking – 3 animated ogre skeletons moving boxes back and forth. I wonder if these ogres were so wise in life that the very wisdom within their bones has taken on life of its own. It was a curious phenomena and one I would love to return to at another time for they remain their still as far as I know.

After destroying a rather large spider, we were able to open a locked door where we were greeted by some spirit of an ogre. It did not seem to know that it was dead nor that there was nothing else in the room for it moved about as if interacting with objects in the room which were clearly absent. This spirit brought us before 3 other spirits who were under the assumption that we were there to sign a trade deal defending ogre caravans. After an exasperating interaction, we did end up “signing” a spectral document which we could not read. Dak believes the ogre chieftain was the spirit of a great ogre chieftain who was thought to be a legend rather than a real person.

We returned to Frostwolf village with our story and an orb containing what appeared to be lightning. Neither Durotan nor Doomhammer could identify it, and neither could believe our tale, but I know you will believe me, brother.

Don’t worry. We won’t leave you out of our next conquest.

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Establishing Wolfpaw Outpost: Day 1
A Frostwolf Fireside Tale

You were lucky that we found you when we did. By the looks of you and your cave, you probably didn’t have much time left. Your women were gone and with that evil creature preventing you from leaving to hunt, you would have died in no time.

The ancestors have smiled upon you by sending us your way. You can avoid that grim fate by proving yourselves worthy to become Frostwolves. What does it mean to be Frostwolf? It means true strength: of body and spirit. It means forging order in chaotic wilderness. It means honoring the ancestors by keeping the old ways while forging a new path ahead.

By helping us build this new outpost, currently designated Wolfpaw, you will start making names for yourselves. Whatever names you had before, those belong to dead men. You will become something new, something greater. We will work on your discipline and mettle so that when this outpost is completed, we can march you in front of our great chieftain Durotan with confidence that you will be accepted fully as new brothers in the clan.

I’m the morning Dak and Oguk will start cataloguing your skills so we can best utilize your talents in this endeavor. Some will serve as labor to build the fortification. Others will be charged with defense. Still others will hunt food and gather supplies. Lastly, a few of you may be tasked with scouting the area with us as this region is unfamiliar to the Frostwolves while your knowledge may be more intimate.

We need Wolfpaw built and quickly. The Frostfire ogres have made their intent for war known. Wolfpaw will serve to support any advanced forces and provide surveillance of any movement toward Frostwolf village.

Besides ogres there are others out here. Before finding your cave, we also found some sick Draenei. It is not yet clear if that was an isolated occurrence or if more Draenei make their homes here. They did not appear threatening but we should be ever vigilant.

Eat up, boys. We get to work in earnest when the sun rises.

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Kargath comes to Frostfire/First Blood
A campfire tale of the Frostwolf clan

Brothers and sisters, you have no doubt seen the arrival of emissaries from the Open Hand. We are blessed by the presence of their leader, Kargath, himself. Perhaps you have even spoken with them regarding their grand plan to unite the clans. Let me reassure you that the Open Hand are diplomats and sages. They do not seek to unite through war but rather through the sharing of knowledge and trade. Essentially Kargath seeks to make the model of the clan and expanded to include all orcs under a unified banner.

Already we Frostwolves share our skills in order to survive. Indigo and Igorak bring us food. Dak mends our wounds and crafts magical trinkets. Oguk blazes trails into the wilderness beyond our village. Our great chieftain guides us with his wisdom. And Tor’vash and I bring honor to our clan in battle with our enemies.

Even now the Frostfire ogres seek our destruction, but we have a plan. In the morning we will take a group and begin the construction of a fort overlooking ogre territory and our own. We ask for any volunteers who wish there names to be remembered by the clan for their bravery. There will be danger as we have already slaughtered 2 scouting parties of ogres, and they may seek revenge. I say let them come! Let them have their fill of Frostwolf fists to the face and mouthfuls of their own blood! This land is our home and we shall not be parted from it!

I also have to admit to the wisdom of Kargath’s words. Perhaps we would be stronger united for we are beset by many enemies: ogre, Draenei, beasts, and the forces of nature. We will now and forever be Frostwolf, but maybe we could also be something more. It would dishonor our clan not to contemplate the offering of a welcomed guest.

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Division and Reunification
A fireside tale of the Frostwolf Clan

Durotan had a falling out with Indigo and her brother, the twins primarily responsible for gathering meat for the clan. As a result they had left, compromising the longevity of the clan just as we were being threatened by the Frostfire ogres. Durotan requested that 4 members of the council secretly search out the two and request there return.

Tor’vash and I eagerly volunteered for the glory of our clan. Oguk, the hunter who had led me into the wilderness and protected my body on my vision quest, agreed to go as well as we would need his survival skills. The shaman also consented to go in order to temper our youthful vigor with his knowledge and wisdom.

Several opportunities to demonstrate our might presented themselves. We slaughtered 4 dire wolverines that rabidly attacked us. I stripped their bones to honor our primal ancestors and there power became ours. We crossed paths with several members of the Red Walker Clan and joined them in a storied battle with a wraith and several wights. Oguk’s tiger, Tony, suffered grave injury but survived. The cat is brave but is still a beast and no match for the nobility and greatness of an orc for our destiny is to dominate Draenor.

We found Indigo and her brother in a cave. The nature of their quarrel with Durotan was not clearly stated, but the shaman had heard rumors that the dispute was over moving the clan from their more defensible current position to a location more centralized for hunting wild game. The twins lost our respect for the childish way in which they defied our chieftain, but would later earn some modicum of respect back by demonstrating their prowess against a salamander and several fire iphrits. If only there sense of propriety was as strong as their martial skill, they would have seats on the council and Frostwolf would be greater than ever.

We returned to the Frostwolf clan with the twins, who agreed to stay. Durotan has now tasked us with sending a message to the Frostfire ogres who threaten our existence. Tor’vash and I rejoice in another opportunity to establish our legend and honor the ancestors.

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Welcome to your campaign!
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Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

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If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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