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Sargoth

Sargoth is the land of the orcs' rule, ever since they were routed from

other parts of the world. 

Other "monstous" species dwell in Sargoth, including goblinoids such

as the small actual goblins, the norkers, pugwos, hobgoblins,

and bugbears, athach, ogres, trolls, and other giant kin as 

well as some cave and hill giants, and several others roam the

lands of Sargoth, though orcs are easily the most numerous

and control the most domains. 

The land of Sargoth has never been hospitable, but it has 

grown even less so with civil wars among the orcs, such as

the Abyssal War around three centuries ago which saw a

splinter clan of orcs, the Kutauz Kijak or Black Blood Clan which, losing

faith in Gruumsh and the Orc King at the time, turned to the demon lord

Baphomet, following the winged half demon tanarukk, Karobokk. 

Ultimately Karobokk and his demon worshipping kin were defeated and

their minotaur allies were routed into the Underdark, but the land of

Sargoth, itself, was ever corrupted, turned into a mostly wasteland with some few spots of woodlands that have grown larger over time. 

Most of Sargoth is a gray, rocky unpleasant place, with roaming patrols of orcs and goblins, fierce monters roaming the lands unchecked, and constant fighting and war breaking out across the lands. 

Sargoth has some of the most dangerous monsters dwelling in its stony environment from rock drakes to dire wolves and hellhounds that still thrive even after the Abyssl War. 

Despite the dangerous fauna that exist in Sargoth, by far the biggest threat to orcish kind are the brutal deep quaggoth who dwell in dark undererthern dens, periodically pouring onto the surface to attack orcish and goblin settlements. The quaggoth have poor tactics but also chaotic patterns with no rhyme or reason to their timing or attacks. 

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Norg Sarroth

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Norg Sarroth is the main port of Sargoth, for orcs and the other

peoples of the orc lands. It is not a port open to anyone else and any

non-orcish vesel attempting to approach the port is attacked without

question or quarter. 

This heavly fortified port city is also the home

of the orcish navy of Sargoth. Orcs do not

instinctively take to water but they do

take to water which still makes their

ships frightning enouh to run

into in a battle, which most

intelligent seafarers avoid. The

Chief of Norg Sarroth is 

Ragnath the Blood Tusk of the

Blood Tusk Clan of which he also

rules. Ragnath is a no nonsene,

strict chief, not excepting

excuses or failures by those who

do not complete their missions or

tasks, epecially order given by the Orc Chief,

himself. More than a couple orcs, goblins, and others have found their shoulders with no heads when  disappointing the chief. 

​Occasionally the more unruly "sea orc" sailors and the Sargothian orcs break into in fighting. Chief Ragnath does not interfere or even levy punishment on these, typically bloody and violent outbursts, instead letting them weed out the weak, llowing the strong to remain as both ship captains and town leaders. He does of course, keep an eye on the very capable of course, more than a few of which have found themselves delivered to the Fighting Pits of Dergios quite suddenly and unceremoniously. It is said that Chief Ragnath's own son survived the pits when coming close to challenging the Chief's power, and now plots hi revenge out in the gray rocky wastes of Sargoth somewhere. But most locals scoff at this as an unlikely story to inspire young orcs. 

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Ruthok

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This gray, unassuming mountain sits on the southern-most rocky

island of the Jagged Teeth, the sries of stone islands and jagged rocks

in the Dark Sea off the Western shores of Sargoth. 

The sharp rocks make it hard to climb the mountain and in the Frigis

season (which the orcs call Faftovka) snow covers the top of the 

already cold mountain. 

Most travelers with any sense, even

the brqvest and not so wisest of 

orcs feel no real urge to venture on

or in the mountain, however, despite the

veins of ore that might be within it due to the

island's only known inhbitants. The stone

trolls. 

Some younger orcs will take a war party of

equally young like-minded glory seekers to

the moutain and this rarely ends well for the

foolish young orcs. 

Some few who have rturned to face the punishment

of their failure and misjudging of their foes, have been said to discover that the stone troll search for something in the cold deep of Ruthok, and the orcs at the least, are happy to let them keep seeking whatever it is they look for. 

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The Jagged Teeth

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Thi series of gray, dismal islands of sharp stones surrounded by even

more sharp stones called "Lundar Molvok" or Ship Breakers, by the

orc sailors. Orcs sail clear births around the Jagged Teeth and a 

soul, even a local orc or goblin would be hard pressed to find a

captain foolish enough to sail into the Teeth, 

Not that there is much on the rocky islands to see and, what is there

is dangerous at best and, likely, death to those lingering. 

Most of the islands are home to the gray wyverns which, though

more malnourished looking and slightly

smaller than their more muscular kin

make up for this with a tail sting that

does not poison a victim, but 

instead can turn them to stone. 

As fearsome as the gray wyverns

are, the stone trolls in the South

Most mountain island os Ruthok is

the real reason most of the Sargoth 

peoples stay clear of the Jagged Teeth, no one

wanting to test their luck or prowess against the mosnters and the few foolish enough to try it, tend to end up being a meal for this cadre of the stony trolls. 

There are legends of an ancient weapon, the Zao Zemaar or Black Heart, a legendary greataxe of great power which may lie in the Teeth somewhere. But even the lure of such a great weapon

remains the dream of young orc warriors and a foolish lure to one;s death for the older. 

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Orcish Watchtower

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Orish towers cover the landscape of Srgoth, a testament to the orc

reign and iron hold on the land. 

Orc towers are occupied by no less than a dozen orc guards, often

accompanied by wargs and some larger brutes such as

bugbears or ogres. 

The entrance to most towers are literred with skulls that

also smell of urine and/or feces as is the custom of the 

orcs residing in the towers. This shows the many 

enemies the tower has claimed and also shows that

these enemies are not worth more than the offal that

an orc might give. 

An especially powerful attacker on the tower, however,

such as a giant or dragon may instead, find their skull 

hanging over the arch of the tower's entrance. 

The tower in the Jagged Teeth, known as Kilokk or Prison, 

is considered the most punishing place in Srgoth to be 

assigned to, requiring taking a small boat that most times

navigates the rocks of the Teeth and sometimes does not. 

Despite the "punishment" of being assigned to Kilokk, the tower is important as it guards the Wetern Sea where most of the orc's enemies (or potential victims) sail from. 

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Narthok (The Arch)

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Orc Spirit_edited.png

This stone arch is of an architecture unknown to the orcs or other

peoples of Sargoth and is of ancient construction. 

An orc outpost in the form of one of thir towers can be found nearby,

the outpost called Frum Skakkor or the Spirit Rock, as the Arch is

considered a very sacred and spritual place.

The reason for the holy reverence of Narthok is due to

the spirit of Grokaar of the Third Eye, himself. 

Whe the spirit of the hero of the Purge Wars appears,

orcs consider this the next thing to an appearance of

Gruumsh and those present during these erratic

appearances liten to the spirit and obey, no 

matter what the first Orc King of Sargoth asks.

Due to the spirit of the orc hero showing at

the Arch, the orcs have claimed ownership of

the ancient structure so, where they may not

have built it or owned it originally, they certainly

own it now. 

When the spirit of Grokaar appears, he tends to give a quest to an

orc present, calling the orc out by name. Such orcs are considred chosen and are under the protection of the Orc King, Brogg Mazgi, himself when this occurs. 

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Miguul Torr

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The Misty Mount, Miguul Torr is a gray set of mountains always 

wreathed in mist and often in a light, chilling rain and frigid ice and

snow. 

In the midst of Miguul Torr lies a cave that is said to

smell of the freshly dead and is never in the same

part of the mountains twice.

In this cave it is said lives a gray, withered hag who

some think is undead and others just think is ancient

and vile. 

Despite how horrid the hag is, she is said to know

much, giving up her sight for the ability to divine the

future (though those who have sought out the hag say

that she only foretells the darkest possible outcomes. 

Orcs and others who have thought to destroy the hag, have never

been able to find her cave and those thinking to trick

th hag as t0 take her by surprise have never

returned from such plots. 

The orcs and goblins of Utot Mal, the town at the foot of

Miguul Torr are said to live "in the shadow of the hag" a 

superstition the peoples of the town, themselves, perpetuate as

to boost up the perception of their bravery and glory in daring to live as close as they do to the cursed hag. 

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Utot Mal

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This town is a mix of orc and goblinoids, overseen by Town Chief

Nogbokk Skulleater the bugbear. is found at the foot of the misty 

mountains, Miguul Torr. 

The orcs and evn the goblins of Utot Mal are rather

hardy, hunting the mountain animals for food and

fighting off spitting drakes as they gather food or 

explore the mountains, some searching out the

mountain hag said to divine the future of those

who can find her. 

Aside from the lgend of the mountain hag, 

Utot Mal is also known for having the most

popular spitting drake fights in all of Srgoth,

as the draconic creatures are abundant in

and near the mountains, the goblin pit

leaders making a good bit of coin 

from the sport. 

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Nox Druu

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The Night Woods, known as No Druu, is a dark and mysterious

wilderness that most orcs and goblins avoid, not only for the 

twisted, dark magic that is said to take those wandering

the woods, but also because of the monstrous

boar-like monsters said to roam the wilderness,

cursing all they come The very few 

survivors of eursions into Nox Druu 

swear this is the truth of the place. 

It is said that worse than the cursed boar

people, which the orcs call the

Bolvag Gultur, is the thing they 

serve which is said to be a domonic

being of savagery that turns the 

moon red within the woods if the

moon is full. 

Legend also says that a moon spirit

is trapped by this Blood moon entity

and will reward those who manage to free her.

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Strixt Vorr

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The sight of the most intense and bloodiest battle to ever happen

in Sargoth, Strixt Vorr is a stretch of bloodstained ruin and 

bones, a no man's (or orc's) land with miles of path stretching

around it to avoid the cursed land. 

In the midst of the bones and long dead corpses sits the

Stone Towers, three towers of magical powers

that were built by the orcs during the Purge War

under the direction of the cambion 

Karrnalathis the Bloodied who wielded dark

magics against the foe of the orc who invaded

their land, their lat stand. 

The elven heroine, Akh'Velaheran Eisliesen Huan,

a powerful elven knight fought the cambion and

slew him upon the stones of the tower. But in

his ultimate revenge, the cambion turned

his three towers into a stone tomb wherein

the brave elf would starve or suffocate to

death. 

As she desperately sought a way out to rejoin

her kin in the war with the orcs, Akh'Velaheran

heard a mysterious whisper which led her to hidden and darkly secret tomes that belonged to the cambion warlock, tomes that described a horrifying way for her to escape the trap. As it so happened, robed figures whose faces she was warned not to look at, brought her the ickening ingredients to complete the ritual. 

Akh'Velheran had heard of undead elves before, some turning into twisted terrible things, a hollow husk of their former selves, but she had heard of others who maintained their goodness and souls through the process.

Through her hubris, Akh'Velheran assured herself she would be one of the good spirits to join the undying and

proceeded to complete the ritual with both the forbidden tome and her whispering benefactor guiding her.

This was the great elven knight's folly and, ultimately, her downfall. 

Akh'Valheran was no spellcaster but the whisperer in her mind, none other than Orcus the King of the Undead, could still find a use for her in death. Before the ritual was over, Orcus manipulated a new oath from the elf bounding her to him as a death knight. 

Since the Purge War, Akh'Velaheran Eisliesen Huan's name has become whispered by those traveling or living near Strixt Vorr, in warning to themselves and any companions to not be tempted by the shorter trek through the wartime graveyard, avoiding it at all cost. 

Akh'Valaheran dwells in the three Towers of Stone amidst the bones of the war fallen which it is said serve the death knight as well as the strange, hooded figures who can kill with a look. She neusvr ventures outside of Strixt Vorr, whether she is bound there or simply has no interest in the rest of Sargoth is unknown. 

Some few orcs, hoping to make a name for themselves or unable to abide an elf dwelling in the heart of their lands, even an undead one, march into Strixt Vorr usually with a small force who all add thei bodies to the deth knight's servants. 

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Thol Vadok

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Thol Vadok, the Great Stone Lake, is the largest body of water

found within Sargoth and often times grievances between orcs,

goblins, ogres, and others are put aside to acquire water at the

large watering hole, all present avoiding the Northmost shore

of the lake where it borders on the land of Strixt Vorr, none

wanting to push their luck near the land of the undead.

The lake, itself, is safe enough with the only real

nuisance being the kua-toa that occasionally

come out of the tunnels in the submerged

stone shores in order to do the will of some

mde up god or another that, from what the

locals can tell, is named Kraaluum, some

fish god with "terrible light and demonic eyes"

which, strangely enough, is a description of

a band of orcs who claim to have seen

the monstrous abomination that the kua-toa

worship. 

Elder orcs have whispered the name

aboleth but very few in Sargoth know

the meaning of that word. 

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Akul Morkk

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Akul Morkk, the Wilderness of Shadows, is a perpetually dark

place in its thick canopy of trees and, some say, just an unntural

shadow that is cast over the woods. 

Akul Morkk makes up  lot of the lumber reource for Sargoth so,

despite the whispers of unnatural shadows, the woods are

worked for wood, game, and other resources needed by the 

orcs and others. 

But, rarely does this work take place at night when the shadows

stretch longer and darker. 

It is whispered that there are places in Akul Morkk where the

veil is thin and the Berguul Nodenz (what the orcs call the

Shadow Veil or Shadowfell) can be seen or even entered, 

allowing those walking these dark woods to walk into another

world, altogether. 

At night, in the Akul Morkk, it is whispered that the shades of

orc warriors who went missing return to haunt those who dare

risk the woods in the dark.

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Tharza Koll

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Tharza Koll, Also known as the Hellstorm Rock, is a set of 

mountains going into the Dark Sea, often surrounded with 

otherworldly, unnatural storms. 

Most orc clans and goblin gangs avoid the rocky outcroppng,

leaving whatever powers the hellish storm to its own devices. 

But not only because of the strange howling thunder and 

violet lightning bing a bad omen, but also because those who

spend any time investigating the area nver come back and, if

someone can escape the area they whisper of

kin that are no longer themselves, 

having "the storm in their eyes".

Beyond the strange, possessing storm

of Tharza Koll, there is not a lot to

its empty, rocky shores. In fact,

there seems to truly be 

nothing else, no animals, spirits,

or other creatures other then the

storm and its "mindless" seems to stir here. 

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Ruins of Tok Tha'Mal

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The Cursed City, Tok  Tha'Mal was a city that was falling to the

human and elves during the Purge War several centuries ago.

When war hero Birga Dagga'Korr came to aid the city she was

betrayed by the city's chief, whose name has been stricken from

the stories and songs of the orholl cs, now just known

as Tholl Vadokk.

Tholl Vadokk made a deal with the elf forces

who overwhelmed him, rather than dying

with honor or betraying the elves and

turning on them. 

Birga and her forces were killed

in the resulting slaughter of

betrayal but not before she

called on Gruumsh and

the dark forces of her clan's

blood to curse Tholl Vadokk who

never got to reap whatever the elves had 

promised the traitorous chief. 

The curse twisted Tholl Vadokk and every

ally that partook in his treachery. 

Most of the orcs and goblins, even  set of ogre twins it is rumored, roam Tok Tha'Mal as mindless skeletons and zombies with the strange curse of only staying dead a few hours no matter how they are destroyed but their undisputed leader, the foul Tholl Vadokk is something worse, seeing to have grown into a powerful wight over the centuries. 

Orc clans often us this ruin as a right of passage for young orcs entering adult hood, a group of them being sent into the ruins to "slay" some undead and retrieve an item that more experienced warriors have placed in the ruins somewhere. Bringing back the trophy causes great celebration and glory for the young orcs, some especially promising groups have even told of a ghostly apparition of a female orc warrior guiding them through especially dangerous areas of the ruins, a pack of orc ghouls' ambush being completely maneuvered around. 

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Goblin Burrow of Rhal'Thuuch

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The largest burrow and home to the goblins and goblinoids of

Sargoth, ruled over by the especially vicious King Drgrath, a

hunched and small creature who is, nonetheless, never 

questioned by those in his realms even by the much larger 

hobgoblins and bugbears under his command. 

How the small, cunning king keeps his hold on the burrow and

the goblins at large is a mystery that he hold close but most

supposed has to do with dark magic that his

sibling queen, Booyahgrath, wields and shows

off quite freely.

The cavernous burrows of the goblins 

stretch for  great distance beneath the 

Goblin Mount, borderng on the Underdark

without quite crossing into it in some

places and offering a small, secret

set of tunnels into the quaggoth 

underground territories which the

goblins frequently show the orc forces

(for a price of course). 

Even orcs avoid the burrows without a

oblinoid guide and no orc ventures into the place without other orcs in company as a show of force and an insurance against finding oneself backstabbed. 

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Kul'Kabor Druu

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Also known as Forest Home, this woodland orc domain follows a

different calling than most of the other orc clans, choosing 

instead of war, to protect the last remainin forests in Sargoth,

realizing that the orcs as a whole, will find it harder to survive

without the rich vegetation and game found within the

woods. Traditionally, orcs had smply conquored new

territory when resources started to dwindle but with

the (albeit shaky) truce with the rest of

the Western Kingdoms, invading the other

peoples of the west has become less common. 

The rest of the orcs of Sargoth see this clan and

woodland village as a splinter group and

embarrassment at best and an afront

to Gruumsh at worse. Some even 

rumor that these "leaf orcs"

have turned to a pagan and

heretic religion in the goddess of Meilikki, something the Chief

of Kul'Kanor Druu refuses to coment on. 

The orcs and occasional goblinoids of the woodland village are

more druidic and shamanistic in nature, often communing with

wilderness spirits and woodland powers. 

The woodland orcs hve developed more rangers in their midst as well and an over all respect for the peace and beautfy of the woods even beyond the resources that mut be protected within. 

​This village community would surely have been sacked, burned, and its memory forgotten if not for the unique protector the village has. All reports say that some rare form of dragon none of had ever heard of guards not only the village but the entire spanse of the woods surrounding it as well. This dragon is said to be more or less invisible in the woods until it strikes, its hide going from a color matching its surroudings to a deep amber, striped body which unleashes a kind of sap-like breath that sticks and continues to burn its victims. 

Not the largest of dragons ever seen, this "amber dragon" nonetheless strikes fast and hard, running intruders out of its wilderness areas. 

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Narthol Haakor

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The Undergate, Narthol Haakor is a tunnel system leading

directly into the underworld territories of the

quaggoth, creatures considered savage even by

the low standards on the topic of the other

montrous peoples of Sargoth. 

It is said that beyond the quaggoth are

deeper tunnels leading into the 

Underdark, itself. 

Having mostly wiped out the surface

quaggoth and pushing their numbers

back into their underworld dens, the

goblinoids and orcs built a mystical

gate sealed with three runes learned

from giant magic. 

To date, the gate has held and though

there are still occasional quaggoth

raids in other areas of Sargoth, the

journey the creatures take to reach

these other paths from the Underdark

seem too much trouble for them to do it very often. 

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Durma Tholl (Deep Crag)

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To outsiders, not that there are many of those who travel to

Sargoth, the Deep Crag may appear as another deep hole, one

usually surrounded by strange weather sure, strange

whirlwinds, acid rains the like, but a deep hole nonetheless, 

likely leading into the Underdark. 

But those living on Sargoth and, especially those knowing the

land's history, know that Durma Tholl is something muc 

worse. 

The Deep Crag leads into blistering earth that, the deeper one

goes into the deep chasm of Durma Tholl, the less natural the

surrounding walls and ground becomes, until a soul is...

...somewhere else. 

As to date not company of orcs, no gang of goblins, no

squad of hobgoblins that have attempted to explore and report

on the Deep Crag have returned. 

So, instead of further exploration, most just keep far and away

from this Northern part of Sargoth. 

What dwells in the Crag, some few older orcs will say, has to do

with a terrible mistake that was made out of desperation when

fighting the invaders of the Purge War, a mistake that has 

never quite healed and one can only hope doesn't spread or become worse. 

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Skaar

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What is worse? A town full of orcs and goblins or a town full of

thieves and pirates? The answer, as nyone knows, is a town full

of orc and goblin thieves and pirates. 

That would be Skaar. 

Despite the fact that the pit of chaos and evil that is Skaar is not

a good place to be, it could be argued that Skaar is the safest

place in Sargoth for non-monstrous species, as long

as they are every bit as conniving and 

backstabbing as the orc and goblin variety, 

and as long as a soul gets his nasty business

done as quickly as possible and doesn't

stray from Skaar. 

The slave trade, forbidden magic 

relics and artifacts, herbal "remedies",

pirated goods, and more is all

accepted and even expected in

Skaar. 

A few noteable places can be found in Skaar,

if one is in the market for things on the 

shadier side. 

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Blood in the Water Inn and Tavern

This tavern, built from an old pirate ship that is nor more theme than functon, is run by an ogre name Ogtokk, once known as Captain Ogtokk. More saavy than his typical kin, Ogtokk knows his way around money and is streetwise well beyond what his dim, vacant stare might hint at. 

The pegleg ogre offers cheap pices and cheaper ale, as well as stale bread and a mysterious "soup" that few outsiders eat.

The tavern also offers very cheap bug and other vemin infested rooms that few want to try out, staying on their moored ships, travel wagons, or pretty much anywhere else. 

Some have witnessed lager than normal rodents around the tavern and have asked if the ogre has a rt problem to which he answers "Whatya think's in the soup?" with a chuckle that visitors hope means he's joking.

Despte the large barkeep and owner, frequnt fights break out in this tavern, leading to heavy fines that make some think the fights are bait to make the town money. 

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The Market

The tent and stall strewn section of Skaar just called "the Market" sells all manner of unsvory things a soul might be looking for, though one should be careful. After all the one hundred and thirty hands and eyes of Vecna offered in the Market can't all be the real thing can they?

This is the famous place to buy Witch's Blight, as well, a potion sold by a hunched goblin witch named Seiggli. The potion is said to offer great power but, in turn takes a great toll. 

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Fort Krug

Fort Krug, is the home of the town's chief. the half-orc names Gregor Bloodfist, an especially brutal man who does not like the status quo to be upset in Skaar. If one is brought before Gregor for a charge such as inciting a cult, using calming magic during a fight, saving an assassination target, and so on, then one miht find thsemves in the Fort Krug Dungeon if they are lucky or they might be fed to Gregor's mutant, large death dog instead.

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Fighting Pits of Dergios

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Dergios is the closest thing that Sargoth has to a liesure city, 

filled with places for the welthier town chiefs and other powerful

peoples to spend coin, experiencing unique and rare delicasies

such as ki-rin shank and fried naga meat. 

But the absolute shining jewel of Dergios is its arena, the Fighting

Pits which pits champions such as the orc Rutgorr or the Ettin

Glare and Munch, generally fighting slaves purchased in Skaar or

captured outsiders thrown into the fights for amusement. 

As outsiders and slaves tend to be weak, however, sometimes

the audience demands more, leading to fights between

champions or for champions to fight deadly captured

beasts such as a manticore, a captured giant, or on very

special nights, the captive bronze dragon, Stormreaver (not the

dragon's real name it is rumored), an agreement not to kill the

dragon known among the compbatants though "Stormreaver"

will definitely try to kill them. 

The Master of the Pits, the orc Narshelba knows what she has in

the dragon and seeing it hurt and beaten to force heal it over a

few weeks or months, is better than the creature being killed 

outright. 

Unlike arenas in more "civilized" lands, prisoners here do not figh for their freedom, but, instead for one more day of life and what passes for food, a hope that usually dies like rotted fruit on a vine as they face the Champons of the Pits who are fighting for mor treasure and glory, treated far better than the slaves and so-called criminals in the Pits. 

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Raka 'Ta Thokk

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The Rock of Ash, Raka 'Ta Thokk was a very active 

volcano until the Band of the Black Blade, led

by the hobgoblin hero Korok Agathor

defeated the red dragon Ashendeath, the 

volcano seemingly dying with him. 

In modern times, the volcano spits out occional embers but 

nothing that threatens the surrounding area, incluing Sargoth's

capital of Mal 'Goj which is very nearby the dormant fire mountain.

​Though the mountain is considerd "mostly" dead, itself, its

fiery interior caves still hold dangers including the 

magmin and other fiery monsters who seem very 

aggressive as if still wanting revenge these centuries

later for the deathblow to the volcano where they 

dwell. 

Despite the (albeit minor in smaller numbers)

danger of magmin, fire salamanders, and fire

bats, orcs and goblinoids still mine the dying

Raka 'Ta Thokk for the rare ore of firesteel that

the fiery caverns offer, being the metal that the

legendary Devil's Heart, the Orc King's blade,

is said to be forged from. 

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Mal 'Goj

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The capital of Sargoth and home to the Orc King, Chaagha 'Nogg,

who rules over the other orc chiefs and the goblin gang bosses. The

keys to Orc King Chaagha's power is greatly attributed to his

formidble sword, Devil's Heart which aside from slicing finely and

with deadly precision, also is said to offer the power of a volcano,

itself. But the Orc King also wears a set of cruel spiked armor

known as Razordeath Armor, not only protecting the king from 

most phyical attacks but also giving such attckers much worse

than they dished out. 

The king's personal guard also use wepons and armor crafted with

the Firesteel mined in the nearby volcanic mountains of Raka 'Ta

Thokk. His twin wyverns, Gothur and Agnor can also be seen

flying around the fortress or the city, itself. 

The city of Mal 'Goj is a by the books military state, mostly 

composed of orc and goblinoid training grounds with plent of 

carousal houses to let off the steam of training and fighting all day.

A few venders operate in the Central Mal 'Goj Market but as a 

hustle or shady dealer is much less tolerated in the Capital, the

pickings in the market are slim at best in comarrison to the likes

of other towns such as Skaar. 

Most are ok with this, with wood, mineral, and other material 

shipping is the main way the city, or the King mostly, remains 

profitable. 

But the merchants who do come to the Capital are happy enough with the relative safety and far treatment in Mal 'Goj, despite the very high Merchant tax levied on them. 

Very few are brave enough to attack caravans or ships with the Orc King's mark on them and those foolish enoug to try, find themselves up against sme of the more capable orc warriors. 

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