Chieftess Venomclaw of the Wicked Song:Healthy Adult Alpha Female Gnoll
Gnolls are savage scavengers and predators well adapted to the low light conditions of the darklands. Gnolls have higher than average endurance and agility for humanoids their size, and are impervious to most diseases and infections. Even supernatural curses and conditions are less likely to take when they target a gnoll.
As a young alpha female, you stand about 5'10, and likely have another 5-6 inches to grow. Your retractable claws can rend even the toughest skins and leathers, and your powerful jaw muscles can crunch through thin layers of metal (although doing so would likely break your teeth). Male gnolls you invite to join your pack will quickly come to see you as sister, friend, living goddess, and perfectly hideous sex symbol. You are presently unintrested in reproduction, and as an alpha female, can only be driven into heat by the extended presence of a gnollish girlchild.
Your fur is naturally soft and bright grey, but like most gnolls it is presently a matted reddish-brown due to your habit of rolling around in mud and gore and your aversion to bathing. Like most of your kind you suffer from a lack of modesty and an excess of fur that allows you to generally conduct your business naked, but as the leader of a pack, you might wear jewelry, piercings, or a small amount of clothing to flaunt your status.
Skills:
-Master arachnid trainer
-Great speaker of Gnollish (The native language of the gnolls. A Beast language with some Goblin influence)
-Accomplished rider
-Accomplished horn player
-Talented speaker of Savage Undercommon (The native language of the Kobolds, heavily influenced by Draconian and the Beast Languages)
-Talented polearm user
-Talented fish/amphibian trainer
-Skilled tracker
-Skilled reptile trainer
-Competent mammal trainer
-Novice speaker of Civilized Undercommon (A derivation of the goblin language used as a common tongue by the mighty underground kingdoms)
Inventory:
Silver tipped wood pike
Copper warhorn
Elf leather loincloth
Silk Anklet [Studded with Troll Knucklebones and Copper]
Map and Deed to Blackpool Shaft
Coinpurse
-4.75 Opal Chips (A flat cross-section of opal roughly 1 inch by 3 inches. Used as currency by gnolls and kobolds)
-Small Chitin Key to Blackpool Shaft
Pets and Allies:
-Slowdeath the Titanic Mule Scorpion (A lethal arachnid the size of a large horse. Amphibious. Highly intelligent. Trained as a mount and personal pet. Object impaled, pinning mouth-part to face.)
-Sir and Lady Carrion, the Frogsharks (Cow sized hybrid monsters with the body of a bullfrog and the jaws and face of a shark. Amphibious. Trained to fight on their own, or as a mount for a small male gnoll)
-x3 Kitten Sized Spiderlings (What could they grow into?)
-Zit the Gnollish Druid (Your Alpha Male. A perfectly hideous physical specimen who claims to practice Kobold magic)
-Echo the Halfbreed Hunter (A sweet young lady with silent flight and amazing powers of perception)
-Cra-Crawler the Mystic (A strange beta-female even younger than you. Owns a frightening pet that she claims tells her the future)
-Glowshine the Pusher (A beta female with the skill set to make, market, and sell drugs. Scrawny, but owns a mean steel axe)
-15 Assorted Gnollish Males (They vary in size and build between 'Smallish Halfling' and 'Well Built Dwarf'. Armed with Rock, Wood, and Bone weapons. Most possess basic combat and survival skills)
-Bone-Saw-Saw (Badly concussed)
'Quiet Time' begins following tug-o-war, and you manage to pull Glowshine aside before she the opportunity to invite Dingo to her sleeping skins. You inquire if she can make a drug that can disable but not kill and can be used to coat weapons and ammo. She considers the question silently before a moment before promising to get back to you and scampering off to Doc Rickshaw's camp.
You next check in with Cra-Crawler, and ask if there have been any further revelations regarding the elf hunt. She nods shyly and answers.
"Y-yes, yes your awesomeness. Once we pick up their trail, you should take Glowshine's advice. Her ambition will yield the greatest possible results in this enterprise."Nodding, you pause to consider her words, and figure that if Cra-Crawler is right about finding the elves, that you shall trust her to be right about catching them.
Returing to you sleeping skin, you instruct Zit to heat up some wax to coat his barbed hook-claws so that he may safely groom you. While you wait, Glowshine scurries in to report on the drug you requested.
"I have almost everything needed to make what you request, but after checking in with Rickshaw and some of the males who know the herbs, bugs, and fungi of Iron Canyon, it seems my best option is to buy what else I need at Camp Decay. Once I have the ingredients, we will need to find a place to settle down for a bit, as the formula needs to cook continuously for several days. I wouldn't recommend lingering at Camp Decay though... There will likely be other gnoll packs around looking for work, which potentially means more extablished alpha females to steal our males, and the presence of girlchilds to draw you into heat prematurely."You thank Glowshine, and wish her and Dingo only the most perverse pleasure before sending her on her way so that you might settle into your evening routine.
---
Bone-Saw-Saw and Echo ride with you today. You want them on hand to receive your specific instructions should the pack encounter signs of elves. You listen in on your passengers, and it is clear why Echo's alpha gave up on nursing her; The poor girl has fallen head over heels into the trap of romantic love, a condition undesirable for any Gnollish female and especially an Alpha. You can't entirely blame her; Bone-Saw-Saw's face is a heartmeltingly hideous mess following last night's fight, but Echo seems just as existed about the prospect of caring for his injuries as she is about the aesthetic enhancements they afford her new mate. Although such devotion to a male is more than strange, her nurturing attitude at least affords you confidence that she will make a great mother - so long as she is preventing from coddling her litter too much.
Echo questions her mate about his background and life story, and manages to draw a somewhat coherent narrative from him. He was born to a particularly fertile mother who was still nursing her previous litter, including Dingo, to adult size. Forced to compete with much larger siblings for a very limited supply of milk, Bone-Saw-Saw was the only member of his litter to survive infancy. Shortly after Bone-Saw-Saw reached adult size, the alpha of his pack declared a female of Dingo's litter as worthy of your nursing as a future alpha. This earned Dingo's entire litter preferential treatment, and Bone-Saw-Saw, who nursed the same teat, benefited as well.
Numbering six in total, plus Bone-Saw-Saw, the members of Dingo's litter were groomed as the personal lackeys of the pack's alpha male, and accompanied him into battle. One fateful day, his pack aligned with several others to attempt to attack the den of a far more powerful alpha female, but was thwarted in battle, hunted, and destroyed by victor. Of the siblings, only Bone-Saw-Saw and Dingo survived the destruction of their pack, and have since been inseparable friends and fiery rivals, cooperating and competing to define and carry on the legacy of their mother's bloodline.
Bone-Saw-Saw is oddly vague about the identity of the pack he was born into, as well as the circumstances of its destruction, but perhaps because of the concussion he lets just enough information slip for you to make the following disturbing inference: The pack that raised the brothers was one of the three that tried to attack Mastiff Nest, the massive anthill where The Alpha Trumpet's pack made their den. The battle of Mastiff Nest took place in your second year on The Alpha Trumpet's teat, and resulted in the deaths of your natural mother and siblings before the invaders were repelled. After ensuring her den was secure and properly burying her dead in the stomachs of the survivors, The Alpha Trumpet hunted down and destroyed the packs who wronged her without mercy. You traveled with the hunters so as not to be separated from the milk of your Alpha, and were even allowed to strike finishing blows on several occasions.
The Alpha Trumpet later told you that she chose to dole out such harsh justice so that your eventual reign as pack chieftess would not be tainted by a thirst for revenge. "A good pack is lead on whim and instinct," she implored you, "never emotions or grudges. Prey should be chosen by present circumstances, never by past."
These thought and memories sour your mood, and a lack of elf signs does nothing to settle it by the time camp is set up. For the day's entertainment, the four Goblin missionaries try to pressure Cra-Crawler into giving a sermon by telling everybody that in Goblin Country she is considered a child prodigy in the fields of oration and theology. Cra-Crawler refuses the call, however, by saying that her audience is primarily gnolls, and that she doesn't feel her grasp of the gnollish language is solid enough for casual conversation, much less public speaking. Instead, Bone-Saw-Saw and Dingo compete once more, to see who can please their new mate the most times in a half hour. Bone-Saw-Saw wins this time, having the distinct advantage of a younger and more energetic partner.
You know Cra-Crawler, although shy and awkward, speaks very well, even poetically, and that her only real verbal fault is a stutter. You wonder what sort of upbringing she might have had if Gnollish isn't her first language, and how high her personal standards might be if she considers her ability to talk to her own race subpar.
It takes an extended grooming effort on the part of several males to silence the thoughts of the day long enough for you to fall asleep.
---
The following day, the pack starts picking up elf signs in the second hour of travel. Cra-Crawler soon repeats her prophecy that the elves are a bridal party, defenseless save for two guards and a Druid. Her word is enough to convince the pilgrims that hunting the elves is a good idea, but Rickshaw seems less than sure, especially when you propose the dangerous business of trying to take them alive. This is when Glowshine chimes in with a suggestion.
"Give me two males for protection, venerable Vennomclaw, and five hours. I know this canyon. The elves will be camped at a spot called the Ferrous Falls about an hour ahead. I will approach them as a humble traveler, and when I learn they are a bridal party, I shall join the celebration by handing the elves drugs to hinder their judgement and fighting ability, and lure them into swimming in the pool beneath the falls. If you time your approach then, the prey will be both hindered by my gifts, and completely at the mercy of your aquatic beasts."Rickshaw likes the idea, so much so that he offers Glowshine a bottle of Steel Cobra venom, said to hinder druidism, to mix into her batch of drugs. You, keeping Cra-Crawler's prophecy in mind, agree to the plan as well. You give her your two largest non-alpha males, which includes her mate Dingo, and send Glowshine on her way, agreeing to follow in five hours.
The wait is excruciating. Tensions are high, and many worry about Glowshine. Cra-Crawler dosn't help things when she publicly refuses to guarantee the smaller female's survival, and only states that her going 'is for the better'.
The one-armed orc who travels with Rickshaw reveals herself to be female, and noting that your pack seems frustrated and pent up, spends the time selling herself for what few opal-chips exist among the males of your pack. This inspires envy and further frustration, to the point where Zit decides to shut the enterprise down for fear of a gang rape on the prostitute and/or her clients.
You have to position your beasts between the pack and Rickshaw, who refuses to distribute alcohol as he dose not want his protection blundering drunk into a fight.
Eventually the time passes, and the group marches, tensions still high. 30 minutes out from your destination, you deploy Echo to scout ahead, and leave the pilgrims and merchants behind, 'guarded' by Bone-Saw-Saw and Bloodcoat. Fifteen minutes out, Echo returns to the group, and reports that pretty much everybody is either in or immediately around the pool. With the water in play, you put Rotbreath and Two-Fangs-Missing on the frogsharks, warning that this is only a temporary honor, and that there will be hell to pay if they let their mounts needlessly taste elf meat.
Your pack surrounds the pool before the drugged elves can figure out what is going on. When they do figure things out, one of them grabs tiny Glowshine, who seems to have used the drugs herself, and threatens to drown her. You respond by riding Slowdeath into the pool. The Titanic Mule Scorpion is a halfbreed, created by crossing a fully aquatic arachnid known to gnollkind as the 'Cavern Whale' with the cat sized yet borderline sentient Sorcerer's Scorpion. On land, Slowdeath is a lumbering giant, useful more for caring capacity and killing potential than speed, but in the water, your prized pet is the functional equivalent of a large, armored, and venomous shark that happens to consider you its mother.
Spurred on by only a few basic commands from its master, the clever bug charges the elf holding your underling, latches a pincher around Glowshine with the utmost care, and easily prys the small gnoll from her captor. You and your mount then circle the pool, feinting charges at various elves. The Frogshark riders join you, while those on the ground threaten all who try to flee the water with weapons drawn. After several minutes of this, the prey surrenders.
As they leave the pool with their hands above their heads, you line them up against a natural rock wall and take a head count. Eight female elves, one male elf, and one male dwarf. You figure the latter two must be guards. Glowshine and Great-Bruise, your third largest male, are accounted for, but Dingo is nowhere to be seen. Glowshine explains that she noticed the bride had looked curious, so she gave her mate permission to seduce the elf, and the pair had wandered up the canyon thirty minutes ago. Glowshine points the way, you nod, and Zit follows after them with a few males in tow. Echo is sent to give the all clear to the merchants and pilgrims.
Once they leave, things quickly get interesting as the dwarf works up his courage, breaks from the wall, dodges a few arrows fired by your pack, grabs a steel sword from the ground, and charges you and Slowdeath. The dwarf manages to bury his blade into your mount's head, and the scorpion lets out a bloodcurling scream of agony. You panic for a second, as blows to the head are seldom good and you couldn't see exactly where it landed from your position perched atop the victim. Your fear largely dissapates when your beloved pet responds by pinning his attacker down with his pinchers and killing the naked dwarf by shoving a stinger the size of a pike-head into his brain stem.
Those assembled fall quiet as you climb down and inspect the damage. The sword has pinned Slowdeath's right upper mouthpart to his face. The injury will likely hinder your steed's eating speed, cause it terrible pain, and could become infected, but Slowdeath's life is in no immediate danger. Your old friend wines for your help, but all you can do is console it; You know well enough that impaled objects should be left to more talented medics than yourself. You hope Rickshaw is not too cowardly to try and work on a set of jaws about as big as he is.
While you deal with your animal, you send a few gnolls to where the elves had set up their tents. They report back that the elves keep five Pegasus and two unicorn. Although valuable and highly useful creatures, you know that surface grazers cannot survive underground for long, so they will likely best serve your pack as meat. Glowshine suggests that you could try to sell them to Rickshaw, who is heading to conduct business on the surface, but tempers you expectations by stating that he likely couldn't afford even one of the animals at their true price, and might not be willing to assume their value in debt either.
Likewise you must ponder the fate of the elves. There are ten of them, more than half the amount of Gnolls in your pack. You doubt it will be long before escape attempts and other hijinx begin with that ratio of prisoner to guard. Killing some now would further anger the rest, but you don't feel entirely safe keeping this many around.
As you are pondering this, Zit's party returns with Dingo and a kicking, screaming bride. She is easily the most dangerous and valuable thing procured. Druidic magic varies wildly from caster to caster, so there is no real way to anticipate how she might do your pack harm while held captive.
Zit start organizing the other males to take turns raiding the camp area, while the rest guard the prisoners by the pool. It is custom that the males get first dibs on all non-meat loot, a good chunk of which will eventually be given to you and the other females in the form of gifts and tribute.
A fight breaks out over the steel armor belonging to the dwarf who hurt Slowdeath, which he had apparently taken off to go swimming. Great Bruise and Dingo are both about the right size. Great Bruise claims he should get it as it fits him better, while Dingo claims it on the grounds that he is bigger than Great Bruise, and that he needs it to better carry out his important duty of protecting Glowshine. If neither you nor Zit step in, the matter will likely be decided during entertainment time at some point in the near future. The wood armor of the elf guard is too tall and narrow to be a good fit for anybody in the pack.
You decide to call it a day here. The elves have already kindly set up food and tents for you pack, and you are sure the merchants and pilgrims will have plenty of ideas for your find, if you don't have proposals for them first. After celebrating the successful hunt, however, it might be wise to drive your pack to travel longer than normal each day. Doing so would give the gnolls, who tend to have better endurance than elves, further advantage over their prisoners, and the thought of loitering too long in a canyon overlooked by civilized surface villages while keeping civilized surface prisoners seems a bit dangerous.