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. Facial Scars, Missing a Mouth Part.)
-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)
-Gorgtooth the Gnollish Goon (Your Gift Brother. The largest and heaviest gnoll in the pack. Fights along his three pet ants in full steel gear)
-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)
-6 Members of 'Mandible Squadron' (Goblins and Gnollblins under Gorgtooth's command. The wield bronze swords, leather slings, leather armor, bronze helmets, and bronze chain shirts.)
You consider Gorgtooth's offer for a few seconds, before giving him a nod and stating you will gladly hunt in the name of the rebel cause if the goblins agree to support you. This brings a sadistic smile to the face of the strange female commander, who displays teeth as sharp as any Saurian beast.
"Vvvveeeeery good to hear, mighty Venomclaw." She replies with a silky and almost elf like voice,
"The rebellion looks forward to a long and frrrrrruitful relationship with Wicked Song. May you grow mighty in our service."Something about her voice, alongside the fact that you hadn't spoken your name or pack name yet, makes you shudder. The unusual woman disregards this and continues.
"It will be some time before rrrrrrebellion is ready to march into your homeland, so you will be frrrrrrree to do as you wish for now. In the meantime, if you would like to help the cause, in exxxxxchange for suitable payment of course, you can seek the rebellion out."The speaker steps down from her throne, and pats you lightly on the shoulder. Her skin is cool to the touch.
"Prince Crazyscrews, who reigns out of Cold Egg Keep on the Saurian Path specializes in planning raids agaiiiiiiiinst the hated oppressors. I'm sure he would let you liberate any gnollish slaves you encounter while working for him to join your pack. My mother, the Drow Silentkiss, handles most of the rebellion's non military affairrrrrrs out of Dinofang, and is always looking for muscle to help her out with small things that the rebel military is too busy to help with. Lastly High Priest Spike-Driver, our spiritual leader, can be found at the Saurian Circles and should have work for you... I hearrrrr you are good with beasts, correct?"The woman pauses for a second.
"Gorgtooth is already a captain in the rebellion. So I shall let him keep his rank and men while he travels with you. This should allow you to move through rebel territory unhindered."Although you still need to get to Rusty Screw Village, and likely Blackpool Shaft as well, at some point in the near future, your new alliance has already opened up doors for you. Cold Egg Keep sits at the intersection of the Decay Tunnel and the Saurian Path, only a day's travel from your current location. The Saurian Circles are much further, At least a month and a half of travel if you just took Saurian Path straight down, but is said to be a place of great magical power and mighty beasts. Dinofang is a major goblin city and the rebel capital, the kind of place a gnoll pack wouldn't be allowed to visit under normal circumstances. It sits at the very top of Saurian Path, about five days from Camp Decay.
---
Gorgtooth leaves the tent with you, and agrees to show you about the camp. The first stop is a drinking tent, where he rounds up his troops to provide an escort. Gorgtooth's goblins are six strong, and fight under the name 'mandible squad'. They wear mail, helms, and swords of bronze, but the rest of their gear is leather; A step above the average member of your pack, to be sure, but not as well equipped as members of the regular goblin army. You are fairly sure most of them are actually half gnoll, but it is tough to tell; Gnollblins are functionally particularly savage goblins if male.
Once 'the boys' are gathered, you ask to be shown to the stables, as you have a debt to collect. Your gift brother nods, grins, and cracks his knuckles. Gorgtooth is a rather dull and hateful creature, even by Gnollish standards, and possesses only a handful of redeeming qualities: He is good at getting smaller creatures to obey him through threats and force, he has a knack for training animals (particularly insects), he is a large motherfucker (even by non-gnollish standards to an extent), and is completely devoted to you. In short, debt collecting suits him.
At first the stablemaster, an ancient human, denies the debt he owes you. He quickly changes his tune when Gorgtooth threatens to eat his wife alive, and offers the one hundred silver that he currently has, only an eighth of the debt owed.
"Not good enough. My sister will be taking the rest of the payment one way or another..."Gorgtooth leads you past the area where the stable-master puts up the mounts of various paying guests, to a small area within the stables where every pen has a pricetag on it.
The only cheap mounts for sale are the Saurian Kangaroos, large bipedal lizards that hop around on powerful hind legs and are large enough to give rides to the smaller races. Although far from harmless, their kicks are less impressive than the teeth of a frogshark, but on the plus side, they are slightly larger, stronger, and better balanced than your amphibians. Any member of your pack, save for yourself, Zit, Dingo, or Great-Bruse (the largest), could easily ride a Saurian Kangaroo with a bit of practice. There are eight for sale, six males for 60 silver each, and two females for 80.
Also available are trolls, large humanoids that can serve as pack-animals or fighters, but are improperly shaped to make good mounts. Two green seven-foot common trolls sell for 150 silver a piece. Three adolescent shaggy trolls, which are presently about your size and might grow another half foot, sell for the same price; Although smaller, shaggy trolls can be harvested for their thick wool. A single eight footer with skin of stone and claws of rusted iron, the feared deep troll, is offered for 650 Silver.
Also available are a few amphibians. One pen contains dozens of Dartsharks, the smaller, brightly colored, cousin of your frogsharks. Although too small to ride, they can still be trained as war animals, and their poisonous skin would give you a leg up against other gnoll packs that lead carnivores into battle. As their 15 silver a pop price tag indicates, they are also easy to breed. On the opposite end of both the price and size spectrum, the stablemaster is selling a single horse sized white frogshark and a three headed fire breathing bull sized Cerberus Toad for 500 silver each.
Lastly, you note three sentient oddities, too bestial for the standard slave market, on sale. A male assling (to hafling and donkey what a centaur is to man and horse) tries to seduce you into buying him with crude jokes about his equine sized manhood, and seems quite put out when you inform him you are not in heat. He seems skinny, and you suspect it is the fact that his current owner is mistreating him that has rendered him desperate enough to try and bed something as hideous as a gnoll. The note on his cell reads '150 silver for the lazy good 'fur nothing'.
The next sentient also has the lower body of a beast, a big cat, but the upper body of a sickeningly pretty fey female. Sphinx like the one before you are known for their size, cunning, savagery, and magical proficiency. You doubt this specimen is a caster, there are no magical restraints of any sort on her body, but she is already nearly as large as Slowdeath and still an adolescent; She could likely end up two to three times as large as she is now. The sign on her stall says she only speaks Fey, Elfish, and Druidic, so to the best of your knowledge, only Zit and Glowshine would be able to speak with her out of the entirety of your pack. She is listed at a sale price of 900 Silver, so to claim her you would have to bully the stablemaster and giving more than is owed.
Also a bit out of your price range, sitting at a cool 1200 silver, is an alluringly creepy ruby-red Sorcerer Scorpion. The cat-sized bug is sealed in a rune-laden terrarium; Although various races and cultures argue on weather or not a bug can be sentient, nobody can deny that the Sorcerer Scorpion is a dangerous and cunning caster. Its lethal sting is nothing to sneeze at either. Most attempts to tame a Sorcerer Scorpion end with the arachnid escaping and/or killing its master, but if anybody is capable of the feat, it is you. You can't tell for sure, but you a pretty sure the specimen before you is male, which would make it 1/2 of the formula required to breed your own titanic mule scorpions.
Beyond the animals, the stablemaster keeps various hunting and trapping supplies; If you took some of your payment in ropes, traps, nets, and throwing javalins, you should be able to capture and tame beasts of your own. You also note slimy mageblankets for sale; For eighty silver you could buy enough to ensure your three current amphibious beasts can safely make a one way trip through the brutally dry Redstalks; the quickest route back to Kobold Country.
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Following your trip to the stables, you introduce your brother and his squad to your pack, and tensions are high right away. Never one to be diplomatic, Gorgtooth calls Zit a sorry excuse for an Alpha Male and unworthy of his respect. Gnolls, expecially large gnolls like Gorgtooth, are fairly magic resistant, so you can't imagine any showdown between the two parties ending well for Zit who fights with magic and claw. Zit for his part seems to know this, and now seems very worried for his safety.
Neither Cra-Crawler nor Glowshine are thrilled that you are throwing your lot in with the goblin rebels. Glowshine explains that many of her good business contacts are aligned with the goblin crown, but agrees to suck it up and do what is best for the pack. Cra-Crawler, when pressed, simply states that her religious views are much closer to those of the crown than those of the rebels, so she will never be entirely comfortable with the arrangement, but that she didn't warn you against taking the rebel side as she knows the union will be more profitable for the pack.
The six goblin soldiers fit in better than you had expected; Gnoll packs are controlled by family ties, friendship, and sexual supply and demand. Goblin squadrons are condrolled by pride and fear. These dynamics don't always gel smoothly with one another, but over the first few hours you see no trouble between the gnolls of The Wicked Song and the Goblins of Mandible Squad save for the tension between Zit and Gorgtooth.
Thumbscrews looks worried, and you can tell he knows that you might no longer need him. It is likely the rebellion knows where to find the same seeder he agreed to lead you to, and now that you have access to Dinofang City you might not even need to go that far to find a good price for your captives.
You eventually send Glowshine out to fetch a doctor for Bone-Saw-Saw and Bloodcoat. The medic she finds, Doc Hiccup, looks more like a bandit than a doctor, but he preforms his job admirably. He quickly perscribes an herb for Bone-Saw-Saw's concussion, before moving to the smaller gnoll's leg. After a brief examination, he informs you that fixing Bloodcoat's injury entirely is likely impossible, but surgery could greatly help improve his condition. The procedure would entail rebreaking and resetting, and would take a few months to recuperate without expensive magical assistance. You are pretty sure who want to be settled down at Blackpool Shaft or some other base of opperations before you intentionally put one of your gnolls on the self like that. Glowshine pays for the consult, and for Bone-Saw-Saw's medicine.