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Population: 500

Overview: Brelish fortress

Key NPCs: Commander Veirner ir’Tajar (male human commander), Captain Yurell Iff (female half-elf soldier), Magister Grace Allar (female gnome magewright)

For hundreds of years, the fortress Orcbone has guarded western Breland from the monsters of the western barrens and the beasts of Whitehorn and the Towering Wood. While Galifar was intact, the primary mission of Orcbone was patrolling Orien Route 7, dealing with any bandits who threatened the Border Road. For much of the Last War, this region had little strategic value and Orcbone was underfunded and understaffed. This changed with the rise of Droaam. In 986 YK, Countess Thalia ir’Blis was killed by Droaamite forces and Orcbone itself suffered grave damage. King Boranel reinforced the fortress and appointed Commander Veirner ir’Tajar. Orcbone has held the line for the last decade, resisting a siege in 989 YK and serving as an important base of operations for lesser conflicts along the Western Frontier. However, with the rise of Graywall and Quickstone, most areas of strategic importance are in the southern region of the frontier, far from Orcbone. While the fortress continues to hold the line against Rhesh Turakbar and the forces of Turakbar’s Fist, Boranel has deployed the floating fortress Argonth to secure the southern region and to serve as a symbol of Brelish might. Commander ir’Tajar sees this as a stinging rebuke of his command, and he may be right to think this; he’s made questionable decisions over the last few years, and the deeds of Breggan Blackcrown—both when she served under ir’Tajar’s command and now as a brigand—are a stain on his record. Many wonder when—not if—the king will replace ir’Tajar, and it’s common knowledge that the commander would love a new outbreak of hostilities to prove his mettle.

Orcbone takes its name from a series of conflicts that took place centuries ago, when the Gaa’aram orcs held what is now Turakbar’s Fist. The Brelish fortress played a vital role in driving back these reavers. According to the tales, the bones of the fallen orcs were scattered across the plains as a warning, hence the name. Some believe you can still find shards of ancient bone around the fortress, while others claim that this was a foolish act that has left the region haunted by the restless spirits of fallen orcs.

The Western Frontier is wide and open. Orcbone is built to withstand a siege, and the forces of the Barrens have attacked it a surprising number of times; the reavers see it as a way to test their mettle. However, given that attackers can easily just circle around the fortress, Orcbone’s primary mission is to serve as a base of operations for the Westwind Riders, a cavalry force that patrols the Border Road and quickly responds to threats. There are watchtowers scattered around the region, approximately 20 miles apart. Each tower can signal Orcbone using a form of Alarm. This doesn’t allow any sort of detailed message; if the alarm sounds, it’s a call for the Westwind Riders to respond.

Orcbone is an active military fortress. There are no services here for civilians, and you’re unlikely to be admitted unless you possess the Soldier or Noble background. The fortress is made of stone, grim and functional in its design. It stands atop a slight hill that gives it a commanding view of the surrounding plains. Over the centuries, a series of wide ditches have been dug into the hill. To approach Orcbone, you must pass through these trenches while being fired upon by the archers in the keep; the classic Orcbone strategy is to have a force of Westwind Riders approach the attacking force from the rear, crushing them up against the walls of the keep. The keep itself shows its age; the walls are chipped and scorched. The Commander’s requests for greater funds are generally met with the statement “We sent you aid; we sent you Argonth.”

Interesting Things About Orcbone

  • It’s said that the region around Orcbone is haunted by the ghosts of both the Brelish soldiers and the western reavers who have fallen over the centuries. These ghosts are supposed to be especially active on the three nights of Long Shadows at the end of the year, and some say you can see spectral armies reenacting ancient battles during this time.
  • Orcbone has four Siege Staffs, one mounted in each corner of the keep. However, there are rumors that at least one of the four is currently nonfunctional and that Breggan Blackcrown stole the bulk of Orcbone’s Breath of Siberys in a daring raid.
  • Orcbone is located within a manifest zone tied to Shavarath. This inspires all creatures in the region—both attackers and defenders—to fight fiercely, and may be why the western raiders have often chosen to attack Orcbone instead of going around it. This has two effects, both of which extend in a one-mile radius around the fortress.
    • When a creature scores a Critical Hit with an attack that deals Piercing, Slashing, or Bludgeoning damage, it can roll one of the attack’s damage dice one extra time and add it to the extra dice of the Critical Hit.
    • When a creature casts a spell that grants a bonus to AC, attack rolls, or saving throws, or a spell that grants Temporary Hit Points, the duration is doubled. Spells with a duration of 24 hours or more are unaffected.

Important People

Orcbone is an active fortress, and almost all of the people serving there are trained soldiers. Even the cooks are soldiers, which is why you don’t want to go there for the food. There are around twenty people who serve purely as support staff. Of those four hundred and eighty soldiers, a third are tasked with defending and maintaining the fortress.

The remaining three hundred and twenty soldiers form the Westwind Riders. At any given time, a third of the Riders are outside of the fortress, split into bands that patrol the frontier searching for raiders, smugglers, and brigands. Another third remain on active alert, waiting for a signal from the watchtowers.

The soldiers of Orcbone are Brelish, and many are local to the region. The majority of the soldiers are a blend of humans, half-elves, and dwarves, with a scattering of shifters, halflings, and gnomes. There are only a handful of warforged, and no half-orcs. Given Orcbone’s history of conflict with Turakbar’s Fist, the soldiers have no love for any of the denizens of Droaam, and orcs and half-orcs are typically lumped into that category even if they’re upstanding members of House Tharashk.

Magister Grace Allar. This acerbic gnome is tasked with maintaining Orcbone’s arcane artillery. Allar loves her work—despite having lost two fingers and collecting an impressive array of burn scars—and is always looking for ways to improve the Siege Staffs (these experiments may or may not be why at least one of the staffs is supposedly inoperable…). Magister Allar has an ongoing rivalry with Quill Carrayne of Argonth; if you’re an evoker, you may draw her interest as well.

Commander Veirner ir’Tajar. Commander ir’Tajar has served at Orcbone for a decade, and many believe the strain is wearing him down. He is both the Commander and Viscount of Orcbone, ruling both as noble and military commander. This title was a gift from King Boranel; the ir’Tajars are a family in eastern Breland, and Orcbone was previously in the domain of Count Thavius ir’Blis. Commander ir’Tajar is increasingly obsessed with obtaining a glorious victory, and yearns to lead an attack against Turakbar’s Fist. Orcbone doesn’t have the troops for this, Captain Iff doesn’t support it, and the king has no desire to start a new war; as a result, Veirner is very frustrated.

Captain Yurell Iff. The captain of the Westwind Riders, Iff, is young for her position but has earned the respect of her troops. Born in Shavalant, Iff is an expert rider and competent strategist. She is devoted to protecting the people of the Western Frontier; she fiercely pursues Droaamite raiders, but opposes Commander ir’Tajar’s dreams of attacking Turakbar’s Fist, considering it foolish and dangerous. While she is devoted to the nation, there are rumors that Iff is sympathetic to the Swords of Liberty and that she may be funneling weapons and supplies to Beggar Dane.

Orcbone Connections

  • (Brelish Soldier) You were stationed at Orcbone during the Last War; you may have been there during the siege of 989 YK. Do you consider any of the noteworthy NPCs to be mentors or friends? Or do you have a lingering feud with one of the officers?
  • (Droaamite) You participated in the siege of 989 YK—but you were one of the people laying siege to Orcbone. You still feel slightly bitter that you didn’t bring down the fortress. If you have the Soldier background, you are respected even by members of other armies. In this case, consider what you did that was remarkable during the siege, and which officers in particular would still remember you.
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