by Matthew Pook
Title: Skraag - City of Orcs
Publisher: Mongoose Publishing
Written by Wil Upchurch
Cover by Ralph Horsley
Price: $14.95
64-page softbound cover
For their fifth and latest series of d20 supplements, Mongoose Publishing aims to
concentrate upon 'Cities of Fantasy.' Each entry is designed as an entire
city that can be dropped straight into an already existing campaign, or form the
basis of a campaign of its own. The first City of Fantasy is Skraag - City of
Orcs, which takes a leaf out of Tolkien's The Lord of the Rings in that it's actually a
former Dwarven outpost now infested by Orcs, somewhat like the Mines of Moria.
Barring one or two typographical errors, Skraag - City of Orcs is laid out to
Mongoose's typical high standard. Orc illustrations are liberally sprinkled throughout,
and while some of these are a little rough, most are rather
good -- the work of both Philip Renne and David Griffith is uniformly excellent.
What does let the look of Skraag - City of Orcs down are the rather rough maps,
which fail to convey as much information as they ought.
Spoilers Sighted Ahead
As the book informs us, Skraag was once the Dwarven trading post of Ironhallow
Hall. The dispossessed Ironhallow clan founded their new home in a network of
Troglodyte-infested caves over seven hundred years ago, and expanded upon them as
the centuries passed. One hundred years ago, an Orc horde descended upon
Ironhallow Hall, slaughtering all before them and driving the Dwarves out. The
horde stayed and feasted, and with their Orc forces at near
exhaustion point, its leaders realizing that they had found a home in the
caves and the mountainside plain before them. They re-named it Skraag, new base of operations
for the horde. Two decades ago, the horde had grown lazy and their shaman,
Akrilla, predicted that a great catastrophe would strike Skraag. It did, and the
Orc warlords took the opportunity to both blame the great storm known as the Fury
of the Maimed Lord on the shaman Akrilla, and reorganize the horde.
The warlords exiled the shaman and rallied the horde, telling their warriors that they had
grown complacent, that they should go out and destroy in their god's name, or
suffer the vengeance of the Maimed Lord. Since then, the bulk of the horde has
remained away from Skraag, warlords taking it in turns to bring their forces back
to the city for rest and recuperation. A city master, Cylus Groon, who maintains
order through his lieutenants, currently runs the city. Despite
the lack of trade with the outside world, Groon has made himself rich skimming
off monies from various sources. These include the loot returned to Skraag by the
horde, the meagre services provided for the returned troops and the taxes he
occasionally levies upon Skraag's inhabitants. Groon also nominally controls the only
source of water in the city, an underground lake. He has alliances with the
Blackmuck tribe of Orcs, who maintain and repair the city's siege enginery, and
the Ugreckt tribe. These are hobgoblins, hired to maintain Skraag's defenses and
to manufacture weaponry for the horde in a closed off section of the city. Of
course, neither side of these alliances trust the other.
Naturally, the city master has his enemies, and chief amongst them is Grogan
Thral. Grogan commands Skraag's Home Force of the horde, permanently garrisoned to
provide the city's primary defense. Thral constantly looks for evidence of
Groon's misdeeds so he can topple Groon and take his place. Both
Thral and Groon have to answer to the war master of the horde, Thak, and though he
might be aware of the scheming between them, the truth is that Groon keeps
Skraag running along quite smoothly for an Orc. Another enemy actively operating
against the city is the Dwarven Resistance. Their leaders are the Warriors of the
Nine, who were captured in the final defense of Ironhallow Hall and mutilated by
their Orc captors. Subsequently released, they now work from a secret base in the
caverns below Skraag, conducting guerrilla strikes, and on occasion even
attempting to assassinate both Cylus Groon and Grogan Thal.
Life in Skraag is nasty, brutal and often short. Food is scarce and water
severely rationed, Groon's lieutenants levy frequent taxes, and infractions
against the City Master's word can result in death, or at least assignment to a
work detail. Orc religion in Skraag is also painful. The deity who holds sway in
the city is Alodai, also known as the Nine-Fingered or Maimed Lord. Worship of
Alodai invariably involves self-abuse in the form of flogging. Opposing Alodai is
the demon Kharkus, and membership of his cult will get you killed in Skraag. This
heretical cult believes that Kharkus has already replaced Alodai, and so they are
not themselves opposed to the worship of the Maimed Lord. Another cult in Skraag
worships a deity called Asphibyiex, which they believe resides in the lake below
Skraag. The Asphibyiex doctrine holds him responsible for the great storm two decades
before, and that another storm is imminent. The cult also believes they can become closer to their
god by becoming undead. Amongst their secret knowledge is the creation of the
Lake Zombie, a nasty aquatic twist upon the traditional zombie.
Besides detailing the movers and shakers within Skraag, the book includes
information about the smaller factions within the city. There is a disorganised
band of Goblins surviving under the Orc's snouts, though some do cooperate as
the nearest thing Skraag has to a thieves' guild. This is in addition to the
Blackmuck and Hobgoblin tribes. Outside of the city, the shaman Akrilla still lurks, her
plans unknown. Other factions within the ever-warring horde itself are also detailed.
Other sections of the book cover its defenses, and provide a guided tour
of its major locations, above and below ground. All of the major NPCs are listed at the
back of the book, as well as archetypes for various types of common Orcs that
might be encountered in Skraag. It should be pointed out that many of the major
NPCs are very tough: both Cylus Groon and War Master Thak have a challenge
rating of eighteen!
Skraag - City of Orcs also includes several new Prestige Classes. For the new
faiths, there is the Order of Kharkus and the Disciples of Asphibyiex, and for
Orcs aiming to gain the favor of Cylus Groon, there is the Silver Tusk Prestige
Class, the group his lieutenants belong to. The Warriors of the Nine have their own Prestige Class, for those that
wish to join the Dwarven Resistance. To get the most out of these new classes, the DM
will need another two of Mongoose Publishing's supplements, both from their
Encyclopaedia Arcana series: Demonology - The Dark Road for the Order of Kharkus,
and Necromancy - Beyond The Grave for the Disciples of Asphibyiex. This is in
addition to The Slayer's Guide To Hobgoblins, which the DM will find useful when
running the Ugreckt tribe.
The last part of the book discusses how to use Skraag in a campaign. It
suggests three possible campaigns, of which the first is designed for low-level
characters. This finds them the inhabitants of a small mining town threatened by
movements of the horde. The characters must find allies in the druids and rangers that
monitor the movements around Skraag in order to save their home. In second campaign, for high-level
characters, the heroes must prevent the Orcs from taking advantage of an abandoned
Drow stronghold and thus being able to cut an important trade route. The last
campaign concentrates upon the Dwarven resistance in the caverns below Skraag.
These three campaigns are useful, but the author really does miss out upon a
golden opportunity presented in Skraag -- the chance to play the denizens of the
city itself! Characters are a little limited and Orc dominated, but the chance to
play a party of Orcs -- and this is before we throw Goblins and Hobgoblins into
the mix -- is not one to miss. There is plenty of opportunity for interaction,
intrigue and roleplaying throughout Skraag, and it is such a pity that it is
ignored. To be honest, it would be a waste to use Skraag as a giant killing
ground for a party to visit and play in. There are plots ongoing within the city, but
the referee is going to have to work hard to get the players into a position to
learn of them if they are not Orcs themselves.
Skraag - City of Orcs is the inaugural book in a new series, and although this first release may not be perfect, it is a
well-described location, ready to drop into almost any campaign, be it Dungeons & Dragons, Warhammer Fantasy Role-Play, or scaled up from a city to a
planet to place it in a Dragonstar game. It really would work best as the setting
for an all-Orc game, and both player and DM alike will get the most out of this
book if Skraag is used like this. In a non-Orc game, the book is less effective, as the
players will really have to work incredibly hard to discover and exploit any
information about, let alone the secrets of, Skraag.