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Factions

This page covers the friendly and hostile factions in the area around Castle Robar.

Goblins

The goblins encountered in the castle town have set up shop in Old Town's Hall of Justice (as explained in the Castle Town information). Currently, there are 238 goblins, most of whom remain near the Hall of Justice during the day. At night, the goblins roam the ruins in greater numbers.

The goblins are engaged in a low-level conflict with the gnolls and kobolds that live nearby, each trying to muscle into the others' territory. The Hall of Justice provides the goblins with a supremely secure base from which to operate, and their alliance with a band of worgs has given them greater tactical mobility than their enemies. In addition, the goblin shamans are more powerful than the magic-users and clerics attached to the kobolds and the gnolls.

However, the main reason the goblins have not yet been wiped out is that none of the dragons in the surrounding area have chosen to make an assault on their fortifications. They are of course aware of their presence, but no dragon is willing to sacrifice its time and resources out of caution that the other dragons may strike at their moment of weakness. For now, the goblins have the run of Old Town; but skirmishes and ambushes continue in Low Town and the surrounding region.

The goblins are led by a so-called king named Balzug (12hp, fights as orc). Balzug is a huge and pot-bellied goblin who has made a habit of sucking out the intestines of creatures he kills. His throne in the Hall of Justice is draped with the viscera of dozens of victims. He has two lieutenants (8hp, fight as hobgoblins), who do the real organizing and patrolling around their territory; seven personal guards (10hp, fight as hobs) with him at all times; and a pet worg named Loper. The highest goblin shaman (9hp) casts spells as a magic-user 2/cleric 2, with five other shamans (6hp) casting as Mu1/Clr1.

HALL OF JUSTICE

1 square equals 5 feet. Map of the Hall of Justice with key (ground level).

A. Receiving Area.

B. Arbitrage Room A.

C. Arbitrage Room B.

D. Holding Cells.

E. Ladder to Attic.

Map of the Hall of Justice with key (basement level).

F. Goblin King's Court.

G. Barracks Common Area.

H. Spawning Pits.

Map of the Hall of Justice with key (attic level).

I. Attic Level.

J. Archers' Stand.

K. Sniper.


Kobolds

There are four groups of kobolds camped around Castle Robar. All of them hate each other and will attack each other just as easily as the goblins.


Elves

The wood elves of Erstwhile Glave have been in a skirmish conflict with the other factions for the last seven years. They are wary of outsiders, but they're probably the most likely place adventurers may find allies.