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        • Many Hosts of Igrathad
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        • Xarzith Kitril
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Many Hosts of Igrathad

Population: 6,750 (41% goblinkin, 19% orcs, 15% humanoids, 25% other races)

Government: A local leader governs independently alongside a Kryn representative in each of the seven villages. The village leaders occasionally convene as a council.

Defense: A small force of Aurora Watch soldiers weave through the villages, and each village maintains its own army of warriors.

Commerce: Most goods or services can be found within the villages, though it might take some searching, and strange or rare commodities are occasionally available from merchants or scavengers. Inns and taverns are scattered throughout the villages.

Organizations: Small shrines and temples can be found in each village, and they each maintain their own marketplace and merchant unions. The Children of Malice have begun to infiltrate many of the villages.

South of the Sorrowseep Waters, where the fields are more fertile, lies a scattered network of seven villages with robust communities of goblinkin, orcs, and giants, known as the Many Hosts of Igrathad. The seven villages are Kranad, Broonbobah, Aruuth, Oshinik-Ka, Wrathfall, Unyeethi, and Dodafir.

All seven villages were built on a central battleground where the factions of this region feuded and warred over resources and glory. The Kryn Dynasty reached out to the village leaders nearly a century ago and managed to broker a peace to halt the bloodshed. This disparate community is a uniquely powerful, if quarrelsome, ally to the dynasty.

Each of the seven villages has its own leader, who is usually chosen for their lineage or with a contest of strength. Each leader is assigned a representative from Rosohna to help enforce the will of the Bright Queen, though the leaders often disagree with various facets of the dynasty’s decrees, making total unity challenging. The various leaders meet in a public space to make most major decisions and judgments: they debate and sometimes duel to resolve the matters before them. While this unconventional court is not consistent with the dynasty’s intended order, few of the Kryn representatives find the will to argue.

The seven villages are connected by muddy paths that cut through the rocky grassland. Each village has its own culture, complete with distinct customs and religious practices:

Kranad began as a bugbear clan of the same name and is made up of wooden shanties built around stands of trees. Led by a female bugbear named Gruzz.

Broonbobah is a village of goblins, where clusters of huts and rickety wood structures climb high to oversee the surrounding plains. Led by male goblin Ozgald.

Aruuth is home to the enduring orc people of the Aruuth-Uk clan, once the dominant clan of the area. The stone village is built around a prominent, deep-set vein of iron that provides ore to the villages. Led by a male orc named Agrob.

Oshinik-Ka is a village of the hobgoblin folk, who reside in stone bunkers behind barricades that markedly push the militant air of life within. Led by a hobgoblin Denzirr.

Wrathfall is the village of humanoid outlanders who never joined with the Odarami or the clans of the Iothia Moorland. It is little more than a few scattered clusters of yurts. Led by a halfling named Griffo.

Unyeethi is home to the gnoll clan of the same name. It is the least social of the villages. The gnolls live in primitive huts made from bark, furs, and bones. Led by a gnoll named Draax.

Dodafir is the fortress village of hill giants that marks the southernmost borough of Igrathad. The fortress is made of great logs crudely fitted together, with roofs made of bark tiles and thatch. Led by a Frost Giant named Busthor.