Goblins form the upper and middle classes with subjugated Orc tribes kept in line with Orog slave soldiers, Ogre slaves are used as beasts of burden, mounts and living siege engines, Bugbears live in rural areas, raid outlying villages and are viewed as dangerous vermin and a favorite in arena death matches.
A population of over three million spread across the Empire made up of 7 nations, with some cities populations in the tens of thousands. Large settlements have been the norm since ancient times, when clans and tribes would lay claim to a swath of land and build it up as a defense against their enemies. In time, these fort cities grew into larger communities - a testament to the high goblin birthrate.
The largest city on the planet is the Blood Empire capital, Allskull, with a population of over 200,000, home of the 35th Emperor. The goblins have very strict draconian laws designed to maintain order at all costs. Although the goblins do not find these laws all that restrictive, travelers are advised to pay them heed, lest they find themselves in a goblin slave work crew or the arena.
All standard PH classes allowed except Paladin (use the Paladin of Tyranny variant from Unearthed Arcana), the prestige classes Assassin, BlackGuard, Lore Master, Sacred Fist, Shadowmind and War Chanter (its in UA) are present as well. Blood Empire monks can freely cross class. Most Goblins are Lawful Evil.
The Seven Kingdoms rule is determined by placement in the month long gladitorial games held to honor the founding of the Empire, first place gets first choice. Kings are responsible for maintaining the peace and prosperity of their kingdom, failure means cannot place in the games, consistant failure means death. The King appointed over the wild jungles of Sith usually lasts about five years before being put to death for failing. Brigands are commonly sponsered by rival rulers and often switch masters if the price is right.
Blood Empire Timeline (B.E. before empire, A.E. after empire)
19,000 BE: Earliest records of goblin civilization (Goblin Psions, Wizards and Clerics begin leading orc tribes).
9500 BE: Inter-clan rivalries become common. Generation-long wars and honor feuds become the norm.
5502 BE: Goblin expedition make first contact with the humans of the Death Moon Mountains. These barbaric humans killed several hundred members of the goblin expedition before retreating to higher ground.
5490 BE: Goblins launch a second expedition, it meets with similar results.
5473 BE: Final goblin expedition to Death Moon Mountains, same results.
5450 BE: The Heresy Wars begin when a Dragon Gate appears.
2204 BE: Heresy Wars end, Time of the Dark Triad.
1776 BE: Collapse of the Rule of the Dark Triad.
1000 BE: As large national groupings come about, warfare becomes better governed by codes of conduct (ie surrenders occur, agreements made without battles on
occasion).
0 AE: Blood Empire established, month long gladitorial games every year to celebrate.
330 AE: Nine thousand gorgs and 800 dran arrive through a Dragon Gate and battle their way through the northern edge of the Blood Empire.
340 AE: Almost two thousand gorgs and 200 dran reach the Black Spine Mountains, the rest died fighting.
341 AE: Gorgs and dran enslave duergar tribes.
410 AE: Orogs (half orc/half ogre) raised as slave soldiers in the Blood Empire.
440 AE: Gorgs, dran and their duergar slaves build the city of Freedoms Deep beneath the mountains.
612 AE: Blood Empire expedition to Freedoms Deep establishes trade agreement.
640 AE: Freedoms Deep officially part of the nation of Blackfire and the Blood Empire.
722 AE: Current year, 35th Emperor
Other People and Places of the Continent
A primitive (no knowledge of metal working) peolple of hunter/gatherers, men average 5', light brown skin, blue or green colored eyes, wavy black hair, muscular builds and the men grow heavy beards. Housing is thacthed huts heated by an open fire. Clothing is made from weaving strips of the inner bark of trees and winter outer wear from animal furs. Villages of 50 to 150 people are built high in forested mountain valleys along rivers and further away some tribes live on the coast.
At age 12 girls have tattoos started on their lips, hands and arms and by age 15 the tattoos are complete and women are considered old enough for marriage. The tribes find outsider males with tattoos to be very amusing.
They hunt irish deer, birds, dire boars, squirells and rabbits with dogs, poison tipped spears and bows, coastal tribes add stingray poison to the usual herbal poison mixture. They also hunt hibernating dire bears, any cubs found are taken to the village and kept until spring and the village druid performs the rite of renewal which ends with the release of all but one of the cubs several days journey away from the village (the remaining cub is trained as a warbeast). Fish and wild plants gathered in the spring and summer round out their diet, coastal tribes hunt seals and whales as well.
In addition to following the Forest Cult their main god is Bear (the god of mountains), Killer Whale (god of the sea), and Owl (protector of villages).
Foxes, ravens and dolphins are considered bad luck to kill and are sometimes given offerings of food. Druids of Kotan are always neutral or neutral evil and often are multi-class druid/sorcerers.
Languages
Common - is the Goblin Tongue, the common tongue spoken on Faerun and Toril is unknown here
In the Blood Empire giant is occasionally used and orc is illegal to speak in public.
The language of Man - The Death Moon Barbarians have their own language called Mator, the Ice People also have their own language called Grall and both their peoples druids also speak druidic.
The population of Freedoms Deep speak undercommon, draconic and dwarven, some also know giant, goblin and orc.
Blood Empire wilderness encounters
01 Harpy - pair
02-03 Orog - squad
04-05 Barghest - solitary
06-07 Fire Beetle - cluster
08-10 Giant Wasp - solitary
11-12 Formorian (MMII) - solitary
13-15 Green Hag - solitary
16-20 Dire Elk (MMII) - herd
21-22 Panther (use leopard stats) - solitary
23-24 Dire Badger - solitary
25-26 Goblin Psion - solitary (plus Orc tribe)
27-28 Hobgoblin - warband
29-30 Ogre - pair
31-32 Medium Spider - solitary
33-35 Worker Giant Ant - gang
36-37 Raven - solitary
38-39 Large Spider - solitary
40-41 Wild Boar - solitary
42-43 Auroch (use bison) - herd
44-50 Small Game (rabbit, quail, etc)
51-60 Small Monstrous Spider - swarm
61-65 Goblin Wizard - pair (plus Orog band
66-70 Bugbear - solitary
71-72 Wolf - pack
73-74 Hobgoblin - band
75-76 Owlbear - pack
77-78 Giant Bee - swarm
79-80 Goblin Druid - solitary (plus Goblin warband)
81-82 Dire Wolverine - solitary
83-84 Hill Giant - pair
85-86 Dire Wolf - pack
87-88 Werewolf - pack
89-90 Medusa - solitary
91-92 Owlbear - solitary
93-95 Bugbear - tribe
96-97 Razor Boar (MMII) - solitary
98-99 Green Dragon - solitary
100 Manticore - solitary
Mountain wilderness encounters
01-05 Aarakocra (MoF) - solitary
06-10 Crow Headed Tengu (OA) - solitary
11-12 Fiendish Dire Bear - solitary
13-15 Wyvern - solitary
16-20 Minor Xorn - cluster
21-22 Frost Giant - solitary
23-26 Formorian (MMII) - solitary
27-28 Troll - solitary
29-32 Troglodyte - clutch
33-35 Mountain Goat - herd
36-37 Mountain Giant (MMII) - family
38-39 Wolf - pack
40-41 Dire Elk (MMII) - solitary
42-43 Crescent Elk (CC) - herd
44-50 Elk (use bison stats) - herd
51-55 Raven - solitary
56-60 Tiger - solitary
61-65 Owl - solitary
66-70 Bugbear - tribe
71-76 Ogre - pair
77-78 Snow Dwarf - squad
79-80 Worg - pack
81-82 Filcher (CCII) - pack
83-84 Peryton (MoF) - pair
85-88 Bakemono (OA) - pack
89-95 Giant Eagle - solitary
96-97 Yak Folk (MMII) - tribe
98-99 Galeb Duhr (MMII) - tumble
100 Tempest (MMII) - solitary
Orog
Medium-size Humanoid (Orog)
Hit Dice: 3d8+6 (20 hp)
Initiative: +0
Speed: 20 ft. (half plate armor); base 30 ft.
AC: 17 (+7 half plate armor)
Attacks: Greataxe +5 melee; or Javelin +2 ranged
Damage: Greataxe 1d12+4; or Javelin 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 16, Dex 10, Con 14, Int 11, Wis 9, Cha 8
Skills: Listen +3, Search +2, Spot +3
Feats: Alertness
Climate/Terrain: Any land and underground
Organization:
Solitary, pair, gang (2-4), squad (11-20 plus 2 3rd level sergeants and
1 leader of 3rd-6th level) or band (20-80 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3
7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
OROG
Elite orcs, or orogs, are a race of great orcs with ogre blood. Orogs are usually a little over 6
feet tall, and resemble powerful orcs.
OROG CHARACTERS
An orog's favored class is fighter, orog leaders tend to be fighters, most if any orog spellcasters are usually adepts.