Sons of Sprawn

Lore Entry posted: February 2, 2019 by
Posted in: Factions, Lore
Updated: February 3, 2019

Without introduction or manifesto, the Sons of Sprawn were born into this world through bloody betrayal and tragedy. If there was ever any record of their meeting or planning, it has been lost to the ages. Instead, this faction is a force of nature, unpredictable but inevitable.

While their methods may differ, each of the eight major clans, and innumerable minor ones, have formed the Sons of Sprawn out of a desire to combat the expanding hostilities of the filthy “pink-skin” kingdoms, and in hopes of preserving their way of life. Their cause has not gone unnoticed, with more and more minor clans joining every day. After the horrific genocide of the largest of their kin, Clan Sprawn, all of the races deemed “greenskins” have cause to fear the murderous intent of the “civilised” kingdoms.

Unlike the other factions, the Sons of Spawn lack a kingdom to call their own and have no known central government. Instead, they migrate and strike where needed and make up for their lack of infrastructure with sheer numbers and mobility, raiding and stealing resources as they need them. How they orchestrate these attacks, or even communicate between one another, remains a mystery.

History

The history of the Sons of Sprawn begins well before their inevitable formation. It starts a century before with the creation of the largest greenskin clans, Clan Sprawn. Although seen by many as nothing more than a rampaging, barbaric tribe of Orcs, Clan Sprawn was a nation in the truest sense of the term. While the political and social structure of was clan-like, it was the sheer number of orcs that gave Clan Sprawn their nation status. At their peak the population of almost 100,000 was ruled by a single Warlord, Broduex, who personally watched over his subjects and appointed councillors and ambassadors as he deemed necessary. In recent history, Clan Sprawn had met its match with the Eastern Kingdom, now known as Empire of Berphaunt.

Despite being the most militarily aggressive nation on the continent, Clan Sprawn was rather peaceful by Orcish standards. This relative peacefulness was seen by many as the key to the Clan’s success. Victory for Clan Sprawn was not always easy. In small skirmishes and one on one combat Clan Sprawn would dominate on the battlefield. However, they were unprepared during the full scale war against the Kingdom of Berphaunt, which was far more tactically and strategically experienced than Clan Sprawn. As a result of these setbacks, in an attempt to end this war early, Clan Sprawn was forced to seek allies in other nations. While most nations would have been reluctant to make formal alliances with a huge Orcish tribe, the threat of Berphaunt was a powerful motivator. For this reason, Clan Sprawn had surprising success on the diplomatic front. Sprawn’s most powerful ally was the Republic of Duvain, who provided both military training to Orcish Warlords and access to their powerful naval fleet, successfully guarding Sprawn’s shorelines from attack. Pundits wonder whether these were true alliances or just the creation of a buffer-zone and expendable army on behalf of the nations who oppose the Kingdom of Berphaunt.

In the year of 2248, Berphaunt found itself lacking both funds and manpower to continue this seemingly unending war. So instead, they sent in the Conclave, the most powerful mages guild in the known world, to deal with the problem. Through the use of the Orb of Power Seti, the Conclave erected a massive domed barrier over the heart of Clan Sprawn lands, which blotted out the sun and entrapped them in a magical prison. This dome had been named The Wall of Seti and it worked, for a time.

Inside the dome the Conclave released freshly created construct slaves, known as Gargylen, capable of reproduction, to eliminate those inside. But, over the course of a decade, the Gargylen slaves slowly broke free of the Conclave’s control and allied with the Orcs trapped inside. All the while, the prison walls began to rot and decay. In the year 2253 they collapsed entirely, freeing Clan Sprawn and her new Gargylen allies.

When the wall finally fell the forces of Sprawn rallied and attacked Berphaunt in force, sieging town after town, before stopping two weeks outside of the capital to regroup. The clan began to settle in, taking the time to rest, reorganise, and to communicate with runners who had been sent from other clans. Tragically, this pause allowed for Berphaunt to summon their newest of allies and counterattack. Unbeknownst to Sprawn, and most of the unknown world, Berphaunt had bed themselves with a mysterious organization of female mages known as the Pax Arcanium.

Publicly believed to oppose Berphaunt, The Arcanium used this reputation to their advantage in designs against Clan Sprawn. While it is unknown why the Arcanium aided their once hated enemy, by playing upon the rumours of their hostility to Berphaunt, the Pax Arcanium deceived Clan Sprawn into accepting an offer of powerful magics to be cast upon their entire Clan. All of Clan Sprawn, tens of thousands of warriors, mothers, and children, were gathered together to receive this supposed magical aid. The treacherous Pax Arcanum instead cast powerful enchantments and wards throughout the area, designed to prevent the resurrection of any spirit. Once their preparations were in place, the Pax Arcanium invoked the most sinister of the death magics, a spell which severed the life thread of every Orcish man, woman, and child of Clan Sprawn. With this dark magic weaving through their bodies, rending their spirits; all of Clan Sprawn were massacred. Their spirits were obliterated with no chance of resurrection or afterlife.

In the wake of this genocide the only living member of Clan Sprawn was Thay’tok, son of Warlord Broduex, who was out on a mission to secure supplies from Clan Blackthorn, their uneasy ally. In a matter of moments Sprawn was wiped from the lands of Arthos, leaving but a single son of Sprawn to carry the name.

In 2257, the Kingdom of Berphaunt held a peace summit in the elven forests of Day’ten. Thay’tok approached the Emperor in an attempt to obtain reparations for the genocide. Here, under the flag of peace, he was executed without even a chance to draw his blade. Word soon spread of the Empire’s villainy, and this vile act was the catalyst which rallied greenskins around the land. No longer did they see themselves as individual tribes and bands, for if the “pink-skins”can do this to the largest of clans, it could do so to any of them. In the name of vengeance they took up the mantle “Sons of Sprawn”, and for the first time ever they stood united.

Sons of Sprawn Today

In their infancy, the Sons of Sprawn are a minor, but notable power on the world’s stage. At present The Sons of Sprawn are an alliance of eight major clans, and many minor ones. While not a huge threat to the major powers of the continent, their banners draw new allies at an alarming rate.

The treachery of the Empire has acted as a rallying cry to all greenskins who have lived under the yoke of human oppression. The Sons of Sprawn no longer consider borders when striking out with vengeance. The Empire, Whiteraven, it matters not. All pink-skins are the same and all will fall under the blades of their axes and swords.

As a precautionary measure, the Empire of Berphaunt has stepped up their border patrols. Meanwhile in the heart of the Whiteraven Alliance, where the population of greenskins is at its largest, the Church of Light has called for peace and parley with the Sons of Sprawn. Given the rampant murders of the peasantry, the burning of farms and the complete lack of regard for authority in that area, it appears to have been falling on deaf ears.

Even if no official act has been taken against the Sons of Sprawn directly, kingdoms, republics, empires – of humanity have cause to fear the might of the Sons of Sprawn.

While they only number in the thousands today, there are millions of greenskins spread over the continent, and the looming threat of their unification casts a shadow which grows over civilised lands.

Without central leadership, the clans currently share an uneasy alliance held together by rage and mourning, but in secret councils, and hushed voices, their Chieftains and Clan leaders have begun to weave their designs.

Organisations

As diverse and plentiful as greenskins are, their shared history has maintained one constant: The strong shall rule over the weak. Since time immemorial the Orcish tribes and clans have rallied under countless Warlords, Generals, and Chieftains.

Orcs and their kin wage war out of fear, hunger, greed, and savagery but they have never made war over kinship until now. The murder of Thay’tok and the genocide of Sprawn has changed everything.

This act of betrayal resonated throughout all of Orc-kind, and word of this crime spread until it had reached the ears of many powerful greenskins leaders.

Shortly after, Orc and greenskin tribes began to meet in council, if only to discuss this great injustice. It did not take long for their discussions to turn to revenge and war, and before even the Clans knew it themselves, they had united under a banner of vengeance. With no war leader able to unify the growing horde, the Orcs turned to the guidance of the eight most influential clan leaders. These clans form the backbone of the Sons of Sprawn. They are:

  • The Harbingers of Baaagh, lead by Guulda the Glaive, masters of the elemental arts and dedicated to violence and bloodshed in the name of their God
  • The Bar’Ghul, lead by Shuc’Noc the Eternal, a coven of Ogre Magi; necromancers and wytches who serve under the Firstborn Styphon the Black
  • The Stormborn, led by Krulbjorn Lightstrike, a noble and honourable Clan of Einher and Orcs, serving under the banner of an Orcish Paladin of Valdr
  • The Vendetta Concordat, led by Elijah Four-Horn, a Minotaur tribe catalysed by vengeance and allied with Clan Razor-Vine
  • Clan Blackthorn, led by Grundella the Tangled, the oldest and strongest of the remaining Orc Tribes who view themselves as the leaders of the Sons of Sprawn
  • The Redshred Clan, led by Spittleslade Gutrender, a bloodthirsty and vicious clan of goblin alchemists and trapsmiths who delight in murder and torture
  • Clan Razor-Vine, led by Thera’Zhul Oakenheart, druids and Rangers, seeking to use the war to recruit new acolytes
  • Clan Scortchmaw, led by Mogrim Khan, High Warlord of the Scortchmaw, Knight of Rathenoch, a massive clan of Orcs and Ogres who revere the Firstborn Dragon, Rathenoch and fight in his name

Joined under the banner of hatred and revenge, the whole of greenskin kind is uniting in anger against the mortal races of men and women, and is creating a horde unlike any that has come before.

The Harbingers of Baaagh

“What doesn’t kill you makes you weak, wounded and easy prey.”

Leader: Guulda the Glaive

Region: Unknown/Widespread

The Bloodletter needs no reason to make war.

With the destruction of Clan Sprawn, many of the disheartened Orcs have turned to the Lord of Carnage to renew their spirits, and give them purpose. Marked with blood-red streaks on their face, the Harbingers of Baaagh are religious fanatics devoted to violence and bloodshed however what sets them apart from any other clan, is their extensive use of elemental magics.

With their proficiency in the school of elemental magic being an oddity among Orcs, their priests, the Cinderhearts, are the most mysterious of all.

It is said those worthy of Baaagh are taken in the dead of night and forced to undergo a dark and macabre ritual. Their hearts are removed from their living bodies and replaced with ever-burning coal, blessed by the Bloodletter. What effect this has on their skills in combat and spellcasting is unknown, but scholars hypothesise that Baaagh’s possession of Shimm, the elemental orb of power, is the source of their enigmatic elemental proficiency.

The Bar'Ghul

“Serve now in life or serve later in death, it matters not.”

Leader: Shuc’Noc the Eternal

Region: Mount Dracos/Tiefanue

The Bar’Ghul are an ancient clan of dark and ruthless of Ogres who specialise in necromantic magic. These Ogre Mages serve the Firstborn Styphon the Black and were key in many of the Black Wyrm’s victories in his war against Tiefanue and the Church of Light. Indeed their name strikes fear in many who survived those days for they, under Styphon’s banner, slaughtered many of the Church’s soldiers, only to raise them as undead to join the Black’s war.

Their leader Shuc’Noc is rumoured to be a powerful lich, capable of summoning armies of undead with relative ease. Originating from Jormunger, Shuc’Noc rides a massive undead Mammoth into battle, obliterating anybody who would stand in their way with both draconic and infliction magic.

While their numbers are few the cabal of Ogre Mages under Shuc’Noc’s command serve both the Black and the Sons of Sprawn. They are distrusted by most but tolerated as their magics are undeniably powerful. They claim a massive secluded fortress as their home, at the northernmost tip of Mount Dracos, far above the sleeping Black Wyrm.

The Stormborn

“Raise your horns to the sky for tonight we drink, tomorrow Valhalla!”

Leader: Krulbjorn Lightstrike

Region: South Eastern Mjoll

In the lands to the South and East of Mjoll Orcish clans have clashed with their Einher neighbours for generations. As so often happens when cultures clash, over time the Orc clans began to adopt many Einish traditions as their own. This exchange of culture most often took place on the field of battle where honour and glory were the codes the Einher lived by. Despite adopting many of the same values, the Orcs were never viewed with anything but disdain by the old pantheon of Einish Gods but with their death, many things have changed. The God Valdr, blessed with great wisdom and a warrior’s heart, has seen the worth of these northern Greenskins and has chosen from amongst their greatest shamans and Chieftains to be his favoured. The first of these was Krulbjorn, a chieftain who stood alone upon a narrow bridge holding back advancing Einish raiders who sought to descend upon his village. It is said that Krulbjorn stood wounded and bloody against many worthy foes before the Einher Chieftain ordered Krulbjorn to be shot with poisoned arrows. As the poison took hold Krulbjorn cursed the Warlord with his dying breath then, with the last of his strength, called out to Valdr as he cast his bloodied spear at the northman. As the spear took flight Valdr saw Krulbjorn then and judged him worthy. He blessed his spear with runic power and as it struck the Einher leader a bolt of lightning shot down from the sky and slayed him instantly.

It is said the Einher that remained turned their backs to the clan and banners they once fought under. They raised the dying Krulbjorn high above their heads and carried him to their Vitki, or Wytch. She drew the poison from his flesh and he rose quickly as the first Orcish Paladin of Valdr. As word spread of the deed, the northern Orc clans quickly accepted Krulbjorn as their leader and adopted the name of Stormborn. Since that day many young orcs and even a few Einher have flocked to the Stormborn clan, citing the blessing of Valdr as a justification to turn from the old ways and follow a new path. The Stormborn are bound by honour and blood to see those who slaughtered Sprawn brought to justice. Though they find the practices of many of their kin backward and distasteful, The Stormborn hope to lead their people into Valdr’s righteous host by deed and word.

The Vendetta Concordat

“By my axe, by my sword, by the horns on my head, they will pay.”

Leader: Elijah Four-Horn

Region: Southern Felnir

Goblinoids aren’t the only ones to answer the call of the Sons of Sprawn. In the spring of 2258 Whiteraven settlers accidentally dammed a river and flooded the nearby Minotaur village of Under’vore, inadvertently killing the tribe’s spiritual leader, Gorejax the Navigator. This act, while unintentional, infuriated many in the tribe who had already warned the human settlers about the dangers of their plans

A call for reparations was made but the Whiteraven settlers refused and worse, pushed the blame on the village elders. As a result, many Minotaurs called to their brothers to seek revenge. Their first victim was the small human settlement of Amberglen. Unaccustomed to fighting on the surface, the Minotaurs of Under’vore found themselves surrounded. If not for the unexpected aid of the nearby Razor-Vine Clan, they would have been repelled and defeated by the town’s militia. After the battle, the Minotaurs pledged themselves to the Sons of Sprawn, finding new allies to share in their cause.

Under the command of Elijah Four-Horned, a Minotaur so named for their Einish helmet, this Clan has pledged to help the green skins in their campaign against the kingdoms of men, and aims to rally the other Minotaur clans to join the cause.

Clan Blackthorn

“We are the beginning and the end. Those who fight, fight with us.”

Leader: Grundella the Tangled

Region: Unknown/Widespread

Clan Blackthorn was second to Clan Sprawn in size and influence and, since Sprawn’s demise, have taken on a more active mantle of leadership in the Sons of Sprawn. Convinced that they alone have unified the clans, they see themselves as leaders of the Sons of Sprawn, a title that is disputed by many. Clan Blackthorn are traditional by Orcish standards, adhering to typical Orcish values of murder and bloodshed, violence and war.

The most militarised of the clans, Clan Blackthorn is also the most geographically centralised. With its fortresses and strongholds in the northern forests, the clan is poised to attack any of the major settlements and kingdoms, and it has the resources, warriors, and training to do so.

Their leader, the ageing crone, Grundella the Tangled, has never once been defeated in battle. Her twisted, scarred body hides her indomitable martial prowess. To her, this war is a chance to unify all of the Greenskin under one banner, the Blackthorn banner, and take her rightful place as the the greatest Warlord in history.

The Redshred Clan

“Blood it oozes from the sockets of their eyes and their screams make such music.”

Leader: Spittleslade Gutrender

Region: Kalidor/Western Maud’madir

Out of all that serve under the Sons of Sprawn banner none are more violent, clever and bloodthirsty as the goblins of the Redshred Clan. Having mastered alchemical and trapsmith skills beyond any other, the Redshred have joined the cause as a opportunity to sow the world with their unique carnage and mayhem.

Taking more captives than all of the other Clans combined, the Redshred clan fill vast subterranean workhouses with slaves, producing the arms of war at a near industrial scale. Once a slave has outlived their usefulness, the Redshred subject them to torturous musicals run by alchemically dominated trolls they call Organ-Grinders. These Organ-Grinders place the broken but living bodies inside torturous boxes filled with gears and spikes,which crush and break bones as the enslaved troll turns the crank. The howls of their captives, mixed with the macabre musical orchestra, serve as warning of their coming attacks.

Spittleslade, their enigmatic and well-spoken leader, has taken a passion towards human industry and craftsmanship. Having spent the majority of his youth as a slave in a human workshop in Duvain, his knowledge of artifice is unmatched among his greenskin brethren. This knowledge has been assimilated into his Goblin cunning, and with it, he has established secret workshops and warehouses throughout many of the kingdoms and nations in conflict with the Sons of Sprawn. Through his efforts, the Sons of Sprawn can remain well-supplied even deep behind enemy lines.

The Razor-Vine Clan

“We are the cure for the corruption of Arthos, that which exists in the pink-skins heart.”

Leader: Thera’Zhul Oakenheart

Region: Northern Forests of Berphaunt

With the ever growing hostilities between Humanoids and greenskins, the number of Orcs devoted to the druidic arts is grows fewer and fewer every passing year. The Razor-Vine Clan is an exception to this. Using nature magic to its most brutal ends, the Razor-Vines combine guerilla warfare tactics with a magical control of nature to lure their foes into deadly traps and ambushes.

Their entry into the Sons of Sprawn is entirely for the purposes of recruitment. They hope that their example will rally Orcs to take up the Druidic arts, and preserve their failing traditions. Before the formation of the Sons of Sprawn, the Razor-Vines would often come into conflict with the other greenskin clans who had no reservations towards clear cutting forests to fuel their needs.

Their love of the forest and nature is matched only by their pure loathing hatred of Dwarves. This burning contempt for anything short and bearded has caused many battles between the Razor-Vine Orcs and the generally peaceful Dwarves of Gerdain, with whom they share territory. It is not known when and why this hostility first began but it is not uncommon for Razor-Vine warriors to break rank and charge should a Dwarf appear on the battlefield. The Razor-Vine Clan does little to hide this contempt, often carving the flesh of fallen Dwarves from the ear to ear and wearing their braided beards as trophies on their belts and armour.

Their leader, Thera’Zhul Oakenheart is an Arch-Druid of immense power and it is suspected that he is personally responsible for creating many of the Sons of Sprawn’s resurrection circles. While he sees the importance of this war, he worries that the Arthos will bear the brunt of the battle scars, as the wheels of human industry and the axes of the Orc woodsmen consume the wilderness to fuel their war. He is easily identified by his thick full coat made entirely of Dwarven beards, including numerous fallen chieftains and leaders.

The Scortchmaw

“Take it all; their homes, their possessions, their women and children. All are tribute.”

Leader: Mogrim Khan, High Warlord of the Scortchmaw, Knight of Rathenoch

Region: Eastern Gerdain Mountains/Eastern Maud’madir

In the eastern mountains and the wildlands north of Berphaunt lies the realm of Rathenoch the mighty Red Firstborn Dragon. In his lands it is the duty of the weak to appease the strong and the duty of the strong to protect those weaker than they, so that he may bask in their adoration. As the strongest, Rathenoch demands tribute from all who dwell in his lands and so it is the right of his Khans to collect both his and their own tributes from those that serve. The rule of might strikes a chord with many Orcs who choose to dwell in the Red’s territory. Among the mightiest of these is Mogrim Khan, a savage warrior and a chosen Dragonknight of the Red. Under the savage rule of Mogrim, the tribes of the east have been brought to heel and much tribute and many worthy sacrifices have been made in Rathenoch’s name. Recently the Sons of Sprawn have entreated with Mogrim Khan to bring his warbands south to raid the Empire, to avenge Sprawn and for the glory of Rathenoch. The Red and his Khans are pleased to answer this call to war.

The Spawn of Sprawn

“Glory to Kaboom.”

Leader: Snotbog

Region: Antioch

The Spawn of Sprawn Kobolds are NOT members of the Sons of Sprawn. There is no major or minor clan currently flying the Sons of Sprawn’s banner that would accept, invite, or tolerate the Spawn of Sprawn, whom they often refer to as the ‘Prawns of Sprawn’, within their ranks. It would appear that no one has told this to the Spawn of Sprawn.

The Spawn of Sprawn carry out nefarious and often explosive misfortune on the Dark Elves of Antioch and any other who they stumble upon. Maniacal, devilish and wholly unpredictable the Kobolds of Spawn terrorise the denizens of the Underworld, and many of those on the surface, with their own unique brand of carnage and destruction. When not causing mischief in the name of Sprawn they are doing so in the name of their God, the Great Kaboom, a fictitious and unrecognised God of explosions and, as quoted by their leader Snogbog, “all things that are shiny.”

The leader of this motley crew is a clever and curious Kobold by the name of Snogbog. Snogbog brags that he is over 5 years old, making him ancient by Kobold standards. His red fur has grown yellow with age and his face and body are covered in scars from one too many prayers to his god.

They are filthy, disgusting and incredibly unwanted, both in their own territory and within the ranks of the Sons of Sprawn. That does not appear to be stopping them a single bit.

Views on Other Factions

Empire of Berphaunt: Throughout all of our history, the Empire has lied to us, enslaved us, and murdered our children. Their time is over. Now is the age of Orcs. They are responsible for the genocide of Clan Sprawn. We will burn their kingdoms to the ground and piss on their ashes. We will not rest until the Emperor’s head sits on a spike and the entrails of his family lie at his feet.

Whiteraven Alliance: They are no different than any other pink-skin, do not be fooled by their treacherous words of peace. The Church of Light has restricted the worship of Baaagh and our ways of religion for far too long. They murder, torture and enslave our kind, just like all the rest. We will bring this war to the gates of the Church and we will tear them down. Suffer not a pink-skin to live.

Children of Ga’more: Disgusting bugs. Bad mojo. They get into your head and make you do things. Avoid if possible, slay with caution.