Thurazor

Regent: His Most Eminent Highness, Tie-skar Graecher (MG; F7; Az, minor, 24; LE), rules the kingdom of Thurazor. He wrested it from the ruler before him and expects to have it taken violently from him by one of his own soldiers—but he has a few tricks up his sleeve for any would-be usurpers. Graecher's a crafty old goblin king.

• Lieutenants: Graecher keeps the shaman Krai Two-Toes@ (MG; Pr6; Az, tainted, 10; LE) with him to dispense justice and keep the people in line with threats of divine wrath. The King of Thurazor doesn't trust Kral but does allow the shaman something of a free rein, as he wants to maintain favor with the more fanatic goblins. He also sends this lieutenant him to deal with minor kingdom matters from time to time.

Provinces: The six provinces of Thurazor have been explored hardly at all by Avonlaers, despite the prime lumber and magical sources available.

Important NPCs: Though Graecher doesn't realize it, both Cariele's and Dhoesone's guilds want to ensure that the kingdom runs smoothly, to protect their revenues. In this matter, the guilds work together, though any domain with a guild presence must expect some back-stabbing.

Krai knows that shrines to human gods lie hidden in the realm. The temples, growing stronger all the time, cater to goblins sick of the constant bloodshed and hatred that the goblin god preaches. The shaman has no idea of these temples' locations, but he thinks he's closing in. When he finally finds them, he will sacrifice the heathen goblins with abandon.

Description: Without a doubt, Thurazor is the most civilized of all the goblin kingdoms in Avonlae. Though inhabitants exploit its lands, the domain seems in better condition than the other kingdoms. The goblins try to maintain their environment—they even attempt to replace the trees they cut and cover the mines they dig, once they've extracted the minerals. The goblins' concern for their surroundings is something no Cerilian ever would have expected.

Of course, this consideration doesn't mean the residents of Thurazor have turned from their evil ways—far from it. It's just that their king has diverted their attention from war and carnage to other fields, such as trade, that profit him more. His subjects understand this royal manipulation, but they appear afraid to counter it—Graecher pays his enforcers welf indeed. So the goblins here labor away, mining and foresting, while the more violent ones slip away into the Five Peaks or Dhoesone to form mercenary companies.

; This pattern suits the King of Thurazor just fine. It not only rids his kingdom of poor laborers, it also removes those most likfely to threaten his throne. Chances are good that they'll get themselves killed in one foreign war or another, and Graecher won't have to worry about them ever again. If too many of his people start becoming violent, the king figures he can always start a war with one of his neighbors, then sue for peace when enough troublemakers have fallen by the way.

His capricious attitude toward treaties makes dealings with Thurazor difficult. The domain's neighbors have learned they can trust the goblins to stick to an agreement as long as it remains expedi- ent for the goblin king. It's a credit to Graecher's guile and ability to inspire confidence that he con- tinues to rewrite treaties with his neighbors, all the while making his offerings appear invaluable.

The goblins of Thurazor have become fair woodsmen, giving up their mountain lore and 1 adapting to the forest. Though they'll never f become as accomplished as the elves in moving through the woodlands, they can creep through the forest without making undue noise. The best of them leave to become scouts and spies for the human realms; some even study under human rangers!

This article has no secrets.