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The Norogs of Farion generally dwell in marshy bogs and sleep in caves or underground. They enjoy collecting shiny things, so they occasionally invade new territory to plunder resources. Although they prefer the cool dampness of the caves on their thick, rough skin, they set up camps aboveground while traveling, preferably using sticks and brush propped up against large boulders. Their skin color ranges from dark blue to greenish blue through grey and a rare white. A rare mutation in the Norog breed turns the skin white and the eyes red. White Norogs are mysteriously intelligent and tend to take leadership over the lower Norogs, giving direction and reason to the brutal crossbred creatures.

In the Fourth Age of Farion, the dark álfar established a settlement near the wetlands of Galnabrok where they conjured creatures without interference from the Álfar Council of Elamire. They eventually bred with goblins, creating the new race of Norogs. Galnabrok is a desolate, swampy land of bare trees with a salty stench of death. The sun rarely touches the land through the thick, marshy fog, keeping the ground cool and the brush sparse. Few ever travel to Galnabrok and fewer still return from this harrowing place due to the aggressive nature of the beasts that reside there. Most of the dark álfar have since vacated the land they poisoned with vicious monsters and dark magic.

Having little intelligence for civilized negotiations, the Norogs rely heavily on survival instincts due to their large size, great strength, and thick, impenetrable skin. Communicating by a serious of grunts, body gestures, and simple words, their intentions are often misunderstood. Many Norogs have been known to fight to the death among each other for simple trinkets such as coins and scrap metal. For a settlement to survive, they need a leader, usually a White Norog or deity.

Raising offspring often seems to be a chore for the female Norogs. Although they are protective of their own, many times the young are abandoned after two to three cycles and left to survive on their own. The young reach maturity after five cycles, and those who have not learned to scavenge often starve or die in the misty marsh.

In battle, Norogs rely on their brute strength. Wielding heavy clubs with protruding spikes, they smash their way to victory. They are unable to coordinate large-scale attacks and normally raid small villages or isolated travelers. Arrows are rarely able to pierce through their stone-like skin, and fire has little effect. Surviving solely on rats, fish, and other small marsh creatures, they are easily distracted by the aroma of breads and sweets, and they indulge in the flesh of the fallen after victory in battle.


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