The Secret War Beneath the Hills: Temple Logistics at the Hunting Cottage

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  As Dungeon Masters building immersive worlds in Greyhawk, we often focus on the sprawling dungeons and cursed temples—but what makes a setting breathe are the living villages, the secret roads, and the nameless lieutenants that oil the gears of evil. With this latest update to the Verbobonc Campaign Guide 576 CY , the Hunting Cottage south of Nulb becomes more than just a footnote on a wilderness map—it becomes the nerve center of the Temple of Elemental Evil’s underground war effort. A Cabin Cloaked in Secrecy Located deep in the Kron Hills, buried beneath the dark canopy of the Gnarley Forest, this "innocent hunting lodge" masks the Temple’s most critical logistical node. Thanks to expanded lore and character development from recent articles, the cottage now connects the surface world to the Greater Temple’s lower levels through two secret tunnel entrances—one canon (a vertical shaft through a water well) and one newly developed (a limestone cave reinforced for priso...

House Velkori — Secrets on Painted Wheels: The Rhenn Attloi of Nulb for Temple of Elemental Evil DND Campaign

 

Blog by 3orcs – For DMs Running the Temple of Elemental Evil in the World of Greyhawk


As a Dungeon Master obsessed with breathing life into every crooked alley and moonlit glade in the World of Greyhawk, the people of Nulb continue to inspire me—especially the Attloi of House Velkori, a caravan of land-bound Rhennee outcasts whose wagons are as full of secrets as they are color. Nestled just south of Nulb, these elusive folk might just be the most intriguing wildcard in your Temple of Elemental Evil campaign.

Here’s how I bring them into my game—and how you can too.


The Attloi: Rhennee That Forsook the Waterways

Most Rhennee sail rivers and lakes. But House Velkori? They ride the rutted backroads of the Flanaess in vibrantly painted vardos. These are not your typical travelers. These are survivors—merchants, mystics, thieves, and spies. Dismissed as traitors by their waterborne kin and distrusted by nearly everyone else, the Attloi of Nulb thrive on the edge of civilization and moral ambiguity.

  • Origin: Land-bound Rhennee cast off by their riverfolk kin.

  • Culture: Colorful vardos, bone charms, and whispered omens by firelight.

  • Trades: Fortune-telling, smuggling, fire-dancing, leatherwork, blackmail.

  • Language: Rhopan (almost never shared with outsiders).

  • Secrets: They know more about the Temple’s movements than they let on…


Pilgrim’s Hollow: The Camp on the Edge

Just past the Pilgrim's Way and barely out of bowshot from Nulb’s rooftops lies Pilgrim’s Hollow, a smoky ring of wagons hidden among the trees by Imeryds Run. A place of eerie calm and unsettling insight, it becomes a dreamlike gathering place at twilight.

At night, firelight dances across painted wheels while stories unfold and fortunes are sold—sometimes bought with truth, sometimes with blood.

  • Key NPCs at Camp:

    • Vethra “Old Eyes” Velkori – The matron and fortune-seer.

    • Eryk Velkori – Fire-dancer and dealmaker with the bandits and pirates.

    • Talla Velkori – Scout and blade, watching Smigmal Redhand’s forces.

    • Orsik Velkori – Teenage whisper-walker and cult informant.


Role in the Campaign: Web of Intrigue in Nulb

Here’s how I’ve woven the Attloi into my own campaign:

  • Cults and Coin: The Attloi aren’t loyal to any faction, but they’ll sell their silence—or your secrets—to anyone. A cunning DM can use them as informants, reluctant allies, or double agents.

  • Fortune-Telling & Foreshadowing: Use Vethra's omens to subtly hint at cult activity or the fate of an NPC. Give cryptic warnings about the Temple's rise that only make sense later.

  • Rumors of the Temple: The Velkori suspect that Canon Belsornig and Smigmal Redhand are preparing something big. Talla's seen wagon convoys vanish into the forest… and not come back.

  • Hidden Quest Hooks:

    • The Daughter of the River Wind (available in the full campaign guide) can be tied directly to House Velkori’s fate.

    • PCs may be sent to infiltrate their camp, rescue someone, or hire them for a secret task.

    • Eryk might demand coin, a story, or a blade duel as payment.


Example Roleplay Dialogue

Vethra “Old Eyes”:
“You carry the scent of choice, stranger. The wind follows you—but not always at your back.”
“Sit. I offer three: smoke, card, or bone. The price? A truth for a truth—yours for mine.”

Eryk Velkori:
“This ground ain’t yours. This here’s Velkori land. Want pass or parley? Then speak fast, or speak steel.”

These lines have become iconic in my campaign. They’ve launched duels, debates, and wild side quests.


 

Plot Hooks

  • Bandit Coordination: The Attloi have seen too many well-armed “merchants” passing through Pilgrim’s Way. Something’s moving behind the scenes—supplies? Slaves? Weapons?

  • The Eyes of Redhand: Smigmal Redhand’s rise threatens everyone. Talla suspects she’s building more than defenses—an army.

  • A Choice of Paths: Vethra might offer the players a forked path—sacrifice, betrayal, or truth. What they choose affects future events in Nulb and beyond.


3orcs Commentary

Bringing House Velkori into your Temple of Elemental Evil campaign adds depth, color, and mystery. For me, they represent the grey morality of the setting—a perfect counterpoint to the black-and-white cultists and brutish bandits. They aren’t evil. They’re just trying to survive. And that makes them dangerous.

Their wagons are vibrant, their firelight is warm—but behind every smile is a blade, and behind every blessing, a price.

If you're running your party through Hommlet, Nulb, or Twilight Falls, House Velkori fits in beautifully with the politics of desperation, faith, and fear brewing in the Viscounty of Verbobonc.

You can read more in the full article, including adventure hooks, NPCs, and maps on the Verbobonc Campaign Guide 576 CY website. And if you want deep dives, character reviews, and behind-the-scenes design insight, check out our YouTube channel at 3orcs.


Bring Nulb to Life

This is just one of the many vibrant communities I’ve built in the campaign, including:

  • Hommlet

  • Sheernobb

  • Twilight Falls

  • Ostverk

  • Nulb

These towns aren’t just stat blocks and shop names. They have heartbeats.


Final Thought

If your players think Nulb is just a swampy stop on the way to the Temple, let House Velkori show them otherwise.

Sit down at the fire. Pick a card. And see where the wind takes you.

🔗 Read the full article on Verbobonc Campaign Guide 576 CY

🎥 Watch lore discussions and campaign breakdowns on the 3orcs YouTube Channel

🗺️ Get the full map, NPC sheets, and bonus art at 3orcs Patreon


Let me know in the comments how you've used the Attloi or the Rhennee in your own Greyhawk games. Let's keep the conversation—and the caravan—rolling.

—3orcs

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