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Maur
113
October 2015
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Post by Maur on Dec 20, 2015 4:04:20 GMT
The Northern Marsh Welcome to the Craggy Marsh brave explorer, in order to reach this massive swamp land you first have to pass through the dead forest in northern Sunderland, that's an accomplishment for most, but now the real trouble is just beginning, this place holds nothing but ill for mankind, disease and pestilence are rampant, ravenous beasts lurk about every corner, behind every tree stump. Good luck getting thirty yards in our home stranger. In addition to the local wildlife we also have mud-pits as deep as a giant is tall, enough humidity in the air to give you trench foot a hundred times over, and an algae that, when burned or ground into powder, can make you lose all free will and yet still retain your basic functions, it is an odd plant and used quite nefariously by the Goblins of Rectherron. But the Goblins don't usually approach strangers, more likely than not they'll wait until you're dead and pilfer your corpse. If you can find some comfort in that, above ground has its own dangers, like the ravenous Voddens or carnivorous Curathon, the territorial Gregglins and the ever opportunistic Bog Kings, these will be your prime threats in the Marsh, if you can evade them, you still probably don't have half a chance, because of the insects, thousands of species of vermin roam this land, from the massive cloud like swarms of poisonous flies (Even the Gregglins avoid those) to the three pound beetles that would make a hearty meal were you to catch one, as the Goblins have enjoyed frequently, perhaps you're more of a worm fan though, we've got those, roughly twenty feet long and as thick as your leg, they tunnel out at night to hunt so make sure you build up a good fire, that is, if you can get any of the water-logged wood to light. There are two main sections of the Marsh, the Marsh, and the Swamp, we just use the Marsh as a catch all term, the Swamp is the inner portion that harbors massive trees and impressive lakes, the Marsh is the outer portion, with miles of soft earth and sinkholes aplenty, there is a bridge that crosses much of the distance, over the tall whip grass and the Voddens who swim merrily through the water holes that pockmark the landscape, just waiting to leap and pull you from said bridge to a watery grave. The crossing is made primarily of wood, and leads to southern Sunderland, trust those crazed adventurers to erect a bridge to hell, not literal hell mind you, just the closest you can get while still alive. The Bridge has seen better days, rot and infestation have completely demolished some sections, and others are currently sliding into the bog. If you intend to cross that way bring lots of long boards for some impromptu walkways. Best wishes to you, you'll need them.
Beastiary of the Marsh:
Bog King: Bog Kings stand at 4-5 feet tall, and live to an average of forty years in age, they are moderately intelligent, capable of organizing themselves, building structures and communicating through verbal clicks and ticks of their large flat tongues, the Kings have powerful legs for fast running, and large paddle-like muscled forearms they use for blunt strikes and swimming quickly through the bog. The vital area around their neck is protected with thick green plates, a sword would most likely bounce off of this area, their skin in other places is also strong and thick. Bog Kings can eat almost anything, they have powerful stomach fluids that dissolve most materials for processing by their intestines, although because of their unorthodox diets, Kings often have to purge their systems through an avenue I am not mentioning here as it should be obvious, two large thick horns that rest at the top of their dark green bipedal frames horns are used for ramming opponents and smashing through thicker brush, Bog Kings may be shorter then humans but they are stronger and faster, with their own natural weapons in the form of jaws, claws, and muscle. Vodden:
Voddens swim throughout the Marsh's channels, seeking what they may devour, these are truly unsavory creatures, they move fast througout their underwater domain, and are the apex predator within the water channels, these vicous beasts will attempt to eat anything, they've even tried to peel back the armor of a Gregglin on more than one occasion, with disastrous results on their behalf, seriously though, don't mess with a Gregglin. Vodden are ultimately not something you want to encounter within the Marsh, if you see one, it's probably already dragging you downwards, whether it got you from the middle of the Bog, a small pond, or walking alongside the water, you end up in the same place, its stomach. Voddens are 10-15 feet long, their powerful tales make up most of this length, and allow for swift movement, with vaguely humanoid skulls and monstrous angular faces they can frighten any fully grown man into a state of soiled trousers, light blue adorns their scaly hides, an odd color for the swamp, yet these creatures have never needed the camouflage that they lack, take from that what you will. Gregglin: Gregglins are nightmarish beings, the true embodiment of the swamp, they have thick carapaces and nasty massive teeth contained within a larger jaw, they stand on average at a height of eight to twelve feet, their long pincer like claws are used for disemboweling enemies and spearing fish, which are them deposited within their gaping maw. Three powerful eyes are set into a horrific face, and the trunk like legs that support it's massive bipedal fram can be used to stomp lesser beings into non-existence, they have no favored terrain, they go where they please, and all scatter from their path, the Goblins of Rectherron have yet to find a way to tame these magnificent creatures, because every time they attempt to capture one, all who are sent die horrifically, no matter what net is used, or trap is sprung, the Gregglins always escape. Pouylip:
A Pouylip is a large bird, four feet tall with well muscled legs for fast movement, large feet allow for traversal over mud and other loose terrain. Pouylips generally consume insects, by virtue of their large bulbous tongue ends that are covered with an adhesive substance. This long rope like tongue can be shot from the Pouylips beak incredibly fast, they also eat rodents and other small creatures that they can swallow whole. Pouylips usually choose flight over fight, mostly because their only weapon is a dull beak, this can do some damage when propelled forwards with the Pouylip's powerful neck. These Avians can be found throughout the swamp, and are usually seen as harmless to the Marshes' larger inhabitants, they fall prey to any who can catch them by surprise or have the speed to catch the fast bird. Fiatola:
The Fiatola are loosely related to Dragons, these 5 foot long lizards (Not including the whip-like tail) make a grand display with sharp back spines and large powerful horns, both of these serve to ward off airborne threats, and larger predators. Fiatola's have the ability to breathe a noxious fume in order to ward off insects, this can be ignited as it leaves the mouth, sometimes in a cloud and sometimes in a flaming stream. they are known for immolating their opponents as a first resort. Sharp Talons and a powerful whip-like tail are used for defense and hunting, the Fiatola can be loyal when domesticated, Ravagers have used them as pets, as well as Bog King's who just recently figured out the secrets of taming such a lizard. The Fiatola will defend itself and (If trained) its master with its life.
Curathon:
The Curathon is another large reptile, standing at five feet tall it is an impressive beast, this creature is used by the Goblins as a pack animal, and warrior, because of it's simple trainable mind the blade faced Lizard is easily adapted to any situation by it's masters, if it has any, Curathon eat strictly meat, their diet usually consists of Bog Kings, Pouylips, and other various creatures that are suitable for consumption. The Curathon's sharp talons are a viable weapon, but rarely used, this creature relies on it's odd face adorning, sharp, blade like horn that runs laterally down the beast's face, and is split in the middle to allow the large creature's jaws to open, otherwise they would obviously starve to death for lack of a suitable intake for sustenance. These creatures eat a lot, and the domescized Curathon's the Goblins keep are always a strain on resources, they are fed everything the little buggers can get their hands on for their loyal mounts, on some occasions they are even fed criminals, if a crime is too terrible for exile, they will be slain and given to the Curathon for food, nothing is wasted in Rectherron, nothing. The natural predators of the Curathon are Voddens and Gregglins, although they are not the preferred sustenance for these creatures. Because seeking to consume a Curathon will lead to a few scars and the meat is often tough and unappetizing. Flies:
Unassuming at first, the flies of the Marsh seem like regular flies, ones that you'd see anywhere else, regular in size, and speed, but their strength and intimidation comes not from their size, nor their speed, nor their individual prowess, it comes from their coordination. There are four fly colonies in the Marsh, each has its own territory, they travel in immense swarms and each have their 'territories', sometimes the swarms get bold, the Nathra have planned for the eventually of an attack.
Stonejaw Toads:Carnivorous toads that form packs of fifty or more, avoided at all costs. Flora of the Swamp and Marshlands:
Whip Grass: Long Grass that can grow up to seven feet, the Nathra use it for cordage when building on the surface, it is deep rooted and sucks up a good deal of moisture, this has allowed the Goblin of Rectherron to plant massive swathes wherever there is particularly loose soil above a crack in an inhabited Cavern, this is done to provide the otherwise weak ground with enough strength to prevent it from slipping, then the Cave is tended to extensively. It is also grown in certain areas of Rectherron, its length and tensile strength means they can weave it into rope when nothing more permanent is available, certain jobs allow for this. Unfortunately for the smiths they are reduced to chains, which are much harder to repair. Slave Reed: This tall, bright orange variant of bamboo has a chalky white paste-like core, see Slavesap for more details, it could be used in construction, but most often it is left alone unless the sap is sought. It only grows in specific areas of the Marshlands. Grappolin flowers: Vibrant violet bulbs, these flowers secrete a juice that is known to have hallucinogenic properties, it is dangerous in higher doses, lethal if enough is consumed.
Spike Knots: A ten to twenty pound woody plant that grows next to the bog, it's unassuming at first, but don't approach it, poisonous insects have been known to make their homes in them.
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Post by Maur on Dec 20, 2015 14:22:55 GMT
The Kingdom of Rectherron Government: The entire Kingdom of Rectherron is governed by one seat of power, Algekka, every command that is uttered from this hallowed cavern is law, and these commands all trickle down from the Council, otherwise known as the Council of Cavern Lords, and the Great Court. All of the meetings held within are recorded in terms of topics, important points, and conclusions, now this may not seem like much to a surface dweller, but trees don't grow underground, all of Rectherron's official written material is printed onto stone tablets via metallic stamps, one simply places the bladed block onto a plate, slams a hammer down onto it, and if the stone doesn't crack, voila! A perfect record that lasts much longer than paper. There are at least three hundred delegates present at every monthly gathering of the Council, and there they touch upon the most pressing topics, such as uprisings, mining regulations, sanctioned expeditions and the progress thereof ect... Smaller matters are tended to by the respective Cavern Lords to the area which the problem originated from, regulation and maintenance are also carried out by Cavern Lords and their staff. The most they have to do on a regular basis is upkeep on the tunnels and caverns, inspections to prevent weak structures and flooding problems, as well as maintaining their district's standing forces. The population of Rectherron, were it to be counted, would most likely be upwards of nine million, although this includes the secondary colonies that remain in close enough proximity to Algekka to be ruled by it. The outer Colonies are on their own until suitable infrastructure can be built to gain better control, a good percentage of outer Colonies have actually refused Algekkan control in the past, the populations were terminated and more were sent to take their place, Algekka does not shy from violence against its own, either you conform, or you fall. As with everything there are a few exceptions to this, when, for whatever reason, Algekkan controlled Rectherron did not have the means to eliminate the colony's existing population -the majority of these cases took place before the Nathra were set up- these Colonies declared independence and collapsed their main tunnels, so far there are four, the Government has little concern for them and doesn't seem intent on ascertaining their current status. Currency: Since the founding of Rectherron one standard currency has been used, the Korg, a Korg is roughly equivalent to that of shringallic halves. Korgs are not made of metal however, considering the Goblins literally live among it, precious metals are not considered precious. Instead a Korg takes the form of algae, named after the Goblin who discovered it, Korg is grown in massive water filled chambers by specially trained farmers, and it is widely accepted as valuable currency. Because it is flammable and slow burning, consumable, delicious, nutritious, and a surefire cure for most minor illnesses a Goblin can encounter, it is always in high demand. For these reasons Korg is harvested by many in many places, it grows quickly and multiplies fast, it truly is a wonder plant, it is found in fluffy violet balls weighing about 2 ounces, and then molded into a half pound ball by use of industrial machines and a few workers, set out to dry on a stone pallet set high over a fire, and then traded and sold for other goods, in it's dry state Korg is hard, and tools must be used to crush the dry substance into powder. Most Korg farmers set aside some of their crop every month to age, it is generally accepted that the older Korg is more valuable, age can be told by color, as after the bright vibrant violet leaves it begins to take on a bluish shade, when it is completely light blue the Korg has been perfectly aged. The process of aging takes two years with help, and ten if it occurs naturally. The natural process produces effects which are greater still, and it is considered to be worth much more than artificially aged or just harvested Korg, it's shade of blue is darker than two year Korg, and whilst two year Korg has value equal to that of 1 whole parts. A half pound of ten year Krog is the equivalent of 3 whole parts. The farming of Korg is heavily regulated, each individual chamber must be sanctioned and inspected by Council decree, and 30% of the total crop of each farmer is taken for Algekka's treasury, a large system of catacombs beneath Algekka contains all of this tribute that is not earmarked for other purposes.
Taxation: Goblins do not pay taxes, their time spent in the mines is repaid with food and fuel in the form of Korg, meat, and other Algae. All minerals and resources harvested within the mines go to the Kingdom of Rectherron and it's craftsmen. What qualifies as a mine are sanctioned tunnels and caverns that are under the authority of the Kingdom. (See Rectherronian mines.) A system of credits is used to exchange mined minerals for valuable goods. Trade:
There is little to put here, Rectherron has no trade relations to speak of, and because of this they have no policies or limitations on such a practice, should trade be enacted, a Council meeting would be held to decide these things. Inhabitants, and habitation: There are three layers of Rectherron, technically, the first being that which you enter from the surface, the closest to the overworld, this is referred to as the outer-layer, here is where species other than Goblins reside, such as creatures from the bog, the Goblins do not want these beings integrating further into Rectherronian society, and yet they also want these living creatures to be productive and content. There are three major sections of the outer-layer, the first is a massive chamer, with bridges, lanes and ladders crisscrossing all about it, this is the central hub which connects all of the surface tunnels that lead to the Marsh, these tunnels are used mostly by soldiers lookouts and immigrants from the swamp, but a few thousand wayward citizens migrate up here throughout every two or three years, either to explore the surface or see the new creatures coming down. From this first chamber, often referred to as the Marshgate, new creatures can enter and be sorted into secondary caverns designed for their specific species, most of them are trained and put to work as farmers, this is where much of the food for the Kingdom comes from, things gathered from these areas are carrieded through strictly monitored and heavily guarded large tunnels and shafts. From here they are deposited into three central areas within the second layer, which we will get to soon. Many of the secondary caverns in the first layer are expanded upon from the original residences of Rectherron while it was in it's infancy, these have seen many floods and cave-ins, but were always dug out and fixed, the reasons it doesn't happen often anymore is their development of Gobbypaste, a mixture of different types of stone and minerals, it is used to patch the tunnels and can be formed and moved whilst in it's wet state. Gobbypaste is used to bond and fill cracks which are discovered through rigorous inspections, these inspections being the second reason. The second layer is the most populated, it is called the Center, because well, it is, this is where Goblins live and breathe, only on rare occasions are other species allowed down here, a visiting dignitary would recieve an exception, so would an influential figure, and a few others, these exceptions are ultimately dolled out by an office commissioned for such a purpose, the Immigration Command, which makes it's home in Algekka along with all other important offices and units. Algekka is truly the center piece of the Center, it is the nexus of everything that is Rectherron, and it's protection/safety is insured through many means. The Center is both residencial and industrial, some farms have gotten grants to build chambers in this level, and some of the larger smithing operations make their headquarter on this layer, for the most part though, it is simply living quarters. The Center faces many issues, with biological waste, crime, and other unseemly things that must be dealt with, whilst crime is a constant waste management is actually something the Goblin's can achieve, and do so efficiently for themselves. Every district and Cavern have depositories where residents place their waste at the end of the week, it is then collected and either carted down to the forges, where it is burned for fuel amongst the Korg and Flashgob, or is distributed to farmers for help with their surface crops. All liquid waste is disposed of via re-circulation, it is boiled at high temperatures to eliminate any contaminants, and is then filtered to insure clear water as the final product. Again, the thing used for such a process is Korg, crushed dry Korg is used to catch everything but water as it passes through the filters, when these become clogged, they too are emptied and carted off to be burned in the forges. Now all of these services require uninterrupted travel from point A to point B, and in such a crowded place as Rectherron this is hard to come by, so these facilities are given a wide radius and a large shaft that shoots straight down to the final layer. The industrial layer is called the Crudhole by most, primarily due to all the smells and smoke that coat the surface of the caves with grime, where most toil throughout the day, another great Cavern is used for as a hub to connect the districts to the Crudhole, and in the middle of this one is a massive shaft leading downwards with many ladders and staircases, some of these stop at tunnels which then lead to furnaces and smithy's, various things that produce whatever goods Rectherron could possibly need, and at the end of this shaft is a platform overlooking the mines, huge expanses have been dug out providing tons of minerals for the vaults and craftsmen. Of course all these processes create waste, whether it be ash, or the corpses of over-exerted miners, and these need to be disposed. Enter Rectherron's answer to everything, Hubs and shafts, the aforementioned shaft that connects to the waste disposal facilities also serves to provide the Goblins a way to cart their dead from the mines (Which there are actually more of than you'd expect.) to the First Layer, where they are fed to the various creatures that the Goblins cultivate. So far the Goblins have managed, with their incredibly dense urban centers, to swing the veritable tide of industry away from the general living areas. The Rectherronian Mines: The mines take up more than half of the industrial layer. When one enters the mines from the Hub Section, they descend the shaft and are left looking over a huge open area, a series of lifts lower the workers down into the huge hole, they choose a tunnel of their own discretion or mine within the Cavern, depending on if they want to search for rarely touched veins, or if they want to scrabble with the others over the three veins of iron, one of gold, and four of habbinite. Within the Cavern there is a massive tunnel that leads upwards, from here the resources are sorted into the various vaults and the workers payment is shipped down. The most valuable thing to be harvested in the mines is Habbinite, a grey ore used to make the Goblins of Rectherron's legendary explosives, traps, and landmines. The ore is crushed and ground into fine powder then mixed with a small amount of water, which gives them the substance that they use for the explosions, a grey material referred to as boompaste. Armed forces: The Rectherronian military is vast and consists of several branches, the first of these are the Regulars. Rectherronian Regulars: The Regulars are the basic building blocks of the castle that is the Rectherronian army, they are trained for two years in specialty chambers after being drafted from the general populace, following instruction the newly minted soldiers are appointed well crafted leather armor, and fine swords, axes, and pikes, this infantry unit is often divided into more branches which provide domestic and foreign security for the Kingdom. Calvary: After basic combat instruction the Regulars can be sent to Mounted Combat Training, both archers and regular infantry can be turned into a powerful Curathon mounted force within a year of rigorous training, double saddles are mounted onto the large Lizards, so that two may ride, generally a small spear is held by the primary occupant, being near the front, and a Crossbow by the secondary, which allows for great strategic flexibility. Algekkan Guard: The best of the Regulars, are sent for Guard training in Algekka, they protect the city, its inhabitants, and the Council, they are taught how to handle unrest. Beast teams: The Goblins of Rectherron don't see the point in sending hordes of their own out to be slaughtered in droves, either by uprisings or open warfare, so they use the Beast teams, squads of Goblins leading Bog Kings, Fiatolas, and on rare occasions, Voddens. The larger, faster, and stronger Bog Kings serve as suitable warriors for open warfare and in the larger tunnels. Fiatolas can flush out uprisings easily with jets of flame. On the odd instance that Voddens are used they have gone down in history, the Goblins of Rectherron breed these water dwelling murderers in flooded caverns near the surface, and then when there are particular targets that need to be made examples of, and the geography allows for it, they will flood and seal the sections, then dump in Voddens by the hundreds. This is not very viable or sustainable, but it sends a potent message.
Nathra: The Nathra aren't officially 'part' of Rectherron's armed forces, but when Algekka has a problem they send the Nathra. The Nathra are a group of adept Goblin and Bog King warriors who act as a secret police and secret service for the Council, they protect the members under the guise of the regular Algekkan Guard, and have agents disguised as craftsmen, miners, farmers, and Guards throughout the Cavern and tunnel systems, their intelligence network is so great that even overworld nations have been compromised. It is a vast network that often handles problems before they even arise. The Nathra's insignia is that of a large green Dragon posing regally, and their headquarters rests on the surface of the swamp in an intricate series of tunnels dug into a large hill that sits by the Great Lake.
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Post by Maur on Dec 20, 2015 14:25:42 GMT
The Naga species:
These magnificent creatures are said to be relics of times past. Warriors of water, yet adept upon land, some Naga are supreme warriors, top physical specimens, whilst others are less...impressive.
Each one of these ancient beings was formed from a human long ago, by an archaic Mage of the Water. Their last vesitges of humanity swept away like the tides.
History:
The Naga loved their creator, and praised her for their newfound glory, she however, was slain by an uprising within her own creations, the Fyrdonites, more on them later. Let it be said however, that they were quite formidable. The Naga, not to be outdone, rushed to their masters aid and slew the Fyrdonites, them being fewer in number they quickly succumbed.
The Naga sustained heavy losses, their benevolent Queen amongst them. Without her, these majestic warrior people had no leader, and no hope. They became nomadic in nature, roaming the ocean floor without a purpose.
The Naga soon realized their inability to procreate, and without such a thing, they as a species would not last long, their Queen however, provided even in death. The Naga came upon a border to land, and travelled ashore, there they found humans, what they used to be. Now a small portion of the sea dwelling species, merely twelve of the nearly two hundred that remained. Discovered something, they had the ability, through venom, to change humans into Naga. The Queen, perhaps forseeing the ineveitability of her demise, provided something extra with these twelve, something essential to the survival of their species.
Hoping this trait could be replicated, the savages elected to kill one of the twelve, they chose a male, by the name Rashaquall, and cut him to pieces searching for their salvation. They found nothing. All they could do now was hope this trait would be hereditary. As in those they turned.
Their hope was not in vain, before they knew it the number of gifted Naga was exponentially more than the original species.
This was not without it's downsides, it had been nearly two-hundred years since they had been wandering, and not one of them had died with age, it seemed to be a flaw of humans that their Queen opted to erradicate for her people. It appeared however, that she did not have enough time to ensure that this trait was passed to the gifted. Roughly three hundred years after the death of their Queen, the seven remaining ancient gifted passed of age. Within the same year all of them died, and fled the earthly plane at the age of 314.
As time passed, the age dropped farther, and farther, the gifted began to die in droves every 150 years, the magic that they were birthed from appeared to be leaving them. These became known as land Naga, their sea brethren abandoning them upon the habitat of their choice and fleeing to the waters, there were now fifty less of them than when they first climbed upon land from their undersea home.
The Sea Naga only grew with age, having retreated to the deepest ocean, none knew how large they became.
The land Naga only increased in number, as they spread across the land, carving great caverns in stone in which they dwelled.
As they spread, they began to encounter more and more humans, these more sophisticated than those near their home, instead of small towns composed of mud and wood housing, they were now great cities of stone. Very populous and more than willing to fight the Naga who attempted to change their own.
The Naga expanded too rapidly, changing their only remaining human villages in order to try and raise a force to conquer these humans. They failed, the humans had gathered others of their kind to their defense, and these people killed themselves upon capture, not allowing themselves to become Naga. Eventually the population of Naga shrank, their elders dying off rapidly. They had dwindled dangerously low, and so they fled their homes, to the north where they found a small human village, which they conquered. It would take them thousands of years to increase their number. Leeching off of a small population, in secret, they rebuilt.
Land Naga:
Average Land Naga Anatomy:
(NOTE: Land Naga are prone to mutation, results may very.)
Height:
Average Male/tall Female: 6'1
Short Male/Female: 5'8
Tall Male/taller Female: 6'6-7'2
Weight:
Weight Ave.M/Tall.F: 250-300 Pounds
Weight Sh.M/Fem: 200-250 Pounds
Weight Tall.M/Taller.Fem: 350-425 Pounds
Reproduction:
When Naga are 'born' through the changing, they do not become infants, for days their DNA is morphed and changed until they bear the likeness of a full grown Naga, there are no Naga children to speak of.
During reproduction most of what makes the human is thrown out, and they become a Naga, yet they retain basic knowledge, the Queen must have allowed them to retain this information for future land incursions. The knowledge they retain is whatever the changing can salvage that isn't a memory. So whatever the Naga were prone to in their past life, they are also prone to in the new.
The sex of a Naga is completely dependant upon what it was pre-change, a female would turn a female, and vice versa.
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Post by Maur on Dec 20, 2015 14:28:50 GMT
Varaha, the bastion of Goblin kind.
There is a mountain range, in the Northwestern corner of Piriihu which is steeped in Goblin lore, something about this region draws the species in, many great things have happened for Goblins in this area, and for years it was a peaceful beacon of hope for all who shared Goblin lineage.
This land is known as Varaha.
The Kingdom of men:
before Varaha was known as a very populous Goblin region, it was a small Kingdom of man stashed away within the mountains, these men were few and strong, and ruled their land with prowess and grace, many sought to conquer them, and all failed. Combat within the valleys and ravines of Varaha is a difficult and foreign thing to most, these men however, excelled at it, they got ambitious however, and began to spread outwards from their mountain home.
During this time Goblins were scattered to the wind, with no great achievement to point to in order to claim greatness for their kind, small villages and oppression were their daily life, Goblins were enslaved, and slain in droves with little hesitation. One of them sought to rectify this, I suppose this is your classic underdog story, rising through the ranks and conquering your foes, that is what they did, and it is worth novels. However for the purposes of this pamphlet I will only touch briefly upon the war these Goblins waged, and the respect they earned.
The Rise:
There was a Goblin, by the name of Gothraka Dorclun who found his oppressive environment at the hand of men intolerable, many of his kin shared this opinion, and so they met under cover of darkness, in a field just outside of the territory of the men they sought to destroy. These meetings were essential to the history of Varaha, unfortunately no transcript of them exists. What knowledge we do have points to one thing, Gothraka Dorclun was elected leader of this assembly, and so he led nearly a hundred ragged Goblins with stones and branches back to his owners tribe, and slew all of their men and women, the children were set free to find another home. Some of the Goblins began to doubt the nobility of their cause, stealing the innocence from children by slaying their parents before their very eyes was not something they took lightly. Others were affirmed by the violence that they were just in their pursuit, and that the acts they had carried out were merely recompense for centuries of oppression, who is to say truly which side was right. The Goblins freed their kindred from the cells of that village, and twenty were added to their number.
From there they grew, overtaking more and more human villages under cover of darkness, and Gothraka's place as leader was undoubted among his ranks.
Soon they grew into the thousands, and became bold, they hit a large human town, much larger than most of their targets, and overtook it, again slaying all they could find. This was a huge boost to the moral of the Goblins, and yet, it was also an impediment to them, this act spread word of their power and ruthlessness. A legion of well-armed Goblins was a cause for concern within any Kingdom.
The King of Varaha at the time, organized an army to crush this uprising with utmost efficiency, they did not know how many Goblins occupied the field, and figured that no matter what size the force was, the humans could overtake them. They sent a couple thousand of their best warriors out into the plains, but the Goblins were nowhere to be found.
As it turned out Gothraka was smarter than they gave him credit for, spies had alerted him to their foes approach, and so he decided to split his army, half would travel with him as he circled around to the largest pass into and out of the mountains, they would arrive there before their foes would, and would hold the mountain pass for as long as they could. Whilst the other half went east to a slave trading hub, where thousands of Goblins and men were held. In the end, Gothraka's reinforcements slew the humans, and five years of war later, a massive Goblin host marched upon the capital city of Varaha, it was located at the base of a massive plateau, which would be the future home of the Dorclun clan. Gothraka died in this battle, and his son Vuriki took command of the forces of Dorclun.
Prosperity:
The land was peaceful from there on in, several uprisings and invasions cropped up every now and then, but all were put down by the Dorclun Clan, eventually, the Clan grew so large that it splintered, the Varin Clan was formed, and nearly twenty years later the Faratho Clan was formed from both Varin and Dorclun.
The land of Varaha was ruled by these Clans for a very long time, and always chief among them was the clan of Dorclun. With Faratho and Dorclun being very active in trade, whilst Varin retreated into their own lands, withdrawing from the others.
The first unrest:
A time came to pass, when the Clan of Faratho became a bit too ambitious, their numbers had grown swiftly, and they wanted more land, which the other two Clans refused to yield, and so Faratho went to war with Varin, to try and claim more terrain within the Varahan mountain range.
The lay out for each Clan was bizarrely similar, a massive urban sprawl of tents and primitive huts made up most of the populations homes, but Varin had pioneered something in the Varaha region, a fortress. Their portion of the mountain range was connected to the others by a massive roadway that wound through the mountains connecting all three Clan lands for trade purposes, from this highway of sorts hundred of smaller tracks branched off to other lands. This road system was housed in a gigantic ravine that ran the length of Varaha, and when the other Clans focused on building their agriculture and armies, Varin built great structures in the ravine to protect themselves, proving that Goblins were capable of such things. For years the Clan Varin volunteered to take on the burden of all the extra stone collected from the roadway, they had told the others that this was stored in massive landfills, but in truth another project was in mind. When a Faratho war party traveled the great road and entered Varin territory, they were met with a wall, one that was solid and thick with a massive gate constructed of heavy timber. The Faratho warriors were outraged by this and headed home. Partly because of the wall and partly because of the Archers atop them, how they were unaware of such a construction for so long was beyond the other Clans, and indignation began to spread at Varin's audacity.
The Clan of Varin had an edge over their allies, their Archers were skilled and precise.
Faratho however, was not to be outdone, they gathered more Goblins, and brought Vrahms with them this time, Vrahms being agricultural and trade beasts used for hauling, they were not native to the mountains, but Faratho hoped to use their mass to topple this obstacle.
It worked, Faratho destroyed the wall, and traveled farther into Varin territory, this attempt at conquest failed however, when they were ambushed by Varinian Archers atop each side of the Ravine, the Varinians once again used the environment to their advantage, they had made a trade with some Ravager Goblins for explosive materials, ever the rascals however the materials were incredibly volatile and exploded whilst in Varinian possession. Still, the ambush worked as planned when some of the more stable explosives detonated by virtue of flaming arrows. The Ravine walls tumbled down where these bombs were placed, trapping the Faratho forces within the Ravine, a wall of pikemen then emerged from two holes in the Ravine walls, trapping the Farathoites between a rock and a hard place, the Varinians had planned for this assault. The warriors of Faratho fought hard, but in the end they were all felled by arrows, and the Vrahms were brought down by spears and pikes.
The Faratho clan had suffered a devastating blow in their quest for territory, and did not mess with Varin again for years.
The second unrest:
Once again the Clan of Faratho stirred up trouble within Varaha, they felt that the mountain range was too small for so many Clans, and convinced Varin to help them drive Dorclun, the biggest Clan, from the valley. The two Clans gathered their forces and marched along the great road, seeking to drive Dorclun form Varaha.
Dorclun's influence was greater than they expected, when they were faced with an army of Dorclunites, the forces of Varin and Faratho were fractured, their own warriors attacked each other in the name of Dorclun as the swords and axes of the mighty Clan charged. Dorclun won that day, but didn't stop there, they took the conflict all the way to Faratho's greatest threshold, and killed every last one of their leaders, Varin had retreated back to their own lands as was usual for them, and Dorclun feared pursuit, they did however, sieze the land and warriors of Faratho as their own. Varin knew their days were numbered.
The Varahan Alliance:
The Varahan Alliance were remnants of the Clan of Faratho, who harbored many ill feeling towards Dorclun, they assimilated with the rest of their brethren, but soon, they revolted. Much of Dorclun's infrastructure was targeted and destroyed, fields of wheat were torched, grain houses were immolated, and Chiefs were slain. It was at this time that Varin saw their chance and emerged from their homeland riding Vrahms in a great Calvary charge against Dorclun's border.
The fall of Varin:
Varin's attack was thwarted by, of all people, Farathites. The Varahan Alliance sought vengeance against Varin for retreating when Faratho needed them most. Betrayal was hated above all things, which is why the VA sided Dorclun and drove the Varin clan from Varaha.
The Varinians fled, but left a few presents in the their wake. Explosions rang out across all of Varaha, no one was spared from the precise detonations, the Varinians had struck critical blow to the Region.
Rebuilding:
Through all these conflicts the land of Varaha suffered greatly, Dorclun was damaged and burning, they were not even half of their peak strength, and so they began a period of healing, but with Varin, and their knowledge of stonework gone, the only buildings Varaha saw were small and constructed purely of timber.
Overthrown:
It was at a time when young Nafagonn Dorclun was close to ascending the throne and becoming Chieftain of the restored clan of Dorclun, that the unexpected happened, a Goblin Warlord swept in from the east and in one day managed to kill his entire family save one sister, the Dorclunians were enslaved and Nafagonn barely escaped, he took his sister and left her with a human family while he sought a way to fix the situation they found themselves in.
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Post by Maur on Dec 23, 2015 5:35:34 GMT
Ravager Goblins.
Appearance: Ravager Goblins are usually of a pale green or grey complexion, one to two feet tall and anywhere from ten to forty pounds, there are exceptions to this rule which I will mention later, large oval shaped heads rest firmly upon a short neck which leads into average width shoulders. These Goblins have a pair of semi-large red or brown eyes beneath pronounced brows. Angular yet ample cheeks lead into a smooth nearly featureless chin. A wide mouth with many fangs takes it's place beneath a small button nose, which is roughly at the same level of a pair of long pointed ears that adorn either side of this little Goblin's head, allowing for keen auditory senses. Temperament:
Ravager Goblins tend to have an eye for mischief and chaos, the greedy little beasts have a habit of slipping in during this duress and making off with whatever shiny thing they can lay their hands on, larger Goblin hoards have been known to equal the wealth of nations, of course these are extreme cases, and the Ravagers rarely achieve that level of wealth. They are intelligent creatures, but in all the wrong ways. Combat:
Most Ravagers prefer to ambush and flee, repeating this until the opponent is incapacitated or dead, they tend to fight in groups of five or more, even against their own kind, to fight alone is suicide to a Ravager, they find strength in numbers. There are some groups that are far more ambitious than others, laying siege to entire villages, this is usually done at night, because it is far more fun to burn down an entire town when you do it at night, or at least it is for these Ravagers, considering that most buildings are constructed of timber this is a fairly simple operation, and with the use of their infamous flammable devices and materials, the town is ablaze and the howlers set to work. A howler is any Goblin who wants to go out into the street and scream to wake everyone up, then the Herders, packs of Goblins that chase sleepy citizens to the center of town, do their business. Resulting in the culmination of their efforts when more of the Goblins spring from cover and begin to attack the townsfolk, as this happens the fetchers ransack the burning houses for valuables and haul everything they can out of there. Once this happens more howlers let the attackers know that they are ready to go, and to stay at their own risk, the Goblins flee, usually leaving behind around ten or fifteen of their own who got zealous in their blood lust, and flee into the surrounding country side. If any pursue with a mind for retribution, they'll face either a blade, spike trap of various kinds, or a land mine, which are left active even after the Goblins are long gone, leaving the town trapped in the smoky ruins of their forlorn home. Sometimes the tricksters that stayed use this as an opportunity to revel in more anarchy, a Goblin sacked town is a most unlucky town. The Goblins of Rectheron are far more organized than most of the rabble, they have heavily armored infantry and cavalry, even though the cavalry branch is vastly undermanned because of the unfriendly nature of their tunnel home towards mounted riders. (See Rectherron for more on the Nathra's tactics) Dietary habits:
Ravager's have very diverse diet, meaning that they can stomach a large variety of foods, but their definitive preferred sustenance is protein, and they only have one qualm about where they get it, no eating of their own kind, cannibalism is punished harshly by any groups that don't strictly endorse it. They will consume humans and any other meat that they can get their hands on, it mostly depends upon what is on hand in that situation. In a battlefield scenario the fresh supply of enemy corpses either in victory or defeat would be able to nourish a surviving army. The Goblins of Rectherron tend to enjoy the Korg algae above other plant matter in regards to food, and it is an acceptable substitute to meat. Average Lifespan: Ravager Goblins have an average lifespan of fifty to sixty years, their pregnancies typically last one month to a month and a half, and they are mature at six, a Ravager Goblin's adult life is roughly forty-five years, which is close to many other species, although they tend to breed faster, in fact the only thing keeping the Kingdom of Rectherron's population steady is their near constant unrest and rebellion. Entire armies can be raised in eight years time, populations can more than double in size as well, when they are not hindered by constant mischief and death Ravagers can breed at a rate that most other species simply cannot match.
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Post by Maur on Dec 23, 2015 21:26:55 GMT
The Nathra
History: The Nathra were commissioned by a now dead Cavern Lord, the Cavern Lord of Algekka actually, the closest thing you can get to a King in this place, he was assassinated, and the reason he formed the Nathra was because he suspected he was about to assassinated, and gave them their first mission, to stop it. They did so successfully the first time, but insurgents managed to insert one of their own as an Algekkan guard, who used some Grappolin in a drink as his weapon. The hallucinogenic drug is lethal in certain doses. After their failure, instead of disbanding, the Nathra moved to the surface, from their previous residence in Algekka, and began extensive training for their agents. They also put significant effort into researching and developing effective techniques for defense and offence. A few years later they were poised and ready, and they made their presence known to the council, how you ask? By completely dismantling a rogue Colony from within, leaders were assassinated by the body guards they trusted most, Generals were bribed to destroy one another, and controlled disease devastated the population. The Nathra not only undid when they tore down that colony, they also built, a couple hundred suitable souls were selected and recruited successfully, more were unsuccessful but they don't matter now, they're dead. As they built their surface home the Nathra also approached each Cavern Lord directly, and discreetly declared their origin and their presence, but not their headquarters. Not a soul outside of the Order knows where the Headquarters lie, through training the Nathra are taught to never betray its location, even under pain of death. Instead, once a fresh batch of recruits were trained, they appointed their most experienced members to a special task, become bodyguards to the chief Cavern Lords, and be a direct representative of the Nathra. Now they work closely with Algekka in matters of unrest, political assassination, and infiltration, naturally they also have many agents within the Council that are completely unknown to the Lords, some even to their own companions, a cherished few are given all the secrets, pull all the strings, these Goblins are easily the most influential figures in Rectherron, and no one save one has ever seen them, the Courier, the one responsible for delivering the orders to the troops, the one who gives the assignments, the Courier is also a legendary figure among the Nathra. They have sleeper cells in every facet of the Government, every colony formed after their founding has Nathra in their midst, the Nathra are poised to take over in one fell swoop, if only they desired to. Duty: The Nathra feel that their loyalty is to the Council, and will defend it to the death, in case of unrest, they have many systems, and secondary systems, to protect the Council Members. Tactics: The Nathra have been responsible for many of Rectherron's military strategies, so it only makes sense with the Tunnel Nations emergence onto the surface world that the Nathra should be the ones to assure their defensive and offensive capabilities, the Nathra have been known to use chemical warfare in extreme cases, and ambushes in almost every situation. Dirty Bomb (Slavesap): There is a reed that grows in particularly nutrient parts of the Swamp, bright orange in color so as to denounce its poisonous properties. The center of the reed contains a chalky white paste-like substance, that, when dried and ground into a powder, can have interesting infects when inhaled. The mind becomes incredibly open to suggestion, most, if not all inhibitions are cast aside. The Nathra discovered this accidentally at first, but as is their nature, they quickly weaponized the substance. A glob of Boompaste is secured to a container of powdered Slavesap (Their name for this particular substance), a fuse is then inserted into the Habbinite, the bomb is planted wherever the intended target is, or where it would arrive, and is lit. At this the Goblins scatter, and return later to have their way with the victims. Recently the Nathra's Dirty Bomb has been used to dispel riots, unfortunately this is not very viable in incredibly urban areas, because frequent drugging of the public could be seen as a reason to incite a larger rebellion than the small, albeit constant, civil unrest that Rectherron experiences. Dirty Bomb (Lead): Through observations and discreet experiments of the Human populace of Sunderland, the Nathra have discovered that humans have a deadly intolerance to a mineral that is abundant in their mines, Lead, after discovering their weakness to the substance, further tests were conducted, lead dust was placed within the homes of humans and their behaviors studied, interestingly every human exposed to certain amounts for an amount of time even as small as a few hours were unconscious and near death, with that soon to follow. The Nathra immediately set about weaponizing this discovery, a contingency plan if the humans ever crossed them, or if an invasion were ever necessary, the Goblins of Rectherron have developed systems to purge lead from their lungs and digestive systems, so the dust poses no real threat to them, but if humans were ever on the business end of the thousands of Lead dust bombs that the Nathra have created and stored, it would be catastrophic, and because of their near immunity, the Goblins could bomb a city, eliminate nearly all of the human populace, and occupy it within hours. The Naug Plague: There are many biological threats in the Swamp, the Nathra know this and actively seek them out so as to discover ways to utilize them as weapons, sometimes these attempts backfire, one such incident was the discovery of the Naug Plague, named after its first victim, due to the Nathra's strict quarantine policies only twenty-two died from the initial outbreak, that number could have been much higher, the brutal parasites live within Calaggan Violet, an algae, which grows profusely in a region of the Swamp that is strictly prohibited by the Nathra, this area is guarded by armored patrols of Bog Kings, trained especially for that purpose. The great minds of the Nathra had an idea, if the Naug Parasite could kill Goblins, what sort of viciousness could it unleash upon their potential enemies, notably mankind? And so more experiments were conducted, carefully this time, there were only a few incidents of Goblin contamination due to the Nathra's highly effective efforts, those brave souls who were infected, immediately terminated, and their corpses burned upon signs of infection. Which included but were not limited to, skin decay, disgifuration, lesions, excessive bleeding, and organ failure. Once harvested the Fungi was kept and transported inside small cylinders of stone, which were then placed in the wells of target towns overnight by volunteers, the volunteers hid and killed themselves, not allowed to return home once coming in such close contact with the Fungi. It was then only a matter of time, the target populations were forcefully isolated through the use of fear tactics, involving shadow puppetry and landmines, to keep them within their respective cities, these were simulations of a potential weapon, not a full scale invasion. Their assumptions proved correct, the towns were decimated, the survivability rate of the Naug Plauge being precisely zero percent, even in Goblins, not one human was alive by the time the experiments were over. The town perimeters were rigged with landmines to prevent any from entering, in case a parasite survived, they were infected, and they returned to their families, which would cause an outbreak of a massive scale. Only two more tests have been conducted with Naug since the town experiments, they both involved significantly smaller test groups, and once again, zero percent survival rate. Size and reach: The numbers of the Nathra reach roughly forty thousand, they have agents in most nations that border Sunderland, the bulk of their attention is directed domestically, settling disputes, protecting the Council, training new members, and infiltrating potential uprisings. Their hands are full and they are always on the look out for recruits.
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Post by Maur on Jan 29, 2016 4:54:22 GMT
Rectherronian Ethos
The Cult of Kren:Quite the group of individuals the Cult of Kren is, Auffung, their leader, and self proclaimed Archon of Kren is likely the most unusual. Auffung has lived for over two centuries, and spent much of that time presiding over the Cult of Kren, they were old, powerful, and influential. Auffung is prone to telling the tale of how he came to rule the Cult, but he often leaves many inaccuracies, and since no one else was alive at that time they could not contradict him even if they knew he was wrong. The Algekkan vaults however, contain a perfectly told and transcribed version of this story, gathering information from dozens of sources to ensure the most accurate historical document. The writing of the aforementioned was carried out by three men, two were Cult members, and the third was Cavern Lord Dekklak.
The following is an excerpt taken from the report,
The heavy stone door of the Cult's headquarters crept slowly open, a strong hand was pushing it from the other side, Gallac the Highmaster rose from his throne and glared at who would dare enter his realm. The Goblin entered, Auffung had revealed himself, sword in hand. "Now child, surely you do not intend to do anything rash." Gallac spoke to his follower in a calm, benevolent manner. "Gallac the time for your lies has come to an end, the Cult will be free of you before long." Came the servant's retort, he was wroth. "And who will deliver them from me? Whom are you to depose Gallac the Great, Gallac the fierce, Gallac the Highmaster!" As he reached the last word his voice had risen, and the benevolence was gone, "Presently, I hope to conquer you alone so as to prevent the unnecessary bloodshed of my people, but it is nice to have insurance." The Highmaster's guards that had previously stood stoic, lining his great hall with their intimidating presence, sprang to life, more than half of them gripped their pole-arm's sharply and slew the others, it was over before the Highmaster's loyal guards could even defend themselves against the betrayal, which would be remembered in the Cult for years to come as 'Auffung's Treachery', but that did not matter to the future leader at that time, what mattered to him was removing Gallac's skull and punting it across the noblest of halls. Auffung smiled at the thought of it, small and sinister it was, his light green flesh rippled with the sickly sweet grin of a Gob with a plan. Auffung snapped his fingers, and the closest guard tossed him a crossbow, already loaded, Auffung took aim and fired, the bolt bored through Gallac's skull and stuck it to the stone wall behind him, red blood streamed down the otherwise clean surface, Auffung liked iit, and thought he would let Gallac bleed out before he ordered him removed, so as to coat the wall with as much of his blood as possible.
"Stonemaster!" Auffung called to the quivering wreck that had been hiding behind a circular pillar whilst the entire process had been undergone, "Make some improvement to the throne, I don't want to end up like that, it's tragic and not at all how I wish to die."
Of course it wasn't until much later that Auffung realized, as long as he held that throne he would not be allowed to die, not from natural causes at least.
The Followers of Strakatal:
//Darkness was all they could see, death was they could smell, feel, and hear, it was about them, a fog that swayed as a lithe dancer, palpable terror filled the tunnel, they were being marched, chained to one another, the citizens knew not how many there were, their abductors prodded them with spears and swords, blood was drawn but most paid it nominal attention, their main focus being survival, they left the confinement of the tunnel, into a space where air could choose more than two directions. There was an audible squelch at each footfall, this cavern smelled worse than the tunnel, it reeked of acrid decay, it was a deep cavern, far beneath the rest of the Kingdom, and no hope was to be found here, the prisoner's blindfolds were removed, and torches were lit, yet the shackles remained, the pyres upon the walls revealed the small room that lay before them, it was circular, with a single carved shelf lining the wall as it chased itself round and round, a rectangular table sat in the room's center, featureless, of the purest stone, and upon the ceiling were a myriad of strange carvings, some symbolic, others depictions, and others still were runes of malicious intent.
Were one to gaze downwards, perchance to make an attempt at seeing reverse carvings upon the ground, they would find none, any there were hidden, obscured by three inches of compacted and congealed lifeblood, hands, feet, legs, arms, torsos, and skulls dotted the pockmarked surface of the veritable mudflap. Many of the captives wretched at such a sight, unable to contain their revulsion. Their captors were hidden behind cloaks and masks darker than any obsidian, perhaps it was the ominous environment that cast this affect, regardless, behind the slab table stood a Gob with no mask, and copious scars upon his face, one racing laterally straight through the center of his now empty eye socket. The Goblin smiled, it was overflowing with malice, and backed by an alabaster maw of dagger-like teeth. His one eye blinked deliberately, and he called for the first prisoner with a simple swish of his cloak, simultaneously revealing a short, simple blade which ad obviously been diligently maintained as it caught what little light floated about the room upon its polished surface, and responded with a bright reflection. The first abductee was bent over the table face upwards, his torso displayed as pale, and underfed.
"In the name of Fear, in the name of Strakatal, your disembowelment will ferry you to the other side, we have garnered all the terror possible from your weakened soul, in this life at the very least."\\
The Followers of Strakatal are by far some of the most despicable beings Rectherron has wrought upon the world, their god is fear, they worship it, thrive on it. The Followers treat Fear as a Divine entity, and they call him Strakatal, in his name they commit acts against the public, bombings, mass poisonings, assassinations, and all to sow what they love to reap, fear, terror, anguish.
The Followers make their home in the depths, places in the mines far too deep to be recorded, even for the Goblins there are some areas beyond reach, the Followers base of operations is but one of many however, what they refer to as their 'Embassy's of Terror' can be found in the Center, unfortunately for Rectherron, these are often used as staging grounds for any number of nefarious contrivances.
The Followers are shadows in the night, and they are widely feared, though few call them by the same name, and all their monikers don't come close to the truth.
Directives of the Followers:
Do not defy the Followers, or Strakatal.
Strakatal is Fear incarnate, be loyal to him and the Followers.
Reap the Terror you sow.
When your usefulness has ended, you will become as the thralls.
Do not give the Thralls any credit.
Fear is a weapon, utilize it.
Strakatal is an ally, utilize him.
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Post by Maur on Mar 15, 2016 4:36:34 GMT
Rectherronian state of affairs.Domestic:
At the time of Rectherron's emergence into the murky waters of foreign policy, their domestic situation could not be worse. Highway tunnels are clogged with the corpses of rioters, Rebellions spring up and are put down weekly, death is rampant, not even the Council is safe, the Nathra, for all their training and dedication simply don't have the numbers to keep all Cavern Lords safe at all times. As the uprisings increase in frequency, so does the Government's ferocity in putting them down, a smaller slum Cavern, Begallak, was immolated by use of sealing the tunnels and sending in the Beast Teams. Out of a few thousand inhabitants, fifteen were not burned alive. The Algekkan vault was raided by the angered masses, and with this the Kingdom of Rectherron lowered the hammer. Thieves were fed to Curathons, alive. Protesters, violent or peaceful, were stoned and executed in such large numbers, that new grave Caverns had to be dug.
Regardless of all this, the population is still rising, thanks in part to fast reproduction of Lesser Goblins, and the fear tactics of the Council have had an effect, several mass poisonings perpetrated by the Nathra have managed to cull the key factions of the inquisition, and Assassinations have left them leaderless, with too much danger in the roles for most to be willing to take them. Things are stabilizing, but the lessening of organized revolts does not mean that wanton uprisings aren't, well, rising. Things look to be getting better, then worse, then maybe, better again.
Basic utilities are operating fine, they were designed well.
The forges and industries are pumping out arms and armor at an alarming rate with the Council's decision to venture out into the world, Rectherron hopes for peace, but prepares for war.
Foreign:
Foreign policy is a new area for Rectherron, the Council is preparing for the worst, and expeditions are being made to form alliances with the Goblin nation's surface neighbors. The Goblins of Rectherron will have trouble in trading, not for lack of things to trade, but for lack of things to receive, The Algekkan Goblin hoard contains vast amounts art and gold, too much to measure or count, nearly every citizen in Rectherron that doesn't farm for the Council controlled Algae farms, digs up ores in the rich mines.
We will have to see whether their request for peace is granted, or their fears of war justified, the population is growing and many new soldiers have been trained and armed, if things take a turn, Rectherron will be ready.
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Post by Maur on Mar 15, 2016 20:40:24 GMT
A treatise on Goblins.Goblins, or Greater Goblins, are a relatively short, sometimes bow-legged race of humanoids, generally a dull green in skin color and omnivorous in dietary matters, although they can consume vegetation, most would prefer a decent slab of bloody meat. On average they are slightly less intelligent than humans, though some standouts, Generals that manage a standing army of rabble-rousing Goblins for instance, are exceptional, but they are few.
Goblins are mainly a tribal species, a spectacular example would be the Clan of Dorclun who until recently reigned over the Varaha mountain range in Northern Piriihu, they operated a moderately populated civilization for years, and did so peacefully for much of it. Goblins are capable of great things, and they rarely show it.
Goblins have a tendency to a superstitious bunch, in addition to the Seven Divines most of them also give praise to a few Deities of their own, Kren Lord of the Mountains, Vodlak Master of seas, and Peassok, the King of the Sands. It is said that if one disgraces Vodlak, his ship will sink, if one insults Kren, the ground beneath his home will swallow up his residence, and those who disobey Peassok, will find themselves at the bottom of a pit of quicksand before the day is out. Among the Goblins' deities is Viddak, the greatest of them, the Deity of Life, who the Goblins believe molded them from man, they believe he was a Divine, or lived among them, until he took upon himself a form of the World and descended to live among the people, Goblins like to think themselves as old as man, whether it be true or not. It cannot be said that there is no truth, or power, to these legends. Dark Magic was adopted by Goblin casters in their early years, and while you would be hard pressed to find one now, they were rather powerful.
Greater Goblins have many similarities with humans, they are arrogant, cowardly, greedy, and murderous deceivers, it is in their nature to be mischievous, but not unkind, that they did themselves, they lowered themselves to chaos, and they probably took a page out of mankind's handbook in the process.
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Post by Maur on Apr 1, 2016 0:48:08 GMT
On the Social Standards and Norms of Rectherron.
Clans:
The Goblins of Rectherron are greedy and divided, trustworthy friends are increasingly rare, and correspondingly valued. Allies are important, especially in such a dense environment as Rectherron, sometimes groups of individuals who have found that they can trust one another, petition their local Cavern Lord for Clanship, to be recognized as a Clan in Rechterron is to be acknowledged, and with acknowledgement, however small it may be, comes sway, and power. Those looking to get somewhere in Rectherron look to either join a Clan, or start their own. The majority of the Cavern Lords themselves were once members of Clans, and as their groups garnered power, so did they. For a group of people to be recognized as a Clan, five things must happen, they must have a central location for gatherings and official business, they must have rules, at least fifteen founders, a Cavern Lord's signature on their request, and a stamp of approval from the Committee of Clans in Algekka.
Some Clans go above the standard, some dedicate themselves to ideals, some to practices, some to a core belief, and others to escape, a notable Clan, one with at least one hundred members, can be approved to join an Expeditionary, or Colonization host. The current Colonies of Rectherron were all established by Colonization hosts that were derived from Clans specifically dedicated to that task.
The main body of Clans in Rectherron were formed to give their members a sense of opportunity, of belonging, the dominant Clans of Rectherron will be detailed further in the future.
Family Structure:
The Families of most Rectherronian homes (Most of said homes being squalid hovels.) are rather straightforward, there are two providers, a male and a female, they provide for the children until they are old enough to provide for themselves, if one of the two dies or goes missing, the other will carry the burden, if both are gone, the young are relocated, a surprising number of Rectherronian children do not live with their biological parents, they are orphans of insurrection. The Goblins of Rectherron hold no unbreakable ties of loyalty to their own blood, they tend to take brutally honest views of others regardless of relation, families are a means to an end, simply a method of keeping the population steady. The Government gives the people a notion of freedom in the form of 'family,' and the Goblins are grateful for this, but they have no clue as to the connotations the word itself carries, or what it truly means.
Views on the aged and disabled:
Rectherron is not the most merciful of societies, when one is too old to work, or too dumb to be of any intellectual help to the community at large, they fall out of favor, generally dying within a month of becoming useless, their carcasses are either fed to the Curathon, or given to the Bog Kings as an offering of peaceful co-existence on behalf of the Nathra.
Music and Entertainment:
Rectherronian music is overwhelmingly atonal, representative of the wild and mischievous nature that the Goblins possess.
Apparel and modesty:
The clothing in Rectherron is generally modest, the lower half is usually covered by loose fitting trousers, tanned Curathon hide is an incredibly durable material, and much of the apparel in Rechterron is made from it, of course in the stuffy mines more breathable material is needed, so holes are cut into the clothing specifically for ventilation. Short sleeved shirts, or vests of Curathon are worn by the general populous, although the Slavesap Stalk's fibers (Which are used to make rope.) have shown promising results in the clothing industry; Rectherron may see more of it soon.
Basic Morals and laws:
Murder is frowned upon in Rectherron, it is seen as a loss for the social organism at large, and to be taught a lesson, so future criminals will refrain from depleting the population, the Murderer is flayed alive, and his corpse is fed to the Curathon.
Thieves are banished, forced to walk the long tunnel, if they can make it to the end there is a Colony built by thieves where they can live peacefully, any who try to return before their designated time has been spent, their fingers, and ears, are removed.
Deceivers are not admired, but are also not punished.
Traitors receive the same punishment as Murderers.
Abductors are given twenty lashes.
Health and cleanliness:
The Goblins of Rectherron have lived underground for centuries, their bodies have adapted to the environment over time, at the start disease and sickness were rampant, but now Algae medicine and their natural adaptation to the environment has allowed them to forge their Kingdom, they are generally healthy, but not incredibly clean.
Etiquette:
It is acceptable to knock foreheads in greeting,
It is acceptable to reprimand children with violence,
It is acceptable to engage in debauchery,
It is frowned upon to betray the trust of another,
It is frowned upon to loiter in important areas,
It is frowned upon to be opposed to war, or perceived Justice,
Gender Roles:
Generally non-existent, the only notable one being that the overwhelming majority of the Military is male, but this is not due to any official rule, more a social taboo than anything else, females are free to join, but seldom do.
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Post by Maur on Apr 9, 2016 2:57:47 GMT
A History of Rectherron.
Humble Beginnings:
The Surface:
The citizens of Rectherron were not always tunnel dwellers, at first they were nomads, roaming among their fellow Goblin tribes, and dueling with the Orcs and Dwarves who shared their lands. The Goblins of Rectherron descend directly from the Tribe of Bock, named after its first Chieftain. The Bockish people lived in harmony with two other tribes, who still have a minor presence in modern day Rectherron, but in the beginning Bock was far weaker than its contemporaries. The land in which they lived was mountainous and prone to conflict, wars among Orcs and Dwarves were a constant, and often the Goblins were forced to choose sides. In one such campaign, Orcish Warmaster Kaddan pressed the Bock's neighbors into service under his banner, the Tribes of Grock and Falladekeran were overpowered by the Orcs, who would have moved onto Bock if the Goblins had not witnessed their people's enslavement and left their homeland beforehand. As the peoples of Bock fled the mountains they came across a battle in the foothills, in a case of situational irony it was their neighboring Tribes from back in the mountains that fought the Dwarves before them, overseen by their Orcish masters, although the Orcs were few, and the Bocks came to a decision that they would leap into the fray against the Orcs. Their fellow Goblins joined them and revolted, together they defeated the Orcs and made peace with the Dwarves under the stipulation that the Bockish tribe, and the members of the other tribes that were present, left. And they did, the Bocks brought the relatively small battle groups of their former allies with them, and they traveled far.
The First Accord and the rule of Chieftain:
The Rectherronian ancestors decided that they must have a ruler before they could establish anything meaningful, and so from the leaders of the Goblin Warbands and the Bockian tribe, the Chieftain was chosen, he was a Bock by the name of Cretam, and with the aid of advisers, four Grocks, four Falladekerans, and six Bockians, these Goblins signed the first Accord, which stated that the majority rules, and that all must pay homage to the Tribe, they had no official name at first, but the majority of citizens were Bockians, so the de facto moniker of their amalgamation of tribal identities became simply 'The Tribe of Bock.'
A foothold:
The Founding of Gobbledown:
The first settlement of the tribe of Bock was miles from the Swamp that they eventually called home, the fifteen thousand strong force of Goblins dug a shallow pit, and branched several tunnels from it, each of them going down, this is Gobbledown which can still be found to this day just north of the Marsh, it is overgrown but visible. As the tunnels were excavated stone and dirt were hauled to the surface, at first they simply dumped it where they placed the debris from when they had dug the pit, but one Goblin had an plan, he proposed that they used the materials they gathered from digging out their homes to build a protective barrier around the top of the pit, so as to keep predators away, he then came forth with idea to place sentries on the wall, with really long sticks, at this point the pit was as wide as it was going to get, nearly three fourths of a mile, so the plan was approved, and the Goblin earned the title of Grol the Architect.
The advancements they had made with a settlement and a wall came crashing down one day, a human scout saw the wall, and reported it his General, within a day an army was marching over the hill, nearly two thousand strong, to inspect the possible threat that this wall posed, the sentries laid low and watched, nearly invisible with their small frames and muddy clothes. The army drew close, they weren't too well armed or armored, but they were big, and an attack was not ideal, most of the Goblins were toiling underground to avoid the heat of the day when the first soldier climbed through the narrow opening in the wall of dirt and stone that served as the Goblin's gate. he was seen, and hysteria ensued, the Goblins spilled from their homes like ants from an anthill and scattered across the landscape, mistaking this for a charge, the army that surrounded the overworld portion of Gobbledown drew their weapons and cut down all the Goblin that ran into their lines. It was a moment for a leader to seize and Joran the Wise did so, he rallied thousands of Goblins to him and crushed the human lines swiftly and efficiently, they immediately fled south, to the Marsh.
Great excavations:
Joran the wise organized the digging and construction of the first tunnels of what would be called Rectherron, they were a monumental achievement for the race as a whole, and this time they were sure to not make the same mistake they did the first time, the Goblins built their homes in a place where few would dare go, and they built it deep.
The First Reign of Highmaster:
The Destruction of the first Accord and the signing of the second:
The Agricultural boom:
Dissent brews:
The Second Reign of Highmaster:
Great strides:
The Fracturing: The Tribes' Uprising:
The Razing of Gobbledown:
The Cavern wars:
The Tunnel massacres:
The Founding of the Caverns:
The Fall of the Cavern Lords:
The Third Reign of Highmaster:
Algekka is built:
Prosperity and Population growth:
The Fourth Reign of Highmaster:
The Slaughter of the Algekkan pass:
Tensions rise:
The Second Fracturing:
The Return of the Cavern Lords:
The Algekkan wars:
The Foundation of the Council:
The Siege of Algekka:
The Third Accord:
The Council of Cavern Lords:
The Age of Law:
The Decrees of the Council:
The Oppression:
The Uprising of the Oppressed:
The coup:
The Junta:
The Faltering: The Junta's decay:
Auffung's Revolt:
The rule of Auffung:
The rule of Kulgok:
The fifth Reign of Highmaster:
The reinstatement of the Second Accord:
The Formation of the Clans:
The War of the Clans:
The Voice of the People:
The Reformation of Law:
Clan Law:
The Fourth Accord:
The Restoration of the Council and the modern era: The Council's return:
The Unification of Caverns:
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Post by Maur on Apr 22, 2016 17:39:55 GMT
ClansThe Clans of Rectherron were a light in a dark time, the Nation had been through much before their founding, and much afterwards, but they played, and play, a significant role in it's happenings. As stated in the essay 'On the Social Standards and Norms of Rectherron.' a gathering of people must bring five things to completion in order to achieve clan status, these include:- A central location for gatherings and meetings.
- A set of Rules.
- At least fifteen founding members.
- A Cavern Lord's signature on their formal request.
- A stamp of approval from the Committee of Clans in Algekka.
The primary clans of Rectherron deal with trade, and they dominate most of the industry in Rectherron.
The Mining and Smithing Federation:
Materials harvested from stone have always been the best to work with, the Mining Federation is based in Algekka and has close ties with the Council, they pay for the harvested ore with food procured from the Farming Clan, which they get by trading farming equipment and mechanisms that help with the processes of harvesting. Miners are sometimes redirected from the mines to assist in tunnel excavation.
The leader of the Federation is Gizmaga Foe, she is one of the wealthiest and most influential figures in Rectherron, and she knows it.
The Artificers Guild:
The Artificers work closely with the Federation, they are smaller in number than most but essential, they possess some of the greatest minds and tinkerers in all of Rectherron, and their only priority is devising ways to make Rectherron better through their crafts, the Ballista and catapult, not to mention many complicated mechanisms that have made wonderful things for the industry in Etirath, they are funded by the Government but are allowed to operate seperately, as Algekka feels that is when they do their best work. Their headquarters is large chamber by the Vaults
The Leader of the Guild is Dek Alarna, he is a genius and in high demand.
The Alchemical league:
The Alchemical league's accomplishments are far too many to be mentioned here, they are of a moderate size, far smaller than the Federation yet larger than the Artificers, their headquarters is located beneath the Algekkan Vaults, to the side above a portion of the Mine.
The Leader of the Guild is Threek Anak, his genius rivals Dek's, and his legacy is already set in stone.
The Builder Clan:
The Builders are the second largest Clan, they are skilled for the most part, easily planning surface architecture for the colonies and understanding how to put a building together, they maintain the tunnels and handle the excavation and construction of new caverns.
The Leader of the Builders is Pyd Giad, he understands many things and does so well.
The Farmer Clan:
A moderately sized Clan that encompasses all of the Government workers that operate the farms, they are controlled by the Government and only truly exist to appease the people.
The Leader of the Farmers is Jeed Rancth, not the smartest of Goblins but he gets the job done.
The Beast Tamers:
The Beast tamers of Rectherron are universally respected for their abilities, they're small, but often work with most of the other Clans when it comes to creatures, they are in charge of domesticating and training beasts, they consider Voddens their greatest challenge yet, due to the chaotic nature of the beasts. A few also assist the Nathra in their attempts to capture and weaponize Gregglins.
The leader of the Tamers is Fillani Notakka, they say the Goblin cna make a creature loyal to him until death with a mere glance.
The Scale and Leather workers:
Many things in Rectherron are crafted from leather, once the scales of a Curathon are removed their hide is like that of a bovine, only much stronger, it is harvested and tanned to produce the bulk of Rectherronian leather, the scales are put to use by the Alchemical League.
The Leader of the Scale and Leather workers is Brilla Tark, she is wise in her craft.
The Potter Clan:
Skilled workers of clay have made a name for themselves by producing and trading top quality ceramics, they work with the Mining Federation to obtain their materials, and the artificers for their furnaces.
The Leader of the Potters is Kal Mudcarver, a Goblin of few words and many crafts.
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Post by Maur on Jul 4, 2016 5:00:00 GMT
PENDING APPROVAL
Rectherronian foreign settlements.Currently peace talks are in the works with the Kingdom of Etirath to create an alliance with them and allow Rectherronian cities to be built within the land so as to further the reach of the Nation, but this is not Rectherron's only endeavor to expand it's power and influence in the form of allies and colonies.
The current Settlements are three towns just outside the Marsh, Colbin, Nimon, and Fres, they are built of excavated stone, thick walls protect them from most dangers and their simple Keeps would prove deceptively difficult for any siege, these are the only things of note above ground, but beneath, a few thousand live in each tunnel system beneath the settlements.
Once a Settlement has been built it's primary purpose is to represent the reach and power of Rectherron, second is to become self-sustaining, and the third is to begin to raise large garrisons to be kept in reserve for the region and to be used in wartime if necessary, it takes Ravagers eight years to breed and build an army, but it only takes one to two months for a Ravager to be born, so while it is true that it takes eight years for the first army, due to a snowball effect the next armies will come sooner and be much larger as more Ravagers are born from more families at a near constant rate. Populations can grow exponentially in a matter of a few years. This is a major issue for residences as new tunnels simply cannot be dug fast enough. So the Goblins that cannot be housed are trained and sent to build outposts in whatever lands that the Settlement is allowed to use, build more settlements on the land, or be held in reserve for military service wherever possible.
The current expeditions to erect Colonies in many portions of the world are as follows:
The Dead forest- Four in preparation, two underway
The lands between Sunderland and Etirath- five in preparation, three underway.
Etirath-Negotiating permission, three in preparation
Southern Sunderland- two In preparation
The cold north- three in preparation
Northern Piriihu- Scouting and Infiltration
Nuria- Scouting
THE NUMBER OF GOBLINS CURRENTLY INVOLVED IN EXPANSION OPERATIONS IS ROUGHLY: 52,500 (Please note that this includes Goblins involved in the preparation of each expedition and not just those participating, roughly 8,500 of this number would not be on the actual expedition.)
Not all operations will commence simultaneously, some may not commence at all, this is a plan put in place by Algekka to extend their power over the next several years, the first to be constructed would be those in already Rectherronian controlled areas or neutral zones. The next priority is Etirath and the construction of those Settlements would transpire as soon as possible, the Goblins are ready to leave for that purpose currently. Once Algekka is sure that Rectherron can construct and hold these colonies for a meaningful amount of time, the others could begin.
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Post by Maur on Jul 5, 2016 22:18:11 GMT
The Accomplishments of the Alchemical League. Rust Proofing:
A powder made of Habbinite and other things that is applied to a metal before it is heat treated, the ingredients are burned into the blade and do an excellent job at preventing rust, which is necessary considering the core of the Kingdom sits beneath a Swamp.
The Spawning Pits:
A great feat, the spawning pits are located in a chamber, through a tunnel off of the Alchemical League's headquarters, inside there are three large vats, like big black ponds, the pits are filled with a tar-like muck made from hundreds of components designed to warp and change organisms, generally for the large and monstrous, currently the Pitmasters are endeavoring to create nightmarish soldiers that can think and follow orders, so far they have not been disappointed. Between the center pit and its two sisters are walkways that lead to tunnels dug into the back wall, they are wider than usual and taller too, lining these tunnels are large cages, and some of them are occupied.
The Beast Tamer Clan is working closely with the League on this project, and so far they have managed to take a seven foot tall warped Goblin monster, and turn it into a soldier in the simplest form of the word, they have named it Florp, and it has retained its ability to understand and process language, and commands. Florp is the only creation allowed to roam outside of the cages due to his being the most well behaved, so far there have only been two incidents, but the creature is really starting to form bonds with its trainers and they hope to nourish this with small tastes of freedom.
Many creatures have survived the the processes of the pits, Curathon the size of horses with wicked horns and large fangs, misshapen Goblins who have become large and hulking monsters, Bog Kings, who are definitely the most physically impressive of the bunch, and Fiatolas, who have become gigantic black lizards, flame incarnate.
Torchgoo, Torchwater:
Torchgoo and Torchwater are two chemicals of similar makeup, they are both very flammable, torchgoo is designed to be thrown and stick to something as it burns, while torchwater is far less viscous, but nonetheless has its uses, the Artificers discovered that if Torchwater is placed in a sealed metal container and heated somehow, it can detonate.
Acids:
Many acids for many purposes, some clean rust from blades and filth from leather, others melt flesh from bone, and others still devour metal and bones alike. It is a widely used joke that any acid an Alchemist of Rectherron can cook up, could be drank by a Gregglin as a potent brew.
Nutrient Supplements:
It wasn't a hard thing to identify what gives a Goblin strength and energy, and grind it down, the wet it and mold it into a brick, soldiers would carry these in wartime as rations.
Fastgoo:
Energy, some would say Ravagers already have too much, but this brew of a viscous green liquid, much like melted chocolate in its consistency, although far from it in temperature and taste, Fastgoo is usually drunk cold and has a slightly lime flavor to it, could keep any Ravager or man fighting for up to three days without rest on a single flask.
Quickbandage goo:
Gobs get injured just as well as people, the only difference is that there's often a cask of Quickbandage lying around for a Rectherronian, this mass produced goo can be mixed with a supplied powder and applied to any wound, and should seal it up within half an hour.
Flavor Gum:
This is a major source of income for the League, it allows them to fund themselves for the most part, the making and trading of Flavor Gum, it can be made into any flavor, and it is long lasting to give soldiers that extra bit of morale in the field, it has also been adopted by the populace for recreational use, the League has a lot of Korg stashed away because of it.
Poisons:
Every kind can be found in metal vials lining the League's Headquarter walls, some are marked, some aren't, some put one to sleep and kill them peacefully, others are potent enough to stop the heart of an elephant in seconds.
Tunnelpaste:
See the Builder Clan
Solvents:
Need something dissolved? By combining acids and various other materials through experimentation the League has come up with a number of Industrial Solvents for various purposes.
Plantaid:
Several mixes that aid the growth of crops.
Chemical Bombs:
Chemicals combined with habbinite to create volatile and wildly varying explosions.
Sleepwater:
A drug that causes severe drowsiness, to the point of the body forcing itself to sleep due to thinking it is exhausted, made from a select few Swamp toxins.
Stickpaste:
An adhesive paste, mostly used in stone construction, once hardened it will hold two stone pieces together as if it were one, with a different recipe, similar effects can be achieved in wood.
Rectherronian Ale:
Flavored alcohol in many varieties, some potent, some flavorless, some both.
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Post by Maur on Jul 18, 2016 3:47:40 GMT
Beastiary of the DeepWurms and Elder Wurms:
The Wurms of Rectherron have thick carapaces, are wider than a man is tall, and range from fifty to three hundred feet in length, hundreds of thick fireproof legs allow this creature to cling to the cavern walls and wade through lava, heat has almost no effect on Wurms, they barely feel it. Their carapaces are often the color of stone for excellent camouflage underground, they are primarily tunnelers that feed on the stone itself, although they do have a few offensive capabilites, size for instance, another being the sheer terror that these beasts can instill. No challenge is too great for the Rectherronians however, the intelligent Gobs put the magnificent beasts to work by excavating tunnels and creating mines. They can consume and digest huge amounts of stone in short periods of time, although they may soon be replaced in this role by the Artificers new promising steam engines.
Elder Wurms are larger, darker, and live deeper, only a few have been encountered, but they are as old as the world, as wide as the peak of a mountain is tall, and they writhe in the deep, feeding on the world itself.
Karans:
Karans are warrior insects that have given the mining Goblins of many civilizations trouble for many millennia, they have no obvious food source, and are incredibly hard to eradicate, Rectherron has had luck in that department however, by the use of Fiatolas, which can easily flood a nest with flame and burn out the infestations.
These creatures are roughly a foot tall with four legs two pincer arms, and a spear-like tail that is found to contain rather potent poisons.
Drunlacks:
The black Goblins of Durn that have delved too deep, and been too corrupted by the supposed presence of 'the great one' that the black Goblins so often ramble about, whatever has taken the Drunlacks gave them great power, they were Goblins once, but now, they do not age, they do not hunger, and they do not rest. They only hunt in the dark and ravage the corpses of whatever they find, eating nothing. Drunlacks are similar to the Black Goblins of Durn, but they are far stouter, and often scream at the sight of potential prey.
The Dalian Coven:
In the past a Coven of Vampyres sought a base in the Wurm tunnels beneath Mogag, this was long before the Goblins had built Mogag unsuspectingly above the old House Dalia. This ancient Orcish house lies slumbering beneath the Lost Colony of Mogag, sealed into a vault created for the very purpose of containing the evil. The Dalian Coven would be incredibly dangerous if they are released, because the whole lot of them practiced Necromancy.
Horrors:
Aptly named by the Nerionites who first encountered them, the Horrors are thought to have once been men and Elves, of an ancient time. Most are pale with long fangs and three or four muscled and clawed arms, what happened to them is unknown. Horrors rove in packs of dozens through the old Wurm tunnels beneath Nerion, the Nation of Nerion once launched a campaign attempting to eradicate the poor beasts, even though the often naked creatures show no signs of any reproductive organs, there is seemingly no end to their numbers.
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