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Found 14 results

  1. 𝔗𝔥𝔢 𝔖𝔴𝔦𝔳𝔢𝔩𝔢𝔯𝔰 𝔖𝔩𝔢𝔢𝔭 𝔴𝔦𝔱𝔥 𝔬𝔫𝔢 𝔢𝔶𝔢 𝔬𝔭𝔢𝔫, 𝔬𝔯 𝔴𝔦𝔱𝔥 𝔱𝔥𝔢 𝔣𝔦𝔰𝔥𝔢𝔰. The Swivelers, Heartlandic Mountain Uruk, or “Goblin Gangs,” of the Lowlands are a significant subculture of the Broken Bend Valley and subsequently the southern foothills, with some minor incursions into the southern birch climate. The Swivlers exist as a strange remnant of a failed Uruk raid of the Kingdom of Aaun and the Serene Republic of Lurin, and thus remain outlaws to their neighbors, enemies to their rivals, and sworn adversaries of Ferrymen. A History of Swivelers It was in the year 1908 when a small band of Uruk launched a raid upon the city of Whitespire, and finding its gates closed proceeded to torch the countryside moving to Lurin. Once in the Serene Republic they ravaged the populace sparing only an elf who claimed to be from the Kingdom of Balian, then, an ally of the Rex. Upon release, the elf begged nearby Ferrymen for aid, obliging, the Ferrymen launched an attack upon the outnumbered Uruk band who fled into the Eastern Trade Sea. Not very skilled in seafaring, the Uruk band of around 400 were forced to rely on Lurinite sailors whom they kidnapped; several ships, however, in anger, slayed their navigators. In a cruel twist of fate or divine punishment for the crime, the Uruk shipwrecked and in fear of reprisal from the Ferrymen or Aaunites made for the forests. Unbeknowced to them, they wandered into a Halfling ambush and were forced into the mountains north of the valley- entering what would become their home, the Broken Bend. The warband, at their last wits, swore allegiance to the smartest among them, Swiv’Lur; thus did they adopt the name Swiv’Lur’s gang, bastardized by the Broken Bend lowlanders, Swivelers. The warband, knowing that they would be labeled craven or fools for their poor tactics during the raid in Lurin, decided to create a new life and hope in the mountains, and followed Swiv until his death in a raid into Dunfarthing for supplies. His son, Swind’Lur, the new Kapo thus declared permanent enemies of the Halfling race, and the Ferrymen until the blood feud was settled. Swind, who was a rather intelligent Goblin began trade with the Aaunites of the valley until word of Wahg came to them several decades following their settlement. Despite no contact with their fellow Uruk, the Swivelers raided into Aaun from their base in the Southron hills, though the raids abruptly halted when news of their Whitewashing by the Rexdom arrived to their Kapo, who halted their raids in anger and focused upon attacking the supply lines of the Veletzian-Krugmar alliance. Surrounded by enemies, the culture grew estranged; over the subsequent decades, their isolation only furthered them from their homeland until it became somewhat unrecognizable as any culture out of the Iron Horde. Culture The Swiveler culture is one of deceit, honor which emboldens most Uruks is a stranger to the peoples of the Southron Foothills, and it is through the cunning that is taught from a young age to these greenskins that they remain in such a precarious region. The Swivelers follow no masters but their Kapo, and even then, loyalty among them is never guaranteed, as most if not all Swivlers aspire to be the Kapo. If you truly believe you understand the motivations of a member of the Swivelers, you are a fool. As such there is a saying amongst their people: "Never trust a frown, for the teeth are hidden!" It has become a cultural staple to smile during an entire exchange of pleasantries unless harm is wished to be done, in which case, a frown is a tell-tale sign of intent; of course this mostly applies within the gang, and even then the pleasantry will be discarded in favor of a smile to hide ones intentions. (So the pleasantry is meaningless.) Swiv believe any and all but themselves expendable, such is taught to them and often self preservation is encouraged over loyalty and honorable death. Waste is common in their society and it extends beyond the material objects collected; but also to their own allies and troops. Of course, however, the expenditure of life is done with a greater strategical purpose though the feebleminded enemies of Swiv'Lur society cannot see usually see such and focus more on tactics than true Swiv strategy. Swiv wear mostly the fashion of the Heartlands as they do not possess the necessary materials for industrial textiles, though some clothiers exist among them, only the wealthiest thugs among the gang wear such novelties. The exception to this rule is the very identifiable armband worn by initiate members of the gang, the Swivel of Krahg; a spoked wheel. Swiv speak in bastardized Heartlandic Blah, almost unrecognizable as Blah entirely as the traders and criminal dealers that bring most of the wealth into their gang bring back the language of those they exploit as well as the coin from their targets. (For all intents and purposes, they speak normally but with an accent and special wording.) Swiv also learned the art of skaalding from such trading and create music wherever they go, not just for morale purposes but for keeping tempo in march, as well as demoralization of the enemy. Such demoralization is refined into "Swiv-wahg" a stolen tradition from the Norlandic culture of "Flyting," wherein two opponents take turns rhythmically mocking each other; although it must be noted that despite appropriating the event the Swiv tradition is much more musical and often requires instrumentals. Naming Conventions Members of the larger gang are given short, usually one-syllable names, some examples are listed below. Swind | Craw Vex | Kut Dawd | Fidd Burrg | Squeeb Rhiz | Embezz Cull | Foww Hydrahku | Krip Boah | Shmugg The gang name follows the given name. Swiv Terminology Swiv speak in complex gang terminology which is ever developing and manifesting as culture often does, and as such oftentimes come off as more foreign than their cousins; some terms are listed below. Kapo - Warboss, Leader. Goobahn - Idiot, unintelligent. Motzahr - A fine dish of succulent cheese, most often harvested from stolen Heartlander Cattle. Ink Instigator | Missive Moron - Someone who utilizes the notice boards and writing instead of physical action in every situation. Petchren - Easy Pickings. The Gang - The Swiv culture at large. Tis thing of ours - The gang. Affiliant - Non Uruk ally of the gang. Flappah - A nonaffiliant, not to be trusted. Coffah - An affiliant, to be utilized for some quality. Honah - An affiliant, to be trusted. Crayhone - Writing utensil often utilized for drawing offerings to affiliants. Whizbag - Any voidal mage. Booyahg - Any magic. Schmoyagel - Mooching. Goobhin - Pretending. Coppahn - Guards (Derogatory.) Musslehn - Guards (Not Derogatory.)
  2. Dancing Gobbo first steps! 2nd of Snow's Maiden, SA 172 On the corners and blank spaces ot the pages there are scribbles that resemble notes and diagrams about music. I have always appreciated the Yar tradition of learning to sing and play and dance freely as part of our rituals, and sometimes I wanted to organize a group ritual to participate and play, but always felt that something was missing. I wanted the music to feel more...powerful? Maybe more special, and a way to give more importance to this aspect of our clan. I was wandering in Nor-Velyth (very peaceful place, maybe less sand and bone-trees than desirable, but the colorful trees are nice) and came across a strange place: it looked like a place for music and art rituals, but instead of an altar I saw a large stage and some tables, like a tavern. Inside there was Glorier, my now bardmancy teacher, that was teaching some more advanced magic to another student. It was an unexpectingly war welcome, since my people and elves usually don't get along very well. In fact she claimed that It was a long time since she had seen another gobbo getting into bardmancy. The first thing she thaught me was finding my "inner mana" to connect to the magic. As a shaman, I get my magic from the power of the spirits, not from me, so it was quite an adjustment do make: it took me a couple tries to get it right, but i found that concentrating on a fond memory of music helped me in this task. What's the memory you might ask? Well that's too private even for my own diary! I will just say that the desert has the best acoustics... Anyway, now i'll need to practice this meditation thing till the next lesson, there's still a long journey ahead. may Brimztra guide my music!
  3. A Promise to Akezo 20th of Sun's Smile, SA 167 These pages strongly smell of cactus green with a faint hint of sage and nutmeg. Today was a pretty important day for me, as I finally got to meet another great spirit: Akezo, the immortal spirit of healing and vitality. I always wanted to meet him, as I always tended to her shrine in the old Krugmar, and prayed to him many times in my medical career. Hera, my current teacher in the shamanic art of Farseeing, brought me in her realm through a spiritwalk, though it was a bit different than what I usually experienced from my more frequent spirit walks through the Stargush'stroh; The smoke that Hera conjured was warmer, and way calmer than the dead cold cyan mist I'm used to, and instead of being pulled down or feeling as if falling, i felt a pulling upwards. It was very refreshing, as I always wandered what it would feel like to fly, or levitate. I Woke up in a huge hall, surrounded by quartz pillars and marble arches above them. It was pretty dark, but fortunately the place seemed filled with a faint blue light, letting me see a throne at the end of the hall. Sat on the throne I finally saw her: a huge winged serppent with shiny diamond scales, her eyes pierced the darkness with their icy blue shim, and it was like they were looking through my very soul. Akezo firstly thought Hera brought there just another soul in need of purging, but i tried to erase her doubt by reeting her in Old Blah with: "Lup Akezo, za kulat zrii trafat lat". I studied it for a few years, but it wasn't easy to remember all the words, especially when time was not in my favour. She seemed to have liked it, and so we both started speaking in Old Blah (at least I did some good practice with a native speaker). She told me not many uruks came to his realm, but a lot of desendants did just to get rid of their curses: a shame I thought, our land has always been inflicted with great wounds, but there are not many that have the will or kindness to heal them, instead of making them deeper. She then asked me if I was to pact with her, and I accepted. She asked me who I was, what I wanted from her and what I was willing to give. I waanted the power to heal my people of every harm that could come to them, and in truth, I was willing to give everything for that chance but that would not be a wise answer to give to any spirit, so as an equivalent exange, I offered my worship, my medical skill at the service of others and, in the future, to be the teacher of many other medics to come. Then I woke up, with the command from Akezo to build a shrine for her, and a renewed hope that our horde would be more safe, thanks to her power. Lup Akezo!
  4. @siglms_ Mi challenge the honor of Krimpgoth agh hiz decizion, uzing the negleckful example of the foreign Onizhiman Uruks, and pardoning the Petra whitewazh whoze faith iz in the burs gods of Krug's enemies, agh who iz nub committed to the zacred zpirit of Krug, the Old Popo and Spirit Popo. A collectiun of beliefz is more like a confuzed zpirit than one who grukz its purpose. Any Orc that does not conform to the path ub Krug and their ancestors is lozt and haz fallen to the darknezz. I intend to challunj Druz the Krimpgoth to an honor klomp until he exhibits regret for his actions and seeks absolution in Krug and the Ancestor Spirits. Forgiving a deluzional brudda is nub an act of compazzion but rather an affirmation of their diztorted world-peep and collekted religiouz beliefz. A zon of Krug ought to remain wit hiz kin and blood family who can better protect and guide him in life. If there is no honor among blood-bound relativez, then the blessingz of Krug have been lost from the Uzg. Unfortuunatly, an Elder haz to be the only ash to uphold the remaining honor among blood bruddas. Name the tik agh plaze. [This is a challenge to the spirit of the Krimpgoth decision to pardon Gob Ztabba-Zniffa (@MrMojoMordor) of Whitewash status despite his lack of faith in Krug and absence from the Fatherland of the Desert. If the Krimpgoth reverses his decision, the challenge will be resolved. It is not an attempt to claim the role of Krimpgoth.]
  5. Dust and weird colored particles stain these tightly organized chapter. A strong smell of pure alcohol and burnt leaves comes when turning these pages. Extraction Tests (Phase 1 to 5) 1-Air Symbols Extraction (Nightglow) I turned on the stove and put a large copper dish, with a grill on it, on the fire. Then I spreaded evenly the Nightglow bundle on the grill, and waited for it to dry completely, watching closely the fire to prevent it from cooking or burning. As the nightglow dried, I transferred it in my trusty turquoise mortar, and crushed it without grinding it too fine, leaving a thic blue powder in the process. After the crushing, I took a clean glass jar, and put the powder inside it. I sealed the jar hole with elastic cured goat belly and hard wax, then pushed the belly inward to compress the powder and pulled outward after to decompress, lifting the powder still inside the jar. I opened a bellow side an put the bellow side and put the volatile powder inside, making sure no leaks happened, and blowed the bellow in front of him, releasing the particles in the air. I then precisely arranged the particles with small tweezers in three distinct patterns close to each other. Symbols: Light x3 Swiftness x2 Peace x2 2-Fire Symbols Extraction (Blood Lotus) I turned on the stove and put a large copper dish, with a grill on it, on the fire. Then I spreaded evenly the Blood Lotus bundle on the grill, and waited for it to dry completely, watching closely the fire to prevent it from cooking or burning. Once dried, I chopped the herb with a kitchen knife until the consistency of sawdust, then transfered the reddish powder into a cast iron wok. I set the powder on fire with some wood shavings and a flint and steel, and waited until it turned all to pink ash. I then used a heat resistant tweezer and wore leather gloves to pick out the symbols and arranged them in 3 different bonfire-like piles. Symbols: Strenght x3 Vigour x2 Rigidity x2 3-Earth Symbols Extraction (Diddyfunkle) (note to myself: this was surprysingly the shortest description but with the longer process, because I messed up many times before reaching the desired powder consistency) I grinded the Diddyfunkles with my mortal and pestle with a half-ratio of salt equivalent to it, until left with a rough powder of salt and crushed flowers. I then carefully sieved the powder to separate the salt from the Diddyfunkles, until i was left with 4 differnt chunks of symbols. Symbols: Dark x3 Lethargy x1 Poison x2 Fear x2 4-Water Symbols Extraction (Mandragora) I prepared a large bowl and filled it with distilled water, then put the mandragoras there and left them submerged until fully soaked. I then crushed the roots with a flat rock on a cutting board, until i was left with a mushy (and stinky) paste. I spreaded the paste evenly and thinly in a large copper plate, and left it there for a full day, until it was fully dry. I was left with 4 irregular sheets with the symbols in it. Symbols: Separation x1 Impedement x3 Fear x2 Lethargy x1 5-Aether Symbols Extraction (Ponderlot) I finely cut the Ponderlots with a halfmoon knife, then put it in an aurum mortar from the alchemy lab, and crushed it into a fine powder. A pot filled with acqua vitae was preapared and put to simmer with the whiteish powder inside, until fully saturated and turned into a dense liquid. The liquid was then filtered until only the powder was left. I then put the powder to boil, until the liquid evaporated, and finally arranged the 4 different symbols into separated petri dishes. Symbols: Clarity x3 Chaos x2 Rage x2 Sound x1
  6. Pages are torn and scattered together, full of unintelligible scribbles and unfinished phrases Notes on Project Date: Unknown I FINALLY DID IT! Well, sort of... At first I tried following Silth's advice, and went looking for an evil ghost to slay, but unfortulatley i'm not a strong enough lutamancer and not experienced enough to try. I travelled looking for an alchemist that could have sold one, but with no avail... So I went fishing. Sorry readers, I'm so exausted I forgot to explain myself: for my project I need a way to see through objects, and my current method does not produce a clear enough image of the separated layers, so i asked for some guidance and Silth suggested to use ectoplams, i guess because ghost are pretty much see-through, so by using it I would have also made my target object see-through. My few years of fishing now brought me to discover various different fishes, crustaceans and other sea critters that share a similar see-through ability, that can make them camouflage in plain sight in the deep sea. I considered using land animals, but frogs (glass frogs to be exact) are only amphibian and cannot stay underwater for very long, and obviously butterflies (the glasswing butterfly type) cannot survive in water. So, as I was writing, I went fishing, and tried to use a lot of different species, including but not limited to jellifishes (those stingy sea moppers..), glass squids, baby octopuses, cleaner shrimps. But in the end, there was one creature to do the job: the barreleye fish, the only one that surprisingly had a reaction to the separation of layers. it turn out his eyes are the key, as they are "inside" their head, like a closed transparent helmet, and when the immobilised fish eyes met the ray of light, it scattered through the prism, and projected sort-of-clear images. they are a little wobbly as if they are underwater and seen from outside the surface, but otherwise the borders are clean and the image is barely colored (notes on accentuating the color? may be needed for medical application). I spent months fishing without stopping and testing the fish, I need to sleep, and a shower, and...[the notes there stop, as the pen trail goes wild on the pages, along with some signs of drooling and sleeping on the page.]
  7. The return of snake tongue The Rex of the Urukhim would receive a letter stamped with a gear and pliers. The letter would adress Rex Grommash with the following. "Rex Grommash, you have not heard or seen me for a couple years but I Gremlik Snukerslung am alive and well. I ventured north into the mountains as my ambition took me to the cold north. I must say I found something very peculiar, I found a colony of goblins in the north who have long been lost, their blah is not what you and I speak. I was taken in and acustomed to their culture. I convinced them to go south with me but doing so we met a horrible beast that has forever disfigured me. The Gol'ga'zob restored me back to health but my voice has been taken from me as the procedure involved fusing my jaw with metal. Due to my sacrifice they made me a full member of the Gol'goz kabal. You can rest easy knowing that the lost kin from Gol'gia are safe under my protection." Gremlik Snukerslung, Seeker of secrets of the Gol'goz Kabal
  8. these are extract from notes of Fagh's current project. The pages look soaked and a bit transparent Notes on Project 6th of The Amber Cold SA 163 My experiments on my project are reaching a dead end. Silth recommended me to start working alone on this project, and it's been very stimulating so far: I want to create a tool, or something, that lets others see inside of a living body without cutting it up. The basic theory I have for now about it is this: if I need to see through something, I might have to imagine it like made of glass, or transparent like a ghost. The problem is, how to manifest that transparency? I did some more simple experiment with inanimate objects: If I have, for example, an rough and sanded piece of glass (that cannot be seen through), and I put it in water, then it becomes see-through, but normal water for normal living beings won't work. I investigated the usage of water to separate and dissect, and found for example that a ray of bright light (i mixed blue red and green fire to achieve a white light) that passes through a prism full of water becomes divided into all the spectrum of colors seeable by uruks and descendants. The next step after this discovery, is changing that beam of life with a normal inanimate object, and that prism with something more complex to separate each layer of the object. Now, the problem is that the objest is indeed separated, but just by its colors, and not its substance and structural composition. I'd also need in the future to make it more portable and compact, compared to the entire dark room i need to use for now. I need to share these results with my teacher and ask him for some guidance. A small sketch of the usual objects used in the purified water jar as a footnote, there's written in a small font: Note: Some herbs to use to hallucinate? Viable?
  9. A faint salty aroma comes from these water-stainded pages Diary of Fagh 10th of The Amber Cold, SA 162 The stale and damp air ot the mines was starting to get to my head, and was making my thoughts more foggy, but not in a fun way like when smoking a good Jungle Kush. I didn't want to give up on helping the horde, but I also didn't want to die suffocated in the mines. So I went fishing. The desert is not known for their great sources of water, and even less for his waterborne creatures, so I started travelling south along the coast, and found a quiet spot to fish, not much visited and not so hot as the heart of the desert, mostly thank to the sea breeze, praise Ankrus. When I was a little cub, I had to fend for myself and hunted fish only on shallow rivers and with my bare hands, but now that I got a new family at Orcgrimmar, I could finally afford a proper fishing gear, with a net, a pole and a bag for my findings. The change of air was really doing wonders, and even though my findings consisted mostly of lost peglegs, rugged flags and other junk, I managed to find some good fishes and have a nice change of pace. I even managed to find a beautiful round pearl!: it was as smooth as an olog brain and had a emerald hue. I was so exited that I showed It to Grommash, our great Rex: he seemed to have liked it, so I wanted to give it to him, but he gave me an even better idea! I'll soon go to our weponsmiths and ask them to make a fine pece of jewelery with it. But in the meanwhile, we grind and we fish!
  10. These pages are extracts from Fagh's notebook, the writing looks more carefully done and with less smidges than other previous notes. Diary of Fagh 16th The of the Grand Harvest, SA 160 Never knew much about our spirits until some years ago, and I didn't know much about how others view spirits: when the Mothsam accompanied me for the first time to Rahtu-ma, I only knew of our way, our culture, and it was taught to me that it was all that I needed for it was the will of Krug. Also, from my understanding, our Rex and Rahtu-ma do not get along very well, so the decision of is own advisor to expose me to that culture was unexpected, but not unwelcome. Why? Maybe because I asked him for some foreign understanding, but he could have gone with the elves, who have great shamans too, like Ember. Instead he chose Rahtu-ma. Atemu-Ta is what they would call the Pharaoh of their people, the leader and a powerful Netjer, which is apparently a couterpart of our shamans, but more religion-oriented. He is a very serious elf, but has always been polite and helpful to me, and even though our cultures may differ greatly he made the effort to make me understand and learn. Mind you, I'm still going to follow the will of Krug, and will always consider him greater, but it was also polite for me to pay respects to the gods he was so thuroughfully explaining to me-ah yes, Rahtu-mans consider them gods, not spirits. this was a distincion that Atemu deemed very important. He firstly taught me of Tetu, a Sphinx that protects their city against their spiritual enemies, then of his wife Kalthet that helps more in times of war: even through our differences, we at least have a common enemy that they call Isfet and we call buurz, but it's just chaos with different names. He then brought me into this fancy shrine to a goddes tho them most dear: Ahura-ma, the goddes of freedom, which her priesthood hepled to abolish slavery and servitude. We also don't have slavery anymore, and I'm too young to remember a time when it was still done, but it's not as big of a deal as the Rahtu-mans. Their gods, as our spirits, are not always in agreement with each other, and an example of this is Ahura-ma and Hestor, the god of purity and healing: the first believes in freedom above all, and would prefer to kill rather than imprison or take away the freedom of anyone, even the buurz, but Hestor seeks to purify and eventually capturing darkspawn for sacrifice, wich takes away their (not so deserved in my opinion) freedom and goes in contrast with the basic principles of Ahura-ma. He then brought me into this very fancy shrine, it had tall walls and the roof painted as the desert night sky: it was the shrine of Ka-tau, their most important god, lord of sunlight and creation. The huge statue depicting him had a flaming staff they called Ankh. which means life to them. It was very curiuos to me, seeing all that similarities and differences between our spirits and their gods, none of them less tue then the other, but clearly given a different importance. He then showed to me the shrine of Hestor, with fountains of clear water and a countinous, faint sound of cow hooves. She is a bovine purifier, and a fierce enemy of buurz. This is also why the shrine was well protected, as it was the primary target of attacks from various chaos forces. We also have a spirit called Scorthuz, that is more of an unforgiving buurz hunter and has water as his symbol of purification and cleansing. I will seek on learning further of that and more, for my neverending curiosity, the sake of communing better with the spirits and for maybe appease Theruz, the spirit of Knowledge and intellect.
  11. "Shadows of the Hunt: The Legend of Murag, the Whitewash's Bane" In the ancient land of Krugmar, where the orcs of various clans roamed and thrived, there lived a young green orc named Murag. Born into Clan Lur, a proud and skilled group of hunters, Murag's destiny seemed intertwined with the ways of the hunt. His fierce determination set him apart from others. From a young age, he dreamed of becoming the greatest orc in history, a true legend among his people. Though many laughed at Murag's ambition, his friends stood by him, offering support and encouragement. Murag cared little for the cultural norms and wisdom of his clan, but he never disrespected them. He was driven by a desire to achieve greatness and be remembered for his feats. One fateful day, tragedy struck. Murag's father ventured out on a hunt for a dangerous whitewash—an orc who had turned his back on the traditions and values of their people, committing unspeakable crimes. During the hunt, Murag's father lost his life, leaving his son consumed by rage and grief. Murag's path shifted from joining Clan Lur and taking the traditional test to pursue revenge against the whitewash. Leaving his family and Krugmar behind, Murag embarked on a relentless quest to find the rogue orc responsible for his father's death. He spent years wandering through treacherous lands, honing his skills and growing stronger. Eventually, fate led him to the whitewash he sought—a fearsome creature with scars and trophies of defeated orcs. The winds howled, and the storm raged, mirroring the fury that swelled within him. With a primal roar, he charged into battle, his muscles moving with the fluidity of a river in flood. The battle between Murag and the whitewash was fierce and intense. The whitewash was strong, using his claws to fight with the ferocity of a beast he had once killed. Murag, fueled by his determination and anger, matched his opponent's strength and fought with the skill his father had instilled in him. In the end, Murag emerged victorious, but not without sustaining a grievous wound. The whitewash's claws left a permanent scar on the left side of Murag's face, a lasting reminder of his quest for vengeance. The taste of revenge, however, did not bring Murag the solace he sought. Instead, he found himself haunted by the memories of his father and the pain he had caused to others on his journey. He realized that revenge had not healed his heart, but only fueled more pain. With newfound wisdom and experience, Murag returned to Krugmar, a changed orc. Standing at an imposing 7 feet tall, with new scars adorning his body, and a depth in his eyes that spoke of hard-earned maturity, he took the test and was accepted into Clan Lur. The young orc who once craved fame and recognition was now an honorable and respected member of his clan. He no longer sought titles or accolades; instead, he vowed to protect and fight for his brothers. Over the years, Murag's bravery and wisdom helped his clan grow and prosper. He earned the loyalty and respect of his peers, and many considered him a role model. As the seasons passed, Murag aged gracefully, his life devoted to the code of an honorable hunter. In his heart, Murag knew that death was inevitable, but he refused to let age slow him down. He embraced every hunt as if it were his last, living each day to the fullest. In his final days, Murag ventured on one last hunt, alone but content. Surrounded by the wild beauty of Krugmar. Murag faced a formidable opponent, a creature of immense power. With the ferocity of a warrior in his prime, he battled bravely, not giving in to the passage of time. In the end, Murag fell, surrounded by the echoes of victory and honor, he breathed his last breath, knowing that he had lived a life worth remembering. His legacy lived on, not just in stories of his hunt for the whitewash but in the hearts of his people, who cherished the memory of a once ambitious young orc transformed into a true hero and protector of his kin.
  12. High Goblinism “Kul-gâdhûmûrz kul-tiirûrz.” “To be foul is to be righteous” At the epoch of Pestilence, a diseased and wretched scaddernak stalked the cavernous depths of Vailor, tended to for centuries by loyal Goblin followers. This apocryphal beast, Gâdhm’Fiz, tainted from birth with the touch of Orgon, the only of it’s brood to survive, bore the first and the last strain of his plague. As the newly hallowed Ailfather, Kinul sought to bless this corrupted creature, a parasite miraculously taking form within the scaddernak’s guts; upon the passing of seven years, it spat a gray paste with the form of a Goblin, one destined to be Khlaar-Kinul. Decades passed with the Goblin knowing little of his nature, wandering aimlessly on a multitude of paths, though never far from fate. Ignorant until the destined moment was upon him, suffocating in a barrel of Guzzoline, a voice bellowed from within: “Son of pestilence, feel no sorrow, hear my benevolence, limp to morrow; skin bubbling oil, black as night, lead troubling toil, prove your right.” The deal was struck, the Goblin’s soul became as scarred as his flesh, permanently twisted by the influence of the Ailfather. His wretched path was made clear, of which he pursued with the utmost zeal, quickly advancing his knowledge in Shamanic rites with the Gâdu wisdom of his teacher, Krothuul’Ram. This prophesied Yeller, wrought upon the world bearing the name Gâdhm, meaning be ugly, be nasty, be foul, embodies this as the highest principle. System of Belief “Gâmumizubu, gaakh burizizhu shum.” “Our illness, may it burden us greatly.” Among Goblins it’s common to see highly intelligent tinkerers, craftsmen, inventors of some renown; this is simply one side of the Goblinic spectrum, labeled as ‘Low Goblins’ by their deplorable cousins. High Goblins, those who dedicate themselves to the tenets of Kinul, thrive as vermin compared to the rest of Orcish society, pledging their life to filth and wretchedness. Through this covenant they personify the Ailfather himself, each layer of dirt a shield, every ailment a medal, carrying his blessing wherever they may fester. Deep beneath the earth, obscured from the oppressive light of the sun, High Goblin’s dwell among the caverns and sewers of Almaris, the most ‘high’ at the dankest depths, their stockpile of refuse unnoticed by the wary eyes of descendants. Likewise protected from all manners of hostile fauna and flora, these Goblins form their own eco-systems within each hovel, a niche which they may dominate despite their decrepit stature. Rapidly developing beyond basic survival, all manners of animals and fungi are bent to their Gobbish will, domesticating the colossal insects and vermin rarely seen by surface-dwellers. Despite this mastery of their environment, High Goblins rarely bother with the tedious process of creating their own tools and weapons. Finding greater fulfillment in reusing and repairing items tossed aside by others, perceiving the worn and broken objects as living beings with their own insightful stories and tales. They find immense pride in the use of skeletal remains, their religious artifacts mainly consist of bone, this is however the opposite for metals, preferring to leave such reflective materials embedded in the walls of their caverns. Iron is left to rust, copper to tarnish, representing blood, its purity, but also its vulnerability. The most devout of these cretinous Goblins artificially weaken themselves in some fashion, whether it be a lame appendage, sporting helmets adorned with horns, or dousing themselves in flammable oil; it is all considered honorable amongst their kind, the purpose only to ludicrously prove the dishonor of their enemy, if they’re desperate enough to use such a thing against them. Though they’re not reckless, these weaknesses are often supplemented by giant fauna or companions, much too cautious to do battle alone, especially when outnumbered. Goblinic Pantheon “Ufurnar bûf, tugûr larg lat durbûrz” “Fear not failure, for it will only make you stronger.” Kinul - Greater Spirit of Disease, Pestilence, and Failure Appears as a wailing man with limbs constantly growing then falling off due to necrosis. Gâdkrank | The Ailfather - After the defeat of Orgon at the hands of mortal champions, a power vacuum within the spirit realm quickly became apparent as spirits of all natures battled for the remains of Orgonic spiritual energy; the realm of disease shattered completely, leaving room for one spirit to conquer the seat of Pestilence. Kinul, previously a lesser spirit of necrosis, dueled what remained of Orgon’s power within his own realm, honorably transcending to the form of Greater. Upon his ascent, Kinul was all too aware of the lingering anxiety brought about by the plague, biding his time, he fully committed to reorganizing the fractured realm. Seeking allies among lessers and greaters alike, securing the loyalty of Krap and a sordid alliance with Gazigash, solidifying his hold upon the title of greater. With the Blood Mother as his bride, Kinul moved to return disease to the land, inklings of his influence, dribbled throughout the mortal plane. Krap - Lesser Spirit of Garbage, Refuse, and Vermin Appears as a grim faced rat upon a throne of trash, a shadow obscuring his form. Dalgumgoth | Debris Marquis - Fixating upon what descendants could not help but spread, measly colds, coughs, but by large waste; Kinul fostered Krap as harbinger, a principled champion of the natural dregs of the mortal plane, he inspires the lowest of ‘beings’ to the heights of the Ailfather. Through garbage his pestilent influence spread with ease, festering within the sodden streets, Krap thrived. Gazigash - Greater Spirit of Blood, Bones, and Flesh Appears as a woman made of blood adorned with bone jewelry. Grishkranklob | The Blood Mother - For eons Gazigash’s daughters have been struck by the disease, incapable of escaping the natural illnesses descendants suffer, through these unsavory relations the Blood Mother fell for Kinul. If not for his honor, a trait rarely observed in spirits, a desire for an ally beyond the Naakh-za-Barash, only just tolerating her subjugation at the hands of Leyd. High Goblins, commonly covered in pimples and festering wounds to a lesser extent, believe pus to be an expression of their relationship. Throqugrizh - Lesser Spirit of the Heartbeat and Blood Flow Appears as a gray-skinned Hobgoblin with elongated teeth and claws, adorned in bone jewelry and wearing a mask across the upper half of their face. Grishakrug Lûb | The Leech Daughter - Believed to be the first issue of Kinul and Gazigash, High Goblins are hesitant to explain the true nature of this, beyond the simple truth of familial relation. Though some insight could be construed from the fact that healthy blood flow prevents potential disease and illness, conversely, poor blood flow leads to these. Scorthuz - Greater Spirit of Cleansing, Purity, and Purging Appears as a watery mass that takes many forms Bûthûrz Bagronk | The Pools of Fair-mind - Not explicitly worshiped, though High Goblins have a strong sense of cultural purity, however antithetical it may be to the conventional concept. Acting as a mediator between the two factions within the greater pantheon, supposedly disrupting tensions escalating towards spirit war on multiple occasions. Favoring the idea of Goblinic castes, Scorthuz merely tolerates the High Goblin’s existence, however would jump at the opportunity to purge them from the mortal realm. Freygoth - Greater Spirit of the Wild, Animal Instinct, and Beasts Appears as any natural creature. Skessagith | The Emerald Despot - A great oppressor, consuming the surface world with her verdant tendrils, commanding agents of the wild to assault the cavern homes of mere Goblins. Gripping the minds of descendants with overgrown mantras, ‘Do not litter; leave no trace!’, the words of a people who the High Goblins believe will not be remembered. There is little to none of Freygoth’s faithful among them, preferring a variety of her lessers. Naztkrank - Lesser Spirit of Scaddernaks Appears as a ginormous scaddernak guarding over a multitude of smaller scaddernaks in an endless desert. Nauthrakûrz | The Endbringer - A lesser patron of the High Goblin pantheon, believing his kin, the foul and pestilent scaddernak, Gâdhm’Fiz, to be an ancestral spirit of great notoriety. A prophecy known by all High Goblins is the soon return of this dreadful beast, to wreak havoc upon Freygoth’s domain by the will of it’s father, the Endbringer. Certainly not the end of the world, but the one to bring an end to this viridescent age, precipitating one of deserts and badlands. Akezo - Greater Spirit of Health, Vitality, and Healing Appears as a winged serpent surrounded by a blue aura. Nûtdarûk | The Miserable Wyrm - The sapphire serpent, feared and despised by all High Goblins, due to his aromatic miasma and healthful guise. Like Freygoth, the worm binds the vast majority of descendants to a creed, one of vigor and strong constitution, denying the burden of the Ailfather’s blessings. To worship him is to be a snake yourself, rearing your head to strike at the hearts of Kinul’s children, anathema to High Goblin kind.
  13. OX - The Goblin Clan of Creators - Unlike uruks or ologs, goblins tend to lack the pure physical strength that others of their kin have. They are simply just not made to be these giant fighting machines that crush their enemy with their bare fists. Instead their strength lies elsewhere; in their mind. Goblins are cunning and creative creatures with the ability to come up and even create the most amazing machines. So, instead of crushing their enemy with their fists, they create something to accomplish that for them. Maybe a rock falling off at the right time, or maybe a very spiky roller being spun by the movement of the wagon pushed by some animals towards the enemy line. This is what goblins are for. They think, plan and create machines of any purpose for their kin. Clan Ox intends to bring as many of these goblins together, to work together for even better inventions and creations. After all, where one may get stuck when inventing, another may find a way forward. COMMUNAL INFORMATION - = O = - Not only is the Ox clan intending to create new inventions together, it intends to teach its members new things too. These things tend to vary by who all currently have the time to share their knowledge and what knowledge they even have to share. The general idea of this is to heighten the knowledge base of all Oxies and help them invent even more. RANKS - = O = - Tekgoth - o - Tekgoth is the wargoth of Ox, either being chosen to the position by the old leader or voted in by the court. As the leader of Ox, Tekgoth is one of the most creative and knowledgeable goblins out there. Their job is to look after the Oxies, teach them and make sure they have the means to create any inventions. Elder - o - Elders of the clan are the noticeably older Oxies, once having either been Tekgoths or otherwise notable members of the clan. During their years they have collected mountains of knowledge that any Oxie should listen to. Puzzla & Krafta - o - There are two steps to creating anything: Planning and execution. Without a plan there is nothing to create, and without making anything a plan only stays as an idea. That is what these two roles are for. Puzzlaz are the goblins who tend to prefer planning how various machines would work. Their knowledge is based on books and studies. Kraftas are the ones who tend to prefer the building process more, making the machines actually work. They base their knowledge on experience and muscle memory. The best of both hold the title of Epik Puzzla and Epik Krafta. New Oxie - o - These are those who have just started their journey in the clan, yet having decided what they wanna be and yet to complete their trials. JOINING THE CLAN - = O = - Anyone with majority goblin blood can join the clan. Ox clan is most suitable for those wanting to learn and create, people who are interested in redstone, alchemy, smithing and building. The clan is located in Iron Horde, outside the main city of San’Bríu. To join please be in contact with one of the clan members, preferably Tekgoth Kretz’Ox. Trial of Agility - 1 - One notable feature of goblins is their speed and reaction time. They use this skill to their advantage, whatever is it in combat or just to get somewhere high up. With this trial, a true Ox proves themself to be a nifty gobbo. Trial of Perception - 2 - Second notable feature of goblins is their creativity. They come up with all kinds of ideas from warmachines to food dispensers in pursuit to make their and their kins life better. This trial is to test the creativity and planning skills of the new Oxie as they design something great. Trial of Intelligence - 3 - The third notable feature of a goblin is their skills to create. Smithing, building, redstone, a goblin always has even some trades under their belt. On this last trial the new Oxie makes their plans from the last trial into reality to prove they can truly make what their mind imagines. CODEX - = O = - Tekgoth is a smart guy, don’t mess with him, or you’ll be his next project; Always have a backdoor; Being dumb is a fine, don’t let the tekgoth fine you nobba; If two Oxies have a disagreement, or a nobber does with another orc, a lawsuit must be filed. Filing a lawsuit is also a fine; Steal a Nobba’s chicken, and you’ll be fined; Pay fines to remove fines, but if you don’t pay your fines you’ll be fined for that; Tekgoth and Ox elders are the only ones capable of handing out Nobber cards; Ox’s live by their creations, but also die by their creations; Anyone with majority goblin blood is allowed into the clan; HISTORY - = O = - The story of clan Ox starts way back in the realm of Vailor. There a young and highly motivated goblin by the name of Snawt’Ox was tasked by the new Rex, Kharak’Raguk, to create a brand new warmachine like no other. And so, that’s what Snawt did. Even after the war machine had been finished he continued his creations, and even achieved the title of Snagagoth. Though eventually Rex Kharak’Raguk’s reign ended with his death, followed by some drastic changes that prompted Snawt’Ox to leave the orc nation behind with his children. They were not homeless for too long though, finding a new home on the islands of Asul, now known in history as Golin’Dar. There the group of goblins soon formed into a clan of creators, engineers and inventors, the Ox clan. Unfortunately political issues eventually struck them, ending up in destruction of Golin’Dar by the nation of Krugmar. Those who survived rejoined the war nation, though it took a bit longer for Snawt’Ox to return. Eventually in the realm of Arcas, Snawt’Ox returned, not as the young and motivated engineer, but as an experienced shaman determined to teach the new generation of Oxies. Through hoops and loops, this job of leading the Ox clan eventually moved from Snawt’Ox to Blazt’Ox to Gadget’Ox, who even was the Rex for a small while back in Arcas after speaking out against the previous one that many found to be unfit to rule. Alas, soon after winning the honor klomp and whitewashing the previous Rex, Gadget herself was defeated and whitewashed. This left the clan for a small while without a leader, until Kretz’Ox became the Tekgoth. Currently in the realm of Almaris, Kretz is attempting to revive and reinvent the clan to be something great. TONGUE OF OX - = O = - Wagwan - Formal greeting Wuddup (Nobba) - Informal greeting Walkie-walkie - Farewell Shekelz - minas Oxie - Young goblin Nobber/Nobba - Git, informal insult. Small mind. Puzzla - An engineer, architector Krafta - An inventor, craftsman Grabba - Crane, mechanical machinery designed to move objects. Rolla - Carts/Wagons. Wheeled objects. Wheels. (Good one) Tekgoth - Head engineer Shoota - A bow/crossbow Boomstick - Boomsteal weapon Boom-booms - Explosives Choppa - Axe, blade Poka - Polearms, spears, spikes. Craka - Hammers, blunt weapons. Splita - Saws, axes. Bit - Bright, lights. Day Dak - Dark, lack of light. Night Burz - Fire, embers, sparks. Burns, scorched earth. Burzin - On fire. Burz’kor - Burnt to death Wavka - Water. Wevk - Wet, damp, moist. Wavka’kor - drowned to death. Sakka - Sand, dry. Betra - Rock, mineral rocks. Kultra - Metallic ore, metal. Strom - Storms. Dok - Witch Doctors Luka - Lutamancer Scer - Farseer Eleka - Elementalist
  14. Looking for Players Looking for players for the Scáth family, currently living in the Duchy of Rozania. The mother is a goblin, Ezra Scáth. Originally from Krugmar, and had moved to Sutica. The separation of Sutica and many in Sarissa left her and her husband Brawly to go with the Sarissans to a new settlement, now known as The Duchy of Rozania. The father is a human, Brawly Scáth. Living in Sutica and Sarissa his whole life, he is a trained medic. He is a part of the KAR (military) and the Master of Medicine in Rozania. There are also other siblings within the family, Paige Rynn-Scáth, sister of Zahira and Soren, who has left her adopted family, to find her real parents. She comes around occasionally to check in on her younger siblings. Yerro Scáth, brother of Zahira and Soren, who is still living with the family. Players needed: Zahira Scáth (daughter) A female human-goblin hybrid. She has blonde hair and heterochromatic eyes. Zahira is a mild-mannered child who loves both of her parents. At this time, she has not developed much as a character, but will gain more character traits as she is RP’d more. A blank slate of a character, as of now. She has a family that speaks Blah, but she herself does not need any knowledge of that yet. Soren Scáth (son) A male full goblin adopted by the Scáth family. This goblin kub is brand new to the Scáth family so his RP is currently open to interpretation. He was found abandoned in Krugmar with no hints to his prior family besides a generic note written in blah that stated that the previous caregiver was no longer able to care for him. He has knowledge of Blah, and uses that as his main language. If you are interested in playing either of these characters, contact on discord. Discord: Dope Bob weed pants#8972 animallover23#0171 Both persona’s are under 14, and subject to interpretation. Skins are able to be edited lightly, if you want with permission from the parents. We ask you to be active, about one to two times a week. Timeszones are PST/CST Fun Group to RP with, and really great ooc vibes, we are a irp and ooc fam, so only real serious players please. Thank you!
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