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TROGOD
The trogod are a race that has survived and even learned to thrive under the most horrible of circumstances. Their hardiness is due to their innate ability to adapt to any environment and situation. As a race the trogod, goblins in particular, evolve much faster than humans do. Within several generations entire tribes can physically evolve and change to adapt to their environment. This factor has given rise to the wide variety of Trogod races. The present status of most Trogod genes is directly due to the Azchir age and how they dealt with the dilemma. Most of the survivors were enslaved. Some escaped by going into hiding in the mountains or forest or even underground. Each tribe adapted to its situation leaving the wide variety of trogod races on Efirvia in the fourth age. Trogod also have and affinity for totemist magic. They have been totemists for as long as anyone can remember and have very little difficulty avoiding the taint when using totemist talents. Most tribes are attached to a particular animal and a substantially large number of most tribes are talented in totemist magic. SEALAND GOBLINS (Azur-thrul) Of all the Races on Efirvia probably the most misunderstood are the trogod bands of Sealand goblin that live along the coasts and byways of Southern Thuron. The ancestors of these unfortunates were enslaved for thousands of years under the cruel Azchirgnoth rule and matters were not much better for them under the rule of the Thuron Empire. They learned to be a bitter race, hiding in ruins, forests, and back streets, and especially the great salt marshes and swamps. Like most goblin races they are very adaptive to any environment and situation. Through the years they became as much a part of Southern Thuron as the sea itself. In the Goblin tongue they are known as the azur-thrul or the sea-slaves. The Thuron Civil war was good for the azur-thrals. The goblin clans stayed neutral. Men were smashing each other and had little time to spend on smashing goblins. Moreover the subjugated race was endowed with a great gift: When the huge many-spired city of Cyrithia was sacked and left in ruin it made a great haven for the many homeless Sealand Goblin. Goblin poured into the city. At first they were hired to bury the dead and then as a labor force to raze the walls. Many set themselves up in ruins and when the L’tarish legions pulled out, they left bands of Grulk mercenaries behind to guard the ruined metropolis. Who better for goblin to thrive under than their war-like cousins. For the first time in recorded history the azur-thul flourished. Through all their years of subjugation, the goblin learned to do much in secret and under the cover of night. An underground organization evolved between swamps, forests, slums and reservations called the Blue Nails. The Blue Nails developed as a smuggling ring and eventually became an underground refuge for goblenu. With the fall of Cyrithia it became a underground power and sometimes a terrorist organization. The Blue Nails are very powerful at present and many azur-thrul have connections with the organization and are under the terror of its authority. Even the largest most fortified cities are not immune from its long fingered grasp, and goblins and humans alike shudder at the nighttime power of the cult. The life of azur-thrals are hard and they have adapted socially in many ways. One of the most outstanding features of the Sea Goblin society is their non-racism within their tribes. Almost any race adopted at a young age by goblins will be raised as a goblin and considered a member of their tribe. It is not uncommon at all for grulks and humans to be part of a azure-thrall tribe not to mention the common forest or mountain Goblin. A full grown foreigner is a different matter entirely. This odd habit became part of azur-thrals society when they were slaves and families were commonly separated and broken. The ability to adopt became necessary for the survival of the race. Now it evident that the azur-thrals are a mongrel race and different strains are clearly noticeable in most tribes. The social hierarchy of the sealand goblins is a chaotic matter. Most tribes are run by a chieftain who is generally the most capable member and usually the strongest or most magically potent male. Most goblin tribes have no constitution or set laws of government, only the word of the chieftain. The two most feared and revered goblin in the Sealands are the Great Khan of the Sharktooth Clan, and the Veiled Potentate (ringleader of the Blue Nails). Only about half of the population of Azur-thrals live in the tribes. Others work for mankind in reservations outside cities or as slaves. Still others live as a lower caste in the great grulk tribe in Cyrithia. Azur-thrals (Mottled Goblin): The mottled goblin are the most common type of Azur-thul in the Sealands. They are the mongrels and crossbreeds of lost goblin races who have lives as slaves for generations. Through the centuries they have become hard to distinctly identify. Mottled goblins have different colors and designs on their skin. The most common hues being a olive drab, gray, and dark brown which are quite effective as camouflage. They are found throughout the known world but are most numerous in Southern Thuron. Mottled Goblins are more varied in size and shape than the other goblins. The mottled goblins prefer the swamp or rat tribes. Most have some connection to the powerful Blue Nails cult. Fish-eyed Goblin: The Fish-eyed Goblin are a fairly new race of Trogod who are quickly developing out of mottled goblin. The relatively new race has become common along the coast and rivers of Southern Thuron. Due to their dependence on the sea and their prodigious use of shark totemist magic, these trogod have adapted to living much of their lives in or on the water. Through time they have grown long and gaunt. They have large clawed hands for catching fish and long bony skulls and of course bug eyes. Many of the younger ones have webbed feet and hands and they are excellent swimmers. Almost all Fish-eyed goblins belong to the Sharktooth Clan. Many fish-eyed goblin see themselves as the future of goblinkind. WILD GOBLINS: During the Azchir age, many of the shattered Trogod clans ran deep into the mountains, backwaters and dense forests, for refuge. These refugees adapted and developed into three distinct races. These three races are the most widespread and although relatively rare in the Sealands, they are definitely the most numerous tribes throughout Efirvia. Karee (Long eared goblin): During the years of slavery the Karee found refuge in dense forests, backwaters, mountains and other inhospitable lands. Constantly on the move, the Karee adapted to a nomadic life style in the harshest of regions. The long eared goblin are a mottled brownish color and prefer to dwell in or on the outskirts of thickly forested areas. They are sometimes called forest goblins. For the most part long eared goblin belong to a wolf totem and have a close affinity for their lupine brothers. They have long prodigious ears which gives them excellent hearing. They are very able trackers and excellent in all wood lore. Most Karee are hunter-gatherers and nomadic. Most long-eared goblin usually try to stay away from mankind and settlements as much as they can, but often find hunting domesticated animals too great a temptation. Other more aggressive Karee become bounty hunters and guides for humans, still others take to outright banditry. Long-eared goblin enjoy the company of kobalds. Groups of both races will live together and often belong to the same clans. On the other hand Karee dislike the Karc who they find loud and dull. The Kobald (Tree Goblin): The tree goblin are much smaller than their cousins and rather monkey like in build. They have rather large ears for hearing and sensitive noses. Large hands and very agile feet make kobald excellent climbers. The diminutive trogod have skin of yellows, greens, and browns which blend into foliage quite well. Kobald make their abodes in trees or along cliffs where they feel most safe. They generally avoid melee preferring skirmishing from the cover of trees where they can escape with ease. Tree goblin generally get on well with any other types of Trogod but due to their size, usually end up in subservient positions. Kobalds are known to join any totemic clans and usually are quite talented in the use of magic. Often Kobald join wolf clans and band with Long eared goblin. The Karc, (Mountain Goblin, Cave Trolls): The mountain goblins are trogod that ran to the high hills and mountain caves to escape death and enslavement. They are quite large and fierce, but not very cultured or intelligent. Mountain goblins have no metallurgy skills and generally have only leather, wood, stone, and bone arms unless they can steal or trade for metal armaments. They usually dwell in tribes and family units that gather on the Goblin Moon. In the Azvars, mountain goblins talk of the Mountain King who is a great chieftain of their kind and dwells deep in the highest mountain. There seems to be some truth to this because occasionally hordes of Karc unite and sweep down from their caves to raid human settlements. Fortunately these migrations are usually unorganized and are easily dealt with. Due to their strength and lack of creative thinking Mountain goblin are often confused with trolls. Mountain goblin are often called cave trolls by humans. THE GRULK (hobgoblins) Whereas All the other goblin races were hunted and enslaved by the Azchirgnoth, the Grulk race came from a Trogod empire far to the west. Grulk do not consider themselves goblins who they see as slaves and sniveling weaklings. They are a fiercely warlike people, although not very bright. Similar to goblinkind physically, Grulk are much different socially. Grulk are indiginous to the Gruthnid Empire. This very militaristic Society lies in the far off foothills of the Skyreach mountains. Unlike other Trogod who have lived as slaves or outcasts for years, the grulk have their own traditions and customs based on those of their homeland. Gruthnid Society: For Grulk, martial success is paramount. A Grulk life revolves around military units or clans. Each clan has its own hall, military standard, as well as specialty weapons and traditions. Young Male Grulks train from the moment they are born and are drafted out of the nurseries and into the clans at an early age. Grulk who are overlooked in the draft because of one weakness or another loose their place in society and become slaves or rogue grulk. In Battle each grulk clan fights as a single phalanx both mobile and indomitable. The grulk units live together and train continually so they move as one. Grulk phalanxes are almost invincible on the field of battle. They are capable of defending against arrows but are often susceptible to volley gunfire on the battlefield. The distance and the lack of grulk cavalry prevent the Gruthnid Empire from being a serious threat to the rest of the world. Grulks can only advance in society if they are able to succeed on the battlefield as well as in personal combat. Therefore grulk Individuals usually train with a phalanx weapon(a pike or pole weapon) as well as personal combat weapon, usually an axe or mace. The side weapon has assumed the traditional place of the trogod warclub in Gruthnid society. Grulk side weapons are carved and fancied into beautiful works of art by their slaves Number and quality of slaves are status markers in Grulk circles. Grulk have great appreciation for music, painting, architecture and sculpture. Unfortunately Grulk have no talent in any of the arts. Therefore in Grulk society, any talent or ability of a slave is considered to be the measure of culture in his master. Grulk also covet well read, knowledgeable slaves. They think of their sages valuable libraries and extensions of their own intelligence that they can call on at any time. Some of the most valued of these slaves are tailors and musicians, but coveted above all are expert weapons and armor crafters. Some of the most brutal and bestial Grulks are considered to be the most cultured and intelligent due to their many and talented slaves. Other slaves are valued by usefulness and most slaves end up as farmers or food gatherers of some sort. Grulks outside the Gruthnid (Grulk) Empire are outcasts or rogue grulk who were not drafted into the old military units and as such are not as strong. They have found a mercenary life in a human-based society much preferable to becoming slave in their own empire. In recent years rogue grulk have immigrated to human lands to hire themselves out as mercenaries. They usually stay together in small bands and are favored guards for slavers. The ruin of Cyrithia holds the largest Grulk stronghold outside the Gruthnid Empire. It was formed by Grulk mercenary units from the Gruthnid Empire itself. They were working for the Thuron Empire and settled in the vast ruin of Cyrithia. The Cyrithian Grulk hold the only female Grulk outside the Gruthnid Empire and thus allowed the companies to perpetuate themselves. The Rogues from the Cyrithian grulks have spread throughout Southern Thuron and have caused problem there either becoming bandits or joining other Trogod Tribes. Trolls: Massive and stupid, troll are one of the rarer breed of trogod. Their incredible strength made them the favorite of the Azchirgnoth experiments and they lacked the common sense and craft to escape. Many ran into the mountains or escaped with other groups of goblin, but most became slaves. Today very few troll are left. Sometimes troll live in small family units in hills or forests away from mankind. More often they band with other groups of trogod for protection and company. Most goblin enjoy the camaraderie of troll in work and war. It is rumored that deep in the deep mountains there are whole tribes of trolls. Trogod Clans: The clans are the totemistic, familial, as well as tribal groupings that Trogod are born into or join during their lives. Clans give goblin social, political, and magical power. For the mottled goblins the clans also provide a sense of identity. About three quarters of all Trogod belong to one clan or the other and almost a tenth of those are talented. Some goblin races like the Karee and the Grulk almost automatically belong to a clan at birth. Outsiders must undergo initiation of some sort. Most of the political power of civilized Trogod society is concentrated in the clans. Sharktooth Clan: The Sharktooth clan has its origins in the Sealands. The trogod living there made their meager fortunes by fishing and the sea. Eventually talented goblins made contacts with the sharks and soon adopted the shark as their totem and began to develop talents to match their totem beasts. After a number of generations, Clans who practiced totemic magic began manifesting fishlike features. Soon the new race of Fish-eyed goblins became evident. Today almost all fish-eyed goblin as well as many mottled goblin belong to the Sharktooth clan. Due to its relative youth the Sharktooth clan is not widespread and very few trogod out of the Sealand use shark totems or belong to the tribe. Trogod of the Clan make their living from the sea and its many resources. They hunt for everything from shells to sharks and even whales. The clothing and tools of the Shark clans all reflect this. Shark teeth clubs and knives, Shark skin, and fish scale clothing, armor and jewelry made from large and small shells and even musical instruments made from conches and whale bones are all common place with the shark clans. Magicians of the Tribes have an affinity for control and transformation spells, particularly of Sharks. A high percentage of tribe members are talented in Shark-totemist magic and many have water breathing or fish finding spells of some sort. Swamp Clans: When the trogod were hunted by the Azchirgnoth many ran to the deep marshes and bogs for refuge. The Swamp Clans are common in the bogs and salt marshes of Southern Thuron. The more honest of the swamp tribes make their living on fresh water fishing, and the fur trade. The swamp clans are generally disliked and feared by human society. Lands adjacent to bogs can hear the goblin drumbeats deep into the night and many bandits and other criminals run to the swamps and join these tribes. Swamp cans tend more toward banditry. Their tribe relies heavily on the totemist magic of the crocodile cult. These Trogod made pacts with the creatures of the swamps, particularly alligators and crocodiles. Rat Clan: The Clan of the Rat live in reservations, ruins, cities and sometimes swamps. They are exile in underworld activities and contribute to the bad name of goblinkind. Many belong to the blue nails although the two organizations are different. The tribe of the Rat members often go about their business normally but when they participate in illegal night time activities, they dress in cloaks and rat fur. The tribe specializes in rat totemist magic and send their rodent servants into cities to spy, steel or to help in otherwise illegal activities. The rat has become a feared creature in Southern Thuron. The largest concentration of the Rat tribe is in the ruins of Cyrithia where they are the predominant group of Azur-thralls. Wolf Clan: The wolf clan is the favorite of the Karee and Kobald. Almost all Karee and kobald who belong to a clan at all join the wolf clan. Wolf clan members make up the hierarchy of woodland goblin society. Their is no difference between positions of power in the clan and in the Tribe. Lupine Lords are the leaders of the clan as well as the tribe. Kobald who become wolf clansmen generally join Karee society. Wolf clan trogod, of course, use canine totemist charms and spells and often keep wolves at pets and companions . The Warhadjoo. The Warhadjoo are goblins who have adopted grulk practices and follow the Trogod rites of Warhadjoo. During the years of slavery this belief system became extinct among the Azur-Thralls. With the new contact of Grulks, the Warhadjoo philosophy (if it can be called that) has again been introduced. The Warhadjoo are berserkers plain and simple, and they perform grueling and horrible rites to hone their skills. With Warhadjoo retreat is never really an option and honor means everything. Their talents and charms center around warfare and gives them their berserk ability. Most of the Warhadjoo are bond-slaves to grulk masters who generally serve as chieftains to the squads of Goblin Warhadjoo. Although quite rare, the Warhadjoo are usually found in Cyrithia around the Grulk tribes. Most Mountain goblins are also members of a more archaic version of the Warhadjoo beliefs. The Goblin Moon Full moonlight has always had significance for the Trogod. They are generally creatures of the night and function better out of the sun, although they need light to see. At least one of the two moons of Efirvia generally gives them this light. On two nights of the year there is a goblin moon where both moons are full. These are festival nights for the Trogod. They dance and tell stories and the Trogod drums boom all through the night. On these nights there are great convocations and meetings between the hetmen, khans, and chieftains of many different tribes races and clans. These nights have often been dangerous to humans and great trogod raids and rebellions were launched on the night of the two full moons. It is a tradition among those who live near goblin-kind to lock their gates and bar their windows on these bright nights. The Trogod Warclub: One of the most important possessions of a goblin is a warclub. Style of warclubs vary from race to race and clan to clan but to most trogod their warclub is their most prized possession. Trogod will create their warclubs at a young age which may mean driving nails through a sapling so the wood will grow around the spike or saving bits of coin or sharks tooth to endow it with a cutting edge. Clubs are endowed with souvenirs from great fights or carvings depicting a goblin’s career as well as runes and affinities. Goblin with illustrious careers will create more than one club. Chieftains and hetmen usually accumulate a great number of clubs. Goblin who kill or otherwise defeat other Goblins will steal the losers club and add it to their collection. Many warclubs are ceremonial and not used in combat; others are used for religious rites, most are used as secondary weapons, much like humans use short swords or axes.
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