The Dalharen d'lil Har'oloth

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The Dalharen d'lil Har'oloth is a cult most sinister. The denizens of the Underdark wish nothing more than to plunge the surface realms into eternal darkness, a goal quite similar to the Order of the Ebon Skull. First came the Ilythiiri, the Drow and primary rulers of the Underdark, who joined with the Legion of the Damned to work together to bring their dark designs upon the land. Then their allies the Illithids and Duergar ascended from the deep dark to aid their brethren and join the forces of Oblivion in blotting out the Light and all that would follow it. Now under the leadership of the dark elf, Zaknafein, the Dalharen d'lil Har'oloth flourishes with each night bringing more and more under his banner of Darkness and Oblivion. Discover the secrets held in the shadows. Discover them.. and fear them.

Contents

[edit] Ilythiiri

"Oloth zhah tuth abbil lueth ogglin."

"Darkness is both friend and enemy" - a famous Drow quote.

Darkness, that is the world in which we live. We are the Drow, the masters of the Underdark. Eons ago, we once danced under the light of the sun and moon. We were once surfacers, once elves. A faction of evil, Lloth worshiping elves were banished to the depths of the earth by there good-aligned cousins. There in the lightless caverns they grew and taught themselves magic. Their skin was turned black as night and there hair white as spider silk as a reminder for the treachery they had commited. They grew and became strong. Although they could easily defeat there old time foes and reclaim the surface world, they no longer desired to walk among the trees. Their home was the Underdark, countless miles of caverns and tunnels deep in the earth. Ruled by powerful Matron mothers the Drow grew and made countless raids on the surface world. They had reached a height of power and prestige. Slowly after many many battles drow powers in the surface of Sosaria dwindled. It was then decided by a drow with many visions to make his opening and instill drow legacy in the surface. His name was thought to be Christoph, a young and ambitious drow. A natural leader and one with much charisma, he however choose a wrong move, he died to a dwarven hammer. His trusted right hand general Zaknafein, the long time weapons master and former king of the elves, had searched for him that awful night. It was Lloth’s bidding however that Christoph was not the one. The nefarious Lloth would torture all of Sosaria with one of its own leaders, how twisted fate can be. How cheerful was she when she passed the legacy to none other than Zaknafein, one time renegade drow. Now Zaknafein leads the Drow, Duergar and Mindflayers to battle against the forces of Light.


Creating a Drow:

All of our Drow must meet the following certain criteria.

The character names of all of the Drow in the guild most have a decent, Drow-like name.

Examples: Orgoloth, Quevveln, Drizzt, Zaknafein, Tluth, Tsabrak. (Male names)

Briza, Chessintra, Felyndiira, Ulviira, Viconia, Zesstra (Female names)

For knowledge of the Dark Elf language and for aid in choosing a Drow name you can go here to research the Ilythiiri language in all of its dark glory. You can also find an English to Drow translator at this site.

Next will be your character model.

Your hair needs to be grey, silk white or neon white and your skin needs to be a dark brown or a similar dark shade.

This is an example of the hair and skin color you'll need.

If interested in making a Dark Elf character then please use the additional guidelines and tips found here and submit and application here.

Things to keep in mind while role-playing a Drow:

Lil Ilythiiri

"Khaless nau uss mzild taga dosstan."

"Trust no one more than yourself" - a famous Drow quote.

Drow hate the sunlight, it hurts their eyes. Drow would never cast 'In Lor' on themselves. Although this would make a good spell against an enemy Drow, as the spell is blinding to Drow. As a Drow stays longer and longer in the surface, he becomes more and more resistant to the poisonous sun, some even have capability to ignore its harmful rays.

Drow hate most surface races, you would never be seen actively hunting or adventuring with other humans outside of the Order of the Ebon Skull or the Shadow Conclave.

We have a society of the strong and most deceitful; disrespecting an elder is punishable either by strenuous torture or generally brings death upon the offender. However the perfect deed is a perfect assassination or crime. If no one sees you do a deed, it is as if you achieved its rewards without any of its penalties.

A Drow of higher rank should be respected out of fear; the elder Drow would possibly kill the disrespecting lesser.

Deceit is one of the Drow virtues. As long as you can get away with lying (In character of course) you can and should. Although there are times when it is better to speak the truth as when dealing with higher ranking Drow.

If you are the same rank as someone else the stronger one would hold more status, or the one in a more prestigious house.

Higher ranking officers should be given your mount if they are without one. (Exceptions: Nightmares, Ethereal Mounts, Ki-Rin, Ridgebacks, and Frenzied Ostards)

Poison is almost always used by Drow, as Honor in battle is a pathetic human trait. Drow will always fight un-fair to gain an advantage.

Assassination is an acceptable way of removing your enemies.

Prey

I walk in the shadows, Shadows of the night. Stealth is in my nature, With my cloak pulled in tight.

Sword in hand, Poisoned for the foe, I jump at the chance To bring on deep woe.

Walking alone in the night, No one around, no one to trust. Given the chance to kill, Into the breast I thrust.

Watching my prey fall, One after another. All for our priestess, Killing sister or brother.

Once again, alone I sit, Feeding on the beast, Seeing blood all around As I savor my feast.

- a Drow poem.


Drow Life:

Spider Queen Temple

"Ulu z'hin maglust dal Qu'ellar lueth Valsharess zhah ulu z'hin wund lil phalar."

"To walk apart from House and Queen is to walk into the grave" - A famous Drow quote.

Drow are very aware and inquisitive creatures simply because of their cruel and unforgiving society. Most Drow have high intellectual aptitude thus giving them a mental advantage over other creatures. Drow also have greater dexterity than most other creatures and use this to overcome their lack of endurance during combat situations.

Male Drow, when they are born, have the chance of not living at all. This is due to the fact that every third boy-child is given to Lloth via sacrifice. If they are chosen to live they are forced down one of two paths. The first, they become a warrior and are trained from the moment they can hold a weapon. The second, they become a mage and are trained from the moment they can make coherent speech. Either road male Drow go down is not of there choosing. The choosing is left up to the ruling matron mother of the house in which they belong.

Female children, on the other hand are given at least a little choice. Since Drow are truly a matriarchal society this only seems to fit. They are destined from birth into the service of Lloth as a priestess and are sent to learn to communicate her will. If the child is not seen fit to serve Lloth, then she is given some, although not much, choice in what she will become. However in the surface, new age of the Drow is being established as Lloths' long arms reach to the land of the sun, her powers are weakened, and thus in the soils of Sosaria the female authority is quickly diminishing due to many notable males with high positions.

Station is the most important thing in Drow life. It is the hierarchy in which power is distributed. Each person from the matron mother of the first house to the lowly asset in the last merchant house has a certain amount of station. We would call it in our world, authority. The main goal in Drow life is to gain station. The primary tool to gain station is assassination. Brothers will try to kill each other as long as a higher station is achieved in the process.


Drow Society:

There are two major groupings among the Drow. These are the relatively unimportant (according to the priestesses of Lloth) Merchant clans, and the staid, monolithic Noble houses. In truth, both establishments are vital to the survival of the Drow.

Merchant Houses:

Merchant clans vary in organization. They are usually headed by an "inner ring" or council of the most experienced and/or wealthy merchant members, and hence are usually led by males (the "demeaning" and often dangerous occupation of trading with outsiders is an almost exclusive male one.)

The membership of a Merchant clan primarily consists of male wizards. Removed as they are from Drow society at large, the Merchant clans have no compunction about dealing with the surface world. In fact, a great number of the "second ring", or managers, are non-Drow of various races. The lowest ranks in a Merchant clan, the "assets", are nearly all non-Drow. These are the laborers and soldiery of the Merchant house. Together, the Merchant clans form the trade links with the outside world that enable the Noble houses to survive.

Noble Houses of the Underdark:

Noble Houses are led by a matron mother, the senior priestess of Lloth. In Lloth-worshipping communities, her rule is absolute, enforced by the priestesses beneath her (usually her daughters). All females of the mothers blood, in order of age, follow in rank, although they wield no authority until they are trained and of age (past puberty). Below the daughters come the male officers of the house; the weapons master (leader of the fighters), (chief) House wizard, and the patron (current consort of the matron mother).

Beneath these 'blood' members and officials of the House rank its common warriors, craftspeople, its servants, and slaves. All ranks are decreed and can be changed on the whim of the matron mother. Her position changes at death- often at the hands of her eldest daughter.

Noble Houses in Sosaria's Surface:

Lead by the most ruthless, most powerful, the stealthiest of assassins, and deadliest of blades, or magic. People from around the globe know that if an assassination is to be done, the Drow nobles are the most proficient in carrying out the deed.

Slaves:

Drow hold and take slaves from among the various surface races as well as the races that dwell in the Underdark. These slaves are rarely treated well, considered nothing more then a pair of hands to be exploited and if it dies there are thousands more to replace it. Slaves must give way to Drow, and are not allowed to look any noble Drow in the face. Slaves may only bear weapons when a Drow noble allows them to, usually only in gladiatorial games or in the defense of their house. Human craftsman are the most valued slaves, but seldom thrive for long in the dark, cruel Drow settlements.

Ranks of the Ilythiiri:

Rank 0


Noamuth Uss (Lost One) Slave Rank

Rank 1


Sargtlin (Drow Warrior) or Faern (Drow Mage)*

Rank 2


Lil Olath Dobluth (The Dark Outcast)

Rank 3


Lil Olath Ogglin (The Dark Enemy)

Rank 4

Lil Xsa'us (The Damned)

Rank 5

Special/Unique Title

Olath Jal Kyorl - The Dark Overlord - Cult Leader

Rank 1 titles can vary depending on which profession the dark elf specializes in. Examples: Shebali, M'thain or Linthar.


Exile

The sands listen, but say nothing to me. No one hears my words; I am a minority, alone. The Spider Queen is the truth, for those with eyes to see. The sands, the sun are hell, and Her kindness is like stone So now dear traveler waters to you I deny. Your edification in the truth is my reason why: As you agonize in thirst, you will learn of my mistress lost In darkness; rejection holds a frightful cost. It is my duty to return Her to the upper land Even though my own kind do think me mad. So She sent me to walk this burning sand With cracked skin and burning throat. Alas, my Spider Queen, will you forgive me now!?

- a Drow poem.


More on Drow Ranks & Classes:

Slaves:

Slaves are any number of the various surface races captured by the Drow. Slaves are the lowest members of the Drow caste, filling all menial tasks from cleaning or manual labor to fighting in the gladiator pits. Slaves can almost never advance in rank and any Drow can order or command a slave, within reason. Slaves should always be extremely humble before their Drow masters.

Examples: Speak when spoken too. Answer promptly and to the point. Wait till you have a chance to speak, and speak briefly.

Ordering a slave:

Commands should be simple. Examples, playing a lute, crafting some armor, standing, etc.

Slaves should not have to overly provide resources. A weapon or two is fine; the slave does not have to provide more, unless willing. The slave should not have to craft too much, when it's the slaves resources.

A slave should not be killed unless openly disobeying commands.

Restrictions:

A slave can never harm a Drow.

A slave cannot wield weapons, unless ordered to or in the defense of itself against one of the many Drow enemies.

Magic is not available to Slaves, so the only spells they should use, if any, are Gate and Recall.

A slave cannot own a mount. A slave must earn the right to ride a mount; they also cannot be mounted in the presence of a Drow unless ordered otherwise.

Playing a Slave:

Playing a slave is tough, and should be done only if you truly accept it. Sometimes you will get angry because you are seemingly treated like dirt; well, you are role-playing a slave, remember that.

Lil Sargtlin:

The sargtlin, or the warrior, is a welcomed asset to the Drow. They function as the main forces of a Drow strike team. They tend to embody all the traits of the typical male. A female Sargtlin is quite rare, but they hold more status then their male counterparts. Sargtlin typically wear chain mail armor into battle, favoring lighter armor to heavy platemail. Drow warriors also tend to favor fast weapons, as well as curved blades such as katanas and scimitars.

Typical skills:

Anatomy, Healing, Combat skill (Archery, Fencing, etc), Parrying, Tactics

Advancement:

Ul'saruk

Qu'el'saruk

Lil Faern: (Male Only)

The Mages of the Drow. These range from the Apprentices to powerful spell wielders. Mages tend to be higher in status than most other male Drow, since they can become quite powerful and rival the Priestess'. More powerful Warlocks and House Wizards are able to conjure up powerful Drow magicks, as well as create magical items. A Faern must be careful of their actions, for they are watched quite closely by the Priestess hood, to ensure they don't become too strong. The Drow have mastered the skill of blending sword and sorcery, twisting the two into an awesome fighting style.

Typical skills:

Meditation, Magery, Evaluating Intelligence, Wrestling, Tactics, Combat skill, Resisting Spells.

Advancement:

Fahliell Qu'el'faeruk


Special Ranks:

Drider

Lloth can transform any Drow she wishes into a drider at will, although it is usually reserved for those Drow that went rogue, and it can only be performed if the goddess or a priestess of hers is within 100 feet of the Drow about to be transformed. Driders are the hideous reminders of what can happen to any that would dare oppose Lloth's will. Mostly reserved for the male infidels of the Drow race, but Lloth has been known to curse those priestesses who have failed her with drider life. All Drow know of and fear the driders, for they are the mortal armies of Lloth and at the same time, the damned being punished. Their lives are now hers (even more so than before), and there is nothing anyone can do to reverse the curse. The drider stands ten feet tall and has the lower body of a spider. But where the head should be, rises to upper torso of the Drow that was transformed. Driders will obey the commands of the highest ranking Drow within sight, but will obey the commands of their goddess above all else. They will never attack a Drow, unless commanded to do so by Lloth herself, making them all but useless in house to house battles. If a Drow is ever deemed a rogue, a drider will be his worst nemesis. They will hunt the rogue down the dark elf is either dead, or gone from the Underdark.

Zin-Carla Zombie

Called Lloth's greatest gift, granted only to Lloth's chosen, Zin Carla is a ritual that enables one to bring a deceased person back from the dead to fulfill a mission for the glory of Lloth. When cast over the corpse of a dead being, the spell will bring the person back to life with all skills and abilities that the person had before he died. However, he will no longer have a will of his own; he will be a walking tool of destruction in the name of Lloth. A victim of Zin Carla will even hack down a once beloved family member if it be Lloth's will.

The victim of Zin Carla also has all the powers of a Zombie as well, meaning that it can shrug off all attacks, except those of magical nature. And even then the victim of Zin Carla will only be permanently destroyed only if the head is burned. Otherwise, the Zin Carla Zombie will rise again within 12 hours and continue his mission for Lloth.


Raid

The dark and sinister bell rang out through the vast land, A million answered, and one became more threatening than the last, They flowed through the land like gliding ravens, Then they became the voices, Obsidian and vile were the owners of the words, And the fire flickered in the dark-elves' eyes, Which were glaring, Every pair, And the threat came to an end, When the light had re-appeared, And so the voices melted away, The voices that drew fear into the hearts of men.

- a Drow poem.


[edit] The Illithids (Mindflayers)

Mindflayers come from the Dark of the Underworld, far from the light of the sun where they exist with other denizens such as the Drow and Gray Dwarves. Their tentacled heads contain evil genius unmatched in any other of the world's races. Said to feed on the brains of the fallen, mindflayers are also reputed to gain psionic power by feeding thus. Mindflayers are highly magical, and can cast magicks unknown to any other mortal. They are of average height, but have purplish skin and overlarge eyes. Where most races have their mouths, mindflayers have a nest of foot-long tentacles, which they use to eat. Their voices are guttural, and they have a hard time pronouncing certain words. They resembles humanoids but are jointed in a different way which makes them loose some dexterity. They are not that strong either. Their magical abilities allow them to charm monsters, which can help them fight. Among other things they can do should teleportation and telekinesis be mentioned. Their heads are especially bulbous and have 4 tentacles that flail around trying to attach themselves to the mindflayers opponent to suck out his/her/its brain. Their skin is purple, a color they have a particular liking for and they employ a kind of psionic blast to render their opponents stunned or even unconscious. Aside from this, they are humanoid in appearance.


Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand.


Illithids have infravision. They can communicate with any creatures via innate telepathy; they have no spoken language, although they often accompany their thoughts with hissing, and the eager lashing of their tentacles. Mind flayers dress in flowing robes, often with high, stiff collars, adorned with symbols of death and despair.


A mind flayer's preferred method of attack is the mind blast, a powerful psionic blast of mental energy (i.e. the mind blast spell). The illithid keeps some victims as slaves and feeds on the brains of the others. When devouring the brain of a stunned victim, it inserts its tentacles into the victim's skull and draws out its brain, killing the victim. Mindflayers are also adept in arcane magicks and will use it to his/her advantage, summoning a creature or controlling a creature is no problem for the mindflayer. However, if an encounter is going against a mind flayer, it will immediately flee, seeking to save itself regardless of its treasure or its fellows.


Mind flayers hate sunlight and avoid it when possible. They live in underground cities of 200 to 2,000 illithids, plus at least two slaves per illithid. All the slaves are under the effects of a charm person or charm monster, and obey their illithid masters without question. When they are on the surface lands they typically have one slave with them and like to travel in groups with other Illithids or Dark Elves for mutual protection from the surface barbarians.


Mind flayers have no family structure. Their social activities include eating, communicating with the elder-brain, and debating on the best tactics to conquer the Underdark and now the surface realms. For amusement, they inflict pain on their captives and force slaves to fight in gladiatorial games.


Mind flayers are arrogant, viewing all other species only as cattle to be fed upon. They prefer to eat the brains of thinking creatures.


Creating a Mindflayer:

Step One - Create a Suitable Name

All character must have a proper mindflayer name. Typically Illithid names are difficult, if not outright impossible, to pronounce by the human tongue. Those mindflayers who mingle for any reason among other humanoid races (typically only to dominate and slay them) take on aliases that they prefer to go by or that are given to them by the poor souls who encounter them. Some examples of names taken by Illithids in the past are: Ilsensine, Zor'Vakahl, Pscion, Dalma'Mur, Rha'Zhakhar, Ctho'Kor, etc. The first letter must be capitalized and the rest should all be lower case (with the exception of letters after an apostrophe). CAPS names and AlTeRnAtIvE character names will not be accepted. There is no exception to this to anybody.

Step Two - Choose Character Stats

Characters should choose : Strength 50, Dexterity 20, Intelligence 10.

Step Three - Character Design

Mindflayers do not have human hair and so the Hair must be set to bald (None). No facial hair should be chosen and characters may choose any skin color as a mindflayer's skin will never be revealed from under the gloves, robes and masks worn.

Playing a Mindflayer:

Typical mindflayer character skills (i.e. ones that help facilitate the role-play of the Illithid powers and abilities) are chosen from the following:

Magery, Evaluate Intelligence, Meditation, Hiding, Stealth, Resist, Alchemy, Detect Hidden, Wrestling, Inscription, Animal Lore, Animal Taming (these two convey the possession of lesser creatures exerted through their psionics), provocation, discordance, musicianship and peacemaking (the bard skills demonstrate the Mindflayer's control over lesser beasts with their mental prowess).

Mindflayers always emote their "talking" with a mental voice such as: *Ignorant scum, your pathetic brain shall only make the smallest of snacks for my insatiable appetite* and always feel free to accompany your talking with a lot of hissing and *tentacle flailing*.

Illithids typically always wear robes and cloaks along with gloves, boots and masks to cover their appearance on the surface lands. Mainly they do so to hide their presence from hostile surface dwellers but they also do it to keep their skin moist and protect it from the harsh rays of the sun. Never is an inch of skin seen on a mindflayer in broad daylight. The colors almost always tend to be shades of rich purple and deep greens along with zog and true black and every stitch of clothing is of Arcane design. Savage tribal masks and the non savage tribal mask are best to use for mindflayers.


[edit] The Duergar (Gray Dwarves)

Also known as Gray Dwarves, Duergars are usually found only in the subterranean depths of the earth along with Illithids and Dark Elves. They have somewhat rebelled against their surface-dwelling cousins, and often are usually only seen when raiding them. They are of the same stature as other dwarves, and have simply adapted to living deep underground. They excel in mining and other subterranean activities, yet loathe direct sunlight, fear water and do not function well outdoors.

Duergars are strong and hardy, yet lack in the area of dexterity and have little intelligence. They can give and take a lot of punishment in battle and their evil nature is well known. They enjoy causing pain to innocents, causing them to be shunned by many other races and are rarely seen fighting except with their own kind. Like their dwarven cousins, they are resistant to poisons but can also resist normal magicks quite well.

Since they spend most of their lives underground, Duergars have the racial ability infravision, allowing them to see in the dark. Their tendency to go berserk in battle and ignore pain helps them excel in combat, making them extraordinary warriors. Occasionally they choose to follow the path of the cleric, worshipping some evil deity or another.

Duergar braving the sunlight.

Duergar appear to be emaciated, nasty-looking dwarves. Their complexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lairs, they may wear jewelry, although such pieces are kept dull.

In combat duergar tend to rely on group fighting, they gather their strength in numbers. They help each other while fighting, healing, etc. They are strongly resistant to magic and poisons. Their weapon of choice is a hammer, an axe or a pick.

Creating a Duergar:

Step One - Create a Suitable Name

All characters must have a proper dwarven name. For help with choosing a dwarven style name please use this resource. The first letter must be capitalized and the rest should all be lower case (with the exception of letters after an apostrophe). CAPS names and AlTeRnAtIvE character names will not be accepted. There is no exception to this to anybody.

Step Two - Choose Character Stats

Characters should choose : Strength 50, Dexterity 20, Intelligence 10.

Step Three - Character Design

Duergar should always be bald with short to long beards of any shade of gray. Their skin tone is either pale or dusky gray.

Playing a Duergar:

Typical Duergar character skills (i.e. ones that help facilitate the role-play of the gray dwarf powers and abilities) are chosen from the following:

Duergar Warriors: Anatomy, Tactics, Mace Fighting, Mining, Healing, Hiding, Stealth, Poisoning, Archery, Blacksmithing, Parrying.

Duergar Clerics: Healing, Anatomy, Mace Fighting, Poisoning, Alchemy, Hiding, Magery, Evaluate Intelligence, Meditation, Inscription.

Gray Dwarves are a surly lot, more so than normal dwarves. They dislike their fairer brethren and most other races even less. It takes a lot to earn the respect, or fear, of a duergar. *grumblin* *snorting* and *muttering under their breath* are all common manners of dwarves expressing their less than flattering opinions on the rest of the world.

Battle axes and maces alike are favored weapons of the gray dwarves. They also adourn themselves in finely crafted dwarven armor that is often of shadow iron although other plain colors in both metal and leather armor have been favored. Drab colors in all shades of the spectrum of gray are worn in clothing styles.

[edit] Goblins

The Green Bluud Goblin Clan has recently been unearthed by the Legion of the Damned during excursions into the ancient mountain ranges in the lands of Ilshenar. Impressed with the animalistic yet ruthless cunning and resourcefulness of the bestial little imps, the Lord of the Damned approached the Goblin King and offered to spare the Clan's existence for servitude in his Legions and for the Order of the Ebon Skull.

The Goblin King, not being a fool no matter what anyone else would tend to believe, readily agreed to this arrangement as he didn't care much for the glowing red eyes of this Lord of the Damned and the dark elves and skeletons he had behind him. In a show of allegiance, some say sheer stupidity but that is a subject for another time, the Goblin King told his new Lord the Clan secret on why they were named the Green Bluud Clan. The blood of the goblins within this clan was a thick green ichor that was at once both acidic and poisonous to anyone else other than a fellow goblin. The Ozzozzins and Mogobos both learned the secrets of mixing the gobbish blood to make truly potent poisons to coat their weapons with. This odd, yet deadly tactic earned the Clan their name amongst other goblin tribes and orc clans in the land.

Even more pleased with his serendipitous findings, the Lord of the Damned took the Goblin King, the Clan Elda'Gobs and the rest with him to Caina to offer them to the Lich Lord and to the service of the Ebon Skull.


Creating a Goblin:

Step One - Create a Suitable Name

All character must have a proper goblin name. There is no exception to this to anybody. If you do not know of any goblin names then visit this goblin name generator and have fun choosing a new gobbish name. The first letter must be capitalized and the rest should all be lower case (with the exception of letters after an apostrophe). CAPS names and AlTeRnAtIvE character names will not be accepted.

Step Two - Choose Character Stats

Characters should choose : Strength 50, Dexterity 20, Intelligence 10.

Step Three - Choose Starting Skills

All new goblins must start with 50 Hiding as one of their skills. The other skills are up to you, however magery isn't allowed on any goblin characters except Mojobos. These characters are limited and are only specialized in after promotion from a Lil'Gob. All fighting skills are fairly easy to raise so a good recommendation is 50 Healing.

Step Four - Character Design

Goblins do not have human hair and so the Hair must be set to bald (None). No facial hair should be chosen and characters must choose green skin color as indicated on the image below.

Goblin Professions:

Stikko - These warrior goblins prefer stabbing weapons such as spears, krysses, and warforks. Being lightly armored, they rely on stealth and dirty tricks (such as applying their green blood poisons to their pointy things) to fell heavy opponents. Required Skills: Fencing, Tactics, Hiding. Recommended Skills: Stealth.

Tweyngo - Providing support for melee units, Tweyngos make use of their intricate crossbows to inflict casualties from relative safety. Required Skills: Archery, Tactics, Hiding. Recommended Skills: Lumberjacking, Fletching, Stealth, Fighting Skill, Tactics.

Drommo - As well as manning the wardrums in battle, these bards make use of their musical abilities to command animals and even some fearsome monsters to aid them. They also have a knack for scaring off humans and creatures with their horrendous "music." Required Skills: Musicianship, Provocation, Discordance, Peacemaking, Hiding. Recommended Skills: Stealth, Fighting Skill, Tactics.

Mojobo - Mojobos are the handful of goblins who dabble in the art of magic. While not as sneaky or cunning as other goblins, their handling of the "Mojo" earns them much fear and respect. Mojobo's often act as the Goblin King's advisors and organize the few rituals and ceremonies that the goblins practice. Required Skills: Magery. Recommended Skills: Meditation, Evaluating Intelligence, Alchemy, Resisting Spells.

Slosho - As opposed to Stikkos, Slosho favor swinging their blades at opponents. Being goblins, they are still too small to handle large swords and keep to cutlasses and scimitars because of this. Required Skills: Swordsmanship, Tactics, Hiding. Recommended Skills: Stealth.

Teymo - Teymos are the beastmasters of the tribe. Not very competent at handling a weapon, they instead rely on a pack of bears or wolves to protect them. Required Skills: Animal Taming, Animal Lore, Hiding. Recommended Skills: Stealth, Fighting Skill, Tactics.

Ozzozzin - With the exception of Mojobos, the Ozzozzins are the most feared and distrusted goblins in the tribe. Mainly because they use their clanmates blood as a major ingredient in their work in making poison. They also have an odd addiction to watching living things slowly crumble from their infamous green blood poison ingested by food or received through blade wounds. This class is also the one most likely sneaking around your house. Required Skills: Swordsmanship or Fencing, Poisoning, Hiding. Recommended Skills: Alchemy, Stealth.

Sniffo - These are the rangers of the tribe, skilled in detecting those attempt to find cover from attacking warriors. They are also adept at tracking fleeing enemies. Required Skills: Detect Hidden, Tracking, Hiding. Recommended Skills: Forensic Evaluation, Remove Trap, Stealth, Fighting Skill, Tactics.


Playing a Goblin:

All goblins have a definite "look" to them. There are no set uniforms currently for any of the Green Bluud Goblin Clan, however, all goblins must wear the green "orcish kin masks" in addition to having all of their clothing and leather and studded armor dyed in various shades of matching green.

All goblins should learn the gobbish language and brush up on the orcish language for cross referencing and filling out their vocabulary. The specifics of which you'll find below.


Gobbish Language

The language of the goblins consists of a mixed batch of skewed English, Orcish, and original words. To convert English to Gobbish, follow these steps:

1. Change all short u- (hunt) and a -sounding (canister) words to "o" (hont, conister).

2. Long a-sounding (make) words become "ey" (meyke).

3. All long e-sounding (me, party) words are changed to "eh" (meh, porteh).

4. Beyond this, add primitive misspellings for good measure (special -> speshol).

5. For other words not covered here refer to our Orc allies, the Stormreavers, and how they speak. Orcish Language.

Common Words/Phrases

Olo! Hello yoob/noob yes/no

B'bo good bye Yippoo! (Joy Cry)

grok understand dis/dot this/that

oo and AAYYYYYIIEEE! (War Cry)

Deynkoo Thank You Otoy Okay

Meh sorrender! Stop attacking me so I can heal myself, run away, and hide.


Weapons

Stikko Fencing Weapon/Fencer Slosho Sword/Sword Fighter

Tweyngo Bow/Archer Bonko Blunt Weapon (/Wielder)

Orrob Arrow

Pronouns

meh I/me/my

yot you/your

em him/he/her/she/it dem they/them


As goblins are a very strong role-play centered character concept like their cousins the orcs, they are limited to weapons, skills and techniques that are meant to enhance their image and your enjoyment of playing a goblin. Below you'll find what weapons and armor are allowed as well as the less than strictly ran rank structure of the Green Bluud Clan.

AAYYYYYIIEEE!

Permitted Weapons

Goblins, being the wee folk they are, are only large enough to wield certain types of weapons. In addition, even the most violent warriors in the tribe consider blunt weapons to be below their delicate art of "smoshing" as they all prefer to coat their slashing and stabbing weapons with their green ichor. From this you can gather that a goblin will never be found with any overly large or heavy armament, melee or ranged.

Bow

Crossbow

Cutlass

Katana

Scimitar

Kryss

Warfork

Short Spear

Butcher Knife

Cleaver

Dagger

Skinning Knife

Permitted Armor

Similarly the small statured goblins do not wear heavy armor such as platemail, chainmail or ringmail. They are only allowed to wear studded leather armor and normal leather armor (dyed green) and must wear green gloves (leather/studded) and green shoes or boots.

Permitted Steeds

The goblins have forged an old tradition of taming and riding Ridgebacks. These creatures are the only steeds ugly enough to not fear the hideous looks of the goblin. In fact the Ridgebacks are very arguably uglier by far. Goblins despise the Savages who compete with them for the Ridgeback breeding stock. Some say the goblins are working on breeding a new steed of choice so they will no longer have to compete with the Savages but rumors abound about the goblins and no one knows how true this is.

Fighting Style

Due to the fact that goblins are noticeably smaller than most other creatures of Sosaria, they would never be caught fighting with the direct assault approach that their larger Orcish cousins take. Rather, most (i.e. the ones who don't die) of them choose to wait for situations that present an overwhelming chance for victory. This may include five goblins waiting outside an enemy guild house to jump an unsuspecting warrior, sneaking up to a warrior without his armor (perhaps getting it repaired by a friendly blacksmith) to create a quick stabbing scene, etc. Basically, any low, dirty trick that might reward a victory to a gobo is used including coating all of their weapons with their green blood to poison all of their enemies. In full battle, they only fight when hugely outnumbering an enemy, and even then, only when there's a line or two of bigger targets in front of them to act as a buffer.

Beztezt'Gob

The Ranks of the Goblins:

Goblin King - The Goblin King is the high leader of the goblins. Reverence of the King is not that great, as every goblin believes him or herself to be the best of everyone else. Because of this, the duties of this position holder are almost exclusively administrative.

Eldah'Gob - These goblins are really old. Really, really old. At least in goblin terms. They typically range in age from 20-40 years old. If a goblin lives that long without getting eaten by dragons, clobbered by orcs or hunted by humans then they really, really deserve this title.

Beztezt'Gob - While every goblins "knows" he or she is the Beztezt'Gob, those who have the rank have actually shown such merit. Only one goblin of each profession may hold this position.

Vetron'Gob - Vetron'gobs are the seasoned members and make up the bulk of the tribe. A goblin's ego is also fully matured by now, as is evident by the orcs chasing after those who cannot cease explaining how they're "de bezt gobo."

Odolt'Gob - Gob'teens who have matured and calmed down a bit and have learned the rules and language of the Clan grow up to be Odolt'Gobs. Passage to this status usually comes around in 3 weeks of "birth."

Gob'Teen - Lil'Gobs grow up to be Gob'Teens and this is when they really start getting under their Elders' skin. Growing more and more brazen by the day, these vain, pouty and hormonal goblins are a nuisance to all in the Clan.

Lil'Gob - All goblins start at this point. These children goblins have not yet developed the arrogance and egotism of their older tribesmen and thus allow themselves to be kicked around by insecure elders. (SES Rank)

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