Post by Areon on Feb 16, 2011 1:51:11 GMT -8
Horror Goblin
Religion.
Major Gods. Haltheris
Minor Deities. Na’Tally
Abilities
Touch of Paranoia. Horror Goblins are capable of secreting a chemical that causes horror induced hallucination. Long term exposure will cause a permanent state of psychosis.
Natural Invisibility. Horror Goblins are capable of become completely invisible at will. They do not need to become visible in order to attack.
Magical Backlash. The magical nature behind a Horror Goblin causes them to be incredibly physically weak to the point a human child could overpower a fully grown horror goblin. How ever they are -highly- resistant against magic in general ninety percent of magic will not take effect on these vile creatures. They also are incapable of using magic.
Averages and Physical Traits
Direct Family Size 10-30
Height
1’8
Weight
20-30 pounds
Pigment
Hair. Bald
Skin. Black with Red hued tribal markings.
Eyes. Crimson
Blood. Black
Biological Specifics.
Life Cycle. Child 1-4. Teen 4-8. Adult 8-16. Elder 16-22.
Diet: Scavenger. Delicacies: Ginger Root.
Cruel Brood Goblin
Religion.
Major Gods. Haltheris
Minor Deities. Na’Tally
Abilities
Blood Thirsty. These deadly goblins enter a frenzied state when they smell blood while in this state they do not feel pain and can survive hits that would normally slay them with ease. This undeniable thirst of blood can drive them onwards through Death’s door and seems to drive them to use their bodies with out reserve though such causes them great detrimental problems in the future it gives them incredibly enhanced fighting capabilities for the now.
Savage. These creatures lack the basic sentience required for acts of civility. They are mad and driven by the urges to slaughter wantonly.
Averages and Physical Traits
Direct Family Size 60-100
Height
0’8
Weight
10-16
Pigment
Hair. Bald
Skin. Overcast Grey
Eyes. Yellow
Blood. Purple
Biological Specifics.
Life Cycle. Child 1-2. Teen 2-3. Adult 3-8. Elder 8-9.
Diet: Scavenger. Delicacies: Salt.
Snare Goblin
Religion.
Major Gods. Haltheris
Minor Deities. Na’Tally
Abilities
Insidiously Devious. These goblins are renown for one thing… and only one thing their crafty nature that allows them to outsmart and turn their environments into complete death traps.
Weak by nature. These creatures are pitifully weak, though stronger then Horror Goblins they still pose little threat unless in numbers and even then stand little to no chance in a direct attack.
Averages and Physical Traits
Direct Family Size 30-40
Height
2’1
Weight
25-40
Pigment
Hair. Bald
Skin. Dark Green
Eyes. Black
Blood. Green
Biological Specifics.
Life Cycle. Child 1-9. Teen 9-14. Adult 14-18. Elder 18-23.
Diet: Scavenger. Delicacies: Garlic.
Hobgoblin
Religion.
Major Gods. Haltheris
Minor Deities. Ondra Vexis, Tasmar Oriondus
Abilities
Organized. The strict lifestyles and organization of Hobgoblins have allowed them to become one of the most fierce and deadly races. They are capable of inflicting horrible casualties on enemises of greater number or ‘skill’.
Hobgoblin Basic. Hobgoblins are physically strong and mentally cunning they hold all the mental capaities of their fellow goblins but lack their physical flaws. They are by far the most suited goblin for combat and one of make up the Eradicator Empire’s elite forces.
Blood Feud. Hobgoblins are split into two “clans” which is inherited at birth by their genetics. The Kork Clan and the Woe Clan have hated each other for centuries upon centuries their blood feud have cost the Hobgoblin’s as a whole much of their numbers. While lucky for everyone else… this blood feud spells the slow and ultimate doom of the Hobgoblin.
Averages and Physical Traits
Direct Family Size 3-5
Height
4’6(Kork Clan) 5’4(Woe Clan)
Weight
130 (Kork Clan) 80(Woe Clan)
Pigment
Hair. Black Tuffs
Skin. Bright(Kork Clan) to Dark(Woe Clan) Orange
Eyes. Black, Red, Green.
Blood. Orange(Kork Clan) Violet(Woe Clan)
Biological Specifics.
Life Cycle. Child 1-4. Teen 4-16. Adult 16-28. Elder 28-40.
Diet: Omnivore, based on Boar and Grains. Delicacies: Honey/Seasoned Boar.
Architecture
City Structure. Goblinoids tend to live in natural caverns often living in filth and squalor. Though when compelled to do so they are more then capable of architecture that surpasses even that of dwarves craft. Though in general they tend to live in mud and twig huts though as the Great Eradicator Capital goes to show… never under estimate these creature’s abilities. (Hobgoblins generally live in militaristic life style and as such take inhabitance in tribal fortresses)
Housing. Goblinoids tend to live in hut like nests scurrying around like the scavengers they are. Their homes generally only afford soft accumulations of leaves and corpses as their beds and otherwise their nests are left bare.
Structure/Art Painfully simplicity.
Currency
Balgok- Ruby. (10)
Guric- Sapphire. (5)
Malga- Obsidian. (1)
Political
Government Tribal
Slavery Legal, Xenos only.
Dominate Sex Male Dominate.
Empires
Protectorate of the Eradicator Empire.
Predators of Note
Trolls.
Religion.
Major Gods. Haltheris
Minor Deities. Na’Tally
Abilities
Touch of Paranoia. Horror Goblins are capable of secreting a chemical that causes horror induced hallucination. Long term exposure will cause a permanent state of psychosis.
Natural Invisibility. Horror Goblins are capable of become completely invisible at will. They do not need to become visible in order to attack.
Magical Backlash. The magical nature behind a Horror Goblin causes them to be incredibly physically weak to the point a human child could overpower a fully grown horror goblin. How ever they are -highly- resistant against magic in general ninety percent of magic will not take effect on these vile creatures. They also are incapable of using magic.
Averages and Physical Traits
Direct Family Size 10-30
Height
1’8
Weight
20-30 pounds
Pigment
Hair. Bald
Skin. Black with Red hued tribal markings.
Eyes. Crimson
Blood. Black
Biological Specifics.
Life Cycle. Child 1-4. Teen 4-8. Adult 8-16. Elder 16-22.
Diet: Scavenger. Delicacies: Ginger Root.
Cruel Brood Goblin
Religion.
Major Gods. Haltheris
Minor Deities. Na’Tally
Abilities
Blood Thirsty. These deadly goblins enter a frenzied state when they smell blood while in this state they do not feel pain and can survive hits that would normally slay them with ease. This undeniable thirst of blood can drive them onwards through Death’s door and seems to drive them to use their bodies with out reserve though such causes them great detrimental problems in the future it gives them incredibly enhanced fighting capabilities for the now.
Savage. These creatures lack the basic sentience required for acts of civility. They are mad and driven by the urges to slaughter wantonly.
Averages and Physical Traits
Direct Family Size 60-100
Height
0’8
Weight
10-16
Pigment
Hair. Bald
Skin. Overcast Grey
Eyes. Yellow
Blood. Purple
Biological Specifics.
Life Cycle. Child 1-2. Teen 2-3. Adult 3-8. Elder 8-9.
Diet: Scavenger. Delicacies: Salt.
Snare Goblin
Religion.
Major Gods. Haltheris
Minor Deities. Na’Tally
Abilities
Insidiously Devious. These goblins are renown for one thing… and only one thing their crafty nature that allows them to outsmart and turn their environments into complete death traps.
Weak by nature. These creatures are pitifully weak, though stronger then Horror Goblins they still pose little threat unless in numbers and even then stand little to no chance in a direct attack.
Averages and Physical Traits
Direct Family Size 30-40
Height
2’1
Weight
25-40
Pigment
Hair. Bald
Skin. Dark Green
Eyes. Black
Blood. Green
Biological Specifics.
Life Cycle. Child 1-9. Teen 9-14. Adult 14-18. Elder 18-23.
Diet: Scavenger. Delicacies: Garlic.
Hobgoblin
Religion.
Major Gods. Haltheris
Minor Deities. Ondra Vexis, Tasmar Oriondus
Abilities
Organized. The strict lifestyles and organization of Hobgoblins have allowed them to become one of the most fierce and deadly races. They are capable of inflicting horrible casualties on enemises of greater number or ‘skill’.
Hobgoblin Basic. Hobgoblins are physically strong and mentally cunning they hold all the mental capaities of their fellow goblins but lack their physical flaws. They are by far the most suited goblin for combat and one of make up the Eradicator Empire’s elite forces.
Blood Feud. Hobgoblins are split into two “clans” which is inherited at birth by their genetics. The Kork Clan and the Woe Clan have hated each other for centuries upon centuries their blood feud have cost the Hobgoblin’s as a whole much of their numbers. While lucky for everyone else… this blood feud spells the slow and ultimate doom of the Hobgoblin.
Averages and Physical Traits
Direct Family Size 3-5
Height
4’6(Kork Clan) 5’4(Woe Clan)
Weight
130 (Kork Clan) 80(Woe Clan)
Pigment
Hair. Black Tuffs
Skin. Bright(Kork Clan) to Dark(Woe Clan) Orange
Eyes. Black, Red, Green.
Blood. Orange(Kork Clan) Violet(Woe Clan)
Biological Specifics.
Life Cycle. Child 1-4. Teen 4-16. Adult 16-28. Elder 28-40.
Diet: Omnivore, based on Boar and Grains. Delicacies: Honey/Seasoned Boar.
Architecture
City Structure. Goblinoids tend to live in natural caverns often living in filth and squalor. Though when compelled to do so they are more then capable of architecture that surpasses even that of dwarves craft. Though in general they tend to live in mud and twig huts though as the Great Eradicator Capital goes to show… never under estimate these creature’s abilities. (Hobgoblins generally live in militaristic life style and as such take inhabitance in tribal fortresses)
Housing. Goblinoids tend to live in hut like nests scurrying around like the scavengers they are. Their homes generally only afford soft accumulations of leaves and corpses as their beds and otherwise their nests are left bare.
Structure/Art Painfully simplicity.
Currency
Balgok- Ruby. (10)
Guric- Sapphire. (5)
Malga- Obsidian. (1)
Political
Government Tribal
Slavery Legal, Xenos only.
Dominate Sex Male Dominate.
Empires
Protectorate of the Eradicator Empire.
Predators of Note
Trolls.