ORIGIN OF THE GOBLINOIDS: BY HISTORIAN DEMETRIOS
THE MONSTROUS GODS OF GOBLINKIND AND BEYOND:
NORMAL & ELDRITCH GOBLINSNormal goblinoids are monstrous creatures with squat, hunched bodies that are covered in tough, leathery hides. Their faces are dominated by sharp, pointed teeth that jut out from their wide, gaping mouths. Their eyes are small and beady, flickering with savage intelligence. These goblinoids stand no more than three to four feet in height, but their diminutive size belies their ferocity in battle. They are known for their cunning and quick reflexes, darting in and out of combat with deadly efficiency. In contrast, eldritch goblins are a far more terrifying sight to behold. These creatures have been horrendously mutated in different ways, often becoming twisted and malformed by dark, alien magic or their harsh environments. Some have extra limbs or eyes that bulge grotesquely from their misshapen heads. Others have tentacle-like appendages that writhe and lash out at their foes, or grotesque, mutated flesh that oozes pus and bile. Eldritch goblins infused with alien magics are perhaps the most horrific of all. Their skin is twisted and contorted into strange, otherworldly shapes, as though it is no longer of this world. Their eyes glow with an eerie, sickly light, and they possess powers that are beyond mortal understanding. THE HIGHER BLOOD: great goblinsGreat Goblins are truly fearsome creatures to behold. They stand head and shoulders above the average goblin, with massive, hulking frames that are rippling with muscle. Their skin is tough and leathery, covered in patches of matted fur and rough scales. Huge tusks jut out from their massive jaws, dripping with saliva, and their eyes gleam with a fierce, wild intelligence. Their arms are thick and powerful, ending in sharp claws that could tear through flesh and bone with ease. They move with a surprising agility for such massive creatures, able to bound and leap with a terrifying speed. Their voices are deep and rumbling, like the growl of an angry beast. Great Goblins are often seen wielding massive weapons, such as enormous axes or hammers, that are as large as a normal man. With these weapons, they are capable of tearing through entire ranks of soldiers, cleaving through armor and flesh with ease. But it is not just their size and strength that sets Great Goblins apart. They are called 'high bloods' for a reason - they are blessed by the gods of their race, given a special mark of favor that allows them to lead and conquer in the name of their kind. This mark is often seen as a glowing rune on their forehead or chest, a sign of their divine blessing. Though Great Goblins are extremely rare, their presence is often enough to strike fear into the hearts of their enemies. They are born only to non-eldritch goblins, but when they do arise, they are often seen as the chosen ones, destined to lead their people to glory and conquest. To face a Great Goblin in battle is to face a true monster, one that is capable of tearing normal men limb from limb. THE DRAKON OF THE MISTLANDS: rivala - pITCH hIDESDrakon are mishapen and terrible, with scales as hard as iron and eyes that glow like molten lava. They are feared and rightfully so by humans, for they have a dark history of enslaving and eating them. Among their own serpent kind they are just as cruel and arrogant, they dominate and enslave them as well. But as time passed and the world changed, the drakon found themselves struggling to survive. Their once-great cities fell into ruin, their power waned, and their people began to turn on them. Desperate and afraid, the drakon turned to dark magic in a bid to save themselves. They sought out powerful sorcerers and made pacts with ancient gods, offering sacrifices of flesh and blood in exchange for the power they needed to maintain the status quo. At first, their sacrifices were small, as humans meant nothing to them, but as their need grew more desperate, the drakon turned to the only source of flesh they had in mass: themselves. They captured other drakon by the dozens, dragging them screaming and struggling to their sacrificial altars. They spewed acid and used their razor-sharp teeth and claws to rend flesh from bone, consuming their victims with an insatiable hunger. Their bid for power worked, but at a terrible cost... For centuries afterwards, drakon continued to prey upon humans, their culture and society twisted into something dark and monstrous. They built great temples for their dark gods, offering up sacrifices of humans and other creatures in exchange for power and wealth. And all the while, the humans lived in fear of the terrible creatures that lurked in the mountains, waiting to drag them off to a fate worse than death. In the end, the drakon's greed and thirst for power proved to be their undoing. During the Black Crusade, the drakon were lead by their warlord Balaur, in service to the Slender Crown. Balaur was slain and the drakon's armies were crushed by the northern alliance after the sudden disappearance of the eldritch god whom they went to war for. They never recovered, and those who survived, once again betrayed their own kind. Turning on them in the last moments of the war in the hopes of a more merciful position afterwards when they were tried in the courts of the surviving human kings. Now, the Drakonian Empire is but a distant memory, a dark tale told to scare children and warn of the dangers of power and greed. But some say that the drakon nobility still lives, hiding in the shadows and waiting for the day when they can rise again and reclaim their place in the world. THE BATTLE OF FELL HILL: FALL OF BALAURThe sun had just begun to rise over the Black Mountains as the armies of Balaur and Ashbrand prepared for battle. Balaur, a towering drakon warlord, led a massive army of drakon and dark creatures, while Ashbrand, a valiant Oronok king, commanded a force of human knights and warriors. The battlefield was a wide plain, with no obstacles to hinder the movement of the armies. Balaur chose to divide his army into two wings, with himself leading one and his second-in-command leading the other. He hoped to use his superior mobility to outflank and overwhelm the human army. Ashbrand, however, had anticipated this strategy and ordered his army to form a defensive line, with the knights in the center and the foot soldiers on the flanks. He knew that his men could not match the drakon in terms of speed and maneuverability, so he chose to rely on their discipline and numbers. As the two armies clashed, Balaur's wing of the army charged forward, hoping to break through the human lines. But the knights held their ground, and their heavy armor and shields proved to be a formidable obstacle for the drakon. The foot soldiers on the flanks, armed with spears and pikes, drove back the dark creatures that tried to outflank them. Meanwhile, Ashbrand led a charge with the other wing of his army, hoping to strike at Balaur's second-in-command while he was distracted. The drakon commander was caught off guard, and his wing was quickly routed. With one wing of his army defeated, Balaur was forced to retreat, hoping to regroup and mount a counterattack. But Ashbrand saw his opportunity and ordered his knights to pursue the retreating drakon. In a fierce battle, the knights and the drakon clashed, their weapons ringing against each other. Balaur, realizing that the battle was lost, chose to make a last stand. The warlord fought with the fury of a demon, cutting down several knights before finally falling to Ashbrand's sword. With their leader dead, the drakon army lost heart and began to flee the battlefield. The human army had emerged victorious, but at a great cost. Many brave knights and soldiers had fallen in battle, and the kingdom was left to mourn their loss. Ashbrand himself, was dealt a mortal wound and was carried home on his shield. The city of Ashweald in the Black Mountains of Stetmark is named in Ashbrand’s honor. "letter to the king of skane: year 841 fire"The village was peaceful and content, nestled in the shadow of a great cathedral that loomed over the humble homes and businesses below. I had been sent there to serve as the town's priest, to tend to the spiritual needs of the people and guide them in the ways of the gods. But one night, the peace was shattered. The sky was alive with the sound of wings, beating against the air with a thunderous roar. And then they descended upon us. Dragon men, with scales as black as the abyss, eyes glowing with an unholy light that struck terror into the hearts of even the bravest of men. I watched in horror as they descended upon the town, their claws and teeth tearing through flesh and bone like a hot knife through butter. The screams of the villagers echoed through the night as the dragon men attacked, their acid spewing and fiery breath leaving a trail of death and destruction in their wake. I could do nothing but watch in despair as these terrible beasts descended upon the cathedral, their claws raking across the walls and their teeth biting deep into the stone. They were determined to have their fill of human flesh, and nothing would stand in their way. And then, as suddenly as it had begun, it was over. The doom-spawned horrors had had their fill and had taken to the sky, leaving the village in ruins and the people shattered and broken. I knew then that I had failed in my duties as a priest. I had been sent to this town to protect the people, to guide them in the ways of the gods, and I had failed. I had been powerless to stop them, and now the people were suffering because of my shortcomings. But amidst the despair, I felt a sense of purpose. I knew that I could not undo what had been done, but I could help the people to pick up the pieces and rebuild. I vowed to dedicate myself to their cause, to use my faith and my strength to help them heal and recover. And so I set to work, tending to the wounded and offering comfort to the grieving. I spoke of the gods and their power, of their ability to heal and to protect. And slowly, the people began to find hope once again, to see that there was a future beyond the devastation that had been wrought upon them. Years have passed since that fateful night, and the wounds of the village have long since healed. But I have not forgotten the lessons that I learned on that terrible evening. I know that evil exists in this world, and that it is up to us, as people of faith, to stand against it. For as long as we have the strength and the will to fight, we will never truly be defeated. It's why I now request a stipend of gold my lord, please, I beg that you aid the church in this time of dire need. "a large sum of coin was donated, soon after it was discovered that drakon do not have wings. a scandal ensued and numerous priests were tried and executed." ORC TRIBE: orcs of the numb "YOSKAD"
THE HISTORY OF ORCS: AS WRITTEN BY SAINT OKALIS.In the Age of the Divine, Baur sought to become the supreme deity by overthrowing Mordrannic, initiating a conflict that ravaged the land of Orth. This prolonged struggle endured for 30 days and nights, causing the earth to split apart and transform from a vibrant mountainous forest into a desolate wasteland. Although Baur was ultimately defeated by Mordrannic and brought down in a humiliating manner, their battle was not without repercussions. The pools of blood spilled by both combatants seeped into the soil, contaminating the aquifers and water sources, and causing the creatures of the land to mutate into feral and oversized versions of themselves. The veil between worlds also became distorted because of their clash, unleashing dangerous storm elementals into the world as a reminder of Mordrannic's influence. Not only did their war scar the land, but it also left a lasting mark on the minds of those whose lives were disrupted and shattered for generations to come. Humans had already gained sentience and established homes and villages, but they were easily victimized by Baur's bid for power, which resulted in their displacement. Forced to flee to the ancestral caves in the mountains, they relied on stored food reserves to survive the harsh winter. In the caves, they lived in darkness for generations, venturing out only at night to scavenge for supplies. The lingering magic of the flora and fauna in the caves slowly altered them, transforming them into larger and stronger beings with unnatural skin hues and warped mindsets. Centuries passed until their cavernous domains reached capacity, and they were forced to venture out into the world again. However, what emerged from the caves was no longer human. They had become orcs, worshiping the destructive power of what they believed were twin gods. They had successfully reconquered their homeland, and fights broke out among them to determine who would rule. With Baur's religious influence, the question of leadership was inevitable. After months of rioting, the Orcish tribes established the first chiefdoms with their rivalries, resulting in the initial diaspora across Orth and its natural borders. The rest of the age was marked by constant warfare for resources and territory until Orth could no longer contain the chaos, leading to the emergence of new tribes outside its natural boundaries. When news of this spread throughout the land, the tribes began to fragment even further, leading to a mass exodus that brought them into contact with other humanoids. During the beginning of the age of muses, many tribes would stampede across the land, ransacking anything in their path, leading to the saying “If you hear thundering and there isn’t a cloud in sight, run.” Additionally, many Orcish tribes made settling far away from Orth their imperative, leading to the saying “Farther from Old land, the better the land.” It is unknown if any of their attempts at sailing were successful. Since the First Era, many tribes have risen and fallen due to internal and external influences, such is the tempestuous nature of their civilization. Many kingdoms and nations have crusaded against Orcs, reclaiming the lands surrounding Orth and keeping them from spreading further. This has kept their population in check, isolating them from remote Orcish tribes that have settled far beyond the world of what is known to the tribes of Orth, and eliminating the more problematic tribes. Orcs over the ages have gained the reputation of being a destructive force of nature due to their combined worship of Mordrannic and Baur, until the Third era when their devotion became questionable, fragmenting their race further religiously as many turned to the likes of Gru’thul, Noulbor, Uthra, and even the traitor gods themselves. Combined with their constant competition to prove their strength and their desire to be recognized as the strongest race in Ohr, they have become a deadly race to be against. Besides their quarrelsome nature, a blessing from the gods themselves, is that orcs tend to have relatively short life spans. Usually living no longer than 50 to 60 years. Few surviving past 30 due to their violent cultural customs and homelands. Fortunately for those who oppose them, Orcs have a number of weaknesses. Firstly, their deep-seated fear and paranoia of magic, particularly storm magic, which has been passed down through generations of storytellers recounting the destructive power of Mordrannic. While Orcs value physical strength, the ability to wield magic is viewed as anathema, even among their own kind. Although this belief has been somewhat watered down to superstition, Orcs still attribute much of the world's misery, including their own, to the use of magic. Secondly, Orcs are vulnerable to disease, despite their hardiness. Without access to proper medical care, they are susceptible to illnesses from other races, particularly those of humans. In the past, entire tribes have been decimated by outbreaks of influenza, which has proven more deadly than battles. Although this threat has been mitigated to some extent due to improved medical practices and the practice of raiding, it still remains a weakness. Thirdly, Orcs are opportunistic, preferring to take what they need from others rather than creating their own tools and weapons. This presents opportunities for those who wish to hinder them. In addition, many lowborn Orcs choose to strike out on their own rather than remain loyal to their tribe, resorting to banditry, mercenary work, or even conquering their own tribe under the banner of another tribe or nation. Some tribes have even Campaign RULE INFOGRAPHICSInfographic #1 Covers:
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DEATHBRINGER!The rules found below are house rules used for our living campaign Mythic Age that we run using the DEATHBRINGER system. house rules: HORRIBLE WOUNDS & DEFENSESWhen reduced to zero hit points, roll 1D12.1. Numerous things can happen, you may continue to fight, or you might die immediately. Let's see how your luck plays out. ---------------------------
Armor Defenses:
Critical hits against you, deal additional 1D12 damage.
BASE CLASS UPDATES:Grimscribe Class Instead of choosing your spells, you roll 1D100 or 3D6 (your choice, different spell lists, you can also combine them) to get four random spells from an OSR list. Alternatively, if you have a concept for your character as to what element they have tried to master, if they're a shaman, sorcerer, or what not. I can choose four spells for you. Scoundrel Class Scoundrels only deal double damage when wielding a dagger or club and are behind the target. additional classes:Marauder
Hit Die: D12. | Cannot wear armor, can use shields. Use a Death Bringer die to deal maximum damage. Rage once per day at 5th level. (Rage = Half damage taken, +2 damage. Lasts #rounds equal to level). To start: Loincloth, 2 weapons, fang necklace or other piece of savage jewelry. Empire Dwarf Class (Maximum Level: 8) Hit Die: D10. | Can wear all armors and use shields. Add Con to hit points at first level only. Spend a Deathbringer die to automatically save vs. poison. Can see in the dark. To start: Leather armor (+1 Def, -D2), one weapon, fragment of your father or mother, stone shaping tools. Astral Elf Class (Maximum Level: 5) Hit Die: D6. | Cannot wear armor. Begins with 1D4 random astral spells. For every corruption, an elf has, they gain +1 damage. Can spend Deathbringer die to instantly give themselves corruption equal to the result of the Deathbringer die. To start: Tunic and pants (no armor), a simple wooden wand marked with strange sigils, a moon tear crystal. Orc Class (Maximum Level: 8) Hit Die: 2D6. | Can wear all armors and use shields. Spend a Deathbringer Die to ignore a fatal wound result. Die next round instead. May spend more Deathbringer die to continue to ignore fatal results/extend your life. Can use two-handed weapons, one-handed. Cannot dual-wield two two-handed weapons. To start: One weapon, leather armor, skull of at least one enemy you've killed, animal-hide cloak. Drakon Class (Maximum Level: 6) Hit Die: D8. | Cannot wear armor, can use shields. Acidic boils and pustules coat the throats of the Drakon, using the Deathbringer Die they can cause them to burst and spew a stream of acid at their foes. 2D6 Acid Damage. The Drakon have thick scales covering their bodies, they have a natural +2 to their defense score, -D2 damage. To start: One weapon, ornate ring or necklace stolen from another culture, intricate scale tattoo. Custom Class (Human) Hit Die: D6-D10. | Varies. Custom features. To start: DM choice. |
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