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Kaiju Cores and Relics
I decided to expand more on the Knack x Kaiju No.8 concept from my asks. I'm including some things from Knack 2 alongside a few Species Swap shenanigans. The latter can be found at the bottom! Let's get started!
A good chunk of Knack's new moveset like the Sunstone Shield stems from experimenting with Kafka. Both want to get a better handle on their powers so don't be surprised at the sometimes whacky shit they get into. Lucas and Reno may had to melt Kafka out of a ice block once.
Knack is the first 'kaiju' to be marked for alive capture by the Defense Force. It's pretty clear that someone had created the golem and the higher ups want to know who. Knack barely escaped Vice Captain Soshiro multiple times thanks to his size manipulation alongside usage of the environment.
Lucas often sends letters to Charlotte, Ryder and the Doctor. He does mention his new friends in them but nothing about Kafka's unique condition. Ryder finds out when an group camping trip goes wrong.
Kafka once terrorized a horde of goblins. He gotten separated during a trip in the woods and the goblinfolk thought he would be an easy target. Rumors of a skull faced demon disguising as a human quickly spreads afterwards.
Knack wears a cat costume to walk around in public. Thanks to his small size, people think he's an eccentric mute little kid. Kafka definitely lied that Knack was his son and Lucas being his nephew so the two could get visitor passes for 3rd Division base.
Story time goes a bit wrong when small golem mentions the times he got blown up or poisoned on his first big adventure. Kafka and Reno were definitely sweating to hear Knack had been on the end of a giant teleporting mech. Nevermind the massive doomsday prophecy almost wrought by a billionaire's greed.
Kaiju No.10 vs Vice Captain Soshiro and Knack. Also the time Lucas brought a mech suit to aid the 3rd Division after convincing Charlotte. The officers absolutely didn't expect some peculiar help but takes it.
"How To Keep Your Dad Friend From Killing An Idiotic Man" Or Knack tries to stop Riot No.8 before he kills Isao. High enough friendship with both sides of Kafka, sunstone barriers and the new Relic Stockpiler are his best tools here.
Kaiju No.8 terrorizes High Goblin City. Or how Kafka officially made himself Enemy #2 to Gundahar in a short amount of time. You can't exactly trap his friends in a super hostile environment and expect him to not bust down the gate.
Lucas' gadgets become very invaluable to Kafka's friend group. Especially when Reno and Iharu get attacked by Kaiju No. 9 during their first mission. Or how the Time Dilator plus Freeze Rounds are a perfect match to stall dangerous threats.
Kafka has a built in cult radar and it immediately goes off upon meeting Xander. His golems also seem to agitate Ai so that's another red flag right there. Kafka secretly requests Charlotte to do some spying just in case.
(Special Species Swap: Golem)
Kafka's Golem form is around 2'6 at his smallest size and 34'8 at his largest. Black relics serve as his hair/fur/scales with a teal claw shaped jewel on his chest orb. When increasing in size, Kafka's visage looks similar to his kaiju form but if it had a tail.
Himbo accidentally discovers an unknown artifact and is turned into a Relic Golem. Kafka freaks out for a good five minutes before running over to Lucas. Thankfully the transformation is more controllable like an Off/On Switch and doesn't have an alternate personality to it.
Guaranteed mirror moment between two golems. Knack feels less lonely despite his concern about Kafka dealing with new side effects. The image of his older friend sneezing and falling into relics pieces is the golem's most haunting thought.
Guaranteed freakout when Kafka accidentally combines with Knack. (Think Co-OP mode in Knack 2.) It was definitely weird since both can hear each other's thoughts amongst other things. Kafka and Knack tend to combine if the situation calls for it.
Apparently Ai can also control their new golem form. It definitely feels weirder than manipulating Kafka's human body but not by much. Should Ai be in control then the gem on his chest orb will glow green to signify the swap.
Kafka uses this new form to avoid Vice Captain Hoshina and defend himself against General Isao. The Defense Force definitely mistakes him for being Knack's creator after the former incident as he swaps before Soshiro finds him. Sunstone Barriers still sit at the top of Kafka's favorite list.
Element Powers Up go a bit awry. Or Kafka almost becomes a walking forest fire when he tries to do a Relic Tornado with Wood armor. Apparently relics are good firestarters than just sticks and friction.
That's all I have for now. Until next time folks, I'll see you later!
#sonicasura#kaiju no. 8#kaiju no 8#kaijuno8#kaijuno.8#kaiju number 8#kn8#monster no 8#monster no. 8#knack#knack knack#knack series#knack 1#knack ps4#knack 2#knack videogames#ps4 knack#species swap
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Fun fact- this book was based on a free 5 day email challenge I created based off an idea that dropped into my head when I was at the park with my kids 🌱 I thought to myself... How do I wrangle self-care out of the hands of the blush pink influencers and give it back to us messy chaotic goblinfolk because it's our birthright as critters of this planet?! The idea dropped into my head as I searched for 4 leaf clovers with my earbuds blasting psybient music to drown out the sounds of my kids screeching at each other... And the rest was history 😍😭🙏 @feralselfcare ���
#goblincore#goblin girl#writers on tumblr#witchy books#self healing#self care#channeled reading#feral#feral art#books#cottagecore#neurodivergent
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Irritation bleeds through every pore as her path is cut off. He’d almost be sympathetic—if toying with her wasn’t such a delight. He remembers well the soft beauty of her face in the sunlit forest, the gradual shift of luminous eyes from suspicion to interest. But here, there’s something ominous about her bearing, a hard edge that shows through surrounded by goblinfolk and the shattered remains of Selune’s temple.
He hardly knows her, but seeing how the shadow kisses her, he can’t help but think: there’s a darkness inside of Morgana. One he’d like to taste.
“Then please! Allow me to escort you.” It’s hard to suppress a grin as he lowers into a theatrical bow, arms sweeping wide. If he’s not careful, there’s a chance she’ll try to stick a dagger in his back. A more rational man might see that as an unjustifiable risk for a bit of petty trickery—Solomon simply resolves to keep one eye on her at all times.
As he maneuvers to fall into step beside her, one hand comes to rest gingerly between her shoulder blades, ushering her forward. The temptation to touch is a strong one, but he’s keenly aware that a single wrong move could spell disaster. His touch is light, respectful—just enough to encourage her in the direction of a dark, quiet hallway.
she sighs once volo gets dragged off inside, sparing a glance to her other companions with a shake of her head. they had snuck into the goblin camp for less the five minutes, and she already feels her stress growing. morgana had rescued an owl bear cub from a group of goblins, bite off another goblin's toe and now basically outed volo to the rest of the unsavory guests.
her mouth still tastes sour from that goblins foot and she silently chastises her urges for making her act upon them. thankfully that goblin would think again before demanding anyone sucks his feet. the weight of her bow against her back is light as she strolls inside, her gaze wary and taking in their surroundings. unfortunately, no one in here are drunk.
morgana's about to go off wandering, doing the same what her other companions are doing — when a drow steps in her way. not the drow the guards mentioned, she gathers. her gaze narrows for a moment and she's inclined to snap back, but then she realizes where she is. finding halsin wouldn't go smoothly if she started something. ❛ the goblins don't know what they're missing out on then. ❜ she replies, arms crossing over her chest. ❛ i'd love to stick around and chat, but things to do. people to talk to. ❜
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Goblins in Human Folklore
This is a little list of goblins and goblin-like creatures that appear in folklore and mythology. I am making my own world of goblins as well, but these are the ones that come��‘from Earth’ so to speak.
Also, I’m not an expert on most of these, this is just little pieces of information about each one I could find. If anyone knows some more information about a specific goblin (especially the non-European varieties, though any other fun facts would be appreciated) then feel free to add them in the comments or let me know!
Goblins appear in many human cultures, though this is often to the great embarrassment of the goblin community as a whole. The goblins who reached Earth were not really the best ambassadors for their culture, and so their names have mostly been scrubbed from the memories of goblinkind.
European Goblins:
European goblins are often depicted as small, grotesque, almost monstrous creatures. Goblins sighted in these areas were vengeful tricksters, kidnapping humans or even cursing them.
Redcaps; murderous and malevolent, these goblins inhabit ruined castles in Scotland, and are known for soaking their caps in the blood of their victims. They are short, thickset little men with long teeth, skinny fingers, large red eyes and hairy shoulders. The way most humans deterred these folk was to read out Bible Scripture to them. The Redcap was so horrified by the fancy words and crucifix that he burst into flames and left behind a large tooth.
Hobgoblins; possibly the only good-natured goblin to set foot on Earth, the Hobgoblin was once considered very helpful and there was once one that resided in most European households. They were small, hairy little men, and did helpful household chores in return for protecting the home and being fed some table scraps by the human dwellers. They are very fond of practical jokes and could shapeshift (given this fact we can assume the Hobgoblin was a descendant of some Marsh Goblin community). Attempts to give them clothing would banish them forever, as goblins pride themselves on their unique style and efficient DIY skills.
Boggarts; the malicious cousin of the Hobgoblin, Boggarts are house-dwelling goblins that have been angered by the humanfolk and wish to do them harm. Sometimes thought to be a Hobgoblin transformed by the disrespect of the humanfolk living in the house, other times an upset Hobgoblin may hire a Boggart to replace them. Boggarts cause mischief by making things disappear, souring milk, abducting children, placing its clammy hands on sleeping faces, pull peoples ears, and pulling the bedsheets off people. Salt and horseshoe at the door of the house can stop a Boggart from entering.
Erlking; not actually a goblin at all, but an elf from Germany. The poor creature was probably devastated to be called a goblin by the humanfolk.
Kobold; the true German goblin, Kobolds can transform into non-human animals, fire, candles, and some may even have a human-form. In human-form they often look like small children. There seem to be three types of Kobold; ones that live in human homes, those that live in the mines, and ones that live on ships and smoke pipes. There are some stories where Kobolds can only enter and exit a home via the chimney. House Kobolds look like four-year-old children, wear peasant clothes, some have red hair and even a beards, and some still may have small tails. Mine Kobolds are short with bent ‘ugly features’ and have black skin and instead of a heart that have a glowing orb which is seen when these Kobolds are invisible (which is most the time). Ship Kobolds have thin hands like frogs, and have no body heat. These Kobolds are invisible almost always, and do not like being tricked into being seen by humans.
Trasgu; a goblin (possibly a gnome) who lived in Northern Spain, and has stories in a few mythologies. It was a mischievous goblin that tended to have a nervous character. Often appearing as a tiny man who limps with his right leg, has dark skin, wears red clothes and a pointy hat. He also has a hole in his left hand, horns, a tail, sheep's ears, and long legs. The female is smaller, with very thin long legs, and wears a tight dark brown dress. If treated well, this goblin would do household chores, if badly they would break kitchen vessels and scare the animals of the house. Either way though, they like moving objects around to prank sleeping humans, and any nocturnal noises are often attributed to the Trasgu.
Possible Other Goblinfolk;
Pukwudgie; a goblin-like creature found in Native American stories. Described as ‘little wild man of the woods that vanishes’ they had the ability to appear and disappear at will, shapeshift, lure people to their deaths, use magic, launch poison arrows, and create fire. They often look like a porcupine from the back and a half-troll/half-human being from the front. They used to be friendly with the humanfolk but not wish to be left alone, and could kidnap, push people off cliffs, attack them with knives, or use sand to blind them.
Muki; a goblin found in the caves of the Andes mountains. It is said he is a pale goblin that mines in underground spaces. He does not have a neck, his voice is deep, his hair is bright blonde and very long, and has a white beard. His eyes seem to reflect light like the metal he mines, and he wears a helmet, miner’s outfit, and studded boots. Unbaptised children were said to become Muki’s if they were kidnapped by the goblins. These goblins do not age, whistle loudly, and warn miner’s of danger. He is partial to cocoa, alcohol, and female company, and will aid the miner’s in their work if presented with one of these things.
Dokkaebi; known as ‘Korean goblins’. These folk were believed to possess inanimate objects, old household tools, or objects stained with human blood. They are often depicted as fearsome and awe-inspiring. They are often seen as mostly harmless but mischievous, and like to challenge travellers to a wrestling match. They make their own fire, tall and light blue flames, that herald their arrival. They have hats which grant invisibility, a magic club that acts like a magic wand, and they like red bean rice cakes. It is said that they brought good harvest, big catches of fish and good fortunes for humans, and defended them against evil spirits.
UPDATE: I am collecting my goblin posts on a masterpost here!
#goblinfolk#goblins#goblinculture#goblincore#goblincommunity#goblin witch#goblin witchcraft#folklore#mythology#gremlincore#goblin vibes#hobgoblin#boggarts#bugbears#pukwudgie#muki#dokkaebi#trasgu#kobold#redcaps#goblinoids#goblin aesthetic#mythopunk#mythopoeia#legends#fairytales
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Trying to distinguish between similar(?) races idk
#art#catellaars#my art#dnd#d&d#character design#creature design#gnome#halfling#dwarf#kobold#gnoll#orc#goblin#hobgoblin#bugbear#goblinkin#goblinfolk#?#are kobolds gnolls and orcs goblin#or not#???#traditional art
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Some smol lovely dovey gobbos :3 also playing around with colors.
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welcome to my new blog! felt inspired to make a more personal blog in addition to my sylvanian-based blog ( @the-sylvanian-gremlin ) so here we go!!
a little bit about me!!
I am deej or deejah. (he/she/they are all suitable!) I’m just a critter who lives in a little house in the woods with my love. when I am not out studying frogs and other friendly slimies, sometimes I draw or write, but mostly I craft and collect things!! collecting has been a very big part of my life since I was but a small gremling. I have all sorts of treasures within my hoard, such as pretty rocks, buttons, little bones, frog stuff, pumpkins, interesting books, handcrafted dolls, cute toys, and more!!
unfortunately though, I was hatched with some abnormalities, and my body does not quite work as it should. I am very photosensitive, and often can not do many things that other critters can, such as running or jumping, or even standing for very long. this has caused many difficulties during my lifetime, but I am rather resilient, and push forward regardless! thankfully, I have a wonderful loving mate dedicated to keeping me safe and healthy to the best of his ability, he does a wonderful job and I am forever grateful!
I am always striving to add more joy to my life, and I love connecting with other like-minded critters!! it can be tough finding other gremlin or goblinfolk, but I find tumblr to be one of the best places for such meetings!! I really hope you all enjoy the treasures I share here, I’m very excited to start posting and see where things go from there!!
that’s all I have to say for now, thanks so much for reading all this, and hope to see you again soon!!
#introductory post#blog intro#introduction#introducing myself#goblin#gremlin#goblin culture#goblincore#gremlin hoard#goblin hoard#collector
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The Goblin-Kingdom of Gristamere – A Legend of the Shattered Pact
If you ask the goblinoids who live in Gristamere who the natives of the continent of Aldorath are, they will immediately tell you that they are the true original inhabitants of the continent, and it’s hard to argue with them. Along with the halflings of Dalenshire far to the south, there are few sentient humanoid races that can claim to have started in the lands once ruled by the Seven Kingdoms. The Dwarves and the Hastane humans came from the lands of the giants across the Frozen Sea. The Kelrentai and Summerling Humans, the Tieflings, dragonborn, and many others came from over the Bright Sea to the east. Gnolls and Orcs prowled from the far southern continent of Turkhast. And the elves, eladrin, and gnomes of the west came from out of the Feywild. But goblins seem to have come into being here on Aldorath, and that gives them a unique perspective on the fall of the Seven Kingdoms.
At first, goblins came into being in the northern reaches of the lands, but they soon spread south and east looking for fairer climes. When they reached the badlands of what is now Gristamere, they settled in and began eking a living from the land. Eventually, they discovered iron in the hills and began making better weapons than the crude items of bone and wood they began with. They quarried stone out of the rough land and built many castles, including the original Kuhrzhakkos, the great guard tower that stands at the center of their capital and gives it its name.
They fought many terrible beasts, and they claimed the land. Slowly, the hobgoblins gained the favor of one of the deities that was watching this wild, difficult land. This god, Kavesh, gave them dominion over their cousins, the goblins and the bugbears, and the hobgoblins organized and built their military. Soon they began to expand, and they found other races ripe for conquest. The Kalrentai, who were the first humans to walk the lands of Aldorath, weren’t prepared to deal with the discipline and ferocity of the goblinoids, and they found themselves quickly a conquered people. Likewise, when the goblinfolk encountered halflings far to their south, they found this little folk to know little of war. They soon spread their fingers further and thus began their downfall.
When they delved into the lands of the west, they discovered the elves, who had inhabited the forest of Neldorin for ages, as well as the recently arrived eladrin. Neither of these fey peoples would yield, and they despised the goblins for their enslavement of others. They began to fight back, aiding the Kalrentai and freeing them wherever possible. Further, in the north, they soon found the newly arrived Hastane and Dwarves to be terrible enemies. They began to lose ground, and, finally, they reluctantly withdrew to their own lands of Gristamere, the lands they had fortified the most. For over two centuries, an uneasy detante existed. They would strike out to conquer with some successes, then fall back. It seemed likely one side or another would soon declare a terrible war against the others.
Before this could burst into full warfare, Shalana Silvermyst called a Conclave of many of Aldorath’s powers, and she shocked many by offering an invitation to the Zhakastir or “High Commander” of Gristamere. And the Zhakastir surprised many by accepting and arriving under a truce. Together, this group allied against the invading orcs from the south and formed the Seven Kingdoms, the alliance that kept peace in the lands of Aldorath for seven hundred years.
All of the peoples of the Seven Kingdoms benefitted from the alliance. The Gristameri contributed many things to the alliance, including knowledge of many cunning siege weapons. But deep in the heart of every goblin was the knowledge that these lands had once completely belonged to them. This galled them, and many zhakastirs toyed with the idea of leaving the Seven Kingdoms. This is why, when the Witch-Queen came to the zhakastir with an offer to have them double the amount of land they controlled, the goblins decided to betray the other kingdoms, shattering the pact that they had formed.
The Second Witching War that followed was devastating to all sides. In the end, Gristamere did not double its lands, the Witch-Queen vanished, and the various kingdoms lost the trust that had once held them together. They all walked away, any question of alliance with Gristamere off the table for the foreseeable future.
While none of the remaining kingdoms trust the goblins completely, Summerlund continues limited trade with them. The dwarves and Hastane particularly despise the goblinfolk and laugh at the idea of the Seven Kingdoms reuniting. Nevertheless, while the goblinfolk remain reviled, they do not openly make war against the other kingdoms. Most assume that they are waiting for some signal or weakness that would bring them back into war, to attempt to conquer the lands they once ruled.
#d&d#D&D#d&d 5e#d&d 5#d&d 5th edition#dnd#DnD stuff#DnD 5e#dnd 5th edition#dnd 5e homebrew#dnd 5e campaign#dungeons & dragons#Dungeons and Dragons#dungeon master#dungeonmaster
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The favoured weapon of the goblinfolk is a dagger made of bone. It's a rite of passage for all young goblins... First you must defeat a beast larger than your mother, then use its bones to craft weapons to help you actually defeat your mother... it's a goblin thing. . This item card appears(with stats) in the Goblin loot card pack in my store and can also be found on the Slowquest Patreon page. . #dungeonsanddragons #dnd #artist #art #artwork #instaart #illustration #dnd5e #draw #drawing #inked #ink #sketching #doodles #doodle #roleplay #rpg #character #dungeondrawingdudes #lineart #linework #fantasy #fantasyart #adventure #slowquest #games #game — view on Instagram http://bit.ly/2FsZTIK
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SPECIES LIST (WIP)
CANON PARALLEL SPECIES
HUMANS = Humans (duh)
TROLLS = Orcs, Tieflings and Drow, aka “underfolk” all three of these species share a close common ancestor and have diverged over many generations due to magical influence and natural mutation.
LOWBLOOD TROLLS tend to be Halfbreeds, Orcs, Tieflings, or Half-Elves (drow). Theyre seen as “impure blooded” by the higher classes.
HIGHBLOOD TROLLS tend to be pureblooded Drow. Highly ethnocentric, see themselves as the superior species.
BEFORAN TROLLS are still a WIP concept, possibly High Elves, but whoever they were is almost considered mythical and lost to time. They may still exist but possibly on another continent somewhere removed from the main setting.
UNDERLINGS = (imps, ogres, etc.) = the Goblinfolk, Goblins, Ogres, Hobgoblins, etc.
CARAPACIANS = Dwarves and Giants, related species, both have rhino like “plated” skin that ends to be highly resistant to impact damage that almost looks like a carapace.
SALAMANDERS= Lizardfolk NAKODILES = Kobolds
ALTERED SAPIENTS
KALASHTARI = “grimdarked” folks, people who have either willfully or unwillfully been symbiotically bonded with an extraplanar entity. These entities run the gammut from benevolent to incredibly dangerous. Tend to be either revered as demigods or hunted as demon posessed depending on the species. SPRITES ARE A FORM OF KALASHTARI
FERALFOLK = the necessary furry option uwu. Ferals aren’t born, theyre made. They tend to be outcasts, those who don’t gel well with normal society (there’s a lot of LGBTQ, neurodivergent, and marginalized people among them) who abandoned society and embraced the call of nature, thus forsaking their humanity and becoming part animal.
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The Curse of the Faerie King - Prologue
It was no more than a century ago that the faeries ruled the Kingdom of Grivura. Peace between the faeries and goblinfolk had finally been restored after many bloody years of war; and now, the marriage between Prince Diaspor of Grivura and Lady Aahnioss of Xenum was soon to come.
It was believed by the people of Xenum that this marriage would soon unite the kingdoms, and that a new land would be born through this union.
Unfortunately, both Grivura and Xenum would soon learn that a matrimonial union between their kingdoms was far from simple.
#um... so I did a thing#I have no idea why I decided to start this but no going back now I guess#original writing#my writing#fiction#prologue#The Curse of the Faerie King
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Beastfolk: Hindfolk
Inspired by the deer class list, here’s my take on a D&D race inspired by these animals
Deer - Hindfolk
“We were made to run. Once it was from those who robbed and feasted on us. Now we run towards our enemies with antlers lowered and courage in our hearts. We are prey no more.”
--
Zigamzigar The Bloodglutted roared in victory as he toasted his orcish warband. Tonight, they feasted and reveled in the ruins of one of the deer-men’s fragile little settlements. The hobgoblin had hardly gotten his gleaming armor scuffed in the encounter; the antlered weaklings had fled at the first sign of trouble. Not much of a battle, Zigamzagar admitted, but they at least made off with a great many valuables. The Hindfolk didn’t hoard gold or jewels like dwarves or humans, but the rare herbs they seemed to pluck out of nowhere may as well have been with the prices they fetched.
“They may be cowards, but at least these creatures make a fair liquor,” Zigamzigar growled before quaffing down the drink crafted of fermented berries and herbs. Shame he hardly was able to savor it.
Before Zigamzigar could take a second gulp, an arrow pierced his throat with a dull *thwack*, spraying his closest warriors with a mixture of blood and the sweet liquor. As he fell to the earth, choking on his own blood, he didn’t even fathom where the arrow might have come from. He heard no footsteps, no war drums. The next dozen warriors faced the same predicament, their bodies skewered by arrows out of the darkness. Only those with the sense to find some kind of cover lived to hear the piercing warcries of the Hindfolk as the volleys stopped. Only those with such sense lived long enough to see the Hindfolk warchief charge into the camp bearing a massive axe, the skulls of of hobgoblins and bugbears hanging down from it's blade.
The Hindfolk are a relative newcomer to the larger world of thinking beings, only recently involving themselves in the affairs of the likes of men, elves, and dwarves. It is unknown whether they are a natural product of the evolution of Awakened deer or the result of some arcane magic, but already these beings have accrued a sad and bloody history.
From the writings of wood elves it has been gathered that Hindfolk were once a peaceful, nomadic people, largely resembling different species of deer, from diminutive muntjac, to elegant white-tailed deer, to hulking moose, each of whom walked on hind legs thicker and more muscular than what one would find on normal deer. Their hands consist of two strong fingers and an opposing thumb, each tipped with a sort of nail or claw that corresponds to the split hooves of their beastial kin.They are fleet of foot, hardly ever requiring mounts, and are possessed of extremely keen senses. The males commonly have antlers of some configuration during the warmer months, though some species also possess elongated canines or “tusks”. Antlers among females are uncommon, but not unheard of. In either instance they are often decorated with elements from nature, from flowers to beautiful stones to thorny vines. Their furry pelts protect them from the elements, though they have been known to drape themselves in clothes made from flaxen plants or bartered for in the most fringe of outposts.
Living out in the remote woodlands and grasslands of the world, they travel in loose tribes, following trails seemingly only obvious to them, wood elves, and the most astute of rangers. They largely fed on berries, fungi, roots, the occasional fowl to provide certain vitamins, and woodier plants that would seem unpalatable or inedible to many other races. Rarely did they bother any outpost of the other races save in greatest need, relying on the strength of the herd and the knowledge of their elders. For a time, this was all that was needed, and the Hindfolk were at peace.
But the world changes, and the ranges of the other races grew. The Hindfolk quickly gained the attention of the raiding races, the likes of the lizardfolk, the gnolls, and most of all the orcs. The Hindfolk were not rich in mineral wealth, but they were expert gatherers, often in possession of rare herbs and fruits that made for effective medicines or other sorts of potions. They also watched over plentiful hunting grounds, as they themselves rarely took animal prey. This quickly made them easy targets for raiders, who looted their camps and claimed dominion over their woods. In some cases, they were even feasted on as if they were nothing more than venison. With simple stone weapons, they were no match for tempered steel, nor were they particularly learned in war. Even their magic proved weak and rudimentary in the face of the onslaught. They were pushed back in many parts of their range, with hundreds of tribes being put to the sword.
It was fortunate then that they had made friends with the likes of neighboring wood elves. Though reclusive, they had seen in the Hindfolk kindred spirits, fellow lovers of nature and all of it's bounty. When it was clear that the Hindfolk were facing extinction, the wood elves that lived in neighboring lands gathered as many of the remaining tribes as they could. They taught them some of their ancient crafts to create far more effective weapons and armor from the earth itself. They taught them the art of war, especially how to turn their knowledge of their native forests to their advantage. They taught them more effective magics, or at least ways to make the magic of their spellcasters far more effective. Most of all, they gave them hope that there may yet come a day when the Hindfolk could live in their own forests in peace, free from raiders and bandits. This meeting and exchange of ideas is forever known as The Greatest Gift among the Hindfolk, and has forever cemented elves as beings of the highest regard among their people.
From here, the tide began to turn. No more were savage beings facing a slough of frightened deer-people only putting up a marginal defense. Now they faced an army thirsty for vengeance and eager to demonstrate what they had learned. While few of the Hindfolk were physically strong enough to face the likes of orcs or bugbears head on, their knowledge of the secret paths through the forest and delicate footfalls made guerrilla warfare near child’s play with their enhanced arsenal. Volleys of arrows tore through otherwise perfectly silent forests into enemy camps with no warning, often quickly followed by the very ground grabbing raiders and dragging them down. From there, the mightiest Hindfolk warriors, often lead by a warchief, would charge in to mop up whatever remained.
In a simpler world, that might have been the end of it. However in the modern times, things have become more complicated for the Hindfolk. For the orcs, the gnolls, the kobolds, the hobgoblins, they were seldom only fighting the deer-men. On the other side of their front often came the likes of humans, dwarves, halflings, and other less brutal folk, “civilizing” the lands that had recently been liberated from evil beings. Now many Hindfolk tribes find themselves clashing with such new settlements on the rights of each party, though thankfully with words and pen rather than with blades and arrows, as they have found these people less irksome than orcs. For there was one last parting word the wood elves gave the Hindfolk for their fight: “Do not become that which you hate so dearly.”
While traditionally the Hindfolk were nomadic and frequently made temporary shelters as they moved along their paths, since The Greatest Gift some permanent settlements have begun to dot what lands they currently hold. These are often where warchiefs, wizards, druids, and other figures of authority meet to keep their fellows updated on the progress of retaking their land. There is even word that deep in the woods there lies a great Hindfolk city still being built, but if it indeed does exist the deer-men do not speak of it to those outside their kind.
Hindfolk religion tends to be variable, as they have only been truly united in purpose as a people recently. Broadly speaking they tend to be shamanistic and druidic, but specific entities that they worship can range from elemental spirits to specific ancestors to a mysterious figure known as the Stag of the Elder Wood. In most if not all cases of Hindfolk worship, a common thread of caring for the natural world around them winds through many of their beliefs. “We must feed what feeds us” is a common saying and prayer, referring to how the Hindfolk subtley tend to the plants and lands that feed and house them.
Marriage is largely alien to Hindfolk, with courtship often switching between multiple partners within the tribe from year to year. If two males desire the same female, they may invoke an antler duel, a fight to first surrender using no weapons or armor, simply themselves and their antlers. While rearing generally falls to the parents, child raising is often communal, with nearly everyone in the tribe pitching in to teach the young the ways of their people.
Even before the burning of their woods the Hindfolk were a suspicious and shadowy people, and their recent interactions with many other races have not helped in that regard. They are often nervous around people new to them, and even when given to trust they still tend to be wary. Still, they often strive to be fair arbitrators of judgement, and there are some that are held in high regard among them. Elves, obviously, rank highest, excepting perhaps the Drow. Humans, Dwarves, Halflings, and Gnomes commonly rank below them, as sometimes trouble but generally more tolerable. Far below them are the likes of the goblinfolk, predatory beastfolk like gnolls and lizardmen, and most of all the orcs. Even their more level headed progeny, the half orcs, often find themselves the target of Hindfolk ire, as they find it difficult to differentiate them from their pure-blooded betusked parents.
Ability Score Increase: +2 Dexterity +1 Wisdom
Alignment: Hindfolk tend towards neutrality in the lawfulness spectrum, perhaps leaning to chaos in the more far flung tribes. Most are good, though hunger for blood and revenge have driven some of the Hindfolk to dark paths.
Age: Hindfolk age roughly the same as humans, maturing at 15 years of age and often living to 70 years of age.
Speed: Your base walking speed is 40 feet. You are able to keep pace with most swift mounts like horses when running, your bounding strides propelling you at great speeds. You cannot move like this without ample room to build up speed, however, and so cannot use it in confined spaces or difficult terrain.
Size: Generally speaking, Hindfolk weigh less than other races with comparable heights, the larger ones being the exception. Depending on the subrace, Hindfolk can reach around Halfling height, around 3 feet with a weight of 25 pounds (Muntjac and Pudu), to a hulking height rivalling a Goliath, around 8 feet and weighing 500 pounds (Moose and Elk). Most average around 6-7 feet however, weighing around 180 pounds. Those of the 3 feet variety have a Small build, while the rest are Medium.
Darkvision: The Hindfolk’s sensitive eyes work excellently in the dark. You can see in dim light within 60 feet as if in bright light, and in darkness as if it were dim light. You cannot see color in darkness, only shades of grey.
Keen Senses: You have proficiency in the Perception skill
Survival Instinct: You have proficiency in the Survival skill.
Antlers: If the season is right and you are able to grow them, you may lash out with your antlers as an attack for 1d6 +3 piercing damage.
You may also replace one of these abilities with any of the following:
Natural camouflage: Your pelt is mottled and better breaks up your outline. You get a +2 to stealth checks when in natural settings like in grasslands or forests.
Skittish: Even among Hindfolk, your uneasiness seems heightened. Gain a +1 bonus to initiative rolls.
Ace Bounder: Your limbs carry you better than most could ever dream of. You gain proficiency in Athletics.
Hindfolk War Cry: As a bonus action, you can produce the piercing, otherworldly warcry of the Hindfolk, resembling the bugling of elk but much more powerful. Once invoked, each hostile figure within a 30 foot radius must make a Constitution saving throw. If it fails, the enemy rolls at a disadvantage at it's next offensive or defensive action, whichever comes first. This can only be used once per long or short rest.
Languages: You are able to read, write, and speak Common, Elvish, and Hindtongue, a language specific to Hindfolk which is difficult for other races to decipher. It is a primal yet melodic language incorporating the full range of vocalizations that Hindfolk can make.
Subraces:
Demi-Hindfolk:
These smaller members of the Hindfolk race resemble diminutive muntjac deer or pudu deer rather than the graceful white-tailed deer or powerful moose of their larger cousins. They are small and light, excellent scouts but not exactly front line fighters most of the time. Their antlers also tend to be far more stunted compared to those of their larger relatives, and so rarely can be used as weapons.
Instead of the Antlers feature, you gain:
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Size: At around 3 feet high and 25 pounds, you are of the Small size class.
Greater Hindfolk:
These truly physically powerful members of the Hindfolk race, often resembling powerful elk or moose, are often among the foremost war-leaders of the tribes they inhabit. Though less dexterous than their smaller kin, they possess incredible strength of limb and tenacity in battle, often standing toe to toe with the likes of orcs and hobgoblins.
Ability Score Increase: Instead of the standard increases, these Hindfolk get +2 Strength and +1 Dexterity.
Powerful Build: Counts as one size class larger for matters of carrying capacity and things you can lift, drag, push, etc.
#animal class lists#d&d#I haven't actually played d&d myself but I did do my best to roughly balance these like existing races#and I ran these by a friend who does play#long post
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Some goblins!! :D According to D&D lore, bugbears are the most ruthless and seemingly barbaric of the goblin kinds. Truth is, they’re tough. REALLY tough. They’re very smart and manipulative. They’ll take over goblin communities just to get what they want. Hobgoblins are kinda second league to them. Then you got your smol goblins :3 I like smol goblins.
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The World of Eotheria According to Lady Valentine
Part 20: Laguna, the Kingdom that Is No More
Every human nation has had its ups and downs. Whether through wars with the Kordran Empire, corrupt rulers, or attacks by demon worshippers, each of the human kingdoms has had its share of strife. But if there is one kingdom that has had the lion’s share of suffering, it is undoubtedly Laguna. Actually, I shouldn’t call Laguna a kingdom, as it is not one and hasn’t been since the Great Cataclysm. And given everything that’s happened to the people of Laguna since well into the Second Age, you can’t help but feel sorry for them.
Lagunese are small, fair-skinned folk with icy blue or steely gray eyes. Most have raven-black hair, but some may have dark brown or even blond hair. Lagunese make up roughly 80% of the human population in Laguna. Most of the rest are Kresnik. One thing I should point out, however, is that the Lagunese have historically faced a lot of discrimination from the other human ethnic groups. There is an explanation for this. Laguna has long been home to tieflings, aasimar, and all manner of fey creatures, and most believed the presence of tieflings and fey to mean that the Lagunese were a people of witches and heathens; a perception that did not completely go away with the dawn of the Third Age and the coming of the Goddesses. Interestingly, I have noticed the large amount of otherworldly influence centered in Laguna. Could the Primordial Ban be particularly weak there?
A Downtrodden Past
Laguna is the youngest of the seven kingdoms, beating out Etrana by just seven years. However, where Etrana was formed by the union of three already established nations, the Laguna region had no central government for a long time, being made up of various pagan tribes that shared much in common with one another. At the time, the Laguna region consisted of Avaniel as well as the current Laguna province. The region was ultimately swallowed and colonized by Creat Pristan in 1081 BGE, when the Pristani Empire was still in its infancy. The Lagunese were considered second-class citizens in the Pristani Empire, if even that. The only Lagunese content with life under Pristani rule were those who prostrated themselves before the Pristani and were rewarded accordingly for it. The vast majority were treated as little better than slaves, for the most part. To say nothing of the tieflings, who were treated even worse.
The Laguna region remained under Pristani control for an uncomfortable four hundred and seventy four years. While some Pristani emperors were kinder to the Lagunese than others, most Lagunese considered the Pristani oppressors. It all came to a head when Emperor Tommas Aurelian, who I mentioned in a previous chapter, took the throne. Aurelian was more oppressive than any emperor before him. His dissolution of the Pristani Senate proved extremely unpopular among the Lagunese, whose voices in the Senate were cut out. Additionally, many of the archaic tax laws that Aurelian pushed to raise money disproportionately affected non-Pristani, but especially the Lagunese and the tieflings. Finally, Aurelian pushed worship of the Kresnik pantheon on the Lagunese, who worshiped their own pantheon of goddesses at the time. Though he never forbade worship of the Lagunese pantheon, he regarded them with great derision and behaved in deeply disrespectful ways, to the point that the Lagunese considered him a blasphemer.
Needless to say, it was not a very big surprise when Amara, the largest city in the Laguna region, declared itself independent from Creat Pristan. Other cities in western Creat Pristan quickly followed suit, and the local militias and governors took control of region and declared it the separate nation of Laguna. Then-governor of Amara, Cuthbert Druiminn, was crowned Laguna’s first monarch. Emperor Aurelian immediately responded and declared war on the newly formed nation. Laguna’s existence might have been short lived had two things not happened. First the Kresnik Empire, who had longed for an opportunity to retake land lost to Creat Pristan, decided that now was the time to do just that and invaded Creat Pristan soon after Aurelian had declared war. Second, Aurelian was fighting an internal war with his own Senate, who’d had enough of Aurelian’s abuse of power and eventually ran him out of Rahm and put him to death. The newly formed republic was content to allow Laguna to remain an independent state, though in truth they had little choice, as they were far too short on funds to afford a long, protracted war with Laguna. Though Laguna never reached the level of power that Kresnik, LaCroix, Etrana, or even Creat Pristan in its prime, it did fairly well for itself as a nation for a few decades at least.
Laguna Divided
Though Laguna was very much united against Creat Pristan, once the war had ended, it became clear that there were many voices trying to push the new nation in many directions. Some wanted monarchy. Others wanted a republic similar to the one that Creat Pristan had formed. The most bitter of conflicts, however, arose between the tieflings and the aasimar, which, if you read my previous chapter about celestials and fiends, should come as no surprise. Though the two races were willing to work together against a common enemy, once that enemy was no more they turned to bitter infighting that the ruling humans had difficulty keeping in check.
In the end, the aasimar believed that the Lagunese humans were favoring the tieflings. As a result, in the year 515 BGE, the southern half of Laguna, which was largely populated by aasimar, seceded from the kingdom and became Avaniel. They then immediately allied with the Kordran Empire, who quickly fortified their new allies to protect the aasimar from reprisal. Both Laguna and Pecra made many attempts to retake Avaniel, but could gain no lasting victories. To this day, Laguna holds a very low opinion of Avaniel, and the feeling is mutual even now, when both nations are a part of the Kresnik Empire.
The Greatest Blasphemy
Since then, Laguna’s existence has been a difficult one. Sharing a border with the Kordran Empire meant the constantly looming threat of war with the goblinfolk. And even though Laguna was now its own nation, its people were still sneered at by humans of other races, who looked upon then with suspicion and held to the rumors of the Lagunese being a race of witches and heathens. Things improved a bit at the dawn of the Third Age, when their primary goddess, Amriel, descended with the rest of the Seven. Amriel’s legitimacy helped the Lagunese for a time, though some humans were still unconvinced of the faith of the Lagunese. The fact that there actually were some pagan groups in Laguna still worshiping the old Laguna pantheon, and even a few worshiping the Raven Queen, a completely heathen deity, did not help their case.
Unbeknownst even to the common folk of Laguna, many of Laguna’s nobles had turned their backs to the Seven Goddesses and began to worship fiends, most common of which was Saya, the Demon Queen of Desire. Whispers of black masses, ritualistic orgies, and dark revelry grew louder and louder. Most of the common Lagunese had no part in this, of course, but that did not stop the other human kingdoms from assuming the worst of the Lagunese people.
Then Malakhi, Arch Seraph of Empyrea and false god of the Kordran, was brought into the world. His presence was immediately felt by the enemies of the goblinfolk. In only a few days, the Kordran had begun to make deep pushes into human territory. That is, until an army of demons poured forth from Amara and engaged the Kordran, actually managing to hold off Malakhi’s charge. Then Malenom, the Primordial Chaos, awakened, leading of course to the Great Cataclysm.
After the initial shock of the destruction wrought by the Great Cataclysm, investigations were made into the Kingdom of Laguna for unleashing demons onto the world. It was discovered that the demonic corruption ran deep in Laguna’s nobility, and even the royal family themselves. The investigation lasted a full year, after which the Seven Goddesses handed down a harsh punishment. The entire nation was excommunicated from the Church of the Seven, and was to cease to exist. Forces from Kresnik, LaCroix, and Etrana occupied the nation, and the capital city of Amara was destroyed, brick by brick. Now all that stands where the once great capital stood is a twenty foot tall statue of Amriel that once stood in the city square. A new city of Amara was built not far from the ruins of the old city. LaCroixian and Etranan forces eventually left the region, which subsequently became a part of the Kresnik Empire.
Understandably, some Lagunese are not happy with the Goddesses’ judgment. They feel it is too harsh a punishment, and that the common folk of Laguna did not deserve to be lumped in with the blaspheming nobles. Few Lagunese are willing to outright say this, of course; they do not want to do anything to further anger the goddesses. That said, they do have a point. Many factions are looking to take advantage of the rancor of the Lagunese and take control of the region. Two notable houses of drow, House Ralessi and House Tlachtga, have made their home in Laguna after being forced to the surface by the Cataclysm. Worshippers of demons and the Raven Queen still abound in Laguna. And the Kordran Empire to the south continues to be an ever present threat.
Laguna Today
In 980 GE, Lawrence Kreuger, a general of the Kresnik Empire of Lagunese descent, was appointed governor of Laguna by Emperor Karol Kresnik. The emperor had hoped that by appointing a Lagunese man, he might appease some of the unrest in Laguna. No such luck. Kreuger proved to be a deeply unpopular governor who was more concerned with consolidating his own power rather than making life easier for the people. To make matters worse, he ended up being arrested by Prince Adrian for embezzlement, tax evasion, and treason. Whether he actually did any of these things was never found out in court; rather than face a conventional trial, Kreuger chose to invoke a law not used in nearly a century and engage Prince Adrian in a trial by combat. To make a long story short, Kreuger was slain, and Prince Adrian, who was hoping to expose Kreuger’s treason to Kresnik and the Lagunese people, was said to be quite furious at this turn of events.
Prince Adrian remained in Laguna as interrim governor until the first day of the month of Hyltaren, when he finally appointed a replacement in a woman named Ailis Scathach, former governor of the nearby city of Crail. Being a highly successful statesman, and being from a family that has never had any scandals involving demon worship, she was the perfect choice as governor. As her appointment is a very recent event (only two days ago, at the time of this writing), her legacy is a work in progress, and she has inherited a very difficult job. How she handles the mess that her predecessor left will ultimately define her in the days to come.
Amriel, the Beautiful
Laguna’s patron goddess is Amriel, who was formerly the head of the Lagunese pantheon. Amriel is a goddess of beauty, love, illusion, mischief and deception. Though she has trickery in her portfolio, she is considered a benevolent goddess nonetheless. She is usually depicted clad in either a long silk robe or completely nude, but regardless of her clothing (or lack thereof), she is always depicted wearing a butterfly mask.
In the Lagunese pantheon, she is named Aine, and is actually one of a trinity of goddesses, the other two named Niamh and Leannan. Some pagan groups in Laguna still worship the Lagunese Trinity, but it has only been since the Great Cataclysm that the old pantheon has regained traction, a direct result of the harshness of the judgment of the Seven.
Creatures of Laguna
As stated before, Laguna is home to an unusual number of fey creatures, as well as beings touched by Empyrea and Sheol, which suggests that perhaps the Primordial Ban is weak in some places.
Among the fey creatures found in Laguna is the kelpie, which is a plant based fey found in lakes and rivers. Created by an archfey of the Unseelie Court, its true form is a mass of seaweed, but it can mold itself into the likeness of another creature, most often a horse or a beautiful woman. It does this to lure travelers to deep water. Needless to say, they are among the most hated of the fey, because they seem to have little purpose other than to serve as bait for death traps. It is for this reason that many Lagunese look upon bodies of water with caution.
Of course, the most well known (and most feared) of the fey in Laguna is the dullahan. The dullahans are the self-styled death wardens of the fey. Though the true fey have no need to fear death, the dullahans delight in enforcing such a concept in mortals. Or so they say. In truth, many dullahans are more mischievous than malicious, getting thrills by scaring the pants off the locals, laughing loudly as they ride past horrified travelers. Of course, the more malevolent of the dullahans are quite deadly. They can invoke death in mortals by speaking the names of their victims, and use their bone whips to strike at the eyes of any who witness their work. Needless to say, the Lagunese avoid certain roads at night to stay away from these dark fey creatures.
That covers all of the seven kingdoms. However, there is one other thing I’d like to go over in the next chapter before moving on from humans: the seat of the Church of the Seven. The Holy See of Galan.
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After a few centuries of accidentally poking holes in the wrong person, goblins developed a way to tell fried from foe in the chaos of battle: a stinky, sticky paint which is resistant to sweat, blood, rain, mucus, ichor, slime, some acids and even a fair amount of fire... Every now and then goblin factions will show up to do battle in the same colours, in which case they struggle around wrestling for a bit before forgetting who they showed up with and just all heading back to one home to live. This strange occurance is actually why the goblinfolk have managed to see strong growth in their population and economy. . This item card appears(with stats) in the Goblin loot card pack in my store and can also be found on the Slowquest Patreon page. . #dungeonsanddragons #dnd #artist #art #artwork #instaart #illustration #dnd5e #draw #drawing #inked #ink #sketching #doodles #doodle #roleplay #rpg #character #dungeondrawingdudes #lineart #linework #fantasy #fantasyart #adventure #slowquest #games #game — view on Instagram http://bit.ly/2N0AYT7
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Day 3: People and Races
Aoat has a number of sentient species on it; it’s difficult to create a precise compendium of all who share the world because there are many who exist only in isolated pockets in remote locations, and others who do their best not to be found or at the very least recognized as a species of their own. That said, here’s a (non-exhaustive) listing of some of the kinds of people you might find around the rim of the Kymnutari Ocean:
Ksui are muscular feline folk averaging around twelve feet tall. They are obligate carnivores and come with most of the expected cat accoutrements: triangular ears that can rotate independently of each other for improved directional hearing, a proud twitching tail that provides balance and lends expressiveness to one’s demeanor. They have five fingers and one opposable thumb per hand. While by far most thickly found in the Firsthomes - their first home, and only secondarily home of any other species harbored there - they can be found in any place on Aoat with any significant population. Even Hambry, thought to be the human nation if any such thing existed, has a sizeable slice of ksui in its demographic makeup. Their coats come in a number of colours and patterns.
Humans are small (typically around six feet tall), weak creatures built to the ksui bipedal body plan, typically mostly hairless save for impressive shocks of hair on their scalps and, depending on culture and personal preference, beards in a variety of styles. Omnivores, though religion, culture or health may dictate a vegetarian or nearly entirely meat diet. You know what these beings are, probably.
Orcs are creatures from beneath the earth, eight to ten feet when full grown, herbivores who are acutely aware that most other species in the world have no physiological barriers to eating meat, and just as acutely aware that they are themselves composed chiefly of meat. Their skin colour ranges from navy blue, through indigo and violet, through to a sort of magenta, and, in certain cases, shades of green. They have large, floppy ears not unlike those of rabbits, and may be possessed of horns in a variety of styles (rounded nubs, straight spikes, curled ram horns or the ridged curves of the ibex). The deep orcs are subterranean masters of technology, and have carved out a mighty empire for themselves in the chthonic Underworld. The surfacer orcs are what the deep orcs have left behind as a safeguard against carnivore intrusion into the heart of their lands, and they face condescending paternalism from their deep kin while quaking in their boots with us as neighbors. They (often) reside in the discarded reeking swamps, bogs, fens and marshes that others do not deign to call their own, and make a humble living farming fine vegetables and selling deep goods such as naphthalene (essentially, magic gasoline) powered portable lamps and burnished bronze automata in the shape of bulls and other beasts of burden. Orcs have a reputation for being adept at chemistry, draughting medicines, liquors, liquid fertilizers. Due to their herbivore metabolism, they grow weary more quickly and more often than a human would, despite (almost always) being physically stronger, and thus have a number of small meals throughout the day - like a hobbit, say, in the media franchise that hangs over every fantasy writer’s head like the Sword of Damocles.
Mtok are persons who are also birds. Corvids, in fact, of a large size. They were given a power to generate and manipulate electricity long ago, when the world was being made. They can fly under their own power, aided by huge wings and hollow, brittle bones, and indeed have a number of flying cities - huge mobile arrangements of woven reeds and strings and all manner of things that individual mtok have found and surrendered to the good of the city. At any given time these cities have a significant portion of their population given over to the arduous task of keeping it aloft, with rested and fed mtok taking over for the ones who are too fatigued to carry on. A few times a year these cities make landing outside of other, larger cities built on the ground - sometimes landing in said cities if they have fashioned an appropriate cradle in which the city may rest. Then, a brisk trade starts up of goods and services - many mtok turn to the arts of wizardry, given the meditative nature of their flightpower-lending labor corvée, but they also have among them their share of smiths, of weavers, of lapidaries and scribes and lensgrinders and cooks and chandlers.
Kobolds are reptilian folk who are perhaps of a height with ksui, though often so hunched over or otherwise postured that estimating their height is difficult. They were deliberately made by the dragons, in an ancient war, from the dragons’ own essence, cast to be soldiers and fight against the forces of order in the world. Now, the dragons are nowhere to be seen, and the kobold feel no particular obligation to their memory. They can swim for hours underwater without drawing breath, and spit lances of strange energies in times of dire peril. While they lay eggs, like mtok and goblinfolk do, a kobold egg can be left unattended for decades and then returned to and, with the appropriate attention, still hatch a viable kobold. Kobold lineages are thus difficult to trace, and many times great kobold houses will exchange eggs as a show of goodwill and allegiance to each other. They are better suited to warm climates than cold ones, and wet climates than dry ones.
Goblins are really three species that share a common ancestor, though when people who have any awareness of goblins at all hear the word, it’s typically the red goblin they think of. These nomads journey along the deep roads under mountains, bridging the Underworld and the surface. They have a long, narrow beak for fishing and for snatching insects from tiny gaps; huge, reflective eyes; clawed hands and feet; and a loose covering of feathers and needle-like quills. They love spicy foods and at each stop along their great roads they plant gardens of chilies. They stand as tall as a human, roughly, about six feet. Next most common (or at least, most prominent in the eyes of non-goblins) are the black goblins or white goblins, depending on who you’re talking to and at what period in history (’white goblin’ was for a long time the preferred term, but has been being phased out over the last few hundred years). These muscular beings have blunted, almost square beaks and scaly armor over much of their head, shoulders and chest. They stand thirteen to fifteen feet tall. They hail from the snowy wastes of the far south of Drokkstang, on the borders of Hambry and Belkharoz, and mostly eat penguins, seals and the meat of the ironwood tree nut (they use the shards of the shell in their arrow- and spearheads and as flanges for their maces). The green goblins/water goblins/kappa are amphibious in nature (in that they thrive both in and out of water, not in that they bear a close resemblance to amphibians) and are most commonly found in the open waters of the Kymnutari Ocean. They bear a deep resentment for ships that are passing through waters they apparently consider to be theirs, and have been known to form parties to climb up the sides of vessels and attack the crew (or at the very least, steal supplies and cause a ruckus). While mute, they have a language (probably many languages) of hand gestures and other bodily motions - history tells of sailors who learned to communicate with them in kind and enjoyed passage unharried (or probably only less harried - kappa are no more a monolithic entity than any other sentient species of Aoat and favor with one does not necessarily mean favor with a whole or any other individual within that whole) but the language seems immensely complex and linguists often would rather study languages with less hostile speakers. They glow a gentle green and stand about five feet tall. Diggings in western Vuatlieo have uncovered skeletal remains of what appear to be a fourth goblin race, the blue goblins, so named for the sky-blue cups and beads that were buried alongside them. They had a curious hollow fluted bone emanating from their skull.
The trolls are towering (eighteen to twenty-four feet tall) herdsmen composed of living stone, migrating from mountaintop to mountaintop with their equally-stony herd animals, who have asbestos wooly coats and udders that drip petroleum. Trolls eat stone, sleep little, and are mostly solitary except for semi-annual gatherings of perhaps twenty at a time.
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