Editing
Harem Knights: Races
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Goblins== Goblins are a race of slightly reptilian, short, humanoids with a technical bent. Contrary to popular belief, Goblins are not related to Orkind in any way, shape, or form. Physiologically, they are smooth skinned, but have scale like patterns and calluses on places where the bones are shallow against the skin. They have short stubby tails protruding from their rears. Their eyes are usually monochrome with a single snake like slit pupil, though there are exceptions. All Goblins retains a love of gadgetry (though not on the scale of the gnomes) but more than that, a love of alchemy, chemistry, and herbology. Their skin tons have a very, very, very, wide range, but by far the most common range is grey to green (though reports of red, blue, human skin tones, and every other color imaginable have been made, though how much of this is alchemical trickery and how much is natural is unclear). Goblins, unlike every other race on the planet, seem to have come from else where, another world entirely, only tangentially connected to this one. Goblins are, by far, the most common opponent faced by adventurers going into the dungeons that spontaneously appear. Given that there is no species quite like Goblins anywhere else in the world, and almost no records of them being created, migrating here, or anything else amongst the dwarves, felim, or humans (not even myths or legends), it can only be assumed that those of Goblins populating the new world are those who left the dungeons that brought them here before the dungeons were closed. Goblins are divided into three races, Gobbos, Kobolds, and Gremlins. ; Gobbos : Unlike their wilder, dungeon dwelling cousins, or the tribes of their kind far to the south. Gobbos are incredibly civilized, organizing themselves into merchant bands known as Caravans that travel between settlements. They peddle trinkets, potions, and small gadgetry at each location. : Gobbos rarely, if ever, take off the dark black robes and hoods they wear constantly, nor the white masks carved with different faces, each face representing a different emotion or action or idea. Gobbos only remove this clothing in the presence of someone they truly trust, and is usually something reserved between mates. It is unclear how Gobbos are capable of drinking and eating through their masks, though they seem to do so effortlessly. : Gobbos, far more than their cousins, the Kobolds, are masters of alchemy and medicine, and they adore modifying their bodies, though it is rare when you see a gobbo that is radically different from the standard Goblin template. Gobbos tend to be strangely proportioned for their size, which is at about waist height to a human. Gobbo males are often thickly muscled, even if they are of a scholarly bent, and very, very, fit. Gobbo females are impossibly curvy, to the point where some even have trouble retaining their balance. Gobbos do not state whether this is NATURAL for them, or the result of alchemical manipulation of their forms, though they seem to accord respect in equality to how heavily modified a fellow Gobbo's body is, and to these Gobbos who are almost comically proportioned, a great deal of respect is given. :Gobbos are most commonly sighted type of Goblins in the northern lands, and the only nonhuman even barely tolerated by humanity. This is for a number of reasons. Goblins are master apothecaries and alchemists, and 3 generations back, the heir to the kingdom was deathly ill. No one amount of prayer, healing, or medicine was able to cure him. In desperation, the King began calling to those outside humanity for help (besides the hated elves). Dwarven runes did nothing, nor Halfling cookery, Felim shamanism, or Gnomish invention. Finally, a goblin caravan arrived in the capital, and with it was the oldest and wisest (or so the goblin claimed) of their kind. Over the next few weeks, he had adventurers gather the rarest of ingredients, and after a month, concocted a substance that cured the heir, who later became king. So ecstatic at the revival of his son, the King at the time offered the goblins anything they wanted. The price was not as high as he might have thought, not half his kingdom, not riches untold, no. They simply asked that each of their caravans be given a contract, a writ of trade and pass, to move unmolested through human lands, and peddle their trade in human settlements. : Goblins are still discriminated against, in their gypsy like caravans, but by law, they are protected and subject to the king's laws, and there is many a plague stricken town that would not have survived if not for a timely passing of a gobbo caravan. This, combined with the fact Gobbos tend to camp outside of a settlement and keep to themselves, has lead to a grudging tolerance of their presence in most towns. ; Kobolds : Kobolds, by and large, are what adventurers face in most dungeons or around them. Kobolds show none of the modesty nor alchemical manipulation that Gobbos display, and share not even the basic tolerance displayed by humans towards Gobbos, not by a long shot. Kobolds are tinkers beyond compare, and passable alchemists. Many magical items found in dungeons, at least the minor ones, are of Kobold make, and you will never find a race more adept at placing and hiding traps of all sorts. Kobolds are masters of ambushes, and if evidence in deep dungeons is to be believed, were once the dominant species of some very powerful, and magical nation. It is possible that the mysterious magical items found in the depths of most dungeons were made by the Kobolds of old. : Kobolds follow the standard Goblin template in appearance, and universally, whether they are members of nomadic tribes (particularly common to the Desert of 1000 Sands, the Knoll Wastes and Orc lands) despise their Gobbo cousins. Calling them race-traitors and claming that they are dishonoring the ancient ways. : Kobolds seem to worship magic, in all it's forms, and at the same time, abhor "technology" as they put it. The devices of the gnomes and even dwarves, to them, are wretched things, and the few cases where a Kobold has been exposed to something as advanced as say, a cellphone or laptop, and were told how it worked, has resulted in the Kobold going into a panic. There is little explanation for this. ; Gremlins : Out of all the Goblins, the Gremlins are the most alien and insane. While Gobbos disdain advanced technology (usually anything that is steam driven or more advanced), and Kobolds despise it, the Gremlin is defined by his paradoxical fascination of what he hates. Gremlins are found most commonly in the Dwarven Reaches and in Gnomish lands. They form strange, half tribes of half insane members, modifying themselves with a combination of magical tinkering and alchemy that is far more unstable than that practiced by either the Kobolds or the Gobbos. They attack, raid, and whenever they can, subvert any form of technology they can find. Most often they break it, but occasionally they "hack" it into something it was never supposed to do, usually involved in killing any "tech lovers" the Gremlins can get at, or damaging anything else technological around them.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information