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Orcs and Goblins

“Remember Nefartatul?”  she asked them.  Rosa sat on the stump, a cup of Loki once more in her hand as she peered at them around the fire.  A resounding yes, rang clear in the night as the Romany encampment sat around the campfire for her story.

 

 

“Well Nefartatul worked deeds in the shadows he was sent to, banished from the light as he was by God.  He grew lonely, and wanted company, so in the trench that he had formed pushing god around, he dug, moving the earth that would create the very mountain behind us.”  Lifting a hand, she scratched at her right nostril, looked at her finger and flicked the tip of her nail at the fire before continuing, ‘Pixies.” She muttered.

Their leader smirked but laughed softly, “Continue Rosa.”

She nodded, “As he dug he came across wet, dark patches of earth and reaching in pulled from it a brown shriveled form and watched as the mass would writhe in his hands, tossing it to the earth he hissed at it.  Arms, legs, head formed before him from the earth and he stared at it.” She looked around them, reached for her cup and taking a drink smacked her lips, 
 
“He asked,’What are you, formed from rock and earth or something else?’ The being’s eyes opened and earth fell away. Green and brown skin formed, red eyes peered back.  A deep gritty voice said back ‘Orc and arth?’ Nefartatul hearing the strange graveled tone just nodded, ‘Orc, interesting. Nefartatul helped the being up.”

 

The local lore says that in the depths of the shadows, that Nefartatul need for companionship brought forth the creatures of the earth and shadow, Orc and Goblins.  Orcs larger and hardier, some bright, some feral, some slow.  Goblins, born of Nefartatul greed and need to attain what was not his, smaller, with larger pointy ears and noses, and greener in tone than brown small. 
 
Orcs-

Weaknesses:

  • Bad hearing.  Orcs are not known for a keen sense of hearing and those seeking to be stealthy and not heard around them will gain a bonus of +5 to their rolls when seeking to move silently around them.

  • Clumsy.  Not the most graceful of the humanoids, they suffer a -5 to rolls that deal with the ability to do something precise physically, i.e. balancing on a branch of a tree, moving stealthily past someone etc.

  • Hero worship, if an orc sees their leader go down, they will attempt to flee if odds are against them, this does not apply when enraged.

Strengths:

  • Tough Skin.  Orcs have thick skin, which makes piercing and slashing attacks less effective.  They gain a +5 to defense rolls when being attacked by edged or piercing weapons.

  • Resistant to fire.  Because of the thick skin they take less or no damage from fire, +5 to defense rolls against fire.

  • Enrage.  Orcs can rage in battle giving them an advantage to their attack roll of +3, can remain enraged for three rounds of combat, and gain +1 hit point in that time frame.  Once reduced to zero though they collapse from exhaustion and blood loss and must seek a healer and no combat for three days.  When an orc is enraged he cannot flee, so intent on the battle they disregard all thoughts of it.

Attributes:

  • Allure: 0

  • Agility: 0

  • Knowledge: 2

  • Prowess: 5

  • Hidden 1

  • Hidden 2

For more information please check Attributes under the About​ tab.

 

Goblins- 

Weaknesses:

  • Loner - goblins are known to be less than brave alone.  This means when alone they are weak and tend to flee rather than encounter.  They are a -2 for attack when alone.

  • Midas Touch - Goblins love to hoard valuables and gold.  Ahh yes, when they see it they have to have it and will sneak about to get it, even tempting fate if the prize is good enough.

  • Shadow affliction - a goblins laugh will foul food and will turn wine and ale into vinegar.  This is due to their nature, you see goblins are also slightly magical beings, but because of the shadow taint it works itself out in odd ways.

 

Strengths:

  • Rodent Affinity - goblins have the ability to shift like Skinwalkers but only into rodents.  Clothes change with you back and forth.  You also maintain your goblin intelligence. Instant change in the space of a minute. 

  • Camouflage - their ability to blend into the shadows and surrounds gives them the ability to hide and they get a +5 to hide and sneak.

  • Nightmare weaving - Goblins are inherently tricksters and pranksters but they have a bit of a malicious nature as well.  They can weave nightmares into the ears of sleeping humans.  They get a +5 on their allure roll to implant a nightmare into a sleeping players mind (Remember consent please).

Attributes:

  • Allure: 0

  • Agility: 3

  • Knowledge: 3

  • Prowess: 1

  • Hidden 1

  • Hidden 2

For more information please check Attributes under the About​ tab.

 

**PLEASE NOTE THAT THESE WEAKNESSES AND STRENGTHS ARE RP ENHANCERS, all fights must be consented on and common sense is always a rule of thumb. **