by knightkrawler » January 5th, 2017, 3:14 am
Creatures
Goblins
Goblins may be tiny, but they are vicious and insidious. Of varying skin colors, they only have in common a lack of size and glut of ugliness. Their two stomachs can digest almost anything and their mating is quick and effective, which makes them a pest everywhere within and around the Grand League. It is still rather unclear if they have been shunned from functioning societies and communities for their thievery, lazyness, and ructiousness, or vice versa. Stinking pesky little buggers taking what they want and then bickering over how courageous they are, they band together in marauding, rather nomadic groups led by more powerful creatures, often Orcs or Ogres that promise them food and fun. Goblins that are not typically small and of indistinguishable gender are invariably mutants who strive to lead their smaller kin in hopes of something higher than the next meal and the biggest steal. They are hugely obese Goblin kings, capable of some animistic spells and brutality alike. Religion is unknown to goblins and utterly unwanted, too, as they will follow anyone who makes the right promises and who seems like someone shunned by the League's societies as well.
Orcs
Orcs are brutal looking bulky creatures with a distant similarity to humans. Their skin colors vary greatly, but a majority tends toward some shade of green, augmented by tattoos, and many other, more heinous ways to adorn a body. Their patience is as thin as their skin is thick, which is the reason why we have had our fair share of political difficulties even though Orc leaders agreed to the terms of mutual peace set by the Grand League. The alliance might be uneasy, but if anything, the Orcs' sense of loyalty reigns them in effectively. Yet, there are the wilder tribes to the west of their Tallwood steppes, that strive for a different lifestyle, unwatered by the influence of peace and puny human. These are the ones bound by oath and promise to Morcar, fighting on his side as the bulk of his army, especially in western and northern territories.
Mongrels
The Doom caused many catastrophes and longterm changes on our world. Mutation was not the least. Those closest to the cloud watched their bodies changing in agony over painful days and weeks. Their features became beastlike, resembling horses, goats, or pigs, their limbs and digits became less handy, growing hooves and claws, their skin grew coarse hair and fur and discolored into all shades one can imagine. But these physical transformations brought with them writhing spiritual and mental pain. Many grew insane, most went feral, all became aggressive and shortfused. The result was their being shunned from closeknit societies an communities, driven from the cities, as they were helpless and couldn't help to rebuild the countries. So they wandered north where less humans and dwarves live, where they could roam free, and built their own tribes, forever mulling over what they have lost. Now Morcar has come and promised them all the things that we supposedly took from them.
Guardians
Guardians are well-armed and armored knights that do not hold their own lands, but rather stand in pay as soldiers to their liegelords, while their families live in their lord's courts where they are promised protection and lands for their future. This is how our noble system works and it serves these guardians well since their lady is as dependent on them as they are to her. But his is also what can corrupt them, not in their hearts, but their minds. While the lords and ladies of many a house listen to the whisperings of Morcar Barrister, the knights are told exactly what they need to know. They often do not know better, but the fact that they stand against the League's heroes should not redeem them at all. They are knights, after all, and they promised to die for their liegelord's cause.
Skeletons & Reavers
Skeletons are the long-buried or fallen bodily remnants of several races that have been raised to do battle once more by the fouler sorts of nethermancy. This state they are in now is what we call undeath. They linger as piles of bones and weapons, strewn about dungeons and caers and wake upon the presence of heroes. They rise as full human bone structures and their eyes glow a greenish or icy blue. Their movement patterns are somewhat erratic, but they retain the basic fighting capacities of their warriors' lives and will attack anyone that is not written into their hex as an ally.
Reavers are skeletons with heavy armor and better weapons, greater fighting prowess and a stronger hex.
Wights
Wights are undead that are raised from fresher bodies than skeletons. Their hexes are much weaker since their bond with the earth devouring them has not had the time to fully serve as the nethermancer's energy source. As walking corpses with foul flesh hanging from their bones and guts from their withered bellies, they are much slower and their fighting prowess is somewhat lesser, but they will follow and attack relentlessly upon being awakened. Tougher to slay than skeletons and imposing more disgust, they are the overall more dangerous opponent.
Reavers
see Skeletons & Reavers
Golems
There are many substances and pre-existing pieces of art or other human creations from natural elements and fabrics that can magically be awakened to do an Elementalist's bidding. Similar to the undead, golems are hexed, which means their master does not have to stick around, but rather that the golem will attempt to fulfill the spellcaster's orders lastingly until it is destroyed. The most common golem types are statues or puppets built from earth, wood, water, and various metals or gemstones. A golem will relentlessly follow his hex, which is oftentimes the task to guard a treasure, and never surrender unless the hex is broken by disrupting its mystical threads connecting the different fabrics and elements in the golem's body.
Brood
The Brood are a hunched over, thin and lean race of beastmen resembling walking rats, which they basically are. As opposed to the very diverse animal mutations the mongrels suffered after the Doom, the Brood's mutations are limited to ratlike features, gestalten, and mindset, making them outsiders even among the ugliest and most feral mongrels. This quickly led to absolute seperation of the Brood, the underworld being their only hiding place and natural habitat alike. Hidden for decades, they have bred like, well, rats, flooding their tunnels with pestilence and shortlivedness and clan wars based on jealousy and the need to find more space. Only recently have they surfaced as a race under an unknown ruler to fight for Morcar and the promise of the aboveground world as their new less limited breeding pits
Broodlings
are the vast majority among the Brood, simple-minded ratmen in bad armor and worse weapons, drowning humans and dwarfs with sheer numbers.
Pestbringers
are particularly sickly or stupid Broodlings that wield hollow morningstars, filling the air with a foul, bright-green gas that seems to contain the Brood's own sicknesses.
Direrats
are mutated rats, victims of the Brood's attempts to breed particularly fierce fighting beasts, as big as cats or even dogs and wolves.
Ratswarms
consist of everything you do not want to crawl all over you and bite you in places you did not know you had.
Ratbeasts
are huge, disgusting monsters, mutated and experimented upon to become the most aggressive killing machines the Brood can imagine. The beasts carry around horrible weapons, crafted into their flesh and bone, the gas to keep them feral and mad, and mutations you do not want to tell anyone about.
Grimdwarfs
The Grimdwarfs are a political offshoot of the Dwarfs who separated after the Doom, first striving to sell their secrets of science, elementalism, and engineering as well as attempting to sell the protection mechanisms for caers and citadels prior to the Doom, and then reluctant to join the Grand League. They wandered off into the Northern Skyblades to build their own meritocratic societies, soon establishing themselves as pioneers in many a science branch that is deemed at least untrustworthy if not unethical or dangerous elsewhere.
Grimguard are the best soldiers of the Grimdwarfs, stoic armored tanks wielding heavy hammers and sharp throwing axes. How they have been pushed over the edge of their reserved cooperation with the Grand League by Morcar's deviousness and what they have been promised to turn so determinedly against their brothers is a mystery to me.
Last edited by
knightkrawler on January 9th, 2017, 5:56 am, edited 2 times in total.