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Thread: Empire3! Lands of Celessa

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    Barbarian in the Playground
     
    Goblin

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    Default Re: Empire3! Lands of Celessa

    Spoiler: Region 61, Jauder
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    Current Ruler:

    Sir Silvain
    Diplomacy: 3
    Economy: 3
    Faith: 1
    Intrigue: 1
    Military: 4
    A true and virtuous knight generally agreed to be the third best of all time, behind Jacque and Silvest, not too shabby a place.

    Grand Knight Gilles
    Diplomacy: 2
    Economy: 4
    Faith: 2
    Intrigue: 4
    Military: 6
    A goblin who, with the help of his sister Jacqueline, cheated to gain the throne. After a few years of corrupt ruling and attempted power grabs he is sentenced to rehabilitation in Fort Baddytrap for his crimes against the church, Ynys Y Corsydd and Jauder itself.

    Acel, Keeper of the Knights
    Diplomacy: 1
    Economy: 4
    Faith: 1
    Intrigue: 5
    Military: 7
    The mysterious gnome who runs the place. His influence is usually minimal but when he wants something done he has set up all of the strings he would need to pull.

    Grand Knight Jacque
    Diplomacy: 2
    Economy: 7
    Faith: 4
    Intrigue: 7
    Military: 10
    After becoming a hero in several battles including the defense of Jauder from the Skrillings where he defeated the three armed troll he was captured, tortured and enslaved by Hawa, a Skrilling general. He was presumed dead after six years of unsuccessful attempts at recovery but miraculously washed up alive and well years after that. He gained healing powers and a much longer lifespan and is similar to the chosen in many ways. Clearly he is blessed by Silvest.
    Spoiler: People
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    Spoiler: Biology
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    The Jaudes are a race of green skinned, big eared creatures more commonly known as goblins. They stand between 3.5 and 4 feet tall with men tending to be slightly smaller than women. This size is ideal for sneaking through the tall grass of mainland Jauder. Goblins have excellent smelling capabilities allowing them to pick out even multiple day old scents that most humans might not recognize. This is quite handy for tracking prey and detecting predators before they are seen. This is counteracted by the fact that goblins, including Jaudes have poor eyesight, barely able to read small writing and unable to identify faces from several meters away. To make matters worse they have difficulty differentiating shades of green and red.
    Goblins live short lifespans with the oldest recorded at 67 though death by age 40 is usually to be expected (aside from Silvest of course who lived over a hundred years and showed no sign of age). Those in Jauder are a less chaotic than neighboring Gobsfull and as a result may live a few years longer. The average life expectancy in the Knights of Silvest is 35 years of age while the common folk live to be about 30 for the most part. These averages are for goblins who do not die as infants which is, of course, a relatively common phenomenon.

    Spoiler: History
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    The upper nobles of Jauder are known as the Knights of Silvest, the only war hero in recorded Jaude history. The story goes that Silvest was a brave warrior who traveled with the prophet Ananda 2000 years ago and settled in modern day Jauder after defeating the tyrant warlords who lived there. Based on what is known about goblins and their migrant, almost parasitic life styles it is quite possible that these "warlords" were simply a small pagan human kingdom with a large goblin infestation and that Silvests invasion (justified as a crusade) caused said humans to move south after being fed up with the explosive number of goblins being added to the already deeply infested population. The Knights follow in the footsteps of Silvest riding boars into battle, wearing bright colours on their clothes, shields and banners and (ideally) valuing honour and justice above all else. The Grand Knight is the leader of the region. Below him in the hierarchy are Great Knights, Gallant Knights, Good Knights, Knights, Squires and Pages, in that order.
    Historically the first Grand Knight was Silvest and the next few were his descendants then one of them, Sir Silvain, died in a battle when his knees collapsed unexpectedly and he was beaten to death with a cows leg. This occured before he sired any descendants and as such a new Grand Knight had to be chosen. The method varies but generally some sort of tournament is held where the victor becomes the new knight. A new Knight may also be chosen for his great deeds and heroism by the Keeper and then a tournament will be held but the winner will be rewarded with treasure rather than a ruling position.
    During the human occupation most goblins were pranksters who would tie people's hair in knots as they slept or steal their clothes, money, food etc. and many still act similarly to this day. It is even rumoured that in ancient times some goblins possessed magical abilities to affect the dreams of a sleeping person and some pranksters would cause nightmares. There were, and still are, a few of a more benevolent nature who would do house keeping or leave small pieces of gold when a child had lost a tooth. Now that there are no humans to live off of these behaviors have been greatly reduced as more goblins need to work at their jobs for sustenance and goblins aren't as easy to prank as the big folk, especially with their keen sense of smell.
    Since the big folk left (and even before to a lesser degree) many Jaudes have began keeping Changelings, babies of other races stolen from the crib and kept as servants, pets or long living family members to help guide the shorter lived goblins based on their families pasts. The Keeper of the Knights is one such person. He is in charge of directing the Knights of Silvest, teaching them of Silvest and his adventures and training them for their various jobs throughout the region. His main duty, however, is to the Grand Knight and as such he also has a team of changelings called the Keepers Pages who have a similar job to him and teach most of the nobles. Jaude education is rapid and begins at an early age. Knights must be masters of their chosen profession before their tenth year and even earlier is usually better.

    Spoiler: Culture
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    Spoiler: Common Jobs
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    The Jaudes are experienced (though not necessarily good) at all to do with metals. Those who do not work in the mines at least part time are usually some sort of jeweler, smith or tinker of varying success. Of course people must eat so there are also a considerable number of trappers and farmers who bring in delicious rabbits and vegetables like potatoes, corn and squash. Daily life is usually made up of long work days. This is broken up roughly once or twice a month when a travelling band or Shishyan priest arrives in town to spend a day or two and lead the village in music or religious services. The Knights of Silvest serve as bankers, law keepers, librarians, military officers, overseers and other roles that require a degree of organization.

    Spoiler: Common Hobbies
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    The Jaudes as a people are quite obsessed with counting and collecting be it animals (alive or dead), tools, rocks (oddly shaped or otherwise) or other things. In fact in the olden days before the human populace left people would scatter seeds on their floor so that if a goblin came in the night, seeking trouble, they would stop to count all of the seeds and pile them in the corner, a task that would hopefully take most of the night.

    They even have their own number system going as follows
    One, two, two, three, four, five, five and one, five and two, five and three, five and four, two fives, two fives and one, etc. until Fivelin (Five Fives), Fivelin and one, Fivelin and two, etc. until Fat Fivelin (five fivelins), Brungle (five Fat Fivelins). Formally it is said as (x) Brungle over (y) Fat Fivelin upon (z) Fivelin and (n) fives with (m) but this is not consistent and changes from goblin to goblin.
    Jaude currency is based off of this system:
    Buck: 1/25 Silina
    Bucklin: 1/5 Silina
    Big Bucklin: 1 Silina
    Brungle Bucklin: 5 Silina
    Big Brungle Bucklin: 25 Silina

    Spoiler: Style
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    The majority wear clothes resembling potato sacs made of the regions tall grass woven together. They are not particularly comfortable but they don’t really look different dirty or clean and they are cheap and easy to make. The Knights of Silvest are an exception. They are well known for their baggy and colourful clothing that is perhaps a little too hard on the eyes but at least is more comfortable than grass stalks.

    Images and a different description of the race by DoomHat here

    Spoiler: Terrain
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    The mainland of Jauder is home to most of the Jaude population. The capital city of Headsmash Peak is located on the mainland near the top of Mount Headsmash. Piddledown Marsh is the city in the north built among marshes and softer fields where most farming is done. Snakerustle Meadow is in the south but still close enough to the mountain that mining can be achieved by most of the inhabitants. Each has a significant order of Knights with the Grand Knight belonging to the Headsmash order and each is built from the keep outwards causing the three main cities to be sprawling and disorganized. Often houses are built on top of each other with rope ladders to get up. They seem chaotic and sloppy to outsiders but the Jaudes try their hardest to keep people from getting lost by putting up signs every where indicating where and how to go places.
    The mainland is filled with tall grass whether in the damp marshes to the north or the slightly drier plains to the south. In the middle the grass is less thick as a result of the mining and the higher altitude and concentration of inhabitants. This tall grass makes an excellent habitat for snakes, rodents, foxes and other small creatures who can hide in it and move quietly and quickly or rely on other senses than sight to move around.
    There are three small islands off the coast of the region, difficult to reach as a result of the inhabitants large lack of wood to make boats. The two nearer are inhabited by small communities who hunt and fish for resources to supply to the mainland. The furthest island holds a large fortress, in fact the largest in Jauder. It is known as Fort Baddytrap. Baddytrap serves as a prison as well as a training ground for Knights of Silvest. It is said to have been originally built by Silvest after he liberated the goblins and it was the seat of military power for many generations before falling into relative disrepair.
    All three islands are relatively flat as a result of wind erosion but the furthest is mainly rocky while the rest of Jauder is quite filled with vegetation.

    Spoiler: Religion
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    The Jaudes follow the Shishyan faith and are for the most part orthodox ignoring most of the other branches. The only main feature of Jaude faith is that most of them worship or pay tribute to Silvest, companion of the last prophet Ananda, to some degree. Most worship him as a sort of spirit of luck and offer him a short prayer before partaking in a major event such as a battle, performance, game of sport or otherwise.
    Headsmash Peak: Orthodox Shishyan
    Piddledown Marsh: Orthodox Shishayan
    Snakerustle Measow: Orthodox Shishayan

    Spoiler: Resource
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    Great Gold is mined in the region and it is used as currency in trade and stored in banks run by some of the most organized Knights of Silvest.
    Minor Jauder
    Good None as of yet
    Great None as of yet
    The people need wood as there is basically none and boats are crucial when your region contains three islands separate from the mainland. Wood would also help to make smaller canoes and rafts for travelling around the marshes or the fields during flooding.

    Spoiler: Past Rounds
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    1, 2, 3,
    4,
    5,
    6,
    7, 8, 9,
    10, 11, 12, 13, 14, 15,


    Spoiler: Region 58, Gobsfull
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    Written originally by DoomHat
    Spoiler: Terrain
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    So named because the huge stretches of arable land promised the early inhabitants that their “little gobs(mouths) would be stuffed full for all your days and your babes days and so on forever and such”.

    Most of it is breathtakingly nondescript. Pasture after pasture full of goblins herding trolls tending to various grains and vegetables. Now and then one finds a massive haphazardly cobbled barn or storage silo to make one stop and gawk with wonder how long it's managed to stand on its own power. Perhaps it doesn't stand so much as fall over in every direction at once, forever. Which you might suppose works just a well boring old 'standing'.

    To your horror you find that all the cities and towns(locally called warrens) are built in the same way, with roads and alleys twisting crazily into the distance. The three largest of these abominations being Bigguest'hat City (home of the kings palace and neighboring Downriver Warren which is home to the nation's spiritual center), Fandorgorph Crossroads (wherein literally nearly every standing structure at least doubles as a storefront), and Blood Port (don't ask about pirates, there are no pirates here just humble fishermen who are clumsy, ha ha, not battle scars at all because there are no pirates here back away nice and slow).

    Toward the center of the region is a vast, terrifying sinkhole that yawns unwholesome into unfathomable and almost certainly unholy depths. It's a pretty big tourist draw. You can buy knickknacks to throw into it if you like. It's sort of, just, the thing to do.


    Spoiler: People
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    Like neighboring Jauder, the overwhelming majority of the population are Goblins.
    Spoiler: Goblins
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    Goblins are perhaps the physically smallest race of people in all Celessa. Averaging around three and a half feet tall, to an upper limit of four feet in the case of the comparatively larger female half of their population. Their heads are proportionally larger then in most humanoids, and their arms are somewhat elongated allowing for a greater ease of transitioning freely back and forth between bipedal and quadrupedal movement.

    Their noses are broad, stubby, snout-like, and extremely sensitive. A goblin can typically identify specific people and animals based on lingering scent alone. Needless to say this grants them a significant advantage in hunting, tracking, and scavenging. They unfortunately pay a price for this in terms of a less then ideal visual acuity. They can't make out fine details, only just able to read standard sized text, and can't easily distinguish between the colors red and green.

    Their ears are long, pointed, and capable of wiggling, perking, and folding expressively. Their skin and hair are a spectrum of dull green, occasionally with darker freckles, which tends to allow them to blend in well with swampy and deep forest environments.

    Goblin mothers typically give birth to litters of three or so, and it's extremely rare to come across an adult goblin woman who isn't in some stage of pregnancy. This is necessary to maintain their population, as goblins are remarkable in the tragic brevity of their individual lifespans. The oldest goblin on credible record lived to be a profoundly geriatric 32 years old, with most reaching only a little over half that, primarily do to accident or violence.

    Goblin sociology and psychology are highly bizarre by most standards, most likely due in large part to what might be an instinctive frenzied struggle to accomplish as much as possible within such a small window of existence.

    This can take the form of hoarding behaviors, spontaneous outbursts of violence, compulsive tinkering, and many other manic disorders, usually defined by their local cultural filter. In this way goblin societies often tend to become a sort of unintentional twisted parody of their nearest non-goblin neighbors.

    Historically, in the distant and ill remembered past before Ananda, goblins existed almost exclusively in the shadow of larger races. Living symbiotically (or more often parasitically) under the cracks and floorboards, or perhaps out on the thresholds, of other race's settlements and cities. These days goblin-kind stands on its own within at least two sovereign countries, but that isn't to say there aren't still some communities living as sapient vermin in the depths of other lands.

    Perhaps the greatest asset of goblin-kind is their unusual, perhaps even frighting, capacity for spontaneous collaboration among large groups of themselves. Without discussion or prior planning, goblins are known to work with each other with sudden and alarming synchronicity to achieve mutual goals as they appear. Under panic conditions an intuitive consensus frequently seems to emerge among throngs of goblins. The exact means by which this works is not fully understood by scholarship, but it's an edge the allows the species to remain competitive with larger peoples.

    History supports and disputes in equal measure Gobsfull's claim to being the first great civilization of Goblins in Celessa. Never the less, the kingdom's founding charter as (disputably) ratified by the Grand Mahangar of that age bestows on The Goblin King sovereign right to rule not only the land, but all goblinkind. Though no Goblin King has ever yet attempted to exert this supposed privilege outside Gobsfull's boarders.

    Gobsfull's core cultural concern is an unusual breed of mercantilism, followed closely by an intimately related hedonism. The nation's economic policy has been described fairly as “a war waged on all sides with the goal of unending stalemate, to the benefit of all involved parties”. Rather then attempting to dam and levy the flow of commerce in an effort to pool resources into a monopolized static reserve, like a sane people might do, the merchants of Gobsfull take a feverish pride in maximized turnover above profit, or so goes the stereotype.

    As an extension of this, the Gobsfullin tend to prefer direct barter of goods for other goods over a simple exchange of currency wherever possible. The sorts of goods and services traded in this way have an exotic history, but none more so then in the case of purchasing non-goblin infants and toddlers. The subjects of these transactions of known as “changelings”.

    Due to the incredibly brief lifespan of individual goblins, households (usually called “dens”) find it advantageous to maintain a personal adviser who can easily maintain a handful of generations worth of memories at once. Any sufficiently large den is expected to own at least one changeling, to do otherwise constitutes something of a humiliation.

    Despite being technically slaves, changelings are, with few exceptions, always valued and included members of their respective dens, and wield significant subtle power over their own adoptive keepers. For this reason changelings are almost always highly resistant, and frankly resentful, of attempted rescues by members of their own race or blood relations. Many an epic poem has recounted a changeling's heroic journey back to their family's den after suffering a well intentioned kidnapping to their land of origin.

    Goblin fashion is appalling. By most measurements, any reasonably objective measures of taste and sophistication, simply appalling. Regarding clothing; asymmetry, crude stitching, and patchworks of wildly clashing materials and colors are common themes. Tattoos, piercings, braids, rings on each finger, ribbons, necklaces strung with baubles, bracelets, anklets, mixed belts, and of course, absurd hats are common among all social strata. Back mounted banners and pennants pass in and out of vogue every so often.


    Spoiler: Government
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    Largely incomprehensible to a non-goblin mind and seeming to varying wildly from one warren(town) to the next, the single meaningful constant is the prevailing position and importance of the Goblin King over it all. Who is, perhaps, for that reason, never an actual goblin themself.

    The Goblin King is born from a loose linage of changelings, frequently supplemented by babies purchased from the royal bloodlines of other nations. The Goblin King is raised communally by the royal court. The size, membership content, and rules of succession among the royal court itself are seemingly quite fluid and the subject of multi-volume of manuscripts attempting to attain a baseline of understanding of its workings. So just, forget it.

    What's important is that there is a Goblin King. Right over there. He's the tall one wearing the most ridiculous hat in the room. Talk to him and don't worry about it, it's just better this way.


    Spoiler: Resource
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    -Trolls [Great]
    Trolls are utilized by goblins as household pets and beasts of burden. They come in a variety of breeds, with associated sizes, shapes, fur length, and coloration specialized to different tasks, but they're all humanoids with proportionally small heads, short legs, thick torsos, and enormous hands and forearms. They stand at heights ranging from a little under 6ft up to nearly 7ft. Most of their bodies are usually covered with short soft fur, generally excepting their face, neck, chest, and padded soles of their hands and feet. The hair on their heads and forearms tends to be longer and “floofy”.

    It's not strictly fair to call trolls slaves, though it's a certainly a fair first impression. They're similar to domesticated dogs in both intelligence and temperament. Though technically capable of speech, they have no true facility with language, expressing themselves though a jumble of limited vocabulary at best, but more commonly just monosyllabic grunts simple gestures. Example; “Urrh, Eat-drink treat! Give bread give. Bread. Mmmh, mmmh! Me, me good give!”.

    Mistreatment of trolls is certainly not unheard of in goblin society, but it is strongly looked down on, if not outright illegal in some of the more well to do warrens. It's a common trope in goblin stories to quickly establish a character as a villain by depicting them being purposefully cruel to a troll.

    Requirement: Food
    Though the country was originally named for the abundance of its crops, the wild growth in the popularity of Troll husbandry in recent decades has dwindled the usable supply of grain for the general populace.
    To Quote the late Goblin King Abergef, “We use trolls to produce, churn, and spread the compost, to til the soil, and to haul the harvest once reaped... Damn it, might as well leave them the final task of gobbling it all up along the way”.

    Trading Hubs
    Bigguest'hat City [Control: Gobsfell]
    Fandorgorph Crossroads [Control: None]
    Blood Port [Control: None]


    Spoiler: Faith
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    The official state religion of Gobsfull is thoroughly orthodox Shishiyan, or at least makes a strong effort at trying to be. For hundreds of years the court of the Goblin King has reserved a seat of high importance for their resident Achar. However, in the view of the church's internal politics, being commissioned Achar of Gobsfull by the eastern Mahangar has traditionally been regarded as either a form of hazing, a cruel joke, or an implicit punishment.

    It's a subject of intense debate as to whether Gobsfull's reputation as a seething cauldron of ecclesiastic degeneracy is due to something innate in the people, or its historic use as a dumping ground for ignoble careers in the church since time immemorial. Achars and Destars who've fallen out of favor, but who for whatever reason don't warrant outright disconnection or exile, almost inevitably find a home in Gobsfull.

    From time to time a particularly zealous priest in high standing will volunteer for assignment in Gobsfull, imagining they'll be able to reverse the age old trends and redeem the realm. Without exception these brave souls have all eventually succumbed to madness or apathy.

    At the level of Mobars and Hebars, temple services are frequently conducted as profoundly licentiousness affairs. There's nothing technically heretical about Gobsfull's obeisances to scripture and church tradition, but only technically. For everything a hidebound visiting outsider might find exception to, a Gobsfull priest has a record of indisputable precedent explaining and excusing it.

    The devotions range from, at best, direct readings from scripture in what might be perceived as an irreverent tone for a giggling congregation, down to showings of secular theater performances tenuously claiming a pious theme, and drunken choir recitals repeatedly toasting Ananda and the Chosen's glory to excess, claiming it as a sacrament.

    However, despite all of this, Gobsfull is more or less flawless in its record of consistent and appropriate tithing back to mother church. Perhaps for this reason alone the Mahangar traditionally turns a blind eye to it all. The common reasoning going something along the lines that, while surely no new Exalts will rise from the souls of this lowly place, their loyalty and practical support of Ananda's legacy has proven consistent and unwavering, and for all their faults they can be counted on to stand with The Chosen when that holy day arrives.

    Spoiler: The Hidden Truth
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    There's nothing accidental about the apparent “stupidity and incompetence” of Gobsfull's clergy.

    While Gadists believe that the Shishiyan church is an instrument of The Beast, and Niskists believe the mortal world is a creation of the Enemy, the Vuadanists of Gobsfull agree with both, but see these things as a positive.

    Vuadanism holds that the so called “Enemy” described by Ananda and those who came before them is the all powerful beneficent creator god of the universe. The Exalted and their Chosen are in rebellion against the True God, and so are the cause of all the world's suffering. The Beast will come as a great redeemer, a final punishment upon those who have turned their hearts and minds away from the calling of the True God.

    It is their belief that the True God made the world as a paradise, which was then steadily brought to ruin by mortal ambition. Craving to break perfection to match their own petty whims, they stole the True God's secret words and called it magic. With magic, morals became “Exalted” and created every harm and evil that ever existed. Goblins the descendants of those who would not betray the Creator, and so were cursed and trampled forever, as the True God was driven into exile from the world of their own making.

    As such it's the holy mission of Vuadanists to make the world ready for the arrival of The Beast, corrupting the Shishiya Church where possible from the inside out, and spreading its lesser sects into further and further subdivisions and pointless exhausting wars. Until the world is ready to be made right again.

    The Achar of Gobsfull is only sometimes a knowing Vuadanist. Vuadanists are highly selective with those they approach with the truth. Instead they prefer to make agents out of common hypocrites. Appealing to their pawn's sense of self-interest, Vaudanists use what they see as the inherent corruption of lesser faiths toward holy ends.


    Downriver Super Big Holytalker Den: {Orthodox Shishiyan}
    The largest temple in the region, and perhaps even out scaling those in neighboring regions. It consists primarily of a vast and intensely gaudy amphitheater. The interior offices being the official headquarters of the Achar of Gobsfull, but one must pass through the expansive gift shop to reach the entrance.

    Spugg-Spugg's Vault: {Orthodox Shishiyan}
    A massive trap filled labyrinth containing somewhere at its heart a hoard of wondrous treasures, rumored to include among other things, some of the bones of the prophet Ananda. The Spugg-spugg lineage refuses to confirm or deny this, but are more then happy collect fees for aiding the church in hosting services for those who wish to venerate the hypothetical relics from outside.

    The Hole: {Orthodox Shishiyan}
    A sinkhole so vast and deep it is believed by some to lead strait to the realm of The Enemy. Some argue that there are passages in scripture which claim it will be the emergence point of the Beast itself. Pilgrims and holy orders come to pray for the Exalted to smite anything that might come up from it, and or to throw filth and insults down it.


    Spoiler: Region 60, Redrock
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    Written originally by Kythia
    Spoiler: History and Government
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    None. Obviously that's an overstatement but its not far from the truth. The area has no centralised authority and is nothing more than a collection of autonomous Goblin tribes - even the name of the region is simply the name used by the largest and is hotly disputed by every tribe but them. As is often teh case for Goblins, the majority of these tribes are petty monarchies but the tradition of changelings has never kept on - meaning that the short lifespan of the rulers is the dominant factor in the politics of the area and the institutional memory is low, in turn meaning most tribes are orders of magnitude more primitive than goblins in other nations. In so far as such things can be determined for Goblins, at least.

    The tribes in the north tend to be a little more advanced as in the north iron is so close to the surface that it can be mined without complicated engineering.


    Spoiler: Terrain
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    Most of this region is low rolling hills generally covered in a massive variety of heather through which pheasants, deer, rabbits and goblins run with roughly equal levels of sentience and clothing. Lower lying areas tend to peat bogs and the bodies of Goblins who fell in them (known as "Clumsies") are a pretty regular archaeological find.

    The copious iron under the northern hills sends magnetic navigation aids crazy and renders them all but useless while across the southern coast long collapsed sea forts and coastal defences hint at a better past that the primitive oral histories of the residents haven't really retained.


    Spoiler: People
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    Almost exclusively Goblin, similar physically to their cousins in Jaudar and Gobsfull. These, however, haven't developed the institutions necessary to overcome their lifespan and other failings and are considerably less advanced as a result. Language, writing even, is relatively common and it shouldn't be supposed that they live in a pure state of nature, but they have no attained anything like the complexity of civilization as elsewhere. While it's not terribly surprising that one area would not develop the changelings or other crutch ot overcome their weakness, many scholars are puzzled as to why their more advanced neighbours to the north have not taken this area. It is known that the natives of this region have an utter terror of trolls which may go some way to explaining it, but not all the way shortly. Perhaps the constructors of the ancient sea forts are related? Perhaps not.

    The populace live simple pastoral lives devoted to the "Four Fs" which is as close as the natives come to a homegrown religion. Rather naive and unversed in sophistry or debate, they tend to uncritically accept other points of view.


    Spoiler: Resources
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    The tribes have no merchant or tradesman class per se, many in fact living at a subsistence level. Only the northern tribes produce sufficient capacity to have spare, though many do not even know that the reddish stone they have too much of is valuable.

    Trade Centres:
    Rumblin' RedRock - the largest tribe live in the shadow of, well, a big red rock. Sometimes it rumbles.
    Harry's Spittin' Hole - outsiders would recognise it as an open cast mine. To the tribes surrounding it, though, it makes a mighty fine spittin' hole and digging out more of the red rock just makes it a better place for spittin'
    (Vacant)



    Spoiler: Religion
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    The Four Fs - Farming, Fighting, Farting, Falling in to peat bogs - are generally held to cover all aspects of Goblin life. Giving one's nose a damn good picking or having a relaxing nap, for example, all fall under the purview of "Farting" which covers all of life's pleasures. Loud noises, being hit on the head, having a bad dream about a troll or losing one's lucky twig are under the dark auspices of "Falling in to peat bogs" which is the umbrella term for all the negatives of life. "Farming" covering the physical necessities of life - food, sex, etc - and "Fighting" which covers organisational structures and dominance round out the quartet.

    At some point during the Laskist uprising some now-forgotten missionary brought that interpretation of the faith to the natives and it stuck in their simple minds, recent events have caused others to fall in to that worldview as well.

    Centres:
    Rumblin' RedRock (Shishiyan) - the largest tribe live in the shadow of, well, a big red rock. Sometimes it rumbles.
    Kowpa Woz Ere (Laskist) - not any more, but a militant and militarised tribe of Goblins are now, recently converted to Laskism.
    Fallen Over Tree (Laskist) - presumably named after a tree that fell over once, a particularly devout tribe of goblins follow Laskist precepts.
    [/QUOTE]

    Last edited by woolli264; 2017-06-27 at 02:17 PM.
    total-cluster**** of yogurt, drugs and sheep in EMPIRE!
    The rodent tribes of the Ruby Legion in EMPIRE2!
    The goblin kingdom of Jauder in EMPIRE3!
    The sailors of Izbefe in EMPIRE4!