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Old Jan 19th, 2025, 12:02 AM
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Kingdom of the Goblin

Game NameKingdom of the Goblin
Game SystemDnD 3.5e
ThemeSandbox adventures with goblins
FlavourSimple adventure, intrigue, kingdom expansion, heavy roleplay
Plot Summary

Plot Details

The game will begin after an assassination attempt on the Queen. The PCs helped thwart the assassination and are recognized by the Queen for bravery, heroics, the whole nine. For your courage, she promotes you and bestows upon you noble rank in the kingdom. (You're the goblin equivalent of knights.) You don't get any lands yet, but instead, the opportunity to continue service to the crown to gain future rewards. You're trusted now, so expect the crown to rely on you for important tasks. Other than when the crown calls, you'll be free to take on quests or live simple goblin lives. You can be as ambitious as you want.

Goblin Deities

1. Magoog, the Goblin Mother: White
*Domains: Community, Healing, Radiance, Good
2. Granthul Eye-Gouger: Black
*Domains: Darkness, Evil, Trickery, Undeath
3. Huggarak, the Heavy: Brown
*Domains: Strength, Gluttony, Earth, Protection
4. Nistul: Blue
*Domains: Magic, Rune, Knowledge, Law
5. Ludnum Red-Belly: Red
*Domains: War, Destruction, Metal, Courage
6. Ooglubisht: Purple
*Domains: Madness, Chaos, Illusion, Time
7. Zorth the Troubadour: Orange
*Domains: Charm, Travel, City, Pride
8. Tartax the Small: Yellow
*Domains: Humility, Fate, Renewal, Balance
9. Dendandir: Green
*Domains: Animal, Plant, Storm, Sun

Goblin Council

1. White: Urdon Goldtooth
2. Black: Inelia Shadowstep
3. Red: Groth the Strong
4. Brown: Hunak
5. Green: Greenear
6. Yellow: Tunlong the Wise
7: Orange: Kona Piper
8. Purple: Merriweather
9: Blue: Fizzlegulp the Mad

Goblin Lore

1. Each type of goblin evolved from exposure to goblin stones deep beneath the ground. Each stone corresponds with the color of the goblin’s skin and the cap they wear on their heads.
2. It took hundreds of years for the nine goblin types to forge one nation. Their kingdom begins in the caverns beneath the earth and expands to the surface world. Some of the goblins prefer the surface or caves near the surface rather than deep underground.
3. Goblins war with kobolds and other small races, such as gnomes, halflings, dwarves, savage goblins, and runts.
4. Goblins have no trading partners outside their own race. The current queen wishes to change that. She wishes to create a goblin society that is civilized and prosperous.
5. Potential allies are gremlins, puck, weazels, slimers, myconids, trow, and lutins.
6. The current Goblin Queen is a white cap named Nanehmet. She was chosen by a council of goblin elders to receive the crown.
7. Goblin stones are sacred and are harvested by specially chosen goblins. Each goblin born in the kingdom is given a stone of their color to wear as a symbol of their heritage. Goblin soldiers killed in battle are burned on pyres of honor, and their stones are returned to the place of their ancestors.
8. Savage goblins are uncivilized goblins who weren’t evolved by the goblin stones. They have muddy greenish-brown skin and red eyes. They live in small family groups or tribes. They are craven, repugnant, and stupid. They hate capped goblins because of their powers and kingdom.
9. Gnomes and halflings don’t like or trust capped goblins due to age-old feuds. Kobolds war with capped goblins because they only like themselves and dragons. Dwarves hate capped goblins because they are goblins, and dwarves are too stubborn to change. Runts are a breed of human-like creatures with large feet, oblong heads, and ruddy skin. They fight with everyone. Runts call themselves Tatomi.
10. Capped goblins use feathered raptor-like dinosaurs as above-ground war mounts. These creatures are called Talonfeet. When underground, they ride a quadrupedal dinosaur-like creature called a Whiptail. For beasts of burden, capped goblins use a small triceratops-like dinosaur called a Shield-Head.
11. The kingdom is divided into three zones: the Surface, the Tunnels, and the Deeps.
- The Surface: Green, Orange, and Brown
- The Tunnels: Red, Yellow, and White
- The Deeps: Black, Blue, and Purple
12. The capped goblin kingdom is located in a massive crater-like depression of land with a lone, craggy mountain in the center surrounded by rocky hills. Inside the crater surrounding the mountain are lush forests, rivers, lakes, and wetlands. The wilderness is fully stocked with game, but sometimes mutants are found. The blue caps believe the crater was made by a massive chunk of goblin stone that crashed into the ground before goblins existed. The blues believe the goblin stones radiate magical energy that changes living things. Goblin babies transform when fed a syrup made from powdered goblin stone. Blues theorize that animals drink trace amounts of goblin stone and change over time, like capped goblins.
13. There are 12 forts built into the lip of the crater. The forts are well-manned and maintained. The forts are the first line of defense from "savage" goblins, kobolds, and other enemies. The hills around the crater are thick with enemy goblins, and kobolds populate the deep tunnels beneath them. The big races are little more than legends at this point, as none have ever been seen. They are recorded in stories that were handed down word-of-mouth. It is stated that a race of big goblinoids brought the first goblins to the crater, but they warred with other big people, and both groups were wiped out. This left goblin survivors to eke out a living. Flash forward to modern times, and you have the capped goblin kingdom.
14. Kobolds and savage goblins sometimes raid the crater for food and supplies, but it's been a hundred years since dwarves, gnomes, or halflings invaded the kingdom. Runts have never invaded, but a goblin king once funded an expedition to the islands in the sea to the east, and the survivors spoke of the militant runts found there. A war party was later sent to avenge the fallen goblins, which resulted in a stalemate. When the warband returned, a law was passed barring further sea exploration.
15. North of the crater are snow-capped mountains. The dwarves and gnomes are believed to dwell there. South of the crater is a vast prairie where halflings live. Beyond the prairie is a dense forest. To the east is a deep sea, and to the west is a rocky desert filled with cacti and towering mesas. The hills surrounding the lip of the crater are rocky, with little vegetation beyond scrub grass or small bushes.
16. The deep places beneath the ground are no less dangerous than the surface. Horrible monsters prowl the caverns while kobold armies patrol their mines. Underground lakes and streams can be found in plenty. Some of the landscapes in the depths are beautiful, with luminous moss or fungi being common. The deeper regions are populated by deep gnomes and gray dwarves, both of which are enemies to capped goblins.

Application

Name:
Goblin Breed:
Class:
Appearance:
Background:
Small RP Sample:

Game Rules

- Books Allowed: All but ToB
- Level: 3rd
- Gold: standard for 3rd level
- Hit Points: half + con mod
- Ability Scores: 38 point buy
- Party Size: 6 max
- Game Type: Sandbox with some major events
- Posting Rate: 1-3 times per week
- Closing Date: February 4th, 2025

 

Last edited by CrackedPepper; Jan 28th, 2025 at 11:48 AM.
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Old Jan 19th, 2025, 05:34 AM
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Application
right-aligned image

Name: Skully Bones

Goblin Breed: Black Cap Goblin

Class: Dread Necromancer

Appearance: A black skinned goblin with eyes that seem to glow with an eldritch red light, wearing light armour and a black cap that has been adapted to accommodate a pair of horns that grow out from his skull.

Background:
 

Small RP Sample:
 


 


 

Last edited by triedtherest; Jan 28th, 2025 at 10:53 PM.
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Old Jan 19th, 2025, 03:41 PM
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Any Alignment restrictions? Both in general for the game and if classes are following restrictions.
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Old Jan 19th, 2025, 03:55 PM
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No alignment restrictions for either. This is more an actions have consequences than black and white type game.
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Old Jan 19th, 2025, 04:39 PM
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It's been a hot minute since I played 3.5, but I'm sure I'll manage. I have a character who could use a good home, but first, a few questions to posit:

How strictly does the goblin cap thing apply? Is it a cultural thing, or is the cap physically/magically part of them?

Can goblins from one branch be adopted into another? Is it possible for a green-skinned goblin to become part of a red or white-capped goblin tribe or clan?

Is it possible for a 'savage' goblin to be permitted to live with capped goblins, provided certain conditions are met?
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Old Jan 19th, 2025, 05:09 PM
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Probably last question, do the dinosaurs have a statblock they are tied to?

EDIT: Reason I ask is I'm thinking an animal companion focused character.

Last edited by MundayKnight; Jan 19th, 2025 at 05:10 PM.
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Old Jan 19th, 2025, 05:10 PM
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The caps are a social feature of the goblins. They designate their tribe. The goblins are magically tied to their tribes, and their appearance designates what tribe they belong to.

Yes, by ritual and drinking powdered goblin stone, a goblin can change tribes. It happens sometimes. Yes, a green-skinned goblin can become part of a tribe via the ritual. Baby goblins are born "normal" and are fed powdered goblin crystal to make them part of a tribe.

A "savage" goblin could be "civilized" by living amongst the capped goblins. It's unknown what would happen if a savage goblin underwent the ritual and drank the potion. It's never been tried that anyone remembers. Some blues would love to experiment and see what happens. "Savage" goblins have the stats of 3.5 goblins. No additions or subtractions.

To allow a "savage" to live with them, it would have to be monitored constantly. There has been talk of setting up a village in the foothills for "savages" to see if they can change their ways. Both sets of goblin worship different gods, and that would cause friction.
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Old Jan 19th, 2025, 05:27 PM
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Use the deinonychus stats, the cave triceratops stats, and use spitting felldrake stats for the quadruped dinosaur (lower Int to 2 and remove the spit attack, add a 1d6 tail attack.)

Last edited by CrackedPepper; Jan 19th, 2025 at 05:29 PM.
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Old Jan 19th, 2025, 05:50 PM
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Quote:
Originally Posted by CrackedPepper View Post
The caps are a social feature of the goblins. They designate their tribe. The goblins are magically tied to their tribes, and their appearance designates what tribe they belong to.

Yes, by ritual and drinking powdered goblin stone, a goblin can change tribes. It happens sometimes. Yes, a green-skinned goblin can become part of a tribe via the ritual. Baby goblins are born "normal" and are fed powdered goblin crystal to make them part of a tribe.

A "savage" goblin could be "civilized" by living amongst the capped goblins. It's unknown what would happen if a savage goblin underwent the ritual and drank the potion. It's never been tried that anyone remembers. Some blues would love to experiment and see what happens. "Savage" goblins have the stats of 3.5 goblins. No additions or subtractions.

To allow a "savage" to live with them, it would have to be monitored constantly. There has been talk of setting up a village in the foothills for "savages" to see if they can change their ways. Both sets of goblin worship different gods, and that would cause friction.
Interesting. So then there is a potion, which is made from powdered goblin crystal, and this is what separates capped goblins from 'savage' ones. Meanwhile, capped goblin children are born 'normal', which means they're the same as 'savage' goblins at that point. So then this potion is like a sort of catalyst that forces them to evolve quickly. Do I have that right?

Mmk, I have two more questions:

Is there a goblin god that is food-related? Or perhaps some form of 'harvest' deity?

And would the Green Cap Goblin's Animal Shape ability count as either 'Change Shape' or Wildshape for the purpose of meeting prerequisites of things like feats and/or classes?

Last edited by briar; Jan 19th, 2025 at 05:51 PM.
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Old Jan 19th, 2025, 06:53 PM
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Yes, that's right. It is believed to work only on the goblins born in the kingdom, but it's not known for certain.

Dendandir is the closest to a harvest deity, while Huggarak enjoys food and is known for it. Huggarak's holy day is a day of feasting.

Yes, a Green Cap's ability would meet the criteria.
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Old Jan 19th, 2025, 07:17 PM
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Nermal and Thieda and DoraName: Thieda and Dora with their faithful Goblin Companion Nermal
Goblin Breed: Purple Hat
Class: Dinosaur Totem Deadly Hunter Druid 2/Martial Wizard 1
Appearance: Nermal was born into the Purple Hat clan yet in his eyes and nails traceries of verdant emerald swirl amongst the amethyst depths showing clear signs of an impurity in the Goblin stone that evolved him. Thin and small even among the purples Nermal is downright miniscule when surrounded by the surface clanners he so frequently finds himself amongst.

Thieda's skin has been dyed since birth to match Nermal's own and her claws and teeth have been painted to match the green traceries. Thieda is bulky compared to other fleshrakers though not any longer or taller than average she weighs a good forty pounds more than most.

Dora is a black and purple feathered raven with a robust collection of Goblin curses ready to spew at anyone foolish enough to give her a hard time.

Background: There’s a saying in the tunnels 'Steel is strong, but scales are stronger.' Any fool with a sword can make a mess, but a goblin astride a trained war-beast? That’s power. That’s the kind of strength that built the great undercity and keeps it standing, long after softer kingdoms have crumbled. And if you want to talk about power, you talk about the Scale-Tender’s Guild.

To be a Scale-Tender is to walk among giants, literally. The guild is the backbone of goblin warbands, the ones who breed and train the beasts that make tunnel-fighters feared throughout the depths. Talonfeet for skirmishing, darting through the caverns in a blur of slashing claws. Whiptails for heavy hauling, their broad backs laden with siege weapons and supplies. And then there are the shieldheads slow and steady, their great armored crests built to smash boulders and clear paths for the war caravans. Without them, the city would choke on its own tunnels.

That’s the world Nermal grew up in. He was raised among snapping jaws and lashing tails, his hands calloused from reins and rope long before he was old enough to hold a blade. Where other tenders sought control through force, Nermal had a knack for something different, understanding. He didn’t break the beasts, didn’t bend them to his will. He listened. He learned. And that made him dangerous.

It was that instinct that led him to Thieda, an orphaned fleshraker he found half-dead in the tunnels. A beast like that should have torn him apart. Instead, she let him get close. Instead, she let him feed her. Instead, she followed. She wasn’t just another war-mount, she was something else, something raw and untamed, bound to him in a way no whip or chain could ever match.

Then there was Dora, sharp-eyed, sharp-beaked, and sharper-tongued. He saved the crow from a net meant for something bigger, and in return, she never left. She wasn’t tame, not really, but she was his And sometimes, when the tunnels got quiet, she spoke words she shouldn’t have known.

For a time, Nermal’s talent earned him nothing but whispers, half-jealous and half-afraid. Some called him reckless. Others called him lucky. But when the Grand Beast Trials came, the whispers turned to roars.

The Trials were where reputations were made and broken, a spectacle of teeth and terror meant to impress Queen Nanehmet herself. Nobles fielded their finest mounts, warriors pushed their beasts to the limit, and the guild put its best on display. Nermal shouldn’t have been there. He was too young, too lowborn, too... different. But Thieda was something none of them had seen before, and the Queen wanted to see what he could do.

He didn’t fight like the others. He didn’t command. He moved with his beast, the way the tunnels shift with the river, the way a blade follows its wielder’s will. No yanking, no forcing, just instinct and understanding, two predators working as one. And when it was over, when the dust had settled and the silence stretched long enough for doubt to creep in, Queen Nanehmet made her choice.

She summoned him.

Whatever he had been before, whatever the guild had called him, it didn’t matter now. He had the Queen’s attention, and in the tunnels, that was the kind of thing that changed lives. Or ended them.

RP Sample: The arena reeked of blood and sweat, the heavy scent of worked-up war-beasts thick in the stale cavern air. Around the pit, torches flared in iron sconces, their flickering light casting long shadows across the jagged stone walls. The crowd, goblins of every stripe, from cutthroats to guildmasters, from battle-scarred veterans to silk-draped nobles, roared with approval as another rider and mount tore across the field, showcasing the raw might of the Scale-Tender’s craft.

Up above, in her throne of carved basalt and polished bone, Queen Nanehmet watched with the cold patience of a predator. She had seen it all before. Every screeching talonfoot, every thundering whiptail, every trained brute that bled and died for the spectacle. She had seen it all, and she had yet to be impressed.

And then Nermal’s name was called.

He could feel the sneers from the guild elite even before he stepped into the pit. A lowborn beast-tender? Some gutter runt with a half-wild raptor? It was an insult to the tradition of the Trials, a waste of time. But the Queen had ordered it, and so here he was.

Thieda stood beside him, her powerful muscles coiled, her amethyst and emerald scales gleaming under the torchlight. She was wild, unpredictable, and just the right amount of feral. She was also everything Nermal needed.

Then there was Dora, the crow. She cawed, perched atop Nermal’s shoulder, her beady eyes darting about, watching the crowd as she had since the moment Nermal entered the arena. Nermal didn’t need to see the smirk on her beak to know she was enjoying the attention. She was as much a part of the performance as he and Thieda, a silent partner in crime with a sharp mind and a sharper tongue.

The gong sounded. The challenge began.

Across the pit, a pair of seasoned riders charged, one atop a talonfoot, the other on a bull-headed whiptail, its tail already curling for a devastating swing. They thought they had the advantage. They thought Nermal was a joke.

They were wrong.

Nermal didn’t bother with the usual pomp. No grand speeches. No dramatic gestures. He didn’t need to.

“Thieda, hunt.” he whispered, his voice low and calm. The words were not for the beast alone. His hands, steady as stone, made subtle, almost imperceptible gestures. Through the calm of a druid’s spirit, the earth beneath them responded, shifting slightly, as though it recognized the bond between Nermal and his mount. Thieda’s movements became fluid, faster than before, her claws gripping the ground with the ease of a predator born for this moment.

She surged forward.

The talonfoot, charging with its rider’s fury, tried to turn in time, but it was too slow. Thieda ducked under the creature’s snapping beak, claws raking deep into its soft underbelly, sending blood spraying into the air. The rider was tossed, unseated by the sheer force of the strike, tumbling into the pit with a grunt of pain.

The crowd let out a collective gasp.

But Nermal was already shifting his attention.

Dora, ever the opportunist, took flight with a caw, her wings slicing the air like a blade. She dove, a blur of black feathers, heading straight for the whiptail’s rider. With quick, sharp movements, she distracted him, darting past his face, pecking at his eyes, drawing his attention long enough for the beast to become confused. The rider, angry and desperate, swiped at the crow, but Dora was already out of reach, gliding back to Nermal’s shoulder with a smug caw.

The whiptail bucked, its rider struggling to regain control, but it was too late.

Nermal spoke the words softly, with the gentleness of the forest breeze, “Gróða.”

The air seemed to shimmer, as if the very breath of the earth responded to his call. Thick vines surged up from the stone beneath the whiptail, their green tendrils wrapping around the beast’s legs, its tail, and its rider. The roots and vines, summoned from deep within the land itself, held the creature in place, pinning it where it stood.

The beast roared, thrashing, but the vines held fast, their grip unyielding.

Nermal moved forward, Thieda at his side, and together they pressed forward with quiet, calm assurance. Thieda, her muscles rippling beneath her amethyst and emerald scales, leaned down to pin the whiptail, its jaws snapping helplessly as she held it in place. Its rider, now unseated and struggling, had no chance.

Silence stretched across the arena.

Then came the roar.

The crowd erupted, their cheers crashing against the stone walls like a wave. The sound was deafening, but Nermal remained still, his gaze locked on the throne where Queen Nanehmet sat, watching with calculating eyes.

“Impressive,” she murmured, her voice cutting through the noise of the crowd like a knife.

Nermal didn’t smile. He didn’t need to.

For the first time, the Queen had shown interest. And in the depths, that was enough.
 

Last edited by MundayKnight; Feb 2nd, 2025 at 10:31 PM.
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Old Jan 20th, 2025, 07:18 PM
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I added more lore that may help with backgrounds and understanding the setting.
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  #13  
Old Jan 22nd, 2025, 01:45 PM
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Application
Name: Tork Bloodfist

Goblin Breed: Red

Class: Duskblade 3

Appearance:
 


Background: Tork was born with a knack for the arcane. He's always been fascinated by magic, but he was born a red cap, which means he's a soldier. Goblins like him don't get to choose their lot in life, so red he remains, although everyone knows he'd be better as a blue or a purple. The silver lining? He has developed martial skill as well as a bit of arcane talent. This made him a perfect candidate to become a duskblade, or a warrior who also wields spells. It's the best Tork can hope for, so he leans into it and learns as much as he can about combat and magic. He still gives wistful looks at his blue comrades, but he's learned to accept the way things are. Tork earned the surname Bloodfist after a wild battle with some kobolds. His sword was broken, and the brawny Tork used the broken hilt and his fists to combat the wretched kobolds. Once the dust settled, Tork returned with blood-soaked hands. His fellow soldiers recounted the events, and Tork's superiors dubbed him Bloodfist. Tork was present at the palace when assassins tried to kill the queen. Guard duty that night went from boring to frenzied as the dutiful Tork fought like a mad goblin to protect his beloved monarch. Once the assassins were dealt with, Tork was honored with a position in the court, a first for his family, and a new swell of pride to be a capped goblin in the kingdom.

Small RP Sample: Tork tested the balance of the sword as he put it through basic motions. Each swing cleaved the air with a whoosh and felt good to his over-developed red cap muscles. The sword was said to be dwarven make, but Tork wasn't sure of that. Dwarves hadn't been seen in over a hundred years. Either way, the sword was too large for the average goblin but felt perfect for him.

I'll take it. A gift from the queen.

The merchant smiled, showing gold-capped teeth, and thanked Tork. Many thanks, young warrior. May it never dull, and may your enemies fall before you. The merchant bows and trots off with new coins jingling in his money pouch.

Tork swings the sword twice more and brings the sword to eye level. He looks down its length with an appraising eye. Maybe it is dwarven. It definitely isn't goblin-style or kobold. Where did it come from? Tork puts such thoughts out of his head and sheathes the mighty weapon before slinging it across his back. The boys will be so jealous when they see his fine weapon. Tork then turns and walks down the tunnel toward his barracks.
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Last edited by SoftEmbers; Jan 23rd, 2025 at 10:57 AM.
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Old Jan 23rd, 2025, 11:01 AM
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We have a nice little party forming.
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Old Jan 25th, 2025, 04:14 AM
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Placeholder, will update shortly.

 

Last edited by Lord of the Fools; Jan 25th, 2025 at 10:24 PM.
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