Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Goblinoid: Difference between revisions

From Beyond the Veil
Content deleted Content added
Line 134: Line 134:
* Potential Eye Colours: Any colour enabled by any other World Tree.
* Potential Eye Colours: Any colour enabled by any other World Tree.
* Potential Skin Tones: Any colour enabled by any other World Tree.
* Potential Skin Tones: Any colour enabled by any other World Tree.
* Potential Traits: Notably much larger than other Goblinoids.
* Potential Traits: Notably much larger than other Goblinoids— even over other larger Goblinoids.
* Potential Magical Affinity: [[Imperium Mentis]]
* Potential Magical Affinity: [[Imperium Mentis]]
* Notable Ability: Able to form more extensive telepathic links over longer distances; have a naturally greater resistance to Imperium Mentis; can better control any summons or thralls.
* Notable Ability: Able to form more extensive telepathic links over longer distances; have a naturally greater resistance to Imperium Mentis; can better control any summons or thralls.

Revision as of 01:53, 25 March 2024

Other Names

Other Names
Variant Name Region Nature Origin
[Insert Variant] [Insert Name] Insert Nation (or Universal) Is it a derogatory term, the race’s ‘True Name’ (aka the name they call themselves) or a common name? Discuss where it potentially spawned from! Feel free to say ‘Unknown.’=

Classification

Average Threat Level

Lifespan

Lifestages

(Feel free to remove if it is inapplicable.)

Body Variations

Insert

Orc

Insert

Troll

Insert

Hobgoblin

Gak'uk

Although the term Goblinoid is used to refer to all Oruk'tul, the Gak'uk, otherwise known as the Goblins, are a particularly diminutive and short-lived, albeit ingenious species of Goblinoid and where the term Goblinoid originated from. Gak'uk are believed to be the descendants of Orka who intermingled with Éadhfeit due to some of their kin having seeming ties to the elements, however, most attribute this to be less a matter of a Sprite ancestry and more a matter of their adaptability— Gak'uk are a remarkably adaptable species capable of residing almost anywhere in Asla'nir. Gak'uk are known for their stumpy, short-limbed nature, with unusually small limbs causing them to stand roughly three (.91 metres) to four feet (1.22 metres) tall in regions of low ambient stellar mana and six (1.82 metres) to seven (2.13 metres) in regions with amble stellar mana, like Aloernarch or Udoxa. Most have bat-like, pointed ears and some have tails with slight plumes at the end or bat-like noses, however, most Gak'uk are relatively humanoid. The leading theory in regards to their immense age gap is believed to be tied to Gak'uk having a particularly distinctive quality— Goblins handle hardship, injury, and their environment in a very particular way and they can naturally absorb ambient mana to compensate and restore their unusually low amount of life essence for a Sídhethalan species. They have a naturally greater regenerative factor in comparison to most mortal species and their reliance on absorbing mana due to the bulk of Goblinoids residing within harsh conditions. Those who reside in more peaceful clans or amongst civilisation generally have longer lifespans but age slower; those in Hordes, however, have adapted to have shorter lifespans but mature faster— they have almost half the lifespan of a Human, yet reach adulthood in merely a few years, although Goblinoids in regions like Udoxa and Aloernarch are relatively long-lived. Inhabiting the primordial wilds in either small clans or barbaric Hordes, their lives are filled environmental hazards and the hazards of other sapient lifeforms alike— Hordes, in particular, raid local villages more often than not, swarming foes with crude, handcrafted weaponry and technology, and notably fight amongst themselves, sometimes cannibalizing the losers.

Cabnak'luk

Cabnak'luk, otherwise known as 'Common Goblins,' are the stereotypical association with the Gak'uk that most mortals have, as they are the most plentiful subvariant of Gak'uk. Whilst Cabnak'luk do vary depending on the biome in appearance, they are all Cabnak'luk all the same— they are found across almost all of Asla'nir with the exception of its most inhospitable regions. Notably somewhat aggressive and territorial to any would be travellers within their territory, Cabnak'luk have decent sized territories which surround their clan or Horde's encampment. Although most Gak'uk are timid, only standing their ground in numbers, Cabnak'luk take defending their territory quite seriously and all else who live within this region are prone to being attacked for straying too near to their homes— or for supplies during hard times. These Goblins appear quite similar to the Orka— they are predominantly humanoid, possessing mostly hair on their head, and have very few bestial, plantoid, or mycelial traits. They are found within most biomes in Asla'nir and are often subcategorized by the biome whence they came from. Cabnak'luk are notably poor at magic, however, they share a minor aptitude for Natura Animi like all other Goblinoids. Beyond the small aptitudes they get depending on region, however, most Cabnak'luk have little to no magic, although Cabnak'luk do have one final trick up their sleeves— some particularly talented Cabnak'luk seem to have a small knack for Viva Caelatura, which they use to produce minor enchanted items, be they for trade, combat, or otherwise annoying travellers who enter their territory.

Fionak'kuk

A particular bestial type of Goblinoid, the Fionak'kuk are believed to potentially feature some sort of Kaiju heritage, however, most are unsure precisely what

Ok'grar

Ogre

Bu'kane

Bugbear

Bhai'lak Variations

All Goblinoids have two types of Bhai'lak variations— Bhai'lak is the term for 'home' or 'origin' in the Goblinoid tongue and these two variations are known as Bhaidom'lak ('World Home,' as in, what type of biome they stem from) and Bhaicrann'lak ('Tree Home,' as in which World Tree they stem from, which is dependent on what continent they stem from more often than not). To keep things concise, however, each shall be given a short summary.

Bhaidom'lak Variations

Fora'lak

  • Biome: Regions with a high density of trees— most Goblinoids within rainforests and deciduous forests, although most of those in evergreen forests are Oihea'lak. Also oftentimes includes Goblinoids from grasslands, shrublands, and steppes, but they generally lack the adaptations suited for arboreal life.
  • Potential Hair Colours: Warm or deep browns; or shades akin to the leaves of the forest they hail from.
  • Potential Eye Colours: Vibrant greens, ambers, and golds, although, if the leaves of the forest they hail from are unusual in colouration (e.g. Violacera Holt), they might take up those colours as well. (e.g. violet).
  • Potential Skin Tones: Deep, earthy browns and a wide variety of greens.
  • Potential Traits: Slightly longer limbs; semi-prehensile or prehensile feet capable of gripping better onto trees; claws well adapted for climbing; prehensile tails for balancing; plantoid hair akin to local species.
  • Potential Magical Affinity: Greater aptitude for Natura Animi over other Goblinoids, even though all have it.
  • Notable Ability: Can ensnare opponents with thorned vines; can speak to plants and animals easily; can better persuade animals to work with them.

Luas'lak

  • Biome: Swamps, mires, fens, and estuaries.
  • Potential Hair Colours: Black, dark brown, or dark green.
  • Potential Eye Colours: Green, brown, or amber eyes.
  • Potential Skin Tones: Dull, or dark greens; earthy colours like grey or deep browns.
  • Potential Traits: Slender, lithe tails that can assist in swimming; lightly webbed digits; plantoid hair akin to local species; myceloid features.
  • Potential Magical Affinity: Tempestas
  • Notable Ability: Capable of blending Rogus Vitalus easily with Tempestas to produce toxic fogs that induce symptoms of sickness and are thick enough to enable the ability to ambush would be foes. Notably resistant to said fogs.

Oihea'lak

  • Biome: Arctic regions as well as particularly cold areas; taigas, tundras, and the frozen peaks of mountains.
  • Potential Hair Colours: Shades of blue, white, or grey.
  • Potential Eye Colours: Shades of blue, white, or grey.
  • Potential Skin Tones: Shades of blue, white, or grey.
  • Potential Traits: Can handle below freezing temperatures, smaller ears, smaller tails, and (thicker) patches of fur.
  • Potential Magical Affinity: Glacies
  • Notable Ability: Can slow opponents with Glacies magic via a minor knack for Rogus Vitalus.

Fásch'lak

  • Biome: Arid regions, as well as particularly rocky or sandy regions, like mesas, deserts, certain types of mountains or hills, and savannahs.
  • Potential Hair Colours: Shades of blonde, grey, and brown, as well as black.
  • Potential Eye Colours: Amber, gold, or brown.
  • Potential Skin Tones: Earthy hues, like browns, greys, or dull, dark golds.
  • Potential Traits: Larger ears for reducing heat; less fur; hairless tails, if any, in order to further radiate heat; third eyelid to block sand; minor heat resistance.
  • Potential Magical Affinity: Terra
  • Notable Ability: Producing thick sandstorms to obscure vision— usually requires assistance from other Goblinoids to make a substantial one, however.

Sil'lak

  • Biome: High altitude regions that are not particularly cold— mountains and high hills.
  • Potential Hair Colours: Earthy hues, like browns, greys, or almost charcoal skin.
  • Potential Eye Colours: Grey, blue, crimson, or brown.
  • Potential Skin Tones: Earthy hues, like browns, greys, or almost charcoal skin.
  • Potential Traits: Somewhat larger and differently structure ears to better enable hearing; adaptations for seeing in the dark, but not as well as Uai'lak; dull, thick claws to assist in climbing rocky surfaces.
  • Potential Magical Affinity: Viscus Insero
  • Notable Ability: Hardening their skin to increase their durability to a limited degree.

Farra'lak

  • Biome: Bodies of water in general.
  • Potential Hair Colours: Shades of blue or certain blue-greens, like sea green or teal.
  • Potential Eye Colours: Shades of blue or certain blue-greens, like sea green or teal.
  • Potential Skin Tones: Shades of blue or certain blue-greens, like sea green or teal.
  • Potential Traits: Fins; gills; tails adapted for swimming; hairless skin beyond the hair on their head; patches of scales.
  • Potential Magical Affinity: Unda
  • Notable Ability: Can readily switch between water biomes without downsides; can utilise Unda to swim faster than most land-based humanoids; can echolocate.

Uai'lak

  • Biome: Cavern systems.
  • Potential Hair Colours: Black, grey, or brown hair.
  • Potential Eye Colours: Grey, amber, crimson, or brown.
  • Potential Skin Tones: Earthy hues, like browns or greys; or dull greens.
  • Potential Traits: Somewhat larger and differently structure ears to better enable hearing; adaptations for seeing in the dark very well like larger pupils; usually smaller than average to fit into smaller spaces.
  • Potential Magical Affinity: Umbra et Lux
  • Notable Ability: A knack for shadow-based magic— removing illusions and becoming invisible.

Lasi'lak

  • Biome: Volcanic region or regions with notable volcanic activity.
  • Potential Hair Colours: Crimson, ebon, or grey.
  • Potential Eye Colours: Crimson, amber, or gold.
  • Potential Skin Tones: Grey, charcoal, or particularly dark or dull shades of green or brown.
  • Potential Traits: Patches of scales; unusually long tongues; more notable fangs or tusks; patches of obsidian formed on skin; distinctively molten eyes; magmatic patches on skin or magmatic or flaming hair; third eyelid to prevent ash or debris from entering one's eyes; high temperature resistance, albeit one not exceeding 500 ° C.
  • Potential Magical Affinity: Vulca or Ignis
  • Notable Ability: Can produce solid objects from ash— can sometimes be as durable as steel with enough training.

Bhaicrann'lak

Verkrone

  • Nation: Aloernarch
  • Potential Hair Colours: Any colour enabled by any other World Tree.
  • Potential Eye Colours: Any colour enabled by any other World Tree.
  • Potential Skin Tones: Any colour enabled by any other World Tree.
  • Potential Traits: Notably much larger than other Goblinoids— even over other larger Goblinoids.
  • Potential Magical Affinity: Imperium Mentis
  • Notable Ability: Able to form more extensive telepathic links over longer distances; have a naturally greater resistance to Imperium Mentis; can better control any summons or thralls.

Corontier

  • Nation: Fydrassi
  • Potential Hair Colours: Earthy shades— brown or grey.
  • Potential Eye Colours: Earthy shades— brown or grey.
  • Potential Skin Tones: Earthy shades— brown or grey.
  • Potential Traits: Large, almost paw-like hands that can be used to burrow; higher pain tolerance; patches of earth across their skin.
  • Potential Magical Affinity: Terra
  • Notable Ability: Can live in spite of fatal wounds for up to an additional thirty seconds.

Estremar

  • Nation: Fydrassi
  • Potential Hair Colours: Shades of blue or certain blue-greens, like sea green or teal, however, they can also take colours of the vibrant coral structures that compose Estremar.
  • Potential Eye Colours: Shades of blue or certain blue-greens, like sea green or teal, however, they can also take colours of the vibrant coral structures that compose Estremar.
  • Potential Skin Tones: Shades of blue or certain blue-greens, like sea green or teal, however, they can also take colours of the vibrant coral structures that compose Estremar.
  • Potential Traits: Fins; gills; tails adapted for swimming; hairless skin beyond the hair on their head; patches of scales.
  • Potential Magical Affinity: Unda
  • Notable Ability: The ability to enable coral growth and to heal coral structures.

Fuegazón

  • Nation: Fydrassi
  • Potential Hair Colours: Crimson, ebon, or grey.
  • Potential Eye Colours: Crimson, amber, or gold.
  • Potential Skin Tones: Grey, charcoal, or particularly dark or dull shades of green or brown.
  • Potential Traits: Patches of scales; unusually long tongues; more notable fangs or tusks; patches of obsidian formed on skin; distinctively molten eyes; magmatic patches on skin or magmatic or flaming hair; third eyelid to prevent ash or debris from entering one's eyes; high temperature resistance, albeit one not exceeding 500 ° C.
  • Potential Magical Affinity: Vulca or Ignis
  • Notable Ability: Fire will not go out in exposure to water— goes up a step in damage in response.

Aerimene

  • Nation: Fydrassi
  • Potential Hair Colours: Amber, gold, lavender, shades of violet, or sky blue.
  • Potential Eye Colours: Amber, gold, lavender, shades of violet, or sky blue.
  • Potential Skin Tones: White, pallid human skin tones, or silver.
  • Potential Traits: Patches of feathers across their body; small, vestigial wings; markings across portions of their body; thicker fur to prevent windburn.
  • Potential Magical Affinity: Caelus
  • Notable Ability: Can walk across clouds and can do very slow levitation through Caelus (up to half of their sprinting speed).

Region of Origin

Preferred Biome

Diet

Food Obtainment

History

Hierarchy

(Can add === Variant === if required.)

Social Attitudes and Etiquette

(Can add === Variant === if required.)

Common Faiths

(Can add === Variant === and/or === Universal === if required.)

Common Magical Attributes

Mana
Variant Innate Magical Potential Magical Resistances Magical Weaknesses
Variant (Insert Form)
  • Discuss the magic types and racials given to each variant.
  • Discuss what type of magical resistance they have and the extent of it.
  • Discuss what type of magical weaknesses they have and the extent of it.
  • Common Physical Attributes

    Strength
    Variant Deadlift / Drag Weight Carry Weight Striking Force Bite Force
    Variant (Insert Form)
  • Insert lbs
  • Insert kg
  • Insert lbs
  • Insert kg
  • Insert psi
  • Insert psi
  • Agility
    Variant Running Speed Flight Speed Swim Speed Reaction Speed Striking Speed
    Variant (Insert Form)
  • Insert mph
  • Insert km/h
  • Insert mph
  • Insert km/h
  • Insert mph
  • Insert km/h
  • Insert ms
  • Insert mph
  • Insert km/h
  • Typical Appearances

    (Can add === Variant === and/or === Universal === if required.)

    Credit

    (Put your username here, as well as anyone who helped you come up with the concept. E.G. Primarily contributed by: W Original concept by: X Adjustments made by: Y (Minor, Major, Moderate) additions made by: Z You get the picture.)

    Cookies help us deliver our services. By using our services, you agree to our use of cookies.