Unlike other goblins,
demogoblins are small humanoids with an attitude. Although they look quite
similar to a normal goblin there is a key different between them. Demogoblins
have absolutely no fear whatsoever. They will willingly throw themselves at any
enemy, no matter what size. They will march in their droves to death with no
second thought at all. They live to fight and kill, although they are not
particularly good at it. This strange philosophy is a mystery to most sages,
who have no idea why demogoblins diverged from the traditional path of
cowardice that other goblin races have taken. Because of their utter lack of
fear, demogoblins are often used as disposable troops by powerful masters and
are considered freakish and strange by other goblins. Humans, though, have been
known to spare their lives out of respect for their foolish, but obvious
bravery.
Statistics Defense
Appearance: 2 Normal: -40 Gold: 0 Attack: 5
Willpower: 3-4 Fire: -40 Alignment: Good Experience: 0
Dexterity: 8-12 Cold: -40 Hostility:
Neutral Damage:
-1 to 3 (Normal)
Strength: 7-9 Alchemical: -40 Vision: 4 Hire Cost: 0
Wisdom: 6-8 Magical: -40 Move Rate: 8 Owner: 0
Intelligence: 10-12 Mental: -40 Current 8 out of
8 Fear
Factor: 0
Player’s Note: Summoned
demogoblins have all equip-able body locations. Demogoblins can be summoned by
the Monster Summon 1 enchanter’s scroll.
Goblins, generally
considered to be the lowest of the 'Goblinoid' races, are small green
humanoids. They have rounded ugly features and tiny eyes. Their skin is swarthy
and rough and they are usually filthy, reeking of refuse and dirt. Although
weak by human standards, goblins are tough because they learn to fight almost
from birth, simply to survive in the harsh chaotic environments in which they
live. Generally, goblins are cruel, greedy and foul. They are also notorious
cowards, which is why they seldom travel other than in large groups. Hobgoblins
are simply unnaturally large goblins who tend to rule their weaker kin by sheer
strength. Some venture that hobgoblins may be goblins with ogre or troll blood
somewhere in their line. It is rumored that giant versions of goblins and
hobgoblins can be found by the unlucky traveler, these being mutated versions
of the creatures that stand some 8ft tall and equally muscular.
Statistics Defense
Appearance: 4 Normal: -40 Gold: 0 Attack: 5
Willpower: 2 Fire: -40 Alignment: Good Experience: 0
Dexterity: 12 Cold: -40 Hostility:
Neutral Damage:
-1 to 2 (Normal)
Strength: 4 Alchemical: -40 Vision: 2 Hire Cost: 0
Wisdom: 6 Magical: -40 Move Rate: 8 Owner: 0
Intelligence: 8 Mental: -40 Current 3 out of
3 Fear
Factor: 0
Player’s Note: Summoned
goblins have all equip-able body locations. Goblins can be summoned by the
Monster Summon 1 enchanter’s scroll.
One of the most feared of
the Goblinoid races, ogres stand 8 or even 9ft high, their bodies a mass of
hard powerful muscle. While humanoid in shape, ogres skin can be green, grey or
a mottled brown. Their reputation for stupidity is generally, although not
always true, but many people overlook a certain animal cunning that ogres have
been known to display when it comes to find their next dinner ... ogres eat
almost any kind of meat, except each other. They do not work well with other
goblin races unless a powerful leader is present to keep them in line. Some
ogres have two eyes, some one. They have a very thick natural skin, which is as
good as chain mail for protection and their massive strength means they are
capable of dealing a lot of damage with those terrible bludgeoning fists.
Statistics Defense
Appearance: 3 Normal: -35 Gold: 0 Attack: 0
Willpower: 9 Fire: -35 Alignment: Good Experience: 0
Dexterity: 6 Cold: -35 Hostility:
Neutral Damage:
5 to 14 (Normal)
Strength: 20 Alchemical: -35 Vision: 7 Hire Cost: 0
Wisdom: 7 Magical: -35 Move Rate: 4 Owner: 0
Intelligence: 5 Mental: -35 Current 10 out
of 10 Fear
Factor: 0
Player’s Note: Summoned ogre
youths have all equipable body locations. Ogres Youths can be summoned by the
Monster Summon 1 enchanter’s scroll.
Orcs are the dominant race
in the Goblinoid culture. While they are nowhere near as powerful as ogres or
as durable as trolls, or indeed as prolific as goblins, they have several
traits, which mark them as special. Orcs, like humans, tend to survive wherever
they are put. Tenaciously they cling to life and indeed thrive in the most
inhospitable of conditions. It has been suggested that they are the nearest
equivalent to humans in the goblin world. Furthermore, orcs have leadership abilities
and an idea of structured society, albeit an evil one, that assists them in
their dominance. In large groups of Goblinoids, it is the orcs that usually
rule, unless dark elves are present. Orcs are like large brutish humans with
pig-like snouts and grey or green swarthy skin. They work in groups for the
good of their community, usually ruled the strongest most-violent fighter
amongst them. Orcish society is a harsh place full of harsh creatures.
Statistics Defense
Appearance: 3-4 Normal: -35 Gold: 0 Attack: 10
Willpower: 6-9 Fire: -35 Alignment: Good Experience: 0
Dexterity: 9-14 Cold: -35 Hostility:
Neutral Damage:
1 to 5 (Normal)
Strength: 9-13 Alchemical: -35 Vision: 7 Hire Cost: 0
Wisdom: 6-9 Magical: -35 Move Rate: 10 Owner: 0
Intelligence: 10-12 Mental: -35 Current 7 out of
7 Fear
Factor: 0
Player’s Note: Summoned orcs
have all equip-able body locations and come with a short sword in their
backpack. Orcs can be summoned by the Monster Summon 1 enchanter’s scroll.