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Guun Inci (western goblin)

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Guun are type goblin that resides of the Incian Sphere. Goblin is an interchangeable term for any type of small and disagreeable creature. Guun are sneaky and nasty creatures slightly shorter than a Dwarf but stockier than an Elf. They almost always exude horrible manners and have little refinement in politics and negotiations. They don't usually bathe and can smell of carrion almost permanently. Their crafts are makeshift and shoddy, but are practical and easy to repair. Men and Orkis will at times use farm equipment that has been left behind and find it to be efficient and sturdy. They are masters of improvisation, and can easily live in the wild for many years.

Guun are consistently unreliable and untrustworthy which makes trading and diplomatic sessions almost impossible. In most cases when a Guun clan becomes unruly or too large to be controlled by normal methods a campaign is issued to move or thin the population. Many clans have survived extinction by moving into the tundra of the north. These goblin have become masters of the wild and are some of the best rangers and trackers that one can find, though they still are not to be trusted. Guun are handy at magic and take a shamanistic approach toward it. Often clans are lead by a One, who will use his most powerful spells at the first sign of danger. It's these Shaman who keep men and Orkis from wiping or scattering Guun across the Incian Sphere.

Guun clans range from hundreds to thousands, but there have been cities of goblins numbering in the tens of thousands. While goblins have been around since the Age of Terres, they never have been a driving force in the world until the time of the Final Push. When men, orcs, and elves traveled East, the Goblin populations grew dramatically. They took hold in several places across the land and have been entrenched ever since. Goblin structures are sturdy, but require constant maintenance and do not stand up against siege. Most clans have little or no defensive protections, but larger ones use natural landscape and wooden walls for protection. But even well defended goblin strongholds are poorly organized and Guun morale generally wanes quickly. Their sea-going vessels are thick hulled and slow and often sink. But if they can steal another ship, they make great sailors. Goblins are most likely to worship the gods of Forest, Blood, and Indulgence and there are a few gods who hold goblins in the highest of esteem.


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