Flung Head

From Anbennar Wiki
Revision as of 03:31, 27 April 2024 by Admin-sil-wex (talk | contribs) (Add/edit Flung Head)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Flung Head

Primary Culture
Religion

Traditions
+50% Looting Speed
-25% Military Advisor Cost

Flinging HeadsThe humans call us the Flung Head, probably because we’ve found a few lobbed skulls is a good way of sending a message. Nothing says "surrender or die" like watching your friends’ heads fly soar through the air. Might be the one useful thing Korgus Dookanson and his dirty orcs taught us: might makes right, and the only winners are the ones left standing.\n\nDon’t make up for what they took though. Bittertongues, Rockstalkers, Shadowhands - we were once many clans. Not anymore. The Greentide washed that all away. So now we return the favor. First to the orcs who thought they owned us. Then to the humans who think they can push us around. After that? Anyone who looks at us funny. Their heads will fly just as well as the others.
+1 Leader Siege

Goblins Sneaky TacticsWe goblins were nothing but fodder to the Dookanson, used as flimsy meat shields. And while we were slaughtered by adventurer firearms, the orcs mindlessly charged after the first barrage, running over every dying goblin and bringing them to an agonising end.\n\n Now that we are free, this will no longer be. We will fight as we learned in the darkness of the caverns, cleverly hiding and attacking with poisoned arrows, ambushing enemy leaders and bleeding their armies. This is the way of goblin warfare, and it is the way we will forever follow as long as we are free.
-10% Shock Damage Received

The FirestartersEven with the death of their stupid leaders, the orcs and adventurers won’t stop fighting. Bands of those dumb brutes continue to push into our lands. And even when we fight back tooth and nail, they just come back with more. They’re as relentless as they are stupid. But even the stupidest creatures can learn - especially when fire is involved.\n\nSo let them come. We will kill them dead. And when our enemies manage to scrape a win or two, our bravest will stay behind to burn whatever they take. There is no better way to reward our foes’ rare victories than to treat them to charred structures and the burnt bodies of their comrades.
+1 Attrition for Enemies
-0.03 Monthly War Exhaustion

Life Under The Blue SkyThough still a hostile place with our former captors and adventurers still lurking, Escann is a much more pleasant place to live than the Serpentspine, with its lush forests and serene lakes. Here, we need not fight over any source of food or water for there is plenty for all.\n\n With this bounty has come changes among the clans. The ancient traditions celebrated in the darkness of the caves are now festivals in the sunlight and under the shadow of ancient ruined temples consecrated to the many gods of mankind. In this beautiful place, we gblins can create something better than our ancient homeland. Perhaps we found a home at last.
-2 National Unrest

Looting For KnowledgeEscann is not only rich in food and resources, but also knowledge. Among the old human ruins are books, scrolls and all manner of written stuffs that survived the desolation brought by the Dookanson. All as valuable as any other loot.\n\n However, these texts are written in a language unlike the crude tongue of the Dwarves we came to grudgingly learn. If we are to make use of this treasure we must decipher this language. Fortunately, we goblins are equally cunning and intelligent. To learn this "common" script, we will capture those adventurers who can and force them to teach us the language of humanity, and learn from the knowledge left by those who inhabited these beautiful lands before us
-5% Idea Cost
-3% Technology Cost

The NaegubWith the progressive modernisation of the clans, a new social class is emerging, created by those goblins who are considered within the clan to be the most astute and have the best manners, as well as having managed to adapt more quickly to the language of humanity than their congeners. They are the Naegub.\n\n Ranging from merchants to negotiators and even diplomats, they act as the link between the clan and the realms of the other civilised races. They are involved in every transaction and negotiation, be they commercial or political, always wringing the most they can for the clan (and themselves). As such, it is a role of great power. Something that garners immense respect, and envy, within the clan.
+10% Trade Efficiency

Gloxee the RuinAcross Escann, both adventurer and orc believe they have little fear from us goblins. They may be wary of our clever ways, but fear never crosses their mind. That is until they hear the name Gloxee the Ruin. Brimming with rage from a life stripped of freedom and the raw magical power to avenge it, our clanboss is a mage who does not cast magic as much as hurl it. How’d she get her name? It all started after a so-called battle that happened near the town the humans we rule called Stokestay.\n\nBelieving he could defeat us once and for all, Aldred sil Tchaveren and his snobbish mages of "the Iron Scepter mustered their best and drove deep into our lands. Perhaps we can admit they knew a thing or two considering how far they got. But compared to Gloxee? They were nothing but grasshopper munchers.\n\nWhat exactly happened? We don’t really know other than we won. The goblins who were with Gloxee never came back. And the mages that followed Aldred were never found. Nothing much left of Stokestay either. All we know is that Aldred’s head has become a favorite plaything of Gloxee’s.
+1 Yearly Prestige

Ambition
+10% Global Trade Power

History

TBD

Strategy

TBD