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Bloodpick Tribe

The Bloodpick tribe is the tribe of goblins who inhabit the tunnel system beneth Caslte Katrach. They are led by a highly intelligent, and completly mad goblin who suffers from heavy schizophrenia, and their only goal is to defeat the house of Wierno, which is something that has in practise already happened.  

Leader

Architect "Stern-wall" is the leader of this tribe and he is both beyond reasoning, as well as one of the more intelligent creatures in the area. His tribe is split into those who see him as a neer divine figure, and those who are to afraid of the other half to speak out against him. Stern-wall is the reason that the architecture of the tunells and their caves is so strange, for he has designed it in his own mad way. Stern-wall is also the goblin who orchestrated the explosion that brought down most the cliffside and with it the castle, a feat his loyalists are quick to point out whatever the circumstances. Stats-wise he uses the statblock of a Transmuter Wizard

Assistants

Among the fifty or so goblins, there are four who are known as the Assistants. These are dedicated and loyal servants of the Architect, and all of them are goblin bosses stats-wise, they are the ones who keep the tribe in order, but only one of them has actively been paying attention the talk of revolution. The one who hunts the revolutionaries is called Loyhal-runnah, a fitting name as he is both unusually fast as well as loyal.

Assets

The goblin tribe is made up of roughly fifty goblins all in all. They are spread out throughout the system, and they make it their mission to patrol and guard all exits and entrances. Nobody gets in or out without their say-so, or at least that is the idea. These goblins are poorly armed, with a good deal of them using pickaxes for weapons. They are all identified by their miner caps which are used to hold their lights when they dig. A so called genius invention by their leader Stern-wall.  

Revolutionaires

All is not well in the Bloodpick tribe, in fact, many goblins living under the architect are unhappy. There are those who are fed up with his high taxes and strange naming-conventions, they want change! The Architect has so far paid little mind to these insurectionists, as they have remained peaceful, they bide their time in hopes that an oppertunity shall arise. Now, most goblins part of the revolutionaries are simply mad at their living conditions, and most especially the high taxes on their mushroom findings. But, their leader, Crispt-Arhm, he is different. Crispt-Arhm has always dreamed of escaping, something he thought impossible, that was until he heard talk of a secret exit in the home of the Architect. Now he has gathered disgruntal goblins, and he plans to stage a revolution, during which he will take the oppertunity to escape through the home of the Architect, see he has never tried before because his legs are paralyzed, and have been since birth. He doesnt trust that the other goblins would follow his dreams of seeing the outside, but he could trust strangers to help him. Because of his paralyzation, Crispt-Arhm is seated in a broken wheelchair with only one functioning wheel. His wheelchair was made before the Architect outlawed circles, and as a punishment one of the assistants broke one of his wheels.   If they wish to, then he would enlist them to complete two tasks simultaneously. First, he wants the mushroom silo as they call it to be put to the torch, and second he wants at the same time for the group infiltrate the workshop and steal him a new wheel. He wants this done as secretively as possible, as he plans for the revolution proper to begin after the silo is lit up. Then he plans to order an all out assault against the assistants, which knows will most likely fail, but it is a perfect oppertunity for him and the players to get into the Architects home and find the exit, escaping from the binds of the caverns.   Silo: There is a square stone tower that stands in the middle of the tribe. This is the mushroom silo. Now, on the inside are three floors all stacked to the brim with mushrooms. Around this tower is like a halfwall, which only has one entrance and stands at about 8 feet tall. At all times there is at least one assistant in the silo, as well as two goblin sharpshooters who stealth around on top of the walls, they wear cloaks that blend in with the background so they are fairly difficult to spot.   Workshop: This is a building maybe 200 feet away from the silo, and its more or less three squares atop eachother, two small in the bottom, and then one big resting on the edge of the other two. The small ones act as sort of ladder houses into the big square. The workshop is unguarded except for the many traps that lay in the room. When one of these is triggered it mentally lets the Architect know
Type
Geopolitical, Tribe

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