Like Humans, Goblins are not a unified people.
Like Humans, Goblins are divided into nations, tribes, clans, and families.
Goblin nations are often named for mighty beasts, like the Dragon Nation, the Beholder Nation, and the Owlbear Nation. One of the lesser nations is the Roc Nation.
The Roc Nation is comprised of various clans. There's the Beak Clan, the Talon Clan, and the Roc's Eye Clan. Of the lesser clans of this lesser nation was the Roc Nester Clan.
The Roc Nester village was on the banks of a mystical river. It was said that people with the gift could peer into the river under the full moon to see true visions of far away places. For this reason it was called the Genuine See river, which was eventually shorted as the Gen'see. Long ago, a Roc Nester wizard named Eastlin invented the crystal ball by freezing the river's full moon water and casting a special spell on it. While the invention brought Eastlin great wealth, the visions he saw drove him to madness.
Madness is never pretty, but a mad wizard is a dangerous thing indeed. The madness seeps out with every spell and enters the world, infecting those around him. Some say that Eastlin knew that it would happen and was attempting to minimize the damage. Others say that it was just the madness. Either way, Eastlin committed suicide with a lightning bolt spell.
If it was his intent to contain the madness, he was too late to save Roc Nester. The madness imbued the place. One by one the residents of the town descended into madness. Once mad they would attack and kill others until they themselves were killed.
Today Roc Nester is in ruins and all but abandoned. The once mighty Gen'see is now a tiny, simple oasis in the sea of sand. The sole inhabitant is a Goblin shaman named Imojingo.
Imojingo
Class/Level: Anti-Cleric, level 3 (Shaman)
Alignment: Chaos
STR: 12
INT: 13 (+1 bonus)
WIS: 13 (+1 bonus)
CON: 10
DEX: 10
CHR: 9
Hit Dice/Hits Points: 3/11
Armour/AC: Chain & Shield. (Modern AC 15. Archaic AC 4.)
Spells: Cure Light Wounds. Cause Light Wounds.
Imojingo was the shaman of a nearby Roc tribe. Whilst on a spiritual quest in the wilderness, she stumbled across the ruins of Roc Nester. The lingering madness of the place descended upon her, and she has remained ever since.
She is short and slender. Her long unkempt hair is thick with grey, and her clothes are tattered and threadbare.
Sadly, she is quite mad. When the party meets her, a separate reaction roll should be made for each character. Furthermore, her moods shift with the winds. Every sunrise and sunset the rolls must be repeated, and she will behave as if her new attitude has always been.
She will cheerfully help her friends and viciously attack her enemies.
Nothing, however, will make her leave Roc Nester.
A delightful exposition! I would be extremely interested to see how the party reacts when they come across her! =D
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