The Gulat Clan
Dec 25, 2016 16:47:44 GMT
Post by Skrak Gulat on Dec 25, 2016 16:47:44 GMT
Gulat Hunters - Credit
NAME: The Gulat Clan
KINGDOM AT A GLANCE: A collection of goblins that number over a hundred most days, the Gulat are a nomadic tribe that wander the lands to sell their wares and avoid travelling Orcish warbands or bandit brigades. Remarkably progressive for Goblinkind the Gulat Clan aims to further relations with other species and build enough wealth and power to sustain a permanent settlement. Wares include leatherworks, skinned furs, smelted daggers, pots or pans, and occasionally domesticated animals. Quality is generally poor but always improving.
SIZE AND LOCATION: North of a hundred goblins, a dozen beasts of burden that carry tents and huts, a half-dozen domesticated war/hunting mounts. Location is always moving, but the clan usually attempts to set up in a forest if hunting for resources.
WEALTH: Low. Most of the wealth of the clan is accumulated through wares that are often of poorer quality, bronze weapons, easier to acquire furs, decently made saddles, etc. Investments are made into increasing the quality of tools and training of goblins artisans as possible, but only after every mouth is fed.
STABILITY: High
DANGER TO TRAVELERS: Low
FORM OF GOVERNMENT: Oligarchy of "The Six Elders". Elder is a term of honor rather than age, showing that a particular goblin is the highest skilled in his craft in the Clan. The current makeup is the best Shaman, Warrior, Hunter, Beast Tamer, Leatherworker, and Blacksmith. These six negotiate with each other to make all decisions in the clan, with 3-3 votes going to whichever side contained the Shaman. It is assumed because of the nature of magic that the Shaman holds a divine blessing and wisdom, thus his or her course is the wisest.
FREEDOM AND OPPRESSION: Goblins have a history of enslavement, typically by Orcs, as Vampiric Thralls, or by practitioners of Black Magic. In most cases they were used as war fodder or for the most dangerous of manual labor, and as such the Goblins have an extreme stance against slavery of any kind. All goblins are free to choose their own path, and vote for the Elder of their profession once per year. The only exception are those with a talent for magic. Due to the rarity and value of magic those who can use magic, or even have the power to complete a ritual are locked into a life of being a Shaman. The only escape is to leave the Gulat Clan completely, forsaking their comfort and protection.
COMMON SPECIES: Goblins
MILITARY FOCUS: Guerrilla, Raider, Defender
TECHNOLOGY: Mid-High Bronze Age.
PLAYER CONTROLLED: No, but it could be by someone.