Player List: The Clan of the Mountain Halls
1. M0rtimer: Burned By Flames (CHIEF)
At his naming ceremony, Flames was officially dubbed as Burned-by-Flames: and later on in his life, told what the teller had seen: surrounded by fire, trapped, that he would be one day. And worse of all, the teller couldn't say wether or not he lived through it: only that he would not come out the same way he went into it. One would expect such a fate to lead to fear of fire, always trying to avoid it. They would be wrong. Burned was a strong minded goblin: if asked how he could be so calm, maybe even enjoying looking at the fire, his reply would always be: "Hey, if it's gonna happen anyways, why run away from it? Besides- You don't think I'm gonna let some petty flames really burn me that easily, eh?"
2. Kurik: Splits His Focus
Splits is interested in tinkering with weapons, and magic. Making them, using them, playing with them, it's all good. It's close to being all he thinks about. (Magic and weapons, weapons and magic, magic weapons, weapons that shoot magic. Ooh! Magic that shoots weapons! Genious!) And he's eager to help reclaim the clans lost glory. And the stuff. Stuff is always good. You can use stuff to kill stuff and trade for other stuff... and junk, which isn't as good as stuff, but sometimes you can hook a bunch of junk together and turn it into stuff.
3. askstoomuch: Questions the Nature of the Multiverse
Questions has always been weird. He was always curious as a child, and seems to think understand something that most goblins can't, something about mysterious qualities creatures have called and how these qualities define how good those creatures are at things. He's always been seen as moderately crazy, but perhaps that's just the way he examines tools closely to determine their "bonuses" before using them, and he says he functions on a different timescale, where simple actions that take seconds fill two days, sometimes more. In other words, Questions has a limited understanding of the fact that he is in a game. He is loosely based on a 4.0 warforged I play who was aware of the real time going by and of dice that landed on the grid. It was interesting.
4. Saithed: Envies Turtles
Forced into being the errand runner at a young ages Envy had had to run to and fro on others whims most of his life. His only solace was found sitting by the river when time permitted and watch the turtles play out their slow and relaxed lives. Envy desire if simply to have more control over his own life and choose his own path what ever it may be.
5. Quarg: Travels to the Mountain / The Quack
At the edge of the clearing stood one goblin, set apart from the others, since technically he was not part of the Clan. His slightly narrower, taller frame and the scar across his cheek all marked him as different that the Clan goblins he now lived with. The Quack's goblin common is sparse at best and that when he loses his temper he swears in unholy elvish, dwarfen, demonic, and a few other languages, has cemented his reputation as being a tolerated outsider.
The only reason that 'The Quack' is tolerated is because he is a better healer than even the clan Teller herself, and a decent fighter to boot. He has proved himself several times in medicine by saving goblins, both sick and injured, that the Teller had all but written off. His first encounter with the Teller had given him the name 'The Quack' because he had worked on saving a young goblin with the 'Red Fever' without trying to use high magic. She had informed every goblin within shouting distance that any goblin who tried to use only potions to cure the 'Red Fever' was a "Quack of the First Order". The name had stuck, mainly because the phrase "Da'haib la Ques Naraheim" ("Travels to the Mountain" in elvish) is a pain to say constantly.
Although no one in the Clan knows it, The Quack, was born on a distant coast in the Clan of The False Isle. As a young goblin, he was named 'Travels to the Mountain' by his clan elders. The Clan of the False Isle lived on a stretch of land surrounded by water except for two small strips of land that connected it to the shore. Although the land was easy to defend from shore, it was difficult to defend from the sea. And it was the sea that claimed Travels and a few other of his clan mates one morning.
On a balmy spring day, Travels was out in a small canoe with his fellow clan mates, Silver Lungs, Bites a Fox, and Regular Guy spear fishing in the shadow of Fish Rock. None of the group saw the tall masts of the Yanksee as she silently glided down from the north around a nearby headland. Nor did the goblin youngsters hear the muffled oars of her long boat as it crept up. No they noticed the dregs collection of dwarves, humans, elves, and haflings in their boat far too late to escape or call for help. After a moment of furry, Regular floated dead in the water while Travels, Silver, and Bites were in the grasp of the pirates from the Yanksee. The Yanksee had been traveling south down the coast grabbing humans, goblins, and other creatures to sell to the Lesser Thuntopia cinnabar mines. Travels, Silver, and Bites were thrown with the rest captured into a fetid hold filled with the accumulated offal and stink of goblins, hobgoblins, and humans.
But fate intervened for Travels, less than a day after being thrown in the horrid hold, the Yanksee found herself engaged in a desperate battle. The battle was with the infamous pirate captain Greenhair. Many of the crew of the Yanksee were wounded or killed under the punishing attack of Greenhair. The elven wizard Uso, acting as ship's surgeon, grabbed Travels from the hold to act as a loblolly boy. Travels assisted in holding down men as arrows were pulled from their wounds, or while whole limbs were hacked from their bodies. He did the job well enough, and so many of the crew were injured after the battle, that Travels continued to serve as the loblolly boy. While his clan mates lay in darkness, filth, and hunger, Travels worked watch after watch, washing patients who fouled themselves, disposing of cut off limbs, feeding sick crew members, and grinding up various components for potions. A few months later, Travels found himself considered a member of the crew, while his clan mates were sold to a Lesser Thuntopian merchant to work in the mines.
As Uso's loblolly boy Travels learned much. He learned the art of healing using knifes, saws, potions and spells. He learned how to set bones and bandage wounds. He learned how to read spell books and alchemists notes. As a member of a pirate crew, even the lowly loblolly boy, he was expected to assist in the taking of prizes, so he learned how to fight with bow or a cutlass; at least enough to cut down other sailors. Travels also learned how to speak elvish and soon forgot almost all of his native goblin tongue, which proved to be a difficulty latter in his life.
Fate again intervened in Travel's life when the Yanksee floundered off the nearby coast in a violent storm. Travels, and most of the long boat crew, were able to escape the sinking ship. On the shore, with no vessel to call home, the group wandered into the village of Low Thub. Since the villagers of Low Thub thought the only goblin was a dead goblin, Travels hid out in a barn while his crew mates went to the local tavern, The Crossed Arms. The Crossed Arms proved to be a disastrous choice for the surviving crew of the Yanksee. In the early evening, notified of their arrival, Lord Pompfree and twenty of his guards appeared, hauled the pirates out of the inn, and hung them from a large oak tree; revenge for a raid on the Lord's home some eight years prior by the Yanksee. Travels was left alone, to seek a new home in a foreign, alien land.
Travels, aka Quack, came to the Clan when he stumbled into a hunting party sent out to deal with a wild boar. The hunters had tracked down and wounded the boar, but the creature had turned and fought rather than run and die. The pain enraged creature had already wounded two of the hunting party goblins. Quack intervened by catching the boar in a noose trap before it could injure or kill any more of the hunting party. By saving them he had earned a place, even one removed, in the clan.
6. Dusk9: Eaten By Rabbits
For his entire life, Eaten has, quite understandably, had a pathological fear of rabbits. The fact that rabbits are herbivores has done nothing to ease his fears, especially since Says-stuff-that-could-be-true-but-probably-isnÔÇÖt claimed one day to have seen a swarm of vicious rabbits take down an adult boar and strip it to the bone in seconds. He is also terrified of many other small mammals, including voles, hedgehogs and squirrels, however he is rather bizarrely quite friendly with foxes and other carnivores - his line of thought is that making friends with something that eats rabbits will help protect him.
At first, Eaten was so terrified that he refused to go out, and grew up hiding inside as much as possible. However, that all changed one day when he was forced by his parents to go on a hunt into the forest. Unfit from years with very little physical activity, he was soon left behind by the other hunters, and, lost among the trees, stumbled into a clearing. Poking out of the ground in the centre of the clearing he found a small, circular clay talisman. However, when he looked up he immediately saw a dozen large and angry rabbits, advancing towards him with looks of hunger in their eyes (from his point of view, that is). When Eaten held up the talisman in a defensive gesture it vibrated, and the rabbits turned and bolted - he took it as a sign that the charm had protected him, and since then has always kept the talisman close around his neck, reaching for it when nervous or scared.
Since that day, Eaten has taken it upon himself to stop hiding from his destiny and face it head on, so that when it finally comes calling for him, he can at least go out fighting. He began by honing his combat skills, and eventually became a skilled wielder of twin daggers, perfecting a self-taught fighting style designed for facing lots of small foes at close range. Unfortunately, although it is highly effective against small opponents, itÔÇÖs only of average usefulness against normal sized enemies, and pretty much unusable against larger foes - Eaten isnÔÇÖt too worried though, since itÔÇÖs the small ones that are dangerous.
Due to his preoccupation with destiny, and his focus on preparing for it whenever he can, Eaten doesnÔÇÖt have any close friends; however he does get along well with most other goblins, helping them when they require it. He is also quite smart, and good at puzzles, but he doesnÔÇÖt really enjoy them a lot if they are very complicated, preferring to let others look at them while he keeps an eye out for furry ambushes.
There are two reasons why Eaten wants to go on the mission. The first is to learn more about his talisman, since according to the teller, the symbol on it appears to be linked to Earth, but Eaten doesnÔÇÖt know much beyond that. The second reason is his desire to learn defensive magics ÔÇô he realises that such a small talisman can only have limited power, and wants to find more defensive options to help protect him from the demon rabbits.
7. Donnigan: Finds Truth
Finds has been searching for something for most of his life. He doesn't really know what it is, but it feels important. He hopes that heading to the mountain will be what his soul needs.
8. dlover: Tugs Tails
Tugs Tails was a hunter who focused specifically on vermin with large tails- Squirrels and such. He would catch them by finding where they nested and laying traps which would snag their tail and hold them fast until he came along to collect them.
(Formerly ÔÇÿLoves DangerÔÇÖ)