Introduction to your Karovian Tribe


#1

This is where you should do a small introduction to who your tribe is, what they are called (if that name also has a special meaning), who is the character that leads the tribe and who is the tribes main diplomat (example: a Chieftain as leader and an Uhryu shaman as diplomat).


#2

Og-orol the Knowing looked out over the tents of her tribe with a heavy heart. It was good to be back after spending so much time with the Earthers. She knew that many of her people would not see a distinction between the Earthers of the EEF and those of the Church of One. She wanted nothing more than to train the young and trade secrets with the Yi. A diplomat! Bah, better to be thrown into a pit of Tor-gul. She was too old for this.
As Uhryu, she had handed the Gul Kalok down the line of Chieftains. The latest Chief was Lur’na Kalok. The tribe chose always for balance, never strictly choosing the strongest or the wisest to lead, however sometimes those traits were what was needed. Og-orol was glad he had not come to meet the EEF and the Merchants. With the exception of the one called Shiro, most of them would have been intimidated by the almost 8 foot tall Olgog armed with a flaming ax. Lur’na spotted her on the dune and joined her.
“Great change is in the der, Uhryu. Negotiations with the EEF, the Church attempting to spread beyond the glass, the warship you found. I will need your advice and guidance to keep our tribe safe in all this.”
He loomed over her 3’11" stature, yet his respect was obvious. She motioned him closer as she sighed.
“The der IS change, we must adapt to it or be swept away.” She used her polehammer to vault herself upon his shoulders. “Now, back to the others, I smell kug on the na.” She rapped him on the back of the head with the staff end of her hammer. “And trim your fur! How do you expect to find a mate if it hangs in your eyes making you look like a feral?”
Lur’na winced at the knock, almost dropping her. He sighed. “Yes, Mother.”


#3

The tribe of Gul Tor’uf : The tribe of Gul Tor’uf is a recent tribe made up of many young olgogs. Gathered together by Rapi og, he formed the tribe to start crushing the earther threat to all the tribes. When the Aufgog’s found out about the new tribe, they gathered together and decided to send a spiritual adviser to “aid” the tribe. Finding someone to fit this tribe was relatively easy, as there was really only one good choice.

Bill found the tribe of Gul Tor’uf after it raided a small church of one raiding group, not many have survived. Bill wandered around watching in dismay as the tribe looted and stole all the possessions of the dead, acting like the earthers they had just killed. Watching as small fights broke out over the goods, Bill identified the leader Rapi og. Briskly walking to him, Bill states with authority “this is not how Gogs should act, you should stop acting like the earthers you just killled” . The quickness Rapi og’s lunge surprised even Bill, but he was able to snap his Staff of office down on Rapi og’s snout, sending him sprawling on the ground.

The air stood still as every member of the tribe watched the display.

Using air to hold down Rapi og, Bill asserts “This is not how gogs should act, fighting among ourselves will just make it easier for others to control us”.

The fury of Rapi og could be seen as he growls “Fine then, Rappitor!”

Without instruction, the other members of Gul Tor’uf build a ring with Bill sitting on one side, and Rapi og pacing on the other.

As soon as the ring was done, Rapi og charged, yelling “Now you die!”.

Rapi og watch as Bill stood up as Rapi og leaped in to tackle him for the ground. There was a flash of bright light, and the next thing Rapi og knew was he was staring at the sky. Pain erupted on his throat, then in an instant, pain along his back and no breath in his body. As he tried to gasp for air, he coughed and felt his blood fill his throat. Rapi ogs head lists to the left, and as everything goes dark the last thing he sees is Bill standing calmly to his side.

The members of the tribe watch the watched as their leader charge the olgog that wandered into there area. Each watch the charge of their leader, some of them personally understanding the ferocity of this charge. To the astonishment of all, they watch as Bill punches Rapi og in the snout, causing him to flip into the air. As Bill side steps the flying body, the tribe members watch as Bills other hand slams down on the neck of his opponent, causing Rapi og to slam on the ground. As the body slammed on on the ground, the echo created seem to signal to every tribe member, things were going to change.

A member revives Rapi og. Bill, standing over Rapi og states, “Strength is important, but knowing where to apply strength is more important. Everyone can see you are the stronger gog, but I know where to apply my strength. This applies to the tribe as well. I know of your time spent among the Brez, and I know you witnessed some of their defeats against smaller forces. The applied their strength better than you, not that they were stronger. As a leader, you must learn to apply your strength were it is needed.”

The Aufgogs sent me to help you learn this. "

Rapi og looked at Bill and stated with a deep threatening growl “Fine, you can stay” Looking at the other members of the tribe, he yells “The sun is lowering, it is time to move out!”

As the members of the tribe make ready to move, Bill mumbles “Its a start”


#4

The Venerable Tribe of Yagogi’al the Og’ab:
The Elders (25), all gain Survival (Goblin Lands) skill of 5.
-Yagogi’al the Og’ab (gog in grasses as home), gor’ab male (unconscious), LR3- shadow3, troubadour3, shapeshift2 and healing3-flesh and spirit dweller, +1 to his Edged Weapon Skill (6), +1 WILL (5), +1 to EMC (4), gains The Sword of Mag Buskt. The sword currently has the severed hand of mag buskt on it in a death grip which cannot be released only cut off. If the hand is removed the sword will act as a cursed artifact blasting all including Yagogi’al with chill life at 8 successes when used.
However as long as the hand remains attached to the large sword grip, the sword can be used by Yagogi’al to cast a unique Leyas attack- Mag Buskt’s Darkness: Chill Life, Shieldbreak, and Vampiric Blast modified together at 8 successes. It will do 8d6 Chill dmg to one target 16d6 Chill dmg to Vehicles, Giant Monsters, and Mekanoids. All damage this attack does heals wielder of HP and benefits as a vampiric attack. If an adept is killed with this attack that adept will rise as a Kaeleoch not under the control of the wielder. Kaeleochs will usually attack all nearby living things for first hour of unlife before they can be reasoned with. This weapon counts as a Nightmare Lord artifact and counts as No A.R. Vs. Demons, Lesser evils, Fiends, and Ancient Evils.
Fed the Sword of Mag Buskt. He will now glow to all demonic foes (even when hidden) and he does not know this.

-Zhgog’ol Maklur (great gog soul of life weaving), uhryu male (adept), LR6-air3, earth3, fire3, water3,light3 general2, summoning1 and healing4- fists of fury and Totem lvl2 (almost decided),+1 WILL (6), +1 WILL (7), +1 TEMPER (2), +1 EMC (4), gains tried to find a peacable solution:Wooden staff casts resurrect 4 successes and heal internal wound four successes and obscure four successes. gains McRiley, Hero of the Train- a strange seeming friendship.
-Zhya Gog’mis (great gog of healthy grassy fur), mag’ol male (adept), LR4-fire3, summoning2 and shapeshift3-tribal fury, +1 WILL (6), +1 EMC (2)

Mak’abs (22)
-Hob’Lalol (stone and wood soul), mak’ab female: mate(adept), LR5-earth4, summoning4 and general2- tough as nails, +1 WILL (6), +1 EMC (4), a ceremonial suit of Olgog Heirloom Plate marked with the symbol of their tribe and the symbol for AufGorlok (caretaker of the flesh of the enemy, or Guard of the enemy flesh depending on the regional dialect). This plate will gain them respect from all Aufgogs and all Mag’Ols.
-Hobya’Ab (stone grass hunter), mak’ab male (adept), LR5-earth4, light3, shadow3, summoning4 and general2- tough as nails, +1 AGILITY (5), +1 WILL (6), +1 EMC (4)
-Makgog’Lallur (gog life binder), mak’ab female, seamstress (adept), LR5-earth4, summoning4 and general2- tough as nails, +1 AGILITY (5), +1 WILL (6), +1 EMC (4)
-Or’gog Mak (mind on gog food), mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails, +1 AGILITY (5), +1 WILL (6), +1 EMC (4)
-Ur’na Lok (thought of flame on flesh), mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails, +1 AGILITY (5), +1 WILL (6), +1 EMC (4)
-Mak Uf’ab (food for thought hunter), mak’ab female: caretaker for the children and refugees(adept), LR5-earth4, summoning4 and general2- tough as nails, +1 AGILITY (5), +1 WILL (6), +1 EMC (4)
-Yalar Took (basket holder), mak’ab female: matronly (adept), LR6-earth5, light3, shadow2, summoning4 and general2- tough as nails, +1 WILL (6), +1 WILL (7), +1 EMC (4),Yagogi’al’s Choice: One Tribal may raise 1 Leyas they already knows by 1 level. gains one ReshedRapi, this can be used with Hand to Hand, or Polearms skill (if employed in the off hand as a gauntlet while holding the polearm). It does 5 Melee dmg on its own, and can be artificed. It gives a +2 bonus to Parry. A ReshedRapi attack can be employed as an additional attack if the character has the duelist special training. All standard extra melee attacks using a polearm use that standard polearm’s stats, and the extra duelist attack uses the Rehsedrapi stats (even though duelist cannot usually be used with two handed weapons like polearms). It is unique to its wearer and loses all bonuses in the hands of someone other than whom it was forged for. Technically this can also be used with Rifle skill to add an extra close combat attack when using Bayonets or switching between close combat and ranged attacks. ***Eternal friendship with Tor’og Urrgh***gains a Nemesis. This Armorfiend will hunt down Yalar Took and try and make Yalar’s life a living hell. Reward worth 1 Special Training cost up to 5 pts.


-Kuglok (fish flesh), mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails
-Og’ Kol (strong bone), mak’ab female: big butch bitch. (adept), LR5-earth4, summoning4 and general2- tough as nails
-Tla’ya (grasses of the water), mak’ab female. (adept), LR5-earth4, summoning4 and general2- tough as nails
-Mak Lal’mag (noble gifts of nature), mak’ab female. (adept), LR5-earth4, summoning4 and general2- tough as nails
-Tor Yilur (death quicksand), mak’ab male. (adept), LR5-earth4, summoning4 and general2- tough as nails
-Zhol’ya (great soul of the plains), mak’ab female (adept), LR5-earth4, summoning4 and general2- tough as nails
-Deriya Mag (winds through the fields of gold), mak’ab female (adept), LR5-earth4, summoning4 and general2- tough as nails
-Der’al Maklal (world of fruits that grow on trees), mak’ab female (adept), LR5-earth4, summoning4 and general2- tough as nails
-Ya’ru (home of grasses), mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails
-Ur’al (cave of thought), mak’ab female (adept), LR5-earth4, summoning4 and general2- tough as nails
-Yyan Mak’rhug (giant food prize),mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails
-Og rapi’ab (strength of claws hunter), mak’ab female (adept), LR5-earth4, summoning4 and general2- tough as nails
-Lur Loo’ya (weaves through tall grasses), mak’ab female (adept), LR5-earth4, summoning4 and general2- tough as nails
-Kol Yi’mis (light sandy fur), mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails
-Kalok Dol (black horn), mak’ab male (adept), LR5-earth4, summoning4 and general2- tough as nails


#5

Tribals (20)
-Onigor the Fierce (eye on the enemy), tribal male: smart but scarred/slightly singed from battle, FS6, LR2-earth1, fire1- Totem L2(undecided), Tough as Nails, +1 WILL (6), +1 EMC (6), Profession: Firefighter lvl 3, +1 F.S and +1 L.R, and for his work with Maggul acting: Auf’Olgog.
-Or’tor (trained death), tribal female: overenthusiastic trained warrior and daughter of Zhgog’ol Maklur, FS6, LR2-water1, general1- +1 WILL (6), +1 EMC (6), Rapid Throw +1,+1 F.S and +1 L.R, Ally to spirit of Might Yadol, Totem L4, Shamanic Tent of the Yadol in Karov, and may help other characters commune with the Totemic Spirit of the Mighty Yadol.
-Maggul (noble fang), tribal male: the strategist, young but wise beyond his years, FS6, LR3-air2, earth2, fire1, water1, and general2- +1 WILL (6), +1 EMC (6), Totem L2(undecided) , Tribal Fury, Rapid Throw +1, +1 F.S and +1 L.R, voted onto the Olgog Nation Council and Profession: Firefighter lvl 3.
-Og’ Lokkol (of strong flesh and bone), tribal male, FS5, LR2-0 leyas- +1 WILL (5) +1 EMC (5), +1 EMC (6), +1 F.S and +1 L.R***captured by the Kolgul Militia, secretly a traitor-Oh Turncoats.will soon be on trial. ***
-Lallur’lok (stitching of the flesh), tribal female, FS5, LR2-0 leyas- +1 WILL (5), +1 EMC (5),+1 F.S and +1 L.R
-Gor’ Der’al (enemy of the outside world), tribal male, FS5, LR2-0 leyas- +1 WILL (5), +1 EMC (5), +1 F.S and +1 L.R
-Kol Rhug’lur (bone loot weaver), tribal female, FS5, LR2-shadow1- +1 WILL (5), +1 EMC (5), +1 F.S and +1 L.R
-Darmag’ Der (dragon skies), tribal female, FS5, LR2-0 leyas- +1 WILL (5), +1 EMC (5),+1 F.S and +1 L.R
-P’hin’Na (wild fire), tribal female, FS6, LR2-0 leyas- +1 WILL (6), +1 EMC (6),+1 F.S and +1 L.R
-Loo’mis (long fur), tribal male, FS5, LR2-general1-Rapid Throw +1, +1 WILL (5), +1 EMC (5),+1 F.S and +1 L.R
-Zh Hob’rhug (great stone loot), tribal male: back to his old ways but owning up to the title of Secret Keeper, FS5, LR2- healing1, shadow1- +1 WILL (5), +1 EMC (5), +1 F.S and +1 L.R
-Der’ LooDol (sky high tower), tribal female, FS6, LR2-air1- Totem L2 (undecided), Rapid Throw +1, +1 WILL (6), +1 EMC (6), +1 F.S and +1 L.R
-Ol’Yyangog (soul of giant gog), tribal male, FS6, LR2-0 leyas- Totem L2 (undecided), Tough as Nails, Rapid Throw +1, +1 WILL (6), +1 EMC (6), +1 F.S and +1 L.R
-Tun’rhug (grave loot), tribal male, FS5, LR2-shadow1- +1 WILL (5), +1 EMC (5), +1 F.S and +1 L.R
-Zh’gul Took (great axe holder), tribal female: charismatic warrior and supportive mate of the secret keeper, FS5, LR2-troubadour1-Rapid Throw +1, +1 WILL (5), +1 EMC (5),+1 F.S and +1 L.R
-Ufgog Lok (gog of the final flesh), tribal male, FS6, LR2-0 leyas- +1 WILL (6), +1 EMC (6), +1 F.S and +1 L.R
-Rapi Hob’og (claw of stone strength), tribal male, FS5, LR2-shadow1, and shapeshift1- +1 WILL (5), +1 EMC (5),+1 F.S and +1 L.R
-Yyankol Doltook (giant bone spear holder), tribal female, FS5, LR2-0 leyas- +1 WILL (5), +1 EMC (5),+1 F.S and +1 L.R
-Tla’og Mak (water is the strength of life), tribal female, FS6, LR2-0 leyas- +1 WILL (6), +1 EMC (6),+1 F.S and +1 L.R
-Lootla Yigog (gog of the long coast), tribal female, FS6, LR2-0 leyas- +1 WILL (6), +1 EMC (6),+1 F.S and +1 L.R

juveniles (28), all gain Survival (Goblin Lands) skill of 5.
Ur Maks(10)
-Gor’ Lallur (enemy binder), ur mak female: twin young tight bodied warrior (adept), LR4-summoning2, healing2 and general1- Totem L2 (undecided)[the youngest totem student taught by her mate], +1 AGILITY (5), +1 WILL (4), +1 EMC (4)
-Kalok’ Lallur (dark binder), ur mak male: twin brash young, dark brooding (adept), LR4-shadow2, summoning2, and general1- +1 AGILITY (5), +1 WILL (4) +1 EMC (4), +1 EMC (5) ran back to Kolgul Militia after being mind spiked, unknown to tribe-Oh Turncoats.will soon be on trial. -
-Kol’ Rapitor (bone claws of death), ur mak male (adept), LR4- summoning2, and general1- +1 Will (4), +1 EMC (4)
-Dargor’ab (nightmare hunter), ur mak female (adept), LR4- shadow3, summoning2, and general1- +1 AGILITY (5), +1 WILL (4), +1 EMC (4)
-Torgog Yi’yamak (gog of the killing fields), ur mak male, skilled artisan (adept), LR4- earth2, shadow1 summoning2, and general1- +1 WILL (4), +1 EMC (4)
-Gog P’hinol (gog of wild soul), ur mak female (adept), LR4- summoning3, and general1- +1 WILL (4), +1 EMC (4)
-Ur’sa Dol (light horn), ur mak female (adept), LR4-light2, summoning3, and general1- +1 AGILITY (5), +1 WILL (4), +1 EMC (4)
-Ab’lallur Yyan (hunter binder of giants), ur mak female (adept), LR4- summoning3, and general1- +1 WILL (4), +1 EMC (4)
-Dra’ab (matter hunter), ur mak female (adept), LR4-shadow1 summoning3, and general1- +1 WILL (4), +1 EMC (4)
-Tun’Dra (grave matter), ur mak male: cub, looks frightening like a younger version of his father (conscious), LR4-air3, earth3, fire4, general1, light3, shadow1 ,and water3-tough as nails, +1 WILL (4), +1 EMC (2)

Gor’ab(18)
-Orgog’ol (mind, body and soul), gor’ab female: Medical Examiner(adept), LR5- general1, earth2, shadow3, summoning1, troubadour3 and healing3-flesh and spirit dweller, +1 WILL (5), +1 EMC (4), +3 MEDICINE/HEALING (9), +3 LEYAS MAPPING (3) may select one psychic training of 10 point cost or below and may learn it.
-Or’on Der’na (mind’s eye storm), gor’ab female (adept), LR4- general1, shadow3, summoning1, troubadour3 and healing3-flesh and spirit dweller, +1 WILL (5), +1 EMC (4)
-Uf Tor (final death), gor’ab male (adept), LR4- general1, shadow3, light3 summoning2, troubadour3 and healing3-flesh and spirit dweller,+1 WILL (5), +1 EMC (4)
-Og Or’gog (strength of mind gog), gor’ab male: apprentice to Olgog the Olgog, Champion of Mag Buskt and first O(lgogolem)-Armor Pilot (adept), LR4- general1, shadow3, summoning1, troubadour3 and healing2-flesh and spirit dweller, +1 WILL (5), +1 EMC (4), PILOT ARTIFACT (4), LEYAS COMBAT MELEE (4)
-Kalok Mag’ab (dark knight), gor’ab male (adept), LR4- general1, light3, shadow3,summoning1, troubadour3 and healing2-flesh and spirit dweller,+1 WILL (5), +1 EMC (4)
-Sa’na Ol (sunfire soul), gor’ab female (adept), LR4- general1, shadow3, summoning1, troubadour3 and healing3-flesh and spirit dweller +1 WILL (5), +1 EMC (4)
-Zhor’ab (great mind hunter), gor’ab male: scholarly youth with sea glass lenses and bones braided into his beard. (adept), LR4- general1, shadow3, summoning1, troubadour3 and healing2-flesh and spirit dweller, +1 WILL (5), +1 EMC (4)
-Darlur Auf (armored priest), gor’ab female (adept), LR4- general1, shadow3, summoning1, troubadour3 and healing3-flesh and spirit dweller, +1 WILL (5), +1 EMC (4)

-Urgog Mag’on (catches the noble eye of others) gor’ab female:super attractive. (unconscious), LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Gor Ime’gor (enemy of my enemy), gor’ab male. (u conscious), LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Ol’mak (soulmate), female gor’ab. (unconscious), LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Or’na (spark of knowledge), gor’ab female. (unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Or’uf Kalok (focused blade), gor’ab male. (unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Tori’ Og (strength through death), gor’ab female(unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Uf Gul’lok (fangs sinking into the flesh), gor’ab female. (unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Yi’al Rhugog (sand cave raider) gor’ab male. (unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Magi’tor (noble death) gor’ab male. (unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller
-Tor’or A’tor (shadow of death), gor’ab female. (unconscious) LR3- shadow3, troubadour2 and healing2-flesh and spirit dweller


#6

Prizes of battle

-6 Kolgul Militiagog trophies(3 dead, 3 got away)
-daisho set, katana and wakazashi each with shield break (4 successes)
-ceremonial lamellar armor with life shield (4 successes, Lady Hob’Lalol)
-honored lamellar armor
-honored katana (1d6+4 damage)
-badge of the battle of Ichi station
-armorfiend vest
-springshot rifle, with swordfiend bone spike ammo
-swordfiend bone kama
-elite swordfiend bone sword
-5 springshot rifles, with 4 spears each
-1 armorfiend cloak
-Jade and Gold Buddha statue (~1000 ghaz)
-1 Silver bar worth 50 ghaz of gear
-Restraint in the Face of Mob Frenzy
-10 Badges of the Day, for enforcing with nightsight, solar armor, create will o’wisp and pass tree (8 successes)
-“Rat Skull” Necklace of Uf Magog: Speak with Animals & Speak with Plants, Translate, Read and Change voice at 3 successes.
-Stone of the Auf Lal’al: Heal Internal and Floating Torchlight at 3 successes. Heals 12 H.P. Fixes broken bones (no imm).
-Kolgul Skull mask of the Auf Lal’al: Easy Breathing, Purify Air at 3 successes
-Yadol shell Armor plate of the Auf Lal’al: +1 A.R. Vs Melee & Missile (Can also be used against called shots to chest). When taken off and placed on the ground it is Artificed with Igloo, Comfortable Aura, Conceal Object, Translate all at 3 successes. It will create a hospital “tent” in the form of an igloo with a controlled environment. Wt:1

-Fang Ward of the Auf Lal’al: Grounding Ward at 3 successes on any area the fang is stuck in (size of ward narrator discretion).
-Ravenous Kolgul Skull Necklace of the Ka Gor- Speak with Animals, Speak with Plants at 3 successes
-Hobyi Pebble of the Ka Gor- Conversion and Obscure at 3 successes
-Deryalur + Mak Hoblok Hide (Ka Gor Kiteboard)- Worked lvl 4 Fire (Fireproof), Fire Leap, Lava Walk, Hide in Shadows, Shadow Walk at 3 successes. A Lava Surfing Kite Board useful for water, lava and some other viscous materials like mud.

-Ka Gor Traveler’s Fang- Sustain and consume fear at three successes
-Hide armor of the Yagogi’al: 2 A.R. Vs Melee & Missile, WT 2 Artificed with WARM AURA, SUSTAIN, LIFE SHIELD, NIGHTMARE WARDING and CAUSE ELATION at 3 successes.

-Deryalor of the Wanderers artificed with SEE TRACKS, SEEING, TRANSLATE and OBSCURE at 3 successes. And HIDE IN SHADOWS, CONSUME FEAR and SLIGHT OF HAND at 2 successes.

-Skull Necklace of the Yagogi’al with SPEAK WITH ANIMAL, SPEAK WITH PLANT, and HOLD LIFE at 3 successes
-Fang of the Yagogi artificed with CONSUME NIGHTMARE, while at the same time CREATE NIGHTMARE and CONVERSION. It creates a nightmare which will try and attack the user, but gives one free attack to roll on the nightmare created.

-Hobyi of the Yagogi PURIFY AIR, PURIFY WATER, EXTINGUISH FLAME SOOTHING WORD and HEAL WOUND at 3 successes
-Medium Shield of Unit 817: Buckler +2 A.R. Vs Melee, +2 A.R. Vs Energy. Protective Aura at 4 Successes.
-Hobyi of Unit 817: purify water at 5 successes, and create water at 1 success.
-Fang of Unit 817 Hunters Artificed with catlike reflexes, animal senses, and cobra strike at 3 successes
-Ravenous Kolgul Skull bracer of Unit 817 artficed with tunnel materials at 4 successes
-Hammock of Unit 817 artificed with consume Fear (at 4 successes) on the hammock to give the sleeper nightmare free dreams

-Maklal Seed of the Kul Gul Rapi (x1): This stone when buried in soil will begin producing a one acre of fruits and vegetables per month. Every seed stacks so five seeds will create five acres of produce creating land. After the first year the total number of acres produces doubles. So five seeds will produce on ten acres of land on year 2, twenty acres of land on year three, and forty acres of land on year four and so on to a maximum of 100 arces per seed stone. Seed stones are a special bonus from this mission and cannot normally be produced by tribals during normal mission conditions.
If five tribes come together and pool their seeds into a five seed communal orchard they will all gain the bonus Fruits and Vegetables for their own needs for each month they protect this communal orchard. (if they already had fruit and vegetables they have 1 month worth of fruit and veggies to trade to a different tribe each month.

-Hammock of the Kul Gul Rapi: Artificed with Consume Fear and Consume Nightmare at four successes.

-The Auf Ur’sa Ur’Tla’Rapi training site is now defended by a enlightened Mighty Yadol, an Ontor and a Ravenous Kolgul. After one month this will increase to a Pack of Ontor (5) and 100 kolgul rodents drawn by their enlightened forbearers.

-Burial Cloak of Unit 7756. Hammock artificed with instill Nightmare at 4 successes.

-Trap shell of Unit 7756. This section of hide is placed under the sand. It is artificed with Create Nightmare fleshworms. During the day it does 2d6 Melee dmg to anyone who steps on it. At night they also take away a nightmare flesh worms as they step away. This nightmare will try and kill and consume the closest living thing.

-Fang Dagger of Unit 7756. It is artificed with Shadow Dagger and chill bolt at 4 successes.
-Skull Helmet adornment of Unit 7756 artificed with chill shield, hide in shadows, and shadow walk at 3 successes.
-Rum-Blood’s Oasis Seed of the Outcasts: This skull is artificed to continuously create clean water. If planted in the desert it will create an oasis. This oasis will provide water for a community of up to thirty Olgogs for one month. If five or more seeds are joined together they will create an Inland Freshwater lake which can be placed anywhere on the map. Seed skulls are a special bonus from this mission and cannot normally be produced by tribals during normal mission conditions.

  • 2 Suits of Metal Plate Armor
  • One Earther Heavy Auto Pistol (with two clips of ammo, medium tech weapon, for use or trade)
  • 3 Earther Grenades (medium tech for use or trade).
    (in EVE’s possession:1d8+4 Melee dmg, x2 dmg to Nightmares, Vampyrs, Undead and Bandits Blessed Sword. Blessed Sword also casts Heal Internal at 3 successes and Conversion at 3 successes.)
  • 4 Silver bars
  • 1 Key to the underground hotel (currently Maggul’s)

USED ALREADY, AND TOTALLY WORTH IT (This should totally be fun -Two Massive Barges full of toxic sludge held together by petrol.)

  • The Yagogi gain enough Zela to make either 5 Zela swords or 10 zela spear heads or 50 Zela arrow heads.

the Goblet of Kotine.
This Golden Chalice casts Sustain, speak with animals, speak with plants, Pass trees all at 8 Successes.
They also gain the Krato Mason’s Belt. Has one chisel made of Swordfiend bone artificed with Tunnel Material at 8 successes and an Armorfiend Bone hammer artificed with Stone pillar at and Change Earth at 8 successes.
All settlements they control are protected from Yyan attack during the Intermission between
Goblin Lands 2 and Goblin Lands 3
They also gain +10 Displaced Olgogs

Displaced Olgogs have FS 4 and 2 attacks and LR 4 and Earth 2 and Water 2.


#7

During Intermission:25 Raiders who return to Karov with the Yagogi who saved them from death.
Gain 10 Ur Mak who have heard of the battle against Protodoxa and want to learn from Yagogi’al.
Gain 10 Ur Mak, 4 Olgogolem Armor pendants

After Part 2 starts with Week 16 Missions: 25 Raiders and 15 Goblin Kings who return to Karov with the Yagogi who saved them from death by Mak’laltor.
Citizens(Citizens can’t be called upon in production, artifact creation or missions, they simply live in the land, region, housing in areas controlled by this tribe): 100 refugees who return to Karov with the Yagogi and need to be trained as Nomads.
Gain 100 Ur Mak and ten Gor’ab Apprentices and five Mak’ab who have heard of the battle against Protodoxa and want to learn from Yagogi’al.
Citizens(Citizens can’t be called upon in production, artifact creation or missions, they simply live in the land, region, housing in areas controlled by this tribe): 100 Nomads drawn to the hero.
Gain 30 Ur Mak and ten Mak’ab.
24 Olgogolem Armor pendants. 20 Mal’ie.
All Yagogi Tribals Gain +1 Emotional Control and +1 Will
Citizens(Citizens can’t be called upon in production, artifact creation or missions, they simply live in the land, region, housing in areas controlled by this tribe): 100 Nomads drawn to the Yagogi.

TOTALS:
-150 new Ur Mak
-15 Mak’ab
-10 Gor’ab
-15 Goblin Kings
-50 Raiders
-300 Citizens
-28 Olgogolem Pendant Armor
-20 Mal’ie

New Item
Yagogi Golem Armor (Olgogolem)
The artifact summons an external clay Olgogolem armor that is immune to melee and missile damages, and can blend the wearer into the desert surroundings, used specifically for stealth or safety. It can be raised as part of a free action during the READY Fight phase of combat.
This armor makes the wearer Immune to Melee & Missile attacks (except those of Zela weapons, Hellforgedweapons, Annihilation weapons or Annihilator claws/vorpral claws/bestial claws)
If it is struck by Banish at 4 successes or higher, Zela Metal, or Annihilation dmg the Golem disappears until until initiative 1 of the following combat round when the armor re-summons (unless Zela stays in the wound). Earth Artifact (at 4 successes)

15x vials of familiar artificed with CANTRIP (summoning L1) and SEEING (general L1). Doesn not have to summon specific familiars, but specific familiars will retain information and personalities.

-Yayi the Trumpeter, former Kolgul Militiagog new recruit male, FS4, LR4-shadow3 and general1- infected Mag Der’al, and willing experimentee
-#2(unnamed), former Kolgul Militiagog new recruit, FS4, LR4-shadow3 and general1
-#3(unnamed), former Kolgul Militiagog new recruit, FS4, LR4-shadow3 and general1
-#4(unnamed), former Kolgul Militiagog new recruit, FS4, LR4-shadow3 and general1
-#5(unnamed), former Kolgul Militiagog new recruit, FS4, LR4-shadow3 and general1
-#6(unnamed), former Kolgul Militiagog new recruit, FS4, LR4-shadow3 and general1
-Goblin Raider(unnamed), FS5, LR4-earth3, air3, water3, fire3 and shadow3
-25 Raiders who return to Karov with the Yagogi who saved them from death, all:FS5, LR4-earth3, air3, water3, fire3 and shadow3
-40 Church of Oner children
-Bazman, Goblin King male, FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Gibbs, Goblin King male, FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Flint, Goblin King male, FS6, LR5-air4, earth4, fire4, general1, shadow4 and water4-STRENGTH:8
-Cougar, Goblin King female ,FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8, Cougar the Strongest Powergog, +1 STRENGTH (9)
-Da King, Goblin King male, FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Gogg, Goblin King male, FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Ulk, Goblin King male, FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Recker, Goblin King male, FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Capo, Goblin King male, FS6, LR5-air4, earth4, fire4, general1 ,shadow4 and water4-STRENGTH:8
-Big Chief, Goblin King male, FS6, LR5-air4, earth4, fire4, general1, shadow4 and water4-STRENGTH:8
-Dais, Goblin King female FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Thumpa, Goblin King male FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Shaz, Goblin King male FS6, LR5-air4, earth4, fire4, general1, shadow4 and water4-STRENGTH:8
-Sheela, Goblin King female FS6, LR5-air4, earth4, fire4, general1, shadow4 and water4-STRENGTH:8
-Ramm, Goblin King male FS6, LR5-air4, earth4, fire4,shadow4 and water4-STRENGTH:8
-Ack, Feral Scout male FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Ob, Feral Scout male FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Irdi Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Nedy Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Arb Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Iggby Feral Scout male FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Ory Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Urga Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Kef Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1
-Dona Feral Scout female FS5, Adept LR4 with Earth 1, Shadow 1, Light 1 and General 1

-gain use of Mawen Rapider, Mag Daron Gor’ab. F.S.7, 3 attacks, LR6, Earth4, Shadow4, and Water4, Strength 8, Flesh and Spirit Dweller, +1 L.R. and +2 Edged Weapons skill (9)
Armed with a Zela and Meteoric Iron Executioner’s Scimitar- 2d6+6 Melee dmg, currently 2d6+ 11 with strength. Drops all Leyas Shields and Shapeshifted armor on targets. Can be used to deflect Leyas attacks on the flat of the Scimitar blade. It marks its bearer as a Gor’ab and servant of the Falosini.
Armed with Khaz’gha wood Fist Wrapping- 5 Melee dmg, Bludgeon, currently 10 Melee dmg Bludgeon. Indestructable weapon.
Mag Daron are immune to the Mag Der’al, Noble Bloods and all Alien Larvae and Mind Control.
Mag Daron Devotion lvl 1: Taste the Truth. Mag Daron after eating another creatures flesh can tell you whether the victim of their cannibalism was under the influence of alien parasites, or other biological or technological control mechanisms. They are immune to the effects of any bio-mass they eat (can’t be affected by parasites they ate). Can grant final death to a creature eaten in this way (slow process, cannot be done during battle but can be done afterwards).
Unknown other powers (may be unlocked in future missions).