
When Thanatos retreated to the realm of Limbo, which is as it were the portal realm to the afterlife, Omonos made sure his rival would stay there and would always have enough work in store for him. He did this by grafting out of the primal sludge a new type of species.
The Greenskins, as they are aptly named, come in three different varieties, or sizes if you will. The biggest among them are the Trolls, who are spawned from pools of sludge that are cared for and nurtured by dedicated Omonosian priests. The Orcs in turn, are roughly the size of humans and their infighting and animosity brings forth the leaders of the Greenskin races. The smallest of the Greenskins are the Goblins, who rarely rise to the highest of positions, but do form a crucial factor in Greenskin society. The Goblins tend to be crafty and nimble, aiding their more sluggish brethren in all sorts of crafts that require a high manual dexterity. The Orcs are almost as diverse in their talents as humans, but they have a much faster pace of living and are much more violent. The Trolls finally, are the brute force that comes down from the mountains during the storm season, when the raids on the civilized lands commence.
The church of Omonos is the only religion allowed in Greenskin society and any deviation from their Lord’s dogmas is met with extreme reprisal.
Some City born Greenskins do worship different deities however, like Thanatos or Mehrun, but these are considered weak and humanized by their more savage kinsmen.
The Greenskins form a constant drain on civilized society, for they produce very little of value in terms of the global economy, but what they cannot create, they take by force from those who can.
Their greatest strongholds have been built in the far south eastern corner of the world, which is coincidentally where the great gales, the storms brought forth by Lord Omonos find their origin. The Greenskins have an affinity with weather magic and the destructive force of lightning is their ally.
The one export product they do deliver however, is manpower. Greenskins can work very hard and don't get tired as quickly as the pink races. They also supply wealthy merchants with armed escorts to protect them from, what are usually other greenskins, for they are also the races most prone to infighting. Recently some of the warlords have discovered that they can just tax the lands that they formally used to raid, in return they make arangements with other tribes so that the victims don't have to pay every tribe, but only have to deal with one "patron" warlord.
Note to GMs and players: the Greenskins featured in this world are not the monsters you'd expect if you've based your idea of Orcs and Goblins solely on the writings of Tolkien. The Greenz do follow a rather tempestuous god, to say the least and yes that makes them volatile, unpredictable and very impulsive beings alltogether. However, the GURPS system offers many ways to incorporate these features and still have a playable character. It is also a misconception that the Greenz are inherrently evil, which I find absurd. In D&D therms they are certainly chaotic, but they only harm others in order to obtain their belongings, they won't kill you if you give up your cargo and money pouches willingly, most of the times at least. Though some trolls may consider a human as a nice meal, in practice only the young and inexperienced trolls make such mistakes, often having to learn the hard way by being chased out of town by an angry mob. Trolls however, despite their lack of an average IQ, have a major advantage over all other races, which is that they heal so quickly that it could be considered regeneration. They are able to regrow lost limbs even and the rate at which all of this happens increases dramatically when they bathe in their native spawning pool.
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