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  #26  
Old 06-03-2015, 08:43 AM
Noitora Noitora is offline

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I don't take kindly to RPG folk around here.
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Yeah but where would this forum be if not for people speculating endlessly about things Blizzard doesn't give a shit about
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SoL: 20 something know it alls telling other 20 something know it alls they know everything.
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All this faction bitching and people arguing with each other and it's Fojar of all people that comes in with reasonable positivity.
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  #27  
Old 06-03-2015, 09:04 AM
Mertico Mertico is offline

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I don't take kindly to RPG folk around here.
Most of it is still mostly accurate.

Shaman, do you have the desire to transcribe gnolls or quillboar entries if they exist?
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  #28  
Old 06-03-2015, 09:08 AM
Nazja Nazja is offline

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I don't take kindly to RPG folk around here.
All scrolls are RPG scrolls.
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  #29  
Old 06-03-2015, 09:26 AM
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Originally Posted by Mertico View Post
Most of it is still mostly accurate.

Shaman, do you have the desire to transcribe gnolls or quillboar entries if they exist?
Sure no problem - some of the entries aren't that detailed though; murlocs are an exception. Also some of the RPG books are older than the others (a few pre-WoW.) And of course some of the information is purely RPG mechanics - not necessarily lore. I'll do each of them in separate posts so its easier for me.

Kobolds (Monster Guide - 2007)

This small, rat-like humanoid has a long snout. White hair pokes from beneath a ragged cap, on which perches a dribbling white candle. It hoists a leather pack over its left shoulder and a mining pick over its right. Its eyes glitter with wariness.


Description
Kobolds are cowardly humanoids that dwell underground and spend their lives mining, primarily for gold. Though not powerful individually, they congregate in large numbers and can prove a nuisance and, occasionally, a danger. They live in fear of larger races and rarely venture outside their tunnels. Kobolds trade the gold and other minerals they unearth to goblins and other patrons for all the goods they need to survive; occasionally they purchase protection as well. As they can’t see perfectly well in the dark, kobolds have a great affinity for candles.

Combat
Kobolds are cowardly and flee from most combats. However, they are tenacious and fierce when cornered, so when their lairs are threatened, they attack with abandon. They are not particularly intelligent and their tactics leave much to be desired. Though they are naturally stealthy, they use this ability for escape more often than ambush; when fighting opponents, they attempt to overwhelm them with large numbers. Occasionally, adventurers find kobolds so cowardly that they refuse to help their friends when they fall under attack nearby; these craven creatures prefer to simply go about their business (sweating in fear all the while) and hope that the troublesome adventurers leave them alone.

Kobolds as Characters
Kobolds prefer to remain among their own kind. Many have a fear of the world above ground and of the races that live there. They are comfortable with their existence in the mines, chipping away with their picks and admiring each other’s candles. Kobolds must deal with a frightening number of enemies, being generally weak, and gifted kobold fighters who are able to protect their people rise quickly to the fore. These leaders are usually rogues, warriors, or healers. Rarer are the exceptional kobolds that leave their tunnels behind, striking out on a life of adventure. Most of these have a wanderlust they cannot otherwise sate; others feel the pull of riches more keenly than their brethren, and realize that adventure may be the best way to get what they need.

Kobolds have the following racial traits:
  • +2 Agility, –2 Intellect. Kobolds are quick and deft, but not too bright.
  • Small size. As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks to hide, and a –4 penalty on grapple checks. She must use smaller weapons than humans use, however, and her lifting and carrying limits are three-quarters those of a Medium character.
  • Kobold base land speed is 20 feet. Heightened Low-Light Vision. Kobolds can see four times as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Candle Morale. Many kobolds wear helmets that sport lit candles. These serve as more than just light sources, for kobolds develop an attachment to their candles and the light they shed. When a kobold wears or holds a lit candle, she gains a +1 morale bonus on attack and damage rolls and a +4 morale bonus on saves against fear effects.

However, it doesn’t take much to extinguish one of these candles. In general, the following circumstances extinguish a kobold’s candle: The kobold fails any saving throw; the kobold moves more than 40 feet in a round; or an opponent strikes the candle with a melee or ranged touch attack. An opponent may take a –4 penalty on his attack roll to hit both the kobold and the candle with the same attack, thereby both dealing damage and extinguishing the candle.
  • Kobolds suffer a –4 penalty on saves against fear effects.
  • Kobolds have a +2 racial bonus on Listen and Spot checks. Kobolds are keen at detecting danger (so that they can avoid it).
  • Kobolds have a +2 racial bonus on Appraise, Profession (miner), Search, and Stealth checks; further, these are all class skills for kobolds. Kobolds are born miners, and they spend their lives hiding from larger races.
  • All kobolds are proficient with light and heavy picks.
  • Automatic Languages: Common and Low Common.
  • Bonus Languages: Dwarven, Thalassian, and Zandali. Kobolds occasionally learn the languages of their big, scary neighbors.

Last edited by Shaman; 06-03-2015 at 10:07 AM..
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  #30  
Old 06-03-2015, 09:32 AM
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Crossed Axes (War2)

Gnolls (Monster Guide - 2007)

This brutish humanoid has a face that resembles a hyena (or perhaps a wild dog). Slightly taller than a human, it has gray skin and yellowish-red fur. Its eyes gleam with feral cunning.

Description
Gnolls are a relatively young race known for their beastly cunning, their ferocious tempers, and their penchant for infighting. Though more intelligent than beasts, they tend to lack the finer reasoning of other sentient races. They enjoy fighting — almost too much — and would be formidable opponents if they did not fall prey constantly to internecine bickering.

Gnolls make their home in Lordaeron in the Alterac Mountains and the Redridge Mountains, but they have spread throughout Azeroth, even to Kalimdor, where they compete with other aggressive humanoids for hunting grounds. Their tendency to challenge each other over petty matters (such as who is the tallest) prevents them from achieving any real unity and thus lessens their overall threat. This is fortunate, for their numbers are such that they could easily overrun other races of equivalent strengths.

Occasionally, gnolls hire out as mercenaries, either as individuals or in small packs of 2 to 5 warriors. Gnolls speak Low Common, though some learn a broken Common.


Combat
Gnolls like to attack when they have the advantage of numbers, using group tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline in battle unless they have a strong leader; at such times, they can maintain ranks and fight as a unit.

While they do not usually prepare traps, gnolls do use ambushes and try to attack from a flanking position. They always take special care to seek the most favorable conditions possible (such as darkness, cover, or some other form of advantageous condition or terrain) when laying ambushes.


Gnolls as Characters
Gnoll characters do well as hunters or warriors. Their inborn aggression and decidedly cruel nature drive them to pursue their quarry for the sheer pleasure of the capture and, usually, the kill. Gnoll spellcasters tend to be shaman with strong elemental and warlike tendencies.

Occasionally a gnoll might join an adventuring party in pursuit of a common enemy. Sometimes a gnoll is ousted from gnoll society and must make his way in the world outside. Adventuring bands who value aggressive, persistent hunters and warriors may allow a gnoll to join them. Gnoll characters may take up with either Alliance or Horde, depending on which group has been their primary enemy. (More often than not, though, they join the Horde.) A few operate independently, hiring themselves out as mercenaries to the highest payer.


Gnolls have the following racial traits:
  • Strength +2, Intellect –2, Charisma –2. Gnolls are strong-limbed and fierce, but they are poor planners with little forethought and deficient leadership qualities.
  • Medium. As Medium creatures, gnolls have no special bonuses or penalties due to their size.
  • Gnoll base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 natural armor bonus.
  • Automatic Language: Low Common.
  • Bonus Languages: Common, Darnassian, Orcish, Thalassian, and Zandali. These are the languages spoken by the races most likely to interact with gnoll
  • characters.
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  #31  
Old 06-03-2015, 09:54 AM
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Ogre Manuel of Monsters - 2003

The humanoid stands as tall as a night elf and has a furry, greenish-brown pelt. Its head is like a hyena’s, with yellow fangs and bloodshot eyes.

Description
Gnolls are hyena-like humanoids standing about 7 feet tall. Gnolls of the same tribe tend to share a similar appearance, with either a reddish-brown, black, palish-gray or a yellow mane. Eyes range in color from pale blue to bloodshot-red and are typically small and close-set in the head. In wet conditions, they give off a distinctive musky odor.

As carnivores, gnolls consider all creatures as food, including members of their own race. Hunger, not gold or magic, is what motivates them. They have no love for other races, preferring to eat rather than work with them. Any alliances made will last only as long as the gnolls are well fed or are cowed with displays of force.

Gnolls, being lazy and feral, have little natural industry. They are capable of limited crafting, but no metal work. They do not mine or farm, relying instead on a nomadic existence and hunting.



Gnoll Society
Gnoll society is organized entirely around might. The strongest and deadliest gnolls ascend in the tribal order to become the leaders, while the weaker gnolls soon become food for the rest. This lifestyle means the average gnoll tribe is always in astate of tension- the slightest sign of weakness in those leading can cause the tribe to turn upon itself in a frenzy of violence. It also prevents the gnolls from organizing for very long into anything more than a tribe.

Gnoll society displays a limited specialization. Brutes are the largest and nastiest gnolls, made stronger by their privileged position in the food chain. Gnoll assassins are noted for their intelligence and use complex weapons such as bows and poisons. Gnoll poachers act as scouts and hunters for the gnoll tribes and use weapons taken from prey. Gnoll wardens have developed a magical connection with nature and use their powers to keep the other gnolls in line.


Combat
Gnolls prefer using bludgeoning weapons, in part because they are easy to create but also break open bones more easily - they consider bone marrow a delicacy. They wear scraps of hide as armor, though some tougher gnolls will don armor taken from their prey.

Gnolls have a limited concept of tactics. If they outnumber an opponent, they will attack; if outnumbered, they will flee. Pack tactics are the order of the day, with multiple gnolls swarming to attack single opponents. They like to attack from ambush, if possible, and are crafty enough to use darkness or terrain to their advantage. They are not courageous and flee if a battle turns against them.


Gnoll Assassin
Gnoll assassins are generally smaller than other gnolls, reaching only around 6 1/2 feet tall. They tend to have darker fur colors and wear black and dark brown leather.

Gnoll assassins are the tacticians of gnoll society. They prefer to fight from the rear, acting as support troops. They use poisons on their arrow tips, favoring that of spiders


Gnoll Brute
The humanoid is tall - standing almost 8 feet high - and has a lean but powerful build. Its hyena-like head has a blunt snout and large yellow teeth. Scraps of armor cover its thick yellow-green fur, and a wicked looking flail is held in one large fist.

Gnoll brutes are the cream of gnoll society, usually reaching just under 8 feet in height. They wear the best armor and use shields plucked from the bodies of their victims. Gnoll brutes expect deference from those around them and have no concept of fear. They take the pick of the food and loot and leave the rest behind for others to fight over.

The idea of subtlety is lost on a gnoll brute. A brute will charge into combat with the nearest opponent and pound away until it falls down. Gnoll brutes do
not hold to notions of single combat or honor and will generally team up and surround a single foe until it is dead.


Gnoll Poacher
The hyena-headed humanoid is very wiry. Its dappled green-brown pelt helps it blend in with the foliage as it creeps forward with a light crossbow held at the ready.

Gnoll poachers are the light scouts of gnoll society and are responsible for finding appropriate targets for raids. They tend to be thin, small, and picked on by the other gnolls. This treatment makes them some of the meanest gnolls, and they are most prone to playing with their victims. They will always defer to other gnolls, but are known to get revenge if wronged.

Gnoll poachers like to strike from cover and ambush and will flee a stand-up fight. They prefer to leave hand-to-hand combat to the brutes when possible. Poachers are very practiced at singling out a target on which to combine their fire, usually the unarmed one in the back trying to cast a spell.


Gnoll Warden
The hyena-faced humanoid has a gleam of wicked intelligence in its close-set eyes. Its whitish-gray fur pokes out through the many holes of the old leather robe it wears.

Gnoll wardens are the mystics of gnoll society, born attuned with the power of nature and able to tap into it for magical effects. They are both feared and envied in gnoll society. They exist outside the normal power structure and can operate with a kind of immunity - though they remain subject to the influence of gnoll brutes. Wardens tend to be marked as different by the shade of their fur, which is often a strange colour such as white or purple.

Gnoll wardens rely on their mystic abilities in combat to give them an edge. They avoid melee when possible, but are not afraid to mix it up and break bones if necessary. The nature of their magical connection makes wearing armor impossible, but also allows the gnoll warden to perform a number of magical effects.
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  #32  
Old 06-03-2015, 09:56 AM
Mertico Mertico is offline

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It seems gnolls are smarter than some of the other beast races. It says they're younger? I wonder where they originally came from and why they left. It seems like they like mountains but aren't terribly picky about where they live. A smart gnoll might be able to do some real good for the gnolls and a lot of bad for others.

Gnoll druids, maybe? That might be an interesting place to take a group of druids in some expansion, uplifting a race or possibly two like something out of 2001: A Space Odyssey.

Last edited by Mertico; 06-03-2015 at 10:03 AM..
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  #33  
Old 06-03-2015, 10:05 AM
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Lightbulb (Kobolds) Manuel of Monsters - 2003

The wiry creature bears as much of a resemblance to a rat as it does to a humanoid. It stands short of 4 feet tall and moves with a rapid, hunched gait. Its nervousness is evident in its large, rodent-like eyes.

Description
Kobolds are rat-like humanoids that dwell in tunnels going deep into the Alterac and Redridge Mountains. Standing between 3 and 4 feet in height and weighing between 70 to 100 pounds, kobolds are at home in the dark underground. Bright light causes them discomfort. Kobolds are cowardly, cringing folk, striving to stay out of the way of other races. Kobolds will take over abandoned mines and scavenge equipment whenever they can do so safely.

Kobold Society
Koblds form loose clan lineages based on bloodline. There is nothing like marriage. Young individuals migrate between nests or between larger warrens. Kobolds of all ages prefer to sleep in large groups. While there is no overt structure of government, kobolds organize in loose groups to plan out digs and scavenging

While not particularly bright, kobolds have keen senses and a good ability to read situations.One of their significant accomplishments is their alliance with the harpies. Kobolds offer equipment they scavenge in return for information. The two races protect one another by proximity.

A friendly kobold could possibly be raised by a night elf or some other race. Though ruled by fear, a heroic kobold may emerge from time to time. The race's knack with stealth and comfort in underground environments makes it well-suited to the rogue and scout classes.


Combat
Kobolds first try to avoid combat if at all possible. Traps are used to gather small food animals and protect their warrens. When pressed, kobolds will flood over a target, looking to bite at vulnerable points. When facing a significant threat, they will abandon their nests and young.
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Old 06-03-2015, 10:16 AM
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Ore (Quilboar) Manuel of Monsters - 2003

The humanoid creature has a thickset, hunched body and the pig-like face of a boar. A row of razor-sharp spines runs down its muscular back.

Description
Quilboar are primitive, resilient, fearless creatures who inhabit the central Barrens of Kalimdor in the labyrinthine maze of thorns called Razorfen Downs.
After the War of the Ancients and the subsequent Sundering of the world, the quilboars’ surroundings became increasingly hostile. Forced to fight for food and precious land against both tauren and pandaren, they developed into aggressive and efficient warriors. Though well able to handle themselves in a onesonone battle, they are not above striking from ambush or even sacrificing themselves to destroy even one of their many enemies.


Quilboar Society
The quilboar are a scattered people. After centuries of aggression against the tauren, the pandaren, and any other species that stood in their way, they no longer have a land to call their own. They are terrorists and thugs living on the fringes of other societies, claiming slivers of bloodstained territory from weaker settlers.

As a whole, the quilboar are a male-dominated species. Even though rarely seen by other species, their females must constantly keep their heads, faces,
and quills covered. Otherwise, they are allowed no other ornamentation and can be killed on sight for touching a weapon. In quilboar society, strength is
highly valued. Female children and sickly male children are often abandoned, left to fend for themselves or to die at the claws of beasts. Family is important, but only as a source of more warriors to drive against the enemies. Almost from birth, young quilboar are indoctrinated with teachings of hatred for other sapient species.

The quilboar hold no distinction between politics and religion. Their ultimate leaders are also their religious leaders. Bands are always led by shaman.
Smaller groups are led by the strongest warrior, often referred to as a brute. Only rarely will more than one quilboar warband be found in a single geographic area, unless under the leadership of a particularly charismatic shaman or other strong leader. There is no known quilboar king, though those few tribes large enough to claim distinct names do have shamans of great power and influence who act as tribal leaders.

The laws that govern the quilboar are simple. Women and children must defer to adult males. Adult males must defer to any quilboar they cannot defeat in personal combat. All must defer to a shaman. Punishment for failing to defer properly can be quite severe. The lost of a hand or an eye is common, though death is not unheard of, particularly for females or males who can no longer hold their own in combat. Quilboar punishments are intended purely to cull the weak. Rather than die on a sick bed or as the result of punishment, aging warriors will often hurl themselves against enemies they know they cannot defeat.

Quilboar shamans possess the abilities to combat or cause disease, to control nature, and to summon spirit boars. According to quilboar shamans, the existence of sickness is caused by the intrusion of other species on the rightful lands of the quilboar. They teach that until the invaders are driven out and the quilboar have returned to their promised lands, suffering can
only be alleviated through a heroic death. The afterlife for quilboar martyrs is filled with wonders and pleasures beyond imagining, according to shamanistic
teachings.


Razormanes
Razormanes are one of the two most prominent quilboar tribes. Native to the Barrens, they frequently raid and pillage nearby settlements

Bristlebacks
Bristlebacks tend to be larger and stronger than most quilboar.

Combat
Quilboar warriors fight with a single-minded ferocity. Given a strong leader or an ancestral enemy, they will fight to the death, sacrificing themselves to destroy even one opponent. Quilboar warriors favor the flail, but they will make use of any weapon, even an impromptu weapon that presents itself.

Quilboar Characters
The quilboar's favored class is the fighter. Some are rogues and a rare few become healers. As noted above, small bands are typically led by fighters of the highest level, but such fighters always defer to a quilboar shaman when one is present.

Last edited by Shaman; 06-03-2015 at 10:18 AM..
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  #35  
Old 06-03-2015, 10:21 AM
Nazja Nazja is offline

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I wonder how many virgins quillboar martyrs get.
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  #36  
Old 06-03-2015, 10:23 AM
Frostwolf Frostwolf is offline

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I wonder how many virgins quillboar martyrs get.
I was thinking the same thing.
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  #37  
Old 06-03-2015, 10:27 AM
Mertico Mertico is offline

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Quillboar could have some cool architecture if it were inspired by Moorish styles.
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  #38  
Old 06-03-2015, 10:27 AM
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Exclamation

Notice the 2003 entry says the quilboar are a scattered people without a home of their own - this is an example of pre-World of Warcraft RPG information when Razorfen Kraul did not exist yet.
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  #39  
Old 06-03-2015, 10:32 AM
ijffdrie ijffdrie is offline

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Razorfen Downs already existed in Warcraft III. It's on the Barrens map, though in a different place than you're used to.
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Old 06-03-2015, 10:35 AM
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Originally Posted by ijffdrie View Post
Razorfen Downs already existed in Warcraft III. It's on the Barrens map, though in a different place than you're used to.
Indeed, but their female leader, Charlga, didn't exist back then, so it's still very inaccurate. In WOW, females seem to be the males' equals.
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Old 06-03-2015, 10:44 AM
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Ogre Dark Factions (2008)

Quilboar

Description: Quilboar are primitive, aggressive, swine-like humanoids who live in desolate places on Kalimdor. They are large and strong, but not particularly bright; never a dominant race, in recent times their numbers and territory have decreased further as orcs, tauren and other races from across the sea encroach on their land. They battle these creatures — and most others — ferociously.

Quilboar have strong loyalty to their tribes and an ingrained desire to make their tribe — and, by extension, their race — as strong as possible. Their
society is regimented and supports strong warriors and shaman. Males generally become warriors or shaman while females care for young quilboar.


Appearance: Resembling pigs crossed with humans, quilboar are ugly to most other races. Their heads are those of boars, and they have dry, prickly hair that protrudes from their heads and necks. Tusks jut from their piglike jaws. Stocky and powerful, quilboar stand 5-1/2 feet tall and weigh 225 pounds. Quilboar rarely wear clothes on their upper bodies, but usually wear tattered pants on their legs; warriors wear armor (of course). As befits their name, quilboar have a mane of sharp quills. Quilboar can fi ght with these quills, but prefer manufactured weapons.

Region: Most quilboar live in the Barrens of Kalimdor, though a few range farther afield. Quilboar prefer to make their homes in thickets of huge brambles; they claim that when the Eternal Agamaggan fell in ancient times, these brambles sprouted from splashes of his blood.

Affiliation: Independent. Quilboar are fiercely territorial and attack most other species on sight. Their mentality leaves little room for alliance with other races.

Faith: Quilboar revere Agamaggan, an ancient Eternal associated with the night elves. Quilboar believe the boarlike Agamaggan was their creator, though he fell to the Burning Legion in ancient times. Quilboar shaman are common and an important element of both quilboar society and their military, though recently rumors speak of quilboar tribes turning to necromancy.

Names: Quilboar names are usually guttural, multisyllabic, and involve snorts and growls. Their surnames are honorific, recalling a difficult, heroic, or otherwise memorable deed that the quilboar accomplished.
  • Male Names: Achrengrok, Murgrek, Thagmagron, Verrmalk.
  • Female Names: Almondi, Egrenna, Gormeginia, Shmagnetess.
  • Surnames: Mudwater, Orcbane, Razorflank, Snarlsnout, Thorncurse, Thornmantle.

Quilboar Racial Traits
  • +2 Strength, +2 Stamina, –3 Intellect, –3 Charisma. Quilboar display great strength and hardiness, but are neither quick-witted nor pleasant.
  • Medium: As Medium creatures, quilboar have no special bonuses or penalties due to their size.
  • Quilboar base land speed is 30 feet.
  • Darkvision: Quilboar can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
  • Scent: Quilboar can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights.
  • Monstrous Humanoid: Quilboar are monstrous humanoids, not humanoids. As such, they are immune to hold person and other effects that specifically target humanoids.
  • +1 natural armor bonus.
  • Pack Fighting (Ex): A quilboar’s fanatical devotion to his tribe causes him to celebrate an ally’s demise: A quilboar who witnesses an ally’s death gains a +1 morale bonus on attack and damage rolls for the duration of the combat.
  • Quills: Quilboar can fight with their quills as natural
  • weapons.
  • +2 racial bonus on Survival checks.
  • Automatic Languages: Common and Low Common.
  • Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Sometimes quilboar learn the languages of their enemies.

Quote:
Originally Posted by ijffdrie View Post
Razorfen Downs already existed in Warcraft III. It's on the Barrens map, though in a different place than you're used to.
Wow really? I had no idea.
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  #42  
Old 06-03-2015, 11:06 AM
Mertico Mertico is offline

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Not terribly much changes.
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Old 06-03-2015, 11:16 AM
ijffdrie ijffdrie is offline

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Quote:
Originally Posted by Shaman View Post
Wow really? I had no idea.
If Sarcasm: Oh save the sarcasm, shammy-cakes, it was a perfectly reasonable assumption of absence of knowledge given your statement.

If Not Sarcasm: It's actually really dang close to where the Wailing Caverns are now. I wonder if that dungeon started out as an initial version of the Razorfen.

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+2 Strength
That one seems weird to me, since it'd mean the average quilboar is stronger than the average orc.
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Old 06-03-2015, 11:20 AM
Lord Grimtale Lord Grimtale is offline

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At the very least we do try to make peace with and befriend Furbolg, and killing them seems to be more a matter of euthanasia rather than how the other beast races are naturally predisposed to be aggressive.
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  #45  
Old 06-03-2015, 11:46 AM
Shaman Shaman is offline

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Can take requests if anyone wants any more beasts and monsters from the RPG books.

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Originally Posted by ijffdrie View Post
If Sarcasm: Oh save the sarcasm, shammy-cakes, it was a perfectly reasonable assumption of absence of knowledge given your statement.

If Not Sarcasm: It's actually really dang close to where the Wailing Caverns are now. I wonder if that dungeon started out as an initial version of the Razorfen
(Not sarcasm)
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Old 06-03-2015, 11:59 AM
Lord Grimtale Lord Grimtale is offline

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Kinda weird that Gnolls can reach 8 ft. tall and I don't think there are any gnolls in the game that are that big. I find Furbolg being that large to make more sense because bears naturally are that big and imposing, and Furbolg are basically bear tauren anyway.
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Old 06-03-2015, 12:00 PM
Mertico Mertico is offline

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Can take requests if anyone wants any more beasts and monsters from the RPG books.

(Not sarcasm)
Thanks, by the way. Not sure I said it before.
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Old 06-03-2015, 12:01 PM
Nazja Nazja is offline

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Originally Posted by Lord Grimtale View Post
Kinda weird that Gnolls can reach 8 ft. tall and I don't think there are any gnolls in the game that are that big. I find Furbolg being that large to make more sense because bears naturally are that big and imposing, and Furbolg are basically bear tauren anyway.
Not even Hogger when she's not hunched?
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  #49  
Old 06-03-2015, 12:12 PM
Lord Grimtale Lord Grimtale is offline

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Not even Hogger when she's not hunched?
Probably, I don't remember anymore.
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Old 06-03-2015, 12:24 PM
ijffdrie ijffdrie is offline

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Similarly, it says

Murlocs are fine-looking creatures, if you like fish. They stand as tall as a human male


which is just silly.
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