Difference between revisions of "Race:Moblin"
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Revision as of 13:08, 7 November 2013
Moblin is a playable race on Hyrule Castle. As one of the fourteen common races, any player can choose to make a Moblin character. As one of the "monster" races, beings of this race are traditionally abhorred by Hylians, may be attacked on sight, and are generally not allowed anywhere near the settlements in Northern Hyrule, nor in Ruto.
Canonically, Moblins appear in the majority of games in the Zelda series, though their appearance varies somewhat from one game to the next.
Contents
Character Creation Brief
Moblins are currently among the most populous "monstrous" race in mainland Hyrule. Currently, many of them were hired as mercenaries and know work in the armies of Ganon (although such Moblins cannot be made as player-characters). Others roam the wilds, lurk in the Lost Woods, rummage through the ruins of Southern Hyrule, work as ravaging pirates centered in the Forsaken Fortress, or more peacefully inhabit Monster Village.
Moblins are usually wild beast-men who stereo-typically cannot control their urges, giving into rage, hunger, greed, or other vices without hesitation. Largely because of these, Hylians and their Kingdom of Hyrule largely abhor them as monsters. Despite such views, Moblins are decently intelligent, considerably strong compared to most Hyruleans, and are often able to speak the Hyrulean language. While most lack proper training for battle, they have strong instincts and an almost natural talent to use simple weapons like spears and clubs, which often makes up for their impatience in learning proper technique.
Moblins usually wear some form of clothing, most commonly trousers and occasionally jerkins. A typical Hylian would tell you they never wear enough clothing, however, and none of it is ever clean. Even while fighting, it's rare to see them in armor.
As a whole, Moblins vary widely in appearance, perhaps moreso than any other race. They all are covered in fur, have a face which somehow seems a cross between a Hylian's and a swine's, and all have a humanoid shape. There are four typical varieties of Moblin, and a typical member of the race fits best into one of these categories:
- A Common Moblin is slightly taller and much wider than Hylian, these are often portrayed as both the strongest and stupidest variety. Usually, they have brown fur and the most pig-like face of them all, and are considered to be the most savage. A Common Moblin begins with a PWC of 2/1/1. This starting PWC can be defied by using the Exception racial perk during character creation.
- A Goriya is of comparable size to a Hylian, albeit a bit wider. These Moblins usually have a face which more resembles a fox than a pig, and their fur is usually orange or red, but occasionally blue or other colots. They traditionally favor Boomerangs as weapons. Often, they are portrayed as being the quietest and most well-mannered of their race, but also among the rarest. A Goriya begins with a PWC of either 2/1/1 or 1/1/2. This starting PWC can be defied by using the Exception racial perk during character creation.
- Bokoblin, or Bulblin, is of slightly lesser height than Hylians, and of comparable strength. Their fury is most often green, but can also be blue, red, or other colors. Bokoblins are distinguished by functioning in groups, and using pack tactics. They are often considered to be the most intelligent and cunning, but no less savage than Common Moblins. A Bokoblin begins with a PWC of 2/1/1, 1/2/1, or 1/1/2. In effect, a Bokoblin begins at 1/1/1 with an additional +1 to any aspect of PWC.
- A Miniblin is by far the smallest and physically weakest Moblins, standing at height comparable to a Hylian child. Their heads are comparatively flat, are the only variety to have horns, and they typically have mouse-like teeth, making their faces appear much less pig-like. Their fur is comparatively dark, and ranges from reds and browns to even blues and violets. They can only take down foes with group tactics, and are well-known for their abilities to walk on walls and their formidable ambushing abilities. A Miniblin begins with a PWC of either 1/2/1 or 1/1/2. This starting PWC can be defied by using the Exception racial perk during character creation.
A Moblin character can have up to three racial perks of choice. In addition to the general perks available to every race, a Moblin can also choose from:
- Blitz: a technique enabling the Moblin to launch his body forward with a high-speed, high-impact tackle
- Boomerang: an unusual weapon most favored by Moblins of the Goriya variety
- Power Lift: a technique which, when used, triples the weight the Moblin can lift, carry over their head, push, or pull
- Scent: a trait granting the Moblin an extraordinary sense of smell, able to even detect the presence of magic
- Rupoor Supply: a convenient magical item which makes it easier to steal rupees
- Shockwave: a powerful technique usable to create a debilitating shockwave which travels along the ground
- Wall-Scaling: a useful technique which enables the Moblin to scale walls with supernatural ease; most commonly favored by Miniblins
Recommended Origins
If you've never made a character before and intend to make a Moblin, it is highly encouraged that you base your character on one of the following four origins. If you've made a character before, these example origins may provide inspiration for your character.
Bandit of the Lost Woods
As a thief, your life has been spent preying on the poor passerby that crosses your path. You've lived in the wilderness of Woodfall all your life, only venturing out to ransack the occasional traveling merchant to steal his food and treasures. You know your away around the woods very well, giving yourself an advantage over others less knowledgeable. As a Common Moblin, you have an easy time overpowering Hylians with your strength and savagery. Perhaps you really are kind at heart, and give to the poor... but.. maybe you're as much of a monster as they say you are.
A Bandit of the Lost Woods begins with a PWC of 2/1/1. Its racial perks include Rupoor Supply, Blitz, and Shockwave.
Citizen of Monster Village
As a proud member of Monster Village, you are among the most peaceful Bokoblin who has ever lived. Granted, this usually means you give into your vices, and likely have defended your village from Hylian raiding parties or Tektites--'cause hey, you're true to your heritage. Even so, you likely at least try to work as a carpenter of other viable trade, and may have even learned a bit of magic. You find friends in the Stalfos, Lizalfos, and other so-called "monsters" who make their home here.
A Citizen of Monster Village begins with a PWC of 1/2/1. Its racial perks include Power Lift, Scent, and Business.
Pirate of the Eastern Sea
Hyruleans? More like pigeons, waiting to be shot down by your trusty boomerang. While they play war, you have an easy time with your crew picking off thee merchant ships which dare venture through your sea. Along with numerous other pirates, you make your home base in Forsaken Fortress, where you can only learn to trust each other out of thieves' honor... and the fact that betraying a pirate worth his salt usually gets you killed. You likely have at least a few other Miniblins to help you take down ships, and may associate with Stalfos, Gerudo, or perhaps even Hylians who embrace their greed as much as you.
A Pirate of the Eastern Sea begins with a PWC of 1/1/2. Its racial perks include Boomerang, Wall-Scaling, and Rupoor Supply.
Cavern Dweller
Other Moblins are braggarts and fools, and most of Hyrule is a lost cause who will kill itself underneath the siege of Ganon. Like your ancestors did before you, you find yourself in a cave, perhaps alone, perhaps among a small tribe of other Goriya. You train your craft and hone your boomerang skills, waiting for the next foolish party to think he can overtake you on your own land. Maybe you'll leave the caverns someday, when the rest of Southern Hyrule calls out to you. Because your cavern is so small, you can only assume they haven't even bothered to put it on any map...
A Cavern Dweller begins with a PWC of 2/1/1. Its racial perks include Boomerang, Shockwave, and Power Lift.
Physiology
While not vital information, the following includes further detail on the race's appearance and biology.
While Moblins are a two-gender race, most outsiders can't even tell the difference between them. They reproduce in the way expected of mammals, and usually have a litter of several offspring at once. If the parents are of different Moblin varieties (such as a Miniblin and a Goriya), the offspring usually take after the mother. A Moblin ages at roughly twice the rate of a Hylian. As such, a Moblin can reach full size adulthood in about 10 years, and rarely does one live beyond the age of 50. Unlike most sentient races, Moblins generally do not spend a great deal of time raising their young, and by Hylian standards, youths are left to "fend for themselves" as soon as possible.
As a whole, adult Moblins can range anywhere from a minimum of 2 feet (60 cm) to a maximum of 8 feet (240cm) in height, and usually range from 30 lbs (13kg) to 400 lbs (180kg). Common Moblins and Goriya tend towards larger, Miniblins tend towards smaller, and Bokoblins are usually somewhere in the middle.
Moblins have hide comparable to most mammals; grayish flesh completely covered in fur. The fur tends to be thicker on larger Moblin varieties, and thinner on smaller ones. Its huge ranges wildly even within the same variety, and no color seems entirely exclusive to a variety. While shades brown and red are overall the most common fur colors, other colors include various shades of green, blue, golden, and black are fairly common. Rarely, Moblins can exist which are violet, gray, or white.
A Moblin's facial structure seems to rely heavily on its variety, resembling always either some form of canine or swine. A Common Moblin usually has a face resembling either a boar, or a heavy-jowels dog such as a bulldog--they may or may not have small tusks. A Bokoblin, or Bulbin, usually has a more humanoid face, which may or may not share some of the Common Moblin's features. A Goriya's face resembles a coyote or wolf, albeit with wider jaws. A Miniblin has an unusually flat, wide head, with protruding rodent-like teeth; mouse-like ears and strange horns arise from the top of its head.
Compared to Hylians, Moblins as a whole tend to be more physically capable for their size, and make for natural athletes. They have an easy time gaining and keeping muscle, have considerable stamina, and many have displayed remarkable agility. Despite these benefits, Moblins often lake what Hylians would consider to be finer senses. Though some varieties are more cunning than others, they tend to give into greed or other vices instead of seeing the big picture, and rarely display patience, honor, or dedication to anything but their own benefit. While many Hyruleans consider Moblins stupid, it's a fact that many of them have learned the Hyrulean language, and can solve complex puzzles or problems when it suits their desires and doesn't try their patience. More often than not, it's just that a Moblin is never properly educated and is never given a moral code to follow.
Culture & History
While not vital information, the following includes further detail on the race's origins, development, and society.
The origin of Moblins is largely unknown, as none of the race have ever bothered to keep records of their history. Those who follow Ganon often revere him as their patron deity, and suggest it was him or his predecessor who created the first Moblins in his own image. It is even suggested by some that many of the Moblins which now inhabit Ganon's army were created in the same, magical way.
It is widely believed by non-Hylians that Moblins are perhaps the oldest residents of the landmass now called Hyrule and surrounding areas. They likely once persisted in primitive tribes throughout the land, but were driven back by Hylian ancestors who saw them only as monsters and beasts, then forced to dwell in the shadows of forests and the darkness of caves. While their numbers are less than they once were because of this so called "progress" and "taming the land," Ganon's more recent invasion have driven back the Hylians from Southern Hyrule and enabled the Moblins to proliferate there. The more devout Moblins have taken this as their deity's "second coming." As such, many have taken to revering him, and many joined his forces out of free will--although, of course, such Moblins would never have the patience to be trained as the more dutiful Darknuts who fill Ganon's elite ranks.
Even before Ganon came, the more organized of Moblins made their way into what is now called Monster Village. Sitting at the southeast corner of Hyrule, it is here that many intelligent, well-behaved Moblins found residence with Stalfos, Lizalfos, and other so-called "monsters" which are routinely slayed and conquered by Hyruleans. The reclusive location combined with naturally-skilled warriors has enabled the residents here to remain safe from Hylian expansion for decades.
While few races have much respect for Moblins--even other Moblins--the race's tenacity, strength, and rebelliousness have left them to be feared and usually avoided. Largely because of this, Moblins tend to only associate with Moblins, and those who interact with other monster races are the minority. There has never been and likely will never be an organized society which consists mostly of Moblins, as anything beyond a closely-knit tribe ends up destroying itself from within.
Playable Races | |
---|---|
Common | Hylian · Gerudo · Goron · Sea Zora · River Zora · Deku Scrub · Rito · Mogma · Kikwi · Korok · Kokiri · Anouki · Yeti · Moblin |
Uncommon | Tiny Fairy · Lizalfos · Stalfos · Skull Kid · Hinox · Tokay · Subrosian · Twili · Picori |
Elite | Darknut · Wizzrobe · Garo · Lynel · Great Fairy · Sheikah · Poe |
Unusual | Unusual Companion |