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==Krynnish Sligs== '''Krynnish Sligs''' are a [[goblinoid]] cum [[lizardfolk]] race native to the [[Dungeons & Dragons]] world of [[Dragonlance]]. Their dubious honor is that they hve been almost entirely wiped from the internet! Y'see, krynnish sligs debuted in the 1e [[splatbook]] "Tales of the Lance", and then got a much larger writeup - two pages as opposed to two paragraphs - in the Monstrous Compendium: Dragonlance Appendix. Only issue is, whoever uploaded the one PDF of that book that you can find online if you look fucked up when they did it, and somehow completely left out the two pages that should come between the Skrit and the Spectral Minion. Even the online AD&D monster manual website that used to be a thing before it finally disappeared in 2023 doesn't (didn't) have the Krynnish Slig, instead only having the lore for its Athasian namesake. As a result, your only easily available source of lore is its ''3rd edition'' revamp in the Bestiary of Kryn Revised... Until now, baby! In "Tales of the Lance", they appear on page 144, with a tiny little artwork that looks something like a cross between a rat, a lizard, and a chimp. Their entirety is summed up in three paragraphs, one of those for stats, and it's stated that they are larger and much more ferocious cousins of the [[goblin]] and the [[hobgoblin]]. They are proud warrior race guys, reveling in combat and despising weakness, but also very clever; they prize trapmaking and other inventive ways to defeat foes, and are called out for their skill and cunning with trapwork - you halve your chance to find a slig-made trap, and they specialize in pit traps with walls coated in slime, so they're all but impossible to scale. Obviously, they're big on ambushes, unless you look weak enough to be taken in a straight fight. Whilst they're skilled weapon wielders, they're also quite generously endowed with natural weapons, possessing superhuman strength (+2 damage), a vicious bite, the ability to spit corrosive venom up to 10' 3/day (oh, and they ''love'' to aim for your eyes!), immunity to natural fire, and resistance to magical fire. Their expanded 2e incarnation reuses their artwork, but now much larger and clearer, and they really do look like [[lizardfolk]] with [[goblin]] ears. Physically, they are described as six-foot-tall humanoids with tough, horny, hairless hides made up of dull orange rock-like plates - infants are reddish yellow and soft-skinned, but maturity toughens their kids. They have pointed ears with large earlobes, long thin snouts bearing huge mouths filled with sharp teeth - a mixture of curved, prey-hooking fangs at the front, and broad molars for grinding and crushing at the back - and narrow, slit-like eyes. These are black or dull gray, with tiny white pupils. Their fingers and toes are thick and stubby, with hooked claws, and they sport inches-long blunt tails; females are virtually indistinguishable, save by being slightly paler and having slightly shorter tails. They wear few clothes, but love to decorate their bodies with heavy metal loop-rings through ears, noses and lips, vine bracelets around the wrists and ankles, and body paints made from clay and berries. Warriors may sometimes paint their backs with broad black & brown stripes, but most painting is done by young sligs looking for mates, using gaudy splotches of color on the faces and chests to boost their sex appeal. Their combat lore is a much windier repeat of what was said in Tales of the Lance; they are expert trapmakers, they get really inventive with their traps, and they prefer to ambush stronger foes and outright annihilate weaker ones. Slig culture abhores weakness, and they associate most of the qualities that other races consider mercy and benevolence with weakness - thus, they are dedicated to exterminating the good races of Krynn. They're classified as being of average intelligence, but have a natural adeptness at picking up languages. Sligs live in tribes about 21-30 (1d10+20) members, lairing in grottoes, canyons, or barren lands - where they take advantage of hillside caves or make simple stone and wood huts - or taking over abandoned villages, typically those of Kagonesti elves or Que-shu plainsmen. Particularly large tribes (25+ members) will build completely encircling 10ft high stone walls, using rope ladders to enter and exit; these walls will be built wide enough that sligs can run around on top to attack foes with polearms and ranged weapons. Tribes regard thesmelves as huge extended families; sligs don't believe in formal marriages, so they fuck around as they please and raise their offspring communally. The hubs of each village are pits used to hold animals and prisoners until they are eaten, and the central firepit where prey is cooked and eaten whilst the sligs honor their dark patron gods [[Takhisis]] and [[Sargonnas]] with drumming and chants. A slig tribe is led by its strongest male, the Champion, who is aided by his four handpickekd male lieutenants, the Warriors. These guys claim the bulk of the tribe's treasure, and one warrior is always left to guard the camp with 1d4 regular male sligs for backup. Champions choose potential successors for the role of warrior ande champion from the most promising of the tribe's infants, ensuring they receive extra rations of food and personal training as they grow up. Sligs have been known to boss around their [[goblin]] and [[hobgoblin]] cousins, ostensibly hiring out as mercenaries and allies, but always demanding to be in charge and taking the lion's share of the treasure in exchange for it. They respect [[ogre]]s, however, and consider them equals (ogres think of them as inferiors, but do respect their ferocity and fighting skill); there's a 40% chance a slig tribe will have 1d4 ogres living with it. They also train giant boars and giant wolves as guardian beasts. Sligs sometimes trade with ogres and with other evil races of Krynn, such as [[minotaur]]s, but their loathing of the goodly and neutral races is unparallel - especially elves. Humans like to hunt sligs for profit as well as pragmatism; slig venom can be used as a reagent to brew potions of invulnerability and fire resistance. Much like [[hobgoblin]]s have [[koalinth]]s, so too do sligs have an aquatic counterpart: the '''Ghagglers'''. Looking like sligs with webbed hands and feet and small dorsal fins running down their spines, ghagglers are nomadic predators who often attack fishermen and sailors, using hooked nets, tridents and swords. They are mortal enemies of Krynn's [[Aquatic Elf|Dargonesti and Dimernesti elves]], and much more isolationist and xenophobic than their slig cousins. Unlike koalinths, they're purely aquatic; they can only breathe air for 1d4 turns before they start to suffocate. Ghaggler champions are able to command fish three times per day - this only works on non-sapient fish of ghaggler size or smaller within 100 yards and lasts for only 2d6 turns. But they can command 10d4 fish at a time, so that's... something?
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