Skyrim Special Edition

File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Some manually verified files

About this mod

Now compiled into a single mod, the pesky Goblins and Riekrs clans will make your exploration of the world more interesting and challenging.

Requirements
Permissions and credits
Translations
  • French
Donations


  • This mod is a compilation of my Goblins (LE/SE-AE) and Riekrs (LE/SE-AE) mods. If you use these 2 mods, by downloading this new file you will be able to delete these 2 esps, thus saving space in your load order;
  • Obviously you should not use this mod together with the 2 mentioned above, since they are already compiled in this new file, and using them at the same time will double the amount of these creatures in your game, in addition to other possible problems;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can also find me on:
        
         
       
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).










Now compiled into a single mod, the pesky Goblins and Riekrs clans will make your exploration of the world more interesting and challenging.

From Goblins page:


"Goblins are violent and primitive small Orc-kin humanoids found throughout Tamriel, often living in sewers, caves and ruins, in small clan-based societies. They have green skin, big heads, pronounced canine teeth, pointed elven-like ears, long arms ending in hands with sharp nails, and little hunchbacks. Goblins worship Muluk, God of the Goblins, invoked during rituals by their tribal Shamans. Muluk is no more than the Goblin's interpretation of the Daedric Prince Malacath, and since Goblins are a type of Orc-kin, they are indeed specially protected and guided by him. Goblins were among those responsible for the original founding of Orsinium, and to this day they still offer their work to Orcs in change of protection inside their strongholds. Goblins wear mixed outfits, with some rusty pieces even dating back to the First Era, this is called the "Primal" culture by ethnographers, however, it is unknown if they inherited it from previous generations, looted it from ancient ruins, scavenged it from other civilizations, or forged it themselves, but it is believed that the origin of their weird equipment is a mixture of all the previous options.

They are known for their vicious combat behaviour with both melee and ranged weapons, although some learn the ways of magic. Goblin society is primitive and violent, and often poses a threat to the more advanced societies that surround them. While their societies are often led by the strongest and largest Goblins, known as Warlords, or their religious leaders, known as Shamans, or by both, each one with a specific type of function inside the clan, some tribes are ruled by other races. In the case of Skyrim with the events of the Civil War, 
and the increasingly frequent and numerous presence of both Imperial and Stormcloak patrols, many Goblin clans were divided, or exterminated, so many found protection inside Orc strongholds, in return, they must commit to acting passively with other races that have good relationships with the strongholds and also to work as sentries and miners to the Orcs. These clans are named after the strongholds they live in and will not attack travelers unless provoked.

Goblin Shamans are usually the most intelligent members of a tribe and the ones that lead them in religious practices. The symbol of a Shaman's position is often a totem, made with an enemy goblin's head, and if taken or lost, the tribe will do everything to get it back. They are also the most powerful Goblins on the docile clans surrounding the strongholds, since in general the Warlords have not accepted this new style of life and are still leading aggressive and dangerous clans outside on the forests of Rift, Falkreath, Reach and Haafingar, commonly close to the roads to attack and steal things from travelers, as usually wild Goblins do. Also because of the Civil War, and the increasing of the Empire presence, lots of bandits are now hidden inside caves, caves in the past occupied by Goblin clans, what made several clans nomadic, expelled from their underground lairs, now living in small camps outside on the wild, easely distinguable at a distance due to the heavy smoke produced by their campfires and the pile of junk scattered around the area, giving an extremely messy appearance to their camps. Sometimes you will also find them trying to take back their caves, fighting the bandits inside them. Also on the Reach many lost their ruins and caves to the Forsworn, being now deadly enemies of them, and sometimes you will encounter Goblins and Forsworns fighting against eachother for their locations. Much rarely they even try to attack Giants as well for camps, but since they are not particularly strong creatures, commonly that effort does not end well to the brave and fool Goblin clan.

It is commonly accepted among scholars that the Goblin society has been devolving socially and technologically since past generations, with reports of giant clans of Goblins, more articulate and well-equipped, in the First and Second Eras, with which it was even possible to negotiate, but they ended up dividing into nomadic small packs of aggressive and primitive creatures and generally ill-equipped, with whom it is impossible to converse nowadays, and living hidden in dark, smelly caves, something similar to what happened with the Rieklings. However, the alliance of some clans with the Orcs indicates that perhaps there is still a glimmer of hope.

Durzogs are reptilian dog-like creatures that Goblins raise for war and protection. There are those who believe that a Durzog's intelligence matches that of a Goblin, and that the only reason a Durzog obeys its master is because of its weaker mind, h
owever, possibly this view is no more than a simple prejudice. The Goblins of Cyrodiil raise giant rats in pens for their meat, and those living in Skyrim seem to enjoy Skeever meat, as Skeevers are often found roasting on large poles around clan fires.

Being Orc-Kin, and child of Malacath, they are cousins of Orcs, Ogres, Rieklings, Gremlins, Riekrs, and others."



by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)




From Riekrs page:

"Riekrs are a small species of blue snow Goblins native to northern Skyrim and High Rock. Mischievous like their cousins from warmer regions, Riekrs live in trouble-making clans, plaguing nearby villages and travelers, always accompanied by their fierce Snowsnarl Durzogs. As mentioned, they belong to the same family as Ogres, Ogroids, Orcs, Gremlins, Goblins and Rieklings, and it is with the latter two that they share most similarities. Some scholars even believe that the race of the Riekrs originated from the crossing of Goblins and Rieklings, in past ages, although most disagree with this statement, considering them simply another species of Goblin, like so many others.

In social terms, Riekrs live in small clans, usually larger than the Goblins' clans, but smaller than the typical Riekling clan, and build structures of reasonable size, consisting of platforms and tents made of wood, bones and animal leather, and surrounded by a large amount of rubble composed of barrels, crates, chests, chairs, and other materials that they manage to steal or find while searching ruins and plundering villages and travelers. In Skyrim they seem to have a special interest in Dwarven ruins, as they usually build their camps at their entrance, and decorate part of their architecture with pieces from these ruins. They also often use pieces of armor and weapons of Dwemer origin. Naturally this causes them to come into conflict with bandits and explorers of these ruins, often having their fields taken and being wiped out in the process. They are also found sometimes struggling to recover lost territories.

Their buildings are more sophisticated than those of the Goblins, but less than those of the Rieklings, and the style is a mixture of both. However, this is not directly associated with their intelligence or cultural development, but with their different lifestyles: Goblins are nomadic, and live in more populated regions, they are constantly involved in conflicts and having their camps destroyed, while Rieklings live in total isolation in the icy mountains of Solstheim, building sedentary camps which last for centuries, if not even millennia, which allows them to build larger and more complex settlements. The Riekrs, having an intermediate lifestyle, have a type of construction that is also positioned in the middle of these two previous contexts.

The appearance of the Riekrs also looks like a mixture of Goblins and Rieklings: they have blue skin like Rieklings, their faces have a pointed chin, long nose and white beards, which many Riekrs grow much more than those of Rieklings, however, they have slimmer bodies like those of Goblins, bigger heads and ears, in addition to the same type of sharp nails and larger teeth, although they do not have the prominent lower jaw of the Goblins. In size, they have the same stature as the Goblins, being therefore larger than the Rieklings. The difference in size, however, is due to the island dwarfism suffered by the Rieklings due to the long isolation on a small island, something that affects living beings when circumscribed for a long time in a habitat smaller than their original homes, aiming to make possible the subsistence of a growing population with less resources. Formerly present in Skyrim, the Rieklings now circumscribed to Solstheim do indeed have a smaller size and a more rounded shape, in comparison to their mainland cousins, however, when they were still present in Skyrim in past ages, the Rieklings had a body configuration similar to that of the Riekrs, and it was even difficult to distinguish who was who at first sight.

The origin of the Riekrs is the same as that of the Goblins, according to scholars, so their ancestry is traced back to Summerset Isles, and their migration to the rest of Tamriel is lost in time, nor is it known whether the different variants already existed in the archipelago, or later appeared as an adaptation to different climates. Like the Goblins and Rieklings, the Riekrs are also proving to be devolving, being much more articulate in past Eras. Living in larger and more solid clans, and also were considerably better armed and equipped. Among the 3, it is believed that, due to the isolation and lack of interchange, the Rieklings are the ones who suffered, and are still suffering, a faster return to animality, with each report describing them as acting more and more like beasts, which can be evidenced by the absence of Rieklings with magical abilities between them, an occurrence that still happens between Goblins and Riekrs with relative frequency.


Still on magic, the Riekrs have an unique initiation system for those who show magical capabilities where they are exiled and have to buy their way back. The now exiled mage must then wait a certain period, during which he must prove he can survive the dangers of the wild world alone, before he is allowed to buy his way back into the tribe with a food offering such as a freshly slain deer, bear, or echatere. Once the mage buys their way back into the tribe, they quickly rise in status to become a revered member of the tribe, gaining influence with the clan's chief. As these mages are usually not exactly skilled with weapons, they have to prove their ability to defend the tribe in case of need, which they do by learning to defend themselves in the wild, alone and at a young age, without the help of the tribe. However, the mages among the Riekrs never reach the same leadership position as the Goblins Shamans, having a role that, although important, does not have the same ritualistic and/or religious significance that it has for the green Goblins.

Every clan is led by a Chieftain, and each member must exercise his role in an exemplary manner, or he will be harassed and even expelled, or also killed. Tribes have been observed to eat boar meat, vomit it back into bowls, then trade the bowls with fellow tribesmen and eat each other's vomit. They are also observed to bathe in filth and sometimes eat their young, with some suggesting that these behaviors maintain their social structure. Because they have a more rigid structure than that observed in Goblins, and focused on the competence of each member to defend the tribe and their brothers and sisters, it is believed that this process of cannibalism occurs to eliminate weak or sick juveniles.

Like Goblins, Riekrs train and use Durzogs for hunting, protection and war. Durzogs are reptiles about the size of a dog, with 6 eyes, sharp claws and teeth, and fierce behavior. The Riekrs, like the Rieklings, use a variant of feathered Durzog, with blue scales, known as Snowsnarl Durzog.

Some clans worship the Wispmothers as a type of supposed deity. It is possible to find some of the camps around
Wispmother lairs, with members of the Riekr clan alternating in ritual prayers to these mysterious entities.



by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

A technical note: Goblins and Riekrs share the same voice lines and sounds as Rieklings, due to their proximity. However, for some reason, sometimes these dialogues only work after you've visited Solstheim. I tried to discover the cause of this, but found no evidence. Because of this, if you haven't visited Solstheim yet, the Goblins and Riekrs may not have dialogue until you visit the island.




- Goblins, in 6 variants: (common) Goblin, Goblin Archer, Goblin Skirmisher,
Goblin Berserker,  Goblin Shaman and Goblin Warlord; (in the image above: the 6 variants)


- Riekrs, in 6 variants: Riekr Harrier (variant 1), Riekr Harrier (variant 2),
Riekr Snowstalker, Riekr Toothbreaker, Riekr Frostbiter and Riekr Chieftain;
(in the image above: 3 of the 6 variants)


- Durzog, in 2 variants: (common) Tamed Durzog and Snowsnarl Durzog;
(in the image above: (common) Durzog and Snowsnarl Durzog)


- More than 20 new Goblin camps and 6 new Riekr camps, spread across the map;
(in the image above: one of the Goblin and one of the Riekr camps)

- 2 new weapons: Goblin Shaman Staff and Riekr Staff;

- 1 new ingredients: Durzog Meat (in 2 variants);

- 1 new disease: Rotbone, contracted from the bites of the Durzogs (in game description- "Although
less dangerous than Bone Break Fever, victims of Rotbone also suffer from loss of strength and stamina.")






So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)





The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.






Author: 

Mihail- Goblins, Riekrs and Durzogs models, textures, animations,
sounds, weapons, loot, camps, game implementation;


Some assets used on this mod belong to:

CD PROJEKT RED- for the model of one of the totems the goblins and riekrs use on their camps ;
LorSakyamuni- for the conversion of that totem to be used in Skyrim.