Draft:Two Worlds:Groms

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Revision as of 14:06, January 1, 2011 by Fandom Two Worlds>FordGT90Concept (→‎From Groms (TW2))
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Template:Creature

Groms are superstitious creatures, centred around a tribal like society. Groms can usually be found in small bands, although there are a number of larger Grom camps scattered around Antaloor, mainly in the northern province of Thalmont. Groms are most often found using blunt weapons, such as Maces and Clubs.

Groms can be found in three varieties; The smaller, light green and weaker Young Grom, the larger, dark green and stronger Grom and the green, medium sized Grom Shaman. The Grom Shaman is a practitioner of Necromancy or Fire magic. They can be found using either one of two combonations. The Necromancy combo, an Apprentice Necro Staff and the Poison Dart spell. Or, the Fire combo, an Apprentice Fire Staff and the Fireball spell.

It should be noted however, that the Necromantic Shaman is more common.

Grom armament:

  • Heavy Mace
  • Broken Kneeclub
  • Slim Hatchet
  • Short Handeled Hatchet
  • Hatchet
  • Club

You can create this creature.See the Creating People/Monsters page.

From Groms (TW2)

Template:Creature TW2 Grom is the classic take on the Goblin species in Antaloor. Unlike their usual fantasy counterparts, Grom are intelligent, tribal people, well cultured in their own right. While pretty primitive, they have their own customs and culture, and often praise their totemic gods. Goblins of Antaloor, Groms are of average height and have greenish-tinged skin. Most warriors do not use heavier armors than some loincloth or light weight primitive jerkins, but they do use clan or totemic shields and swords in deadly combinations.

In fights, Groms are fierce (even if easy to defeat by experienced warriors) opponents, attacking in groups, flanking, using swords and bows or even magic. Some of their warriors possess the skills like Dirty Trick and may use them in combat against the player.

Surviving Groms are there in Two Worlds II since day 1. Once the hero is freed from Gandohar's castle and follows Dar-Pha into the teleport to the island of Alsorna, one of the first tasks Dar-Pha gives you will be to learn sneak-attack and assassination kills. This is when the hero comes across Groms again - his first assassination target will be a Grom sentry that patrols the way to the Orcish encampment where the hero will have to make way.

Grom1.png

Afterwards, Rogdor, the Orc chief will show your hero how to dispose of many Groms at once using terrain and setting massive traps (such as causing a rockslide to bury a whole camp of those savages). Nortar the Archer will help hero learn the basics of archery and the multi-arrow skill by sniping what few Groms are left nearby.

All in all, Groms are likely the punching bags of the Antaloor, but make no mistake: a weakened hero who doesn't learn how to swing a sword or wield magics stands no chance against their horde - and they're very rarely roaming the lands alone.