Tuesday, July 21, 2015

Mass Effect D6 NPCs

Back in 2012 I ran a Mass Effect game, which if I recall correctly had really only one great session to it, but fuck it was a good session. Party ended up getting forced to join Eclipse on Omega after washing out of the Alliance military while on shoreleave (they majorly fucked shit up). Whole thing was a spot of fun. Some fist-fights, some violence, a lot of gambling and smut and sleaze.

Good times.

For one I can really see how I've improved as a GM in 3 years, even if I've been running shit since 2000. I'm only 24. That's some good time spent doing this stuff. Also can really see how my buddy Pete's evolved as an artist in the 6 years I've known him.

Anyway! There's a Mass Effect D6 game floating around out there. And here are some NPCs/Baddies from a campaign that never got off the ground!

Vazzha aka Mr. Bliss is an infamous Quarian scoundrel who runs a series of cons throughout Council-Space, mostly getting himself entangled in high stakes heists and white collar crime. He considers himself to be a patriot of the highest order to the Migrant Fleet, though he speaks of other Quarians as though they are petty rabble and scum waiting to mug you in private. Due to his more high society look, elegant manner of speech, and kind nature, Vazzha has managed to carve out an estate for himself on Berkenstein.

His code name of Mr. Bliss comes from an ill-attempt to appear as a human in high-tech armor early in his career. He still rather likes the handle and uses it during online transactions. His major goal is to purchase himself a lovely space station for his own nefarious greedy purposes.

Rak-12 is an unfortunate creature, something the kooks on Omega whipped together in the hopes of creating a more easily controlled Vorcha. Pack enough chemical anti-psychotics and eugenics into a few generations of easily executed xenovermin homonids and eventually you'll get something worth your while. Rak-12 is calculating, utterly intelligent, and a junkie for a number of chemicals he needs to stabilize his species anger issues. He can speak articulately, and he knows he's been used; and he knows his offspring would be able to carry on his superior genes. If Rak-12 gets off Omega, intelligent and tactical Vorcha might become a new cosmic norm and that is a horrifying prospect.

Bonoui - A Drell sniper, saved from the homeworld by way of being a political prisoner in need of prosecution. Turian justice saw his vocal chords split and shredded, the exact reasons why lost into the minutia of the justice system. Formally a poet, Bonoui fell in with mercenary work out of anger and desperation once he lost his voice. This has led to him operating a one man genocidal campaign against the Turian race, with him acting as a suspect in at least three assassinations which led to race riots between Turian and other species.

Bonoui lives the life of minimalism, operating out of various bolt-hole hotels. He carries a copy of his old works, a violin, and an award he won back when times were good. He is known on Omega but mainly be the prostitution circle. He throttled a Turian hooker to death when she mentioned her homeworld to him.

"The Operative" - an Elcor female who was created by their government to deal with situations privately and appropriatly. Encased in thick assault armor and run through with suppressant chemicals, the Operative is not held back by the thought and careful consideration her species is known for. Her eyes are inscrutable, cold and dead and absorbing every detail as though they were coming at her like a mile a minute.

Given her mass, her chemical dependency and her augmented armor, the Operative moves much swift than any Elcor ought to. Her only known public incident involved bashing a Krogan to death on the Citadel after some trouble at an Embassy. Most of the finer details have been redacted. The Operative does not specify her emotion when she speaks, she simply says a few words without tone.

Bajnathi-Clan - A Volus Seperatist movement in the Terminus System who have money and power enough to back up their crimes, namely bioforming worlds to suit them despite already hosting colonies of other races. The Bajnathi-Clan are Volus supremacists who believe they posess a divine mandate to expand and rule the worlds they view. They willfully skirt anti-AI laws in order to make use of drones and mechs that serve them as their personal army. Dirty bombs and chemical weapons are the order of the day for the Bajnathi-Clan, and while the Council has run a good media campaign to paint them as little more than a minor faction they are fully aware of the very real threat they represent to the fringe worlds.

Man, I totally forgot Mass Effect Lore post the second game. I played the third and was really bothered by it. Mass Effect: Andromeda looks like it'll be meh at best. Ah well, that's Bioware for you now. You'll like a small fraction of what they put out there.

Also still moving, tomorrow. My mind is all over the place.

petarvee.tumblr.com - art buddy. If you think these were okay, or even bad, check out his link. This is old stuff, his new stuff is lovely.

Monday, July 13, 2015

Nentir Vale #1: As I think while moving.

Hello my long abused and abandoned blog. Today you're getting some attention, primarily because I can't post you anywhere else and frankly you deserve to get some goodness in this world. So what's going up here are some notes, for a potential 5e campaign I want to run in the Nentir Vale of 4e D&D.

Why that? Because if you are willing to scour through 100+ Dungeon and Dragon magazines, you can find some really cool setting lore that if presented in a different light; is actually fucking awesome. 4e D&D suffered heavily under how it presented things, but the Nentir Vale had just enough info about it to make it a decent sandbox to play in.

Things to rip off for the campaign: Over the Wall's encounter packages and countdown clocks for the various factions. Old School sensibilities. 2e and 3e-3.5e levels of monster lore; provided you're willing to do the research. Simon Swermer is the soundtrack. https://soundcloud.com/simonswerwer

How I want to see the Nentir Vale? As the wild west fallen on hard times. Imagine if the East went silent during Westward Expansion. That's the Nentir Vale. Except the Empire it was part of was pretty much Rome, and thus the Nentir Vale is a nice combination of Roman and Russian designs and motifs. Men and women wear heavy fur-lined toga and stola respectively, patterned with  Dwarven motifs the closer you get to their ancient mountain holds. Their language an food habits are Slovenian and Slavic rather than purely Punic; though that's the height of fashion if you have it.

Humans exist in spades, they're the race that runs this shit. They are tribal, each village has a rivalry with another but all come together to celebrate the annual owlbear hunt. Hunting culture is the sport of heroes and every Nentirite thinks himself a hero too tied to his land to make himself a legend. Dogs are man's best friend, but they are strictly for family protection; to teach a dog to hunt is to let the Lord of Beasts into the animal's heart. Gnolls under the sway of Yeenoghu laid waste to Nerath, the Old Empire. Nentir citizens fear gnolls coming up from the south to take slaves and sack cities. Rumor has it the Capital is still occupied by the horde a hundred years later, and nobody up here wants to risk confirming that.

The Dwarves of the Dawnforge Mountains are isolationist and cruel in their judgments. They are not welcome in the land proper, they shut their gates on humanity during the Bloodspear Purges. They are the most pious of their kind and look down on any outlander dwarf who come to pay homage at the World Forge beneath their holds. Clerics of Moradin who are not natives here are assumed heretics.

Elves are firmly denizens of the realm of Fey. They cannot hold iron without losing their sense of touch and hearing; all becomes numb save for pain. Elves are broken into seasons based on their age, and they do not dwell in the realm of Man. An Elf could be 4 as much as he could be 4000, he lives in all Springs concurrently until he lives in Summer, Autumn, and Winter. Elves in the mortal world slowly but surely lose their ties to the realm of Fey and their season become pronounced. An Elf changes seasons with the world of Man, in the realm of Fey he must change houses or make a bargain to change. No Elf is new at being an Elf, though he might not remember being of a previous season unless the shift was in the Realm of Man.

People find Elves confusing but beautiful, though rarely are they seen.

Halflings aren't native up here, and while I have a warm spot for hobbits; they don't belong here.

Tieflings exist, but you can't play one unless you want to roll on a chart.

Dragonborn are from across the sea and they're a lot nastier and unpleasant than usual. If you run into one, he's in service to something you don't want to deal with.

Gnomes wear pointed hats (all Gnomes consider it part of their uniform), and the can wildshape into a very ugly turkey/guinea fowl/chicken at will. It can't fly, it can speak to other forest creatures, and it loses this ability if its hat is removed. Gnomes are at war with Goblins (a hodgepodge of nasty fey backwater genetics) and Kobolds (dog-men with burrowing lizard features; Gnomes who gave their hats and cloaks to the King of Greed, Kurtulmak). Gnomes are associated with Autumn, and no Gnome has ever been Spring or Summer; though a few old old Gnomes claim to be in Winter. Elves dislike this stability, Humans don't much understand it but  they consider Gnomes good luck.

Orcs are a scourge upon the world, a living leprosy, corruption given form. Orcs manifest from black boiling bile that leaked from the eye of Gruumsh when it was plucked out at the Dawn of Time. Orcs hear the thrumming of his great black heart and march to it as though it were a drum beat. Orcs corrupt the world around them, and Goblins appreciate and love this and often serve the Orcs. A Half-Orc is made, not born; the vestiges of a man who fell to the Orcs and suffered torture and torment because he gave in to the evil Orcs bring out of men. Orcs are rotting and pig-headed, Half-orcs are lepers with a mark of Orcishness about them; most wear masks and heavy robes. Half-Orcs are rare and shat upon for fear they'll corrupt others to the road of Evil with a capital E. They cannot do that. To become a Half-Orc means to secede free will for the sake of Evil and victory.

Lake Nen is now the Sea of Nen, which extends north to the edge of the world.

Alignments are Cosmic. You are unaligned unless you swear yourself to something. Paladins swear themselves to Good (not Lawful Good, or good), Orcs are a product of Evil. One cannot swear themselves to Chaos, they must become entropy itself for that to happen. One does not swear oneself to Law lightly, as it is an oath ironclad and can only be made at great proof of submission.

All creatures of Good can understand one another on some level, as can all creatures of Evil; if they so choose. To lose oneself and fall from Good to unaligned is at a cost of great sin (and sins of omission/weakness/sloth); to lose oneself from Good to Evil requires absolute devotion to darkness at the cost of all that made you Good. You do not come back from that.

All I got so far in my brain. Busy packing up to move down town. 8 boxes of heavy ass books, only a briefcase of clothing. I got my priorities in order.

Tuesday, February 3, 2015

21 "Avatar: The Last Airbender" Adventure Seeds.

Because there is an L5R hack of it, and an AW hack of it. And I grew up with the setting. And I just posted these on 4chan's /tg/ and they're just going to fade away if I don't upload them elsewhere. Here are 21 Adventure Seeds for the Avatar World setting. Last two are more two-parter type episode/adventures than anything else.

I always liked this thing.
1) The party meets a spirit during a festival of masks. The masks they are given represent their negative aspects as human beings and once put on that's all anyone at the festival will see. This will lead to frustration as people will likely be scared of them or treat them like monstrous oni. Accepting their negative qualities will allow them to remove the masks, while getting angry or showing intense emotions will lead to them being put on Koh the Face-Stealers spiritual watchlist.

2) The party encounters a third-eye tribe, isolationist firebenders who are trying to master a very dangerous skill. Firebenders are expected to undertake the joining ritual (which involves another third-eye bender burning the emblem into their forehead) while non-firebenders are secretly killed to better protect the tribe and continue making outsiders fear the area they dwell within.

3) A samurai master is offended by the 'skill' of the benders and claims that a master of the elements is a lesser to a master of true human potential. He will challenge any of the PCs to combat, during which he acts like a coach and rival. He supremely believes in his ideals and will be satisfied if he is beaten by non-bending techniques (as it shows they possess the human arts). If he is bent at (aside from perhaps a rock/earth/ice weapon), he will send his personal army after the PCs for making a fool of him. 

4) The party is invited to take part in a fishing contest. The contest is usually very spiritual and meant to show their thanks for the plentiful schools of fish brought about by the Great Tigerswordfish Spirit. But a group of conniving types are thinking they can have true fame if they catch this spirit on a hook. Winner gets an ugly hat (looks like a fish) and all they can eat (in fish), plus a small purse of Water Tribe Money.

5) There's a small fortress that's haunted by dangerous creatures and said to possess a vast fortune. Villagers leave offerings at the Foo Dog statues outside the fortress, but none dare enter. A master earthbender lived in the fortress, stationed during a war. His wife gave birth to his only son and he awaited his chance to go home. His ghost animates the statutes in a very clunky earthbending motion, but as they are incapable of speech no one has been able to discern what their purpose is. The offerings keep the spirit active. The elderly headman of the nearby village is this man's son, and he is terrified of going to the old fort. The treasures are some old weapons and swords of superior make, but unless the son is brought to the fort, these items are horribly cursed.

6) The party finds a pacifist temple in one of the mountains, but the denizens within are terrified of bending. To pass through their lands arms must be bound, legs must be chained, and occasionally mouths must be gagged. The monks are harmless and kind, they will feed the party. But a bandit group has set up shop nearby, specifically to kill benders and take their stuff while they're at a disadvantage.

7) A young waterbender drowned in a lake. His spirit has been down to drag people under the water. A mansion has been built by the lakefront and now the spirit is haunting the building like the Grudge-ghost. After the nobleman's daughter begins talking about her imaginary friend, he gets worried (madness runs in the family) and he hires the party to exterminate the "demons" in his house because "all benders are spiritual".

8) Sumo wrestling bending. Earth benders have to stand on small pillars. Water benders on hot coals. Fire benders have buckets of water thrown at them. Air benders wear weights. Any who participate have a chance to make some money---but the dress is ugly, they'll get fat, and someone is rigging the games.

9) A geisha who serviced a water tribe soldier has become the item of public ridicule after a scornful non-bending artist made a political woodcarving depicting her having sex with a squid-shark. She is shamed, the artist feels bad, and now the water-tribesman is coming back with his thugs and he's going to put an end to this (either by killing the geisha because she caused him dishonor by proxy or by killing the artist).

10) The party become the object of obsession for a hikkikomori-type girl. She stays in her parent's castle, never leaves it, but she sends people after the party--often to hound them with questions. She has commissioned an artist to chronicle them whenever he finds them, but he's prone to making things a little too shonen. The girl will get angry if people don't end up with who she wanted them too, and she will occasionally have her parents hire sordid types to influence the plot to be akin to her desired relationships. These thugs will tell the party about this if attacked with lethal force, and they'll try to strike up a deal where they fake a good story. If the party fakes a story the girl will say it sounds non-canon and terrible. She'll then find someone else to fawn over. The party can find a villain for her to fawn over if they want to make a villain very miserable.

11) The party is asked to deliver a large clay barrel of wine to a nobleman on the other side of town. The courier pays well. In the barrel is the dead son of that "nobleman", and now the party is responsible for a yakuza war between two rival families.

12) The party encounter a Guru who is preaching a false path to enlightenment, namely by convincing others to fully embrace hedonism. While this debauchery is fun at first it quickly becomes clear that the Guru doesn't care how far it goes. All it takes is for a few sordid types to say "wouldn't killing be a rush" before he says "Would it? Let's find out!" The Guru means well, he's just horribly misguided. If he survives the encounter, he eventually writes the setting's Kama Sutra (featuring graphic diagrams featuring some of the player characters with features out of place. Like large noses, tiny hands, no feet. Et cetera). This will cause some mockery if the players ever encounter someone who owns a copy.

13) The party encounters a practitioner of Gu, a forbidden sorcery that is used offensively. It involves a lot of smoke and sleight-of-hand, appearing like a new form of bending. The sorcerer is just a master poisoner who enjoys the fear people have when they think he is magic. (Gu shit is fascinating, wikipedia it.). The sorcerer will try to get the party to like and fear him, as he can't do anything beyond poisoning and he fears benders.

14) A large city-state begins preaching about a Celestial Bureaucracy to make people fall in line to the bloated and corrupt bureaucracy that runs the city-state. A few spirits rather like the idea and begin tormenting bureaucrats for tiny slights. The common man is terrified of what this means and some are plotting a revolution against "pompous nobles backed by a divine right that seems to hate them."

15) A group of Firebender freedom fighters called the Torchmen. They liberate slaves and lead them out of the dark and back into the light. But when a Torchman goes bad and starts paying off slavers so they can get away with their trade, the whole organization falls to paranoia. The party is asked to assist in a slave heist to find the traitor and then to kill him while they free slaves. The traitor will try to bribe

16) A formerly nice young man has suffered under spiritual corruption, turning his form large and monstrous. He lives outside town in the wilderness consumed by sorrow. His little sister, a battleaxe of a girl who knows only cruelty, comes to him every so often and tells him what the townspeople think of him. How all the people he loved think he is a demon. She wants him to go on a killing rampage so her not boyfriend (a samurai, but an innocent one) can slay the beast and be made the hero of town. Convincing the tormented being that his sister is lying and manipulating him is about as hard as exposing the sister to the town as someone who is plotting a coup. Most of the townsfolk just think the young man went off to find adventure and never returned, they miss him but mostly they don't think of him that often.

17) The party is targeted by a baku. Every night when they go to sleep they are transported into the Spirit World where they are being pursued by something. When they "awaken" they are tired and grumpy. The baku is a fat trickster spirit who has found the dreams of the scared and desperate to be a spicy treat. If the party is able to see that the pursuer is nothing more than an illusion, they spoil the fun. It will leave them alone if attacked.

18) The party is asked to attend a Noh Theatre production, though the play is too esoteric for all but the smartest of them to understand. However a noble attending sees it as an insult to him and demands everyone in attendance be under arrest for "standing by while I am mocked." The Noh production is actually about badger-moles, but don't try telling that to the nobleman.

19) The party encounters a shirasu rider who is hunting a bounty. His mount was killed and he asks the party to assist in bringing him back to a far away town. The rider is actually the bounty. He killed his hunter and the mount, but not before being poisoned. He's slowly losing his ability to move. He has friends in the new town.

20) The party is hired on for a voyage from one continent to another, but the crew is shifty and very spiritual. The captain is an Ahab type. He hates the spirits and the Earth/Fire Nations. He was once hired to ferry a boatload of new currency across the ocean, but his crew mutined and his brother, a shaman, died. At night on the boat, you can hear bells lightly playing in the distance. It is always foggy.

An Umibozu will prevent the ship from reaching harbor. the spirit of his brother has been twisted into something ugly and terrible. His brother was part of the mutiny, greed had clouded his mind and he acted with hate in his heart. He is condemned and wishes for the captain to follow him into the depths, as the captain is also consumed by hate (for everyone but his brother).

The crew knows rumors about this, but they fear the captain hearing them. The cook was on the ship with the Captain back then, and she remained loyal. She knows the truth but she can't tell the captain without breaking his heart. Hate is all that keeps him going.

21) The party is asked to transport a mysterious stone box through a large cavern. The nobles who sponsored the endeavor fear the contents and won't risk their best men on it. As they help the earthbenders (who are attacked by wolf-bats and baboon-wolves from the nearby hill on a nightly basis), the other couriers begin to have doubts an fears about what's being moved. They think it must be evil, something that they're being used as expendables to deal with. Some fear they're hired sacrifices to some evil mountain kami. One of them is hearing laughter whenever he's underground and he is trying to write it off as the jitters. 

The party can help people keep it closed, open it, or just try to move the damn thing. The final resting place is on the edge of a great swamp. The vines will grab at the box and drag it deep into the mud. If the box is opened, a monkey demon appears. It is a terrible spirit, akin to Coyote or another Trickster Deity. It will need to be sealed in stone again to be harmless,. Rubies fascinate it. 

The spirit will haunt and cause misfortune and dreadful luck until it finds someone new to torment, like a king or a general. Someone who really cannot handle the spirit.

Sunday, January 25, 2015

Concerning Goblins

Evan Dahm runs a cool little thing called Goblin Week. For this year I've opted to write-up some Goblin lore and such for use with D&D/OSR/WhatHaveYou type games. To be followed up with Hobgoblins, Orcs, and Bugbears. 

I'm a big fan of goblins being wicked fey types without having a moral compass or making players deal with the issue of "goblin babies and widows." Goblins are nasty little blights of corrupted faeries, and each goblin comes from the corrupted lineage of fey. A lot are so muddled they look like a bog-standard goblin, but some are a bit more pure and mysterious. 


Concerning Goblins.

Goblins are foul little cretins, the current offshoot of a long and ancient line of corrupted fey. Goblins are generally unaware of this fact, though it might explain their desire to act cruelly to the tiniest of the fair folk. As a result of their ancient corrupted blood they share an ancestral bond to the Orcish race, who were Elves corrupted by the forces of darkness when the world was young.

Goblins run a wide gamut of types, colors, and features that seem almost random in their atrocious placement. The ancient fey blood still flows in their veins and as such a group of goblins who were once tiny winged fey of the springtime meadows will carry on some of the perverted features of these ancestors. Such goblins are usually small, no larger than a child, with an emaciated and waifish build. Their hair is brittle and long, like dead flowers that will be forever caught in perpetual winter. Their eyes will be as radiant and beautiful as few drops catching sunlight, but filled with ocular parasites and catching a red tint in the night.

Goblins also seem to defy the notion of gender or sex. Goblin offshoots of ancient dryad blood will show off signs of the female anatomy, though rather than virginal purity that leads men astray the goblin will make use of latent glamour to seduce wayward souls into a trap. Though to call a dryad-blooded goblinoid a mere goblin may be oversimplification. Overly masculine type fey such as the Firbolg have some alleged goblin offshoot, though these may be better classified as Hobgoblins (High Goblins), or some other matter of terribleness altogether. But to refer to a goblin as a man or a woman does a disservice to humanity and insults mankind at its core. No matter what features a goblin displays, it (much like an elf) does not obey the biological rules of the mortal world.

To the best of our research, goblins breed in two ways: by kidnapping mortal children, and by the will of Evil. The first example is far rarer (for which we should all be thankful) but produces new stock and therefore new unknown quantities to the ranks of goblins. The child is stolen away as an infant and over-time ceases to be a human and becomes a goblin. This differs from the Orcish corruption upon mortal men because it seems not to be virulent and more akin to a willfully accepted curse. The goblin-child will note its differences and either willingly engage in terrible acts of mayham and hedonism to better be a goblin, or it will deny itself this and likely be devoured by the group.

Goblins bred by the will of Evil seem to emerge from whatever method the dark forces desire. Huge brewing pots, tainted and rotten vegetable life, from the mud of a graveyard, or whatever other type of Hellmouth is conjured up.

Unlike the Orcish race, the goblins have not spited the Gods. This may be due to their inability to fully understand the concept of the Divine, but the reason is irrelevant to this explanation. Unlike the Orcish race, goblins are able to have a society that is not doomed to atrophy and collapse by the will of fate. But to say their society is civilized would be giving them far more credit than they are due.

Goblin civilization is a crude and cruel mockery of the various Fey Courts, though they're likely unaware of this as well. Goblins will naturally form their own ranks by way of a cruel meritocracy, with the mighty and the clever leading the group with impunity. Those who have active abilities in their bloodline usually occupy a higher rank in society, though rarely do they hold command. Goblin social mobility is comparable to a pirate crew, with a leader who is clever and crafty and able to promise wealth rising up through the ranks; while those who can't keep their promises are cast down or betrayed.

Hobgoblins, when they appear, are the natural rulers of goblins. Hobgoblins possess a certain acumen for leadership, often possess a powerful bloodline ability, and have a certain charisma that can cow any number of lesser goblinoids into obedience. But Hobgoblins are a rare and mysterious breed to be better examined in the future.

If there is one quality of goblin society that the denizens of Humanity might appreciate it would be the lawless and easily profitable "Goblin Markets" that crop up from time to time. A Goblin Market is a gathering, often in a place of former Fey importance, where goblins and other foul fey come to trade goods. All creatures who enter a Goblin Market are of a cruel disposition, and the constant aura of being a predator among predators keeps everyone on edge and well-behaved (if only for fear of mutually assured destruction). Dealings are made in favors and goods, gold rarely changes hand.

Goblins value gold and treasure as much as any dwarf, though they have little practical use for it. Goblins seem to simply enjoy hoarding it because of the power other races put into it. Goblins may think that gold itself is a magical thing that clouds minds and corrupts hearts, and thus having it allows them to weaken their enemies. They may also simply enjoy the aesthetic of it. Whatever the case, goblins tend to hoard wealth and that hoarded wealth takes on a greased and gritty appearance when held by goblins.

Goblins in general don't make use of armor due to their twisted and various physiques. While an Orc can manufacture a uniform type of armor for his warband, a goblin must take the measurements of every goblin independently. If one ever encounters a goblin who seems to wear armor that fits, that goblin is likely a clever and important figure to its people. Goblin wardrobe is utilitarian with the purpose generally being to show ones allegiances (as a form of intimidation), keep out the elements, and to hold other items. A well-dressed goblin may be clothed only in rags and leather strips, but every goblin around him knows he's well dressed and presenting vital information about his rank. This detail is generally lost on anyone who isn't a scholar of goblins.

Goblin weapons are cruel and impractical. Goblins subscribe to the idea that something that looks cruel and scary will be able to inflict damage in a similar manner. Goblins also seem to fear smooth and well-made weapons of other races, finding their simplicity a cruel deception. The latent fey blood makes holding all but the most poorly-made iron tools uncomfortable, and this likely plays into their fears.

Goblins tend to be polarized in their emotions, shifting from miserable to jubilant at an alarming speed. Goblins do not universally enjoy wanton murder and bloodshed, but they never seem to show regret for their actions. A goblin enjoys killing and hurting things when it directly benefits the goblin in some way, such as implying dominance or leading to instant gratifications like food or alcohol. A goblin will weep and cry (a horrible sound akin to strangling a seagull) if he is ever captured, though this seems to be a ruse so that they may be able to appear less capable of revenge than they truly are.

Goblins are petty. Goblins slighting one another seems to be common practice to establish who is control, but non-goblins who slight are considered to be insulting the entirety of their people. Goblins hold grudges for as long as they live, and nothing brings them greater joy than devastatingly avenging a slight against them. These slights tend to be poetic on some level, though they are always crude and often poorly analyzable by those who witness the aftermath. A fat man who slights a goblin may be found with his forelimbs cut off and the stumps burned black so he might resembled a hoofed pig. This makes sense to the goblins, but to those who see the aftermath it will look more like a botched and terrible atrocity rather than "poetic justice." The nature of avenging slights might be due to their fey ancestry, or perhaps simply because they're cruel and disturbed creatures.

Goblins cannot love, though they can obsess. A goblin who obsesses tends to "collect" the objects of his obsession and keep them in his pit. These objects of obsession can be living or inanimate, though if they're living they'll likely be dead very soon after obtaining. Stealing an object of a goblin's obsession (or simply having one to begin with) is sure to be considered a slight against the goblin and something that will drive them to no ends of anger.

Goblins are often commanded by Orcs, and the truly terrible goblin civilizations are run by Hobgoblins. Goblins have been known to serve ogres, though often as cooks (and occasionally meals) and rarely as anything of note. An Orc-led Goblin band is warlike and well-equipped, though ultimately doomed to collapse due to the curse of Orckind. Such groups fight until they get what they want and then they cut their loses and run. A Hobgoblin-led Goblin group can reach a level of power and organization that few can comprehend and even less would appreciate. Hobgoblin-led Goblins are expendable citizens of a would-be Imperator, using tactics and pursuing goals they don't understand. An Ogre-led group of goblins are glorified sous chefs who can at least enjoy the fact that they get to eat the large scraps their master leaves for them.

While goblins are low on the social totem-pole, they do command some creatures. Rats can be driven feral and flesh-hungry by spending time with goblins, something that is a real problem when goblins infest an urban environment. Goblins are also able to incite this same sort of fervor in wolves, though never more than a few rogue wolves at a time. Wolves answer to other entities, spiritual or otherwise, and only those who fall away from the pack are so easily corrupted. And even then, wolves will grow irritated by the noise, stench and poor hygiene of goblins in a manner of weeks.

Worgs are the only beast who really seem to enjoy the company of goblins and this is because they are treated like beautiful stallions. Worgs are well-fed, well-groomed (in the goblin sense of the word), and kept appeased because of their great intelligence, craftiness, and viciousness. A worg considers it a small price to let a gibbering puppet-despot ride atop it when he is truly able to control the goblin society. Worgs also tend to serve greater Evil entities and this means they are more able to get goblins constant employment for the purpose of gathering wealth, food, and keeping the Worg happy.

The lair of a goblin is usually a kitbashed combination of the destroyed structures of another race and a large series of dugouts. Goblins are not exceptionally proficient with traps but they will make use of them if given notice of an approaching threat. Goblins try not keep constant traps in their lairs for fear of accidentally tripping it themselves if they have too much to drink or return home too wounded to step over every little trip-wire.

But even with a lack of traps, a goblin lair is not a safe place. The dugouts are generally safe enough for a goblin group to move through and constantly reinforce, while most would-be goblinslayers won't take notice of this and may find themselves caught in a collapsing tunnel. The fallen structures used for an exterior is also likely to collapse if it sees too much combat. These facts can be of use to a goblinslayer if he can attack the lair from a distance and possibly bring it all down on the goblins dwelling within.

Goblins tend to make numerous outposts which follow the above pattern. A true goblin "city", called a warren or a pit, is usually built someplace far more stable. This can mean an undercity of goblins lurking beneath a civilization and making hovels in the sewers; or more likely holing up in large mountainous caves (or lost dwarfholds) and slagging together their shacks from the scraps. A goblin warren is a well-protected secret and rarely do goblins stage their raids from such a place. Finding the warren is the key to ending a goblin occupation in a land and goblins are aware of this much. Sometimes a crafty goblin leader will stock an outpost with many soldiers and stolen loot as a suicide group so that the warren will remain hidden. These martyrs don't seem to know their purpose and are often deluded into fighting with greater ambition because they've been entrusted with so much manpower and wealth.

A goblin outpost has the following effects in place:
  • The first time a non-goblin enters a goblin outpost the character must make a DC 12 Dexterity saving throw or take 1d4 damage from slightly collapsing earth and crumbling structures falling upon the character. This should hopefully alert adventurers to the threat of collapse.
  • There is a 1 in 3 chance that any dugout tunnel also serves as a goblin filth/detritus passage. These tunnels are filled with scraps of jagged metal, old rotting meat and other "organic material", and tepid water. Unless characters take extra precaution to avoid the filth they have a 5% chance of getting attacked by 1d3 rotgrubs. 
  • Goblins gain a burrow speed equal to half their movement speed when digging to the surface within their lair. Any damage from collapsing ceilings are reduced by one dice. 1d8 damage would be reduced to 1d6, 1d6 to a minimum of 1d3.

The effects of goblins upon a region are not benign, though specifically discerning the effects as being caused by goblins can be hard to do. The presence of a goblin infestation or warren are as follows:
  • Upon the establishment of a warren all goodly fey folk will begin fleeing from the land until they are at least five leagues away from the central location of the warren. Elves will feel uncomfortable within two miles of the warren or outpost, their clothing will be itchy and it will feel like fleas are biting at their ears. Gnomes will feel a lingering frustration whenever they wake from sleep. 
  • After a week of the warren being established trade in the regional will become more dangerous, with 1 out of every 6 caravans or traveling merchants being waylaid by goblin raiders. These raiders will have established outposts within five miles of their attack sites.
  • Within a month of a warren being established, strange beings of exotic races will begin to appear in the region. They are paranoid about being followed and if confronted they will dismiss any character as being beneath them. These individuals are searching for the location to a Goblin Market, and only by offering to do this being a favor will the players be given this information. 
  • After two months of a warren being established, 2d6 infants will be stolen within a ten league radius of the warren. These infants will not all be taken at one night, but within a few days of each other. The abductions will likely be messy and violent, appearing more like cultist work than simple kidnappings if the adventurers don't know what they're looking for.
  • After a year of a warren being established, multiple factions within the warren will spill out and attempt to conquer and colonize an area to create a second warren. This colonization force will likely be led by a hobgoblin who is served by orc warriors (at least 20) and a half dozen worg who are keen on the thought of being little lordlings.

After the elimination of the goblin warren it takes 2d6 weeks for the goodly fey folk to make their returns, for traders to consider walking the roads without a platoon of armed guards, and for strangers to leave the area in search of a new Goblin Market. Lost children may be rehabilitated if they have not been held for over two years (an infant held for over two years will be little more than a feral goblin in a babe's skin).

1. Grig - Goblin's born of corrupted ancient Grig blood are exceptionally small, thin, and hairy. These sorts of goblins take disadvantage against spells involving music, which if they fail their save causes them to dance wildly. 1 in 100 Grig-lineage goblins can create faerie fire as an innate ability

2. Nixie - Goblin's born of corrupted Nixie blood are slim, slimy, and coated in scales. They have eyes like a dead fish and have exceptionally poor memories concerning anything they aren't obsessed with. All these goblins have an obsession. 1 in 100 Nixie-lineage goblins can breathe water as well as air and charm amphibians as an innate ability. 

3. Brownie - Goblin's with tainted Brownie-blood are exceptionally manic and seem to laugh like awkward hyenas, snickering to fill the silence. These goblins have mottled skin, coated in liverspots and they stink like rotting wood. 1 in 100 of these goblins possesses the eyes of a true sinner which cause wolves, dogs, and foxes to suffer the effects of Fear.

4. Atomie - This corrupted bloodline makes the goblins born of it attractive to insects and vermin. These sorts of goblins appear moldy, rotten, and sickly. Their teeth are yellow, their gums are black, and any patch of skin that might be healthy is covered in roaches, beetles, and maggots. 1 in 100 of these goblins is infested with 2d6 rotgrubs which do no harm to the host and allow him to Speak With Dead to the spirit of any corpse infested with rotgrubs.

5. Dryad - These sorts of goblins are feminine and twisted, looking much like Hags upon closer inspection. They have nasty claws, smooth green skin, and a single aspect that would be beautiful if not for the horrifying corruption of every other feature beyond that single aspect. 1 in 100 of these goblins can Charm Person, as long as that goblin is in contact with a tree which bares its "mark." That mark is a pock mark of rot and blight upon the tree, intentionally placed there by the goblin.

6. Faun - These goblins are brown, shaggy, often beer-gutted and reeking of alcohol. They have the eyes of a goat and the teeth of the village punching bag crossed with a rat. 1 in 100 of these goblins possess horns, a fact that often makes them seek out fiendish patronage because that seems to be a logical step for them. 

7. Jermlaine - These goblins are fat, tiny, and ugly beyond all belief. They have large lips that are coated with boils and herpes, a nose as big as a sausage that constantly leaks fluids, and ragged ears that are clogged with hair, wax and bugs. 1 in 100 of these goblins can cause items to rust by simply touching them, and these goblins are either used as saboteurs or cast out of society.

8. Clurichaun - These goblins are much like the standard view of a goblin, but they are consumed entirely by greed. These goblins care only about hoarding wealth, stealing gold, and making sure they have the most gold. These goblins keen on using bribery if it'll save their lives and 1 in 100 of these goblins can curse an individual with bad luck, usually saving this for the individual they've had to bribe.

9. Nymph - These goblins look like drowned children. They are pale, bloated, with tired and sleepy eyes and constantly reeking of pond scum. These goblins try to flood their warrens and outposts as it makes them feel more comfortable to wade in a foot or two of mud and tepid water. These goblins are amphibious. 1 in 100 of these goblins can taint water simply by looking at it.

10. Snowhair - The tainted lineage of the Snowhairs are dangerous and crafty. These goblins have craggy and tumorous skin, white patches of hair, and a great skill at rigging rock-based traps. These sorts of goblins are fond of causing rock-slides, collapses, and implosions and for this reason most other goblins dislike them. 1 in 100 of these goblins can turn rocks to snow and withstand any non-magical form of cold damage.

11. Pixie - These smaller goblins have a webbing between their arms and torso, terrible hunched backs, and crazy eyes that never look in the same direction. Pixie-corrupted goblins enjoy eating bones and they're obsessed with obtaining all forms of bones to eat (even if it doesn't provide them with any real benefit). 1 in 100 of these goblins lacks the webbing and actually possesses awkward bat wings instead of arms, allowing it to fly.

12. Petal - These are the goblins mentioned earlier who have the brittle hair like flowers who will never see spring. 1 in 100 of them can cause crops to fail, meat to rot, milk to curdle, and 1d3 days of nonstop rain. These goblins with such abilities can use them once a year.

13. Thorn - These goblins walk in a strange and prickly matter. Everything about these sorts of goblins is sharp and unpleasant, predatory and uncouth. They are otherwise like a standard stock goblin whose bloodline is so muddled it is beyond notice. 1 in 100 of these goblins can turn their hands into rock-hard knives that do damage equal to that of a dagger.

14. Treant - Rarest of the bloodlines but certainly one to note is that of a corrupted treant among the goblins. These goblins are nearly Orcish in size, with skin that flakes off like a constant cloud of rot and filth. They have horrible faces that lack proper definition of features, best described as being like the faces a person might see in bark of trees late at night. These goblins do not open their mouths to speak, and their voices are like hoarse whispers. 1 in 100 of these rare goblins can see and feel anything that any tree within one mile of his area could "see" or "feel". Use of this ability has a 1 in 10 chance of driving the goblin insane.

15. Swanmay - One of the more tragic corrupted bloodlines is that of the twisted swanmay. These goblins are alabaster in color and are obsessed with killing birds and kidnapping women. They do not know why they are compelled to do this, but it brings them joy to deface and destroy anything that is beautiful. 1 in 100 of these goblins can polymorph the faces of other humanoids, often making them more attractive so they can better enjoy mutilating the victim.

16. Redcap - These goblins are enemies of Gnomes, much like redcaps are enemies of Gnomes. These goblins lack actual redcaps, but their scalps are red and bloody and unable to grow upon. These sorts of goblins enjoy working with Orcs as these sorts of goblins are exceptionally sadistic. 1 in 100 of these goblins has inherited the ancient combat skill of the corrupted Redcap, granting the goblin the ability to enter a Barbarian Rage. If these goblins encounter Redcaps they will try to kill one another until none remain. Those who flee will be hunted.

17. Dullahan - On rare occasion a fallen Dullahan's corrupted blood will be manifested in the realm of goblins rather than hobgoblins. These goblins always try to wear hoods or helmets to hide their lack of heads. The space where the head of the goblin would be is instead a constantly billowing cloud of smoke. Their skin is grey and cold and the voices that emerge from the smoke is dreadful and cackling. 1 in 250 of any goblin will be a Dullahan-corrupted goblin. Dullahan-corrupted goblins can phase into spirits once per day.

18. Worg - Sometimes a worg will demand a goblin mount it in a way that doesn't require a saddle. These goblins have long hair that trails down their backs, razor-sharp teeth, demonic eyes, and are often great hunters and trackers. 1 in 100 of these goblins can Command Wolves once per day, though if this ability ever fails he'll be devoured by the wolves he's trying to command.

19. Yeth Hound - 1 in 250 of any goblin sired by a Worg has the chance of being born with the lineage of the Yeth Hound. These goblins are pale red with the eyes of a devil, the ability to talk to ghosts, the ability to eat ghosts, and the ability to turn into smoke 3 times per day. These sorts of goblin often lead warrens or serve as direct servants to hobgoblins.

20. Barghest - 1 in 1000 goblins is a Barghest. A goblin born as a Barghest is an amazing thing, a shape-shifter who can take the form of a wolf, a goblin, and something horribly inbetween. All goblins seem to know that a Barghest has some ties to the mysterious 13 Bugbears who feast on the original fears, with the popular thought among more intelligent goblins being that the Barghest is supposed to be the goblin avatar of their will.

Saturday, January 24, 2015


Number Appearing is currently being retooled. If you got linked here, sorry.
Expect updates to occur within the next week or so.
Sorry for the delay and for being a shitty blogger.