Continuing the new feature, here is the second entry.
Goblins in Avremier have almost always been a type of dark fae. Maybe it's part of my exposure to so much myth and folklore. I just got bored with the idea of a progression of humanoid sword-fodder designed to fill easy little encounters for up-and-coming heroes.
Kobolds-then-goblins-then-hobgoblins/orcs-then-bugbears-then-ogres...
Maybe it was my lack of interest in big wars between Good and Evil. It could've been my aversion to the concept of dark-and-nasty versions of the heroic races. Whatever the reason - I always felt goblins deserved better than just dark reflections of gnomes or dwarves. Besides, most of the books I'd read about faeries and the faerie realm included goblins as part of the Unseelie Host. In Avremier, those are the Ilfae.
In the 80s, there seemed to be a constant struggle for the DM to keep providing new and exciting encounters for players who would pick up and read every new book, supplement, or magazine they could. That's when I really started to create my own stuff. Sure, most of us loved creating new monsters. I did that as well. But, I was just as excited by the idea of taking existing monsters and giving them an Avremier twist. The player would be much more surprised by something that seemed familiar, but subverted expectations, than by a creature that was entirely unrecognizable.
Anyway, here are some of my archival notes on goblins in Avremier. As a little bonus, a stat block for the Gutter Goblin is also included.
Goblins are dark fae (ilfae) - a throwback to grimmer times. Fallen fae that like to pretend they are still noble and fair. False wings, wigs, mica dust, body paint. They may breed with other fae and qualify as fae for the purpose of magical effects and racial affinities.
Goblins in Avremier have almost always been a type of dark fae. Maybe it's part of my exposure to so much myth and folklore. I just got bored with the idea of a progression of humanoid sword-fodder designed to fill easy little encounters for up-and-coming heroes.
Kobolds-then-goblins-then-hobgoblins/orcs-then-bugbears-then-ogres...
Maybe it was my lack of interest in big wars between Good and Evil. It could've been my aversion to the concept of dark-and-nasty versions of the heroic races. Whatever the reason - I always felt goblins deserved better than just dark reflections of gnomes or dwarves. Besides, most of the books I'd read about faeries and the faerie realm included goblins as part of the Unseelie Host. In Avremier, those are the Ilfae.
In the 80s, there seemed to be a constant struggle for the DM to keep providing new and exciting encounters for players who would pick up and read every new book, supplement, or magazine they could. That's when I really started to create my own stuff. Sure, most of us loved creating new monsters. I did that as well. But, I was just as excited by the idea of taking existing monsters and giving them an Avremier twist. The player would be much more surprised by something that seemed familiar, but subverted expectations, than by a creature that was entirely unrecognizable.
Anyway, here are some of my archival notes on goblins in Avremier. As a little bonus, a stat block for the Gutter Goblin is also included.
Goblins are dark fae (ilfae) - a throwback to grimmer times. Fallen fae that like to pretend they are still noble and fair. False wings, wigs, mica dust, body paint. They may breed with other fae and qualify as fae for the purpose of magical effects and racial affinities.
While
most are still evil, they are definitely not as simple as the standard goblin.
They are dark and vicious creatures that delight in the downfall of bigger folk
– even other goblinoids. Males are able to grow hair on their chins, but not
really anywhere else on their faces. Leaders may attempt to grow a scraggly
little beard as a sign of status. Quick and agile. Flanking
(swarming) and backstabbing bonuses. Slender and flexible, squeeze through
small openings and excellent acrobats/contortionists. Coloration
very much in the range of slate and shale. Secrete natural oils to become
slippery. Goblins are immune to all
lycanthropy – except wererat.
Most goblins have a fascination with toys.
This includes any interesting weapon, complex device, shiny trinket, intricate
bit of craft, or an actual children’s plaything. It is not unusual for a goblin
warrior to have a favorite knife and a favorite doll. Have a knack
for devices and gadgets - even for magic items. Goblin clans that pursue the assassin arts and
monastic disciplines, some with levels of illusionist.
One goblin clan allies
with death dogs instead of worgs. Clan that rides giant bats or cave crickets.
Harvest paralyzing carrion crawler venom for use on weapons. Trained “guard
mimics.” Goblin balloon harness – flying goblins! Warrior sect of lake-dwelling or swamp-dwelling goblins that
require potential members to personally kill a giant snapping turtle and
fashion a shield from its shell as a rite of passage. A group of goblins is called a deceit – a deceit
of goblins.
One goblin chieftain has convinced local ogres
they are long-lost relations that should co-exist in harmony. The ogres take
immediately to their "little cousins" and welcome them to the family.
Now, the goblins have dedicated ogre defenders while the chieftain enjoys a
truly elite personal guard. This alliance has made the goblins particularly
bold and savage.
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