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Friday, March 24, 2023

Lost Galmagia: Goblins

We have now established that Goblins are the scattered remnants of the Unseelie Courts, who are creeping back into the North Vale that used to be a center of Unseelie power. We also know that they see insects as being key parts of of their religion, and we know that while the human mind is unable to capture the shape of a deity, giving them mammal or bird heads/features but never insect ones. I quite like the idea that in the absence of the Elvish gods the Goblins have taken up the worship of a singular insect-affiliated deity in the shape of a comet that is at distance to the world. Therefore Goblin acts of faith have been deeply limited – causing a schism in the goblin community with some falling prey to the Giants’ Gods’ gifts (Hobgoblins, Bugbears), while others have stated true to the insect faith.

This moves them away from the Tolkien Goblins imagery of Basic D&D, but I think makes them more interesting. It also means that we have several different types of Goblins to play with:

1)      Classic Goblins: these are small, incredibly ugly humanoids of yellow through dull orange through brick red in skin tone and their eyes reflect red in dim light; their soldiers wear dark brown leather and muted colors for utilitarian and strategic reasons, while their civilians run a panoply of shades and designs. Unlike elves, goblins are mortal, living some 50 years or so, but like elves they reincarnate freely so death is not the end. Their community population is 6-60 combatants (not counting the King’s court), 60% more in non-combatant adults, and 100% more in young. The largest tribes have 190 individuals.

a.       For all goblins their night vision is very sharp, but they are at -1  to attacks in full daylight. With their reduced stature Goblins have a +3 AC vs. foes larger then they are (so halflings, familiars, or Reduced people strike as normal) and a 20’ move. They all have some weird unseelie fae abilities they can draw on, and gain experience as either Warrior or Acolyte of the Green Star.

b.       Their non-combatants are 0 level with a Poor morale. If they are attacked they will defend themselves, but most importantly on a roll of 1-7 they mirror the face of their attacker (Morale check for NPCs). Non-Combatant goblins are able to Make Trades once a month (often during the faerie market), happily handing over things the PCs consider valuable (and _are_ valuable) for impossible things like the color of their eyes, the memory of their first love, and so on. Making the trade also marks the PC – they now show up on a Detect Evil spell, and at the start of Winter must save vs. Death or waste away in 3 months unless extraordinary efforts are taken. (Thank you, Christina Rosetti.)

c.       Among their combatants, 80% are warriors. Level 1 foes (AC 11, HP 4, 3 damage) with a Typical morale, Good if leader present. On 18+ their wounds carry an icy chill that reduces foe movement by 10’ for next round. On a 1-3 they close their eyes and slip into shadow for a second (only matters when it’s a morale loss, in which case they just vanish).

d.       20% are acolytes of The Green Star. Level 1 (AC 8, HP 5, 3 damage) with Typical morale, Good if leader present. When appropriate they can Turn Undead (levels 1-3 fall back); cast Abey/Enhance Curse, or cast Protection from Evil. On an 18+ they do no damage but target instead saves vs. Polymorph suffer the following for the fight (1d4) 1) weapon in hand turns to bugs, 2) armor (or shield, if worn) turns to bugs, 3) mouth disappears (no spellcasting/talking), 4) target swaps faces with foe (NPC Morale check ).  

e.       The Goblin King will have a court of 2d6 leaders, with the same 80/20 fighter/acolyte percentage.

                                                               i.      Warrior Leaders are Level 2 (AC 11, HP 9, +1 to hit, 6 damage) their chill wound lasts all fight. They fade into shadows on a roll of 1-7.

                                                             ii.      Acolyte Leaders are level 2 (AC 11, FP 9, +1 to hit, 6 damage), and can also cast an Summon Swarm erudition spell, and Remove Fear. Their 18+ effect is unchanged, but on 1-3 they now vomit up either a single big bug or a lot of little ones that menace their foes but don’t attack.

f.        The Goblin King has unlocked much more of their Unseelie power thanks to their magic sword (there is one such sword per goblin kingdom). They are Level 3 (AC 11, 14 HP, +2 to hit or +3 with their magic sword, making 3 attacks at 3/3/5 (4/4/6 with their sword) and Good morale. They have the same special abilities as a Warrior, but can also at will Glamour to look like a human or elf (normally a beautiful version of that race, but it can be someone in particular). A Goblin King’s Short Sword is Intelligence 10, Speaks Goblin and Faespeak, can Detect Magic and Evil, and create an Illusion 3 times a day.

g.       Goblins live in and amongst Fire Beetles, whom they view as symbolic psychopomps – their preferred disposal of corpses is being eaten by insects – and the use fire beetles to light in their communities (and to grow their crops!). While Acolytes will preserve the lights of dead beetles they do so with reverence; anyone just hacking apart beetles to steal their lights earn considerable enmity.

h.       Goblins in Lost Galmagia have no wolves, instead having trained giant ferrets as guards against white apes and rat hunters. These are Level 2, AC 11, HP 9, 50’ move, 1 attack at +1 for 6 damage, Good Loyalty but on a roll of 1-3 they have turned and bitten their trainer for 3 pts. Ferrets aren’t trustworthy.

3 comments:

  1. I like the changes to goblins overall!

    Is "make Trades" an example or does it really work the same way regardless of what the actual trade was? I like the general template of "You can make a trade with a Goblin and it might be Mostly Fine, or it might go very badly, and at best result in a Mandatory Quest", but it feels like the content of the deal should matter, or what even is the point?

    I mean, "the color in your eyes" and "the color of your hair" are classic riddles (for blindness and old age respectively), but it feels like players should be rewarded for engaging with the contents of the "nonsense" (particularly since aside from "random messing around", main uses for this plot element are "an evil goblin is tricking people into making terrible trades" and "you neaed something only a goblin has; do you deal fairly and take the consequences, bargain to try to get your choice of bad costs, or try to trick the goblin?").

    I do have visions of a PC making a classic Goblin Trade of "the first thing that greets you when you get home", only to have the first fated greeting not be from a pet or even a child or spouse, but (curses!) their talking magic sword which they'd left home for safe-keeping.

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    1. No it’s as writ: this isn’t a puzzle be clever with your trades. It’s legit Rosetti’s _The Goblin Market_. If you trade with the Unseelie you are marked by the unnatural and it will kill you by end of winter unless extraordinary actions are taken. That’s the quest element - it may be months before you realize how hosed you are and then you have the winter season to fix it. You can make treaties with the goblins, make mundane trades, turn them into allies, but if you make supernatural trades then interacting with even the remnants of the Unseelie court magic will kill you. And they really want you to do that. They aren’t human. They aren’t completely comprehensible. They aren’t evil per se but they are chaotic and malicious. And directly inspired by classical literature so the players might figure things out faster and feel clever for doing so.

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    2. Come buy, come buy.

      Have you read Lud in the Mist?

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