Saturday, 31 December 2016
Troblins and Butcher Houses
Pictured here is a troblin guarding the Mountain Hexagon meatpacking warehouse. Fresh meat is rare in Goblinburg, and as such it is defended by the most resilient of troops.
Troblins are goblins with a fair amount of troll blood. Their regenerative ability makes them cheap to maintain and tough in a fight. Unless their opponent is aware of their tendency to pyrophobia.
It is rumoured that troblins were created by the fleshmakers. Which would make sense, since the produce sold in sinew shops comes from herds that are butchered over and over again.
Friday, 30 December 2016
Dilemma: where is Goblinburg?
So I have two ideas, and I don't know which one will suit the campaign better. This is me brainstorming.
Deep under Anatolia, circa 1630
History, Dumas style: factions like the crowns of Europe and the Company of Jesus join the Burgmeistress and the Guild of Sigil and Candle Peddlers.
Religions can include gods of ancient Summeria (I'm sure Turkey has lots of interesting stuff too, I'll have to research it) as well as different flavours of Reformed christianity.
Gunpowder aplenty!
A visit from the musketeer of Mars, maybe? Though I'm afraid he's busy saving La Rochelle with his team at this time.
Goblins are interbred descendants of mythological beings. It would be easy to come up with new types: korrigan, redcaps, bakemono, karankoncolos.
Ultimately I think of this as sword & sorcery & cloak & dagger & swash & buckle. It could really work but I'm worried about the amount of research I'd lose myself into. On the plus side, introducing new players would be easy: "after the siege of Arras, you fled to Marseilles, where you met a ship captain said she knew of a city where deserters like you could hide and thrive".
Inside a celestial object, long ago, somewhere dark and far away
This Space daemonic fantasy version is partly inspired by +Daniel Sell's Troika! which I was reading when thinking of this.
Cultists meet to worship dark gods from the outer voids, and roam city streets to carry out their insane demands.
Goblins are star children, born of drifting seeds, daemonspawn, genetic experiments.
Magic and science are the same thing, with a lot of heat rifles and brains in jars and psychomathematic grimoires.
The Rays come from some sort of crystal dome in the asteroid; it amplifies the light of passing stars. Day/night cycles on the bright side of Goblinburg are very random (think maybe d20+d10 hours of light or darkness).
The New Worlds above Goblinburg are caves filled with alien flora. Above then is the cold, dead surface, where impossible treasure awaits in some kind of abandoned space station.
Strangely enough, this version of Goblinburg would be closer to straight fantasy (at least until the surface station is discovered, when it would morph into spelljammer hexploration). The city survives in isolation, barred the odd portal. I don't think I mind - it's a big enough place to keep everyone's interest. I also think the most claustrophobic of players - the people who always want to go outside of the sandbox - would have an escape route via portals. I have both Red & Pleasant Land and Maze of the Blue Medusa. If they want to step out, they're welcome to step into that mirror or painting. That'll learn 'em.
So here we are. I thought writing down the pros and cons of both ideas would help me decide. It hasn't. I have analysis paralysis, you guys.
Thursday, 29 December 2016
A stack of goblins
Tuesday, 27 December 2016
First map of Goblinburg
Hastily shaded with bad charcoal pencils, and shown filtered as an attempt to make it look a bit better.
The city is built on - and carved inside - a gigantic stalactite. The main source of light are the Rays, which come only from one direction. I haven't decided if there's a day/night cycle yet. It'll depend on what kind of cave we're taking about. (I'm undecided.)
High on Goblinburg'sdark face, a titanic carved head casts starlight with unblinking eyes. No one really knows what it's deal is. I have no idea myself. The batlings who live in the Growth and Weaklinks below avoid the light like the plague.
Drawing this, it struck me that magicks like spider climb and levitate would be invaluable to people who work outside the buildings and tend the fungal gardens of the bright side. I'm thinking one-use charms you can wear on your person. Potions require two hands and scrolls are literacy and light dependant.
So, why Goblinburg?
Before I delve into what I know (and would like to know) about the setting, I'll just list what I want to do with this game/setting.
- Urban dungeons. I want Goblinburg to be a city as dangerous as any underground lair, while still being a place where normal people live.
- Straight B/X rules with few alterations. I'm thinking of using Wonders & Wickedness for wizardly stuff. Not sure about clerics yet.
- Sandbox adventures, as the Bearded Ones intended.
- Goblins everywhere! I want most non-humans to be goblins. Be they reskinned races and monsters, or new ones. For example, the dude pictured above is a renart goblin, my idea of a kobold in this setting.