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This issue is closely connected to another issue that probably deserves addressing. You know what has never happened in any decent story ever written in all of the human history of storytelling? Deaths of main protagonists actually being random and unpredictable. The James Bond franchise never would have gotten very far if every time James Bond was in "danger", there was a 1/20 chance that he would die. There were not half a dozen versions of Lord of the Rings or Star Wars launched but in those other ones.. you know.. Frodo and Luke Skywalker died to a random Orc/stormtrooper because a critical was rolled on one of the attack rolls or their player made one wrong choice and turned left when he should have turned right. For the purposes of storytelling, the way RPGs are set up is absolutely horrendous. You cannot have ACTUAL threat of death to your protagonists constantly or your protagonists will die and there goes your story unless your protagonists are blank, empty, worthless and totally replaceable-- every last one of them. In that case, they aren't particularly engaging or sympathetic protagonists, are they? No, fictional work gives you PERCEIVED danger to the protagonist, but never follows through. RPGs kill off the protagonist on one bad roll of the die. The whole thing there is that well... look, how do you solve this issue of the protagonist dying at an inopportune time in a way that utterly ruins the flow of the story... you need a way to undo that while still moving forward. That's what the spells to bring people back from the dead are for... to resolve the persistent issue of the system allowing, in fact encouraging, accidental death. And yes, of course, ever since this solution to the accidental death was created, it created a way to reverse death... which then does make it very difficult figuring out how one is supposed to go about doing plot-driving, intentional deaths... or, really, how anyone is ever really meant to threaten anyone so long as there is a priest in the world who would bring that person back to life. The whole perception of stakes in the world sort of vanish... and that's not good. I don't know... I am sure there is probably a better solution that will make it so that Princess Leia can't actually be mowed down by stormtroopers before she can turn over the plans to destroy the Death Star, but her player will still be motivated to run from them and jump down a garbage shoot as though there was a chance she could be. And still make the game fun... while, at the same time, when Obiwan gets his head chopped off so that the group will lose their most powerful and experienced character and they will not be on their own, they aren't saying "hey, grab his body! we'll resurrect him when we get back home!" ![]()
Kazaan wrote: If a pack of wolves at a whopping Int of 2 can work together strategically and flank their prey, I think a pack of Orcs, with good leadership, should be able to do the same even with the dismal Int of 8. I really don't think it is a question of whether they have the intelligence to work together as a pack. They most certainly do. Orcs work in formations and take up specialized roles in a battle all the time. The trouble isn't the intelligence. Rather the trouble is whether the Orcs would have the willpower or self-control not to just flat out kill someone instead of going through what seems like a silly and self-destructive plan of simply knocking them out, taking their stuff and dumping them somewhere. Especially once the battle becomes difficult and their bloodlust kicks in or the PCs skewer their friends in the process of trying to knock them out. ![]()
wow... okay... here this goes again... ... Okay, to start with, what is the "zodiac"? Well, supposedly the zodiac is supposed to represent what constellation the sun is in in any given time. So... you know, from the perspective of the Earth, it is what stars are behind the sun at any given time. As the Earth revolves around the sun, whatever stars are on the opposite side of the sun are the zodiac. The thing is, the stars are out in all 360 degrees from Earth. This means there is a very large portion of the sky that the sun will simply never fill. All the stars in that part of the sky never be behind the sun and so whatever shapes people want to make out of those stars, they can never be part of the "zodiac". This means you will ALWAYS have more constellations, almost certainly many more, than those that would belong to the "zodiac"-- assuming the people of this world like to play "connect-the-dots" with the stars they see. Because only a narrow band of the full night sky is the path the sun will travel. Now, to get really messy here... the "zodiac" isn't even the zodiac. You see, constellations are really just made up and people in ancient times really didn't make any effort to divide the sky equally when they made up figures in the sky. The constellations are not at all the same size. That means that the sun does not pass through these constellations at an equal division as your little horoscope in the newspaper suggests. To get even messier, the truth is that even though there is a small band of the sky the sun "travels through" from the perspective of the Earth, the Earth wobbles in its rotation slowly over thousands of years much like a top does. This means that the actual zodiac changes over time. If one went through the full cycle (25,000 years I believe, but, I forget exactly) then 17 different constellations will enter and leave the band that the sun travels through. At current time there are 13 different constellations the sun travels through. And it is worth noting that the one you won't find in the newspapers is "Ophiuchus". Perhaps just as worth noting that Scorpio, which astrologers give an entire month to, actually only "contains" the sun for about 6 days. Of course, since astrology is BS entirely anyway and the stars haven't got anything to do with anything, astrologists do not recognize the actual zodiac as defined by the term and instead just claim their constellations are well.. "markers"... and what really matters is their own little months that start halfway through each actual month and that's what determines someone fortunes and personalities... the stars are just... you know... to make their fake BS sound more heavenly and weighty. Now... as for Polaris.... well, the Earth rotates, right? And so if you take a globe and spin it around, you will notice that the points at the very top and very bottom of the globe don't move. The "north star" is always seen at the north because it is basically out there in space aligned with the top of that globe. Of course, not exactly... remember how I said earlier the earth wobbles? Well, because of that, how north the north star is changes during that wobble. It used to be more true north than it is right now and it will become less north over the next couple thousand years. Oh, and btw-- you can only see the north star because you live in the northern hemisphere. If you lived in South America, southern Africa or Australia, there would be no "north star" for you. Because if you look back at your spinning globe and hold your finger over the top of it, you'll notice you wouldn't be able to see your finger if you were standing on the southern part of the globe. There is no south star simply because directly over the southern part of the world is a pretty blank piece of sky. Even if there was one, you could not see it unless you were in the southern hemisphere. Even if your world is all "dreamy" this is all pretty inescapable. If your world is round and revolves around stars, then you will have many more constellations than zodiacs constellations and you can only have one directional star period. Now, if... perhaps your world is actually a flat plain and the "stars" revolve around it? Well, you could have precisely 2 directional stars-- one at the north and one at the south. But to have a zodiac would require the suns be revolving around it considerably faster than the stars. But you could not, would not have a "zodiac" because constellations would not hold the sun within them. Instead the sun would pass through several constellations each day. None could be said to be dominant. If you have more than 2 directional stars, it means your world does not rotate at all. And if you have a day and night, it means the sun must rotate around it. But because you have multiple fixed points in the sky, that means none of the stars can change over the course of the year. They are all fixed points in the sky. And each day the sun will pass through the same band crossing many constellations so, again, no zodiac. ![]()
Well, first... it really depends on his charisma score, not his intelligence so much. If his charisma score is decent, he'd have a better time explaining his plan. Next, if he is the scheming type who wants orderly soldiers... why is he using Orcs instead of Hobgoblins? Next, well... even if they are Orcs, they don't necessarily need to adhere to all the stereotypes of all Orcs period. He's only got... a dozen of them? Look, I would assume those would be the dozen most disciplined and intelligent. Now, where it is going to count is when the fight breaks out. If the fight generally goes in their way and they don't struggle much, sure.. the Orcs would have no trouble sticking to their plans. If they get broken, bloody, one or more of them die in the attempt and they really have to call upon their inner monster to overcome the PCs and survive the battle? Well, far more chance that they are going to get lost in the battle lust and keep chopping at their foes until there isn't much left of them. ![]()
Well, the reason for having more evil than good is so that adventurers have something to do. Typically evil things outnumber good things, but the good things tend to be slightly more powerful than their evil counterparts. Though I am not sure that second part is necessary. If good things equal evil things, then there is very little for any single individual to do-- you defeat your evil counterpart and you've instantly done your part to fix the balance. You are a good level 1 warrior? Well, once you take out that evil level 1 warrior, you've already shifted the balance to good. But if evil things outnumber and threaten to swallow the good things whole, then good must work tirelessly to shift the balance. In such a world, all good must do for evil to win is rest. ![]()
Okay, here is my first attempt with these. Maybe someone else can do better. Deep Orc
Mountain Orc
Lowland Orc
-------------------- Forest Goblin
Night Goblin
Hill Goblin
------------------------- Slate Hobgoblin
Crimson Hobgoblin
Gamboge Hobgoblin
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I'm afraid you would need your moons to vanish somehow to make that happen. While it would be possible for all moons to be in the same orbit and to move only slightly faster than the rotation of the planet, meaning that it could take 30 days for one to rise and set and during that time it would occupy the sky at all times... the real problem is that when one looks up at the night sky, at one one time you can observe half the celestial sphere. So if there were 10 moons, even if they moved so slowly, there would still be 5 moons in the sky at that time. But if only one moon was ever visible during 30 days, it wouldn't really feel like there were 10 moons any longer-- since you'd only have one at any time. But, most likely the moons would be on different orbits and orbit at different rates. Again, if having so many moons is going to mean anything at all, you can't have months. And making the second star dim... well.. if its a brown dwarf, it really hardly counts as a second sun any longer... It might have been a mistake to raise the possibility of having such an odd celestial sphere since it seems like you now wish to take steps to remove any actual impact it would have that would make the world functionally different from Earth. ![]()
You know... the word month is based on the word "moon". Now, as I am sure you are aware, the Earth casts a shadow on the moon except during certain points and at another point the shadow completely covers the moon. We call this the "phases of the moon". The whole meaning of month is the time it takes for a full cycle of the moon's phases to occur... going from new to full back to new. The time this takes is about 29.5 days. This is what a "month" is and why it is named such. Under any other circumstances it makes no sense whatsoever to divide one's year (the time it takes to cycle the sun) into months. I don't even know if your world has seasons (meaning that the world is tilted), but if the sky is filled with a dozen moons of various sizes, instead of months which cannot possibly have a meaning to these people, the people of the world would likely just divide their year into either 2 or 4 seasons-- with the shortest day, longest day and the two even points marking the beginning or middle of these periods. The number of days in these periods would be based on how quickly the world spins (i.e. the sun "rises" and "sets" for people in any part of this world) and how long it takes for the world to circle the star. Of course, your world DOESN'T have seasons even if it is tilted because of a different choice you made. Let's get to that in a bit. The only way there could possibly be months is if one moon was recognized as the main moon and its cycles recorded. But then if it is one moon that is dictating the months, then you wouldn't have a month for each moon because all other moons are being outright ignored for determination of the lunar cycle i.e. "months". In fact, with a dozen moons in the cycle, the only possible way they aren't crashing into one another and creating a ring is if they are all cycling at different orbits, orbits that would mean that each subsequent moon would be twice as far from the planet as the last leading to a situation where one or two moons look giant and others look quite tiny-- almost indistinguishable from stars. Of course, I suppose it would be possible for two to share an orbit but be on different sides of the planet, but in such a case only one or the other would be seen at any given time-- which could lead to some interesting mythology for the people. Anyway, by being at different orbits would mean that the moons would be circling at different rates. You know, the circling of the moon around the Earth doesn't precisely coincide with the spin of the Earth. This is why you sometimes see the moon during the day. Well, it would be even more extreme for this world where there would be moons that would hang in the sky for several days before disappearing for several days (the "smallest" ones) while others could be so close that they rise and fall several times during the same day (the "biggest" ones). It would be extremely rare to see all of them in the sky at the same time. Although it would probably become not so uncommon for one to pass in front of others blocking them from sight or for the closer ones to cast shadows on the further ones adding complications to the whole "lunar cycle" thing. Oh, and because you have so many moons it makes me think your world is considerably bigger than Earth-- which you don't want to deal with the consequences of. Let's just say that gravity would be a lot higher and that would make quite a lot of things not work right. But here comes the really screwed up part about living on your world in the solar system you choose... the way dual star systems work-- what it means to have 2 suns. You see, when you have a two star system, it means that one is going to be bigger and the other is orbiting the other. Now, if it is a far orbit such as if Jupiter was larger in our solar system and became a star, well... there really wouldn't be any place in the system for a life supporting planet to be. Caught between the two suns, night would be a rare thing indeed and all the water on the planet would boil away, the surface would scorch and well... life would be wiped out. So, to play things safe, let's say it is a close orbit and this planet also orbits the same main star but further out. Okay, that can work-- in terms of our solar system, let's say the smaller star is out where Mercury or Venus is and this planet is out more where Mars is. Okay, this would allow you to have a "year" that had a meaning-- you know, that the planet circles around that main sun once and that's called a year. And during most of its cycle, the second star won't upset much. Whether it is in front of or behind the other sun or close to it, it's fine. Usually... you see, you might think about our own solar system and realize that well... sometimes you can see Venus or Mercury from Earth in the night sky. You know, it is only about 2-4 hours before or after sunrise depending on which end of its orbit it is on at the time. For this world... that's a nightmare. You see, it means that this world would go through what would be like a season every few weeks. Whenever that second star reached the end of its orbit the day would either start or end a few hours earlier or later-- which is about half the difference between our seasons here on Earth and it always trends towards summer in these cases. Of course, I guess one could also note that when the second star is closest to the first, the day is actually the shortest. This means the world experiences pretty significant temperature fluctuations every few weeks. If it has otherwise normal seasons on top of that, there would be hellishly hot times a few times during the summer without there really being a clear solstice while in winter you would have the opposite problem. You see.. your choices in determining a solar system have a much more significant impact than you realize. You cannot throw around terms like "months" or "seasons" any more, because those concepts apply to us here on Earth. They wouldn't have a meaning to the people living in the world you've created-- so don't apply them there. It is as odd as if the people in that world were talking about speaking Russian or their foreign policy with China. If you are going to have your world have odd traits, then let it have those odd traits and embrace the consequences of those traits fully... don't force concepts that no longer fit it onto it simply because those concepts fit the conditions of the construction of the world we live in. ![]()
Ascalaphus wrote:
"Sorry, your FE of Gnomes only works against Rock Gnomes, these are Forest Gnomes." "Sorry, your FE of Dwarves only works against Shield Dwarves. As you can see, these are Dark Iron Dwarves.""Sorry, your FE of Elves only works against High Elves. As you can see, these are Wood Elves." If none of these seem convincing to you, I don't think you'd have to worry about it much. Wolf Munroe wrote:
Yeah.. I glanced through them, but none of them look terribly promising since every single Goblin one is both absolutely terribly underpowered in exchange of what is replaces and are all geared towards making them into monkeys while the Hobgoblin ones are universally centered around different specialized job in the same society. None of them alter the base races enough to really simulate what I am trying to do-- and maybe the base races would need to be replaced if one were to try to do what I am proposing because having races that center around a gigantic bonus to a single attribute and very high bonuses to one or two skills doesn't leave one much to replace or customize. But, if you can propose mechanics that match the descriptions I have written, I would love to see them. ![]()
I figure it might help if I lay out some ideas of how they function in different fields. Deep Orcs
Mountain Orcs
Lowland Orcs
-------------------- Forest Goblin
Night Goblins
Hill Goblins
---------------------- Slate Hobgoblins
Crimson Hobgoblins
Gamboge Hobgoblins
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The way they are written, no they wouldn't stack. You would just use the better bonus. If you are a DM or your DM decides not to play strictly by the rules, but rather by the intention, then maybe one could allow this combination to get away with giving the allies a +5 to categories that the Aid Allies ability covers and a +4 under other circumstances. But, again, that wouldn't be strictly following the rules as written. ![]()
I hate the term "monster PC" because of how it is applied. I mean, Drow and Ogres kind of only count as monsters due to their behavior, put them in a PC's hands and have a PC behave as a PC and they aren't really any more "monstrous" than a dozen other PC races. So basically any small, medium or large sized humanoid just counts as an unusual race rather than a monster... although some of those races come with powers or abilities that kind of upset how certain classes are meant to work. But the term "monster PC" never should have be applied to an Orc Rogue or Hobgoblin Barbarian or Kobold Sorcerer. Well, I suppose there are some things that one could loosely define as humanoids, but are naturally inclined towards doing evil things. Demons, devils, vampires, ghouls, werecreatures.... here there has always been a big, big problem because unless someone came up with something somewhere, there have never properly been mechanics within the system that would enforce or reward anyone playing these things the way they are meant to be played. Instead these kinds of evil-inclined beings end up being used as ways for PCs to give their characters pretty substantial free power boosts without suffering any of the ill effects, penalties or drawbacks that come with being one of these kinds of things. Yes, you might be vulnerable to silver, as if that ever comes up in normal play, but you don't go insane during the full moon and savagely ravage everything around you. Which presents an unsettling question about why everyone else who ever got turned into a vampire or werecreature did turn evil. No-- if it is going to be done properly, there is a mechanical niche that someone failed to fill. And then there are those things that are really just animate objects with no will of their own. Skeletons? Golems? Zombies? Most elementals? The whole concept behind these things is that they haven't much in the way of will or ambition or drive or personality in and of themselves... they just have some basic, let us say, "programing" to them that causes them to behave in a very direct and simplistic manner. In this case, there really isn't any "playing" this sort of thing-- a player of one would be so limited on choices that there wouldn't be much for them to do. Now, if you are playing some sort of animal PC, even if it is an animal that doesn't exist and has abilities normal animals don't, well... that's another issue. I would question to what degree someone could really play an animal. Plus, the way the classes are set up, they don't really apply to animals. You can't honestly have an Owlbear Fighter or an Owlbear Wizard because just being an Owlbear kind of precludes some basic assumptions the class makes when assigning powers and abilities. You kind of need a separate "animal" class to handle their level gain. This also applies to Dragons, though you might want to handle a Dragon's levels differently from a Bear's levels perhaps. ![]()
Well... Rule #1 is that the DM call is final. So... in the world you are playing, when summoned creatures return to their home plane, whether dead or not, they return with whatever is inside of them. In generally, I think that since usually when people travel across planes, they bring their clothing and immediate personal possessions with them and that includes anything they picked up while on that plane... generally speaking, so I think it would be odd if the contents of the stomach didn't go along with them. Of course, I suppose a different group could be playing in a different world where "summoned" creatures aren't really called from another plane of existence but instead constructed entirely out of magical energy-- in which case the term "summon" wouldn't technically apply (although I have seen it used in such contexts). In a world like that, the creature would pop out of existence in a show of magical sparkles or something. ![]()
You wouldn't really be reducing the positions. See, what would happen would be that these positions you are trying to consolidate the others into? Well, they can't do all the jobs themselves. Instead the "removed" positions would be subordinates to these positions you have now created. So you are really just working out a hierarchy here, demoting some positions and creating new positions in order to organize them better and reduce the number of people reporting directly to the king. ![]()
46. Royal Advisers - Trusted specialists in various fields of politics, possibly possessing some sort of magic, that can tell the king or queen the best course of action in regards to their specialized fields. 47. Court Reporter - The person whose job is to write down everything that happens within the official proceedings of the court so that there can be little dispute about the exchanges within the court. 48. Whipping Boy - The person who receives punishment in place of the royal heirs. 49. Royal Chef - Generally in charge of the kitchen staff and choosing choosing and creating the meals for the king and all the court. 50. Royal Patissier - Making fine cakes is no simple process with pre-modern technology and if the royals wish to dine on cakes during tea time, it is important to have one one on staff. 51. Royal Butcher - Much the same, but dissecting and skinning animals is a fine art. In order for the animals not to rot on transportation, they are going to have to be kept alive and butchered within the palace. 52. Royal Saucier - With no refrigeration or way to keep things fresh, no way to cook things evenly and so forth, you are going to want some heavy sauces made of fruits and spices liberally applied to everything you are eating. 53. Royal Sommelier - In charge of the beverages, particularly the wines, and likely responsible for keeping them in the best of conditions and choosing the best ones for each occassion. 54. Royal Historian - A person whose job is solely to keep the historical records of the kingdom, including everyone's lineage. 55. Royal Cartographer - Someone needs to keep the map of the kingdom and carefully plot any changes in the landscape due to development as well as know precisely where one lord's domain ends and another begins. 56. Royal Treasurer - Keeps track of the gold the kingdom has and how it is spent. Is actually in charge of the tax collectors who bring in the gold and is responsible for seeing that the gold the king wishes to send to others reaches them safely. Possibly in charge of seeing that the treasury retains a positive balance regardless of the monarch's spending habits. ![]()
Hmm... well, I suppose that is a decent example for Kobolds. But what would I do with the 9 I have posted here. How to differentiate the Cavern Orc from the Lowland Orc or the Crimson Hobgoblin from the Gamboge Hobgoblin or the Forest Goblin from the Hill Goblin? I don't have many skill points to work with for those races and they don't have any feats to switch out like the Kobolds do. ![]()
I have been kicking this idea around for a while, I thought I'd run it past these boards and see what those here thought of it. Isn't it a bit weird that only races that are core PC races have subraces? Especially given that those races are particularly long-lived, peaceful and highly civilized? It seems like they are the ones least likely to give rise to new offshoot species. So I was thinking... why not subraces for others? Orcs - This was done to a fairly nice degree in D&D 3rd Edition in Races of Faerun. But they were still tied to saying that the default PHB Orc was 100% correct-- a problem I understand is true in Pathfinder as well kind of limiting the ability to be particularly creative. Anyway, with some slight changes I think here is what we could do for them. Deep Orc - These guys hail back to the 1st edition Orcs. They are creatures that live almost exclusively underground-- in fact, they have very good night vision and a sharp sense of smell, but being exposed to open light hurts their eyes. They are shorter than humans, but built in a stocky manner that causes them to weigh considerably more. They have larger, pointer ears than other Orcs and generally have grayish skin. They are a big more technically savy than other Orc types and regularly make use of armor and well-constructed weapons. They tend to be more orderly (lawful) than other Orcs, their society built on rigid obedience to the chief, who is generally the eldest in the tribe since experience and treachery can overcome youth and enthusiasm. In the Underdark they are known as true terrors, a constant plague upon the other races there who take what they want, including slaves which they occasionally eat when times are lean. To surface dwellers, they are known as nightmares that rise out of the darkness and lay siege to a town, looting, pillaging, raping and killing everything before them, leaving the town burning down to ash before disappearing back into the darkness. These tribes are usually devoted to some dark god or another and clerics are common among them as sorcerers. Mountain Orc - These ones are the most rugged of the three types. They live out in the most horrendous of landscapes-- icy tundras that would sap the life from lesser peoples in mere days, but somehow they are able to survive there from birth. They have grayish-bluish-greenish skin, stand about the same height as a human and are much more heavily built with thick layers of hair, muscle and fat to keep them warm. They are masters of survival, able to survive in a region that has little to no food to speak of. They can and will eat or drink anything without any notable negative effects. They live in small nomadic tribes that allow their members considerable freedom, allowing them to be mostly self-reliant and only show as much loyalty to their tribes as is beneficial to them. They are often led by a shaman who claim to be able to speak to the spirits of the earth and of the dead, though the strongest warrior among them has almost equal say in decisions. Beyond shamans, any spellcasters among them are rare. Combat for Mountain Orcs takes on two forms-- first, they receive a lot of attention and praise for being able to take down the largest prey or the most challenging opponent making this the fastest way to excel in their society. They tend to wear only heavy hides cut from the large animals that their tribe has brought down and use crudely made axes which serve as survival tools as well as weapons. Yet, despite their lack of technology, they somehow have the willpower to bring down the largest of beasts. Second, because they are primarily concerned with their own survival, anyone crosses paths with their tribe is likely to be killed and whatever their carrying taken for the benefit of the tribe members. Lowland Orc - These Orcs make their homes out in the opens plains and forests. They are the tallest and most athletic of the three. With grayish-green skin, they tower over humans and are generally stronger as well. They also tend to be covered with scars and missing eyes or hands are hardly infrequent among them, though it hardly seems to slow them down. What they have in raw physicality is generally lost in mental capacity. They are raging warriors who love nothing more than combat. They are usually led by a warchief, the strongest, fittest, most skilled warrior among them, although the warchief usually heeds advice from a council of advisers made up of the elders and the shamans. These Orcs seem eager to throw themselves against any worthy competitor and have a weird code of honor that seems to have less to do with loyalty and honesty and more to do with integrity. Orcs are expected to obey unless they think they have the strength to challenge those above them, in which case they may do so at any time. No one rules these tribes for very long at all and the new chiefs hardly feel obligated to continue any agreements the previous ones made. These tribes are often devoted to some dark god, but some instead pay heed to numerous animal and nature totems. Although the tribes might stake out some sort of home, particularly if they have managed to seize something from another race, their eagerness to take on the next challenge usually drives them on a nearly constant campaign of terror and destruction. Although they don't make much in the way of armor or weapons for themselves, they are skilled at constructing boats and wagons to carry them from place to place. In addition, those who have been successful as brigands and raiders have often scrapped together some sort of clothing and armor made up of pieces torn from the corpses of their victims and arm themselves with weapons seized from the hands of those who dared to face them. Although they do loot their enemies, they otherwise tend to show a certain amount of respect for vanquished foes, particularly those that put up a good fight. But this might only be because the better a foe an Orc can claim to have defeated, the better they look to their peers. These Orcs are usually the parents of most Half-Orc and also the one that most humans make alliances and wars with since encounters with the others are far less frequent. ------------------------------------------------------
Forest Goblins - The most "fae"-like of the Goblins, they bear some similarities with Wood Elves. They share an inexplicable kinship with predators of the wilds and can, without any real training or effort, get large, vicious predators to cooperate with them. They are commonly seem on the backs of wolves, bears, giant bats, giant spiders and so forth. They are also able to extract venom from giant poisonous creatures such as spiders and snakes that they use to coat their weapons. They live in semi-nomadic tribes that usually call one forest their home. They have greenish skin, longer noses and larger ears than other goblins. They are wonderful scouts and surprisingly skilled hunters, able to find enough to eat within their homes without any need for farming. They are incredibly stealthy, able to disappear into the wilds without leaving a trace. They use this in their typical combat style of hitting and running-- usually striking a person or group that invades or threatens their territory long enough to slay a few stragglers and poison the others before drawing back and letting their enemy weaken before hitting them again. They primarily make use of shortbows, spears and shields, all fairly crudely made from the materials gathered in their forests. They generally have next to no skill with technology or metal-working and don't really grasp the concept of trade since everything in their society is held collectively. They have only the crudest of writing systems which consists of simple symbols that they might scrawl onto trees to warn others. Although not all Forest Goblins in a single forest necessarily belong to the same tribe, they tend to cooperate with other tribes rather than war with them. Their tribes are usually led by a particularly powerful shaman or druid who is able to shape and bend to the forest to his or her whims and generally have a religion devoted to various animal totems. Cavern (Night) Goblins - These are particularly nasty little buggers live in caves and passages, emerging only at night. They have slimy, yellowish-greenish-grayish skin and usually have jagged teeth and big yellow eyes. They can see perfectly well in caverns. They tend to be both more savage and more civilized than the other tribes. They are particularly merciless and cut-throat and the only one of the three to regularly enslave or devour other races-- or even their own. As opposed to the others, they tend to really stake out a single location as their "home" and defend it from outsiders, making them quite good with traps and war tactics. They farm food for themselves, generally consisting of various fungus and moss, but they also raise lifestock. They also keep spiders which spin silk and they weave clothing from it and they mine metals with which to make their weapons. They are skilled at brewing up nasty little toxins which they make regular use of against their enemies. Of all the goblin types, they seem to have the least regard for their own personal safety, more than willing to destroy themselves to destroy enemies of the tribe. They are led by the most vicious and cut-throat one among them with no care given to bloodline or background. No one would cross the chief because the chief has ears everywhere and doesn't hesitate to kill others for having doubts, failure or even hesitating on orders. The chief is considered to own everything in the tribe, down to the lives of the members. More than the others, they are masters of stealth and subterfuge, attacking people from the shadows with sword and dagger before disappearing back into them as another attacks the target from another direction. They emerge from their caves at night to sneak into town and cut the throats of people in their sleep before stealing their belongings and children for nefarious reasons. To those who live in the underdark, these goblins are either particularly hated or looked on as mere rats. Dwarfs and Gnomes battle them to their last breath and just about everyone else enslaves them whenever they have a chance-- for at least these Goblins know how to obey. These tribes are usually devoted to some dark, sinister god of the chief's preference and both clerics and mages are relatively common among them. Hill Goblins - What would become of hill goblins without the presence of other races is a worthy question. They are small, have yellow-brown skin and seem to leech off of other races. In the instances they can avoid being enslaved by some Hobgoblin, Ogre, Orc and just about anyone else larger than them, they tend to make their homes not far from the cities and villages of others. There they live off the trash that other peoples create, able to make working equipment, armor and weapons from seemingly worthless scrap. As soon as they are well armed they tend to become brigands and thieves, stealing and raiding everything they can in order to help their tribes grow. They tend to be extremely sneaky, since the tribes survival depends on the members not being seen or heard and be able to get back home without being tracked. Although they are not strictly speaking nomadic, Hill Goblin camps tend not to last very long before someone larger comes stomping in and crushes them causing the tribe to flee towards a new hiding place. The tribes tend to be led by the biggest among them, somehow size being the determining factor of worth among the tribe. In some ways, they could be said to have more proper civilized traits than the others-- they are more willing to speak in friendly terms than their peers, but usually only do so when they are trying to get someone from another race and are particularly devious, clever and difficult to catch in a lie. They understand trade and will engage in it frequently, including trade of their skills to those who might hire them, although those who make deals with Goblins tend to regret it as often as not. In fact, more open and accepting townships might even turn a Goblin tribe around from being an infestation problem to being citizens who manage to contribute about as much as the problems they cause. However this is the exception rather than the rule.
---------------------------------------------------------- The last race I would like to tackle for now is the Hobgoblin. In this case I can't cite any particular inspiration beyond simply how they have been represented in various editions and artwork. Slate Hobgoblins - These Hobgoblins live entirely underground, although they could very well emerge from there if they wanted to. They stand amount the same height as humans and tend to have gray skin. They have faces that tend to resemble wrinkled toads. They care far less about integrity or loyalty than the other Hobgoblins, respecting one who can be treacherous, underhanded and cruel above all else. They are very civilized, usually taking over abandoned homes of dwarfs or drow who were driven out for various reasons and improving them. They are led by lords or ladies, although the position tends not to be passed on through lineage-- instead, it is quite common for one's rule to end in assassination as another takes over. They have loyalty to their lord or clan only so far as it benefits them and it isn't uncommon for one who thinks they can take over an Orc or Goblin tribe to simply leave without notice. These Hobgoblins regularly make pacts with other evil denizens of the darkness and will, at least, generally keep to any treaties or agreements made so long as they don't become too burdensome. Unlike Orcs and Goblins that live underground, they show very little interest in making their way to the surface to raid those who live there meaning that one tends to only encounter them if one dares to delve into the darkness. But, within their own world, they seek to dominate it by enslaving those around them. They are skilled miners, metal workers and craftsman, able to make the finest armor and weapons for themselves. They make constant war with Dwarfs and Gnomes in order to put them in chains and work them to death in hard labor. They regularly make use of sneaky, underhanded warfare tactics that would make other Hobglbin types balk. Although, as a rule, they do not eat other humanoids, they don't at all shy away from selling people to others to be eaten. These tribes are usually devoted to some dark god, but rarely powerful evil beings as they would rather be treated as equals by anything less than a deity. Crimson Hobgoblins - These are the biggest of the Hobgoblin races. They are usually around 6'6", although being taller-- sometimes even quite taller, is not unusual. They have large, powerful bodies, regularly rivaling if not surpassing Orcs. They have dusky red skin and blue noses are regularly seen among them. They tend to have thick black hair, yellow or red eyes and faces that resemble those of bulldogs and their bodies that of gorillas. They are a race that prides itself on war and is utterly incapable of keeping peace with anyone for too long. They regularly cooperate with, if not take charge of, Lowland Orcs, Ogres, Hill Goblins and a menagerie of various other races. Although they thrill in battle, their aim is often to force all the world to submit to their will. They fight in a very controlled manner, using formations and facing enemies head-on. They are bigger, tougher and faster than most and delight in making other people admit it, however they aren't above using their brains to overcome bigger or stronger opponents. Although they are capable of craft, their technology tends to be fairly crude and they usually force those who are smaller to create their weapons and armor for them, preferring to focus themselves on being the best warriors they can. Tribes are led by whomever has proven themselves the greatest warrior among their tribe and every Hobgoblin knows their current rank in the pecking order. They know how to intimidate those lesser than them into doing what they want and rarely care for any sort of niceties. They are strictly and fiercely loyal to their tribe and will generally respect those of authority outside of them, but they generally don't feel compelled to be too terribly honest or forthright in their dealings with others. Their tribes are usually devoted to some sort of dark god, although having no religion at all and instead focusing themselves on the physical world is also not uncommon. When they need to, they will work for a greater force than themselves and be entirely loyal to it, but will also seek a high place in the command. Beyond making alliances, they don't care much for trade or production. Instead they just take what they want from whomever is too small, weak and meek to stop them. This means that the lowest ones from the lowest tribes are likely to have nothing more than leather armor and crudely made weapons, but the highest ranking ones among great warlords are likely to wear the heaviest of armors custom made for their frames and be armed with the finest weapons they found find. Although priests and mages are not necessarily uncommon among them, those who would undertake such pursuits usually find they need to still try to compete physically with their peers or face a very short life indeed. In fact, their use of magic tends to be limited narrowly to what is immediately helpful in combat. Gamboge Hobgoblins - The difference between the height of these Hobgoblins over humans is about the same as humans over elves. They fall somewhere between the size of the Slate and the Crimson kind. They have athletic, lean bodies, large lupine-like ears and mouths filled with sharp tiger-like teeth. They have yellow-orange skin and usually brown or red eyes. They are the most honorable and civilized of the three subraces. They care more than anything about keeping their word and fulfilling their duties, never betraying alliances or masters even when all is lost. They have impressive willpower and their skill in battle is reknowned-- a few hundred of them are worth a thousand men when they are outnumbered with their backs against the wall protecting something they have sworn an oath to defend. They are skilled metal workers, although they don't do much in the way of mining meaning they either have to trade or win metal in wars. They are particularly good at making blades which they are particularly proud of. Their armor skills seem to reach only chain and scale, but the highest ranking ones are known to decorate their armor elaborately. Gamboge Hobgoblins prefer to live out on islands or on plains near rivers. They fish and grow potatoes, rice and other goods for food and as trade goods, although as soon as they have the strength to do so they tend to conquer and enslave other humanoids in their area to do the real work for them. They are masters of battle and while some become scouts, merchants, scholars and other pursuits, spell-casters of any sort are fairly rare among them. They instead focus their intellectual pursuits on battle tactics. Although they are willing to strike up alliances with other races, they do pride themselves on being their abilities to handle battles and usually a clan aims to conquer all around them and appoint themselves as nobles above all others. They tend not to worship any gods, instead having a philosophy of fulfilling one's role in the world and keeping one's honor intact resulting in a good afterlife without naming a deity that particularly promises to fulfill this. The tribes tend to pass on the mantle of lord along a bloodline, but the role of leadership doesn't necessarily go to the oldest and the children of a deceased leader tend to fight viciously among one another until one comes out on top and the others lay dead or have fled. But once the new lord has been chosen, all others are loyal to death to this lord. Because this kind regularly competes with humans over land and because humans tend to have more allies and be more technologically advanced, a lot of Gamboge Hobgoblin fiefdoms tend not to last too long after growing too large too quickly and drawing the ire of their neighbors. Those that survive the destruction of their clans, and don't take their lives from the shame of the failure, tend to become mercenaries who regularly work for the highest bidders without raising many moral objections about the jobs they undertake. And because they will carry out the most wicked of plans and yet be honest and forthright in their dealings with the person who hires them, they are highly sought after by people without the best of intentions. In fact, because these Hobgoblins are seen so much more often as mercenaries than they are as intact tribes, many people think all yellow-skinned Hobgoblins are inherently mercenaries. -------------------------------------------- Anyway, I don't know how these would be differentiated in the Pathfinder system without turning them all into higher CR or ECL creatures. I think the versions of these currently in Pathfinder tend to be too much all about the attributes and one big skill to leave me much flexibility in customization.... but... maybe someone could give me some ideas? |