~History of goblins~'s page

1 post. Alias of Gobo Horde.


About ~History of goblins~

As promised, here are some locations and landmarks i have created for the campaign that you can use (or discard) at your whim :)
They are all connected via a portal on the material plane called the Point of Refraction, which is in a city named after it, called The Crystals Point.

fore word:

The goblins presented here are a little different from those in pathfinder. They are scavengers in the extreme, looting and converting anything that they can find for their use. Especially promenant is their ability to turn what you used to kill them against you.
Secondly, they breed like rats. Even just a few goblins can verry quickly spawn a small colony and they begin anew. Coupled with their ability to eat just about anything and they spread like wildfire.
Thirdly, they are almost completely oblivious to the destruction of any other goblins around them, throwing themselves into the fray with a zeal and fury belying their size. In battle, they will often try and swarm their enemies, either with massed gunfire, a rain of arrows blotting out the sun, or simply a never ending press of goblin bodies to drown those before them.

The Crystals Point, Material Plane.:

The Crystals Poimt is a ruined city, centuries of neglect and misuse from the local population have reduced the once glorious city to a half buried relic of its former glory. There are 2 stories here, the first at its hight of glory and the second, after it had been sacked by the native goblins.

The Crystals Point was a trading city. It thrived almost solely on its commerce, which might seem odd considering it is the only place of civilization on the contenent and has no exterior doors or gates. Rather it is a waypoint to the planes and barters frequently between the different planes, trading everything and anything. From The Crystal Roads of Deleur it has traded massive quantities of blue jems, saphires which adorn every building an wall in the city. The city glows a vibrant blue in the morning light and is a beautiful contrast to the ocean of green trees surrounding the city. It also trades adamintine from the plane of earth with the gnome inhabatents of Rusty Gears and the machinesmiths of Carrigmoor. It has amassed great technology from this business and was one of the most advanced on the planet. Even from the darker planes were deals conducted. From the underworld, souls trades vast sums for the chance to retun to the mortal world, most however were trades as currency at The Marketplace. A sinister Realm where everything can be boughten and the two do much busness together.
All of this was made possible by the Point of Refraction, a portal in the heart of the city that could connect to any other plane and where vast quantities of merchindise could be shipped.

The Point of Refraction.:

The Point of Refraction is a massive portal in the heart of the Crystals Point. The portal can connect to specific points on any other realm, creating a bottleneck where all must travel through, and pay a tax of course. The portal stands 100ft tall and arches downward 50 feet across, bedecked in jewels of all colours of the spectrum. A purplish haze shimmers across the surface, depicting shadowy images of on whats the other side. The portal can be tuned to any of the 25 different planes by changing the colours illuminating the different crystals on the exterior archway, a different colour for each portal. There exists rumors of other, secret portals scattered around that connect to the Point of Refraction.

Surroundings and Current History:

The Crystals Point is the singular city on an otherwise wild and overgrown contenent. The contenent is built up of a few mountians surrounded by ocean and clothed in deep forests. The entire landscape breaths a deep green, highlighting the single blue jewel known as The Crystals Point. There are very few natural or dangerious predators among the mountians save for one. Goblins. The entire contenent is overrun with millions upon millions of destructive and chaotic wild green menaces. For a long time they posed no threat to the wounderious city with its high walls and advanced technology.

Yet at one point centuries ago the goblins did manage to overrun and sack the city, reducing it to its current state. With its inhabatiants slaughtered and goblin squalor setting in, the city has lost its lusture and many of its walls have been torn down, blue giving way to the alabastor of rough rock.

Of the portal, the last of the residents had managed to seal the portal from any of the other realms, trapping the goblins within the material plane, at the cost of their lives.
Most people are unaware why the portal has shut down and only remember the ancient warnings never to reopen them.
Time has a way of turning history into myth and myth into legend. Time also gives birth to great heros willing to explore those great legends and cycles begin anew.

Pandoras Portal, Rusty Gears Plane:

Pandoras Portal was a weapons manufacturing district on the plane of gears and was the first of the planes to break the seal of the Point of Refractions.
Several centuries have passed since the sacking of Crystals Point and some of the realms have begun to try and find out what has happened to the Gem of Commerce. The first to attempt to was Poshment, a gear gnome from the plane of rusty gears. He made 3 critical errors in his attempt for glory. First he believed that his massive mechanical contraptions would be enough to overcome any resistance on the other side and for a while he was right. But he underestimated the sheer numbers of greenies and his forces were slowly hauled down. His third folly was the belief that he could close the portal from his side, but the ancient controlls malfunctioned and a permanant rift between the realms was opened. 
In the years since the portal had closed, the marketplace had dried up and a great weapons factory had been built up in its place. The goblins were met with fierce resistance on the other side, the factory workers taking up their arms and machienery to fight off the horde. The battle raged on for months as the goblins learnt to up-gun themselves with the ample weaponry and munitions in the factory and took over. From this vantage point, the goblin menace has started to infect and spread among the Rusty Gears and an age of war has fallen on that sector. 
The factory that opened the portal would later be known as Pandoras Portal, for once opened, none seemed able to close it.
Very steampunk setting, they use the guns everywhere rules here.

Green Blood, The Plane of Spears.:

The second plane to reistablish contact was purely by accident from a band of roving muraders on the Plane of Spears. Having stumbled upon a hidden shrine of an old and forgotten battlefield the band of muraders took to salvaging anything they could. One of their number accidently powered up the shrine and the portal auto-reactivated. Sensing battle and loot on the other side, the muraders gladly charged through. While there was no loot of value, there were scores of greenskins on the other side and plenty of battle to be had. The muraders were fierce and powerful, slaying twenty for every one that they lost. With piles of corpses piled high on either side, the goblins slowly won out, simply due to sheer numbers and time. With a second portal open, a new surge of goblins braved a new world and the Plane of Spears welcomed them with open arms and glourious battle. An old battlefield once forgotten, now bathed in green blood once more.
Regular goblins, lots of battle. Have fun :)

The Floodplains of Rage, The Mountians of The Five Winds:

In a valley near one of the cities of law rests an old, secluded marketplace that has since been abandoned and claimed by chaos. Within this old ruin rests a portal, shut down from ages past. In the past century or so, agents of chaos have managed to activate the portal and a flood of greenskins emerged forth. While there was bloodshed and clashes of violence at first, the agents of chaos withdrew for a while. The newly arived Greenskins quickly sucumed to the mutating effects of the mists of madness. The mists quickly drove them into a frenzy and enveloped them with a mad bloodlust.
Then the agents of chaos returned and took over the minds of the goblins, turning them into shock troops to be used en mass against the cities of order.
The vast majority of goblins here are barbarians or clerics of chaos and rage, or a few become rageprophets. It is a land of anger and hate, the goblins are one of the shock troops of chaos.

Backstory, History and Personality

The Crystals Point:
Once, a while ago, there was an advanced city on the martial plane called the Crystals Point. It was a glorious city, that had amassed a huge amount of wealth, technology, prestige and power. It was a unique city in the fact that it had a special gate set in the heart of the city. A gate that led nowhere and everywhere. It was this gate, this Point that the city was named for, this gate was a gate to the planes. When properly set and powered, one could step across the threshold and find themselves on the Crystal Roads of Deleur and its unlimited riches. Or one could travel to the plane of Rusty Gears or Carrigmoor and have instant access to tecnology beyond the realm of mortal immigination. The gate could also be turned to more darker places, reaching into the underworld where a soul could, for the right price, buy its way to freedom and back to the mortal world. Or end up as trade fodder in the Casino or the Marketplace. Truly the Crystals Point was a place of commerce and amassed its great.wealth as a trading point between the realms.

The sack of Crystals Point:
Crystals Point was a singular megacity sorrounded by great forested mountians called the Green Peaks on the martial plane. Despite the large expanse of land, there were few natural or dangerous predators and the mountians could almost be said to be peaceful... Except for the goblins. The goblins were everywhere. The goblins were probably the reason that there was very little other life in those mountians as they swarmed and took over everything in the surrounding area. Truely there were millions of them and was the single largest gathering of greenies anywhere on the martial plane. Only the Crystals Point stood out as a glimmering saphire aming the wild greens. The goblins never stood a threat against the high walls and wonderous technology of that city and most of the cities defenses were pointed inward at the gate, for incursions from within that portal were far greater and far more deadly than the local inhabatants. Or so it was assumed.
As history goes, a ruler rose up among the goblins and united enough of them to pose a small threat to the shimmering city and assulted it. While they had no sucess nether did the city spend much effort eradicating them and a siege settled in. Had they dealt with the greenies then, that would have been the end, instead, word was spread that the siege was still ongoing and that was interpeded as sucess by the other goblin chieftans. Like a chain reaction a few tribes joined the siege, then more, then a flood broke out against those blue walls untill there was a single blue blue dot admidst a rolling sea of green.
It was never recorded how the city was breached, but it eventually fell to the relentless and endless horde, its uncountabe wealth and unfathomable technology lost. The Crystals Point was sealed.

Recent History:

Several centuries have passed since the sacking of Crystals Point and some of the realms have begun to try and find out what has happened to the Gem of Commerce. The first to attempt to was Poshment, a gear gnome from the plane of rusty gears. He made 3 critical errors in his attempt for glory. First he believed that his massive mechanical contraptions would be enough to overcome any resistance on the other side and for a while he was right. But he underestimated the sheer numbers of greenies and his forces were slowly hauled down. His third folly was the belief that he could close the portal from his side, but the ancient controlls malfunctioned and a permanant rift between the realms was opened.
In the years since the portal had closed, the marketplace had dried up and a great weapons factory had been built up in its place. The goblins were met with fierce resistance on the other side, the factory workers taking up their arms and machienery to fight off the horde. The battle raged on for months as the goblins learnt to up-gun themselves with the ample weaponry and munitions in the factory and took over. From this vantage point, the goblin menace has started to infect and spread among the Rusty Gears and an age of war has fallen on that sector.
The factory that opened the portal would later be known as Pandoras Portal, for once opened, none seemed able to close it.

Where the Kommandar comes in (finally!):

Jaro was one such goblin to pour through the breach and take up arms in the never ending fight. While he started out as lowly grot fodder, he quickly rose through the ranks and was able to take command of his own cadre of greenies. Where most goblins take a rather "direct" aproach of just swarm the enemy, Jaro toke a more stealthy role. He drilled his small cadre of goblins in th arts of stealth and assassination, silently bringing a small kill squad into the heart of the enemies command structure and assassinating the leaders of the opposing armies. He became so good at it that others started calling upon him to deal with their personal "rivals" and foes. They would call to him saying Kill them Jaro!! and the name stuck. These were his assassin years.

Later on, when his prowess and fame grew, he had aquired enough influence and followers that he had his own private army. Of one of the raids he went on, he infultrated a secret warehouse where they were building "Great Machines of Destruction" with the task of shutting it down. Inside he witnessed the machines, called tanks, preform a demonstration. He was so awestruck by the prowess displayed by them that he called off his mission. Instead he assembled his private army and directly assulted the warehouse, capturing it and its prizes for himself. Since, the Kommandar and his cadre are often seen taking to battle encased in massive hulks of steel and gears, the beheamoths spitting lead and fire wherever he goes.

Kommandar Killthemjaro Killjoy
The Kommandar, The Gear Ghosts (referring to his assassin cadre), The Grot Tank Brigade (referring to his fleet of tanks), The Metal Behemoth (referring to just him in his tank)
Domains: Glory (heroism), Law (loyalty, slavery, tyranny), Nobility (aristocracy, leadership), Trickery (ambush, deception, trickery), War (tactics), Black Powder Inquisition

Embodies the Serifa of Malkuth. The Kommandar asserts absolute authority over those under him and expects that his every command gets followed to the letter. Despite this iron hard view on rules he knows that he is not THE supreme ruler and he takes his orders from those who are in charge of the goblins as a whole, the current 12 ruling clans. The Kommandar is a LN goblin adrift admidst a green sea of CE. And not just slightly chaotic either, rather the insane, crazed chaos that exemplifies his race. This often means he has to take completely idiotic commands from his higher ups but he has to honor them because of his personal code. However, he expects those below him to uphold the same code and this oiled efficiency and chain of command is largely why he has been so successful in his chaotic world.

Herald: Gabberjabber. The Kommandar is probably the only goblin willing to use diplomacy and compromise as tactics and Gabberjabber is probably the only goblin in existence who could pull it off. Dressed astutely and smartly in a 2 piece tux, Gabberjabber is a master of political intruge, wit and charisma. When that fails, he falls back on his Grot Blasta and quick feet.
Personal friend of The Kommandar, he is one of the main reasons that the 12 ruling clans have failed to off The Kommandar so far. He is a rogue who knows he is often out of his depth. He carries his Grot Blasta, a medium sized revolver with the thundering enchantment and his own quick feet.

2-3 named servants
These are going to be his left hand, and not-left hand goblins. They are going to be his sub commanders. They are going to be synthesist summoners and be the commanders of his tank brigade. Their names will be something like "Govener Gretchen" and "Not-Lefty" :P
He will also have a goblin gunslinger as his sub-commander of the infantry division.
I will flesh these guys out more later :)
Beyond that, since i plan on taking the leadership feat, all the peons below will be given different ranks and most of them will be some form of gunslinger, although some of the higher leveled ones will be synthesist summoners, representing a swarm of grot tanks. Not that i will be actually using them in combat :p what are some lvl 1 dudes gonna do against a mythic, gestalted, lvl 17 demigod?
They just fill out the concept of him being a legendary commander XD

Deifiec Realm will be on the plane of Rusty Gears, specifically the district near where the portal is. This district will have guns everywhere and will be predominantly goblinoid and in a state of constant war. It will be quite steampunkish and the entire place will be broiled in anarchy except for 1 small selection of warehouses. These will be well maintained and cared for, and run with exacting efficiency, counterpoint to everything else.

Appearance and Personality Kommandar Killjoy, or Killthemjaro as his real name is, is a small goblin, not unlike most others. He wears a grey beret on his head and a spic and span uniform that he takes great care in maintaining. He saw one of the leaders in his dream wearing something similar and he does his best to emulate it. He carries a double barrelled shotgun he calls his "Shogun" and literally a tank in his pocket.

His tank is a mechanical beast. While not true metal, it is composed of an ultra-hard ceramic like substance that is partially see-through and made up from the essence of his mind. It consists of 2 gigantic treads on each side in the shape of a triangle, has a double barrelled cannon aptly and affectonatly named his "Boomcannon" protruding from its front and kegs of gunpowder on a platform in the rear. Inside the Kommandar can be seen scuttling about, pulling leavers and pushing buttons as he frantically tries to keep the beast moving and aimed at the right targets. The Boomcannon is capable of devastating blasts that are as loud as all get-out yet fire single shots and have a noticeably long reload time. His whole tank is painted red!

The Planes:

The Material Plane- The mortal realm.
The Plane of Air- Plane of elemental air.
The Plane of Earth- Plane of elemental earth.
The Plane of Fire- Plane of elemental fire.
The Plane of Water- Plane of elemental water.
Faraenyl: the Feylands- The ever-changing homeland of the Fey.
The Loom of Fate- The plane where the fates of all beings, mortal and immortal, are woven.
The Far Beyond- The edge of the multiverse where the forces of Law and Chaos wage their war on a level at once physical and metaphysical. In this place, reality and sanity begin to break down and the basic building blocks exist without reality's impositions.
The Seven Heavens- The ultimate plane of good. The sacred mountain serves as the home to all creatures of good, regardless of their allegiance to Law or Chaos which is irrelevant to the highest powers of the plane.
The Eleven Hells- The ultimate plane of evil. The unholy pit serves as the home to all creatures of evil, bound together by their own wickedness into a cagey cohesion.
The Shadow Realm- The dark realm that exists between the mortal world and the Feylands. This world is an afterlife, of sorts for things that never lived; memories, regrets, or dreams never realized all collect here, ambrosia to the Shadow Fey who plot and scheme against the realm's other inhabitants, which include the Kytons and Moon Daemons.
The Underworld- The bleak realm of the dead where all souls linger until claimed by the agents of good or evil, law or chaos. The inscrutable Psychopomps rule this land as dispassionate as the grave itself.
The Casino- A small demiplane situated between Law and Chaos. Ruled by an incomprehensible being known as Fortune's Fool, despite being ostensibly being ruled fairly by the Dual Emperors, The Casino is a place where fortunes may be made. Sums of money that could bankrupt kingdoms are won and lost here every day and sometimes stranger things are betted at the tables: souls, divine power, memories, a person's own mortality, a person's potential, or any number of things.
The Evermaw- A demiplane next to the Eleven Hells from whence the corpse god of famine rules. Undead live side-by-side with the living, along with fiends who were cast from the Hells. The bleak city of Vultures Beyond rests at the center of a desert formed from dried blood.
The Marketplace- A demiplane of commerce created by the Mercane and the Numistians. In this realm, nearly any commodity in the universe can be had... if you're willing to pay the price, which is not always in coins.
The Plane of Spears- The realm of war where all are welcome to participate in glorious battle. Not all battles are physical, a danger few realize before coming to the plane.
Rusty Gears- The strange clockwork realm of Law, named for the cogs that ever turn. Despite the plane's name, many of the cogs are in good repair, as only those closest to the realm of Chaos show signs of corrosion. The plane's Inevitable guardians ensure that no one enters Fate's Thread, a portal to the Loom of Fate.
The Plane of Radiance- Also known as the Tree of Life, this tenfold realm's radiant roots run through all of creation, the wellspring of life itself in which new souls are born. Each of the ten Sephira are home to wondrous creatures and awe-inspiring landscapes, both as deadly as they are beautiful. These realms test the ten virtues of creation within the bodies, hearts, and souls of travelers.
Avidarel- A dead plane that was once the sun god of the same name. Forgotten by it's worshippers, it died, taking millions of souls with it. All that remains of the sun and the adjacent planet's former inhabitants are undead shades that hate both light and life. But memories of light and hope both stir within the dead star, ready to be rekindled.
Carrigmoor- A technologically advanced pocket plane within the Material Plane formed by powerful machinesmiths to preserve the last remnants of their culture in a world they destroyed. The culture still lives beneath a jeweled dome on an asteroid that circles the shattered planet it was once a part of.
Curnorost- A soul-crushingly melancholy plane where the souls of angels who die permanent deaths go. The plane was birthed by the first and only war in the Seven Heavens.
The Crystal Roads of Deleur- An entire plane of fabulous crystal nations suspended in a swirling, cloudy void. This is the true home of the Xorn, who take a very dim view of miners.
Dendri- A mist-shrouded realm connected to the rest of the multiverse by only a few portals, Dendri is a world where insectile humanoids, such as the ant-like Formians, the Aranea and the bee-like Thriae hold sway.
The Mountains of the Five Winds- A demiplane near the far beyond where a cloud of chaos and madness encroaches on 5 mountains upon whom cities of order were built.
The Ten Courts of Hell- Pocket dimension near Hell where souls are sorted out to be punished. Some of the unluckiest and mist wicked souls face the torments of the Yama Kings, the rulers of the pocket dimension
The Plane of Dreams- The realm where dreams and nightmares form and are given physical substance.