Huzzaher's page

Goblin Squad Member. Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Well, I think this goes into a nature vs nuture question. From the book, the nurture aspect is designed to make them into a lot of what they are, so depending on how young they are, they might be "redeemed."

But this is going to take a lot of work and people who are willing to really try to help them. I imagine with the town's current feelings, they will be dead set against this happening. How many people lost someone because of goblins, in the raid, the aftermath, or the glassworks?

The whole thing is wrought with RP chances for the PC, using the goblins as a McGuffin. If you want to have them trained to actually add to society... Give them to the church. Specifically, Sarenrae, Goddess of Redemption. Use the PC as a role-model, and have them go out to redeem the rest of their race, and cut down those who stand in their way. Then she's not just saving two goblins, she's leading the way for all the goblins to be saved. Plus, then you don't have to try and find a place for them in a city that would never really accept them anyway.


Goblins don't have set holidays, because they requires some way of keeping track of days, which is difficult without forms of written language and a natural affinitity for having everything over a hundred as "lots."

If Goblins have a Druid, or other nature-aligned type, they might celebrate solstices and equinoxes, and maybe any celestial changes like eclipses that might happen. These are usually celebrated by teh Goblins doing whatever teh Druid says as they pretend they're controlling nature.

Other Goblin Holidays, like the weeklong feast days of "We-Caught-a-Merchant-Train-in-the-Easilly-Ambushed-Pass" tend to be spontaneous, and celebrations of pure, blind luck.

If Goblins live close to settlements that have large, noisy celebrations, Goblins tend to have hastilly planned parody celebrations taht usually center about robbing empty houses and mooching off the party trash.


I don't like the idea of moving the Graul's farm farther away. Part of the shock value is how close they are to the town, which this ruins. I think a lot of the problem is that people think they're too close to the town, which, really, they aren't. Go back and look at your maps. Yes, they're fairly close to the town, but their relatively close distance has two very important factors:

1: They're across the river. Because of how the terrain seems to be set up, this would but them across a bridge pretty high over a river.

2: They're in the Kreegwoods. The description for the Kreegwoods makes it abundantly clear that people KNOW ogrekkin roam those woods. However, the game clearly says they keep to themselves. The Graul are described as remaining indoors most of the time, except for two, one of which doesn't go farther then his cornfields. Yes, the Grauls torture and kill any woodsmen or trappers who wander too close, but few chance the Kreegwoods, because entering those boundaries opens you to attacks from ogrekin.

Since they keep to boundaries, they're not as big a threat as the ogres who actively raid the town.

Part of the Graul's horror is how close they are. Personally, I'd play up the rangers anger at letting the Graul get so close to civilization. They are noted as being the bravest family, for living so close. It's pretty clear that because they keep to boundaries they've been overlooked, which allowed them to slide in and cut off the Black Arrows' escape route, much to their horror, which in turn adds to the ranger's plight. I'd probably have the townsfolk be sure to warn the PCs to stay to the road and avoid the woods, because it is crawling with ogrekin, although they'd probably dismiss them as staying deeper in, but that it's best to stay on the safe side becaus e"you never know when you'll run into one roaming about," which they'll look back on as foreshadowing when the fight with Rukus starts, slowly turning to horror when they realize how close the farm is.


I don't see what's wrong with the wood being there.

After all, we're talking about powerful magical empires, here. I image during the time, their lumber industry probably used solid heartwoods of naturally resistant types of lumbers, and then terated it, mundanely and magically, before actually using it.

I'm sure teh Runeloirds expected their buildings to last forever. And then we've got a creature in there who sees it as her domain, and can get access to spells like mending and make whole, and actually look after the wood to keep rot from spreading.

It's not like it was a temporary building that was abandoned for all those years. It was designed and built to be a laboratory, to be solid and last, and then there actually is someone left in there who probably had looking after things like that as a menial chore.

Plus, it's been open to the outside world for about five years, and since Erylium sees it as her personal kingdom, she'd probably be quick to have some basic repairs done.

It's not that far out an idea.