Goblinoids and Orcs as refugees

Post/Author/DateTimePost
#1

seggy

Apr 24, 2015 18:46:40

I am currently running a campaign set in a 'Dark Sun-esque' setting. The Orcs and Goblinoids in this setting took up residence in one area, but the area was invaded by aberrations and worshipers of Thoon (yes I am using Thoon in 5th edition because reasons). I considered having the Orcs and Goblinoids wage war on the Player's starting town and attempt to take it over, but then I considered them just moving in, as refugees. I am really intrigued by the idea of refugee Orcs and Goblins, where they are simply trying to survive in a desert wasteland. Rather than trying to conquer the town, would it be feasible for them to just move in?  I really want to play around with the racism that would occur, and the anarchy that they would bring to a somewhat civilized society. Any thoughts and arguments are very welcome.

#2

Kentus

Apr 25, 2015 3:49:02

The refugee idea seems worthwile. I would start with a few, slowly moving in more, until one side (or a more extreme faction of one side) decides, that this can't go on. This is a pretty way to subtly change the feeling of the characters home and make a very personal plot, without making it too hurried and artificial. Take your time, let them play one or two plots, so they can get used to the idea or orc and goblin refugees and then the problem arises. ;)

#3

Barky

Apr 25, 2015 10:25:24

A lot of real-world refugees have been the weak, the old, and women with children. The strong would stay behind to fight or cover their escape. 

 

Same could apply to these humanoids. Perhaps only the weak, the old, and women with children arrive, and they seem harmless enough. But the young will grow to fighting age, that's when the trouble begins.