Not Just Another Goblinoid Encampment.

Post/Author/DateTimePost
#1

zombiegleemax

Feb 28, 2006 4:17:21
"You approach the cave entrance, the smell of filth and decay reeking from within, the tracks of many goblinoids coming and going can be seen in the dirt below."

"Another goblin cave? Yeesh."

Ever have this happen to you? Goblinoids in general tend to be given a bum deal in most campaigns, used as XP mills and general hack-n-slash fodder. In my campaign I have sought to make sure this isn't the case, and work to make each and every encampment of goblinoids (well, intelligent races in general) a unique and interesting experience for the players. This may sound like a lot of work, and in truth, it can be. But with a little effort even the smallest goblin outpost can be an interesting experience for your player characters. Below I'll give two examples of goblinoid tribes in my campaign given a bit of their own flavor with a bit of thought.

1. The goblins of the Greenwood
The Goblins of the Greenwood can be found, obviously enough, deep within the greenwood forest, at its most northern end. There, behind a waterfall behind a pool, at the source of the river that runs through it, can be found the Cracked Scale tribe of Goblins.

These goblins found, long ago, a cave system well concealed behind a picturesque pool and waterfall. It was not immediately obvious to a casual observer that a cave was there at all, at least not behind the waterfall. Where the waterfall billows forth from partway up the mountainside can be found another cave that is the known lair of a Wyvern. They learned long ago by observation what the Wyverns typical activity cycle is (as per the old books, they are active at twilight and dusk). By avoiding these times of day, they have found their home to have a built in protector, as well as a useful seclusion. It is from this Wyvern that the tribe takes its name.

The Goblins send out regular patrols on Wargback after daybreak that return before dusk, and at nightfall that return before dawn.

An enterprising Ogre has also made his home here, and is, in fact, the leader of this particular tribe. He's an Ogre/Ranger (5/5) who has taken an Owlbear as his Animal Companion. He's a bit smarter than your average fare of Ogre, and leads the Goblin tribe quite well, imparting a level of discipline and order not normally seen in this quarrelsome race.

Due to his Ranger nature, and the fact that he, like most Rangers, regularly attends the Ranger/Druid Conclave at each turn of the season, the area around the cave system is kept relatively pristine, and the goblins hunt only what they need from the surrounding forest. This leads to there being precious little in the way of obvious signs of their habitation, and only adds to the mystery of where their base of operations is.

Among the many changes he's made to the tribe since his arrival is the 'Wyvern Guard'. The Wyvern Guard are an elite group of warriors who make up his personal guard. The rite of initiation that one must pass before joining this guard is to make the 'Wyvern Walk'. The Wyvern Walk is a path through the cave system that runs up and through the Wyverns lair, and is traditionally held during the middle of Winter when the Wyvern is at its least active externally, and is minding its clutch of eggs. The Wyvern Walk involves approaching the Wyvern as it slumbers, removing an egg from the clutch, and returning alive to the Council Chambers. A special meal is made from this egg that all the members of the guard feast upon, the first portion being offered to the Ogre Chieftain. The members of this order wear specially crafted and blessed helms made in the likeness of a wyverns head and maw, each stylized to the taste of the individual goblin. A great celebration is held each Winter Solstice in celebration of the newly accepted members of the guard.

Incidentally, for those who break the laws of the tribe, the Wyvern Walk is also a death sentence, for they are admitted into the cave system, and never accepted back through. Those who manage to outmaneuver the Wyvern and escape are frequently cut down by their brethren before they manage to escape the wood. Those who manage to escape the wood wisely never return.

Now, the Ogre Chieftain is a fully functioning Ranger, not just in levels, but in his service to the Ranger and Druid circles, and thus may be encountered as both Foe *AND* Ally, making for an interesting RP experience for PC Druids/Rangers who find themselves working with one who almost immediately would be considered an enemy. As part of his service, the Ogre ensures that the goblins raid only enough to maintain a proper balance, and that the attrition within his own ranks remains high enough to keep the population down. Though the natural goblin tendency to abhor laws and order help in this regard, as there are frequent deaths attributed to the Wyvern.

As noticed, the Wyvern plays a large part in the Greenwood Goblin society, up to and including special 'offerings' being made each year. The goblins, again at the beginning of the Winter, raid the human town to the south, making off primarily with livestock and any goods they can collect. These are subsequently tied up or stacked in front of the cave to be fed to the Wyvern. All the remaining refuse is disposed of so as not to reveal their location.

The Leaping Spear Goblin Tribe of the Menfay Fens
Yes yes.. Its another goblin tribe, but that is my focus tonight, so bear with me.

Deep in the expansive Menfay Fens, ecology of interest to humanoid anthropologists and druid alike has sprung up.

Within the Fen exists the 'Leaping Spear' tribe of goblins. A tribe that came to the Fens through unknown means, but have developed a lifestyle and symbiosis that helped them adapt to life in this harsh environment. The goblins have developed a working relationship with the giant frogs that inhabit these swamps, developing special harnesses that allow them to ride and tricks of ambush where the frog sits in wait, only its eyes exposed, and the goblin positioned carefully on its back to be hidden beneath the water, breathing through a reed. Using special tactics practiced throughout childhood and their adult training, they are capable of making a 'charge' attack in ambush, where the frog will leap into the air, whilst the goblin spears the opponent. This special tactic allows them to deal double damage on their first strike from an ambush, at a distance of up to 30', and as little as point blank thanks to the powerful legs of the amphibians they ride.

This practice was developed primarily for hunting their primary food source, the various tribes of lizard men that live within the swamps with them. The Lizard Men have become such a strong part of the Goblin way of life here, that their entire priesthood is centered around a reptilian god, who they revere as the provider of all things necessary for life. Skins for their clothing and homes, bones and teeth for their weaponry and tools, and meat for their food. The Lizardmen are revered in much the same way as the Native Americans revered the buffalo, as both food source and strong spirit. The warriors of the tribe will regularly be seen wearing the teeth from their kills, while the shamans can be seen wearing the skulls of lizard men during their rites and wearing special robes made of the skin of the Lizard Men. The impact of this adversary and prey can be seen in all aspects. The spearheads are made of specially chipped and hardened bone, their armor and riding harnesses are of lizardman skin woven with the sinews, and their pouches contain strips of dried lizard meat.

On the other side of the swamp are the Lizard Men, who have come to respect the goblins as a dangerous enemy, but also as their primary food source. With each side feeding on the other for their own reasons, the numbers of both sides are kept in check, and well within the balance of what the Fens can support.

Synopsis
As you can see, with just a little imagination and a twist here and there, you can make each goblin tribe unique and interesting for your players, and give your world some decided flavor to boot.

Comments welcome!
#2

zombiegleemax

Mar 08, 2006 17:47:03
This is an interesting idea. Like you said earlier, I generally only use goblinoids to make a quasi-interesting story line to give my PCs some easy XP or gold. I will probably start to use your ideas here as I could make both of them easy additions to my campaign.
#3

need_a_life

Mar 11, 2006 5:45:51
You wouldn't have happened to choose goblins because of this: http://thunt.comicgen.com/, now would you?

Anyway, I really liked your idea, since it is not all that important for it to be goblins; I am already thinking of kobold tribe ideas, mostly based on your first sample, spiced up with my own ideas.

Keep up the good work!
#4

cryosilver

Mar 19, 2006 20:01:37
In finding a place for goblinoids in my campaign setting, I gave careful consideration to the following things: alignment (especially Lawful/Chaotic), mental attributes and organization. As a result, in the world of Iliga, hobgoblins control several large cities and have petitioned the High Council of Civilized races for admittance.

Hobgoblins have a human-level intellect, tight organization, and enough military savvy to defend themselves against most humanoid incursions. I don't see why they can't be just as dangerous as the drow.