While the game is far from ready, I wanted to post a thread real quick to see how many people would be interested in attempting to play in the world I am creating. The idea all started with my trying to figure out an interesting and appealing way for me to integrate Goblins into a player race rather than the pests most DnD'ers know them to be. I came up with the idea of a sort of Renaissance period for Goblin kind, in which the Hobgoblins brought their lesser kin under their strict militaristic ways and organized the rise of a new Goblin Nation. The idea seemed simple enough that I have run with it, going so far as to have already worked out some details of their capital city and am working on new racials to reflect the change from monster manual pest to pc race.
Now the big question became, if I was going to put Goblin kind through this major change in the way they work, how would I change the rest of the setting to reflect the changes that may very well have been the catalyst for the rise of the Goblin Nation? After toying with several ideas, it hit me, an Industrial Revolution of sorts! Looking into several sources, including but not limited to Eberron and Iron Kingdoms, I am slowly piecing together a fantasy game with splashes of Steam Punk influence and other changes to the standard Fantasy based DnD/PF games. That said I want the world to be different from Eberron, but not quite as dark and gritty as Iron Kingdoms. So, for this period in time in the game world, there is a relatively shaky peace among the so called "Enlightened Races" (or simply the player races that dominate the realms). Each race is getting a slight overhaul to reflect the changes to the world they live in, while hopefully maintaining much of the balance already in place in the published rulesets. I'm thinking of using the PF races and classes as a starting point, but drawing influences from the other source books I have, including new class options, craft skills, and weaponry for characters to use.
As I am still working out a lot of the setting details, and haven't even gotten a map made up yet the game will not be ready for a while, and I'm still not 100% sure on the plot hook I'd even use to get things rolling. I just want to see how many people would be willing to step into this New Age with me and embrace the world changing influences of steam engines and clockwork.
I know information is lacking, so I'm open to questions if it'll help fuel interest in the game. Any information you may want on the setting, races, story thus far, etc. go ahead and ask, and I will answer the questions as best I can. Not only am I hoping this will help build interest, it'll give me a push to get more things finished and ready.
Hey Shield, I am reluctant to commit to any game without being sure it is exactly the game for me, simply because I have the tendency to get into too many games for my own good. That being said, I think the idea is very intriguing and will be keeping an eye on this thread!
I do have a couple questions, now that my interest has been peaked. Of course, I understand if you haven't considered a lot of this yet, but no harm in asking. What edition would you run it in? 3.5 I assume based on the Eberron references? Would all the characters be goblins? I assume not but I thought it was worth it to ask. Are Goblins the dominant race in your imagination (in the way the Humans are the dominant race in most D&D worlds)? I have many more questions but those are just some initial things that I wondered about and may play a deciding part in whether I end up trying it out or not. Great idea though and I'm sure when exams and other spring business clears up it'll generate a lot of interest!
So, Haruspex, what would you most like to see come of this idea? How developed should the world's technological advances be? Should the Age of Machines have just begun, Or should we be well into the Age?
As a bit of reference, the previous age is known as the Age of Magic. Many magical experiments were conducted among several races, which I am using to explain certain races into being.
The Goblin race is largely regarded as a intellectually clever race however with little common sense, skill or strength. They have very clever ideas and drawings however when coming to build them they often struggle practically so the Age of Machines would of just begun in my eyes, with many ideas and Goblins would sell these to other races for a small fee, however Goblins as always would in the end not profit from these ideas Humans, Elves, Dwarves and evil races too, would see the greatest gains.
Goblins as a PC character would have to be a greater goblin than the common race, maybe a revolt and strength in numbers caused them to overthrow the hobgoblins and have their own seperate identity. Cities of theirs would be a hive of industrial events. Maybe PC charcters would be the goblins which would be fundamental in the revolt, an almost Genghis Khan style Goblin would be Their King, uniting the tribes as such. These are however, just a few ideas.
I had actually planned on it being the Hobgoblins that brought about the rise of the Goblin Nation, uniting their lesser kin under their already militaristic way of life and putting an end to much of the savagery the Goblins were known for in ages past. That said, Hobgoblins hold many of the positions of power in their new society, while standard Goblins are left to live their lives, work at a trade, and be mostly free (so long as it serves the greater good of Goblinkind).
To bring in nonstandard Goblin class options, such as wizards and the like, I had decided that a pair of twin blue half dragon hobgoblins had made it their purpose to enlighten their lesser kin and train those who wanted to learn.
Hobgoblins and Bugbears train their smaller kin in direct combat and archery, training Fighters, Rangers, and more direct combat options.
Some of the other races, namely the fey, have also taken an interest in the developing Goblin Nation, and have also begun offering services training Goblins in the more Natural Arts such as Druidism and other options.
Naturally, with this increase in magic among the common goblins some are even born with innate ability, growing into sorcerers and even bards in some cases.
Goblin Clerics still tend to revere the deities they would have before, or deities that favor advancement of this new Age.
In regards to their involvement in tech and industry, their capital is practically on top of an Iron Mine, and as such they work mostly with Iron. They have developed various methods of using Black Powder to help excavate Iron in massive quantities, and have also realized they can apply these applications to combat. As such, Goblins are the world's current experts in explosives and demolition.
Posted on 2011-04-05 at 05:02:40.
Edited on 2011-04-05 at 05:06:35 by Shield Wolf
As I am pulling source material from a myriad variety of books, and publishers, I am open to just about any race and class combo you present me once things get rolling, with just a couple exceptions. I am not familiar with Psionics, and as such do not allow them. I don't think Paladins make a very good fit in any of the games I run, as I tend to have groups and missions that walk a very thin line between good and evil or right and wrong. Being that this is a (mostly) Pathfinder game, some races that had level adjustments in 3.x will not have said adjustments applied, since I feel they are up to par with the PF core races without being vastly superior.
Do try to come up with good reasons why a character is what he or she is, and how they fit into the world. If you are not sure about a race or class you would like to play as, shoot me a PM and I'll look it over (be sure to include the source, or info if homebrew, so I can do the proper research). I personally will be pulling info from Iron Kingdoms, Steam and Sorcery, World of Warcraft, and an OGL Steampunk book, just to name a few.
Flintlock pistols, muskets, explosives (as I mentioned in the post regarding Goblins), among other things. Firearms are still not a major player in these early years of this new age, but as new advancements are made then better, more reliable weaponry may be developed.
A little something to give you fine folks something to think about
Side Effects of the Age of Magic
During the Period of Time now referred to as the Age of Magic, the many races began to experiment more and more with the Arcana Arts, resulting in various changes to the world. Among the most obvious, and probably interesting, developments tied to this Age, is the rise of several races of Shapeshifters that had previously never existed in this world. Of these races, the most widely recognized are the Beast-kin and Changelings. Generations of exposure to Arcane magic apparently altered their very genetic make up, making them into something entirely new. (This said, just about any race choice can easily be explained as the result of Arcane overexposure, so feel free to ask if there are any other races you would consider)
The Realms of the Enlightened are also now scattered with the scars of many an Epic Arcane Duel between rivals. Entire stretches of land are damaged beyond any hope of repair within the lifetimes of many of those living now. As if drawn to the residual magic energy, these areas, known commonly as Mage Scars, are usually home to vile creatures and hotspots for cross dimensional visits. They are also usually rich in unusual minerals and strange ores too though, so draw many profiteers looking to make a quick profit.
Mage's towers and labs also stand scattered across the Realms, many of which are no longer inhabited by their previous Masters. Thieves have found that even in this new Age they can make a profit raiding these old towers, though the endeavor is not without its risks, as many arcane traps and other surprises await those foolish or brave enough to enter.