Showing posts with label Goblins. Show all posts
Showing posts with label Goblins. Show all posts

Thursday, 18 August 2022

GOBLINS GOBLINS GOBLINS

 GOBLINS!

Here are some rules for an all-Goblin game build on the "BX Commons" chassis.


Arthur Rackham



CHARACTER GENERATION


  • all goblins are stealthy
  • all goblins are thieves
  • all goblins attend to the phases of the mooooon
  • not all goblins are goblins
  • all goblins can hide behind things
  • Fear COLD IRON

AMORAL - a goblin is not a hero and can never do anything because it is the "right thing to do" (in human terms at least)
it has to be funny, tricksy, part of a deal, chaotic or otherwise


STR - 3d6 drop the highest
DEX - 4d6 drop the lowest
INT - 3d6
WIS - zero, gobs have no wisdom
CHA - 3d6
CON - 3d6 drop the highest

d3 hit points

  • Climbing - all can climb *built surfaces* without restriction
  • Sneaking - all can hide if there are shadows to hide in
  • Crafting - all can tie & fix things together pretty well, if an unspecialised handyman could do it they can too

Genderless, or so we think, except for the Goblin Queen and for Changelings

And one of the following GOBLIN POWERS (d100);

1. can invert personal gravity 
2. can spit like a hand catapult
3. excellent voice impersonator
4. can talk to (choose one) corvids, foxes, rats, bats, cats,
5. wonderful dancer
6. plays the [choose one] fiddle, whistle, harp, or sings beautifully
7. can tell one not immediately disprovable lie per night which will automatically be believed
8. can read, write, calculate and do accounts
9. can pick locks with fingernails
10. can tie things up super-fast
11. acrobatic/clown skills (vaulting, tumbling etc)
12. can hide under any object (regardless of size) (and opposed to hiding *behind* objects, which all Goblins can do)
13. can light or quench lamps and lights in a room by snapping fingers (fires dim but don't go out)
14. can whistle up a wind
15. wears a coat with seven pockets, containing; string, sharp tacks, chalk, a sharp stone knife, a gold ring, a beautiful mirror and a brass bell
16. detachable limbs act as floating truculent (and unreliable) servants, responding to voice command (sometimes)
17. can always guess what others have in their pockets
18. can swim in air as if it were water while holding their breath
19. can inflate self like a pufferfish, becoming a robust, very bouncy rubberesque ball
20. can throw cutlery *other than knives* with incredible accuracy 
21. can roll like a hoop without end
22. has a fundamentally indeterminate number of toes (i.e. they cannot be counted at all)
23. has a large black "riding cat", cultured, more intelligent than they are, reluctantly obedient and largely indifferent to their desires
24. a magnificent cook
25. wears a wizards hat, top unscrews to reveal a pot of super-strong glue
26. can enchant snails for remote communication if worn as ear buds (range 50 meters, snails whisper what is said, casting goblin must be wearing one)
27. can charm others to dance as they are dancing, (music must be playing and they may not play it)
28. wears heavy boots which only they can move in with prefect ease and silence, boots highly resistant to all damage, leave human-seeming footprints
29. wears a red coat which is very fine, all shall remark on it
30. extremely sharp teeth
31. savant whistler
32. extremely skilled and lucky at games of gambling or chance
33. can pull an extremely frightening face
34. can wiggle out of or though most impediments and restrictions (within bounds, under door gaps perhaps, not through keyholes)
35. very good at hiding things
36. has a pair of thick spectacles that allow them to see things very far away like an owl, because this is how they think spectacles work
37. can make excellent paper planes and in fact use them as gliders
38. acidic piss
39. own reflection acts as a kind of retainer, can be sent on missions to other reflective surfaces, keep watch etc, must be paid in silver for each deed
40. has a 'ghost costume' which, depending on circumstance, looks kinda legit
41. snot is mildly explosive when flicked (equivalent to streetkid 'caps')
42. can telekinetically control milk (when in field of view) if rolled twice can control cheese as well
43. can easily pull rug or carpet out from underneath someone's feet (regardless of mass, floor staples, etc)
44. earwax acts as a low-friction Grease
45. can magically transform into small critters if they eat one (dispelled by daylight or cold iron)
46. can poke, prod and pinch via power of the mind alone (line of sight only)
47. can 'solid snake' small containers as un-suspectable disguises (so long as not seen moving)
48. can musically control hair so long as continually playing, whistling singing etc
49. can trick or fool most quadrupeds
50. after being pressganged for a winter, has an encyclopaedic knowledge of the names, addresses and various naughtiness or niceness of all local children, as well as any potential access via chimney
51. after slight case of vampirism, can command the sleeping to perform actions they would usually perform
52. high voice, big ears, has an inaudible (to humans) ultrasound squeal that enables darkvision
53. smoking habit, hacking cough, pipe, can form quite large smoke animals and objects & command them somewhat (depending on wind & tobacco access)
54. can garble and disorder systems of measurement by "fiddling" with them (clocks ruined, book pages out of joint, calendars give wrong months/days etc)
55. genius puppeteer
56. can shed skin like a snake, leaves goblin-shaped skin-bag behind, multiple possible uses
57. 'moon eyed' one eye clear white, constantly emits moonlight when opened
58. can balance on anything
59. if they can stick their finger up a quadrupeds arse it will do whatever they say *so long as the finger is up their arse*
60. savant goldsmith
61. can turn small stones to gems (limited time period)
62. can swallow quite a large number of small objects and bring them up later
63. has a remarkable beard, from the neck up, could me mistaken for a very old man
64. has golden scissors, can shear a sheep or cut hair in a trice "with my golden scissors!"
65. poops out fruit pastilles, has a constant supply, they are pretty tasty
66. savant who always wins any artistic competition, (in any field) but no talent rest of the time
67. swapmaster, others will always listen to their offer of a swap, usually gets the best out of any deal
68. can clean and repair pretty much anything over the course of a night
69. alcoholic goblin, can mix great drinks - knows them all, also compulsive drunk who will neck everything in sight
70. very large nose, smells like a dog
71. can roll most round objects for an undeterminedly long distance
72. can balance almost anything on top of anything else
73. mushrooms growing under left arm produce hallucinations when eaten, those under right arm incapacitate with sickness, crotch shrooms create agreeableness
74. is haunted by a spectral capybara which appears in darkness and prophecies doom (actually quite useful information most times, is unusually specific doomsayer)
75. has a witches hat stuffed with straw which contains a small owls nest, the small owl will sometimes agree to perform certain narrowly-defined tasks
76. left eye is a crystal Palantir which can see the *feet* of anyone within 100 miles ( will only focus on feet), others can stare into (or steal) the eye
77. can throw pennies with unearthly accuracy
79. Goblin Prince,  wears a silver paper crown which bestows  *influence* (by verbal and RHYMED command only) over [pick or roll one] pigs, cows, goats, doors, kitchen implements, wool (influence more powerful in darkness, tripled under a full moon)
80. has pockets full of pins
81. 'door painter' can paint doors onto vertical surfaces which give goblins, friendlies and neutrals access to, if they take half an hour to paint it, the other side, or if they do it super-fast - wherever the DM finds most amusing, doors panted under full moons can go further but effect ends that night (may return next full moon)
82. when saddened, weeps silvery tears which, if tears from both eyes are used to flavour food, make it delicious, or if collected in *identical* (they must be identical and unlabelled) crystal vials, the tears from the left eye make a 'first sight' love potion while those from the right eye form an donkeys-head-plus-egomania potion. These vials are easy to tell apart UNLESS *anyone* warns against getting them mixed up, in which case they are immediately mixed up.
83. has a tongue of purest alchemical green which if it licks an object *all over* can turn that object into 'pure green', pure green objects are (d6) 1 weightless, 2 unearthly smooth, 3 ripe cheese smell, 4 come alive with impish consciousness, 5 emit bright green glow or 6, either wonderous sharp or leaden heavy it being whichever they were NOT before
84. wears a magnificent three-piece suit and top hat and no shoes with a large spider in each pocket, the hat full of webs and another spider in their pocket watch which tells the time some of the time, spiders are somewhat commensurate to command
85. very large, ripe buttocks, invulnerable to most harm, very bouncy
86. carries a glass hammer which they can use to anneal (only) very soft things into each other, shape them and to make them hard
87. impish ancestry, immune to fire and in fact finds it healing and invigorating, likes to sleep/dance in there
88. candle goblin, head encrusted with single large white old wax candle which, when lit, allows them to summon and partially command relatively large amounts of relatively large moths, goblin depressed when candle not lit
89. vantablack goblin, can hide in strong shadows, even during the day, even in villages and civilised areas, often hard to find
90. wears fine glass gloves (horrible goblin hands inside) leaves human hand prints, can shatter brittle objects from a distance by rubbing fingers to make a SKREEEE sound, if glove is lost humans who find it will assume it belongs to a "beautiful lady" & seek "her" out
91. egg goblin, can transform into a sinister-looking egg at-will and roll about in a dark and ominous manner
92. curse goblin, can only have one curse operating at any time, curse MUST have specific, (if impossible) conditions, can also be ended on command, curses must be FUNNY (to the goblin at least), need line of sight, pointed finger and voice to curse, curse must be announced and heard by victim
93. very big ears, hears like a surveillance microphone (must be aimed in right direction)
94. pneumocephalic goblin, can inflate own head and other limbs, and body like a balloon and use it to float away, and for other purposes
95. sack goblin, carries a bag of holding, 1ft diameter opening, sack is patched and will semi-regularly let random items loose unless constantly re-patched
96. horned goblin, horns re-grow over a night if pulled off 
97. gold-toothed goblin, gold teeth will re-grow (as gold) if pulled out, over about a month (teeth are not sharp goblin can only eat soft foods)
98. sleep terror goblin, if it crouches on someone's chest when they are lying down and *looks at them* they will be utterly unable to get up, also terrified
99. mosquito goblin, can extend super long tongue to slluuuuuuuurp up large amounts of liquids & store in expanding belly
100. Goblin King, wears a golden paper crown which gives (by verbal and RHYMED command only) command over hair, eggs, shoes, golden objects, snails, prickly animals and the hearts of spinsters and very old men



GOBLIN CHARACTER IMPROVEMENT


At a new level you get a new hit *point* and one more goblin power.






"COMBAT"


(Goblins find it hard to win a straight fight with anything bigger than themselves. Especially in daylight, they will be booted like a football, kicked to death and once they are dead people will say "look its just a strange rat or hairless racoon". By morning they have calmed down, take a look at the body again and its clearly some kind of strange animal, dangerous certainly, we should get another dog, but spirits were high last night and things always look worse by moonlight eh?)

Also Goblins don't actually *fight* much. Their missions don't require it and they wouldn't win anyway. Trickery is usually better.



HUMANS ARE (CIVILISED) OGRES

Run a standard Human as a 3HD Ogre. Big, slow, dumb but unlike Ogres, civilised.

HD, Morale and Resistance to Trickery of Humans goes UP relative to;

- Daylight
- Adulthood
- Numbers


HD, Morale and Resistance to Trickery of Humans goes DOWN relative to;

- Darkness
- Moonlight
- Children
- On their own
- Drunkeness
- Madness




FRIENDLIES, NEUTRALS AND ENIMIES


FRIENDLIES (will greet Gobs in a Freindly way, Gobs rarely get into conflict with these & can get missions from them)

- Necromancer (or mad Wizard)
- Witch
- Vampire
- Troll
- A ghoul in the graveyard hanging out and waiting for a meal
- Ghosts roaming about here and there
- A dragon on a pile of gold (of little interest to you, you prefer cake & socks)
- THE MOON


NEUTRALS (who knows how they will react, depends much on circumstance and chance. i.e a reaction roll)

- Children on their own or in small groups
- Wizard (standard)
- Drunk adults
- Madmen
- Beggars
- CATS
- Fairys (are twats to you, basically the Goblins Goblins)



NEUTRAL/NEGATIVE (not friendly, but won't necessarily attack)

- Farm animals like horses, cows etc
- Skeletons



DANGEROUS ENEMIES (No need for a reaction roll, these fuckers will kill you on sight)

- All sane sober adults
- Policeman
- Priest
- DOGS
- (COLD IRON)
- Guardian animals
- THE COCK
- Redcap (magical and kind of a Goblin but also a serial killer)





WHERE ARE THE GOBLINS? - THE MAP


'CENTRE' of the Goblin map is the margins of a normal 'civilised' map. More 'points of dark', so forest, moorlands, buried glens, caves, ruins of truly ancient cities,  dragon sleeping deep in a forgotten cave, hills and steep valleys like Appalachia, dry soil, no way for croplands.

'Goblin Normalcy', relatively safe places for you, even in daylight.

INNER RING of the goblin map, ruins, old forgotten graveyards, a necromancers tower, a witches hut, a vampires mansion, all far away from villages, hard for villagers to get to, no roads, or at least no obvious roads, but might be pastoralists around; shepherds, goatherds, truffle seekers, wanderers, charcoal burners, hermits. A troll bridge, - probably a rare road leads between villages, across the wilderness, but a troll there (you know them well), plenty of dungeons and stuff (you live in them sometimes).


OUTER RING of the goblin map

The villages - actually the outskirts of three different counties or duchies, (lucky for you they don't talk to each other much), managed forest, rivers grow more navigable, land flatter, roads, scarecrows, more pastoralists (likely young men and women), outlying houses, usually for the poor and old.

Then the centres of the villages - very dangerous places for goblins, even at night, can be many people around, blacksmiths, the church, DOGS, still lots of nooks and crannies, roofs to hop between, eaves to huddle under, bins, drains, alehouses. The village for Goblins is like a dungeon for humans. The castle/mansion, you would want somewhere for the Duke to live so the Goblin Queen can send you to swap his baby for a changeling.


How big would the map actually be though? You would want it to be small enough for children to potentially get lost in the forest. Probably not all that big.. But maybe distance means fundamentally different things to Goblins?



FAST TRAVEL

PCs can fast travel without random encounters so long as the PLAYERS sing a goblin song together.







GOBLIN MISSIONS


Goblin missions are meant to be somewhat absurdist, though still to involve infiltration, trickery, deception, thieving and general shenanigans. Stealing eggs from a grandmother should still be a pretty hard ask since that grandma is essentially an Ogre armed with a magical weapon (iron skillet), with a guard dog (pretty dangerous to Goblins), and not to mention the COCK - a fucking prehistoric murder machine that will not let you near those eggs.



Standard Goblin missions come from the Goblin Queen, who usually wants something completely different each time she wakes up, so you only have a single night to fulfill her desire and it will be different tomorrow.

- Causing goblin trouble for people i.e. scaring their cows, spoiling milk etc.
- Stealing eggs from a henhouse.
- Stealing the golden hair of a maiden.
- A priests teeth not won by force.
- A grandmothers cup (she won't let it go, lives on the edge of town drinks heavily, complains constantly of Goblins in her house
- Goblin inception - placing something *in* a house rather than taking something *out*
- Changeling-Swap (probably a high-difficulty mission)
- Bring a bunch of people to dance round a mushroom circle under the moon.
- A catskin cloak
- A copy of the humans 'magic' (i.e. holy) book.
- *Hot* tarts
- Certain pale apples
- A particular rare alcoholic drink
- The roundest pig possible.

Wednesday, 10 August 2022

The Goblin Polychronicon

 What is written in green ink on the golden pages of the Grand Goblin History?

The Goblin Polychronicon: a treasure outside Time. A hyper-possible text telling the true story of the Goblins and their origins, their meaning and their end.

No exact translation has ever been written though a thousand partial commentaries exist. 

The core tome itself, split into an indeterminate number of physical volumes, (an odd number likely between eight and thirty two), is no sooner found than lost. Easy to acquire, (for the Goblins are always losing or selling one volume or more), but hard to retain, (for the Goblins always steal it back when the moon is full), many brief commentaries on the Goblin Polychronicon have been written, but none of them agree.

Why?

Well; any single volume may simply be a fake, the goblins themselves love making fakes of their own work and, being Goblins, often get them mixed up with the original. Notwithstanting that, the Goblin Polychronicon itself is a many-stranded and circular text, with alternate histories, counterfactuals, encoded allegories and outright fantasies included and commented on, and that each of these is spread across multiple volumes, linked through capacious appendicies, subtexts and fold-out diagrams, AND that the whole thing is written in multi-layered Goblin Code, and that the text itself has perhaps been infiltrated by some green goblin mycellium which mimics the shapes of Goblin words ((though some say the fungi follows the tracks of invisible ink left on the page and thence highlights meaningful secrets themselves to be combined with visible Goblin Knowledge in order to reveal yet more perspacious truths) and yet still others claim the fungal strands, gobin-natured as they are, bloat themselves on half-truths and misperceptions encoded in the Goblin Text and thence provide cunning guidance on how not to read the Polychronicon), and and as also as well we must not forget that the history of Goblins is a history of LIES and that much of the Polychronicon consists of the development of lies and the meta-structure of deceptions developed and sustained by Goblin Ontology and also that large parts of it may be made up. Maybe the whole thing is made up, who knows?

NO! The Goblin Polychronicon IS TRUE and is a real book about real things. History attests to this! It is absolutely not a scam and my lawyers can confirm. 





HISTORY OF THE GOBLIN POLYCHRONICON - HOW IT WAS MADE


Deep in the Umber Eon the ever-famed Ranulph de Goblyn, first and last chief librarian at the catastrophically ruined Goblin Pig Library heeded the summons of the Goblin King to work thereon unto "an history of thee tails & seeds of or peeple". Accepting a bonk from the purple stave Ranulph began work on the Goblin Polychronicon in "due tyme", finally and fatally passing the work on to his descendants upon the breaching of the citrus dawn.

Of course modern historians recognise that the Ranulph identity was  merely a nom de plume, probably representing a cabal or circle of Goblins who recorded the Goblin Polychronicon first through transcribing the oral histories of the Goblins, then when he (they) realised these could not be relied on, by developing time travel and returning to witness the events in question, then on unfortunately accidentally altering these events and encountering parallel versions of him her or themselves trapped in varieties of time loop, gave up on the whole thing, travelling into their (or his) her own future and stealing a copy of the Goblin Polychronicon from his fututre self (or selves), copying it quickly in a phone booth and using that as a base, making up the rest, then, on then contracting Bubonic Boils and realising he-they whomever will never live to become the future self(ves) from whom he can steal the book, imploring his(their) descendants to take on their aspect and essentially cosplay as him (or them) to make sure the time loop does not collapse, BUT! at the same time insisting that the trickery of the "false Ranulph" makes the veracity of the Goblin Polychronicon suspect and that they (or just he) should carefully check and edit every aspect of it while they (the descendant(s)) still have the time, which they both do and do not have due to the aforementioned loops.






(POSSIBLE) VOLUMES OF THE GOBLIN POLYCHRONICON


The Volumes of the Goblin Polychronicon are split into several odd-numbered groups of odd-numbered books, separated by the likelihood of them being simply made up. All of the volumes are Histories, in a sense, though they are all also something else as well, often being made up of encyclopaedias, instruction books, recipe books, biographies, puzzle books, chemical equations, spells, sigils, paint splatters, diagrams, 'information', cartoons and so on, with the historical information wovel through and explicated via these mediums, and all of these themselves explained and elucidated via subtitles, indexes, references, bibliographies, marginalia, fingerprints, food stains, the afrorementioned fungal infiltration etc.






We begin with the five initial, almost-certainly real volumes;

The True Polychronicon


Volume One - The Goblins and How They Were Known
(Contains knowledge of Schemes)

Volume Three - The Ripe Ones in their First Feeling
(Speaks much of Pigs)

Volume Five - Lords of the Green Moon
(an encyclopaedia of Tricks)

Volume Seven - The Gold Bell Chimes
(A digression on Thieving, Theft and Thefts)

Volume Minus-One - Thee Hydden Ceekrets of Thee Polygoblinomicon
(A philosophical tome on Conceptual Recursiveness and Trapped Thoughts)






The Second Addendum


The 'Second Addendum' (actually (probably) the first) is made up of three volumes which might be real be who knows really. They are;

Volume Nine -  The Grand Reversal
(Stars, Moonshadows, the Moon) 

Volume Eleven - The Doom Of The Gobs
(Owls, the colour Grey, Ordinary Shadows)

Volume Thirteen - The Reversal Reversed, that is Made Rightwise
(Considers only Green Shadows in a Green Land)






The Final Speaking


The 'Final Speaking' (not actually final) is made up seven books largely considered to be frauds, broken interpolations, strange translations, fantasies or mistakes. Nevertheless they do seem to act in all ways as Volumes of the Goblin Polychronicon (disposing secret knowings, causing madness and being stolen back under a full moon etc)


Volume Fifteen - How the Dooms Were Inverted 
Handwritten subtitle; Dooms2Boons inne fife symple stepps
(Escapes, Maidens, Round Animals)

Volume Seventeen - The Doom of the Quicksilver Man
(Charms, Illusions cast by Glass, Long Animals)

Volume Nineteen - The Doom of the Square Cups
(Getting into Buildings, Magical Soups, Games of Chance)

Volume Twenty-One - Green Infinity
(Impossibilities, Unlikely Reversals, Pie, Grand Strategy)

Volume Twenty Three - Thee Last Booke of thee Gobline Polychronicon
(Wild Fiddling, Weaving Fates in Golden Hair, Constructing Toys)

Volume Twenty Five - Index, Addendum and Appendicies Too Thee Laste Booke
(Princesses, Lying Flat, Smooth Beings, Squirming)

Volume Twenty-Seven - Be Thys Thee Ende? A Counterblaste To Muche-Puffed DOOMS
(Incepting Artefacts, Looking into Smooth Water, Bogs)






The Thorts and Komenterys


The 'Thorts & Komenterys', presumed to be the (actual) final grouping, is made up of three books, one of which either does not exist or cannot be named

Volume Twenty-Nine - Thee Seecret ande Final Parte In Which All CODES be Revealed
(Riding Animals Small and Large, Life with Giants, Odd Dogs)

?????? ??????-??? - ??????? ??? ??????? ???? ??? ??????? ???????
(???? ??, ??? ???????, ????? ??????????, ????, ????????, ??????)

Volume Thirty-Three - Goblinomicon, Book One, Thee Begynning
(Smelling your Way, the Pockets of Gods, Wardrobe TRAVEL etc)








POWERS OF THE GOBLIN POLYCHRONICON


"Power" might be the wrong word to use...

Reading and understanding what might be a volume, or volumes of the Goblin Polychronicon is said to reveal certain capacities or latent hidden aspects of reality in ways analogous to "spells"

In fact its said that many things now called "spells" are simply regulised & mundanified versions of transcriptions or commentaries on parts of the GOblin Polychronicon.

Get hold of a Volume and study it for as long as you can, (usually this involves decoding/translating it by the light of the moon, often aided by mushrooms and mushroom concoctions) before selling it off or getting rid of it before the next full moon lest the Goblins steal more than they might when they steal it back, for they have been known to make of with more than just the book itself, to whit, the name of its holder, their children or child, their shadow, the hair, the holes of their nose, the small bones of the ear.





Book Covers from here

Tuesday, 24 November 2020

MOR GOBLINS

 Ok gang, lets get Goblining! (again)


GAS GOBLINS


Goblins in Gas-Masks and long black coats. They knock you out, steal your things and draw on your face.

Are we talking here goblins which use gas or Goblins which ARE gas?

We are talking both. But the Goblin Gas the Gas Goblins use is actually made from Goblins. That’s why its so scheming and mischievous.

How do they do it? CYCLOTRONS. And cold fusion power.

Some would say that developing the ability to produce cold-fusion energy might make the gas goblins lords of the world but the only thing they ever use it for, the only thing it seems they can even conceive using it for, is to put Goblins in cyclotrons and transform them to a plasmic gas.

They have gas tanks and big hoovers they cart the gas goblins (the goblins turned into gas, the gaseous gas goblins) around in, and they train in specific skills and qualities as, when a goblin is transformed into gas, the gas itself retains the qualities of that goblin; sleepy goblins make sleepy gas, thieving goblins make stealing gas, which steals in the form of a hooded goblin ghost, clumsy goblins make tripping gas while greasy goblins make slipping gas, smelly goblins make stink gas, cunning goblins make brain gas, stealthy goblins make a sneaking gas, angry goblins make explosive gas grenades, ugly goblins make a binding gas etc. When they use a gas (gaseous) goblin they try to hoover them back up but can't always get them, or get all of them.

Obviously they fly around in balloons and little zeppelins which they disguise by painting a night sky on their bottoms, or by disguising them as the moon, (difficulties when more than one Gas-Goblin Captain tries to do this, also it enrages Moon Goblins, see below). The balloons and zeppelins are powered by big propellers driven by goblins pedalling on cranks, the crank goblins are jazzed up on a gas made from very athletic goblins, or simply frantic goblins, so they pedal faster. Maybe they could have just put the athletic goblins in the cranks in the first place but best not to question it really. Also they need grease to keep the cranks stealthy - GOOSE GREASE! That's right! That’s what they intend to do with your goose, either that or produce Goose Gas, whatever that is.

They abseil, bungee jump and parachute down onto the roofs of houses and connect their gas pipes to the chimneys, and probably the taps and toilet, and release their gasses into the house, and probably gas the geese individually.

Their greatest enemy is wind, so they only attack on still nights.




GRAIN GOBLINS


These Goblins literally grow, like corn or peas in a pod. Not clear if this is an actual goblin or some kind of plant imbued with goblinish sentience or something else.

They grow out in the fields like a weed, but they take on the qualities and appearance of whatever plant they grow near, both as a matter of camouflage and also just for the hell of it. Unlike most goblins they grow more active in daylight and summer, the light gets them really amped up, probably.

They are literally colonies of small dry goblins that can work as a swarm, like insect-sized goblins, moving about like sandman. Swarm goblins??? Yeah I guess that’s right, they can curl up as small as Peas, and live inside plants that look like pea-pods or corn stems, adapting themselves to whatever grain or legume is local to them, and then once they have grown enough, they all uncurl and pop out. And all together they may only be enough to power one to three goblin-sized bodies but they are a nightmare to stop as, being a granular hive organism, they can get in almost anywhere, send bits of themselves to spy on you, hide in your pockets... You  need a near air-tight seal to stop them.

These are seasonal though, becoming active in summer, but drying out and dying off in summer. Evil doers might deliberately garden fields of Grain Goblins, perhaps aiming at a summery world domination.




GOURD GOBLINS


The Autumnal replacement for Grain Goblins. Unlike them, not a hive organism but a large tuberous goblin which grows like a pumpkin or watermelon with most of its body beneath the earth and its head disguised as a local gourd or tuber. Once awoken, or awakening in autumn, they writhe up out of the soil and set themselves to mischief.




GRASS GOBLINS 


Very slender tallish goblins, sometimes no wider than a fingerwidth and with a pointed head.

Green in colour, and wearing only green clothes, they are disguised by moving in groups and, when observed, staying utterly still so that at any reasonable distance, one would mistake them for a patch of tall grass, or reeds perhaps. Being quite flexible they can also climb in through narrow spaces, though they find this demeaning, being imperious, posh and superior goblins who actually mislike the use of their only real advantage, that of looking like grass.

Though they are also quite sharp, grabbing one hastily is difficult, you could get quite a cut, OW! They can also weave themselves together into large structures like chairs or tables and try to infiltrate that way. In winter and autumn they may change their clothes for wood bark armour, like tall thin knights and act as twig goblins, or stick goblins. Sometimes, suicidally brave, sneaking in as firewood or by pretending to be a walking stick.

Small black eyes. Refer to each other as 'magister' and 'my enlightened brethren'. Live together in old tree trunks which, as they are very thin, make a reasonable space for them.




MOLE GOBLINS


These goblins are the slaves of a race of brutal, large, intelligent moles, supremely evil creatures who live beneath they earth and never come out. They force the Mole Goblins to dig for them, burrowing their tunnels and digging into bank vaults and pantries to steal for them.

The moles are well-designed for digging and the Goblins are not, but it boots them but little to dissent. The digging gives the mole goblins bad backs and the time underground makes them pale and black-eyed. They are terrified creatures, desperately afraid of disappointing their mole masters and are convinced that the moles can observe them everywhere they go... There is no escape!

Often covered with ground dirt, wearing ragged overalls and dungarees, sneaking about in darkness, capable of moving very large weights. They do brush up after themselves when they rob somewhere, which seem nice but is really more a matter of avoiding leaving clues.

The Mole Goblins are so ruined in spirit that they think they actually need the moles and are even afraid of life without them. They don't have names, just numbers and insults, like 'Stupid Ninety-Two' or 'Clumsy One'. The moles are too lazy and cowardly to do much with many of the treasures they gain from the Goblins generally just selling them on to more powerful creatures. (Like your Goose WHERE IS IT???)



MOON GOBLINS


I guess they have big round bald heads swollen with cheese gas and yellow eyes like round moons, and they don't really blink they just form crescent eyes.

they are very soft and silent and still, and quite sorrowful with long pale fingers with soft wide pads and wide splayed feet with toes a little like a frogs. (no-one wears shoes on the moon, it would damage the cheese). sharp splinters and rocks can be a challenge for them, their feet are very SOFT, if they stand on something sharp, like a lego, they don't cry out, being very silent creatures but they form such a sad pained face with their wide mouths and cry quicksilver tears which roll about, obviously they will always take any cheese you have, whatever else they have come for.

The moon Goblins believe they are at war with our world due to the fireworks, which, from there point of view, are fired at the moon on many occasions. When seen from the moon the bright multicoloured explosions fill the sky and the noise is very terrible, especially in such a quiet place as the moon. All for no reason they can make out, just pure unreasoning belligerence, hatred of the moon they say so they have no compunctions about stealing from our world.

I mean them being cheese thieves makes sense, in their lairs on the moon everything is built of cheese but there are no cows (since the terrible nuclear disaster when a cow tried to jump over the moon, millions of lives were lost) so they have to sneak down here to get it.

They can arrive by giant gun shell, by silver mirror, silver ladder, by dream, by the reflection of the moon in still water and by moth, the most common method. They will ride moths down from the moon and they will always come when the moon is at its thinnest crescent, as then is when they really need cheese. The moon being thin they need to build it back up again.

They operate by night mainly.

A local villain may have a treaty with the moon goblins. They are moon mercenaries, paid in cheese. They care little for the riches of the surface world, thinking it too bright and quite ugly compared to the great cheese palaces of the moon where everything is silver, gleaming yellow, soft and silent.


Monday, 16 November 2020

GOBLINS

Time for a brief Goblin Brainstorm

Ok, these are the off the top of my head Goblin Types that I came up with;

Goblin, Corn
Goblin, Egg
Goblin, Ghost
Goblin, Glass
Goblin, Gloom
Goblin, Grain
Goblin, Grass
Goblin, Mole
Goblin, Moon
Goblin, Trash

Not that bad for a starter list, ten is a decent number (wtf are there 'Grain Goblins' AND 'Corn Goblins'???)

Now I just need to think of ten different kinds of Goblins, that are all distinct, and not rubbish, and which all present interesting NON COMBAT challenges, and which all have ecologies etc etc.
Easy...
 
Corn Goblins - Think I have already covered this but; these are inherent to Corn so if you grow anything tall that grows in rows and can be hidden in its likely that you will eventually have to deal with Corn Goblins of some kind. These are rather horrific creatures which wear masks of woven corn stalks. They steal hair, teeth, fingernails and, when those run out, bones. They can slip a bone out of you while you sleep, unzippng the skin and just eeeeasing the bone out. You might wake up just as they are wiggling the last bit of bone to free it like a foot coming out of a boot. But there will be a Corn Goblin sitting on your chest or head ready to smack you with a mallet or just suffocate you into unconsciousness.

Do you want your bits back? Then you have to go into the Corn Maze, a labyrinth of parallax stems deep in the fields. That's where the Palace of the Corn Goblins is and that is where they build their wicker men, using the hair of children to tie them up and their bones to strengthen them.




Egg Goblins - Could also be Ovum Goblins. Is there any way these are not just going to decay into some kind of batman villain obsessed with fucking EGGS?? No there is not.

Maybe they are born from eggs and never leave them, just sticking their hands and feet and heads out but running around in the giant egg body (if you smash the Egg they freak out and run away and try to become some other kind of goblin).

Live in nests? That they are associated with Eggs suggests some kind of Coocoo relationship. Perhaps the eggs are magic and bewitch people into caring for them and for the Goblin which hatches from them?

Batman villain rules suggest throwing gas eggs, blinding eggs, explosive eggs, magic eggs, egg eggs, ostrich eggs, caviar.

Goblins laying sticky piles of translucent insect-like eggs up in the corners of rafters, strung there with thread. You have to find the nest to.. well what? Is it legitimate to burn a nest of Goblin Eggs? That sounds pretty hardcore for GG&G.

I feel like there is absolutely something that could be done with Goblins using eggs as means of secret passage. Perhaps they can dimensionally warp eggs so the Goblin inside is bigger than the egg itself, so when it is time to come out, pop! a big goblin arm, then smash, a glaring goblin head, and out crunches a whole goblin in strong boots from an egg no bigger than a chickens..

Obviously they have to live in a giant fucking egg. Like an egg palace.

Maybe the magic of the Goblins is that they are total power over EGGS, like rubbish X-Men they can command Eggs in a variety of ways, use them as weapon delivery systems, stealth infiltration devices, human-capture pokeballs, the bigger the Egg the more power it has. And what do they want? MORE EGGS. Especially GOOSE EGGS. (If they Pokeball you you meet all the other people they have Pokemon'd and they can make you fight your friends).

They have crazed flintstone mobiles powered by generators which are just massive eggs spinning in a fulcrum.

The Egg Prison in the Palace of Eggs, can you crack its security? Or *beat* it? 



Ghost Goblins - Perhaps this doesn't need to be any more complex than it sounds. Are they they Ghosts *of* Goblins, or Ghosts acting like Goblins? I mean who knows.

Likely these are active at night or in dark places. They can fly around and ghost through walls, press their heads up against windows in the night. Hide in mirrors, shadows and under beds. Especially pretending to be moonlit dressing gowns or scratching mice.

Though spooky and creepy they are not very strong and can be vacuumed up, dispelled with sunlight, fluttered away with a strong wind, exorcised, scared by impersonating a monster even more scary than they are (Ghost Goblins are all cowards), trapped in bottles.

Ghost Goblins will always pretend to be the Ghosts of more important and tragic people, communicating through tapping and Ouija boards, though they cannot spell correctly. They really like scaring people, especially by freaking them out in the middle of the night and by standing on each others shoulders, putting on a hat and long cloak and standing in the corner of a dark and shadowy room just watching them.

The whole deal with Ghost Goblins is pretending to be some Slenderman/Blair Witch nightmare fuel but underneath the spectral masquerade they are just slimer. Though, still a ghost, which is pretty bad.
To get rid of ghost goblins string bells around their necks, it drives them mad and they fly away into the treetops moaning and ringing.


Glass Goblins - INVISIBLE! Plinking, sharp and cold invisible Goblins. Or at least transparent, which means mainly invisible. They can still get frosty, be covered with paint or lens light strangely, but in low light, if they are not moving around, or in the distance, they are going to be almost impossible to see. The wee scroungers!

Do these Glass Goblins even need a behavioural tic? One part of the horror may be actually smashing them. Imagine it screaming and splintering and coming apart, leaving sharp Goblin fragments all over the floor, each fragment having the image of a screaming glass goblin in it? Would the others try to pick it up? Would you try? Or just sweep it into a binbag and have done with it?

Glass Goblins can climb up and down glass but they go SKREEEE when doing so. They can also pass through glass as if it was a heavy waterfall.

Imagine seeing a Glass Goblin underwater in a pool and not knowing if it was real.



Gloom Goblins.. Is there any way I can make these something other than a Shadow Goblin? We've already had the "difficult-to-see" spot filled by the Glass Goblins.

An essential fuzzieness? As if they were covered with Velvet? An indistinctness. Goblins falling like leaves, creeping as slowly as long moonshadows. Bright direct light would be their enemy, they would hate to be caught in it. You would see that they have no eyes, no fingernails, no very distinct parts at all, like a Goblin upholstered in grey-black fuzz, as if it were trapped beneath a sheet.

Very silent creatures, almost impossible for them to make a sound, or to move quickly, they must creep everywhere, though they can streeeetch themselves out like shadows and move like stilt walkers in the gloom.

They would still need to get into your house, but perhaps they can become flat like shadows and slide under the door, but still in a Goblin shape, like Nosferatu against the wall.

However they change their shape they are still *actually there*, not truly two dimensional, jut very flat. Flat in a horrible way (though rolling them up in a rug or around a rolling pin can confound them