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The Problem with Goblinoids
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<blockquote data-quote="Samothdm" data-source="post: 2056335" data-attributes="member: 5473"><p>I basically gave them a "world building secret" thing that only they know (although they don't <em>know</em> that they know). All the other races believe one thing, but the goblins believe something else. Due to people's perceptions of goblins, however, no one has ever figured out that the goblins' view on this particular subject is different. </p><p></p><p>Basically, I view the goblins as the keepers of the world's lore (in the form of primitive rock carvings and such - stuff that doesn't disappear like people's memories or even papers and books can). They don't always <em>know</em> that they're keeping the lore. THey're just passing down stories to their children and teaching them to make the proper symbols and stuff. The thing is, all of the stuff is pure gold, from an information standpoint, that would be invaluable if anybody who knew what they were doing got ahold of it. </p><p></p><p>My plan is that someday the information will become available to the player characters. </p><p></p><p>I changed them from Size Small to Size Medium and adjusted their stats accordingly. They are available as player characters. Only one has played a Goblin so far, but he only shows up to our games sporadically. </p><p></p><p>Like every race in my world, there are the "assimilated" goblins and the "traditional" goblins. The traditionalists are xenophobic and are the only race in the world to still have a purely single-race nation (in the desert, patterned off of the old Sumerian and Babylonian city-states). The "assimilated" goblins live amongst humans and, like the assimilated elves, have adopted human customs (including religion). Since some of the other "assimilated" races <em>haven't</em> adopted the human religion, the goblins get to look down on those races. It's an interesting role-reversal. </p><p></p><p>Then again, my campaign is all wonky because it's mainly about race relations, preconceived notions, tolerance, and the politics of religion.</p></blockquote><p></p>
[QUOTE="Samothdm, post: 2056335, member: 5473"] I basically gave them a "world building secret" thing that only they know (although they don't [i]know[/i] that they know). All the other races believe one thing, but the goblins believe something else. Due to people's perceptions of goblins, however, no one has ever figured out that the goblins' view on this particular subject is different. Basically, I view the goblins as the keepers of the world's lore (in the form of primitive rock carvings and such - stuff that doesn't disappear like people's memories or even papers and books can). They don't always [i]know[/i] that they're keeping the lore. THey're just passing down stories to their children and teaching them to make the proper symbols and stuff. The thing is, all of the stuff is pure gold, from an information standpoint, that would be invaluable if anybody who knew what they were doing got ahold of it. My plan is that someday the information will become available to the player characters. I changed them from Size Small to Size Medium and adjusted their stats accordingly. They are available as player characters. Only one has played a Goblin so far, but he only shows up to our games sporadically. Like every race in my world, there are the "assimilated" goblins and the "traditional" goblins. The traditionalists are xenophobic and are the only race in the world to still have a purely single-race nation (in the desert, patterned off of the old Sumerian and Babylonian city-states). The "assimilated" goblins live amongst humans and, like the assimilated elves, have adopted human customs (including religion). Since some of the other "assimilated" races [i]haven't[/i] adopted the human religion, the goblins get to look down on those races. It's an interesting role-reversal. Then again, my campaign is all wonky because it's mainly about race relations, preconceived notions, tolerance, and the politics of religion. [/QUOTE]
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