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Goblinoids in D&D 5e: Their Origin, Story, and Tragedy (+)
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8528981" data-attributes="member: 7023887"><p>I'm probably not the best person to ask this, as I've never used those Goblinoids and aren't that familiar with them (being someone that's only played and bought products for D&D 5e), but after reading up a bit on their lore, here's how I would do it. </p><p></p><p>[SPOILER="How I'd Incorporate Norkers into this Story"]Norkers are the distant relatives of either Goblins or Hobgoblins (which one differs from edition to edition, and is up to you), from back before Maglubiyet had conquered any race of people yet. These proto-goblinoids, following their original god (also probably an Unseelie Fey), made their way to the Elemental Plane of Earth, and gradually evolved to their environment due to their adaptive fey nature (and maybe due to some help from their patron god). They lived there for probably hundreds of years, secluding themselves from its other inhabitants and becoming more like the elementals native to that plane than the fey, getting their stony carapace and primitive-looking appearance. </p><p></p><p>Eventually Maglubiyet began his conquest, and decided to start with the Norkers, thinking that such a primitive race would be easy to dominate and noting how oppressive their patron god was (believing that it would be easier to take control of a race that's already oppressed than one that has freedom). He wounded the god and caused them to flee into the Underdark, where they would remain hidden for centuries. At some point their patron god died off (possibly from a lingering wound from Maglubiyet due to their first confrontation, or Maglubiyet eventually found him after defeating the Goblins, Hobgoblins, and Bugbears and killed him). Either way, the Norkers are interplanar refugees, having emigrated from one plane to another at least twice throughout their history. </p><p></p><p>Once Maglubiyet had conquered the 3 core Goblinoid races, he came back to take control of the Norkers, who were now dwelling in the Underdark. Due to their secluded lives in the Elemental Plane of Earth, Norkers don't reproduce quickly, so they're still pretty rare amonst the goblinoid host, but they're fairly well known. They're also the most rebellious of the Goblinoids that serve Maglubiyet, as they actually remember the time before Maglubiyet conquered them and preferred it back then, but they still fall in line when told what to do (as a remainder of how they were trained by their previous god). [/SPOILER]</p><p></p><p>[SPOILER="How I'd Incorporate Varag into this Story"]</p><p>Varag are a mix between Hobgoblins and Bugbears, created as an experiment by Maglubiyet back when he was using artificial selection to try and make the best soldiers he could have. This ended up creating the Varag, which ended up being a mostly failed experiment due to their reduced intelligence and more animalistic nature, but the descendants of this ancient experiment still exist to this day, and are occasionally incorporated into armies of Hobgoblins or ambush squads of Bugbears if they can properly train them. </p><p>[/SPOILER]</p><p></p><p>[SPOILER="How I'd Incorporate Tasloi into this Story"]</p><p>Like the Norkers, although the Tasloi are related to the Goblins that Maglubiyet conquered, their divergence happened so far back that they're now very different species. </p><p></p><p>Tasloi emigrated to the Material Plane thousands of years ago, all on their own, without following the orders of some god or Archfey. In order to avoid the predators and humanoid races that would be hostile to them, they decided to live in the jungles and forests of the world. They evolved to fit that environment, growing green fur as camouflage, becoming better climbers so that they could easily navigate their new homes, and learning how to build tree-houses that spanned the canopies of the forests to provide shelter for their families. </p><p></p><p>Eventually, sometime after Maglubiyet conquered the main Goblinoid races, he learned of the Tasloi. After seeing how adapted they were to their environment, he decided to not try and incorporate them into his armies of goblinoids, and instead just convert them to worship him, giving him more power due to how prayers work in D&D. </p><p></p><p>Seeing a Tasloi out of a jungle is a bit like seeing a fish out of water, so I would mainly use them in jungle environments (Chult, for instance, possibly as allies of the various tribes of <a href="https://forgottenrealms.fandom.com/wiki/Batiri" target="_blank">Batiri Goblins</a> that live there). And while they follow Maglubiyet, I would play it more as a forced religion, with them having their own spirits and aspects of gods that they worship/serve above Maglubiyet. However, if the party has offended some Goblinoids and fled into a jungle to hide, or something like that, I would definitely have the Goblinoids call in help from the Tasloi and ambush them in the night. </p><p></p><p>Basically just use them as is. Not much to change with their lore, as they don't have much in the first place. </p><p>[/SPOILER]</p><p></p><p>I don't know enough to say anything about Bakemono, and Dekanter Goblins as far as I can tell were just the creation of a single Alhoon that experimented on goblins to give them rhino horns, but otherwise I hope this helps.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8528981, member: 7023887"] I'm probably not the best person to ask this, as I've never used those Goblinoids and aren't that familiar with them (being someone that's only played and bought products for D&D 5e), but after reading up a bit on their lore, here's how I would do it. [SPOILER="How I'd Incorporate Norkers into this Story"]Norkers are the distant relatives of either Goblins or Hobgoblins (which one differs from edition to edition, and is up to you), from back before Maglubiyet had conquered any race of people yet. These proto-goblinoids, following their original god (also probably an Unseelie Fey), made their way to the Elemental Plane of Earth, and gradually evolved to their environment due to their adaptive fey nature (and maybe due to some help from their patron god). They lived there for probably hundreds of years, secluding themselves from its other inhabitants and becoming more like the elementals native to that plane than the fey, getting their stony carapace and primitive-looking appearance. Eventually Maglubiyet began his conquest, and decided to start with the Norkers, thinking that such a primitive race would be easy to dominate and noting how oppressive their patron god was (believing that it would be easier to take control of a race that's already oppressed than one that has freedom). He wounded the god and caused them to flee into the Underdark, where they would remain hidden for centuries. At some point their patron god died off (possibly from a lingering wound from Maglubiyet due to their first confrontation, or Maglubiyet eventually found him after defeating the Goblins, Hobgoblins, and Bugbears and killed him). Either way, the Norkers are interplanar refugees, having emigrated from one plane to another at least twice throughout their history. Once Maglubiyet had conquered the 3 core Goblinoid races, he came back to take control of the Norkers, who were now dwelling in the Underdark. Due to their secluded lives in the Elemental Plane of Earth, Norkers don't reproduce quickly, so they're still pretty rare amonst the goblinoid host, but they're fairly well known. They're also the most rebellious of the Goblinoids that serve Maglubiyet, as they actually remember the time before Maglubiyet conquered them and preferred it back then, but they still fall in line when told what to do (as a remainder of how they were trained by their previous god). [/SPOILER] [SPOILER="How I'd Incorporate Varag into this Story"] Varag are a mix between Hobgoblins and Bugbears, created as an experiment by Maglubiyet back when he was using artificial selection to try and make the best soldiers he could have. This ended up creating the Varag, which ended up being a mostly failed experiment due to their reduced intelligence and more animalistic nature, but the descendants of this ancient experiment still exist to this day, and are occasionally incorporated into armies of Hobgoblins or ambush squads of Bugbears if they can properly train them. [/SPOILER] [SPOILER="How I'd Incorporate Tasloi into this Story"] Like the Norkers, although the Tasloi are related to the Goblins that Maglubiyet conquered, their divergence happened so far back that they're now very different species. Tasloi emigrated to the Material Plane thousands of years ago, all on their own, without following the orders of some god or Archfey. In order to avoid the predators and humanoid races that would be hostile to them, they decided to live in the jungles and forests of the world. They evolved to fit that environment, growing green fur as camouflage, becoming better climbers so that they could easily navigate their new homes, and learning how to build tree-houses that spanned the canopies of the forests to provide shelter for their families. Eventually, sometime after Maglubiyet conquered the main Goblinoid races, he learned of the Tasloi. After seeing how adapted they were to their environment, he decided to not try and incorporate them into his armies of goblinoids, and instead just convert them to worship him, giving him more power due to how prayers work in D&D. Seeing a Tasloi out of a jungle is a bit like seeing a fish out of water, so I would mainly use them in jungle environments (Chult, for instance, possibly as allies of the various tribes of [URL='https://forgottenrealms.fandom.com/wiki/Batiri']Batiri Goblins[/URL] that live there). And while they follow Maglubiyet, I would play it more as a forced religion, with them having their own spirits and aspects of gods that they worship/serve above Maglubiyet. However, if the party has offended some Goblinoids and fled into a jungle to hide, or something like that, I would definitely have the Goblinoids call in help from the Tasloi and ambush them in the night. Basically just use them as is. Not much to change with their lore, as they don't have much in the first place. [/SPOILER] I don't know enough to say anything about Bakemono, and Dekanter Goblins as far as I can tell were just the creation of a single Alhoon that experimented on goblins to give them rhino horns, but otherwise I hope this helps. [/QUOTE]
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