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General Tabletop Discussion
*Dungeons & Dragons
Goblinoids in D&D 5e: Their Origin, Story, and Tragedy (+)
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8529010" data-attributes="member: 7023887"><p>I agree that if they are doing evil things, it doesn't matter at all how tragic their story is, they have to be stopped, one way or another. Dracula from the Castlevania TV Show is an extremely tragic character, but he still has to die for the betterment of the world. The same thing applies here. It also does hint that if they are capable of being corrupted, they can also be redeemed.</p><p></p><p>For an adventure focusing around that, it depends on the world, but I would probably have it revolve around the players trying to find some way to kill/imprison Maglubiyet (or Bane, if you're using the Dawn War Pantheon with this same story just pasted on that one god), or having the party somehow discover the origins of the Goblinoid peoples and revealing the truth of their heritage to them in order to instill a rebellion against Maglubiyet.</p><p></p><p>The party could even become allies with Gruumsh-worshipping Orcs in order to overthrow Maglubiyet in Acheron, or have to make deals with Archfey in the Feywild (or possibly Vecna) in order to learn the secret nature of the Goblinoid's history.</p><p></p><p>Or, if the goblins are cursed to follow Maglubiyet (similarly to how they're cursed by Bane in Exandria), the party could set out to find a MacGuffin (a magic item, or spell, or creature) that can break this curse, possibly even restoring the Goblinoids tainted by Maglubiyet back to their original feyish forms.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8529010, member: 7023887"] I agree that if they are doing evil things, it doesn't matter at all how tragic their story is, they have to be stopped, one way or another. Dracula from the Castlevania TV Show is an extremely tragic character, but he still has to die for the betterment of the world. The same thing applies here. It also does hint that if they are capable of being corrupted, they can also be redeemed. For an adventure focusing around that, it depends on the world, but I would probably have it revolve around the players trying to find some way to kill/imprison Maglubiyet (or Bane, if you're using the Dawn War Pantheon with this same story just pasted on that one god), or having the party somehow discover the origins of the Goblinoid peoples and revealing the truth of their heritage to them in order to instill a rebellion against Maglubiyet. The party could even become allies with Gruumsh-worshipping Orcs in order to overthrow Maglubiyet in Acheron, or have to make deals with Archfey in the Feywild (or possibly Vecna) in order to learn the secret nature of the Goblinoid's history. Or, if the goblins are cursed to follow Maglubiyet (similarly to how they're cursed by Bane in Exandria), the party could set out to find a MacGuffin (a magic item, or spell, or creature) that can break this curse, possibly even restoring the Goblinoids tainted by Maglubiyet back to their original feyish forms. [/QUOTE]
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Goblinoids in D&D 5e: Their Origin, Story, and Tragedy (+)
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