Alright, guys, here's the plan:
Next week, I'll be starting a campaign for a new group, and I need your help. I'm a little out of practice and all (I've been an armchair DM for about five years now). Anyhow, the group seems to lean more toward fighting and dungeoneering than it does political intrigue. As a result, I want to do something Keep on the Borderlands-ish, y'know, surrounded by monsters with only a tiny pocket of civilization to call home. That way, friends and enemies are pretty clear cut- at least on the surface. If they warm to town-based stuff, the option is certainly there.
The whole Caves of Chaos thing is a little hackneyed, though (not to mention a bit contrived). Why not put the goblins on islands? Islands far away from civilization, like an ocean away. This got my mind rolling in the direction of the Golden Age of Piracy, Port Royal, and all that, but that wasn't really what I was going for. Pirates are the ultimate anti-heroes, dashing, charming, ruthless killers who would complicate the "us vs. them" simplicity of it all. So, clearly, "back home" has to be a monolithic Empire rather than a bunch of squabbling nations, at least at first. So, the PCs are colonists, guards, merchants, whatever, sent off to the New World to reap the riches of the Goblin Isles. Obviously, the goblins aren't happy about it.
For the flavor of the campaign itself I'm wanting a Conquistador/Pirates of the Caribbean II/Heart of Darkness feel. The goblins aren't primitive like cavemen with sharpened sticks and goofy accents. They don't live in caves, for one thing, but in villages deep in the island jungles. The warriors are not cowardly mooks who wet themselves at the first sign of trouble, but fierce warriors who consume the flesh of the fallen to gain their power. Their shamans aren't adepts with a few piddly spells that squabble with chiefs for control of the tribes, but frightening masters of voodoo with alien powers that strike fear into goblins and humans alike. I'm thinking about disallowing most of the core necromancy spells for wizards and priests and making the shamans Dread Necromancers from Heroes of Horror or something. I'm open to suggestions. Basically, when it comes to goblins, don't think bad D&D novel. Think bad Island of the Cannibal God movie.
"Home base" will be a small but rapidly growing port city on the near edge of the islands. This isle, being as heavily populated by humans as it is and being on the periphery of the isles is a relatively safe place. Most of the goblins are "tame," accepting human ministry and serving as menial laborers (okay, so I had to sneak a little moral ambiguity in there). Once one ventures deeper into the archipelago, though, things become distinctly more dangerous. Again, very Heart of Darkness. In thinking about the town, the only big hook that stick in my mind is "Ali-Gukhra's House of Fish," a fish market run by a goblin who has been (illusioned? polymorphed?) to look like an exotic gnome or human in order to spy and engage in general skullduggery.
Aaaaannnnnddd... This is kind of where I run out of ideas. I can only throw so many crazy voodoo goblins at the PCs before they become even more of a cliche than the whiny horde members in leather armor. One kinda neat (I think) idea is the idea of "spike ships," effectively canoes with large rudders and soft iron piercing rams. Goblins ram and approaching ship head on with these and then lock their rudders. The iron rams bend as the ship forces its way forward. The collection of ships all stuck into one side yank the ship off course, usually towards shore. Meanwhile, the goblins swing up to board the (hopefully beached) enemy vessel. The idea is basically a nautical pilum. Is this feasible? Or will I be laughed away from the gaming table? And what other weird ideas can you guys come up with? I can always just steal the Heart of Darkness/Apocalypse Now plot whole cloth, with a former guardian of the realm who's "gone native." I dunno.
Anyway, I hope I've given you all enough to work with, while leaving enough wiggle room that you can help.
Next week, I'll be starting a campaign for a new group, and I need your help. I'm a little out of practice and all (I've been an armchair DM for about five years now). Anyhow, the group seems to lean more toward fighting and dungeoneering than it does political intrigue. As a result, I want to do something Keep on the Borderlands-ish, y'know, surrounded by monsters with only a tiny pocket of civilization to call home. That way, friends and enemies are pretty clear cut- at least on the surface. If they warm to town-based stuff, the option is certainly there.
The whole Caves of Chaos thing is a little hackneyed, though (not to mention a bit contrived). Why not put the goblins on islands? Islands far away from civilization, like an ocean away. This got my mind rolling in the direction of the Golden Age of Piracy, Port Royal, and all that, but that wasn't really what I was going for. Pirates are the ultimate anti-heroes, dashing, charming, ruthless killers who would complicate the "us vs. them" simplicity of it all. So, clearly, "back home" has to be a monolithic Empire rather than a bunch of squabbling nations, at least at first. So, the PCs are colonists, guards, merchants, whatever, sent off to the New World to reap the riches of the Goblin Isles. Obviously, the goblins aren't happy about it.
For the flavor of the campaign itself I'm wanting a Conquistador/Pirates of the Caribbean II/Heart of Darkness feel. The goblins aren't primitive like cavemen with sharpened sticks and goofy accents. They don't live in caves, for one thing, but in villages deep in the island jungles. The warriors are not cowardly mooks who wet themselves at the first sign of trouble, but fierce warriors who consume the flesh of the fallen to gain their power. Their shamans aren't adepts with a few piddly spells that squabble with chiefs for control of the tribes, but frightening masters of voodoo with alien powers that strike fear into goblins and humans alike. I'm thinking about disallowing most of the core necromancy spells for wizards and priests and making the shamans Dread Necromancers from Heroes of Horror or something. I'm open to suggestions. Basically, when it comes to goblins, don't think bad D&D novel. Think bad Island of the Cannibal God movie.

"Home base" will be a small but rapidly growing port city on the near edge of the islands. This isle, being as heavily populated by humans as it is and being on the periphery of the isles is a relatively safe place. Most of the goblins are "tame," accepting human ministry and serving as menial laborers (okay, so I had to sneak a little moral ambiguity in there). Once one ventures deeper into the archipelago, though, things become distinctly more dangerous. Again, very Heart of Darkness. In thinking about the town, the only big hook that stick in my mind is "Ali-Gukhra's House of Fish," a fish market run by a goblin who has been (illusioned? polymorphed?) to look like an exotic gnome or human in order to spy and engage in general skullduggery.
Aaaaannnnnddd... This is kind of where I run out of ideas. I can only throw so many crazy voodoo goblins at the PCs before they become even more of a cliche than the whiny horde members in leather armor. One kinda neat (I think) idea is the idea of "spike ships," effectively canoes with large rudders and soft iron piercing rams. Goblins ram and approaching ship head on with these and then lock their rudders. The iron rams bend as the ship forces its way forward. The collection of ships all stuck into one side yank the ship off course, usually towards shore. Meanwhile, the goblins swing up to board the (hopefully beached) enemy vessel. The idea is basically a nautical pilum. Is this feasible? Or will I be laughed away from the gaming table? And what other weird ideas can you guys come up with? I can always just steal the Heart of Darkness/Apocalypse Now plot whole cloth, with a former guardian of the realm who's "gone native." I dunno.
Anyway, I hope I've given you all enough to work with, while leaving enough wiggle room that you can help.