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The Goblin Isles- Help me flesh this out!
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<blockquote data-quote="NealTS" data-source="post: 2951644" data-attributes="member: 38610"><p>I'm digging on the idea of a shattered goblin empire, for a couple of reasons: 1) playing various tribes off each other is just what a vastly outnumbered group of colonists would do, and it fits in nicely with the conquistador theme (after all, most of Cortez's army were natives who had their own bones to pick with Tenochtitlan). 2) Again dovetailing with the conquistador idea, I'm thinking that the War of Unification "back home" ended only recently, forming the monolithic empire on the home continent. As with the completion of the Spanish Reconquista (driving the Moors out of southern Spain), this leaves a young warrior class with no war to fight. In such a situation, your goal is to get them as far away from your precious cities as possible, i.e., to the New World. This idea of a newly unified Old World vs. a newly divided New World appeals to me. Heck, maybe the appearance of the colonists (and the foreign diseases they brought with them?) caused the balkanization of the islands.</p><p></p><p>As per the pilum ships, yeah, I agree that even a head-on collision wouldn't be sufficient to drive soft iron into a hardened hull. I'm glad that you all seem to agree that it's a neat idea, though. So then the problem becomes making it work. How about *waves hands* magic? Goblin shamans cast <em>Magic Weapon</em> on the spikes before they launch. I think that'll be justification enough to sneak the ships into one encounter. It's kind of a one-off trick anyway. </p><p></p><p>I'm going to introduce "failed colonies" further along in the campaign. Attempts at putting towns on deeper islands that have resulted in the inhabitants being sacrificed to the jungle gods and all that. Real grisly-type stuff, wot wot?</p><p></p><p>And motivation... motivation... There's always the old standby of ancient goblin gold, which, combined with the increasingly bored and fidgety warrior class at home has led to a stepped up colonization/conquest effort. I feel like that's kind of a cheap way out, though, and takes the analogy a bit too far (though it certainly does work). Any other reasons you guys can think up? And keep the other ideas coming, too! I do appreciate it.</p></blockquote><p></p>
[QUOTE="NealTS, post: 2951644, member: 38610"] I'm digging on the idea of a shattered goblin empire, for a couple of reasons: 1) playing various tribes off each other is just what a vastly outnumbered group of colonists would do, and it fits in nicely with the conquistador theme (after all, most of Cortez's army were natives who had their own bones to pick with Tenochtitlan). 2) Again dovetailing with the conquistador idea, I'm thinking that the War of Unification "back home" ended only recently, forming the monolithic empire on the home continent. As with the completion of the Spanish Reconquista (driving the Moors out of southern Spain), this leaves a young warrior class with no war to fight. In such a situation, your goal is to get them as far away from your precious cities as possible, i.e., to the New World. This idea of a newly unified Old World vs. a newly divided New World appeals to me. Heck, maybe the appearance of the colonists (and the foreign diseases they brought with them?) caused the balkanization of the islands. As per the pilum ships, yeah, I agree that even a head-on collision wouldn't be sufficient to drive soft iron into a hardened hull. I'm glad that you all seem to agree that it's a neat idea, though. So then the problem becomes making it work. How about *waves hands* magic? Goblin shamans cast [i]Magic Weapon[/i] on the spikes before they launch. I think that'll be justification enough to sneak the ships into one encounter. It's kind of a one-off trick anyway. I'm going to introduce "failed colonies" further along in the campaign. Attempts at putting towns on deeper islands that have resulted in the inhabitants being sacrificed to the jungle gods and all that. Real grisly-type stuff, wot wot? And motivation... motivation... There's always the old standby of ancient goblin gold, which, combined with the increasingly bored and fidgety warrior class at home has led to a stepped up colonization/conquest effort. I feel like that's kind of a cheap way out, though, and takes the analogy a bit too far (though it certainly does work). Any other reasons you guys can think up? And keep the other ideas coming, too! I do appreciate it. [/QUOTE]
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