Tuesday, April 25, 2017

Demihumans in Annwn pt2: Slightly Weirder Ones

A few announcements first.

In case I didn't make myself clear:

Running Maze of the Blue Medusa is going fairly well. The characters are way overleveled and overequipped for it, but they're scared of EVERYTHING so it ends up playing as if they're all first level anyway, until the combat starts and the monsters get hacked to ribbons. And they all complain that the NPCs are "useless" because nobody will tell them where the moon-man's kids are.

Here's another kick at the can, with some more flavour for my PC races.

Goblins AKA hobs, hoblings, boggarts, bogies, brownies, gnomes and so on

Brian Froud - close, very close
There are scores of different faeries spoken of in Britain, each governing a different domain - sprites of dirt and ditch, field and farm, home and hearth. In fact there is only one. The goblins have always and only lived in Britain - they are connected to the land, and can't leave. A goblin has no otherworldly home like an elf or underground kingdom like a dwarf, only the patch of soil it walks upon. They can swim in the waters around Britain and even travel to other dimensions and back, but their feet cannot step on the soil of another country. Maybe a little bit of Gaul or Benwick if you're feeling charitable and there aren't too many frogs around!

Many goblins never leave a small region they call home (a village, farmstead or patch of forest), hence their reputation as household spirits. Like the legends say, they will do some chores or housework during the night if the residents leave them some milk or a bit of sweet food. They sleep out in the fields and ditches, or in holes they dig in the ground, for the earth of Britain is their home and where they feel the safest. Not all goblins live this way - there isn't actually any magic binding them to a certain place the way a Dryad is to a tree - most just don't want to go around looking for food on their own.

They have never been seen in groups or families, and how they reproduce is unknown. Most peasant folk think they just spring up out of the soil, fully grown, although nobody has ever witnessed this.

In fact this is true. Goblins are just a product of the unknown magics and mysteries permeating Britain. A few spring up with a perverse lust for human gold in their hearts and become wanderers, rogues, thieves and adventurers. Some of the best cutpurses and assassins are hobs, because they're small, quiet, can endure almost any hardship and do not think the same way humans do. Their morality is strange and animalistic - they don't have to grow up and have no parents to teach them, being creatures of the wilds only. They don't have 'friendship' really, but can understand a sort of group loyalty and mutual advantage. Wise are the adventurers who ensure their goblin allies have full bellies and a scrupulously fair share of treasure, and woe betide any who betray a goblin, or indeed who trust one overly.

Goblins are usually earth-toned, ranging in colour through orange, red, brown, olive green, grey and even eggplant. They can be as light as a well-tanned human or almost coal-black. Their skin is dull, weathered, and usually dirty. There are no bright green goblins! Get outta here. Goblin eyes are usually human-shaped, or occasionally reptilian, and every colour variation imaginable has been observed.

(They are my reskin of halflings who are way too annoying, Tolkienian, pastorial longing-for-a-simpler-age to be in this setting.)

ALSO: Once again, go hit up Middenmurk for this. A few don't really fit, it'll be okay, just use my best judgement.

Sea-Bloods AKA Dagon's children, fish-men, "the creeping rot within our society," etc

(You know the deal. Straight out of RoCC. Get into it.)
Even mother probably didn't love this face.
Sea-bloods! The genetic terror from beneath the waves. They could be among us right now.

The Dark Ages was already rammed with superstition, mistrust and wild accusations. Britain AD 500 will be no exception: this isn't the golden age yet kiddies. These guys make it so much worse. Until they gain a few levels or reach a certain age, you can't tell a sea-blood from a normal human, except that they may be odd-looking or ugly, and let's face it in the Dark Ages everybody was ugly. These creatures serve their lord and master Dagon, and work to bring about a fishy domination of all land-dwelling beings on earth. This is not the kind of thing you want working against you when you're trying to build a perfect society.

PC sea-bloods may have some idea of their origins at first, or they may not. The only thing I'm not sure of is how things will go in an adventuring party when a level or two has been gained and it's obvious that the character is somehow "monstrous." My players will probably just leave him to twiddle his thumbs in the forest whenever they go into town and not think any more of it, but who knows what yours might do? The fact is that most peasants and regular jackoffs won't think anything of another ugly dude tramping through town - they don't even know that the deep ones are working to destroy their way of life. Anybody in the know, though (wizards, most of the clergy, any Round Table knights, etc) will be quite exercised to spot a sea-blood just wandering around town with his heavily armed chums. I look forward to the PC vs. town guard bloodbaths, or other fun ways of dodging this problem.

(I originally included Subhumans in the second version of the Spoils of Annwn. The first version was almost completely stock LL. The fact is that they're way less exciting than they seem. They're really just fighters. If you were playing straight out of RoCC with no dwarves or elves they might be useful, but not for me.)

Now go fall asleep with this on:

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