![]() ![]() With everything else in place, it’s time to write a quick background for our culture. ![]() With all of this knowledge in our minds, now we must write a brief history. They lost their ability to construct great structures, dominate the landscape, and roll over other creatures. As all goblin cultures do, they succumbed to infighting and though their psionic abilities remained, their unity shattered and their strength faltered. They used these powers to dominate the land around them and carve out a culture. These old goblins were originally tormented by mindflayers - but they escaped! With them, they took powerful psionic abilities, remnants of the torture. This goblin culture only needs one more aspect to finish it off why not bless them with psionics? Their ancestors were capable of constructing a labyrinthine dungeon and striking a bargain with an ancient yeti.how? Psionics. Whoever survives Glacial End leads the Tundra Teeth goblin tribe. They must survive Glacial End, a twisting labyrinth carved from the inside of a nearby glacier. Our goblins are different - their leader must be dexterous, crafty, and strong, powerful enough to overcome a trial their ancestors constructed decades ago. In the majority of goblin cultures, the strongest goblinoid rules: a bulky gobbo, a hefty bugbear, a domineering ogre. Our second aspect delves into the structure of our goblins’ society. They bring her sacrificial animals and humanoids and she allows her spawn to serve the goblins. However, they are only allowed to do this if they continue to appease the abominable yeti that lurks in the hills nearby if she becomes upset, it will be the end of the goblins. They use them to hunt, guard their lair, haul large objects, and even to ride them into battle. Instead of keeping ogres or bugbears around as stronger bodies or meat-shields, our goblins trick and train yetis of the icy steppe. I have more than a few ideas for our tundra-roaming goblins. Instead, we subconsciously take what we like and mesh it with aspects of different things we love. Rarely do we directly tear a group or people from Earth or another setting and toss it into our games. ![]() Whether we know it or not, we all strive to create unique cultures for our Dungeons and Dragons world. Who will emerge victorious? Being unique cultures, each has their own set of strengths and weaknesses developed over many years of growth and destruction. A clash between these two distinct cultures is moments away. The frost giants’ grip over them is already strained - this assault will be their undoing. In the nightmarish Usanni Fissure, battalions of sahuagin ready their chilled tridents, dragonscale armor, and trained narwhals. They know an invasion from the depths is coming, they saw the future - a blessed boon handed to them by their mysterious oracle. Atop the harrowing heights of the Isen’s Maw, frost giants peer over the vast sea of grinding ice floes, whaling ships, and winter wolves on the hunt. ![]()
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