19 January 2021

First Impressions - Warlock! Goblins!

The Goblin Hordes approach!

Warlock! Goblins! is the latest book from the Warlock! roleplaying game line that I've picked up. There is another, but I've yet to order it. I'm starting to struggle to keep up with Fire Ruby Design's release rate at the moment!

TL;DR: I like Warlock! Goblins!; it presents a really viable way to introduce goblins into your game as something different to the usual plague of low hit-dice humanoids to be cut down. They have unique characters and a very different outlook to the communities previously described. I think I'd most likely use this book to introduce goblins as a non-stereotyped feature rather than running a completely goblin-focussed campaign. I could easily see a goblin character turning up in Grim Biskerstaf if I run another game there.

The hardcover book follows the format and trade-dress of the previous releases and is eighty-four pages long, with plenty of black-and-white artwork. Unsurprisingly, it is focussed around the subject of goblins and their kindred. I should mention that I am credited in the book, as I contributed two random goblin encounters to the Discord brainstorm which Greg Saunders decided to add to the book. I've not received any payment beyond my name in the book, and I'm happy about that as it gave me a chance to give something back to the very active Warlock! community. As ever, hardcopies are produced through DriveThruRPG's print-on-demand process.

This supplement leans into the Warhammer and Fighting Fantasy inspired flavour of the game setting but does a great job of making goblins more than carbon copy green-skinned hordes of monsters. It begins by taking the reader through the various different goblin kindred; goblins and hobgoblins (plus their pet hobhounds) are followed by other creatures that associate with them. Bugbears (evil scheming goblinoids often found in leadership positions in goblin kingdoms), grotlings (dog-like kobold-like creatures), night trolls, ogres and even the giant spiders that some goblins like to ride. Orcs are a rumour (and there's a related random table about the truth in that rumour). 

The next section dives into the goblin's deity, Dragon, and the various aspects that they worship. Three different aspects are described, starting with the Watchful Eye. If a goblin tribe is worshipping this aspect, they are likely to be open to trade and have good relations with their neighbours. After describing the aspect, the book details the kind of goblin organisations that you could encounter during such an aspect. In this case, we have Snaggletooth's 'Sledheads', a goblin courier service using dire wolf pulled sleds, each with a driver and bowman. As usual, there's a random table that gives some plot ideas (in this case about the cargo). The other two aspects are Slumbering Wrath (when the goblins are preparing for war) and the Dragon's Fire (when they go to war). The aspect worshipped will depend upon the local Dragon priest's interpretation of their god's desires. This could put them in tension with the clan leadership, especially as priests are known to have a liking for hallucinogenic mushrooms.  Clans are covered next; they can range from a few hundred to thousands of individuals. Multiple examples were given for the enterprising gamesmaster to draw upon. Goblin warfare is also covered; it's very individual, and there are a set of amusing tables which describe the custom headgear, weapons and armour. 

The book has a set of unique magic spells for goblin spell-casters, fueled by the magic of the Dragon, and they're all a bit weird or disgusting. There's some information on Goblin Markets, and also a table of 20 random Goblin Encounters. 

The book then adds in goblins as a community that you can play, with six basic careers and three advance careers. These are very flavourful; they include Hedge Wizards, Pedlars, Mushroom Farmers, Tinkerers and Guttersnipes. The advanced careers include Emissarys, Spelunkers and Sporcerors. All of them add something unique in flavour, with interesting background elements. Like all careers in Warlock! being a goblin doesn't affect your physical stats. 

The book then discusses goblin settlements before working out an example with Blackspike, a former dwarven shrine which has been occupied by the goblins. This uses a Dyson Logos map and gives plenty of ideas for the gamesmaster about how the settlements work along with ideas for plots and encounters. This is further expanded by the scenario 'Into the Muck' where the characters become embroiled in a plot that could determine the future of Blackspike. Like previous Warlock! scenarios, this has been described quite loosely, with plenty of space for the gamesmatster to develop the adventure. 

There are some minor typos which may well have subsequently been corrected as I ordered it the day that this came out.

I like this book; it presents a really viable way to introduce goblins into your game as something different to the usual plague of low hit-dice humanoids to be cut down. They have unique characters and a very different outlook to the communities previously described. I think I'd most likely use this book to introduce goblins as a non-stereotyped feature rather than running a completely goblin-focussed campaign. I could easily see a goblin character turning up in Grim Biskerstaf if I run another game there. 

19 January 2021

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