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Prologue
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At the hometown of a goblin clan, the big chieftain "Say that again" stands in front of a kneeing bunch of young goblins.
"Goblins, arise!" he bellows. "You have just achieved adulthood and are now proud members of the Clan of the golden curse (huul'daac shogaan)! For this reason, you will be send to one of our warcamp, to prove your worth. Now march, warriors of the clan, and get on your way to make Maglubiyet proud we are one of his chosen races! Begone!"
They bow, and after they have been dismissed, the gather their few belongings and march towards the river, were a long boats is waiting for them. After a trip on the river, lasting three days, the forrest thins out and the river current takes them into a lake. The boats start rowing towards the western bank, where a little wooden jetty has been build into the lake. They can see some huts and sheds behind it. Two boats are out on the lake, fishing. As they see the long boat, the stop and start to row towards the jetty, too. More goblins start to gather at the bank and are looking for the newcomers.
When they finally moor their boat and get of, two goblins step forward from the crowd. One is a very small but experienced looking goblin warrior, followed by a female goblin, clothed like a teller but appears too young to be one. "I am, chief "Appears to be weak", this is "Dies of old age", our teller. We welcome you to our lousy warcamp. Um, i ment great. Whatever. I think you shure are tired from the long trip. Grab a free hut and settle in, then come to the fire so we can become acquainted with each other. We will talk about your duties and task tomorrow, it has been a hard week for us all." He for a blink he looks very sad, then it is gone. He looks at the teller, as if he is expecting her to say something too. "Welcome." is all she sais.
As the newcomers go to the huts, they see many fresh graves on a small hill close to the lake. Knowing that they are replacing those unfortunates is burdensome and makes the sensitive ones shiver, as they enter their huts, knowing it belong to somebody else just a week ago. After they have dropped their bundles in their huts, they join the clan on the fire.
The Warcamp
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The warcamp consists of several buildings/constructions. The amount of those objects can vary if objects are added or demolished.
There are two kinds of objects, "passive" and "active". Both kinds can grant bonuses or have a function, some are only decorativ or narrative. The passive ones will not need any manpower operating them to work, the active ones will. An active object with insufficiant manpower won't work to its full potential, or not work at all at if nobody is operating it.
There are NPC and PC goblins living in the warcamp, both can work in/on an objects to supply it with manpower. There is a given amount of manpower requiered to run each object. In the beginning this sum will be covered with NPCs, but as you will add objects, the amount can rise or ease. New goblins will show up at the warcamp sometimes, send from your hometown, depending on how good you run the camp or how many adventurers you fend off. The warcamp can send items they don't need to the clans hometown, maybe they will send more goblins or even some items to help you next time.
You can alter an object, making it more efficient, so it may produce faster, more or will requiere less manpower.
Sometimes faster or larger productions comes at the cost of manpower. I won't create fix rules for this, but decide it fair and just as necessity arises. I want to stay flexible so i can react and adapt it to our actions and ideas. You can also demolish an object or parts of it if you don't need it anymore or if it is to large. (Since larger warcamps are faster to find and may attract more adventurers!)
Some objects may be buildings, other installations such as traps, other only may be a job description or a set of tools.
At the moment the warcamp got only a few objects. You can find a list of all objects in section "warcamp information".
The Treasure chest
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Most important for the warcamp is the poorly locked treasure chest, which attracts adventurers so they don't raid your hometown. It is standing on a stone pedestal in the middle of the warcamp, and you have to fill it with items and gold coins worth 500 so it starts to attract them. Somehow those filthy adventurers always know were the gold is, like it has a mind of its own, luring them towards itself.
You can find a list of all objects in the chest in section "warcamp information".
Goblins
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The rules are close to the most other games.
Please try to be creative when you create the character and decribe him/her. I don't just want a group full of "Kills everything by oneself" or people who just want to destroy everything. There are often other ways. Please also try to find a name fitting to the goblin style kind of naming and stick with english names. You can use a goblin language translator/generator and write this name into the character description, but please use the english name since it's easier to remember. Those generated character names sound all the same, i don't want to mix you up.

All goblins start with 5 healthpoints (hp), 1 attack (atk) 1 defense (def). The chief gets another +1 on each value.
Furthermore the players can choose one trait to start with:
- healthy ( +1 hp )
- tough ( +1 def, focus on armor and blocking)
- agile ( +1 def, focus on evasion and parry)
- goblin markings ( +1 atk )
- rage ( if hp goes to 40% or below, you gain +2 atk but lose 1 def )
- encouraging aura ( +1 atk for the group, but costs you your major action )
- scout ( basic scout skills like tracking or to run faster)
- sneaky ( basic thief skills locking, sneaking)
What you can do each round is really simple: You can choose two actions, of which one has to be movement (which is not obligatory, which means, you can drop this action if you want to stay). Outside of a battle you can do a few actions if they are short or only one if it is a long one (like building or learning something), and the movement can be 1 square on the map. During a battle one action is basically one attack, a movement one room or only a few meters. If you choose two movement actions, be aware that an obstacle after the first stops you from doing the second. In that case i may grant you a short action i think would fit in.
I don't want to make a large ruleset, so just write what you want to do according to the short ruleset above. If it is to much, i will shorten it. You can also condition things (if..then..else), but don't overdo it, please.
The possibilities in short:
- move, move
- action, move
- move, action
- action
- move
- nothing
You have ESP with all PC goblins and on rare occasions even with NPCs. This means you know roughly where they are. You will also feel very basic emotions, an increased stress level if the have problems or their calmness if everything is fine. If you want to talk to someone, you have to meet, even if the person may feel you want to talk, if it is really important. If they are fighting, you will know it through their emotions, but not whom or how many they will fight.
It won't be as specific as "hey, please come to E5 and bring 20m of rope and a new sword, i lost mine when we were fighting 4 undead, and also tell the chief that we found out the are planing to blablabla". It's no email and you don't have cellphones. Its just a weak telepathic bond. Please stick to this.
In the beginning there are 21 goblins in the warcamp not including the PC goblins, the teller, the chief and his 2 guards.
20 have task they attend to. 1 is the chief, 1 is the teller, 2 are chief guards and 1 is idle. This doesn't mean he won't search himself some work if there is none, but you may interest him in your projects. You can always check the number of all and the idle goblins in section "warcamp information". (21/20 shows that there is 1 idle goblin. (19/20) would show that you lack one goblin to run all buildings fully effient.
One last word. I am from Germany, so please tell me if i use a wrong or stupid word for something, there are often many synonyms which mean the same in one language, bot not the same in another. But please do this by PM.
Factions
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The warcamp knows that there are a few living around, but has not had direct contact yet.
Warcamp information
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Here i put together the information which is most likely to change, so you don't have to scroll all the time.
The building list (26/18 manpower, counting all NPCs and no PCs):
- poorly locked treasure chest
- Chiefs hut (private building of chief "Appears")
- Tellers tent (private building of teller "Age")
- Fireplace (Here the clan sits, eats and talks in the evenings. At least those who are not on guard duty or missions)
- 15 Wooden huts (private buildings, here you can sleep and rest. It's always two in one hut, except for the chief and teller)
- Storage shed (here the clan stores all items which don't belong to somebody)
- Jetty (boats can land here and you can enter and leave them without getting wet feet)
- 4 archer plattforms (each one large enough for two archers)
- herbal bed (+5% on the small garden, provides some medicinal herbs)
- stable in the orc boathouse (Contains a small stable for up to 4 creatures the size of a horse. Each animal requieres 1/2 hay bale per day or enough grass.)
Mule in
- orc boathouse (+5% on fishing. Can contain up to 6 boats and contains all fishing equipment.)
boat in
boat in
boat in
boat in
- Fishing equipment (provides 30% of food - 5/10 manpower 2/2 raft 1/1 boat)
Thumbs (All thumbs) in
Plays (Plays it by ear) in
Wet (Wet feet) in
new recruit (female) in
new recruit (female) in
- Small garden (provides 18/30% of food - 5/5 manpower)
Age (Dies of old age) in
Bones (Buckled bones) in
Cloud (Plunges in clouds) in
gardener goblin in
gardener goblin in
- Hunting camp (provides the remaining 27/40% of food - 8/8 manpower)
Appears (Appears to be weak) in
Arrow (Arrowhead) in
Friendly (Friendly fire) in
Stabs (Stabs boars) in
Tumbler (Tumbler Decoy) in
hunter goblin in
hunter goblin in
hunter goblin in
hunter goblin in
- Supernumerous manpower:
Poor (Poor little guy) in
Bear (Beats a bear) out, down below cliff
One (One of two) in
hunter goblin in
new recruit (female) in
new recruit (male) in
new recruit (male veteran) in
- Dead
new recruit (male) DEAD
Rod (fishing rod) DEAD
The poorly locked treasure chest contains at the moment (1050/2000):
- 750 gold coins
- 1 crate of leather clothes (15 x orc adult) (75 g)
- 1 ancient orcish rune long sword (to large for a goblin, or +3 two handed for Coats atm) (50+? g)
- 1 ancient orcish rune helmet (to large for a goblin) (50+? g)
- 1 ancient orcish rune tower shield (to large for a goblin) (50+? g)
- 4 knives (+1 ATK) (40g)
- 3 set of human clothes (15 g)
- 1 short sword (+2 ATK) (10 g)
- 15 arrows (7 gold)
- 2 sets of wooden dishes (2 gold)
- 10 apples (1 gold)
- an old adventurer sock inhabited by clothes moths (0 gold)
- a nugget of scoria (0 gold)
"The inital items in there looked like some stuff taken from some paltry adventurers ages ago, except for the apples. It was about time we filled it up with something more valuable!"
The storage contains at the moment:
- enough food for the day, but too perishable to take on the road
- 4 ration - dried fish (1 week road rations) (4 g)
- 10 ration - smoked meat (1 week road rations) (10 g)
- 3 ration - vegetables (1 week road rations) (12 g)
- 5 ration - boilt down fruits (1 week road rations) (20 g)
- 11 bunch of medicinal herbs (? g)
- 1 medium healing potion (20 hp) (80 g)
- 5 small healing potions (6 hp) (120 g)
- 4 bandages (? g)
- 1 bonesaw (? g)
- 1 mirror oil lamp (? g)
- 1 oil lamp (? g)
- 1/4 waxed tents, large enough for two medium sized beings (? g)
- 2 backpack
- 7 bedrolls (? g)
- 6 empty backpacks (? g)
- 2 large water bags (think of it as a large goblin bucket, not a small waterskin) (? g)
- 90 m rope (? g)
- 50 m rope (? g)
- 10 m rope (? g)
- 2 set of scale armor (medium, +4 DEF) (? g)
- 11 set of leather armor (medium, +2 DEF) (110 g)
- 10 set of leather clothes (medium, +1 DEF) (50 g)
- 1 set of leather clothes (small, +1 DEF) (5 g)
- 1 robe (medium) (? g)
- 3 set of human clothes (medium) (? g)
- 1 long capes (medium) (? g)
- 1 pair of spare socks (small and medium) (? g)
- 1 rags of an orcish leather armor (to large for a goblin) (0 g)
- 1 rags of a backpack (0 g)
- 1 leather rag (0 g)
- 3 medium iron shied (small, +3 DEF) (780 g)
- 1 small iron shield (small, +2 DEF) (80g)
- 1 small wooden shield (+2 DEF)
- 1 long sword +1 (small, +3 ATK, +1 DAM) (80 g)
- 3 short sword +1 (small, +3 ATK, +1 DAM) (40 g)
- 1 knife (+1 ATK) (10 g)
- 5 long sword (small, +2 ATK) (100 g)
- 1 short sword (small, +2 ATK) (10 g)
- 1 wand (? g)
- 3 long bow (medium, +2 RATK 75% to miss without markman skill) (45 g)
- 2 long bow (small, +2 RATK 75% to miss without markman skill) (30 g)
- 1 light crossbow (small) (15 g)
- 33 arrow (17 g)
- 5 crossbow quarrel (5 g)
- 1 makeshift quarrels (-1 ATK on heavy crossbows, -1 on light crossbows used to fire it) (? g)
- 5 makeshift quarrels (-3 ATK on heavy crossbows, -2 on light crossbows used to fire it) (? g)
- 1 javelins (throwable, +1 RATK, 1 Damage always pierces the armor if you score a hit, 25% miss)
- 1 some needles (? g)
- 1 herb index
- 1 trommel basket
- 1 flute
- 1 handheld grindstone (? g)
- 2 set of stonemason tools (? g)
- 2 carpenter hammer (40 g)
- 2 carpenter axe (40 g)
- 2 pliers (60 g)
- 2 two man saws (100 g)
- 1 one man saw (40 g)
- 1 dustpan (? g)
- 2 handheld grindstone (? g)
- 1 stone mortar and pesle (? g)
- 1 wooden toolbox (orc size) (5 g)
- 1 many empty bowls and baskets (? g)
- 1 ladder (? g)
- 1 wooden cart with metal parts (? g)
- 1 empty barrel (? g)
- 3 metal bucket (? g)
- 1 large statue stone (? g)
- 80 m┬│ wooden planks and beams (? g)
- 1 stack of sturdy and straight sticks (? g)
- 1 crate of chain mail rings, enough for about 5 armors (? g)
- 1 box of arrowheads (? g)
- 1 lousy sword (? g)
- 3 handfull of nails (8 g)
- 5 kg empty vials, bottles and flasks (? g)
- 2 sets of flint to start a fire (? g)
- 1 oil lamp
- 1 barrel of lamp oil (? g)
- 1 bottle of oil (? g)
- 9 units firewood (one per day) (14 g)
- 18 units charcoal (one per day) (1 bucket = 4, 1 wheelcart = 4 bucket) (36 g)
- 2 hay bale
- 1 small golden statue (100 g)
- 1 tin of beard care product (? g)
- 2 phials of liquid darkness (? g)
- 1 mage book which was wet once (? g)
- 1 paladin book with golden ornament (? g)
- 1 cut gem from Snaps (? g)
- 1 red axe ring (???)
Items which have been moved to the teller hut:
- some books (orc village) (? g)
- 1 vial of old potion of gigantism (? g)
- 1 map(? g)
- 2 contracts about Rick and Hayan being employed in the army the order of revenants send.
Tasks/Quests
- fill the chest (1050/2000) (partially done)
- check the abandoned orc village (K6) (partially done)
- check the old cave (F4) (partially done)
x fill the chest (1000/1000) (done)
x defend the warcamp against the oncoming attack from the humans from the orc town(open)
x fill the chest (500/500) (partially done)
x find someone who can read the "Masons letter" (done)
x find something to heal Poor little guy (done)
Chars/Players (X=gone/D=dormant/N=NPC)
- Coats (Jacon)
- Cowers (Nioca)
- Flies (Ziprath)
X Grace (SlamsWithSticks)
- Tinkers (Quarg, formerly jrlans)
- Walks (Donnigan)
- Wants (askstoomuch)
- Punches (Dusk9)
X Snaps (GathersIngredients)
- Strange (Burns)
- Sussura (Nikohl)
D Human (LooksAtYouFunny)
D Axes (Ratha)
N Cradle (BeanDip)
Map:
<click here>
I will update this with every post, and it's also in my signature!