Tag: Hobgoblin

  • An afternoon with Shelmigarii, mistress of cables

    An afternoon with Shelmigarii, mistress of cables

    It’s a crowded day. New groups from Fort Ooshar are coming, fleeing the Fox and Crow, they are rushed and harried. The journey is not long. The families are large, mixed with halflings, goliaths and humans.

    Work gets harder with these large groups. The gondolas are large enough for a few horses, maybe a cart. These families are multigenerational, at times there are dozens of animal companions. One may have only geese, another family with dogs. There was one with oxen — they took ages. The mulgobs don’t like when they need to come up.

    An 8-bit style image of a small dragon about the size of a large cat that is the color of bronze-ish ale with blue buggy eyes. They are flying over a small person, likely a gnome, with a blue head covering and dark nearly black robes. There is a magic spell coming out of one hand. They are on an stage that looks like autumn ground cover with a small golden leaved tree behind them. The names below or Oolia Estererlia and Brewst Grisselle
    Made with reroll

    But seeing so many descend into a home without judgement, with an opportunity to build, with an opportunity to meet elves and dwarves with their magicks, with an opportunity to meet women from Mehmd and men from Crinth, the opportunity to meet the ratchets and the alchems and others from the Queen, the opportunity to meet Brewst Grisselle the ale drake and learn that not all dragons are Proctors hoarding knowledge with threats of violence — Brewst hoards alcohols and is getting along quite well with the alchems guild.

    Every day there are new people. Every day another conversation.

    Shelmigarii and Lukhchizh do not charge for their service. They’ve earned unfurled flags and banners from the Free City. This means the other goblins (all the Kon) in the area support them. Shel’s recent ratchets development and springwerks mean the mulgobs don’t work as hard. Lukh is working on employing some beasts rather than mulgobs, which is only possible because of the Free City empowers all thinkers rather than the caste system the Queen’s Lyfe demands.

    At the top of the cliffs, summer heat bears down harsh on the Grand Entry. Those pilgrims working down the ramps and steps will be full of sweat, but not as much fear. These Kin don’t understand the sky-cables. Many shake in fear as they ride down the thousands of feet through the fog into the bog-city past and through the ruins over the brackish waters and abandoned orchards.

    Shel never laughs.

    She’s scored of all the beasts. The weather and the cables aren’t scary. These are knowable things. These are math.

    Beasts and peoples don’t act according to math and strangers aren’t knowable, even known friends aren’t knowable. She loves Lukh, but calling him knowable isn’t accurate.

    A long sip of cool coffee. The next gondola up from Chupmolea better bring more. That bean is a blessing, much better than the teas in the Queen’s Land (Tsavancoast). She once again ponders if there is a way that the bean can replace tar-tree pods as fuel — the switch of smells from oily smog to roast would be worth it. She doesn’t have the knowledge. But maybe the lesser power could be made up using gears and springs…

    Her mind wanders sometimes. Operating the sky-cables is boring and routine.

    Thoughts are for new things… maybe the fruits could become oils. Lukh’s been chatting with another hob freed from service to invention who won’t join the guilds, but is working on new ways to harvest steam.

    There’s an unlatched safety bar she doesn’t notice.

    Shel keeps thinking about this. Less power, more gearing, some springs, maybe using that fruit that’s waste now, then a steam box, could maybe the airxip props help the gondola and then we wouldn’t even need muls or beasts.

    She sends the gondola with a halfling family and their dogs.

    The windsock swings fast. An unexpected storm? She checks the broadsheet forecast section. Oh, no. This is on the schedule. It’s going to be a rocky ride for those hin.

    She looks as they descend. Notices the safety bar free. Notices the sway. Notices the storm. Notices the danger.

    Wandering thoughts are a blessing, except when they are a curse. She curses the queen. She curses herself. She curses the sky and for good measure she curses the gods of this land even though she doesn’t believe in them.

    “Urp! Stop loading. See if you can bring that gondola back. Use everything you have.” She rushes to the head wheel to help.

    There is a nasty screeching noise as the metal cables halt to change path. Then there is a scream of terror as the gondola rocks off the cables.

    Another noise, this time a squawk, rises above the terrors and shouting, the breaking metals.

    Panic. It’s all panic now.

    Beasts and peoples all learning that their fears are real. The sky-cable isn’t safe (they’re wrong).

    None feel empowered, none capable.

    That squawk is a massive beast. A raptor the size of an airxip swoops overhead and dives at the sky-car. There’s a tiny man on the bird, hard to judge size at this distance with the massive bird unravelling understanding of perspective.

    As the car jumps off the cables the bird rushes to it. The car starts to roll to a side dozens of feet under the cable.

    A sharp command, sudden and cutting through the winds and terror is heard. There’s some Kirtin-ish to the tone with a bit of the Crinth rounding.

    The immense bird grabs the cart, carries it up to Grand Entry.

    Shel doesn’t want more coffee. She wants to hang out with Brewst after she fills out an after disaster report to establish a new checklist, one that involves two peoples in case her mind wanders again. That’ll start when she’s done shaking.


    This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.

    The image features an abstract composition set against a dark background. A network of jagged island shapes outlined in gold creates a prominent visual centerpiece. These shapes vary in size and orientation, resembling a natural or geological formation. The area surrounding this central structure is filled with bold, textured colors, including vibrant blues at the top representing the ocean, contrasting shades of green to the left representing the hills, deeper black tones framing the right and bottom, and hints of rust-colored brown towards the lower section. Below the gold outline, a small, stylized blue waterfall appears on the lower edge of the graphic, providing scale and enhancing the sense of depth within the artwork.
    Bog-city of Sheljar in abstract paint

    The Free City of Sheljar was the result of my first campaign in the World of the Everflow.

    Once a city destroyed by dragons and later an empire destroyed from within by The Necromancer with their zombies and Tunneling Nightmares, Sheljar is now a Free City, open to all thinking peoples who respect other thinking peoples. Its leadership is the first group of PCs. A bog-city of a thousand islands each little piece of land offers a place for a family to return, a neighborhood to emerge.

    Shelmigarii is one of the Queen’s women, a member of the ratchet guild. She and her husband run the sky-cable gondolas at the Grand Entry with its faster path to the city center or to Chupmolea (the goblin neighborhood) than the thousand-year old steps and ramps down the cliff. Shel is a tiny goblin and her husband a large hobgoblin. They have no companions nor children. They hired mulgobs (bugbears) to operate the ratchets, declining to use alchem nor magicks. Her background would be a cabbie, if playing D&D.

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  • Fey-folk enter testing with March Unearthed Arcana; continues floating ASIs

    Fey-folk enter testing with March Unearthed Arcana; continues floating ASIs

    Four Fey-folk are explored in the March 11 Unearthed Arcana drop. This includes the classic Fairy, two animal-folk (rabbit and owl), and a Fey Hobgoblin. While all of these races are connected to the Feywild, they are not called out specifically as being from the Feywild, just connected to it. Only the Fairy is Fey, by creature category. In some ways this makes the other three racial options (the document does not call them out as lineages) like “normal” Elves rather than Eladarin. If this UA gets strong feedback there will be two Hobgoblins in existence, one a martial warrior and the other that creates a unique bond through gift giving.

    Just as in the last Unearthed Arcana there is a sidebar explaining the path forward in regards to Ability Score Increases at character creation. Mostly it is a reminder about the rules in Tasha’s, but it continues the commitment to reduce racism and bioessentialism within Dungeons & Dragons.

    The “Creating Your Character” section provides special character-creation rules for the race options in this article. The races that use these rules can coexist seamlessly with races that use other rules. For example, the race options in the Player’s Handbook have built-in ability score increases, while the races in this article don’t. Race options from both sources can adventure together.
    If you’d like a race that doesn’t appear in this article, such as an elf or a dwarf, to have similar ability score flexibility, the book Tasha’s Cauldron of Everything provides a rule, called Customizing Your Origin, that gives you that flexibility. That book also gives you the option of building your own race, rather than choosing an existing one. That option is called the Custom Lineage. No matter which option you choose for your character—a race in this article, a Player’s Handbook race, a race modified by the Customizing Your Origin rule, or a Custom Lineage—you can adventure with characters who are built with a different option.
    This sidebar builds on the design note in our previous Unearthed Arcana, “Gothic Lineages.”

    UNEARTHED ARCANA 2021 | Folk of the Feywild

    Fairy

    Any fey centered story has to have fairies as playable characters. Fifth edition is finally adding them. They fly, of course. The Fairy joins Aarakocra and Feral Tieflings as able to fly at first level. Owlfolk join that group shortly. These are the only races limited away from some versions of Adventurers League.

    All of the abilities just make sense for what we expect from fairies, but the one that stands out to me as unique and situationally potent is Fey Passage. The ability of a small fey to enter nearly sealed spaces fits so much of the legend and lore surrounding these peoples.

    Hobgoblin of the Feywild

    Whereas the Volo’s version of Hobgoblins focused on every single one of them being at least a light fighter, those Hobgoblins with connections to the Feywild are helpers. Rather than armor or weapon proficiencies, your Hobgoblin gains a leveling version of the Help action. This is much more interesting flavor.

    Hopefully when the Fey Hobgoblin gets dialed into official material the two version appear more like subraces, rather than having similar, but still different abilities. There is language drift between the new Fortune from the Many and the old Saving Face. Also, the older version of the Hobgoblin is just weaker. Three proficiencies is just weaker than Fey Gift and Fey Ancestry.

    Owlfolk

    Another flying creature, of course. The choice to be either medium or small makes sense, as there is variation in size for real owls, as well as the stories upon which the Owlfolk are based. There are two sight based abilities, but neither directly relate to Perception. This UA does insert a third scale of Darkvision. It should likely be changed to either 60′ or 120′ to be inline with other races. 5e is about those kinds of simplicity.

    My favorite ability for Owlfolk is Magic Sight. Adding a ritual spell makes so much sense for a race that is so storied in wisdom and intelligence. It combines well with spellcasters and martial types. Hopefully there are more races that access rituals rather than the now standard 1 per long rest usage of a 1st level spell.

    Rabbitfolk

    Hip, hop and hippity hop. Yes, there will be a Rabbitfolk Bard in my future. There’s some interesting mirroring of Halfling abilities here, which makes sense. The two generally smaller folk both love freedom and large families. Rather than Lucky, the Rabbitfolk get a minor bonus on failed Dexterity saving throws. These similar abilities maintain interest while connecting to their stories.

    Here, the Rabbit Hop is the ability that leaps out. Being able to jump around is key for a rabbit. Getting to use it with no cost is wonderful. The d12 of additional feet is clunky (just as the similar rules regarding Athletics are clunky). For gridded play something like +5′ per proficiency bonus would be simpler. For those playing with Theater of the Mind the difference between 3 feet and 4 feet is meaningless in combat.


    Overall these should be popular. There are entire game systems dedicated to animal folk. Humblewood was extraordinarily popular, because people just enjoy being little floofs of magic and power. Official support for similar folk makes sense.

    Hopefully the feedback helps dial in some changes to the various hobgoblins and other non-core races that have clear subraces but operate as completely separate instances rather than those that share story and abilities.