Goblins

Good Afternoon Ladies, Gentlemen and Sentient Creatures,

With Halloween just around the corner I though it would be fitting to do a plot lore post about Goblins in the land of Sha’Uru.  In previous posts we have discussed the current goblin kingdom in General terms, as well as slightly touched upon the Goblin surrender at the end of the Orc War in 1568 and their release from human enslavement in 1668.

For the last 200 years goblin society has developed through close partnership with the humans of the Empire (or for the last 80 years the Republics).  During the 100 year period of Goblin enslavement, there were many goblins who ran away and set up small communities in the wild places of the world.  Deep underground or in remote deserts, swamps and forests, these goblins consisted of the Goblin King and members of his court.  When the Goblin People were freed, the King at the time, Cuaitl Ixcitl The First, emerged from the wilderness and immediately consolidated his power.  Not much is known about the Goblin civil war to outsiders, but it is believed based on tangential evidence that the campaign lasted no more than a few years.  The wild goblins were more brutal than their docile cousins that grew up in the human lands, and this brutality served to place King Ixcitl in power and divide goblins into two castes.  The Ruling Caste is compromised primarily of Wild Goblins and the few captured goblins who sided with the king, while the Common Caste encompassed the rest of goblin kind.  Though there are some exceptions, surnames of the Ruling Caste tend to be traditional Goblin ones like Ixcitl, Xipetotec, Zanicoehua, and Atl.  Commoner Caste surnames tend to derive from the names given to them by humans during their time of servitude.  Surnames like Blacktooth, Sharpclaw, Rattlerasp, and Cellarscratcher.  Goblins of the commoner caste are constantly plotting and jockeying for position in order to enter the ruler caste.  Those of the ruling caste compete for the King’s favor while plotting schemes to gain prominence within the world of Sha’Uru.

It was very apparent to King Ixcitl that a campaign of force would not work to consolidate his kingdom outside of his borders.  The truce forged by the humans was too fragile, and the other races of the world far outnumbered the Goblins.  So the Goblins leveraged their talent for Alchemy, and then pressed this advantage to establish themselves.  Their greatest alchemical invention, The Homunculi, is their most profitable to date.  Within the last 50 years that Homunculi have been available for purchase, their demand has skyrocketed, as the world has become more industrialized and the rise of Aurum Steam Technology paved the way for wealthy merchants and nobles alike.  Even the Dwarves cannot deny utility of Homunculi servants, and a few of the noble houses have made purchases through secondary agents.  It is this economic boom that has allowed the current goblin King, Ixno Dynda Xipetotec, to press forward into Antioch on their own without the help of the other races and set up Vice Landing.

Event Dates and Metatopia 2017

Good evening, Expeditionists!

We have two pieces of great news! First, our module for Metatopia 2017 has been scheduled. Thanks to the amazing people over at Double Exposure, Inc. we will be doing our final playtest on Saturday Nov 4 from 4p – 6p! We will be utilizing our full ruleset (not our convention rules) and asking players to roleplay with pre-generated characters of varying levels.  Our foremost goal is to get a feel of the viability and balance of varying level characters in roleplay and combat situations.  We will also still be watching out for skill interactions, power combos, enjoyment of play and so on. If you are interested in being a part of this, tickets are $20 and can be purchased here.

 

Secondly, we have more dates scheduled! Check out the main webpage here to see the (mostly full) schedule.  You can also view our event page to get more information about the different camps we have booked, such as the address and accommodations. We’re so excited to be so close to providing you a nearly full years worth of Steampunk-y, teamworking, magical fun!

Vand Nisse (Sea Elves)

It’s been some time since we’ve done a lore post, so today we have a bit more to whet your palate. Let’s get right into it and do some more talking about the Vand Nisse (Sea Elves).

 

 

The Vand Nisse tend to live near the coast or on islands, but are rarely found in areas further inland.  Their culture is so strongly tied to sea fairing that most outsiders think of the Vand Nisse as either the Forbund Af Nisse navy or a collection of pirates crews.  However, there is more to the sea than piracy and war.  The Vand Nisse control a great deal of merchant houses that run import and export businesses, fisheries, shipyards, and more.  The Forbund Af Nisse ports are all Vand Nisse controlled including those that have been recently founded on the northern coast of Antioch.

 

At sea, the Vand Nisse tend govern themselves politically in small groups that are beholden to larger groups, electing captains to lead the crew, who then elect an admiral to manage the fleet.  On land they elect officials to govern the local areas every 5 years.  These elected officials (whether the elder of a small coastal village or the governor of a major seaport) create counsels to assist them in governing. Though there is no rule that specifically mandates this, most elected officials on land, tend to be retired captains or rich ship owning merchants.  Captains serve until they lose the confidence of their crew, and the same goes for elected officials on land.  Should an official displease the masses, special elections to replace them may be organized by the community, which creates some of the more political savvy rulers in Sha’Uru. The Forbund Af Nisse’s position as a whole is that the slaying of corrupt officials is forbidden, however the sea is vast and accidents can happen.

The main source of Vand Nisse power comes from controlling five port cities: Sydlige Haven on the southern cape, Svardfisk to the south west, Mellemhavet to the west, Hvalfangstby to the north west, and Menneskehjem on the northern cape bordering the Human Republics.  Menneskehjem is the largest of the port cities.  Being near the Republics and the Forged Kingdom makes it the center of imports and exports by sea for the Forbund Af Nisse.  It also contains the largest presence of navy ships and dry docks to maintain them.  It is rumored that the best blockade-runners among the Vand Nisse are made in Menneskehjem as it is quite profitable to get past the prying eyes of the Republic naval blockades. Menneskehjem also quarters the embassies for the other Kingdoms making it one of the most culturally diverse cities in the Forbund Af Nisse.

 

The sea is a harsh mistress.  While other cultures might seek to overcome nature the Vand Nisse know better and scoff at such endeavors.  One must respect the sea and find ways to work with it to survive it’s onslaught.  The Vand Nisse are one of the few cultures that try to predict the weather and keep long records of weather patterns and changes.  There are rumors of Vand Nisse magics that can predict weather and even older stories of captains that could affect the weather to calm the seas.