CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Showing posts with label Goblin. Show all posts
Showing posts with label Goblin. Show all posts

Friday, August 18, 2017

Character 90 - Gribble

I love goblins almost as much as I love grippli. This week’s goblin is another non-evil one, for some reason the random rolls seem to love them. The stats left the character open to a number of options and with the high wisdom and the parents in a clergy it almost screamed wisdom-based caster. Being from a metropolis in the Mana Wastes left only the city of Alkenstar as the place of origin. Having a high dexterity means a ranged character, and the high wisdom means a decent grit pool. And so I went with the gunslinger, specifically the gun scavenger archetype.

Gribble


Although goblins are far more common in Avistan they’re not unheard of on the continent of Garund. In the Mana Wastes along with mutants, giants, and other monsters roam a handful of small goblin tribes. These goblins tend not to be as fecund as their Avistani kin and their tribes, and therefore their tribes are smaller.

These tribes tend to be scavengers, not just of items and technology but of language, culture, and religion. Some goblins follow in the protective nature of the calikangs while worshiping the gods of the giants or chittering away in the indistinct language of the sand krakens. A tribe that revels in the chaotic nature of magic can be found warring with a group of goblins that piece together the black powder technologies of Alkenstar.

Gribble was born to a family that was considered heretics even among the goblins. His parents were part of a cult that worshipped a storm giant god. These goblins began their worship by learning about Aegirran from a book—another taboo among the goblins—because there are no storm giants that call the Mana Wastes home.

His parents and other members of the sect were forcibly run out of goblin society. Some died in the purge. This number almost included Gribble who sustained a critical wound from a gunshot by one of the more tech based goblin tribes.

Although the sect was dispersed, Gribble’s father still worshiped in Aegirran’s name after moving into Alkenstar. The deity was so impressed with his father’s dedication that he became the first and only goblin cleric of Aegirran, and he was granted the ability to heal, which is what saved his son from death.

In Alkenstar Gribble’s parents set up a church to Aegirran in a ramshackle building that also doubled as their home. The goblins were considered an odd bunch; worshipping a deity of another race, who had domain over sailors in a landlocked nation. But they did good deeds and helped support the community, even taking in a young orphan Halfling that Gribble grew to know as his brother.

His closest confidant through growing up in Alkenstar was his brother. Although others thought it was weird Gribble could never think of him as anything less than true family. The duo was inseparable. His brother had lived on the streets for quite a few years before Gribble and his family took him in. The young Halfling was invaluable for learning about the other races and how best to live alongside them, as well as the ins and outs of the metropolis itself.

Since his brush with death, Gribble had fostered an interest in guns. Many goblins would have been scared of the thing that almost killed them, but not Gribble. He showed an intense curiosity for all things black powder, although being poor he could never afford anything as lavish as even a pistol. This interest led him to take up work as an assistant to an investor. Although his gizmos were far from guns they did employ gears, springs, and other moving parts.

Gribble made a deal with the inventor to keep his mechanical secrets but as time went on the goblin began to produce more and more of the man’s actual work. He saw the things he created get sold and money and accolades go to the inventor. In a fit of jealousy he told one client that the doodad he was buying was actually his invention, and told him how it worked, but the man wouldn’t believe a goblin. Gribble left his position and felt bad for breaking a promise, but the experience made him realize how hard it was to not be socially acceptable just because of his race.

The young goblin wanted to make a name for himself, he wanted people to know goblins could be helpful and kind. He wanted people to know goblins weren’t all dumb. He just didn’t convey these things well. He wanted to build a reputation, and his brother said he would help him, and so the two spent their time going around Smokeside trying to become heroes. Helping kittens out of trees and old ladies across streets was no way to do this, although it did net the two tramps access to some pretty interesting salvage.

Gribble took everything he learned from the inventor and his own studies and used the spare parts they found or were gifted to make his own gun. They also took payment in some flamboyant clothes, stuff two young boys thought befit a dashing hero. Gribble swore to make a name for himself as a great gunslinger, and his brother would sing his praises as his own personal storyteller.

The two wander the streets of Alkenstar but who knows if that’s where the adventure ends.

So how did you build your goblin? What class did you choose? Who was his Halfling brother? Why were his parents in a cult? How did is near demise come about?

The CRB not only brings you the creative content you desire but helps you look inside for your own creativity. If you feel both inspired and pushed to create, please consider supporting your favorite content provider – that’s me, right? – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

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Monday, August 14, 2017

Random Roll 90 - The Randomness

The mana waste a blighted land of broken magic and perfect land for the scavenging goblins. But our goblin is special; he grew up in a non-goblin city, in a dishonored goblin family, and has a Halfling brother. There are a lot of interesting little things that are going to make this a fun character. And with a high dexterity, constitution, and wisdom we’ve got a lot of choices to work with class wise.

Gender: Female
Race: Goblin
Nationality: Mana Wastes
Age:  17
Height: 3’ 2”
Weight: 36lbs
Alignment: Neutral Good

Str: 10
Dex: 16
Con:  14
Int: 11
Wis: 16
Cha: 8

Homeland: Non-Goblin City or Metropolis
Parents: Both of your parents are alive.
Siblings: You have 1 adopted sibling.
- adopted younger halfling brother
Circumstance of Birth: [Dishonored Family] You were born into a family that once was honored among your society but has since fallen into disgrace. Now your family name is loathed and maligned by those who know it, putting you on your guard.
Parent's Profession: Clergy or Cultists
Major Childhood Event: [Died] You died, or came so close to death that you walked the boundary between the realms of the living and the dead. Having passed from life's domain once, you have a unique perspective on life, perhaps even a greater appreciation for it—or maybe your experience caused you to reject all trivial things, focusing only on matters of true import.

Influential Associate: [The Relative] There is a relative you were especially close to. To you, this person was the meaning of family. He helped shepherd you into adulthood, teaching you everything you know about the world. You are bound to this person or his memory, and you strive to keep a promise, vow, or oath that you made to him.

Conflict: [Broke a Promise] You swore an oath or vow that was important to someone else, but you did not keep your promise.
Conflict Subject: Artisan.
Conflict Motivation: Jealousy.
Conflict Resolution: [No Guilt] Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don’t deny it when confronted either.
Deity/Religious Philosophy: Aegirran

Romantic Relationship(s): [Current Lover] You are currently involved in a romantic relationship.
Drawback: [Social Acceptance] You want others to accept you, to believe you’re special and worthy of merit. You are self-conscious about your social flaws and breaches of etiquette. Rejection is among your greatest fears. You might go to extraordinary lengths to be accepted by or seek favor from your peers.

(Trait) Fearless Defiance
(Trait) Goblin Foolhardiness
(Trait) Oathbound
(Trait) Reactionary
(Story Feat) Arisen
(Story Feat) Lost Legacy
(Story Feat) Redemption
(Story Feat) True Love
(Drawback) Dependent

In the comments give us your ideas for how to make this into a fully realized character? What class would this character take up? What clergy were her parents off? Why did they become dishonored? How did she get and adopted halfling sibling? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider – that’s me right – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Facebook, Google+, Tumblr, and Twitter.

Saturday, December 17, 2016

Lost on the Beach

Faithful of Zogmugot

Illustration by Luis Perez
Many see goblins as insane little monsters, but these vicious creatures have a culture all their own and are also a very religious bunch. Goblins in general worship Lamashtu, and although they hold her in the highest esteem some dedicate themselves to the Goblin-Hero gods in the same way that some worship saints in the real world. These deific level Barghests are said to be the actual progenitors the goblin race, the little buggers being created from drops of their blood. There are four such creatures and we’ve already looked at one – Zarongel – and today we will explore one more: Zogmugot, the Goblin Hero-God of drowning, flotsam, and scavenging. Little is known about her followers so let’s make some up, shall we?

As always, let us imagine we are sitting at our theoretical gaming table. Our imaginary GM sets out the rules for the game we will play. In this game, we are to make a follower of Zogmugot. The character does not need to be a divine caster, just a devotee of the Lady Lastbreath. What character do you make?

For more information on Zogmugot
Zogmugot’s Pathfinder Wiki Page
Zogmugot’s Archives of Nethys Page

The Bottom Dwellers


Many of Zogmugot’s faithful collect the things that float to the surface and wash up on shore. A special set of her worshipers look to salvage that which has sunk to the bottom of the sea. Lady Lastbreath takes drowning as part of her portfolio and the goblins known as The Bottom Dwellers see their survival from their unaided dives as proof of their Hero-God’s favor.

Joining the Bottom Dwellers is actually a two-fold process. Of course the first thing that a would-be diver needs to prove is how long they can hold their breath underwater. There is no exact time prescribed, the current Dwellers make their decision on a case by case basis. The second task is to find an item on the bottom and present it to the group. Again there is no set idea of what this object must be, interesting is better than common however.


Eyes of the Sea


It is said Zogmugot can see out of every piece of beach glass in order to look in on those who wander her sands. The Eyes of the Sea are a group of goblin diviners who believe that they can use these “shinies” to see as well. There is no way petition for membership into the Eyes, each member is gifted their power by Lady Lastbreath herself.

The traditional method of divining the future or seeing places far off is to use pieces of glass collected from a beach. It is believed that each seeing uses the power of an individual “shiny” and so part of the Eye’s daily rituals is collecting new material at twilight every night. These goblins will pass over seemingly more valuable items to find just the right piece of polished glass.

Trash Pirates


This group of Zogmugot disciples sail up and down the coast of Varisa in makeshift boats. They stop all along the way collecting pieces of flotsam and raiding the garbage dumps of coastal settlements. They are especially fond of Sandpoint and Magnimar as they feel that they find the choicest pieces of trash there.

The Trash Pirates began their life at sea after their first captain had a vision in the aftermath of a near-drowning. He was tipped overboard by an errant wave and quickly swept away, but by some miracle awakened in the midday sun after being washed ashore. Captain Wavebreaker collected himself a crew, mostly by force, and began the life of pirating. The current captain is Captain Wavebreaker VII. None of them have been related except Wavebreaker II and Wavebreaker VI. When the old captain dies the crew fight it out till one last goblin stands and he takes on the moniker of Captain Wavebreaker.

The sea can give and it also takes away, much like the Goblin Hero-God’s followers. Who is your disciple of Zogmugot? Why have they chosen to dedicate themselves to Lady Lastbreath? Where does their devotion come from? Let me know in the comments.

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The opening illustration was created by a fine artist Luis Perez. You can find him on Twitter, Tumblr, and on Instagram at luisperezart.

Wednesday, December 14, 2016

Sing The Goblin Song

A Look At Golarion's Goblins

Illustration by Luis Perez
Golarion’s goblins. Some people love them and some people hate them, but Paizo has decided to make them pretty much the flagship monster of their campaign setting. The little buggers have gotten their own series of short adventures and were the stars of Paizo’s first book of their first AP, Rise of the Runelords. Today I'm gonna look at goblins in the setting and ways to use them as NPCs or even PCs.

First I want to talk about the reasons, or really reason, a lot of folks don’t like Paizo’s goblins. These little creatures can come off as nothing but comedic foils. For me this isn’t a bad thing necessarily but I understand why some people might not like it. I don’t think goblins have to be slapstick, although it can be a fun to play them that way. Check out Critical Role’s goblin one shot for an example of a fun and comedic session.

So what makes goblins think and act the way they do? Some people see the impulsiveness as insanity, but is that really what it is. These tiny and vicious creatures, live short and brutal lives. Most goblins don’t live to old age, dying in battle in their 20s so for them it’s do now or never do it at all. They aren’t acting crazy just to act crazy, they see a world where they’re going to die quickly and most other creatures are bigger than them. So they need to take what they want now or they’ll never get it, and they need to show they can be as strong as the larger races.

I think one mistake is people play them more like chaotic evil creatures when they’re most commonly neutral evil. But this idea that goblins are insane isn’t the only misconception people have about the creatures. Many people play goblins off as being stupid. Goblins aren’t dumb, at least no dumber than your average human. While they take a negative to charisma and strength they have about an average intelligence. Goblins can be quite thoughtful and should be played as very cunning. What they are however is uncivilized.

When we look into goblin culture we notice a few things. The first is they are tribal. This puts them on a level with the Shoanti and the Mwangi. Like either of these human groups they’ve learned to live off what the land gives them. They use many natural ingredients in the alchemical endeavors they are so well known for and they have learned to befriend assorted animals in their tribes. Wolves (odd because they hate dogs), the rat-like goblin dogs, and vultures are all common companions for goblins.

One aspect that makes people think goblins are stupid is the fact they don’t read. Goblins believe that writing steals the words from one’s head. I thought this was a very interesting aspect of goblin culture, it reminded me of the real world idea of some tribal cultures that taking a picture steals your soul. Even more interesting was the fact that goblin wizards are not unknown. But if they don’t keep a written spellbook how do they jot down their spells. Since goblins aren’t prohibited from taking any class, coming up with how they do certain things without reading or writing takes a bit of creative muscle that I think is fun.

Another interesting turn on what at first appears to just be a throwaway trait to make goblins seem silly is their aversion to reading and writing. This isn’t about goblins being dumb. I think many people make this assumption so it seems wonky to them. Goblins actually have a very good – to them – reason to abhor the written word. The four goblin forebears –  the barghest hero-gods – were bound by Asmodues in hell through his cunning use of contracts. For this reason goblins fear writing because they believe they too can somehow be bound to someone or something with it.

So maybe just maybe this is enough to convinced you that goblins aren’t just slapstick comedy fodder, unless of course you want them to be. But how do we go about using gobbos in our game. Luckily for us the critters are spread far and wide across Golarion. You can find them as far north as Irresen and the Land of the Linnorm Kings, to the Mwangi Expanse south across the Inner Sea in Garund. They swarm in the forests of the River Kingdoms to the west and of course many tribes dwell within the frontier land of Varisia in the east. Goblins exist everywhere and are excellent adversaries for fresh faced adventures to more seasoned warriors, if you add a few class levels.

Like any creature all goblins aren’t evil, although most are. I’ve written a few randomly generated characters including a goblin from the Ironbound Archipelago and one of the subraces, a monkey goblin from Mediogalti Island.  Since most goblins are vicious cutthroats it may be hard to work a good goblin into a campaign but it’s not impossible if it fits your GMs narrative and you work with him/her. I’m a fan of oddball and monstrous races as I’ve mentioned so I would gladly work with a player that wants to try a goodly goblin.

Although goblins can be of any class some classes just work best for them. Some work for flavor reasons. Goblins have two alchemist archetypes and their well-known love of fire almost makes being a bomber a no-brainer. They also have a barbarian archetype that fits their savage nature, even if their negative to strength means they may not excel as a melee damage dealer. Goblins are also known for their songs –which almost always rhyme – so the bard is a flavorful class choice for them as well.

Bonuses to ride and stealth as well as their large racial bonus to dexterity mean that rangers and rogues are good mechanical choices. They still fit with the flavor of being a goblin but if you’re looking to also maximize a goblin’s strengths either of these classes will do quite well. A mounted archer cavalier is also a good choice when playing the numbers game. But no matter your criteria for choosing a class there is a lot of fun to be had with a goblin character.

If you already liked goblins I hope that some of the tidbits of goblin lore have helped you bring some life to current or future goblin characters. If goblins weren’t your cup of tea, maybe I’ve given you some food for thought and you’ll take a second look at them. Me I’m going to go make my next goblin character and see how that goes.

Do you use goblins extensively in your games? How have you presented them to your players? If you’ve played a goblin before tell us about that? As always the comments is your place to go nuts and tell us about your experiences.

The CRB looks to expand the horizons of your gaming experience. If you’ve enjoyed this or any of my other articles please consider donating to my Patreon. The CRB has also spread across the battlefield of social media. Come join the unit on Facebook, Google+, Tumblr, and Twitter. The inboxes on all fronts are always open for questions and comments.

The opening illustration was created by a fine artist Luis Perez. You can find him on Twitter, Tumblr, and on Instagram at luisperezart.

Friday, September 16, 2016

Character 55 - Broog Toothnasher

A goblin, much like the monkey goblin I did a few months ago, this is a good character from a race that is usually quite evil. We have to take a look to her past to explain why she would be different from ninety percent of her people. Quick, hardy, and intensely aware, but also lacking in physical strength and book smarts, class choices for this character were still pretty open. The harrow reading really helped string together the pieces of information from the random rolls to make a coherent character.

Harrow Interpretation


Signifier Card: This card represents the character itself. The Peacock usually shows a sudden shift in attitude or a societal change. Although with the original base rolls, I was going to go with a character born outside of a goblin tribe and their traditional evil. With this card, it seems more like he would have been part of something evil and changed his ways.

Card One: The first card which shows where the character comes from further backs that up. The Paladin represents strength in the face of adversity. Never backing down, even if it means hardship. So the character comes from a place where he had to take a stand for what he thought was right and suffered for it.

Card Two: The card that tells of an important event in the character’s life is The Uprising, which can mean the overthrow of a leader. It also speaks of defeating something much more powerful than oneself. For this I’m going to mix the conflict and the circumstances of birth. His mother was taken by force, and in this case I’m going to go with the leader of the tribe as the perpetrator. The conflict is that he killed some non-humanoid creature, I’m going to make that creature somehow bound to the leader but not evil in its own right so the character can feel bad about killing it since it was being forced to serve the leader.

Card Three: The Avalanche shows us an ability the character might have. It’s a dexterity card, but it means unthinking, unreasoning disaster. This card really helped cement the class for this character. Unthinking, unreasoning really just screams barbarian rage, and with the unchained barbarian’s rage feature allowing for dex based barbarians this fits oh-so-well.

Card Four: Where the character is going is told by The Publican card. It shows fellowship and a place of refuge. With all of these things that have changed for this goblin to become good and outcast from his clan, it shows that he finds acceptance even outside of his clan.

Broog Toothnasher


Goblins aren’t known for long lasting relationships. For the most part goblin babies are born when two goblins just can’t keep their hands off each other. The fact that Broog’s conception came after the goblin chief forced himself on her mother, has always been a source of shame to the one parent Broog ever really knew.  But like most goblins, Broog was raised by the tribe in the most savage of ways, without knowing the truth of her parentage.

Like most of her race, after surviving the goblin-eat-goblin world of the brood-pens, she matured quickly. Frenetic rages were the evidence of her brutal upbringing, and she became a well-respected warrior in her small tribe on their tiny island in the steaming sea. Her people fought for their hardscrabble life, but it was theirs. They were rarely disturbed by other humanoids, seeing as their home served very little strategic value.

Broog learned of her mother’s shame when the chief once again tried to force himself on her. Although this time her mother escaped the ravaging, it left a mark on Broog. The chief was feared, especially since he somehow cowed a pseudodragon into being his protector. From the moment Broog knew the truth, however, her inner fire wouldn’t let her rest until she dealt which Chief Grymegoot.

In the dark of night Broog stole into the chief’s cave. The Pseudodragon never knew what hit it when she snuck in and snapped its serpentine neck. However, a small shriek in its death throes gave the chief all the warning he needed to prepare for the attack and he fended off Broog’s uncoordinated assault. The young goblin was beaten back and forced to flee, running right off a rocky cliff and into the misty morning tide.

Washed ashore on one of the other islands in the Ironbound Archipelago, Broog was without family, without a tribe, and for the first time felt something she’d never felt before, regret. The poor pseudodragon had done nothing to her and in her struggle with Chief Grymegoot she saw that he kept a small clutch of eggs near his bed. Like her mother this creature just sought to protect its young and she had murdered it.

Set adrift, not just physically but spiritually, Broog questioned everything about her existence. The small rocky outcropping that passed for an island left her alone with nothing but her thoughts. Days turned into weeks, and weeks into months as she managed a life on the island. Game was scarce but not impossible to find. But mostly she longed for something to feed not just her stomach, but the empty part in her heart.

One hunting expedition she came across a small black cat with gray stripes. It was the biggest thing she’d seen on the island in a long while and she hoped to have a big meal, but the cat was just too quick for her. She became frustrated and almost lost herself to the rage when the cat told her to just calm down if she wanted to keep playing. Broog fell and hit her head, her only thought that cats don’t talk.

The cat, whose name was Fitterns—although Broog took to calling him Mittens—was not really a cat but a small celestial envoy known as a silvanshee. With no one else to talk to, Broog took to communing with and eventually taking Mittens as a kind of mentor. Mittens on his part, a servitor of the Empyreal Lord Eritrice, attempted to teach the young goblin the finer points of debate. Broog, however, ended most debates frustrated and trying to club Mittens over the head with something.

After five years on the island Mittens told Broog it was time to move on. Broog was initially confused, but the silvanshee explained that there was much more to the world than just this island. And even though goblins were reviled in most places, Broog’s purpose was to go out and be a part of that world. Mittens counseled getting control of her rage and learning to use her words for she would be tested time and again when people refused to look past who she was.

The next day Mittens was gone, but a small fishing boat was grounded on the shore. A fisherman and his son were gravely injured, having lost control of their boat. When Broog approached, the man weakly tried to fend her off to protect his boy but fell over in the process. Broog took it in stride and pulled the boat ashore, she bandaged and tended to the wounds of both humans and for a fortnight nursed them back to health.

When the man was well enough to move he expressed his thanks, but also his confusion. He was even more so when Broog replied in Skald, his native tongue. The Ulfen fisherman was in her debt and he took her back with him to the small island his clan lived on. Again there was trepidation, but when he explained he and his son would never have survived without the goblin’s help, Broog was warily accepted into the village.

Thus Broog made her first foray into the world outside her island. She lived and worked with the Ulfen. She used her inner rage to train with their berserkers, an odd sight to say the least. Broog knew her destiny was to go out and be more, but she was only a goblin and people hated goblins. Her self-doubt was almost crippling, she feared she would never be more than just a goblin. The son of the fisherman, however would forever see her as a hero and when he became one of the clan’s storytelling skalds, he would sings stories of her.

When the fisherman’s son came of age and it was time for him to make his own way in the world and explore, he convinced Broog to come with him. She would make her way into the larger world with the boy’s help and she might just have a chance of showing people that a goblin can be more than just a little machine of destruction.

And there we have goblin who is both less than and more than a goblin, the story of Broog. What class would you have chosen for this character? Why does this does this goblin choose to worship Eritrice? How did you interpret the harrow reading?


Like Broog your characters can be so much more than just a stereotype of their race. If these character help you think beyond the average please consider donating to my Patreon. Looking for more from the CRB? Come find me on Facebook, Google+, Tumblr, and Twitter. My inbox is open for questions and comments on all platforms.

Monday, September 12, 2016

Random Roll 55 - The Randomness

This week’s randomly rolled character is a female goblin from the Steaming Sea. Born outside of a goblin village and goodly by nature. Quick, hardy and wise although lacking strength of body and mind. We attempt to piece these disparate pieces of information together into a solid form, and a background worth playing. What would you make?

Because it went over well I have kept the harrow reading. I will work it into my character but if you don’t want to you do not need to. Let’s see who’s up to the challenge.

Gender: Female
Race: Goblin
Nationality: The Steaming Sea
Age:  13
Height: 3’ 2”
Weight: 32lbs
Alignment: Neutral Good

Str: 9
Dex: 20
Con:  15
Int: 9
Wis: 13
Cha: 10

Homeland: Non-Goblin Town or Village
Parents: Both of your parents are alive.
Siblings: You have no siblings.
Circumstance of Birth: [Born of Violence] Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown.
Parent's Profession: Yeomen
Major Childhood Event: [Met a Fantastic Creature] When you were only a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. You learned a powerful lesson or a magic trick from that creature. This meeting changed your life and made you different from the other children.

Influential Associate: [The Confidante] There was a person in your life to whom you could tell anything. She knows your deepest secrets and your emotional weaknesses and vulnerabilities just as you know hers. This person could be a valuable friend and a frightening enemy, so you make sure to never divulge her secrets or give her a reason to do so with yours.

Conflict: [Murder] You killed someone.
Conflict Subject: Non-humanoid monster.
Conflict Motivation: Family.
Conflict Resolution: [Sincere Regret] Though you feel sincere regret for the event and its memory affects your behavior, it’s still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.
Deity/Religious Philosophy: Eritrice

Romantic Relationship(s): [[Several Inconsequential Relationships] You have had many lovers but no long-lasting, meaningful relationships.
Drawback: [Self-Doubt] No matter what you do, it’s never good enough. You cannot help but see in your victories many little defeats and failures. If you were stronger, smarter, faster, or more powerful, maybe you could be better. However, stuck in the body and mind you have, you feel you’re destined to fail.

(Trait) Axe to the Grind
(Trait) Bastard
(Trait) Gifted Adept
(Trait) Patient Optimist
(Trait) Savanna Child
(Trait) Trustworthy
(Drawback) Doubt

Harrow Reading

We read the cards in the cross pattern.  Card one being where the character came from, card two an important event in the characters life, card three represents a talent the character will have , and card four represents where the character is going. Surrounded by the signifier that represents the character.

Signifier Card: The Peacock (neutral, Dexterity) is a creature of astonishing beauty, but it is a beauty that can only be retained if frozen like a cockatrice’s statues. Smarter people accept the passage of time and dance out of The Peacock’s way. Its appearance always signifies a sudden personal shift in attitude or societal change.

Card One: The Paladin (lawful good, Strength) symbolizes standing strong in the face of adversity. The Paladin does not back down under any circumstances. This card usually indicates the need to stay the course or do what one knows is right, even if it takes a heavy toll.

Card Two: The Uprising (chaotic neutral, Strength) represents being caught in the clutches of something much more powerful than you. It is an overwhelming strength that often crushes what comes in contact with it. The crown held high signifies an overthrowing of a leader of some sort. In the spread, it indicates a force much stronger than the person receiving the reading.

Card Three: The Avalanche (lawful evil, Dexterity) is disaster. It is an unthinking, unreasoning thing that overruns all who get in its way. It can represent physical disaster or the disaster that comes from a panicked crowd or other unthinking group or entity.

Card Four: The Publican (chaotic good, Wisdom) represents fellowship and camaraderie, and a place of refuge for those in need. Most would find the cyclops inconsequential, but he has insights relevant to the reading or a quest.

In the comments please tell us what character you would make with these disparate pieces information? What class would this Goblinnaturally gravitate towards? What fantastical creature did he meet as a child? And don’t forget to stay tuned Friday when my background hits the CRB.

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