Thread #97911642
Anonymous
Demons, Kobolds, Orcs, Goblins, Drow and everything in-between: How do you run them? 04/19/26(Sun)06:10:51 No.97911642
Demons, Kobolds, Orcs, Goblins, Drow and everything in-between: How do you run them? 04/19/26(Sun)06:10:51 No.97911642
Demons, Kobolds, Orcs, Goblins, Drow and everything in-between: How do you run them? Anonymous 04/19/26(Sun)06:10:51 No.97911642 [Reply]▶
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For the GMs of this board tell us about your setting's monster races. Do you prefer straight raw for the lore, or do you have your own? I'll start us off with how I personally run goblinoids.
Goblins, Bugbears, and Hobs are all creatures abandoned after the creation of the world by the gods as they weren't supposed to exist in the first place. They were physical beings made up of the chaos before creation like some kind of bizarre sentient afterbirth. The first goblins were all wild, and tricksy little agents of chaos without a god to call their own. An Archfey took pity upon them, and made a realm to call theirs. This Archfey rose to the status of a god because of the worship the goblins gave him, now only known as "The Wild King". There are goblins of any alignment, temperament, size, and shape because of the fact they're built from Primordial chaos and can be anything really.
Hobgoblins are MOSTLY evil aligned, but Lawful Evil with a strict code of conduct. If you challenge a hobgoblin Warlord to an honor duel, and win then they will end their conquesting and rampaging as an example. Bugbears are mutated from normal goblins, and hobgoblins who were born with too much chaos energy. Think Wulfen from 40k. Incredibly savage, barely sentient, and very physically tough.
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>>97911642
The short version of this answer is going to sound like a cop-out, but I am not fucking kidding when I say how I handle those creatures depends on the game, and I can't elaborate without making it tl;dr.
To further expand on the short version, I like to make my own lore for them, and more importantly to the purpose of this board, to make my own mechanics for them.
But in the event anyone is actually interested, I'll bite.
>Drow
Easy, I don't include them in any of my games. Elves in general don't have their subtypes established, and they aren't the "like perfect humans but pointy ear and long life" that everyone likes to make them.
Elves tend to be motes of some kind of supernatural power linked to a greater consciousness that embodies fortune, reward, and curiosity. It helps mortal and natural beings out of capriciousness, and doesn't bother itself with the petty struggles of mortal kind.
The closest thing to a "dark elf" would be the corruptive wraiths, which embody vexation, denial, and loss, and are linked to an entity that thrives off negative energy.
I have been trying to figure out the mechanical advantage to elves for my games, and haven't come up with much; but to get into it would go against the spirit of the thread, as this is about drow, not elves.
>Kobolds
I haven't used kobolds, neither traditional nor current, nor have I made any creature named "kobolds".
I think I want to take a leaf from D&D and make them servants of a greater species, but instead of making them servants of dragons, I want to make them imp-like servants of "tyrants", which are war-like saurian bipeds invading one of my game's worlds. They'd make a good introductory enemy to prepare the heroes for the numerous damage resistances the tyrants have.
I think I'd include them in a DOOM-esque demon-slaying game (that has yet to have anything substantial made for it, beyond the heroes being loosely based on the Sisters of Battle) as fodder enemies with higher "grudge" output.
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>>97911642
(cont from >>97913752)
Without digressing too far from the point, I want "grudges" to be a resource that spawns when demons are injured or destroyed, which may be used in different ways by the different hero classes, but may also be harnessed by crafty demons who can get to them first.
It's a technical layer I didn't have much interest in expanding on compared to my other projects.
>Demons
The closest I have ever approached demons was the DOOM-like I mentioned before, and I have very little else to elaborate on how I want to handle them.
I do want to put them into tiers of Fodder -> Light -> Heavy -> Super, which alter their attributes, passives, and attacks each step, but also exponentially increases their rewards.
Maybe this DOOM-like could be my gateway to finishing a game through making something more simplistic; the heroes experiencing downtime in their citadel, then delving random dungeons by teleporting to them when accepting missions.
I don't necessarily have an end goal, perhaps a Demon Tier higher than Super that emulates the likes of the Icon of Sin.
Thoughts for later.
Next step down would be in my pet project, "Mortar Kingdom", in which "demons" manifest as the dark lords; pale-skinned, horned humanoids that raise the dead, raise dead cities, and suck the life out of the surrounding lands.
By some broad definition, I could include tyrants in the demonic category, but I dunno.
>Orcs
Eh, I feel like the tyrants of Mortar Kingdom are ugly, warlike, and malevolent enough to fit the bill of being orcish, even if they aren't the traditional greenskins or corruptions of elves, or whatever. But to be fair, just about every enemy in Mortar Kingdom is ugly, warlike, and malevolent in some strong combination, so that's a moot point.
In the DOOM-like, I could see myself making them Light or even Heavy tier Demons with focus on melee and zerg-rush tactics.
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>>97911642
(cont from >>97913823)
>Goblins
This is going to be the big one, and I'll try to make it as concise as possible.
• Blargenmoth's Gold
I wanted to make this one a "Monty Haul" game in a pseudo-WWII fantasy setting in which adventurers would have to survive natural/paranormal/supernatural/technological hazards, kill goblins for their dark god's gold, devote collected gold to their own occult beliefs or tech (hopefully being careful not to empower the wrong deity), avoiding soldiers fighting their wars, and saving up enough to put a powerful seal on the dark god Blargenmoth once and for all.
In case it isn't obvious, I wanted this to be somewhat pulpy and satirical.
• DOOM-like
Definitely fodder-tier Demons, but I want them to be sabotaging little fucks that cause tech malfunctions and status ailments, to subvert the idea that fodder tiers can inherently be ignored, and add another layer of danger to the mix.
• Gunners N Goblins
A parody/tribute I wanted to make to D&D in which classes are gun, body-mod, and psionic-booster focus, as opposed to being sword, bow, and sorcery focused. It was a concept that came into infancy after I played the first Borderlands, and began thinking about how I'd make an RPG based on it, then I left the base inspiration behind and went wild with concepts; didn't really make anything concrete, though.
• Mortar Kingdom
Surprisingly, I dunno how I'm going to implement goblins to this game, if at all.
I feel like they should be a part of the game, given it's an autistic "what if Appendix N was classic Nintendo and SEGA games", but maybe I already have goblins in the game as the numerous mushroom monsters I'll have running around.
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In my current game:
>Drow
I'm shooting for Grimdark Team Rocket. They have Australian accents. Menacing but also easily defeatable. Infighting means they defeat themselves more often then not. The elves split when the Mortal Realm was young, with the original Drow being driven into the Underdark due to not playing nice with the other elves.
>Goblins
Jersey mooks who will backstab you with the slightest provocation if it means they think it'll give them a leg up. This inclination is why they're the lowest of the races in my setting. Might makes right for them, which is why you'll see hobs and bugbears leading the lesser goblins around. Many of the smaller races in my world are descended from a cursed progenitor of a larger race, such as Halflings being an offshoot of Humanity and Gnomes being an offshoot of Dwarves. Goblinoids are no exception, having ancestors that were elves that consorted with fey spirits of avarice.
>Kobolds
Weak but cunning and not catastrophically anti-social like the goblinoids are. Lore in-universe states that they were a cursed offshoot of the main race of the original Mortal Realm, the Dragonborn, butin reality it was the opposite, as Dragonborn are descended from kobolds who were upjumped by various dragons to serve as their soldiers in the war between the Metallics and Chromatics that sundered the original realm.The gods that constructed the new Mortal Realm took pity on these races and allowed them to propagate in their new realm, along with the other races who took after their patron dieties.
>Orcs
They're the pygmy version of goliaths, having been corrupted by an evil god of war and having only recently thrown off the yoke of said god to make a name for themselves as a race. It's been more than a few generations since the first orcs broke off from their god, but it's been a short enough time that both the other races and even factions within the orcs themselves remember the old ways.
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>>97911642
i have some kind of brain parasite that compels me to make up my own lore, unless im running some official module.
my genies are still divided by elements, but are all fighting a proxy against each other using four humanoid nations in not!arabia.
also in the same area are the nomadic sand goblins (not actually goblins, i just took inspiration from pic related for its aesthetics and havent come up with a name yet) who travels the desert on earth elementals between oasis and their hidden mountain settlements, trading water and fruits for metal and leather.
then there is the arrakokra that fucked up with portal magic and had to retreat to a different planet because they turned their civilization into a sea aerated sand.