Cultural Experience of Dwindor Goblins

Steel Realms
Dwindor Goblins are a sub set of Goblins of the Steel Realms. They comprise the vast majority of Orrish of Dwindor and are only found there. Their society is unique. They are generally cleaner, less violent, and more knowledgeable than their Dark Land cousins.

Cost: 1 Essence

The Dwindor Goblins use the cultural elements of the Orrish of Dwindor. They are both the dominate racial composition AND fill the highest hierarchical positions – unlike Dark Lands Orrish culture. The goblins have been organized and follow human multi-tiered hierarchies that spread out through tribes (chief, shaman, Ur-Chief visionary/war leader), towns (mayor), and steadings (hetman). Characters from Dwindor are NOT required to accept the specific Cultural Experience, though must accept all elements if they chose it. A group of characters can come together to form a shared Cultural Bond. All Orrish of Dwindor are taught the dark history of their Dark Land counterparts, in order to give pride in their progress and differentiate themselves.

Perspectives

Perspective: How they see Themselves

COMMON NAMES: Masculine > Abye, Anaruz, Idder, Mehari, Sahlu; Feminine > Ichimi, Khensa, Nehyireg, Sura

Modern Pride: The Goblins of Dwindor are aware of their ancestry, but have made a very acute and specific distinction of their culture from their ancestors in service to the Unholy Trio. They looks to the future, where they may one day openly coexist peacefully with the Dwindorians. It is a vision that the visionaries of their people maintain and foster, and one that past Witches of Dwindor have worked towards as well.

Beyond the Tribe: Although tribe is everything in typical Orrish culture, the combined tribes and Dwindor culture is the focus. The three tribes exist to more easily designate regional rulership, but gatherings, projects, and large efforts always span tribes.

  • Family/Community Abiding Appreciation: The characters must tithe/donate 10% of their income back to the community they so love.
  • Dwindor Oriflame: The subdued yellow/green diagonal split background with a white moon below and a red heart above.
  • Neighborly: All Goblins are multi-lingual, speaking Orrish and Gladnorian (both with their own unique accent).

Perspective: How Outsiders see Them

Insular, stand-off-ish, sneaky, distrustful, secretive; They are viewed with suspicion and the general preference is simply to not even acknowledge they exist (easy with the issues that come with the Sun Bane). Despite many lost while fishing, or along the foggy Black Shore being rescued by them, the inhabitants of Dunstrand prefer to not acknowledge it. There are a few who try and encourage trade with them, but through strictly filtered and guarded access. In recent decades, the war with Gwinn has revealed many a strange bedfellow as allies to Dunstrand, paving the way for better relations. All characters outside of the Dwindor Orrish settlements will suffer Cultural Stigma.

Perspective: How they see Outsiders

While their leaders encourage some interaction, it is through very select channels. Most are seen as absolutely not to be trusted, and all Goblins are suspicious. That said, they have been taught from a young age to be receptive to outside overtures and shaking of the violence and worst of their reactive natures. The Sun-Bane means they mostly do not interact with the “Sunlanders”. Some are trained as “emissaries” – knowledgeable of local human culture and history. There have been a few cases where either an Off-Spawn or pure Goblin emissary have been sent on missions or out into the world. By default, all outsiders are seen as a potential threat to their culture and way of life, and must overcome this.

  • Trusted Outsiders: The Druids of Pranin, and the servants of the Witch of Dwindor are generally regarded with trust. Generally, folk from Dogwood Flats are seen more positive than any others due to recent events.
  • A History of Discord: There are always younger elements among the tribes that feel violence and battle are the appropriate response to perceived transgressions. The long game the tribal elders play sometimes comes in conflict with this group and encounters with them are few but reminiscent of their Dark Land brethren.

Other Aspects of Note

Attribute Emphasis: Brute strength is the way of the past.

Communication: Dwindor Goblins speak both Gladnorean and Orrish (both with their own unique accent), Emissaries also speak rudimentary Mercat, and are literate in Orrish.

Emphasis on Obfuscation: The Goblins prefer indirect confrontation, stealth, and subterfuge. They are not openly violent, nor are they confrontational or back-stabbers like their Dark Land brethren.

  • Lore(s): Dwindor Swamp (+2), Orrish History (+2)

Gender Roles: Other than emissaries, there is some strict hierarchical divisions between genders – typical of Orrish culture but without the domineering oversight. Females are definitely seen as the default care-takers of the young, but horrific forced breeding is not practiced. The Goblins learned from the druids of Pranin to produce offspring in conjunction with what their resources can support.

Goblin Mixed Blood: Technically, a goblin half breed would degenerate over generations as an Off-Spawn of the Steel Realms. Dwindor ‘Half-Goblins’ are half human, and they will not be allowed to breed with anything other than goblins if they wish to stay in the tribe.


Incarna d20™ Cultural Experience of Dwindor Goblin Details

This content is part of the i20™ Variant for the d20 System™.
  • BASIC PROFILE: Use Volo’s Guide profile; Alignment is lawful evil, lawful neutral, or any good. Languages are overridden by this profile. The rare Goblin mixed blood with a Constitution of 12+ can, for 1 Essence have their Sun Bane effect reduced to Sunlight Sensitivity.
  • Limited Backgrounds (PHB): Charlatan, Criminal (smuggler), Hermit, Outlander (only option available for Goblin mixed blood), Soldier
  • Weapon Proficiency: All are proficient with the Spear and Dart.
  • Attribute Emphasis: +1 DEXTERITY / -1 STRENGTH (applied after all other starting values, Feats and Racial adjustments)
  • Emphasis on Obfuscation: If the character takes the Stealth skill, they automatically gain Expertise in it.
  • Emissary Training: Goblins (full and mixed) with a Charisma of 12+ and Intelligence of 12+ are chosen for emissary training; This gives them fluent literacy in Orrish, rudimentary literacy in Gladnorean, speaking Mercat, the ability to recognize Druidsign, and can be Dark Pranin Rangers.
  • Class Limits: (Starting characters can only choose from among these.)
    • Fighter (champion only), Rogue (thief and scout only), Cleric (life, nature, trickery, twilight), Warlock (Witch of Dwindor; archfey or celestial in recent times), Druid (Dark Pranin; land, combines circle spells of forest AND swamp).
      -> Fighter, Rogue, Cleric, Warlock = only options for mixed blood Goblin.
  • Blessings of Dark Pranin: Druids and Rangers have the DC of their saves against the Sun-Bane reduced by 10 and suffer half damage the first round, and their eyes do not glow. This blessing is given and can be removed by a rite performed by the druids themselves.

iCore Cultural Experience of Dwindor Goblin Details

Realm's Aptitude Powers: Divine, Occult, and Psychic