Spirit

The Goblin Kingdom

By Shelby Babb (edited by Adam Simpson)
Nov. 1994

Aleric strode amongst the masses of his goblins and knights, surveying the harvest they had reaped. Thirty children had been captured this month. Thirty more soldiers to fill the ranks. Thirty who would march to their death. Aleric smiled approvingly at his followers and the treasures they had brought to be changed, while inside he held back a tear.

He had to do this. The kingdom could not be allowed to fall!


The current era of the Kingdom of the Goblins began when Europe's Renaissance was considering its start. That was when Aleric Giovinci, a traveler of worlds, wrested the mantle of Goblin King from the previous ruler in a Trial by Might.

Aleric did not begin with dreams of conquest. He started his career in the Order of Hermes with a passion for uncovering mysteries. With his mentor, he carefully researched tomes of lore across Europe that dealt with the Other Worlds and the Realms of Spirit. Seeking the key to understanding the relationship between the two, Aleric's knowledge of opening mystic portals grew formidable. In a fateful attempt to open the door to Abbraxia, the Home of the Triumphant Magi, a blast laid waste to his sanctum. Aleric found himself incorporeal. He could not touch anything about him. He passed through walls like a ghost and no one living could see or hear him. After days wandering his former home fruitlessly, he stepped onto a shimmering ramp and ascended into the Realms of Spirit.

He knew not how long he wandered there but at last he found a place that had a welcoming familiarity. Richly decorated halls spread before him and well-appointed rooms promised a proper welcome for a scholar. Nowhere was a window visible. Instead of comely servants he encountered squat, repulsive creatures vaguely shaped like men but clearly not human. Resembling the peasants' tales of goblins, no two were alike. These summoned a pair of armored knights who had the right height and proportions to be human. Upon lifting the visors of their helmets Aleric saw two youthful men possessing a noble beauty only encountered in legend. The two addressed Aleric in perfect Italian informing him they were knights of the Goblin Kingdom. He was their prisoner and would stand before their lord.

The throne room was majestic but Aleric was incredulous when he looked upon the King of the Goblins. A fat, surly and unkempt man, clearly human, sat on the thone and payed more attention to his meal than his guest. With little interest in his knights' report the king ordered Aleric's execution on the spot. Offended beyond words, Aleric lost himself in his passion and shouted at the disheveled ruler, "I'll accept that outrage from no hand but your own!"

The knights and goblins gathered in the chamber backed away silently. As Aleric glanced to all sides to make sense of it, he noted the king cringe in fear as the crowd chanted repeately, "A challenge is spoken!" A duel ensued between two magi of Earth. No goblin thought of interfering. Aleric's might brought a swift end to the king who had grown fat after years of indolence. Goblins and knights alike declared Aleric King of the Goblins and Guardian of the Heart.

Before the declaration was complete the new king felt a call within him. Without thought he traced the steps to the immense chamber where a massive crystal of glowing white rested on an altar. Within a pure red light pulsed at its center. He knew without asking that this was the Goblin Heart and center of his new kingdom.

In the days that followed Aleric questioned his knights and ensconced himself in the library. Records left by past kings revealed much. A being of influence and power from the umbral realms, probably the Western Court, built the Goblin Kingdom to surround the ancient crystal. The Goblin Heart was linked to a handful of Nodes on Earth that supplied Quintessence. The great crystal was a necessary force bringing stability to this area of the High Umbra. Some records named the Duke of Masks as the builder but others the Silent Imperator or the Queen of Whispers. Most agreed the Goblin Kingdom existed to guard the Goblin Heart from factions that would consume it for their own power. Forces from Malfeas had attacked in the past. It was now clear why the events after his arrival unfolded as they had. Any man or woman from Earth had the right to challenge the current ruler for the title. Only the strong were fit to defend the Heart.

All rightful denizens of the realm would follow the Goblin King's commands without question. The Goblin Heart would also sustain the life of the Goblin King as long as he remained near it. Goblins were made from babes kidnapped from Earth. In time, after they'd "ripened" (according to one text), they were fit to be transformed into knights, also by the Heart's power. Aleric was repulsed at the idea of being a kidnapper of children but he was soon forced to put his principles aside. A tribe of twisted werecreatures seized a Node and were using it to invade the Goblin Kingdom for their master. Aleric needed troops quickly. His ideals were the first to be sacrificed.

From that time until now the Goblin King has fought to defend his realm. The Nodes were retaken and held after much fighting. In recent years the attacks have increased. One of the Nodes is compromised and legions that stink of Malfeas have appeared bearing the standard of the Open Maw. Their leader is a monstrous, soot-black werewolf called Kreet who, swearing vengeance on the Goblin King, occupied sections of the Goblin Kingdom. The fighting sways back and forth now, each side gaining temporary victories. Until the invaders can be chased away the harvesting of the innocents must continue.

Basic Concept

The realm is entirely indoors. There are no windows or doors that will lead one outside. Breaking holes in walls will lead one to other rooms until the border of the realm is reached. At that point, walls will not give way regardless what forces are brought to bear upon them. There are spacious areas with high ceilings that could be mistaken for courtyards or even plazas. The halls of the Goblin King resemble a hybrid of various interior designs from the Dark Ages to today. A cubist painting may hang next to a chandelier from the sixteenth century. Despite all the contrasting images, the Heart manages to shape the realm to look well ordered. Goblins occasionally roam the halls, messing and breaking things but rooms, hallways and other spaces somehow manage to remain clean and orderly. The Goblin Heart seems to be intolerant of messes.

The Goblin King learned soon after assuming the throne that despite the fact that the entire realm is indoors, it is well designed for defense. Wide hallways and spacious courtyards exist in strategic places that allow ranked forces to move about well and fight effectively. Invaders are easily pressed into corridors or other spaces where they can't maneuver properly.

As one nears the places occupied by the Open Maw the order and cleanliness breaks down. Gashes are seen in walls, furniture is broken, doors are splintered, etc. The Goblin Heart has less influence here.

Environment

The realm is about the size of a European city with its surrounding lands in the late Medieval period. Basins of water and light for lamps and chandeliers is provided by the Goblin Heart. The same force keeps the air clear. The occupied areas have spoiled water, dust in the air and dim light at best. The occupied areas have grown strong enough to prevent the Goblin King's use of Correspondence effects there.

No part of the realm has more than ten floors. Not every floor has the same height, however. Some doors and stairways serve as shortcuts to different floors or areas. Knowledge of these is a great advantage against invaders. Despite this, the Goblin King suspects Kreet has established a portal leading outside of the realm. It would explain the supply of enemy forces.

Denizens

Goblins and knights are the rightful occupants of the Goblin Kingdom. Some mice and rats have crept in over the centuries but are not found in large quantities. The twisted werecreatures lead by Kreet along with Braltharka and Effigies (stats below) dwell in the occupied zones. A strange race of umbrood called Intruders have gained entrance to the realm. They are believed to be allied with Marauders. Finally, a trio of Void Engineer explorers managed to infiltrate the Kingdom. They are hiding in a secluded block of suites towards an edge of the realm. They are trying to calibrate their instruments to function in the strange environment. They are in over their heads and should leave but the readings they've picked up from the Goblin's Heart fascinate them too much to quit.

Nodes of Note

Ring of Lyon — A faerie trod concealed outside of Lyon, France. The portal leading from this Node may be compromised. The Goblin King suspects Kreet's forces have been using it. Help guarding this Node would be welcomed.

Cave of Light — This cave is well hidden in the mountains outside Denver, Colorado. Many years ago the King was shocked to discover tainted werecreatures had made it into one of their hives. Goblin forces were sent to scour the connected caves and set things right. After a long and bitter conflict the creatures were chased out. The King himself sent a potent elemental of water to flood the caves. The lower caverns are still flooded today. The cave has not been inspected for years. The King does not want to consider what might be lurking there.

Magickal Ratings

Correspondence -3
Entropy +1 (Kreet's forces have brought increased entropy in their wake)
Prime -1 (subtract one die from all effects involving Prime due to rising entropy and the Heart's influence)
Spirit -3
Time 0 (Time passes at the same rate as Earth but people from Earth don't age here. As entropy grows, this may change.)

Note: The Goblin King cannot accrue Paradox in his realm.

Internal Relations

The goblins and knights are loyal to their king unto death. Visitors to the realm will discover both parties believe their king is one of them. Hearing that their king came from far away would be ridiculous to their ears.

The Goblin King accepts apprentices from Earth. It is rare for people from Earth to find the Goblin Kingdom and few want to remain but those that do are accepted and trained as students. Help in the struggle against Malfean forces is not refused. Over the course of centuries, some apprentices perished in the conflict while others disappeared quietly. There are currently no apprentices in the Kingdom.

External Relations

New arrivals in the Goblin Kingdom are suspect and, unless they make a strongly positive first impression, will be locked away in cells. The Goblin King will question his prisoners and if he is confident they are trustworthy, will recruit them to help in his conflict. Unwilling guests will be given time to reconsider. Those able to offer valuable bribes may purchase their freedom. Tass would not be accepted but useful Talismans, strategic information or similar items would be.

Although it is believed the Goblin Kingdom was created by members of the Umbral Courts, visitors from the Courts are very rare indeed. A representative from the Western Court appears every hundred years. Usually it speaks for the Duke of Masks but other Lords are represented at times. The Goblin King welcomes them but not gladly. They ask odd questions and offer no aid.

Allies & Enemies

Besides Kreet and Malfean forces other enemies exist. If the Void Engineers manage to escape others are likely to come in the future. Kreet has beseeched other tainted shapeshifters on Earth for help.

Members of the Order of Hermes know of the Goblin King but are unsure how to regard him. Some Verbena are sympathetic to his cause but loathe to risk direct aid. Rumors have reached the King's ears that both the Seelie and Unseelie fey regard him well. He does not understand why.

Research Capabilities

Those who become apprentices to the Goblin King must be true mages. The library of the Goblin Kingdom has rare and valuable resources for anyone wanting to study Cosmology, Occult, Lore related to the Umbra and alchemy. Kings of past eras brought many resources and had time to create treatises on a variety of topics. The library has no electronics or facilities to recharge any. Quintessence is available to apprentices and those accepted as allies. Tass comes in the form of red crystals of great beauty.

Theme & Mood

The predominant theme would be hard choices. Allowing the goblin forces to kidnap children from Earth is clearly wrong but allowing the Malfeans to devour the Goblin Heart would strengthen them and imperil a large area of the High Umbra. Aiding the Goblin King is dangerous but rare treasures have been stored in this realm for centuries and would be granted as rewards.

The mood is one of hardened determination. The conflict is as savage as the trench warfare of World War I. The Kingdom is under siege with rapid troop movements, unexpected battles and bewildering chaos as fortunes shift.

Stories

There are many ways to get player characters involved with the Goblin Kingdom. Perhaps they stumble across one of its Nodes as goblins arrive or depart. Perhaps the child of an Acolyte or Contact is kidnapped. The Cabal might find the realm while traveling through the High Umbra.

  1. While negotiating with a messenger from an umbral Lord the price named is giving aid to the Goblin King for "Three weeks, four days and five deeds of merit."
  2. An umbrood gives the Cabal complete information to find the Goblin Kingdom and told to steal the Tincture of Excellent Transformations. This alchemical creation is kept in the Goblin King's library. What will the players have to do to earn the Goblin King's good will and be allowed entrance to his library?
  3. Technocracy characters are given the mission of rescuing the Void Engineer specialists holed up in the Goblin Kingdom (called "Void Zone 412, Sector A anomaly"). The specialists won't want to leave until they have reliable data. Can the players stay out of the crossfire?

Forces of the Goblin King

Goblins

Nature: varies, usually Sycophant
Demeanor: varies, usually Bravo
STR 2, DEX 4, STA 2
CHA 1, MAN 2, APP 1
PER 2, INT 1, WIT 2
Talents: Alertness 3, Awareness 3, Brawl 2, Dodge 3, Melee 2, Stealth 3
Willpower 3, Arcane 1
Health Levels: same as human
Sword Difficulty 6, Damage 4

Flaws: Cowardly (slight), Loyal to Goblin King (total), Short

Goblin Gifts (roll twice)

  1. Claws (+1 STR dam, Aggravated, diff 6)
  2. Armor (+1 soak die)
  3. Wings (flight speed 10 yds/turn, can't hover)
  4. +2 STR
  5. Heightened Senses (+2 PER)
  6. Make 2 actions per turn without splitting dice pool
  7. Fireball (dam 1 per success on willpower roll diff 6)
  8. Turn invisible (Willpower roll diff 6)
  9. +2 Arcane
  10. Bow (20 arrows, diff 7, damage 3, Archery 2)

Goblins are rude, smelly, obnoxious, loud, coarse little creatures. Despite their small size and low strength these creatures are surprisingly quick and resourceful. In the many crowded spaces of the Goblin Kingdom they can be quite effective combatants. Although rough with each other, they work together with flawless teamwork. The ritual before the Goblin Heart that creates them endows them with gifts and resolve to serve in the Kingdom. The Goblin King knows each of their names and personalities by heart as soon as they're transformed.

Those visiting the realm may fear mistreatment at the Goblins' hands. Although they are not above jostling or snatching a few items, they would never really injure a guest or take anything of high value. Each Goblin contains the heart of a child and will listen to stories, ask odd (or embarrassing) questions and show curiosity for a wide range of things.

Goblin Knights

Nature: usually Fanatic
Demeanor: usually Bravo
STR 4, DEX 4, STA 3
CHA 4, MAN 5, APP 4
PER 4, INT 3, WIT 3
Talents: Alertness 4, Awareness 4, Brawl 3, Dodge 3, Melee 5, Stealth 2
Willpower 5, Arcane 2
Health Levels: same as human
Sword Difficulty 7, Damage 6 Aggravated

Flaws: Loyal to Goblin King (total)

Goblin Knight Gifts (roll 3 times)

  1. Goblin Fire (damage 2 Aggravated per success, Willpower roll Diff 6)
  2. +3 Arcane
  3. Can take 3 actions per turn without splitting dice pool
  4. Armor (+3 soak dice, -1 to DEX)
  5. Turn invisible (no roll needed)
  6. Able to teleport self (as Corr. 3 effect, Willpower roll Diff 6)
  7. Summon Goblins (1 per temporary Willpower spent)
  8. Regeneration (not Aggravated wounds)
  9. Countermagic (2 dice)
  10. Move up to 200 lbs telekinetically (Willpower roll, diff 7)

Goblin Knights are transformed from Goblins in a ritual before the Goblin Heart. The Goblin must serve for enough years to reach the edge of maturity. Knights are handsome, graceful and thoughtful. Knights do not quarrel among themselves, have excellent grasp of tactics and exhibit flawless teamwork. Goblins obey them in most situations and look up to them. Knights treat Goblins well but will not tolerate excessive behavior. The Goblin King wonders why knights formed to wage a desperate struggle have such a refined spirit. Could it be they are meant for something more if the conflict could ever be concluded?

Goblin King

Essence: Dynamic
Nature: Autist
Demeanor: Manipulator
STR 2, DEX 4, STA 2
CHA 3, MAN 4, APP 3
PER 4, INT 4, WIT 4
Talents: Alertness 3, Athletics 2, Awareness 3, Brawl 2, Cosmology 3, Dodge 3, Enigmas 1, Etiquette 3, Expression 3, Faerie Lore 3, Intuition 3, Intimidation 3, Meditation 2, Melee 4, Occult 5, Stealth 3, Throwing 2, Wyrm Lore 3
Willpower 9, Arete 8, Quintessence 5, Paradox 0
Backgrounds: Arcane 3, Avatar 5, Dream 3
Spheres: Corr. 4, Entropy 5, Forces 4, Life 5, Mind 5, Matter 1, Prime 3, Spirit 3, Time 1

Aleric Giovinci was the son of a poor shopkeeper in the city of Milan. He was discovered at a young age by Franchesca De'Medici and brought into the Order of Hermes. When he first began to rule the Kingdom of the Goblins he thought he would soon find a way to cure the condition that made him like a ghost when he walked on Earth. In time, the desperate needs of the Goblin Kingdom and his reliance on the Goblin Heart for longevity kept him from bold attempts to remedy his problem. Now that the Malfean siege appears close to success he is once again looking for ways to sever his connection to the massive crystal and escape to the lands of his youth. Anyone who can offer him a solution would have his undivided attention.

During his meditations he has become aware that his thoughts are bound to his realm. Part of him doesn't want to leave the Kingdom. No doubt this is the hold the great crystal has developed on him. The king is not fully aware of the fact that he has become a sort of father figure to his troops. His knights hang on his every word when he inspects them. The goblins jostle for position to hear the king when he reminisces about his youth or passages he's read from his library. He speaks to each of his enchanted subjects by name and never forgets what they tell him.

Image: Standing about six feet, four inches the Goblin King is tall and quite handsome. His mane of well-combed hair changes from red to blonde to white and back again (a Paradox flaw). He dresses in rich, ornate robes and clothing from the 16th century, and he always seems to have a serious, some would say melancholic, look to his face.

Roleplaying Tips: Although not born to the nobility of Italy, your spirit was born to the higher nobility of the true scholar. That the realm of the Goblins was thrust upon your shoulders was surely fate. You will play the hand destiny has presented you and make certain that visitors are aware they are in the presence of a lord. The needs of your situation do not allow you to dwell on formalities long, however. All guests must by evaluated for usefulness and put to work. Accomplished scholars will always be treated with deference. You long for the day you can stop sending your troops through the portal to grab other people's babes.

Forces of Kreet

Braltharka

STR 7, DEX 3, STA 5
CHA 0, MAN 0, APP 0
PER 2, INT 1, WIT 1
Talents: Alertness 3, Athletics 2, Awareness 5, Brawl 4, Dodge 1, Intimidation 9, Stealth 1
Willpower 9, Arete 4, Paradox 2
Sphere Effects: Sense Weakness (Entropy 1), Never Hit (Entropy 2), Heal Self (Life 3), Destroy (Entropy 4)
Health Levels: OK (x4), -1 (x4), -2 (x2), incapacitated, destroyed
Claws/Fangs Diff 6 Damage 7 Aggravated
Punch/Kick Diff 6 Damage 9

Giant, mute demons, Braltharka are vile creatures created from child abusers and exploiters. The Braltharka is the physical embodiment of the emotions involved in these acts of cruelty. Braltharka appear as nine foot tall hybrids between ants and bears. While considered mute, the Braltharka can make noises. They create a variety of hate-filled screams that many a child has heard. The Braltharka are capable of sensing the weaknesses within their foes, are able to reduce Entropy so as to be harder to hit, heal themselves and create blasts of pure Entropic energy.

Children of the Effigy

STR 4, DEX 3, STA 3
CHA 0, MAN 1, APP 0
PER 4, INT 2, WIT 4
Talents: Alertness 3, Awareness 3, Brawl 3, Dodge 2, Intimidation 6, Melee 3
Willpower 5, Arete 2, Paradox 3
Sphere Effects: Sense Weakness (Entropy 1), Create Blade (Matter 2, Prime 1)
Flaws: Monstrous, Mute
Health Levels: OK (x3), -2 (x2), destroyed
Claws Diff 6 Damage 5
Blades Diff 7 Damage 7

The Children of the Effigy (also called Effigies), are Wyrm spirits created from the feelings of self-disgust and pain from abused children. Strangely, the Effigies carry these feelings and use them to lash out against their enemies. The Children of the Effigy look like wooden marionettes of a bizarre nature. Their bodies are mutilated and covered with razors, nails and other such weapons, all of which are tainted with poisons of the Wyrm (these weapons are collectively referred to as "claws"). The Effigies have the abilities to sense weakness in their opponents and create any sort of bladed, melee weapon they can imagine.

Kreet, Black Spiral Dancer Theurge

Nature: Bravo
Demeanor: Fanatic
STR 3, DEX 4, STA 3
CHA 2, MAN 4, APP 4
PER 3, INT 3, WIT 5
(attributes are for homid form)
Talents: Alertness 4, Athletic 4, Brawl 5, Dodge 5, Enigmas 3, Intimidation 4, Leadership 4, Melee 5, Occult 5, Primal-Urge 4, Rituals 5, Stealth 4, Subterfuge 3
Willpower 9, Rage 8, Gnosis 9, Rank 5
Backgrounds: Fetishes 5 (Wyrm Fang Dagger, Bane Lantern), Past Life 5
Gifts: Persuassion, Staredown, Disquiet, Reshape Object, Spirit Ward, Sense Wyrm, Spirit Speech, Blood Omen, Command Spirit, Name the Spirit, Sight From Beyond, Exorcism, Pulse of the Invisible, Grasp the Beyond, Spirit Drain, The Malleable Spirit, Bane Protector, Shroud, Howl of the Banshee, Ears of the Bat, Wyrm Hide, Patagia, Foaming Fury, Crawling Poison, Doppleganger, Balefire

Kreet was born into the conflict with the Goblin Kingdom. She follows the totem of the Green Dragon. Kreet proved to be the most ruthless among her pack and was soon the undisputed leader. It was she who persuaded the allied spirits of the Green Dragon to send the Effigies and Braltharkas. Kreet has vowed to die before being dislodged from the Goblin Kingdom.

Image: In homid form Kreet is a beautiful woman standing six feet tall. Her athletic body is covered in scars that add to her mystique. Her fiery red hair completes the picture. In Crinos form she is a hideous monster with leathery, nonfunctional bat wings, pointed ears and blackish-red fury. She stands over nine feet tall. Kreet finds herself even more beautiful in this form.

Roleplaying Tips: With effort, Kreet can produce a sweet sounding voice for negotiations. She can quickly assess those in front of her and offer hard compromises that make sense in the situation. Soon after, all promises are broken.

Others

Intruders

STR 3, DEX 4, STA 3
CHA 2, MAN 2, APP 2
PER 3, INT 2, WIT 3
Talents: Alertness 2, Athletics 2, Awareness 3, Brawl 3, Cosmology 5, Dodge 3, Meditation 3, Melee 3, Occult 5
Willpower 7, Arete 4
Backgrounds: Arcane 3, Dream 3
Spheres: Corr. 3, Life 3, Spirit 3, Time 3
Health Levels: same as human

The Intruders are a rare group of creatures from the Deep Umbra. They posses the gift of true magick but in a unique form. Intruders use Spheres but cannot use quintessence to aid their magick. They do not accumulate Paradox.

Currently, seven Intruders (called Nomads by Marauders) have joined forces with Aleric to help protect the Goblin Heart from the Wyrm. The Goblin King has seldom spoken with them and does not trust them but uses them out of desperation. He suspects they are allied with the Marauders.

Author's Note: Admittedly based on a weird hybrid of the movie Labyrinth, and the videos of Tool shown on MTV.