I've slapped some images on this blog now and again, even some that don't deal explicitly with gaming and the occasional game related doodle/sketch. As I'm a technical illustrator with over 25 years of experience; my wife motivated me to finally start an Art blog last month and I figured I'd slap a link here as a shameless bit of self-promotion: http://jdjartandanimation.blogspot.com/
Thursday, July 18, 2013
Monday, July 8, 2013
Revised Potion Brewing
Here are my revised potion brewing rules as they currently exist.
Potion level
A potion level is equal to the level of spell that the potion, powder, salve, or oil duplicates.
Formulas
Each form of application requires a separate formula. An alchemists that are also a spell caster will learn but one formula upon learning a spell.
A formula will spell out what alchemical apparatus is required for that specific formula. The formula for a powder or salve may only require one different apparatus from that required by a traditional potion.
Formulas may be found on scrolls or compiled in manuals. After 3 successful brewing sessions a formula may be considered committed to memory of the alchemist and need not be on hand while brewing,
Components
Any and all spells that require material components require the incorporation of a material component in the recipe of the spell and the expense of that component per dose. Components may be found in some apothecaries.
Special Ingredients
Some recipes will require special ingredients that must be acquired to brew the potion. The special ingredients will not morally be available on the open market and require special actions to gather and employ.
Alchemical Appartus
Each formula makes use of different alchemical apparatti as mention above and discussed here http://aeonsnaugauries.blogspot.com/2013/07/alchemical-apparatus.html .
Damaging Apparatus
Each apparatus is at risk every time a potion is brewed. Any botched roll may result in the ruin of each Alchemical Apparatus used. Brewing potions can get expensive.
The save bonus is the materiel number added to a d20 roll against a target no of 15+ potion level.
A damaged apparatus is rendered unusable but not necessarily destroyed.
Damage to Alchemical Apparatus
1. absolutely destroyed, nothing salagable
2. shattered into pieces. the pieces may still be of some value but not in alchemy (10-30%)
3. Obvious fracture/pitting- obvious damage to the device makes it clearly unusable
4. Stained- the device is polluted in such a manner it is unusable until properly cleaned, cleaning attempts will take as many hours as the device number multiplied by the material number and a cost of 2% the items value and will only be successful 50% of the time.
5. Irradiated- the device has collected and will emit low level radiations that render it useless for normal alchemy and a potential hazard to any user.
6. Minute Flaw- the device is rendered useless but only the skilled can tell that the hairline fracture or microscopic pitting have ruined the device.
Time to Brew a Potion
It takes one week (minimum) per potion level to brew a potion. the brewing process requires twic daily attention of a skilled alchemist.
Additional Cost
Each potion requires fluids, bases, acids, and fuels which are available in some market towns and certainly so in larger cities; special ingredients may also be required.
Cost = level of potion x 20 in sliver shekels. (buying power of 10-30gp in regular dnd)
The Brewing Roll
Each week a potion is being brewed a d6 is rolled per skill rank of master alchemist and apprentice.
All successful rolls of 1-3 (plus INT task modifier) are tallied and the final score determines success and quantity brewed.
If three or more 6's are rolled in a single week the potion has been botched and disaster has resulted.
All aparatus used are exposed to potential damage (see above) and all present are potentially harmed.
Alchemical Brewing Disaster.
1. Noxious Fumes, 1d6 damage per spell level, save vs poison for 1/2 damage. Lingers for 10-20 minutes.
2. Acidic Cloud- 1d6 damage per level, save vs dragon breath at -4 for 1/2 damage. Lingers for 2-7 rounds.
3. Fire- 1d6 damage per level, save vs dragon breath for 1/2 damage, % chance of damage that area is set aflame.
4-5. Explosion. 1d6 per damage per level to all within 40'. Save for 1/2 damage.
6. Radiation. 1d6 damage per level of potion, no save unless special protection available. Radiation lingers in area (lab or 30; radius) for 1 month per spell level requiring anyone who spends a day in the area to save or take half the dice originally suffered.
Alchemical disasters 2-5 require any formula scrolls or manuals present to save vs the initial incident or each round.
Success and doses produced.
A dose of a potion is successfully brewed per 5 points of successful rolls.
A dose of a salve is successfully produced per 6 points of successful rolls
A dose of oil or powder is successfully produced per 7 points of successful rolls,
A pill is produced per 8 points of successful rolls.
Difference is applications.
A potion can only be imbibed by conscious being.
A salve takes 2 rounds to apply to a being.
A powder will effect all in a 5' radius per 3 levels. If save allowed save is at +2 vs the powder.
An oil will effect target of direct hit or application, there is a chance for partial effect to those adjacent who can be splashed. Oils can also be applied to weapons and other objects.
Potion level
A potion level is equal to the level of spell that the potion, powder, salve, or oil duplicates.
Formulas
Each form of application requires a separate formula. An alchemists that are also a spell caster will learn but one formula upon learning a spell.
A formula will spell out what alchemical apparatus is required for that specific formula. The formula for a powder or salve may only require one different apparatus from that required by a traditional potion.
Formulas may be found on scrolls or compiled in manuals. After 3 successful brewing sessions a formula may be considered committed to memory of the alchemist and need not be on hand while brewing,
Components
Any and all spells that require material components require the incorporation of a material component in the recipe of the spell and the expense of that component per dose. Components may be found in some apothecaries.
Special Ingredients
Some recipes will require special ingredients that must be acquired to brew the potion. The special ingredients will not morally be available on the open market and require special actions to gather and employ.
Alchemical Appartus
Each formula makes use of different alchemical apparatti as mention above and discussed here http://aeonsnaugauries.blogspot.com/2013/07/alchemical-apparatus.html .
Damaging Apparatus
Each apparatus is at risk every time a potion is brewed. Any botched roll may result in the ruin of each Alchemical Apparatus used. Brewing potions can get expensive.
The save bonus is the materiel number added to a d20 roll against a target no of 15+ potion level.
A damaged apparatus is rendered unusable but not necessarily destroyed.
Damage to Alchemical Apparatus
1. absolutely destroyed, nothing salagable
2. shattered into pieces. the pieces may still be of some value but not in alchemy (10-30%)
3. Obvious fracture/pitting- obvious damage to the device makes it clearly unusable
4. Stained- the device is polluted in such a manner it is unusable until properly cleaned, cleaning attempts will take as many hours as the device number multiplied by the material number and a cost of 2% the items value and will only be successful 50% of the time.
5. Irradiated- the device has collected and will emit low level radiations that render it useless for normal alchemy and a potential hazard to any user.
6. Minute Flaw- the device is rendered useless but only the skilled can tell that the hairline fracture or microscopic pitting have ruined the device.
Time to Brew a Potion
It takes one week (minimum) per potion level to brew a potion. the brewing process requires twic daily attention of a skilled alchemist.
Additional Cost
Each potion requires fluids, bases, acids, and fuels which are available in some market towns and certainly so in larger cities; special ingredients may also be required.
Cost = level of potion x 20 in sliver shekels. (buying power of 10-30gp in regular dnd)
The Brewing Roll
Each week a potion is being brewed a d6 is rolled per skill rank of master alchemist and apprentice.
All successful rolls of 1-3 (plus INT task modifier) are tallied and the final score determines success and quantity brewed.
If three or more 6's are rolled in a single week the potion has been botched and disaster has resulted.
All aparatus used are exposed to potential damage (see above) and all present are potentially harmed.
Alchemical Brewing Disaster.
1. Noxious Fumes, 1d6 damage per spell level, save vs poison for 1/2 damage. Lingers for 10-20 minutes.
2. Acidic Cloud- 1d6 damage per level, save vs dragon breath at -4 for 1/2 damage. Lingers for 2-7 rounds.
3. Fire- 1d6 damage per level, save vs dragon breath for 1/2 damage, % chance of damage that area is set aflame.
4-5. Explosion. 1d6 per damage per level to all within 40'. Save for 1/2 damage.
6. Radiation. 1d6 damage per level of potion, no save unless special protection available. Radiation lingers in area (lab or 30; radius) for 1 month per spell level requiring anyone who spends a day in the area to save or take half the dice originally suffered.
Alchemical disasters 2-5 require any formula scrolls or manuals present to save vs the initial incident or each round.
Success and doses produced.
A dose of a potion is successfully brewed per 5 points of successful rolls.
A dose of a salve is successfully produced per 6 points of successful rolls
A dose of oil or powder is successfully produced per 7 points of successful rolls,
A pill is produced per 8 points of successful rolls.
Difference is applications.
A potion can only be imbibed by conscious being.
A salve takes 2 rounds to apply to a being.
A powder will effect all in a 5' radius per 3 levels. If save allowed save is at +2 vs the powder.
An oil will effect target of direct hit or application, there is a chance for partial effect to those adjacent who can be splashed. Oils can also be applied to weapons and other objects.
A Few Words
A bunch of words I've recently been using in campaign/dungeon development.
Altar, chantry, font, shrine, reredos, tabernacle
Temples, shrine, chapel, sanctuary, cathedral, prayerhall
Tomb, crypt, sepulcher, mausoleum, grave, burialchamber
Coffin, pall, casket, sarcophagus, ossuary, urn
Relic, artifact, survival, vestige, monument, rememberance
Curse, anathema, bane, commintation, malediction, objuration
Rune, symbol, sign, morpheme. pictograph, glyph
Blood, claret. cruor, clot, sanguina, plasma
Tithe, capitulation, excise, impost, obligation, tribute
Pulpit, lectern, rostrum, podium, platform, dias
Reliquary, arca, feretory, coffer, repository, case
Talisman, phylactery, charm, fetish, amulet, ward
Just felt like sharing.
Altar, chantry, font, shrine, reredos, tabernacle
Temples, shrine, chapel, sanctuary, cathedral, prayerhall
Tomb, crypt, sepulcher, mausoleum, grave, burialchamber
Coffin, pall, casket, sarcophagus, ossuary, urn
Relic, artifact, survival, vestige, monument, rememberance
Curse, anathema, bane, commintation, malediction, objuration
Rune, symbol, sign, morpheme. pictograph, glyph
Blood, claret. cruor, clot, sanguina, plasma
Tithe, capitulation, excise, impost, obligation, tribute
Pulpit, lectern, rostrum, podium, platform, dias
Reliquary, arca, feretory, coffer, repository, case
Talisman, phylactery, charm, fetish, amulet, ward
Just felt like sharing.
Sunday, July 7, 2013
Gods of MOG
Here is a brief roster of the Gods of MOG.
Greater Deities
Emperor of the Dragon Stars- The Primary sky God of MOG
Queen of the Yellow Planet
Master of the Purple Moons
Garum Keeper of the Secrets of Stone- popular with miners,molemen and cyclops
Yvrak the Scream in the Night.- appeased by hunters, amazons, and pygmies, popular with assassins
Lesser Deities
Knights of the Seven SwordsL Urtos, Gwin, Branard, Almont, Dwin, Capros, and Sidard
The Fates- no one worships just one of the spinners of the skeins
Obernoth, the Elf King- generally only worshiped by men interested in magical secrets but offerings are left for him to thwart the attention of malicious faeries.
Brunhiltha, The Valkyrie Matron- very popular with amazons
Blaug, King of Toads and Vermin
Soalaz, Demon Prince of Pain
Das, Demon Lord of Gates
Yalm, The Roots of the Forest- popular with molemen
Vort, The Winter Wind
Abem, Lord of Ancient Lore
Mol, the Blind Seer
Zanatha, She of the Hundred Deaths
Rax, Stomach of the Bear and the Dog- appeased by hunters and pygmies.
Minor Deities
Bhaghates, the Opener of Windows and Doors
J'Haabbis, The Gardener of Wicked Seeds
Carnivorra, She Who Eats the Souls of Man
Morpheon, the Dreaming King
Sattos, The Watcher in the Sky
Xokk, the Guardian of the Black Sun
Braxivos, Warden of the Prison Plane
Whillit, The Secret in the Mirror.
Note: only 2 of the three greater gods are known by name the others are known by title only, they are mighty and powerful entities that seldom converse with mortals.
In my MOG campaign once a Acolyte of Zealot reaches second level the character needs to select a patron deity, no other class is required to do so. Some magical items and mystery altars only function beneficially for those that serve a god or who have recently sacrificed to it.
Greater Deites are a big deal recognized virtually everywhere, there have been few if any sighting in all of history. A greater deity can reshape the world on a whim.
Lesser Deities are less known in all places, they may have been seen on the world in the past few millenniums.
Minor Deities will not be known to all and many a well versed scholar may know little more then their names. Curiously enough these are the netities most likely to be met by mortals.
Greater Deities
Emperor of the Dragon Stars- The Primary sky God of MOG
Queen of the Yellow Planet
Master of the Purple Moons
Garum Keeper of the Secrets of Stone- popular with miners,molemen and cyclops
Yvrak the Scream in the Night.- appeased by hunters, amazons, and pygmies, popular with assassins
Lesser Deities
Knights of the Seven SwordsL Urtos, Gwin, Branard, Almont, Dwin, Capros, and Sidard
The Fates- no one worships just one of the spinners of the skeins
Obernoth, the Elf King- generally only worshiped by men interested in magical secrets but offerings are left for him to thwart the attention of malicious faeries.
Brunhiltha, The Valkyrie Matron- very popular with amazons
Blaug, King of Toads and Vermin
Soalaz, Demon Prince of Pain
Das, Demon Lord of Gates
Yalm, The Roots of the Forest- popular with molemen
Vort, The Winter Wind
Abem, Lord of Ancient Lore
Mol, the Blind Seer
Zanatha, She of the Hundred Deaths
Rax, Stomach of the Bear and the Dog- appeased by hunters and pygmies.
Minor Deities
Bhaghates, the Opener of Windows and Doors
J'Haabbis, The Gardener of Wicked Seeds
Carnivorra, She Who Eats the Souls of Man
Morpheon, the Dreaming King
Sattos, The Watcher in the Sky
Xokk, the Guardian of the Black Sun
Braxivos, Warden of the Prison Plane
Whillit, The Secret in the Mirror.
Note: only 2 of the three greater gods are known by name the others are known by title only, they are mighty and powerful entities that seldom converse with mortals.
In my MOG campaign once a Acolyte of Zealot reaches second level the character needs to select a patron deity, no other class is required to do so. Some magical items and mystery altars only function beneficially for those that serve a god or who have recently sacrificed to it.
Greater Deites are a big deal recognized virtually everywhere, there have been few if any sighting in all of history. A greater deity can reshape the world on a whim.
Lesser Deities are less known in all places, they may have been seen on the world in the past few millenniums.
Minor Deities will not be known to all and many a well versed scholar may know little more then their names. Curiously enough these are the netities most likely to be met by mortals.
Alchemical Apparatus
The following are the tables I'm using for my current campaign to determine what alchemical apparatus is needed in brewing potions, powders, and oils.
Each alchemical process will require the use of multiple specially prepared Alchemcial Apparati. Roll 2 times plus once per potion level on the two following tables.
Material
1. Earthen Ware
2. Stone
3. Ceramic
4. Copper
5. Brass
6. Glass
7. Steel
8. Crystal
9. Bone
10. Ivory
11. Silver
12. Hepatizon
13. Cobalt
14. Platinum
15. Lapis
16. Titanium
17. Galvrin
18. Aerthril
19. Orichalcum
20. Adamant
Device
1. Rod
2. Plate
3. Dish
4. Spoon
5. Bowl
6, Mortar
7. Funnel
8. Phial
9. Pelican
10. Athanor
11. Alembic
12. Beaked Alembic
13. Vaporizer
14. Immersor
15. Cemantato
16. Cumbistor
17. Reverbirator
18. Extractor
19. Sublimator
20. Circulator
In addition to the number of rolls the level of the potion being brewed may also impact dice rolls used to determine an apparatus. I'm going with this for my MOG campaign Level 1-3: d12s on each chart, level 4-6: 1d20s for first apparatus and 1d16s for the remainder, 7+ roll d20's for each apparatus.
Pricing of Components
I'm going with the material number squared multiplied by the device number.
ex: Copper Bowl is material number 4 and device number 5 so that's (4x4) x 5 = 80 silver shekels on MOG, depending on your campaign that could easily be GP instead.
On MOG the prices for Alchemical Apparatus will vary from 1 silver shekel to 8,000 silver shekels for one apparatus.
Additional Cost
Each potion requires fluids, bases, acids, and fuels which are available in some market towns and certainly so in larger cities; special ingredients may also be required but these should be tied closely to campaign and spell.
Cost = level of potion x 20 (silver shekels on MOG)
Damaging Apparatus
Each apparatus is at risk every time a potion is brewed. Any botched roll may result in destruction of each Alchemical Apparatus used. Brewing potions can get expensive.
I'm going with a save bonus tied to the materiel number against a target no of 15+ potion level. It's quick and abstract and alchemical glass isn't really stronger then stone it's just less likely to be ruined by a host of alchemical mishaps that would render baser materials useless.
Each alchemical process will require the use of multiple specially prepared Alchemcial Apparati. Roll 2 times plus once per potion level on the two following tables.
Material
1. Earthen Ware
2. Stone
3. Ceramic
4. Copper
5. Brass
6. Glass
7. Steel
8. Crystal
9. Bone
10. Ivory
11. Silver
12. Hepatizon
13. Cobalt
14. Platinum
15. Lapis
16. Titanium
17. Galvrin
18. Aerthril
19. Orichalcum
20. Adamant
Device
1. Rod
2. Plate
3. Dish
4. Spoon
5. Bowl
6, Mortar
7. Funnel
8. Phial
9. Pelican
10. Athanor
11. Alembic
12. Beaked Alembic
13. Vaporizer
14. Immersor
15. Cemantato
16. Cumbistor
17. Reverbirator
18. Extractor
19. Sublimator
20. Circulator
In addition to the number of rolls the level of the potion being brewed may also impact dice rolls used to determine an apparatus. I'm going with this for my MOG campaign Level 1-3: d12s on each chart, level 4-6: 1d20s for first apparatus and 1d16s for the remainder, 7+ roll d20's for each apparatus.
Pricing of Components
I'm going with the material number squared multiplied by the device number.
ex: Copper Bowl is material number 4 and device number 5 so that's (4x4) x 5 = 80 silver shekels on MOG, depending on your campaign that could easily be GP instead.
On MOG the prices for Alchemical Apparatus will vary from 1 silver shekel to 8,000 silver shekels for one apparatus.
Additional Cost
Each potion requires fluids, bases, acids, and fuels which are available in some market towns and certainly so in larger cities; special ingredients may also be required but these should be tied closely to campaign and spell.
Cost = level of potion x 20 (silver shekels on MOG)
Damaging Apparatus
Each apparatus is at risk every time a potion is brewed. Any botched roll may result in destruction of each Alchemical Apparatus used. Brewing potions can get expensive.
I'm going with a save bonus tied to the materiel number against a target no of 15+ potion level. It's quick and abstract and alchemical glass isn't really stronger then stone it's just less likely to be ruined by a host of alchemical mishaps that would render baser materials useless.
Sunday, June 23, 2013
Goblin Mines and Halls
Goblins are some of the most industrious builders and miners among the humanoid races. Many a goblin force will make it's home in dwarves halls won after decades long wars buthere are unique features that will define goblin mines and halls as well.
Goblin Mine
Goblins mine the riches of the earth as greedily as the most selfish of dwarves ever could and have developed mining techniques in advance of those practiced by many mannish nations. Goblin mines seldom stay a place for ripping forth riches secreted in the earth and often become seats of industry and and dwelling place.
Large chambers and caves breached in a goblin mine will be ringed with walkways carved in stone or made of propped up woodworks. These woodworks will sometimes be rather elaborate networks of bridges and platforms offering guard posts and living space for the goblins.
Goblins appreciate natural beauty in an odd way, when the cruelty of the world and rot are present goblins find the most beauty. Their mines will sport spiked grottoes and gardens of colorful fungi.
Goblin Wells
Identified as simple peasants as wells these are in fact shafts used by goblins to travel to the surface and to provide ventilation to their mines and halls far beneath the ground.
Take heed when entering a goblin well to plumb it's depths they are often trapped and monitored by secreted guardians that can send one tumbling to their doom with a hand that seem to appear out of nowhere.
Goblin Halls
A Goblin hall may start as a modest gathering point for a tribe guarded by a simple gate but in time it will grow into a grand subterranean hall festooned with frescoes and grand vaulted chambers with ceiling held up high overhead by baroque decorated pillars. Many a decoration conceals a secret passage, spy-point, or murder hole. The Pillars that stretch high overhead will offer amble holds for goblins to stream up and down to either escape by trapdoors high overhead or to spill forth in great numbers upon invaders to the hall.
Goblins frequently construct balconies and ledges that ring their halls where they can rain down their wrath upon invaders.
Stairs will often be seen with no rails running long ways along the walls of a grand goblin hall, these stairs offer easy travel for those of goblin stature and gait but are tricky and dangerous for those of mannish size or dwarf girth and sometimes dangerously trapped. Goblins are not prone to construct sheltered stairwells as they prefer to be bake to monitor ascents and descents with troops of archers.
Most daily life will take place in the hall with all but the most elaborate or noxious industries being practiced in the same space the goblins dine and train within.
Goblin sleeping halls will be secreted off of their halls and will be empty and silent during sleeping periods.
Goblins do not restrain themselves to the limits of what is practical and will slave away (or ensure their captive do) to surround their grand halls with elaborate and often impressive entry chambers that rival the halls of mannish emperors.
Goblin Tunnels
Goblins will build wide and high interlocking tunnels crisscrossed by ridges and sometimes running alongside each other appearing to be insets and ledges. Many a tunnel will reach a dead end seemingly for no rational purpose or lead directly into a shaft with no stair.
Goblins will also add crawl ways to allow guards and those trusted by their ruler to spy on the goblin tribe itself in secret and offer mysterious access between chamber, tunnels, and halls.
Goblins Hedges
Not all of the works of goblins are beneath the surface (see Goblin Wells above) as they will often encircle the entrances to their dwellings with walls of throned hedges. These hedges will grow to be impenetrable hard to burn walls over the centuries and will sometimes be grown in difficult to navigate maze-like patterns.
Goblin Towers
Goblins not wanting to let mankind and other show them up on the surface will from time to time contract towers of stone. These stones will come deep from their mines and halls beneath the ground and are often (but not always) a clue there is a large goblin settlement nearby. These towers seldom allow entrance on the ground either offering access part way up the tower -side or from secreted passages scattered about the tower tunneling down and then up into the tower itself.
Goblin towers are often hollow in the center with rooms and passages ringing a greta central shaft that may descend deep into the ground beneath.
There are few windows or arrrow-slits in a goblin tower as they favor sheltered turrets and balconies where they can step out and pour death on those beneath while thwarting the advance of sunlight as much as they may manage.
Goblin Magic
Goblins are a pretty magical race but do not often sport spells as human wizards do, their magic while not often noticed will be woven into their construction offering spaces larger than would seem natural, doors that link rooms with no adjoining walls and steps that travel to spaces no incline should reach.
Magical traps and illusionary walls may be as common as in a mad wizard's labyrinthine deathtrap.
Tread carefully while entering the domiciles of goblins and do not imagine all that you see is all there is at hand.
----
Goblins got ignored somehow way back when I was covering the constructions and habitations of Orcs, Kobolds, Gnolls, and Hobgoblins. I had to correct that error.
Goblin Mine
Goblins mine the riches of the earth as greedily as the most selfish of dwarves ever could and have developed mining techniques in advance of those practiced by many mannish nations. Goblin mines seldom stay a place for ripping forth riches secreted in the earth and often become seats of industry and and dwelling place.
Large chambers and caves breached in a goblin mine will be ringed with walkways carved in stone or made of propped up woodworks. These woodworks will sometimes be rather elaborate networks of bridges and platforms offering guard posts and living space for the goblins.
Goblins appreciate natural beauty in an odd way, when the cruelty of the world and rot are present goblins find the most beauty. Their mines will sport spiked grottoes and gardens of colorful fungi.
Goblin Wells
Identified as simple peasants as wells these are in fact shafts used by goblins to travel to the surface and to provide ventilation to their mines and halls far beneath the ground.
Take heed when entering a goblin well to plumb it's depths they are often trapped and monitored by secreted guardians that can send one tumbling to their doom with a hand that seem to appear out of nowhere.
Goblin Halls
A Goblin hall may start as a modest gathering point for a tribe guarded by a simple gate but in time it will grow into a grand subterranean hall festooned with frescoes and grand vaulted chambers with ceiling held up high overhead by baroque decorated pillars. Many a decoration conceals a secret passage, spy-point, or murder hole. The Pillars that stretch high overhead will offer amble holds for goblins to stream up and down to either escape by trapdoors high overhead or to spill forth in great numbers upon invaders to the hall.
Goblins frequently construct balconies and ledges that ring their halls where they can rain down their wrath upon invaders.
Stairs will often be seen with no rails running long ways along the walls of a grand goblin hall, these stairs offer easy travel for those of goblin stature and gait but are tricky and dangerous for those of mannish size or dwarf girth and sometimes dangerously trapped. Goblins are not prone to construct sheltered stairwells as they prefer to be bake to monitor ascents and descents with troops of archers.
Most daily life will take place in the hall with all but the most elaborate or noxious industries being practiced in the same space the goblins dine and train within.
Goblin sleeping halls will be secreted off of their halls and will be empty and silent during sleeping periods.
Goblins do not restrain themselves to the limits of what is practical and will slave away (or ensure their captive do) to surround their grand halls with elaborate and often impressive entry chambers that rival the halls of mannish emperors.
Goblin Tunnels
Goblins will build wide and high interlocking tunnels crisscrossed by ridges and sometimes running alongside each other appearing to be insets and ledges. Many a tunnel will reach a dead end seemingly for no rational purpose or lead directly into a shaft with no stair.
Goblins will also add crawl ways to allow guards and those trusted by their ruler to spy on the goblin tribe itself in secret and offer mysterious access between chamber, tunnels, and halls.
Goblins Hedges
Not all of the works of goblins are beneath the surface (see Goblin Wells above) as they will often encircle the entrances to their dwellings with walls of throned hedges. These hedges will grow to be impenetrable hard to burn walls over the centuries and will sometimes be grown in difficult to navigate maze-like patterns.
Goblin Towers
Goblins not wanting to let mankind and other show them up on the surface will from time to time contract towers of stone. These stones will come deep from their mines and halls beneath the ground and are often (but not always) a clue there is a large goblin settlement nearby. These towers seldom allow entrance on the ground either offering access part way up the tower -side or from secreted passages scattered about the tower tunneling down and then up into the tower itself.
Goblin towers are often hollow in the center with rooms and passages ringing a greta central shaft that may descend deep into the ground beneath.
There are few windows or arrrow-slits in a goblin tower as they favor sheltered turrets and balconies where they can step out and pour death on those beneath while thwarting the advance of sunlight as much as they may manage.
Goblin Magic
Goblins are a pretty magical race but do not often sport spells as human wizards do, their magic while not often noticed will be woven into their construction offering spaces larger than would seem natural, doors that link rooms with no adjoining walls and steps that travel to spaces no incline should reach.
Magical traps and illusionary walls may be as common as in a mad wizard's labyrinthine deathtrap.
Tread carefully while entering the domiciles of goblins and do not imagine all that you see is all there is at hand.
----
Goblins got ignored somehow way back when I was covering the constructions and habitations of Orcs, Kobolds, Gnolls, and Hobgoblins. I had to correct that error.
3d Line Art For Town Geomorphs
Here's a sample for 3d town/city Geomorphs as lineart:
With a little more detail here and there this might be the way to go. It leaves room for the user to add labels and their own color coding. The grid of geomorphs does present some issues when drawing maze like real worldish streets, large sections may do the trick.
With a little more detail here and there this might be the way to go. It leaves room for the user to add labels and their own color coding. The grid of geomorphs does present some issues when drawing maze like real worldish streets, large sections may do the trick.
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