Imagine your surprise when you DON'T die. No. Instead, you feel something, the light, flowing into you. Filling you. Something happens there, in your mind. Stretching out. Expanding. Your consciousness feels spread thin and for a moment, you almost believe your mind can encompass eternity. Then the fact that a very dangerous, very large human has his hand on your face and is shoving light into your brain penetrates your consciousness. The urge for goblins to survive is very, very strong. Yours no less. You act, as the men in that monastery taught.
You'd never been sure how it would work before, but your fingers come up. One hand wraps entirely around the man's thumb while the other jams the nail of your thumb into a place just below his wrist. You turn and shift your center of gravity as his hand goes limp and whip your entire body about in a move that allows you to ride his arm to the ground and twist it out of joint. Before he even has a chance to scream, you complete the motion with a backward roll that lands with a knee to his nose. You're too small to use the move the way it's really meant, but the extra momentum provided by the roll allows you to essentially detonate the man's nose as you lay it flat against his face. He loses consciousness, and you stop there, crouched on all fours, panting as you try to regain your breath.
Eventually, you look around and realize that the man is still alive and still drawing in breath. So, that's something you're going to have to deal with.
[ ] - Mercy - He'll probably die as is. Maybe if you take him back with you though, he can recover and you can get some answers. Whatever he was doing, you stopped him from completing it. You can get some answers, and divested of his possessions, he couldn't be that much threat to an entire tribe of goblins… could he?
[ ] - Safety - He's helpless. End him here, now. You can strip him of everything he has, and possibly get a little bit of food out of it. Who knows? Certainly, it's safer than having something this big and dangerous lurking around.
[ ] - Apathy - Who said you HAVE to deal with this? You're a goblin for crying out loud. You survived, so now's the time to engage in the time-honored goblin tradition of running away from terrifying things. Who cares what happens to it?
Regardless, you know that hunting and gathering for the day is over, so you have to go hunt down your tribe and find out what they're up to since they almost certainly all fled back to the cave after the dragon left. You'll have to rally, beat, cajole, and bribe them to go out and there's so many things you have to attend to. Come to think of it, winter isn't far awa- Wait. That's odd. Now that you think about it, you've never really THOUGHT about winter before. You just dealt with it when it came, and accepted the inevitable goblin deaths as just that… inevitable. In fact, most goblins aren't capable of thinking more than half a day or so ahead of time.
Oh spirits. Now you can't STOP thinking of things. Like, how difficult you suddenly realize winter is going to be… Or rusty your skills might actually be from not being as disciplined as you should be with them. Really, your knowledge of the future seems to mostly serve the purpose of making you regret the past. You know you didn't have a short memory before. Now though, it's almost like… When you think about the day ahead of you… You just sort of KEEP thinking about it. As a goblin, your ability to contemplate the things that might possibly kill you is practically unmatched. Nine hells, there are breeds of vermin that have a lower mortality rate than your people. The only surcease you ever got from that was the fact you could only fit so much worrying in your limited ability to plan for the future. Now, though…
Well, done is done. No reason to complain about it now. No. The main reason to be a Chief is to have safety and comfort. To achieve that, though, you must have a strong tribe. Your goblins are the equal of any two of their number, but they have dwindled under your leadership. Now? Your tribe has maybe ten members, not including yourself. It won't survive much longer without your guidance. No tribe means you are very vulnerable. Vulnerability means potential starvation, and death.
It's not a very nice cave. It's drafty, damp, and there's basically no defenses. It's just a hole in the side of the mountain with a particularly easy path up, which, now that you think of it… Also makes it easy for wild animals and other tribes to find their way to you and raid. At least you thought of training your tribespeople. They don't complain, but you can see too many hollow bellies. Too many badly bound wounds. Tattered clothing when they're wearing anything at all. You can push them further than most goblins would ever willingly go, but there's a limit. You'd had to beat and cajole them into line. Teach them your meditations so they didn't notice their discomfort as much. Your direction helped eliminate some of the misery of their lives, which made your position a little safer from constant attempts to kill you. Extinction does none of you any good, though.
In the cave, there's a bundle of sticks, taken from stolen bits of broken wagons, random branches, and bits of scavenged trash. It sits center so all may see you when you sit there. You ascend The Boss Chair to think, and begin giving orders to your goblins. So they can't think very far ahead? Fine. You can do it for them. Ogres and the like push you all around when the form Warbands. They use their strength to bully and abuse you. Even goblins have their limits, though. You can be pushed enough to rebel. You're not going to let it get that bad, though. No. It's time the Gristlefang Tribe had things its own way. You are Drago, son of Pikk, daughter of Podmuk and on this day, you make a solemn vow to the spirits: You shall not be food for another.
Tribe Growth Per Turn: 0
Food Reserve: 15
Food Upkeep: 50
Food Income: 45
Tribe Population (not counting you): 10
Breed Modifier: 1.1
Warfare: 17
Statecraft: 1
Leadership: 12
Research: 8
Skulking: 15
Warfare (Choose one): Your tribe could probably defend against a somewhat larger tribe of goblins with no problems, but anything more challenging than that is problematic.
[ ] – Advisor – You need help. You can't do everything like you are now and ever expect to make any real progress. Not without help. You've heard of a cave in this mountains where there lives a troll. Normally, they'd dominate or eat goblins rather than work for them. You've heard this one is blind, however. Eyes gouged out and burned to keep him from being able to regenerate. He's still dangerous. A casual swipe from him could easily end you. Still, trolls are well known for being willing to work for humans for gold, and for being naturally militarily inclined. Since he's blind, and he can barely feed himself in this hellhole you call home, you figure that by agreeing to feed him, you can draw on some of that military experience. Chance: 70%, Turns: 1, Upkeep +5, gain an advisor and extra warfare action and options.
[ ] – Training – Your goblins know how to throw a punch, a kick, and how to block. Goblin to goblin, they'd win in almost any normal fight. They could stand to be better, though. With a little bit of effort, you could probably raise your entire tribes fighting skills at a minimum to the level of 'Aspirant' in the Dragon Fang Style by teaching them some forms and techniques. It would take hard effort, and a murderous amount of training to do this in a year, but goblins DO like being able to beat things up. It would certainly reduce some of the casualties from hunting and better prepare you for raids from other tribes. Chance: 70%, Turns: 1, Reward: Better trained fighters, reduced yearly mortality rate.
[ ] – Cavalry – You know other races have mounts they ride into battle. It greatly increases their effectiveness. In some of the other caves on this mountain, you know you've seen some rather large, but relatively docile spiders that you think could bear the weight of a goblin. It would provide a few options in battle, and it would also make getting around the mountain that much quicker. They can't crawl straight up walls bearing the weight of a goblin, but they may be able to scramble over uneven terrain in a way even carnigoats could envy. Chance: 60%, Turns: 1, Ridable Cave Spiders, Upkeep +10
[ ] – Raid – There's more than one goblin tribe on this mountain. It's not very neighborly, but if you attack one of the weaker ones, you might net all sorts of rewards. Food, materials, volunteers, maybe even a minor magical item if you get particulary lucky. Of course, if you do poorly, you could lose a few goblins, or even worse, make an enemy of something larger. Chance: 90/80/30, Turn: 1, Chance of reward or disaster based on how well or poorly you roll.
[ ] – The Ogre Problem – You currently pay most of the food you gather or hunt to a small ogre tribe from down the mountain. They're very… Problematic. They make the standard threats, of course. Give them food, or they'll destroy you. You've seen them snap a horse in half with their bare hands which is no mean feat. One of them could give a tribe like yours pause effortlessly. There are SIX of THEM. Still, you're pretty sick of paying tribute to them. With your current resources, it would be nearly suicide. You could give it a try though. It would certainly solve your food problem easily enough. Chance: 5%, Turn 1
Statecraft (Choose One): Diplomacy is NOT a thing you really need to be doing yourself. You wouldn't know the difference between a diplomatic gift and a rock to the skull. Best to rely on others for now.
[ ] – Advisor – Noone wants to talk to you. Other goblin tribes attack you on side. Anything less dangerous than a goblin is food to you. To anything stronger than a goblin, you probably ARE food. If you're willing to venture down the mountain, one of the Clan Drakes seems to be doing his Journeyman Quest. He is from the Ambassador Caste, which definitely fits your needs. However, since he's here in The Storm, one must assume he is either disgraced, of no important sept, or both. Which might limit his value. Still, once the Clan Drakes pledge service, it's for life. Plead your case to him, offer to feed him since it's the one thing you really have to offer, and maybe the sterling reputation of the Clan Drakes will help open up relations with other tribes. Chance: 70%, Food Upkeep +5, Gain advisor and additional statecraft options and actions.
Leadership (Choose one): You don't really know much about leading a tribe. How to properly anticipate their needs for nutrition, how to keep them happy, cloth them, feed them. Your discipline has ensured that the average Gristlefang is unlikely to challenge or try to kill you, but botch this too much, and they may very well rebel anyway.
[ ] – Advisor – Only goblins truly understand other goblins. You know of a wanderer, a survivor of the failed 'Nightstab Tribe'. While it would probably be pitifully easy to convince him to join your tribe, and even just tell him to do the job you want, he's pretty exceptional in his talents. Some even say his a Revenant. A rare phenomenon cropping up among the races. One who is Deathless. Regardless of the truth of this, it means that he is also more likely to challenge you for leadership. So you'll have to make an effort to impress upon him the consequences of stabbing you in the back. Chance: 70%, Turn 1, extra leadership action, failure gets you an advisor but he WILL make trouble.
[ ] – Fungiculture – The men of the order farmed. Tilled lands. Tended orchards. Even grew savory mushrooms. You don't understand the finer points, but the caves around here sprout fungus pretty easily, and there are a LOT of caves. You remember the basics of growing mushrooms, so you're pretty sure you could set some goblins to tending them in their spare time. They don't require a whole lot of work per day, since the local varieties are so hearty, and it would be an ongoing source of food that you don't have to HUNT for. It wouldn't add a whole lot your tribe's access to variety, but your people are about as content as goblins get when it comes to fancy luxuries. You could feed them bland porridge every single day and they wouldn't complain. Chance: 90%, Turn 1, +10 Food Income
[ ] – Hunting – Organize some directed hunting parties. Making a concerted effort here will allow you to stockpile a reserve. Go after some carnigoats, or Moor Hares if you're feeling particularly bold. Sure, you might take casualties, but everyone who survives will have fuller bellies and you can make sure the ogres get their tribute. Chance: 80%, Turn 1, +20 Food Reserve
[ ] – Breed – Goblins do one thing better than almost any people (except maybe Kobolds), and that's 'breed'. You can simply just order your goblins to focus on growing the tribe. Your food costs will go up, but so will the number of hands you have access to over the course of a year. You won't even have to work to convince them. Chance: Auto-succeed, Turn 1, Multiply current population by breed modifier.
Research (Choose one): Goblins are generally not scholars. You're no exception, but you can see now that only greater knowledge will lead to greater prosperity in the long run. You need all the advantages you can get.
[ ] – Advisor – You nearly screamed your head off and order your tribe to pack up and flee when you heard the news. An elf. AN ELF. Covered in swirling black tattoos, shining golden eyes. The only people with the ability to match direct magery with the Lysendi. And there's an Elven Wyrdláréow wandering around the base of your mountain. Your people tell you that he wants to meet with you. He claims that Wyrd, a strange elvish concept, commanded that he come and make common cause with you. He's willing to lend his intelligence to your cause, but he's got a few terms he wants to hash out first. Chance: 70%. Turn 1, Food Upkeep +5, new research options and one extra research action.
[ ] – The Scroll – The scroll you stole is full of odd writing. By studying the pictures, you think you can glean some techniques just by eyeballing it. Having someone who can read the old thing properly would accelerate your understanding of it greatly, though. Without a proper understanding, you're merely an excellent fighter. With the scroll, you could become a true practitioner of the ways. A dragon in a goblin skin, as it were. What's more, this will allow you a great library of techniques in the long term to teach to your goblins. Chance: 70%, Turns 1
Skulking (Choose one): You're a goblin. Frontal attacks aren't normally in your blood. Sneaking around and getting your way with quiet feet and when need be, sharp knives to the back. The problem is, this works best when people are actually willing to let you near enough to plunge the knife in.
[ ] – Advisor – One word. Vampire. He's not asking for food. He's not asking for much in the way of accommodations. Just a moment or two alone with any prisoners you happen to capture here and there. Presumably to drain their blood. Oh yeah. And if you don't have any prisoners, he wants your goblins to all contribute a little blood to make sure he's well-fed. Supposedly, the former human is hiding here from the villages on the Witch Moors after he pissed off one too many witches. Oh well. Not like they ever leave the moors. Chance: 70%, Turn 1, additional skulking action, more skulking options, if not fed prisoners, may feed on your goblins.
[ ] – Ogre Intel – Forewarned is forearmed. Even if you never decide to attack them, knowing them better will make you safer in any dealing with them. Especially if their leader decides he wants to 'chat'. If you DO decide to attack, knowing where they sleep, if they have any prepared defenses, and their movements will be PARAMOUNT to carrying it off with as few casualties as possible. Chance: 40%, Turn 1
Personal (Choose one): You of course have time for yourself. After all, what's the point of being in charge if you can't properly abuse the position!
[ ] – Extra Attention – You can use this free time to slip in another action in any one category. Write in which category.
[ ] – Ascetic Meditation – By meditation on the nature of the Potential and Breath inside of you, you can smooth out the flows in your mind and body, make them more efficient. This isn't something you can learn from a scroll, but it can have all sorts of effects, such as reducing your need for warmth, boosting your resistance to disease, decreasing the amount of food you require… And at higher levels, pushing your physical abilities beyond what is normally possible for a goblin of your size. If you discover a special meditation technique, there's a chance you'll be able to guide any elite fighters you have in learning it. Chance 5%, Turn 1
[ ] – Train an Attribute: Write In.
Relations:
Cracktooth Kobolds: Apathy
Warpath Ogres: Contempt
Clan Drakes: Polite Neutrality
Witch Moors: Apathy
Other Goblin Tribes: Enmity
The Storm Dragon: Beneath Notice
Lysendi Empire: Hatred
Kraakena Elves: Unknown
A/N: So, it took me a while, after half the first one got deleted. Not a lot of options yet because, well, you're goblins just starting out and you have no advisors.