Worgs work and we can work in a pen or something, possibly as the personal property of the chief. No way would something as valuable as worgs be left in the hands of anyone else, even as he has to let warriors use them. Which in practice means Gahji could still ride Bhatu, even if such a thing would technically belong to the chief. That would save us the trouble of explaining how his family owns a stable while other goblins live in huts which look like this:
Well I’m sure technically everything belongs to the chief if he wants it. Yea I didn’t imagine he would own his own pen or worg in a tribal environment. I didn’t even consider that he would have his own hut. Thought those below cheif and shaman just sorta rested in a mess hall situation. As for the worgs I guess they would be kept in a central location where they are easily monitored and accessed when needed, but I also imagine the chief doesn’t personally tend to and feed them or maintain their enclosure, offering Gahji plenty of opportunity to be with them.
Gahji is a bit unlike the others of his tribe. Sure he is a little shorter than average but it’s not that, nor is it the fact that he was birthed in the cold muds of the worg pen and accidentally left there, (these things happen) but it’s because he not only stayed out there for many nights but he also survived.
Despite being viscous predators a worg mother has quite a nurturing side. One good enough to sustain a goblin infant. It was days before Gahji was found and by then him and Bhatu had already formed quite the bond. Because of this connection Gahji spends most his time with the animals and looks up to the worg pack leaders more so than he does some of the tribal warriors who pass off their sheer luck as valiant skill. He is less interested in and driven by the pursuit of fame and honour that comes with being a notorious warrior and is more content on just getting by, playing, exploring and fishing.
Gahji is consider peculiar or dumb by his peers (which greatly hinders his breeding chances) but that’s simply because they don’t understand him. Spending so much time with the animals has left his social skills lacking behind his years. Still, he is a curious thinker and one who is interested in the wider world. He lacks some of the greed associated to his kind but has a temper as strong as any other, with an animalistic malice and thirst for vengeance to top it off.
If worgs are no good I’d be happy to have a wolf or wild dog instead.
Also another thought, with the goblins mortality rate and lack of record keeping, having only one dedicated apprentice of any trade, especially the shaman, is just asking for the tribe to lose that knowledge forever.
Here’s something I stole but think really nails goblin law
Crime and Justice
Crime, as the Goblinoids define it, is surprisingly rare in a society as wild as that of the goblinoid race. Killing is not considered a crime at all, and petty stealing is often overlooked as routine. Few crimes in the Human sense of the word are defined as such in Gobbo society, with one simple reason: religion (see Chapter Three: Religion and Magic for more info on this). Gobbo justice operates by the law of the jungle, every Gobbo for him/herself. Waiting for a fellow Gobbo to pass, sneaking up on him, knocking him out and 'borrowing' the tasty Squig he was carrying is perfectly Ok - after all, it's good practice for when you do it to a Humie. Gork salutes those with melee prowess, so killing a fellow Goblinoid is perfectly fine. In fact, Gork smiles on you all the more when it's a superior. You've proved yourself better than a superior, so are ripe for a rise in social status. I'm sure you get the picture.
Despite an atmosphere of being able to get away with almost anything , things rarely progress beyond petty thieving, the occasional killing (which is, after all, an occupational hazard the higher up the chain you are), etc. When 'justice' is perceived necessary, it is of course up the victim to get it done. A trick just as sneaky as the 'crime' itself or perhaps just killing (or attempting to kill) the perpetrator are the usual methods. Those close to the 'victim' can give them a hand of course, or warn the perpetrator of the original 'crime' beforehand...
If this is basically just civilised short Neanderthal’s it’s not really the game I was signing up for.
I wanted the cunning back stabbing, plotting, sneaky lil mischief that goblins are known for. They are opportunists that have learnt to take every advantage they could out of necessity. The fight adversity all the time and work together when it favours them.
The human/goblin years thing bugs me, sorry, pet peeve. By all means continue it but I will be using revolutions of the sun or cycle of seasons, not an estimated point in a variable lifespan.
@Dark Light: Hmm, I'm not exactly sure why Arinne would go out of her way to help him? She's not exactly the most charitable person. It would make more sense if he was somehow under one of the contracts she activated.
Yes that’s sorta what I meant, not in a charitable supportive way but more of an enlist into service kinda thing. Edit: Ah ok, I see my mistake. She activated contracts not personally picked mages. I will update it to reflect a family in her support that has sent him.
Armor: Buckler (light shield 6) Light chain shirt (B 20% / S 50% / P 30%) Steel greaves and bracers Leather wrappings.
Special Rules:
Caerbean Deck Hand - Saltwater runs through your veins. Adrenaline is your drug of choice. The only thing better than a good fight is a good fuck - the only thing better than a good fuck is a good fight after a good fuck. Caerbeans are natural sailors, fighters and are generally at the heart of any bar-room party. They are also quick to fight just for the fun of it and are natural showmen.
Orc Blood Rage - Anybody with a trace of orc in their lineage has a chance to be afflicted by the Blood Rage. When your blood burns hot and your vision turns red, few things can stop you. After preparing for one hour, the character gains a three-hour window in which they can voluntarily go into a Blood Rage. Alternatively, after three active rounds engaged in combat, the character will go into an involuntary Blood Rage. A Blood Rage may be ended with a successful (strength 3) Will test or upon the character taking a debilitating wound. While Blood Rage is active, the character gains +1 Initiative, +1d6 on attacks and Die Hard on a 6 (Die Hard is rolled after all normal saves and, if successful, ignores all wounds that the character might have taken at that point).
Background:
One of his Grandparents were high nobles from Hecate, an important person of position and wealth. All was lost when they mingled with a Caerbean woman. Ezlan does not know the full extent of this story but blame of his families poverty and struggles have fallen to the uptight laws and law keepers of the Hecate. Two generations later Ezlan, a proud follower of the storm maiden, a bringer of chaos and a notorious brawler from the docks, is interested in his family history. But to learn of such he must first make a name for himself.
Currently residing in Caerbea and calling it home, a fair amount of his childhood and past struggles occurred in the Iron Harbour. Growing up there he fought, fought a lot. He still proudly wears the scars to prove it. While he enjoys a good skirmish, his blood often boils intently with rage. It was there, because of this, lost in a blind rage he accidentally murdered his best friend during a petty brawl.
It was a life changing moment that sent him to the church to study and grow. Eventually he found his way back to the path of the Storm maiden, became a great dock hand, was good at entertaining company and quite a knowledgeable story teller. But his short temper, violent tendencies and highly competitive reckless streaks caused him to be cast out time after time. The same reasons he has held so few friends or lovers long term.
Despite being a keen brawler and always eager for a fight he is also quite intelligent. He has a wide curiosity and a special interest in history and biology, wanting to expand on what he learnt at the church. As such he enjoys reading and collecting. It is that curiosity that drew him to the sea and docks where he could meet interesting people and learn their tales. For this he has many stories to share and a knack for telling them. His favourite stories are of history, battle or feats of strength and ingenuity. He incorporates these lessons and other gained knowledge into his fighting style to gain every advantage he can.
He is almost as good as aiding the injured as he is at injuring people. Helping is now in his nature, and while he tries to be content with what he has, deep inside he has always had a yearning for more. To be something more. A feeling or desire to be destined for some sort of greatness. He constantly tries to prove his worthyness to himself and the Storm Maiden who guides his path.