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Month Index: September, 2004
From: Night_Druid <Night_Druid@??????????.net> Date: Mon, 13 Sep 2004 05:29:01 -0500 Subject: Re: Goblin Gear: Porcupine Part I
Part one of my infamous article making Porcupines a dangerous threat :)
Adam
Goblin Hordes
A common pest on many groundling worlds, for ages it was thought
that
goblins were too primitive and weak to make a serious impact on
wildspace. Unfortunately, the goblins did discover the secrets of
spelljamming many centuries ago, and spread across wildspace like a
ravenous plague. No other known race has ever spread as far and as
quickly as the goblins did, spreading to every corner of the Known
Spheres and beyond.
Goblin ships, individually no mach for most spelljammers, were
deadly
when encountered in small fleets. The goblins adapted their mob tactics
when they took into wildspace. Rare is the lone goblin ship, usually
the survivor of a battle or disaster. Porcupines, the main goblin ship,
is almost always encountered in clusters of a dozen or more. Through
the use of teamwork and playing on their strength in numbers, the
goblins preyed upon any and all ships they encountered. Goblin pirates
were among the most feared in all of wildspace, striking with such
numbers to defeat elvish Men-O-War, heavy human hammerships, and even
the dreaded illithid nautiloids. Such were the numbers of these fleets
that they decimated the trade lanes.
Porcupine Ships
The pride and joy of the goblin fleets, the porcupine is a primitive
yet surprisingly powerful ship. It takes the appearance of a gigantic
spiny ball tipped with conical ram mines and an aft wooden tail. A
fan-like sail, controlled by a dozen or more stout ropes, is at the end
of the tail. A solid oak or ironwood door mounts the top of the tail,
through which access to the interior is gained. The globe is pierced by
four large ballista gunwales and a score of smaller arrow slits. The
porcupine is a close range fighting craft, able to deliver a deadly
attack when within 100 yards of a ship, but weak against ships attacking
at a greater range.
The porcupine is grown rather than built. It is the seed pod of a
rare
plant found only in wildspace. The spiral-shaped plant is the created
when a seed from the starfly plant accidentally falls into a planar rift
in wildspace (such rifts are often at the center of flame rings). The
plant takes root in another plane, but grows into wildspace. The core
of the plant retains a circular shape, often a mile across. Two to six
trunks grow off of the main trunk, spiraling out into wildspace. Lesser
branches and twigs intertwine into a net between the trunks and main
trunk, attracting tens of thousands of wildspace fish, animals, and even
scavvars and krajen. Along the outer rim of the lesser trunks, along
the gravity plane, spiny ball seed pods grow. When they mature, the
balls disconnect from the tree and fall into the depths of wildspace.
It is these seed pods that the goblins take and use for their
spelljammers.
Near the time of maturity, the goblins prematurely disconnect the
seed
pods and hollow out caverns inside them. Weapons, a furnace helm,
provisions, and a built wooden tail are added. Ram mines are also
added, usually to every third spine. The mines are created by the
goblins from a concoction of tree sap, leaves, and scavvar blood. The
mixture created has properties similar to smoke powder, such that it is
usable in ram mines but too dangerous for smokepowder weapons. Given
how cheaply goblin ships could be created, a tribe could easily support
as many ships as they had warriors to crew them.
The interior is a maze of small rooms and narrow corridors. The aft
tail is the main cargo hold, where spare ram mines and booty is stored.
The pump furnace is a large and bulky affair, often shaped like a large
iron sphere with a grate and a pair of pipes leading out. The pipes
lead out to the aft, blowing the blood red smoke out and past the sail.
Chambers throughout the ship mostly serve as crew quarters, where as
many as a dozen goblins sleep in ratty hammocks and keep their gear in
leather sacks hung from pegs or nails. Tunnels are low, usually only 3'
in diameter, and chambers are likewise crammed, with roofs only 5'
high. Several tunnels and very small chambers are close to the outer
surface of the globe are pierced with arrow slits or gunwales for the
ships four light ballista. Each arrow slit has a light crossbow hung
next to it along with a case with twenty bolts. The four ballista
chambers are protected by thick wooden shudders that can only be opened
from inside by means of a winch . Racks along the walls have spare
parts for maintaining and repairing the ballista along with twelve to
twenty javelin-sized spears for the ballista. The "bottom" of the ship
has a fairly large hemispherical chamber where the goblins keep the wood
for their pump furnace, which is often at least a ton or more.
The exterior appearance is of a wooden globe covered by a forest of
spines, each 8 to 16 feet high. Some of the spines are capped by ram
mines, while others may be burned or broken, a sure sign of a veteran of
other battles. The aft tail looks like a large wooden box rammed into
the aft of the ship, contrasting with the rest of the ship. A fearsome
face is most likely painted on the front of the globe, usually resulting
in a comical looking ship.
A unique feature of the porcupine is the lack of a helmsman of any
sort. The construction of the pump furnace is such that it cannot be
controlled by a mage or priest. Instead, the magical smoke is the force
that propels the ship. The goblins channel it out a pair of aft 'tail
pipes', which pushes the ship forward. Maneuvering is done by
manipulating the sail, which affects the flow of the smoke. Because
there is no helmsman, the goblins must post a pair of observers, one
each at the top and bottom of the globe to watch were the ship is
going. The observers shout orders to the eight goblins who man the
sail. Two more goblins are needed to keep the furnace stoked and fully
fueled. Despite the lack of helmsman, the ship maneuvers well in combat
when crewed by well-drilled goblins. Goblins landed their craft by
simply pointing their craft toward the ground and drive the lower spikes
into the dirt. The grounded spikes keep the ship from rolling away
unless hit by a very strong, almost gale-force winds.
The Hordes
With an easy to build and maintain ship as its workhorse, the
goblins
spread like wildfire through wildspace. The majority of the goblin
fleets were small, usually less than a half dozen ships. The greatest
of the goblin chiefs became kings who commanded the greatest hordes,
sometimes as many as a hundred ships or more with a score or more lesser
chiefs as their lords. Fortunately, the lives of goblin kings were very
short, often victims of ambitious chiefs. Civil war was the death of as
many goblins as war with other races.
Goblin tribes were supported through a mix of raiding, hunting and
gathering, and even primitive farming. The lifeworlds that spawn the
seeds that become porcupine ships are often the center of goblin
activity. A single lifeworld can support many individual tribes, who
may war or corporate with one another. Only goblin kings can unite the
many tribes together into a single nation. Goblins will settle nearby
life asteroids if their number become such that the life world could not
support their swelling numbers. Food is gathered from various sources
provided by the lifeworlds. The typical diet of a goblin included
roots, fruit, berries, wildspace fish and scavvar, rabbits, and other
small game animals they import from other worlds. Scarce resources for
the goblins include metals of all kinds, stone, pottery, and
domesticated animals. Such resources are acquired by attacking other
spelljammers or raiding groundling settlements.
Despite their primitive conditions, the goblins were skilled
navigators
and adventurous souls. Goblins used their limited resources on hand to
overcome many of the obstacles of wildspace survival. Through use of
superior numbers and a cheap, easily replaced ship the goblins were able
to defeat their many enemies. Legends speak of goblin kings overrunning
human cities, elvish ring-castles, and dwarvish citadels, creating an
environment of sheer terror in the space lanes. There were numerous
crusades launched against the goblins, with varying degrees of success.
These crusades were largely ineffective until the elves mobilized their
great fleets against the goblins and orcs, starting the First Unhuman
Wars.
Pump Furnace
The key to the success of the goblins lay in their helms. Though
their
ships were very cheap, arcane helms or furnaces were still very
expensive. Equipping an expendable ship with an expensive helm was not
a viable option for the goblins. Instead, they found an inexpensive
alternative in the form of the pump furnace.
The pump furnace is a large, iron sphere about 15' in diameter. Two
pipes lead out from the furnaces, one on the top and the other at the
bottom. They lead to the tail of the ship, spewing the smoke generated
by the burning of material inside the furnace. A swinging iron grate
allows the furnace to be fueled by a team of two goblins. Runes cover
the outside and inside edges of the furnace, deeply carved into the
iron.
Within the belly of the furnace the goblins burn wood to travel the
stars. Ordinary wood will not do, however. Only wood from magical
plants, such as some trees found in faerie realms or more commonly the
wood from a carnivorous tree or a starfly plant, provide the magic
needed to power the furnace and thus propel the ship. The runes that
cover the furnace transform the magic inherent to the wood into a
magical smoke that exists the furnace through the two pipes, which
accelerate the ship forward. Maneuvering is done by manipulating the
sails which changes the course of the smoke and thus the direction of
the ship. The furnace is powerful enough to escape the gravity well of
a world as well as any arcane helm, and can push as much as fifty
spacial tons forward. The vast majority of goblin porcupines are 30
tons because of the size limitations of the seed pods, but some smaller
craft can be encountered.
Building a pump furnace takes a fairly significant amount of
resources
for the goblins. First, an iron sphere, about 15' in diameter, needs to
be forged. The goblins build a sturdy frame of iron. A frame must be
assembled inside the porcupine it is to power, as cutting a hole large
enough to put the heavy furnace into place can cause irreparable damage
to the ship. The frame is covered by thin sheets of iron which are
banged into place. Goblin shaman carve runes into the metal sheets,
each of which carry a minor enchantment. When combined, the runes give
the pump furnace it's power. Goblin rune carvers are detailed below.
In game terms, a pump furnace requires one pound of fuel every hour,
and can push a ship forward with a ship's rating of 2. It can achieve
spelljamming velocities, but a lit furnace explodes if it enters the
flow. The furnace does not pollute air as quickly as a normal fire, but
counts as five medium-sized creatures towards the total strain on the
air envelope. The red smoke expelled by the twin pipes do not remain in
the air envelope, instead leaving a trail in the void. The smoke
dissipates slowly, usually taking as long as a week to vanish (d6+1
days). The smoke trail is allows the ship to be easily tracked, one
major downside to the regular use of the pump furnace. In almost all
other respects, the pump furnace acts like a minor helm.
The goblins circumvented the problem of flow travel through use of
"tanker" ships filled with gas. They empty a immature seed pod,
hollowing it nearly completely. Sap is used to seal it except for a
single hole, to which a special furnace is hooked up to the pod.
Several tons of wood are burned in advanced, filling the pod with
several months supply of smoke. A ten ton seed pod is most often used,
as the walls are thickest and the best seal. A pipe connects the tanker
to the porcupine's furnace, which tows the craft immediately behind it.
A tanker carries enough smoke to give the ship a four month supply. In
most cases, a tanker is only used in the flow, as one decreases the
maneuver class of the ship to E.
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