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		<title>Demiplane of Dread</title>
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		<summary type="html">&lt;p&gt;2601:203:400:CE90:D1B9:79A4:91:717F: /* 5th Edition: The Alternate Continuity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
&lt;br /&gt;
Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night.&lt;br /&gt;
&lt;br /&gt;
==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
&lt;br /&gt;
==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
&lt;br /&gt;
Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
&lt;br /&gt;
Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
&lt;br /&gt;
===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The Core is made up of the following Domains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barovia&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
&lt;br /&gt;
This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borca&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
&lt;br /&gt;
Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkon&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
&lt;br /&gt;
Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
&lt;br /&gt;
If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dementlieu&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falkovnia&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
&lt;br /&gt;
Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forlorn&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
&lt;br /&gt;
A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazlan&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invidia&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
&lt;br /&gt;
A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kartakass&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keening&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
&lt;br /&gt;
A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lamordia&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
&lt;br /&gt;
A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markovia&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. They even moved it from being part of the core to out in the ocean, but it&#039;s still a lazy shitshow of a domain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mordent&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necropolis&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
&lt;br /&gt;
Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Nocturnal Sea&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Varies between islands&lt;br /&gt;
::Landscape: Temperate Aquatic (sea); Temperate Forests, Hills, Plains &amp;amp; Swamps (islands)&lt;br /&gt;
::Motif: Savagery of the Sea&lt;br /&gt;
::[[Darklord]]: See Below&lt;br /&gt;
&lt;br /&gt;
The Western Sea of the Core is technically a cluster onto itself, with different islands being the lairs of different darklords. The closest thing to an overall [[Darklord]] here is Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Lesser darklords who only rule over a single island consist of the Lady of Ravens (an insane sorceress from a [[Gormenghast]]ian family), Captain Alain Monette ([[werebat]] who haunts one of the only lighthouses in the Nocturnal Sea), Baron Evensong (arrogant, elitist [[bard]], eventually downgraded to one of several demilords in the Nocturnal Sea Gazetteer project), and the fanmade Captain Anton Dusard ([[ghost]] [[pirate]]) and Xanthos Kastigir ([[Dragonlance|Krynnish]] [[Half-Elf]] ([[Aquatic Elf]]) turned [[Sea Wolf]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nova Vaasa&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
&lt;br /&gt;
A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Richemulot&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sea of Sorrows&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Varies between islands&lt;br /&gt;
::Landscape: Temperate Aquatic (sea); Temperate Forests, Hills, &amp;amp; Plains (islands)&lt;br /&gt;
::Motif: Savagery of the Sea&lt;br /&gt;
::[[Darklord]]: See Below&lt;br /&gt;
&lt;br /&gt;
This is the Eastern Sea of the Core, and thusly it&#039;s the same deal as its western counterpart; more of a cluster scattered across an ocean than one singular domain. The most powerful Darklord and the unofficial Darklord of the Sea (meaning he can travel wherever he likes in it) is Captain Pieter van Riese, a [[ghost]] [[pirate]] based on the Flying Dutchman. Other Darklords of singular islands include Bluebeard (literally the character from the story of the same name), Dr. Daclaud Heinfroth (mad psychiatrist turned cerebro-spinal fluid-drinking [[vampire]]), Marquis Stezen d&#039;Polarno (an expy of Dorian Gray), Althea (tormented [[medusa]] who wants a baby), the Barons of Gustavan (the [[ghost]] of the old baron and his equally cruel but still living son), Dr. Blake Ramsay (insane physician who murdered his wife and sons to use their organs to revive his daughter as a [[Flesh Golem]]), Elizabeth Michelle Cole III ([[vampire]]ss) and Lord Willem Ducas (deranged cannibal). Most of these darklords were added (or at least expanded upon) in [[netbook]] material. This is also where Markovia was moved after 2nd edition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shadow Rift&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
&lt;br /&gt;
This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sithicus&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
&lt;br /&gt;
The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tepest&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
&lt;br /&gt;
Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valachan&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vechor&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verbrek&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
&lt;br /&gt;
The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
&#039;&#039;&#039;The Amber Wastes&#039;&#039;&#039;&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Frozen Reaches&#039;&#039;&#039;&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shadowlands&#039;&#039;&#039;&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Verduous Lands&#039;&#039;&#039;&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here. Composed of the domains of &#039;&#039;Saragoss&#039;&#039;, &#039;&#039;Sri Raji&#039;&#039;, and &#039;&#039;The Wildlands&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zherisia&#039;&#039;&#039;&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, the sewers underneath.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
&#039;&#039;&#039;Bluetspur&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G&#039;Henna&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalidnay&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odiare&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rokushima Táiyoo&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sri Raji&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Winding Road&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exist to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunderheart&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graefmotte&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monadhan&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Endless Road&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timbergorge&#039;&#039;&#039;&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little, but it doesn&#039;t mean they&#039;re wrong) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falkovnia:&#039;&#039;&#039; Drops the &amp;quot;Military Horror (Plus: Fascism Sucks!)&amp;quot; motif of its classical counterpart and goes with a Zombie Apocalypse motif instead. Also, Vlad Drakov has been replaced with a female [[Darklord]] called Vladeska Drakov instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dementlieu:&#039;&#039;&#039; Aside from replacing the original [[Darklord]], Dominic D&#039;Honaire, with a woman named Saidra D&#039;Honaire, the feel of the domain has changed from the Gothic Paris/London setting with its subtle mind-controlling horrors to a &amp;quot;Dark Fairy Tale&amp;quot; themed domain, with an emphasis on surreal magic and deadly masquerades. Y&#039;know, because we didn&#039;t already have Tepest and the Shadow Rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lamordia:&#039;&#039;&#039; Both the Baron Frankenstein and his Monster have gotten a gender-swap; now it&#039;s the realm of Dr. Viktra Mordenheim and her &amp;quot;Daughter&amp;quot; Elise. But Viktra is finally the official [[Darklord]], so at least they finally got that right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valachan:&#039;&#039;&#039; The [[werepanther]]/[[nosferatu]] Blackula-expy Baron Urik von Kharkov has been replaced by Akuna, a cannibal huntress who stalks the now-rainforest environment with a pack of trained [[Displacer Beast]]s hunting intruders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalakeri&#039;&#039;&#039; (or possibly &#039;&#039;&#039;Kalakiri&#039;&#039;&#039;): A wartorn India-based rainforest domain divided between three competing [[Darklord]]s; Ramya, Arijani, and Reeva. Replaces Sri Raji. Was actually written by an ethnic Indian who lived in India before coming to America, something WotC has been quick to boast about.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barovia&#039;&#039;&#039; - Ruled by Strahd, of course.&lt;br /&gt;
* &#039;&#039;&#039;Bluetspur&#039;&#039;&#039; - Obscure domain restored to prominence, still ruled by the [[illithid]] God-Brain.&lt;br /&gt;
* &#039;&#039;&#039;Borca&#039;&#039;&#039; - Still shared between Ivana Boritsi and Ivan Dilisnya.&lt;br /&gt;
* &#039;&#039;&#039;The Carnival&#039;&#039;&#039; - Still ruled over by Isolde, but also shared by somebody called &amp;quot;Nepenthe&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Darkon&#039;&#039;&#039; - Azalin has mysteriously disappeared so now his domain is currently ruled by someone or something called &amp;quot;The Inheritors&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Dementlieu&#039;&#039;&#039; - New Darklord in Saidra d&#039;Honaire.&lt;br /&gt;
* &#039;&#039;&#039;Falkovnia&#039;&#039;&#039; - New Darklord in Vladeska Drakov.&lt;br /&gt;
* &#039;&#039;&#039;Har&#039;Akir&#039;&#039;&#039; - Still ruled by Ankhtepot.&lt;br /&gt;
* &#039;&#039;&#039;Hazlan&#039;&#039;&#039; - Hazlik is still in charge.&lt;br /&gt;
* &#039;&#039;&#039;I&#039;Cath&#039;&#039;&#039; - A surprise return, considering it was widely regarded as one of the worst Domains of Old School Ravenloft. Speculated to have usurped Rokushima Taiyoo as the official [[Oriental Adventures]] domain.&lt;br /&gt;
* &#039;&#039;&#039;Kalakeri&#039;&#039;&#039; - New domain ruled by Ramya Vasavadan.&lt;br /&gt;
* &#039;&#039;&#039;Kartakass&#039;&#039;&#039; - Still ruled by Harkon Lukas.&lt;br /&gt;
* &#039;&#039;&#039;Lamordia&#039;&#039;&#039; - Now ruled by Viktra Mordenheim.&lt;br /&gt;
* &#039;&#039;&#039;Mordent&#039;&#039;&#039; - Still ruled by Lord Wilfred Godefroy.&lt;br /&gt;
* &#039;&#039;&#039;Richemulot&#039;&#039;&#039; - Still ruled by Jacqueline Renier.&lt;br /&gt;
* &#039;&#039;&#039;Tepest&#039;&#039;&#039; - Now ruled by &amp;quot;Mother Lorinda&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Valachan&#039;&#039;&#039; - Now ruled by somebody called &amp;quot;Chakuna&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Cyre 1313, The Mourning Rail&#039;&#039;&#039; - The first ever [[Eberron]] Domain of Dread?!&lt;br /&gt;
* &#039;&#039;&#039;Forlorn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ghastria&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;G&#039;henna&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Invidia&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Klorr&#039;&#039;&#039; - New domain.&lt;br /&gt;
* &#039;&#039;&#039;Markovia&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Nightmare Lands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Niranjan&#039;&#039;&#039; - New domain.&lt;br /&gt;
* &#039;&#039;&#039;Nova Vaasa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Odaire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Rider&#039;s Bridge&#039;&#039;&#039; - New domain, or possibly another reinvention of the Headless Horseman?&lt;br /&gt;
* &#039;&#039;&#039;Risibilos&#039;&#039;&#039; - New domain.&lt;br /&gt;
* &#039;&#039;&#039;Scaena&#039;&#039;&#039; - New domain? Or possibly an obscure old one?&lt;br /&gt;
* &#039;&#039;&#039;Sea of Sorrows&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Shadowlands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Souragne&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staunton Bluffs&#039;&#039;&#039; - Possibly new, more likely an obscure old domain.&lt;br /&gt;
* &#039;&#039;&#039;Tovag&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vhage Agency&#039;&#039;&#039; - New domain.&lt;br /&gt;
* &#039;&#039;&#039;Zherisia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2601:203:400:CE90:D1B9:79A4:91:717F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Goblin&amp;diff=232947</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Goblin&amp;diff=232947"/>
		<updated>2021-05-03T03:09:33Z</updated>

		<summary type="html">&lt;p&gt;2601:203:400:CE90:D1B9:79A4:91:717F: /* Monstergirl Depictions */&lt;/p&gt;
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&lt;div&gt;{{Promotions}}&lt;br /&gt;
[[File:Path Gob Rat.PNG|thumb|right|300px|Brushy brushy.]]&lt;br /&gt;
&#039;&#039;&#039;Goblins&#039;&#039;&#039; are mythological creatures of unclear origin and contradicting descriptions. They are small humanoids of a mischievous nature, possibly belonging to the fey family (along with creatures such as redcaps, brownies, leprechauns, kobolds, etc).&lt;br /&gt;
&lt;br /&gt;
The origin of the word &amp;quot;Goblin&amp;quot; can be traced back to the British &amp;quot;Gobelinus&amp;quot; which was the name of a demon that once caused trouble in Normandy. It has been theorized the term began with [[Kobold]], which was a German Fey spirit whose origins can be traced to one of a variety of earlier myths based in Paganism from various other culture. Kobolds also gave their name to cobalt, due to the fact that new advances in mining in Germany during the middle ages allowed access to large amounts of cobalt ore, although the mining was very dangerous and they had no idea how to smelt the metal so as a result the numerous mine collapses as well as the &amp;quot;theft of the ore, with only poison and ash left behind&amp;quot; were blamed on Kobolds. Either way, Goblin myths often involve mischief, mining, and chemistry. &lt;br /&gt;
&lt;br /&gt;
In modern fantasy, the term &amp;quot;Goblin&amp;quot; has been very much determined by the Tolkienian use of the word - as in a species of humanoids in service to evil, with the &amp;quot;Orcs&amp;quot; being another word for the same thing, with Tolkien claiming the etymology for that word being an old English term for demon. Goblin appearance has been further shaped by both video- and boardgames, as well as various artists. They are universally smaller than humans, although the exact size varies, and often have large pointy ears (larger and more animalistic than elf ears) and either long, crooked and pointed noses or orc-esque noseless features.&lt;br /&gt;
&lt;br /&gt;
The typical goblin stereotype is that of a savage warrior and raider that attacks villages and ambushes unwary travelers; being one-dimensionally evil, they can be (and are) killed without remorse in large numbers (unless you read Eberron, G:LTTE, or Terry Pratchett&#039;s Snuff). Another Goblin stereotype is that they are a race of unusually technologically advanced and ludicrously smart and cunning race on par if not better than [[Dwarves]] such as creating fantasy machine guns or an entire robot army such as those in Warcraft or Dungeon Siege. They act and move in smaller groups as they don&#039;t pose a large threat by themselves, and are commonly the first combat encounter for a young adventurer. Goblins tend to live in caves and gang up with orcs and similar races, to whom they are sometimes described as belonging to the same family or species. Their intelligence is usually fairly low, although among dumber and larger brutes will be the clever ones doing the &amp;quot;skilled&amp;quot; work while the bigger ones shout orders. &lt;br /&gt;
&lt;br /&gt;
Because of the comedy potential, players have always liked being goblins, and they were one of the three most-popular races requested for an add-on to 5e as of a (no longer) recent survey. &lt;br /&gt;
&lt;br /&gt;
[[Goblinoid]]s include a vast array of species in D&amp;amp;D, ranging from obscurities like the stone-skinned [[Norker]]s and the &amp;quot;they heal when you hit them, die if you heal them&amp;quot; [[Nilbog]]s to mainstays like the more organized [[Hobgoblin]]s and the big, scary, pseudo-[[orcs]] called [[Bugbear]]s.&lt;br /&gt;
&lt;br /&gt;
==In /tg/ Media==&lt;br /&gt;
In the [[Iron Kingdoms]] and [[Magic: The Gathering]] (sometimes), goblins have a penchant for technology and love to tinker with machinery (especially steampunk contraptions and the like), somewhat propagating the &amp;quot;mad scientist&amp;quot; archetype. &lt;br /&gt;
&lt;br /&gt;
In [[Kings of War]] goblins are still a source of evil comic relief. They&#039;re often suggested to have been created by the [[Celestians (Kings of War)|Celestian]] Garkhan the Black after he finished creating the orcs with &amp;quot;whatever was left,&amp;quot; although where exactly they came from is a mystery. They&#039;re still engineers as in many settings, but they tend to be very short-term thinking and don&#039;t like to test things before they use them.&lt;br /&gt;
&lt;br /&gt;
In [[Eberron]], goblins are quite a bit different than their usual portrayal, described in the d&amp;amp;d section below&lt;br /&gt;
&lt;br /&gt;
In [[Pathfinder]], they&#039;re stupid little freaks with all manner of strange quirks (good singing voices, fear horses and writing, like fire and pickles), sort of a cross between Gremlins and a baby-eating Stitch. They are also very funny and (somewhat) lovable, and even have their own comic series. Surprisingly, despite being described as naturally inclined towards a mixture of [[Chaotic Stupid]] (easily distractable to the point of stopping combat &#039;&#039;mid-swing&#039;&#039; to chase a frog or pick their nose) and [[Stupid Evil]] (love of torturing anything smaller than them) behaviors, they have no mental penalties. Pathfinder also has a goblin variant called the Monkey Goblin, which is even &#039;&#039;stupider&#039;&#039; than regular goblins, but much stronger and more agile, using a rat-like prehensile tail to aid it in a life in the trees.&lt;br /&gt;
&lt;br /&gt;
In [[Malifaux]], they&#039;re noseless hillbillies with very few womanfolk called Gremlins complete with straw hats, jug bands, blunderbusses, and lots of pigs. Also come in an Asian variant.&lt;br /&gt;
&lt;br /&gt;
==Tolkien Goblins==&lt;br /&gt;
Tolkien was not consistent on the relationship between goblins and orcs.  Initially he said that &amp;quot;orc&amp;quot; was merely the halfling word for goblin. Later works said that goblins were a subtype of orc.  Later still works treated goblins and orcs like completely separate creatures, so take your pick. Generally since The Hobbit is the central foundation to his stories and it makes a point of explaining that Orcs are just larger types of Goblins, along with Lord Of The Rings having most Orcs as being not much bigger than Hobbits, Goblins are seen as around Hobbit-sized. &lt;br /&gt;
&lt;br /&gt;
Goblins and Orcs are given different backstories from Tolkien, although the most prominent one is they are the twisted forms of Elves tortured and beat into submission by Morgoth and Sauron. Other origins are being an Asian group of Elves stolen from their people and bred as slaves by Morgoth and Sauron, just being animals uplifted by M&amp;amp;S, fallen Maiar, men who were corrupted rather than Elves (or a mix of the two, with some interbreeding with humans as another possibility), or slimy rocks transformed by Morgoth&#039;s magic into living beings. Regardless, almost all were the backbone of Sauron&#039;s armies who have heavily industrialized and produce only ugly things that cause sickness (perhaps as a metaphor for wartime industry). &lt;br /&gt;
Canonically Christopher Tolkien decided on them being Elves who were among the first group of Elves but believed Morgoth’s whispers that the Valar were beings of evil and fled from them into the woods when the Valar first met the Elves, later captured by or lured into Morgoth’s power. &lt;br /&gt;
&lt;br /&gt;
The notion of an entirely evil race conflicted big time with Tolkien&#039;s Catholic beliefs, so there are hints that not all Goblins and Orcs were evil, as a few passages indicate no race was wholly united for or against Morgoth; there are independent groups of Goblins in The Hobbit, and a few lines given indicate that Orcs will go to great lengths to avenge their fallen leaders, while in his notes he considered them a race capable of free-choice and thus not the &amp;quot;[[Always Chaotic Evil]]&amp;quot; that many later works paint them to be. &lt;br /&gt;
&lt;br /&gt;
Although Tolkien did try to avoid overtly assigning any real life peoples to his fantasy races the Goblins are very blatantly Asian with fangs and once described them as “degraded” “Mongol-types”, although this is in the context that his works are presented as in-universe having been translated through several languages, edited over the centuries by the translators, and having been compiled from the writings of Bilbo, Frodo, Sam, and Pippin with all early versions having been lost to history; since Tolkien was fond of adding in hints that the texts were tweaked the intent may be that authors in later years added or altered the Goblins to match the enemies of Gondor and its descendant nations in their own day. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tolkien Goblins.JPG|The most accepted origin of Goblins in the Middle Earth setting.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warhammer==&lt;br /&gt;
In early [[Warhammer Fantasy Battle]], Goblins were merely a shorter variety of Orcs, which were greenskinned evil humanoids who sometimes bred with humans. In fact, Warhammer Fantasy was the very first depiction of Goblins and Orcs as green skinned, something that has since become a staple of the races in pop culture. This is mostly because they came from model ranges that GW had lost the rights to sell like Tolkien and D&amp;amp;D, and needed to quickly rebrand them as something more generic to finish selling their existing inventory. &lt;br /&gt;
&lt;br /&gt;
With the creation of [[Warhammer 40,000]], the Goblins became [[Grots]], also called Gretchin, who like the [[Orks]] were actually a type of fungus ape. Between their legs is only two bulging spore-sacs which burst upon death and grow into new Grots/Orks in the ground. &lt;br /&gt;
&lt;br /&gt;
After 40k had massive success, this was ported back into Warhammer Fantasy and Goblins along with the Orcs became fungus men. [[Skub|some oldschool Warhammer fans have rejected this, and the term &amp;quot;Orcgina&amp;quot; can make many on /tg/ go into flashbacks about the arguments inspired between the oldfags and newfags on the subject.]] &lt;br /&gt;
&lt;br /&gt;
In both settings, Goblins/Grots are smaller greenskins who are extremely vicious but extremely cowardly and refuse to attack something unless they outnumber it ten to one (preferably more). Against nonthreatening foes however they enjoy torturing them, and POWs are subjected to horribly slow deaths to the chittering amusement of the tiny greenskins. &lt;br /&gt;
&lt;br /&gt;
In Warhammer Fantasy Goblins are independent of Orcs, many living in their own tribes. A few even have their own gods, like the [[Forest Goblins]] who worship the [[Spider-god]]. Despite this, many Goblins also join groups with Orcs either to bully the Orcs into doing the manual labor, or where they are bullied into doing the manual labor. While only the [[Black Orc]]s are capable of actually producing new goods or learning technical knowledge among the larger greenskins, Goblins produce many things from giant flying ships to chariots. Of particular note is the Night Goblins, master chemists who&#039;s biology is bizarre and alien in its fungus nature even to other greenskins. Red Goblins existed in the early model ranges as well as Bugbears and Kobolds but they vanished as the old model ranges were replaced. Apart from all this, the main distinction between Goblins and 40k Grots is that Goblins aren&#039;t all weak, subservient slaves - Goblins individually &#039;&#039;are&#039;&#039; pretty weedy, but they do try and deck themselves out in armor and whatnot and can even take over Orc tribes, if a cunning or vicious enough Boss arrives. Most often this will be a Shaman (for his tricks and ability to scheme) or a Night Goblin Warboss (for being fucking insane), but even a normal (AKA Plains) Goblin Warboss can be a significant threat.&lt;br /&gt;
&lt;br /&gt;
In 40k, Grots have almost no freedom and are only found alongside their bigger kin. They&#039;re not the strongest, quickest, meanest, or anything-est compared to the Orks, except for being better shots and more kunnin&#039;, to the point of generally being brighter (though that&#039;s not saying much). In most cases they are at best assistants, at worst slaves and moving targets. The only exception is the [[Gretchin Revolutionary Committee]], although that...ended badly. They fare a little bitter in Mek-controlled settlements where their technological know-how and small size are in more demand. They may even be allowed to make their own tanks - small and scrappy, but dangerous at least&lt;br /&gt;
&lt;br /&gt;
In both Warhammers all greenskins speak in a British Cockney accent, with heavy Chav mixed in for variation. Goblins were renamed to Grots in [[Age of Sigmar]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bad Moon Goblins.png|Warhammer Fantasy Goblins of today.&lt;br /&gt;
Image:Goblin Airship.JPG|Warboss Beater Pan(ic)!&lt;br /&gt;
Image:Gretchinmob.jpg|Grots.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Goblins==&lt;br /&gt;
[[File:Goblin DMG 5e.jpg|right|300px]]&lt;br /&gt;
[[Dungeons &amp;amp; Dragons]] did not do anything particularly innovative with goblins. Instead, they are fairly close(ish) to their Tolkien roots - or, rather, to the simplified version of Tolkien&#039;s goblins; small, hateful, savage creatures that infest the unwanted corners of the world, constantly squabbling amongst themselves for power and occasionally spilling out to raid and terrorize the neighboring civilized lands when their numbers build up enough. Whilst Tolkien&#039;s goblins were actually quite inventive and adept at building things, since they were a combination of the two peoples that Tolkien most disliked (the Central soldiers he&#039;d fought in WW1, and the industrialists he believed were destroying the countryside), D&amp;amp;D&#039;s goblins lack that trait due to [[Medieval Stasis]] - they&#039;re not as primitive as [[lizardfolk]], but are basically just tribal scavengers, in a stark contrast to goblins in other settings being the &amp;quot;chaotic and/or evil tinker race&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In fact, when you scratch the surface, D&amp;amp;D goblins may tap into the same &amp;quot;evil mook&amp;quot; basis as Tolkien&#039;s goblins, but actually are deliberately taken in different ways. Whilst originally D&amp;amp;D [[orc]]s &amp;amp; goblins are implied to have often worked together, and even interbreed, by the time of [[Planescape]] the two were actually bitter enemies - the two races share the same &amp;quot;heaven&amp;quot; of [[Acheron]], where they constantly war in an attempt to drive the other race to extinction. This even persisted into 3rd edition, when the orcs&#039; changed racial alignment of Chaotic Evil meant they shouldn&#039;t have been going to Acheron in the first place. This stands in stark contrast both to Tolkien (who initially said that &amp;quot;orc&amp;quot; and &amp;quot;goblin&amp;quot; were words in two different languages for the same race) and to other popular settings, such as [[Warhammer Fantasy]] &amp;amp; [[Warcraft]], where goblins tend to be a strong racial ally to orcs. &lt;br /&gt;
&lt;br /&gt;
Some sourcebooks, usually setting dependent, present a more nuanced portrayal of them and give them a deeper culture than that, but for the most part, D&amp;amp;D goblins are your standard generic cannon fodder evil mook race.&lt;br /&gt;
However, just like the [[orc]]s, goblins have a &#039;&#039;long&#039;&#039; history of being a potential PC race in [[Dungeons &amp;amp; Dragons]] - they&#039;ve been playable in literally every single edition, with multiple incarnations in 3rd edition. The usual idea is to play them up as &amp;quot;spunky little troublemakers&amp;quot; - either a braver analogue to the [[halfling]] or a less annoying version of the [[gnome]]. And, for what it&#039;s worth, goblin PCs are actually generally quite liked. In fact, goblins were one of the player races most requested for a formal update into 5th edition PC races. Given the second season of [[Critical Role]] features a goblin PC as a main character, in the form of Nott (a self-loathing female who wants to become a [[halfling]]), and the fact that [[Pathfinder]] goblins have such an fandom that Pathfinder 2e promotes them to a corebook race, many are expecting 6e to feature playable goblins in the PHB, just like how 4e added the [[tiefling]] and the [[dragonborn]].&lt;br /&gt;
&lt;br /&gt;
The biggest exception to goblins being generic evil baddies in d&amp;amp;d is the Eberron &lt;br /&gt;
setting, where they&#039;re given a nuanced portrayal, with a deep and sophisticated culture. In [[Eberron]], &amp;quot;goblin&amp;quot; is used to refer to bugbears, hobgoblins, and goblins. They are the descendants of the once mighty continent spanning Empire of Dhakaan that collapsed because of an invasion by the Daelkyr, masters of the plane of madness. The invasion was eventually beaten back by an alliance between the empire and the orc tribes called the Gatekeepers (badass men-in-black style druids who protect the world from lovecraftian horrors), but the empire fell afterwards. They&#039;re not the savages that you can kill guilt free in every other setting. &lt;br /&gt;
In the current day they are split up into three broad cultural groups (and a few splinter groups) - the smallest of the big three are The Heirs of Dhakaan, or Dhakaani, which are the badass super disciplined remanents of the empire who preserved their way of life after the empire collapsed by hiding underground or in secluded mountains and would like to bring goblins back to their previous heights. The various goblin races are all equal under the Dhakaani and share a eusocial bond like ants. They specialize in different tasks - the hobgoblins are administrators and soldiers (females are usually bards), goblins are workers, scouts and spies, and the bugbears are shock troopers and heavy laborers - but if you&#039;re better at a job outside your cultural role, the empire doesn&#039;t waste talent and puts you in that job.  &lt;br /&gt;
Then you have the Ghaal&#039;Dar, who made up the bulk of the descendants of the collapsed empire and had to deal with the fallout. Their culture degenerated into petty barbarian tribes with a might-makes-right mentality, their eusocial bond destroyed by the daelkyr. They are usually ruled by hobgoblins due to their superior ability to organize vs the other two subspecies. However, during the conflict known as The Last War they united and stole a chunk of land from the human kingdoms that they named Darguun. It&#039;s their &amp;quot;new goblin Homeland&amp;quot; and they&#039;re starting to rebuild their culture from there, but nobody thinks it will last. It&#039;s ruled by an alliance of clans with the leader, Lhesh Haruuc maintaining a delicate balance of power between them to maintain stability. He&#039;s tried to institute the rule of law and has been mostly successful, but a few clans (mostly in desolate areas where they can get away with it) only pay lip service. The country has been a success so far and their culture is slowly clawing it&#039;s way out of the dumps, but many are worried that when Haruuc dies it will all fall apart, so he is desperately looking for a competent successor.&lt;br /&gt;
The last major cultural group are the city goblins. They&#039;re the descendents of Ghaal&#039;Dar goblinoids who weren&#039;t killed or fled when the humans conquered the continent, and were enslaved for a few thousand years. They&#039;re mostly lower g goblins, and were released from slavery about a thousand years before the current time. They&#039;re considered tax paying citizens and have all the rights (on paper) of human or Demi human citizens of the countries they live in. However, they tend to be poor and live as second class citizens in many places due to racism and lack of opportunities. The majority of them are loyal to their country of birth and consider themselves regular citizens, and they often dislike the Ghaal&#039;Dar for commiting war crimes during the Last War and giving goblins a bad name. Most of the ones who were sympathetic to Ghaal&#039;Dar moved to Darguun.&lt;br /&gt;
Goblins (like 99% of races in this setting) are not naturally evil in Eberron, they have the same range of alignments as every other sentient race. For cultural reasons they do tend towards being lawful neutral, but only slightly.&lt;br /&gt;
&lt;br /&gt;
As a somewhat curious aside, D&amp;amp;D goblins are yellow (mostly) compared to the more usual goblin color of green. These even survived after the popularization of green Goblins in many other fantasy settings, most prominently the aforementioned Warhammer Fantasy and Warcraft. A few settings sometimes portray them as shades of grey, or the previously mentioned colors with a grey tint. They&#039;re even portrayed as red in some artwork.&lt;br /&gt;
&lt;br /&gt;
The D&amp;amp;D goblin has a &#039;&#039;huge&#039;&#039; family tree, to the point they even coined their own racial name; &amp;quot;[[goblinoid]]&amp;quot;. The two most prominent goblin-kin are the [[bugbear]]s - large, hairy, brutish goblins that, arguably, are D&amp;amp;D&#039;s attempt to maintain the orcy archetype without making orcs &amp;amp; goblins officially related - and the [[hobgoblin]]s, who are literally Tolkien&#039;s uruk-hai.&lt;br /&gt;
&lt;br /&gt;
===Basic Stats===&lt;br /&gt;
[[File:Goblin MM 1e.jpg|right|300px]]&lt;br /&gt;
Goblin PCs first appeared, alongside many other &amp;quot;classic humanoids&amp;quot;, as PCs in the Known World Gazetteer #10: The Orcs of Thar. Under the Basic system, they had the following crunch:&lt;br /&gt;
&lt;br /&gt;
::Goblin Ability Modifiers: -3 Strength, +1 Dexterity, +1 Constitution&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Goblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Goblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtracting the result from 9.&lt;br /&gt;
::Goblin Natural Armor Class: 8&lt;br /&gt;
::Can become a [[Shaman]] (8th level) and a [[Wokani]] (6th level)&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Goblin&#039;s&#039;s level || XP Required || Goblin&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8-1&lt;br /&gt;
|-&lt;br /&gt;
|1||800||2d8-2&lt;br /&gt;
|-&lt;br /&gt;
|2||1,600||3d8-3&lt;br /&gt;
|-&lt;br /&gt;
|3||3,200||-&lt;br /&gt;
|-&lt;br /&gt;
|4||6,400||4d8-4&lt;br /&gt;
|-&lt;br /&gt;
|5||13,000||5d8-5&lt;br /&gt;
|-&lt;br /&gt;
|6||26,000||6d8-5&lt;br /&gt;
|-&lt;br /&gt;
|7||55,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||110,000||7d8-5&lt;br /&gt;
|-&lt;br /&gt;
|9||220,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||160,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Stats===&lt;br /&gt;
[[File:Goblin MM 2e.png|right|200px]]&lt;br /&gt;
Having appeared in Orcs of Thar, naturally, goblins went on to appear in [[The Complete Book of|The Complete Book of Humanoids]]:&lt;br /&gt;
&lt;br /&gt;
::Ability Score Modifiers: -1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Range: Strength 4/15, Dexterity 4/17, Constitution 5/16, Intelligence 3/18, Wisdom 3/18, Charisma 3/12&lt;br /&gt;
::Class Restrictions: [[Fighter]] 10, [[Cleric]] 9, Shaman 7, Witch Doctor 7, [[Thief]] 12&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::Can detect new or unusual constructions in an underground area with a 25% chance of success (1-2 on a d8).&lt;br /&gt;
::Goblin shamans have access to the Spheres of Divination, Reversed Healing, Protection and Reversed Sun.&lt;br /&gt;
::-1 Penalty to their attack rolls when in bright sunshine&lt;br /&gt;
::Monstrous Traits: Appearance (-2 to to reaction rolls), Bestial Habits (-2 to reaction rolls)&lt;br /&gt;
::Weapon Proficiencies: Axe, Military Pick, Morning Star Sling, Short Sword, Spear&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, Animal Handling, Animal Training (Worg), Begging, Chanting, Close-Quarter Fighting, Fast-Talking, Fortune Telling, Hiding, Hunting, Information Gathering, Looting, Mining, Religion, Riding (Worg), Set Snares&lt;br /&gt;
&lt;br /&gt;
===3e Stats===&lt;br /&gt;
[[File:Goblin 3e.jpg|left|200px]]&lt;br /&gt;
In 3rd edition, goblins appeared as an NPC race in the [[Monster Manual]] and were made fully playable in [[Forgotten Realms: Races of Faerun]]. They were reprinted without change in a few books after that.&lt;br /&gt;
&lt;br /&gt;
::-2 Strenth, +2 Dexterity, -2 Charisma&lt;br /&gt;
::Small&lt;br /&gt;
::Humanoid ([[Goblinoid]])&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Move Silently and Ride checks&lt;br /&gt;
::[[Favored Class]]: [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
Of course the [[Pathfinder]] ruleset included Goblins, and tweaked them up a bit from their third edition version by giving them more dexterity. By Paizo&#039;s own reckoning, this puts their overall Race Points (RP) on a par with the other PC races, so should be a viable option for players, even if it is a bit uninspired.&lt;br /&gt;
&lt;br /&gt;
::-2 Strength, +4 Dexterity, -2 Charisma&lt;br /&gt;
::Small&lt;br /&gt;
::Humanoid ([[Goblinoid]])&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Move Silently and Ride checks&lt;br /&gt;
&lt;br /&gt;
Pathfinder did considerably more to support Goblins as a usable race, for both players and DMs. An entire splatbook was dedicated to their place in Golarion, while they were also included in the Advanced Race Guide and had additional options in the Monster Codex, allowing for a respectable variety in race trait customisations, giving them things like bite attacks, perceptions boosts, weapon familiarity, among others; the ability to create a medium-sized goblin who is not a [[Hobgoblin]]; a bunch of racial feats; and a handful of dedicated class archetypes, including [[Alchemist]]s with [[Awesome|flying mount companions]].&lt;br /&gt;
&lt;br /&gt;
===4e Stats===&lt;br /&gt;
[[File:Goblin 4e.jpg|right|400px|thumb|The only edition with GREEN goblins!]]&lt;br /&gt;
Like in 3e, the goblin appeared as a PC class in the [[Monster Manual]] for 4th edition. However, like all such races in 4e, its statblok there was...serviceable, but underwhelming. However, one of the last sourcebooks of that edition to be published, &amp;quot;The Dungeon Survival Handbook&amp;quot;, brought them back as an official race, and boy were they beefy!&lt;br /&gt;
&lt;br /&gt;
::+2 Dexterity, +2 Wisdom OR +2 Charisma&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 6 squares&lt;br /&gt;
::Low-light vision&lt;br /&gt;
::+2 Bluff, +2 Stealth&lt;br /&gt;
::Goblin Reflexes: +1 to Reflex defense.&lt;br /&gt;
::Racial Power - Goblin Tactics: At will, as an immediate reaction to being missed by an enemy melee attack, you can shift 1 square.&lt;br /&gt;
&lt;br /&gt;
The biggest boost that the DSHb gave, besides the flexible mental ability score boost, was a selection of racial feats and racial utility powers, both of which really strengthened the goblin&#039;s mechanics and thematics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goblin Racial Feats:&#039;&#039;&lt;br /&gt;
* Ankle Biter: +1 feat bonus per tier to damage rolls vs. creatures larger than you, +1d6 damage on critical hits against creatures larger than you.&lt;br /&gt;
* Desperate Goblin Tactics: When bloodied, Goblin Tactics lets you shift 3 squares.&lt;br /&gt;
* Goblin Feint: When you use Goblin Tactics, you gain Combat Advantage against the triggering enemy until the end of your next turn.&lt;br /&gt;
* Shadowcreeper: Requires [[Assassin]] class. When you use Goblin Tactics, you shift 2 squares and gain Partial Concealment until the end of your next turn.&lt;br /&gt;
* Sneaky Stabber: Requires [[Rogue]] class. When you deal Sneak Attack damage to an adjacent foe, reroll any damage rolls of 1 until you get a result higher than 1.&lt;br /&gt;
* Wrist Biter: When you use Goblin Tactics, the triggering enemy takes 1d4 damage per your character&#039;s tier before you shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goblin Racial Utility Powers:&#039;&#039;&lt;br /&gt;
* Fast Filch: At-will. When adjacent to a creature granting combat advantage, as a minor action, you can make a Thievery check to pick its pocket or perform sleight of hand. Level 2.&lt;br /&gt;
* Leg Up: Encounter. When adjacent to a creature, as a move action, you can jump your speed horizontally or up to 10 feet vertically. Level 2.&lt;br /&gt;
* Little Green Lie: Encounter. If you fail a Bluff, Diplomacy or Intimidate check, you can re-roll the check as a free action. If it was a Diplomacy or Intimidate check, you can use your Bluff modifier instead. Level 2.&lt;br /&gt;
* Living Shield: Encounter. If you are hit by an enemy melee or ranged attack whilst adjacent to an ally, as an immediate interrupt, you can shift 1 square and transfer the hit to that ally. Level 6.&lt;br /&gt;
* Unwitting Guardian: Encounter. When adjacent to a Medium or larger creature, as a move action, you can can shift 1 square to enter the target&#039;s space, occupying it until the end of your next turn and being hidden from all creatures except the target. Level 6.&lt;br /&gt;
* Down and Through: Encounter. As a move action, choose a Medium or larger enemy adjacent to you and shift up to 5 squares to a different square adjacent to that creature; you can move through its space during this shift. Level 10.&lt;br /&gt;
&lt;br /&gt;
===5e Stats===&lt;br /&gt;
[[File:Goblin 5e.jpg|left|200px]]&lt;br /&gt;
Finally, goblins appeared as a PC race in 5th edition&#039;s Volo&#039;s Guide to Monsters. Like their fellow [[goblinoid]]s, the [[kobold]], the [[orc]] and the [[Yuan-ti]], they were officially described as &amp;quot;unbalanced&amp;quot;, which has earned a lot of fan flak, as this is literally an open invitation for more close-minded DMs to refuse goblin PCs - goblin fans are still hoping that WotC will eventually put out a splatbook with a &amp;quot;more official&amp;quot; and/or balanced version of goblin PC stats. Ironically, they were better off than the poor kobold. &lt;br /&gt;
&lt;br /&gt;
Hopes of a reboot were shattered when the Guildmaster&#039;s Guide to [[Ravnica]] came out in November 2018; whilst earlier [[Plane Shift]] articles had presented an alternative goblin statblock, the GGR simply reprinted the Volo&#039;s Guide stats below.&lt;br /&gt;
&lt;br /&gt;
::+2 Dexterity, +1 Constitution&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Fury of the Small: Once per short or long rest, when you inflict damage with an attack or spell on a creature larger than you, inflict bonus damage equal to your level as you attack from below, probably punching the enemy in the balls..&lt;br /&gt;
::Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.&lt;br /&gt;
&lt;br /&gt;
Surprisingly enough, after a second reprint in Eberron: Rising, the children’s “activity book” Adventure with Muk gave an alternative playable writeup, specifically for the Dankwood Goblins featured. All this does though is raise +1 Wis instead of +1 Con, and replaces Fury of the Small for the Forest Gnome’s Speak with Small Beasts, letting them communicate simple ideas to Small beasts and smaller. Which is nice for the utility, I guess.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[Plane Shift]] featured alternative goblin stats first - two separate versions, in fact. Whether they are better than the official versions is a matter of debate, though...&lt;br /&gt;
&lt;br /&gt;
* [[Zendikar]] Goblin&lt;br /&gt;
::+2 Constitution&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 25 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Grit: You have Resistance to Fire and Psychic damage, your Unarmored AC is 11 + Dexterity modifier.&lt;br /&gt;
::Tribal Affinity: Choose either the Grotag Tribe (you have Proficiency in Animal Handling), the Lavastep Tribe (you have Advantage on Dexterity (Stealth) checks made in rocky or subterranean environments) or the Tuktuk Tribe (you have Proficiency with Thieves Tools).&lt;br /&gt;
&lt;br /&gt;
* [[Ixalan]] Goblin&lt;br /&gt;
::+2 Dexterity&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 25 feet, Climb 25 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Climber: You have a Climb speed of 25 feet if you are not encumbered or wearing either medium armor or heavy armor.&lt;br /&gt;
&lt;br /&gt;
===Farlandish Goblin PCs===&lt;br /&gt;
The [[World of Farland]] has its own set of PC stats for goblins.&lt;br /&gt;
::Ability Score Increase: +2 Dexterity&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Goblin Proficiencies: You are proficient with the Scimitar, Shortbow, and Light Armor.&lt;br /&gt;
::Nimble Escape: This is basically the same as the trait of the same name from 5e canon, except this version can only be used once per short rest.&lt;br /&gt;
::Subrace: Choose the Urban Goblin or Subterranean Goblin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Goblin&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +1 Constitution&lt;br /&gt;
::Urban Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in Urban environments.&lt;br /&gt;
::Tenacious: After failing a saving throw, a skill check, or an ability check, you gain Advantage the next time that you make a save or check using that same ability score. This trait lasts until used or 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Subterranean Goblin&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +1 Wisdom&lt;br /&gt;
::Dungeon Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in subterranean environments.&lt;br /&gt;
::Pious: You have Proficiency in the Religion skill.&lt;br /&gt;
::Improved Darkvision: Your Darkvision increases to 120 feet.&lt;br /&gt;
&lt;br /&gt;
===[[Half-Goblin]]s?===&lt;br /&gt;
Given the strong connections between goblins and [[orc]]s in some settings, particularly in [[Dungeons &amp;amp; Dragons]]&#039; older editions, and the existence of [[half-orc]]s, one may ask if there&#039;s ever been any love give to half-goblins? Well, ironically, not really; though [[Advanced Dungeons &amp;amp; Dragons]] claimed that [[goblinoid]]s interbred with each other and with orcs all the time, that fluff was lost after the change to 3rd edition, which wanted to try and make the two races distinct. As for goblin/human crossbreeding? Forget about it; they barely gave half-orcs any love, so you can imagine they&#039;d be less than interested in half-goblins.&lt;br /&gt;
&lt;br /&gt;
Except... there was one setting where [[goblinoid]]s took the place of orcs. In the [[Dragonlance]] setting, orcs don&#039;t exist, being replaced by goblins and [[draconian]]s, and so the half-goblin appeared there in 3.5&#039;s Races of Ansalon sourcebook. Surprisingly, they&#039;re known for both being very self-confident and assured (in fact, their Charisma penalty is described as stemming from coming across as &#039;&#039;too&#039;&#039; confident, making them seem overbearing or aggressive), in contrast to the propensity for wangsting endemic to half-orcs and half-elves in other settings, very brave (in contrast to the traditional goblin cowardice) and with a drive to be peacemakers and diplomats, rather like half-elves. Essentially, rather than bitching about being rejected by both worlds (human and goblin) or about the lack of a &amp;quot;true&amp;quot; half-goblin culture, half-goblins are near-universally driven to try and force the world to shape up and make a culture for them, by bringing goblins and humans to work together in peace. Which is actually kind of badass, and certainly a change from the norms for half-breeds. In essence, they&#039;re said to combine human ambition and drive with goblin ferocity and mob mentality.&lt;br /&gt;
&lt;br /&gt;
Half-goblins are described as looking more or less like human-sized goblins; half-bugbears might be particularly hairy, and half-&amp;quot;common&amp;quot; goblins shorter than average, but still within the human stature. Although this stature can lead to them being mistaken for [[hobgoblin]]s, they apparently lack quite as many fangs and have more human-like eyes, which makes the difference obvious enough at a closer look.&lt;br /&gt;
&lt;br /&gt;
::+2 Dexterity, -2 Charisma&lt;br /&gt;
::Humanoid (Goblinoid)&lt;br /&gt;
::Medium&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus on Bluff and Move Silently&lt;br /&gt;
::+4 racial bonus on Will saving throws to resist Charm, Compulsion and Fear effects.&lt;br /&gt;
::Favored Class: Any&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Goblin Monster card.jpg|AD&amp;amp;D Monster Card&lt;br /&gt;
goblin MCV1.jpg&lt;br /&gt;
goblin First Quest.jpg&lt;br /&gt;
Goblin SF.png|Starfinder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Magic: The Gathering]]==&lt;br /&gt;
It should be no surprise that Goblins appear in Magic. Showing up in the very first set, Goblins have risen to be one of the most popular tribes in the game, and boy do they get a ton of support. They are known as the &amp;quot;characteristic&amp;quot; species of red, which means that they show up in pretty much every plane as the default red-aligned race. In fact, the number of planes in which goblins do not appear on can be counted on one hand. In general, when goblins show up, they are shown to be chaotic and unruly. They almost always have green or red skin, and travel in large groups, though this isn&#039;t always the case. On [[Ixalan]], they look more like monkeys with white fur and black skin, and tend to be individualistic. They love fire and scrapping together machines and weapons that should by no stretch of the means work, but they do. More often than not, these inventions require the sacrifice of another goblin to get it working properly.&lt;br /&gt;
&lt;br /&gt;
As a tribe, goblins often have small bodies and weak frames. When they show up with high power, it&#039;s usually at the cost of toughness. They are cheap to get out onto the battlefield, cheap to search up, and attack fast. They are perfect for aggressive red strategies, and they often come with ways to dump out even more goblins out onto the field. This usually comes in the form of goblin creature tokens, but some of the most powerful goblins let you dump them straight from your hand! If you don&#039;t wipe the board, or take out the few key goblins holding the deck together, you can expect the battlefield to be swarming with the little guys, and you&#039;ll be losing fast.&lt;br /&gt;
&lt;br /&gt;
Goblins aren’t always evil in MtG settings. Usually they’re more of a footnote that don’t even appear in any actual stories, and on cards they’re portrayed often more destructive than outright evil. There are occasional appearances of Goblins on less chaotic contexts such as Boros Recruit which depicts a Goblin footman. Mirrodin offers the biggest example of a heroic Goblin, with the forest Elf main character of the first block having a companion named Slobad that was an elderly Goblin machinist.&lt;br /&gt;
&lt;br /&gt;
==[[Warcraft]]==&lt;br /&gt;
Goblins are a staple race in the Warcraft franchise. They have green skin, are very short, have long and strong fingers, long noses, large pointy ears, and sharp teeth. &lt;br /&gt;
&lt;br /&gt;
In Warcraft 2, when the game expanded to more than just Humans, Orcs, Ogres, and Demons, Goblins were first mentioned. They were small mechanically-inclinded lunatics who invented great devices and were god-tier chemists. They offered their services to the Horde since it gave them more opportunities to wreak havoc and the races that would come to be those of the Alliance had ignored them for their entire history. &lt;br /&gt;
The Goblins mainly performed recon and VIP transport for the Horde via their Zeppelins, demolitions in the form of suicide Sapper squads, the invention of airtight missile-launching capsules that were tied to the backs of giant turtles to use as submarines, and finally experimenting on their Forest Troll allies to transform them into giant Berserkers. In secret they also helped the resident Sauron, an insane evil dragon named Deathwing, in his various endeavors. Goblins were described as insane, sadistic, and greedy for gold. &lt;br /&gt;
&lt;br /&gt;
In Warcraft 3, Goblins became a neutral group. It was revealed only a small portion of the Goblin race actually worked with the Horde, while the others have always provided their services to anyone with gold to spend and after the fall of the first Horde they have enforced that their own race remain entirely neutral to all factions. They did little of importance other than provide transportation for the various power players in this time. &lt;br /&gt;
When the second Horde was building their capital of Durotar, a small number of Goblins lead by world famous Gazlowe provided them with fair deals (which is itself a big deal for their race) for Goblin services including demolition. &lt;br /&gt;
&lt;br /&gt;
In vanilla World of Warcraft, Goblin lore expanded even further; a small number of Goblins were seen in the Alliance, some among the Horde, while it was revealed almost the entirety of their race dwell on an island called Kezan which has a massive underground city called the Undermine. The Cartels run Kezan, the most powerful of which is the Steamwheedle Cartel which performs the basic services offered in Warcraft 3. They maintain a few cities around the world including Ratchet (Gazlowe&#039;s city nearby Durotar), Booty Bay (a port which services anyone who reaches it, mainly pirates although they are just as much at threat from pirate attack), Gadgetzan (a desert city of scum and villainy, plus a small gladiatorial arena), and Everlook (a town high in the mountains of Kalimdor near by ancient magical Elf ruins). &lt;br /&gt;
&lt;br /&gt;
Goblins have a racial rivalry with the other mechanically minded race, [[Gnomes]], although hostility varies from giant robot wars to having a giant racetrack where they see which race can build the best vehicles to next-door neighbors who collaborate with each other on inventions and take any opportunity to try and make the other admit their philosophy is better.&lt;br /&gt;
&lt;br /&gt;
In general, the Goblin philosophy is &amp;quot;Chemicals, 50% chance of explosion is acceptable, make it fast so it makes money!&amp;quot; while the Gnomish philosophy is &amp;quot;Magic and radiation, take your time and spend decades if need be, 10% chance of turning yourself into a chicken or a different color is acceptable, make it for the love of knowledge and invention&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In Cataclysm, Goblins recieved a MAJOR update as they became a player race. One of the cartels which was one of the weaker ones (having their section of Kezan entirely on the surface, mainly producing pop culture, cars, sports, and edibles) joined the Horde after Deathwing set their portion of Kezan on fire (since in the middle of a not-football game a ball was kicked and hit him). Their trade prince sold the entire Cartel into slavery after charging them all their possessions for supposedly safe passage off the island, and the ships were caught in a naval battle between the Horde and Alliance. After conquering the island, they then joined the Horde which was in the middle of becoming a fascist genocidal dictatorship again thanks to shit leaders (also, their trade prince got to keep his job despite the mess he caused). They quickly upgraded the Horde from catapults to giant robots and from bow and arrow to machineguns, then created their own new capital by completely renovating a huge chunk of the continent into the symbol of the Horde complete with a Mount Rushmore of their racial leader. &lt;br /&gt;
During the Kezan levels it was also revealed that Goblins have become multicultural, taking on things previously alien to them like worship of the light and shamanism (although the former is seen as a combination of medic and television evangelism, while the latter is perceived as cutting deals with nature). Kezan is very modern and has television, pop stars, sunglasses, champagne, fancy cars, neon lights, not-Chinese food, electricity and lightbulbs, and many other conveniences not seen elsewhere in the rest of the Renaissance setting outside the homeland of the Gnomes. &lt;br /&gt;
&lt;br /&gt;
Goblin origins were also explained. In ancient times, Goblins were an semi-intelligent race of monkey which was enslaved by Island Trolls and forced to mine a substance called Kajamite. Kajamite has a side-effect of causing a huge boost to intelligence (although not coherent thought) in anyone who imbibes it, and one day the Troll slavemasters entered the mines to whip their tiny laborers and were disintegrated with laser beams. Since then, the Goblins have mined Kajamite and used it as an ingredient in ingestibles of all kinds (including &amp;quot;Kaja-cola&amp;quot;) although their supply was beginning to run out, and there was fear they may regress back to being mere monkeys without it. Like most Cataclysm plots, this was never brought up again although there was hints that with the Kaja-cola that was left everywhere they go that monkeys drinking it have begun becoming intelligent as well.&lt;br /&gt;
&lt;br /&gt;
Goblins in Warcraft 2 had extremely squeaky, high-pitched voices and tended to babble or shriek. In Warcraft 3 the shrillness of the voice was lessened, and they became more calm and coherent. The Goblins in World of Warcraft still have a voice that is higher-pitched than a human, although only slightly more for males while gaining something of an American Brooklyn accent. The non-Bilgewater Goblins still speak in their Brooklyn accent or a general American accent, Bilgewater Goblins speak like they&#039;re from New Jersey both in accent and expression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GoblinZeppelin.png|A Goblin Zeppelin pilot in Warcraft 2.&lt;br /&gt;
Image:GoblinSappers 2.jpg|Goblin Sappers in Warcraft 2.&lt;br /&gt;
Image:Goblin Sappers.jpg|Warcraft 3 Goblin Sappers.&lt;br /&gt;
Image:Goblin Tinker WX.png|Warcraft 3 Goblin Tinker.&lt;br /&gt;
Image:WoW Goblin Fem.jpg|World of Warcraft female Goblin player characters.&lt;br /&gt;
Image:Warcraft Goblin Player Male.jpg|World of Warcraft male Goblin player characters. &lt;br /&gt;
Image:GOBLINS AND GNOMES.jpg|Goblin/Gnome rivalry. &lt;br /&gt;
Image:Kezan.png|The Bilgewater portion of Kezan.&lt;br /&gt;
Image:Goblin Easter.png|Goblins are into holidays in a big way, either as a business conspiracy or over-enthusiasm. &lt;br /&gt;
Image:Goblin femSapper.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Goblin Slayer]]==&lt;br /&gt;
[[Skarsnik|The said goblin in this manga while being a weak, tiny and barbaric humanoid is capable of many unorthodox tactics and teamwork that they could outplay and murder low level adventurers numerous times, whom the said adventurers underestimate the cunning goblins]]. They are barbaric primitives so they have to loot tools. However, they are capable of some degree of intelligence, like using signs like totems to create distractions as well as cover their weapons with urine and poisonous herbs to not only prevent adventurers from healing themselves, but also mark them with scents for goblins have an acute sense of smell. While they use mercenaries and pets such as wolves and orcs to further boost their effectiveness, the biggest contributors of their horde are their red shirt goblin goons, who are weak, small, but expendable and effective while attacking in groups. The horde is often led by a goblin mage that is capable of casting spells like fireball.&lt;br /&gt;
&lt;br /&gt;
Oh, and this being Japan, they&#039;re sadists native to the moon who have only one gender and use females of other races to reproduce; given their brutal nature, it&#039;s done via rape.  What the hell else would you read this shit for?&lt;br /&gt;
&lt;br /&gt;
==Goblins (The Webcomic)==&lt;br /&gt;
{{/co/}}&lt;br /&gt;
[[File:Webcomic Goblins.jpg|thumb|right|400px|&amp;quot;This is the arc that will not end, it will go on and on my friend...&amp;quot;]]&lt;br /&gt;
Goblins are the stars of a webcomic called [http://www.goblinscomic.org/ Goblins] created by a man known as &amp;quot;Thunt&amp;quot; (real name Tarol Hunt, though in 2019 he announced that he is transitioning to female and is changing his name to  Ellipsis Hana Stephens) in 2005, which claims that #GoblinLivesMatter and all the bad stuff comes from evil clans but most monsters are totally bros and it&#039;s all just a misunderstanding or a result of the ignorant sadistic humans, with those of the monster who ARE bad only being a product of human oppression. &lt;br /&gt;
&lt;br /&gt;
Even so, only half of the arcs even have goblin protagonists - the other focuses on two adventurers, the, well, min/maxed human named Minmax and his dwarf cleric partner Forgath. Originally they were in an adventuring party (back when the comic was actually still a parody of an RPG world, complete with characters confusing the first person and meta as well as the cleric praying to the DM) who were at first all [[Drizzt]] clones then a bad weeaboo crew although the joke of the characters all dying at the same time due to their incompetence shortly after being rolled was dropped after the second time, and the parody plot was entirely dropped later on as well.&lt;br /&gt;
&lt;br /&gt;
The supposed main characters are a group of goblins who were supposed to be just your average quick skirmish that was guarding a treasure chest full of magic gear they weren&#039;t allowed to open for reasons none of them knew. After surviving the attack by Minmax, Forgath, and their idiot friends that suffered a TPK, the Goblins decided to commit the ultimate act of heresy against their race and become player characters by adopting classes. &lt;br /&gt;
&lt;br /&gt;
Then the story starts getting convoluted, going through a human city that is mostly just built on torture-killing monster races, having Minmax and Forgath go on a subplot that involved a Yuan-Ti that lead into a seemingly unending dungeon arc involving parallel realities before a misunderstanding forced the two characters to separate with her, while at the same time the Goblin group attempted to escape from a paladin who has taken the Lawful Good definition into &amp;quot;an omnicidal maniac who enslaves the souls of those he has killed while maintaining a personality straight out of a [[Warhammer 40000]] fanfic&amp;quot;. While having side stories involving ANOTHER insanely complex dungeon. While a third group, made up of one of the Goblins plus an evil Goblin who&#039;s really tragically misunderstood product of her situation going through ANOTHER unending dungeon. &lt;br /&gt;
&lt;br /&gt;
The common points that are inevitably mentioned on /tg/ when Goblins is brought up are both the lack of an improvement of art over the course of the comics decade of history and the meme &amp;quot;IMSAD&amp;quot;, the latter of which is a good summary of most of the plot of the comic. After a small breakdown caused by backlash from [[SJW]] fans taking issue with the torture-rapist ex-adventurer governor villain, [http://www.goblinscomic.org/kins-story-is-kind-of-true/ the creator revealed that the reason the villains are written so absolutely edgetastically hammy in their evil is he was using the comic to work through some emotional trauma caused when some men raped his mother before he was born and the story of it scarred him.] He also later revealed he had a history of domestic abuse. Somehow he thought this would make things better. &lt;br /&gt;
&lt;br /&gt;
Thunt is currently supported exclusively through the webcomic, which goes on hiatus from time to time. &lt;br /&gt;
&lt;br /&gt;
Thunt has also been working on turning his comic into an animated series which he funded on Indiegogo.  Somehow, he managed to get several famous voice actors on the project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Webcomic Goblins IMSAD.gif|Congratulations, you now know the basic plot.&lt;br /&gt;
Image:IMSAD 2.jpg&lt;br /&gt;
Image:Webcomic Goblins Page.jpg|An actual page, from when it was still a parody. &lt;br /&gt;
Image:Webcomic Goblins Thunt Goes Bananas.jpg|A piece Thunt made during his breakdown, which he later blamed on his gender issues. Feel free to insert your own reference to [[Chaos]] corruption here.&lt;br /&gt;
Image:4chan on Goblins.png|tl;dr&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troll 2 Goblins==&lt;br /&gt;
&lt;br /&gt;
The notorious movie Troll 2 infamously [[Irony|features no actual trolls]]&amp;lt;ref&amp;gt;Nor any connection to its purported prequel, &#039;&#039;Troll&#039;&#039; from 1986, which is a fascinatingly bad movie in itself. Troll 1 features a surprisingly strong cast and a pair of protagonists both named &amp;quot;[[Harry Potter]]&amp;quot; (Sr. and Jr.), among a great deal of other weirdness unrelated to its &amp;quot;sequels&amp;quot;. Further, there have been &#039;&#039;two&#039;&#039; movies released as &amp;quot;Troll 3&amp;quot;, neither of which has a [[troll]], nor much connection to either Troll 1 or 2 or each other (one purported Troll 3 features a &amp;quot;hobgoblin&amp;quot; and the other features killer trees). And then there was a semi-official sequel to Troll 2 called &amp;quot;Goblin 2&amp;quot; (Troll 2 being originally filmed under the title &amp;quot;Goblins&amp;quot;) that actually featured a [[troll]] (and no actual goblins). But enough about other filmmakers&#039; [[Pun|Trolling]] of audiences.&amp;lt;/ref&amp;gt;. It instead features goblins (thus, its presence in this article), who live in the town of Nilbog (&amp;quot;Its Goblin backwards!&amp;quot;), and who, for the purposes of this movie, are vegetarian monsters who turn their human victims into plants via various potions and other concoctions. (The writer/director was an Italian with &#039;&#039;issues&#039;&#039;, okay?)&lt;br /&gt;
&lt;br /&gt;
That being said, the Troll 2 goblins are worth mentioning just because &amp;quot;vegetarian monsters who convert their prey into plants&amp;quot; is a fairly good line for &amp;quot;just how weird you can go with goblins&amp;quot;, and also a good adventure seed that could be used for a minor [[World of Darkness]] mystery baddie.&lt;br /&gt;
&lt;br /&gt;
==Monstergirl Depictions==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Goblin_Bar_Wench.png|thumb|200px]]&lt;br /&gt;
Traditionally, the idea of goblins being [[monstergirls]] was something of a niche, at best; most thought of them as just hideous, stupid, filthy little monsters - who would want to put their dicks in that?&lt;br /&gt;
&lt;br /&gt;
Ironically, it was [[Warcraft]] that probably first sowed the seeds of female goblins being fuggable; whilst the attractiveness of female goblins in that game is contentious, people must admit that they were better-looking than the tumor-riddled, snaggle-toothed, scarred abominations that make up the canon depictions of most goblins prior to that. They were certainly attractive enough to start scoring [[Rule 34]] artwork, and this became a revelation to fa/tg/uys: that goblin-girls did &#039;&#039;not&#039;&#039; have to be fugly!&lt;br /&gt;
&lt;br /&gt;
From there, goblin-girls became an underground sensation, slowly developing and evolving in the steamier underbelly of /tg/ and on /d/ (or at least its &amp;quot;western counterpart&amp;quot; /aco/) until they have become as mainstream in the /tg/ fandom as any monstergirl has a chance of being.&lt;br /&gt;
&lt;br /&gt;
Because goblins vary so widely in their depictions, it shouldn&#039;t be surprising that goblin-girls likewise have been a particularly fertile ground for interpretations. There are five &amp;quot;mainstream&amp;quot; depictions of the goblin-as-monstergirl you will probably encounter on /tg/, and many different sub-forms and cross-pollinations. All depend on which of various &amp;quot;goblin aspects&amp;quot; that a creator deigns to focus on; tinker skills, short-sighted hedonism, mischievousness, raw sexual appetites, and fertility:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Pervy Tinker&amp;quot; archetype directly traces its roots back to Warcraft&#039;s Rule 34&#039;d goblins: this envisions goblins as a &amp;quot;techy&amp;quot; race with a strong lewd streak, leading to them focusing their mad science skills on coming up with newer and more deviant ways of getting off. Depending on the fundamental tech level of the setting and the creator&#039;s own tastes, this can range from aphrodisiac gas grenades and automated dildos to [[golem]]s built as living sex engines and bimbofying/transforming [[magitek]] rayguns. Rule 34 interpretations of World of Warcraft lore can be counted as this, as well as rare goblins in Corruption of Champions that are mentally stable enough to keep their panties on.&lt;br /&gt;
* The &amp;quot;Shameless Slut&amp;quot; archetype likewise has its roots in Warcraft goblins, vis a vis their canonical obsession with money, but is perhaps one of the more widely known &amp;quot;generic&amp;quot; archetypes as well. These goblins are hedonists who take a great deal of pride in their libido and their love of pleasure, integrating with the other races and usually gravitating towards roles based on &amp;quot;entertaining&amp;quot;, from barmaids to outright prostitutes. In fact, they are often depicted as actively enjoying whoring themselves out, as it ensures a steady stream of partners and profit, whilst sating their perverse and degrading sexual desires. These goblin-girls are often size-queens, specifically choosing partners based on the stature of their masculine organs. The adult comic artist Incase is focused on this one, and might as well started it with his drawings.&lt;br /&gt;
* The &amp;quot;Mischief Maker&amp;quot; archetype is the most innocent of the archetypes, portraying goblins as just playful, fun-loving hedonists whose greatest aims in life are pranking, partying and making love, not necessarily in that order.&lt;br /&gt;
* The &amp;quot;Savage Slut&amp;quot; archetype is perhaps the oldest of the archetypes, for it owes its origins to the original interchangeability of goblin and [[orc]]. These goblins are basically sexy &amp;quot;savages&amp;quot;, wild and primal little monstergirls who live a primitive lifestyle centered on hunting, playing, and of course capturing &amp;amp; having sex with men. Essentially, this depicts goblins as [[shortstack]] or [[loli|&amp;quot;a loophole for masturbating to underage children&amp;quot;]] orcs. Kenkou Cross&#039; Monster Girl Encyclopedia is focused on that.&lt;br /&gt;
* The &amp;quot;Breederphile&amp;quot; archetype is, in comparison, probably the youngest of these archetypes. These goblins are defined by their racial pregnancy fetishism, and by having bodies almost literally built to breed. Being impregnated is intensely orgasmic, pregnancy either fills them with ecstasy, makes them incredibly horny, or both, birth is a series of some of the most intense orgasms in their lives, and social standing often revolves around how many daughters they have to boss around. {{BLAM|+++...SCANNING...+++}} {{BLAM|+++Congratulations Neophyte, you have just weathered the single worst psychic assault a slaaneshi daemon is capable of unleashing; you may now be promoted into the ranks of the [[Grey Knights]]+++}}This archetype does make some sense if you think about it: after all as a &#039;cannon fodder&#039; species for PC, where do all the Goblins come from? Corruption of Champions might as well have started this archetype.&lt;br /&gt;
&lt;br /&gt;
More recently, moreso than even the Breederphile, a variant of goblin-girl portrayal native to [[Urban Fantasy]] settings has come to /tg/&#039;s attention from our [[shortstack]] fetishising kinsfolk on /aco/. Combining parts of the &amp;quot;Shameless Slut&amp;quot; and &amp;quot;Breederphile&amp;quot; stereotypes, paired with some occasionally-awkward racial coding, the so-called &amp;quot;Ghetto Goblin&amp;quot; tends to be used as an less-racially-offensive imitation of the &amp;quot;hot-blooded Latina&amp;quot; or &amp;quot;Ghetto Black Girl&amp;quot; racial stereotype, in that they are sexually open, tend toward foul language and fiery tempers when angry and lewd vocalizing or body-language when aroused or teasing others, and frequently dress provocatively. While breeding for the Ghetto Goblin isn&#039;t usually as erotic as with the Breederphile, the social status of the Ghettoblin is often measured by how many offspring they have, how often they have sex, and how early they first had sex. They arouse easily, to the point that human men in their stories often need to talk Ghetto Goblins out of outright molesting them openly in public.&lt;br /&gt;
&lt;br /&gt;
Whilst these archetypes are certainly well known, there are also two specific depictions of goblin monstergirls that have achieved enough recognition to be recognizable by name; the MGE Goblin and the CoC Goblin.&lt;br /&gt;
&lt;br /&gt;
The [[Monster Girl Encyclopedia]] depiction of the goblin is essentially a mashup of the Mischief Maker and the Savage Slut archetypes. These primitive mamono live in tribal clusters, entertaining themselves by playing pranks on each other or the races around them, hunting game, and conducting banditry for fun, profit and boyfriends. In appearance, they resemble pointy-eared human [[loli]]s with horns and superhuman strength, allowing them to fight with weapons that only a strong human man would normally have a chance of lifting. Simple-minded and carefree, they have no intention of giving up the lifestyle they so enjoy.&lt;br /&gt;
&lt;br /&gt;
The CoC Goblin takes its name from Corruption of Champions, a [[/d/|hentai]] fantasy text adventure game that was popular on /tg/ for a while, before the fact that [[furries]] are much more willing to put money where mouth is when it comes to getting fetishistic shit done led to the inevitable flooding of the game with [[beastfolk]] waifus and encounters and /tg/ promptly banished it. Still, before it went under, it had a significant impact on the goblin-girl arena: CoC may not have created the idea of the Breederphile archetype, but it certainly brought it to the attention of what passes for /tg/ mainstream. CoC&#039;s goblins are Breederphiles who became a pregnancy-obsessed all-female race due to corruption of their water supply. Once a brilliant race of alchemists and inventors, they have since devolved into a Savage Slut culture, living in crude tribes based on a massively curvy matriarch, her husband(s), and as many daughters as she can make who are willing to stick around - whilst goblins are fiercely competitive with each other, there is also safety in numbers, keeping them from being eaten by [[hellhound]]s or raped/beaten to death by [[minotaur]]s. Such clans are often notably inbred, for their corruption means they have little sense of objection to incest, with only the matriarch&#039;s jealous possessiveness in regards her husband keeping her daughters at bay. They&#039;re also examples of the Pervy Tinker archetype, using what remains of their former knack for invention to create sex toys and perverse alchemical concoctions for use in subduing husbands and molding them to their liking.&lt;br /&gt;
&lt;br /&gt;
One memorable goblin monstergirl is Zanik from [[RuneScape]].  Zanik is a badass female goblin adventurer who is the star of one of the game&#039;s major story arc where she helps the player save her tribe of technologically advanced goblins from a KKK-like cult of racist humans and then from an evil god of war who wants to take back control of her tribe.  Fans of the game were so mad when the developers killed her off unfairly, and also gave her a graphical update that made her too ugly, that they later brought her back with a cuter redesign, though now fans complain that her new look is too cute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cute_Goblin_Adventurer.jpg&lt;br /&gt;
Image:Goblin_Dancer.jpg&lt;br /&gt;
Image:Goblin_Adventurer_1.png&lt;br /&gt;
Image:Goblin_Monk_1.jpg&lt;br /&gt;
Image:Goblin_Shamaness_1.jpg&lt;br /&gt;
Image:Goblin_Shamaness_2.jpg&lt;br /&gt;
File:MGE Goblin.jpg|When Lolis go after predators.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sneaky Goblin.gif&lt;br /&gt;
Image:Goblin Knight.JPG|A more &amp;quot;player character&amp;quot; variety.&lt;br /&gt;
Image:GreenGoblin3.jpg|Most goblins tend to [[Alchemist|throw pumpkin bombs]] and use flying crafts to annoy [[/co/|superheroes]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
* [[Unified Setting/Goblins]] Yet another take on a classic concept.&lt;br /&gt;
* [[Goblin Slayer]], a man with a serious beef against goblins.&lt;br /&gt;
* [https://www.youtube.com/watch?v=jqx4ywmqYUw The most common reaction to Goblins]&lt;br /&gt;
* [[Goblinoid]], for the extended goblin family.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
[[Category:Kings of War]][[Category:Monsters]]&lt;br /&gt;
[[Category: Goblin]]&lt;/div&gt;</summary>
		<author><name>2601:203:400:CE90:D1B9:79A4:91:717F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Jackalwere&amp;diff=280207</id>
		<title>Jackalwere</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Jackalwere&amp;diff=280207"/>
		<updated>2021-05-03T02:42:02Z</updated>

		<summary type="html">&lt;p&gt;2601:203:400:CE90:D1B9:79A4:91:717F: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
[[File:Jackalwere 5e.png|thumb|right|300px|Jackals don&#039;t look like that.]]&lt;br /&gt;
&#039;&#039;&#039;Jackalweres&#039;&#039;&#039; are one of the two most prominent examples of &amp;quot;antherion&amp;quot; ([[therianthrope]]s with the base form of an intelligent animal) in [[Dungeons &amp;amp; Dragons]], with the other being the [[wolfwere]] - in fact, the wolfwere has actually fallen away in popularity over the years, whilst the jackalwere has only grown increasingly prominent over the editions.&lt;br /&gt;
&lt;br /&gt;
Jackalweres are evil-aligned and for some reason have the ability to put people to sleep with their gaze.&lt;br /&gt;
&lt;br /&gt;
The origin of Jackalweres and what gods they are associated with changes depending on the edition.  In 4th edition, Jackalweres were a tribe of jackal people who were given the ability to shapeshift by the [[Primal Spirit|Primal Spirit]] The Dark Sister to help them get revenge on humanity, and they are sometimes found in cults of [[Asmodeus]] and [[Zehir]].  In 5th edition, they were once ordinary Jackal that were changed by [[Graz&#039;zt]] to act as minions for his [[Lamia]]s.&lt;br /&gt;
&lt;br /&gt;
The jackalwere&#039;s &amp;quot;lycanthrope&amp;quot; counterpart, the [[werejackal]], is an obscure monster native to the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* https://www.enworld.org/threads/monster-encyclopedia-jackalwere.663559/ - An exhaustive detailing on the details of the Jackalwere and how, when and where it has appeared throughout D&amp;amp;D&#039;s history.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jackalwere 1e.webp|This is much closer.&lt;br /&gt;
Jackalwere MM1 1e 2.jpg|This is a step backwards&lt;br /&gt;
Jackalwere MCV1.jpg|Almost as bad.&lt;br /&gt;
Jackalwere MM 2e.png|[[WTF]], did a tiger, a cheetah, and a wolf have a threesome?&lt;br /&gt;
Jackalwere 3e.jpg|Still completely wrong&lt;br /&gt;
Jackalwere 4e.jpg|Come on, just google what jackals look like.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons Monsters]]&lt;br /&gt;
[[Category: Therianthropes]]&lt;/div&gt;</summary>
		<author><name>2601:203:400:CE90:D1B9:79A4:91:717F</name></author>
	</entry>
</feed>