I recently purchased the rulebooks for Torchbearer 2nd Edition. Something reminded me of the project a few weeks ago, and the free introductory chapter captured my imagination. I have not had a chance to play the game yet, but I hope to do so in the coming weeks.
The Scholar's Guide includes a bibliography akin to AD&D's Appendix N and DCC's eponymous homage. I decided that I would add some of the references to my ever-growing pile of books to read. If nothing else, it will give me a good talking point about "remedial fantasy" during my sabbatical presentation. I started with Lord Dunsany's The King of Elfland's Daughter because it was easy to download from Project Gutenberg while I was on vacation. It contains the most poetic description of Elfland I have encountered: it is a place where poetry lives and some places can only be described in song. Yesterday, I finished The Wizard of Earthsea, which I have known about for decades but never took the time to read. It was an enjoyable story even if it was in the tired child-of-prophecy genre.
The Torchbearer Scholar's Guide describes various creatures that a brave adventurer might find lurking in ruins and caves. Many are classics of the TTRPG hobby described with the default setting's Norse flair. The description of the humble goblin blew me away.
It is questionable whether goblins are alive in the same fashion as humans or halflings. Rather than being born, a goblin springs from the shadows each time a child tells a lie to its mother or a grandchild steals from its grandparent. They age but do not die from senescence or disease. They can be slain or driven off, but soon after they regather on the margins, hungry for more mayhem.
This is wonderfully mythical. Goblins are not just little green people: they are something else entirely. They are fearsome creatures born of sin. They reflect a dark world where evil is not just a privation of good but itself a creative force. It is both poetic and frightening to the core.
I got onto the Burning Wheel Discord server and asked whether Torchbearer's goblins were inspired by any particular work in the bibliography. I got into a discussion with the coauthors, Luke Crane and Thor Olavsrud. Below is Crane's description of how he designed the goblins, quoted with permission.
The inspiration came while editing tb2e and, as it often is for me, it was born of frustration. I have seen so many goblins slaughtered in my time as game master in D&D. Goblins as vulnerable diminutive anthromorphs might make sense from an evolutionary niche perspective, but it’s entirely unsatisfying to me in terms of a supernatural cosmology in a fantastical world.
As Thor points out in his example, categorizing supernatural beings is never easy. By their nature, these beings defy classification. The difference between trolls, giants and ogres, for example, is best left for the academics to debate. Adventurers should be more concerned with more pressing matters.
So for goblins, in the editing process, I needed a way to use Thor’s taxonomy of beings that demonstrated the vibrancy of these Others and gave goblins a reason to be. They needed a supernatural niche, not an ecological one. So I cackled to myself (out loud!) and gleefully muttered: Spirits! What if they’re spirits?
Since we were developing the spirit conflicts in the LMM [Lore Master's Manual] at the same time, I knew this classification would create problems and possibilities for adventurers.
To support this idea with the description, I attempted to reach into tropes found in folklore. What if those warnings to children about not lying and stealing were true? A second cackle emerged as I imagined goblins sprouting like weeds in the shadows of towns and steadings throughout Middarmark, while grandmothers fruitlessly wagged their fingers and plead with their charges to behave.
Even better, this supernatural provenance sketches a supernatural economy. Why should the simple folk of this land tolerate magicians, theurges, shamans and sorcerers? They are the only ones capable of banishing this incessant plague of goblins. Or what of a witch-queen who inveigles children to lie and steal for her, and so creates an army of mischief?
The possibilities are many, and they wear a different mask than that of the fearsome descendants of Azog and Bolg.
I love how his explanation combines mythmaking and systems. To me, that is the essence of good design, where the narrative and the mechanisms support each other, creating an engine for interesting experiences.
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