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Reply Supernatural Steampunk (tales of ghosts & magic)
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Kitirena
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PostPosted: Fri Aug 21, 2009 9:26 am


ScarletFrost
I'm not sure if this is the right place for this, but it can't hurt.

I'm writing a fantasy story, and I'm running into some time-line development issues. It's a bit of an involved explanation so please stay with me.

The goblins in my story extraordinary mathematicians ("measuring the gifts of others") and are deathly allergic to gold ("never able to own them"). While humans can come up with ideas like gliders and paddle-boats, goblins can come up with the advanced mathematics to make them happen. As a result, goblins are the driving force behind technology (such as it is in a sword-and-sorcery Fantasy).

So...Finally to my dilemma: While I want to maintain a general fantasy theme, I want my goblins to be VERY different, especially the good guys.

What sort of inventions would be good for the bad guys and what different inventions would be good for the good guys?

And what kind of time line is feasible? My main goblin hero needs to go from scribe to exile to motivated rebel to king in about 10 years max (goblins don't live long and he's already middle aged). Should I have caches of secret inventions from the goblins of ancient times waiting for the right heir? or is that way too cliche?

This is most important to the second book in the series, Goblin Knights. (The first book is almost done.)


On the subject of mathematics, have you ever heard of gematria? It's a branch of Kabalah involving numerology, sacred geometry, and other esoteric number manipulations. It seems to me that the goblins as you described them would definitely use gematria, and possibly also some of the esoteric teachings of Pythagoras would seem to fit the bill.

As for the "caches of secret weapons", it could be cliche if handled wrong, but if you also use the sacred geometry aspect of gematria to discover these "lost caches" by using a combination of old maps that he (or his allies) discover through the course of the story and a mathematical code similar to the esoteric writings of real-life alchemists (who often used very poetic and symbolic language to hide their secrets from the "unenlightened"). In fact, I can easily see your goblin hero pouring through obscure texts of mathematical equations with hidden symbolic meanings similar to the journals kept by alchemists, puzzling them out gradually a la The DaVinci Code until that sudden "aha!" moment when he realizes that the equations represent constellations as viewed from a certain place on the world your stories take place on, or when graphed, depict a "map" of the location of the next cache.

Also, having the goblins depicted as inventors and tinkerers much like gremlins of WW2 legends makes them far different than the typical goblins of D&D, etc.--and definitely look up goblin tech in Warcraft 3 as Keith Valken Lionheart suggested, and also check out the profiles of some of the goblin NPCs on FFXIcyclopedia, the wiki for Final Fantasy 11 for inspiration.
PostPosted: Wed Sep 02, 2009 10:18 am


Here's my sugestions:

Good ones for villans would be weapons that throw nasty stuff. Flame throwser, poison sprayers, gass weapons, that kind of thing. Their vechiles should be so big and heavy that they couldn't even avoid mowing down everything in their path if they desided they wanted to.

The good guys, on the other hand, should have smaller and/or flying vechiles to avoid crashing into things, and their weapons would be tricked out versions of lower tech stuff. The knight named in the first book, for example, might have a sword wich can fire lightning attacks or a sheild that dicipates the harmful goblin weapons.

Also, unless you want the good guys to have to walk or ride everywhere, don't only give bad goblins access to an airship; I don't much like it when durigables are treated as a bad guy thing.

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PostPosted: Sat Jan 30, 2010 11:34 pm


Keith Valken Lionheart
fire - link
besides the necro in the post above, i had an idea....

look up the Goblin tech in Warcraft 3.

very similar to yours, with humans, orcs, elves, swords, bows, etc.

but then there are 3 minor races which are much more technical

The Dwarves: Masters of black powder
The Gnomes: Masters of flying machines
The Goblins: Masters of metal

basically, long story short, the goblins have tech like:
the goblin shredder, Goblin Tinker, Clokwerk Goblins, Goblin Zep, etc
http://classic.battle.net/war3/neutral/goblins.shtml - Shredder, Zeppelin
http://classic.battle.net/war3/neutral/goblintinker.shtml - Goblin Tinker, Clokwerk Goblin Factory, etc
I can now see goblins in Kiss garb, or hair metal look, wielding electric guitars shaped like Greataxes.


That is a decent example. Though, goblins and orcs with actual 'axe' guitars? Sweet. I saw a music video once that did that. The Orc guitarist was playing his battleaxe/greataxe like a guitar.I forget what it was called, but it was WoW related, and on youtube. It was really good IMO.

Jazzaram
Here's my sugestions:

Good ones for villans would be weapons that throw nasty stuff. Flame throwser, poison sprayers, gass weapons, that kind of thing. Their vechiles should be so big and heavy that they couldn't even avoid mowing down everything in their path if they desided they wanted to.

The good guys, on the other hand, should have smaller and/or flying vechiles to avoid crashing into things, and their weapons would be tricked out versions of lower tech stuff. The knight named in the first book, for example, might have a sword wich can fire lightning attacks or a sheild that dicipates the harmful goblin weapons.

Also, unless you want the good guys to have to walk or ride everywhere, don't only give bad goblins access to an airship; I don't much like it when durigables are treated as a bad guy thing.


Yeah! Good show. I would love to see a good airship battle! I know I'm working on a story that is going to have one or a few or a few dozen..... Heh, I've been working on it since before I joined this guild, so I'm not stealing anyones ideas btw. Though, there is another not so steampunk related story I am going to work on that I would like to use a few ideas from here in. I like the goblins in spike armor from the catapult idea. If they survive, they can fight, and if they don't, they do make a good projectile. Though, if they hit something wooden or hit a stone wall too hard, it would be funny to see them stuck upside down, or something, unable to get down because of the spikes stuck in the wall. Anyone else find that humorous? Launch a bunch of goblins over the outerwalls, only to throw them too far and they stick to the underside of the main castles drawbridge in awkward positions? There would be ways around this of course, but otherwise funny none the less.  
PostPosted: Sun Jan 31, 2010 5:54 am


Probably a vide with the Tauren Chieftans. They're a metal band in WoW with a Orc Lead singer, Undead, Blood elf on guitars, Troll on bass (I think) and a Tauren on drums. Used to ploay in shattrath every few hours.



I play entirely too much WoW. sad

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PostPosted: Tue Feb 09, 2010 6:36 am


Keith Valken Lionheart
fire - link
besides the necro in the post above, i had an idea....

look up the Goblin tech in Warcraft 3.

very similar to yours, with humans, orcs, elves, swords, bows, etc.

but then there are 3 minor races which are much more technical

The Dwarves: Masters of black powder
The Gnomes: Masters of flying machines
The Goblins: Masters of metal

basically, long story short, the goblins have tech like:
the goblin shredder, Goblin Tinker, Clokwerk Goblins, Goblin Zep, etc
http://classic.battle.net/war3/neutral/goblins.shtml - Shredder, Zeppelin
http://classic.battle.net/war3/neutral/goblintinker.shtml - Goblin Tinker, Clokwerk Goblin Factory, etc
I can now see goblins in Kiss garb, or hair metal look, wielding electric guitars shaped like Greataxes.

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Supernatural Steampunk (tales of ghosts & magic)

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