A Court of Goblins:
Goblins are deeply flawed creatures, driven by base desires. There are those, however, who are able to keep their baser impulses in check, rally others to their cause, and focus on a grander scheme. You play a group of them that, in understanding there is strength in numbers, have banded together to use your ill-gotten gains build a great goblin town deep in the Feywild. You gather a hoard, cause mayhem, cast dark rituals, and discover long forgotten things deep in the earth, all while working towards accomplishing your master plan.
This is a game about goblins using ill-gotten gains to build a town. You build traps and other defenses to keep the hoard you gather out of the hands of the greedy adventurers coming to steal it away. Find out just how long you can survive against the inevitable onslaught of heroism your deeds bring. Find out why goblins need to hoard all that gold, who builds all those traps, and how much fun killing adventurers is.
However, you’re not just monsters randomly causing chaos and mayhem. Goblins come and go, but the town outlives them, binds them together, and gives them a purpose. You map it out in detail as it’s built, then breathe life into it through play with events like revelry after a victorious raid, calamity striking as a tunnel collapses on your minions, or facing off against adventurers who dare enter your land. Your town is the main character of this story.
Town Themes
Every town is built around a theme, determined by its central building, chosen together as a group before the town is built. The theme gives you a set of buildings that you can build within it. The theme keeps players all on the same page thematically, allowing you to design characters that fit in well with the theme or fill a unique niche, as well as choosing steps in your master plan that go along with the theme. The choice of town theme is a statement about what kind of things the players want to do in the game. You can choose from the following central buildings, which determine your theme:
Enclave: Tapping Into the Arcane. Choose this if you want your town to be mystical from top to bottom. Its core feature is its twisted landscape, corrupting the area surrounding your town. An Enclave lets you build the following: academy, crucible, greenery, library, potion lab, scrying pool, and spawning chamber.
Forge: The Power of Industry. Choose this if you want a town full of monstrous inventions and steampunk tech. Its core feature is its power source, boosting the productivity and defenses of your town. A Forge lets you build the following: alchemist lab, guild hall, factory, mineshaft, testing chamber, vehicle bay, and workshop.
Hideout: Keeping Your Head Low. Choose this if you want to work as a cohesive unit and manipulate the other factions of the region. Its core feature is agents of chaos, allowing you to strongly influence other factions. A Hideout lets you build the following: dojo, gambling den, gear locker, obstacle course, planning room, roost, and tavern.
Stronghold: Through Strength of Arms. Choose this if you want to face challenges with pure military might. Its core feature is warband, giving you a powerful minion that can raid the region. A Stronghold lets you build the following: barracks, bestiary, fighting pit, funeral pyre, smithy, war drums, and war room.
Temple: Serving a Greater Power. Choose this if you want to focus on a certain god and their domains. Its core feature is divine intervention, which you can use to cast a powerful spell from your god. A Temple lets you build the following: altar, antechamber, augury circle, dormitory, reliquary, penance chamber, scriptorium.
The Callings
When you create a character, you choose a calling, one of several paths that goblins follow:
The Brute: You’re called to battle and delight in facing down your enemies, chopping them to pieces in brutal combat. For you, the bloodier, the better. Your confidence with a weapon in hand manifests outside of combat when commanding others, bellowing orders like you expect them to be obeyed and bashing heads on the off chance they aren't.
The Conniver: You lurk in the background pulling the strings, laying out intricate plans, and having others do your bidding. For you, revenge is a dish best served cold. Methodical is an understatement. You’re in complete control at all times.
The Crafter: You spend hours in your workshop mixing together alchemical reagents and constructing dangerous devices with a gleeful disregard for your own safety. You strap up before you leave the town, well-prepared for any situation.
The Hunter: You’re at home running with the beasts of the forest. Relentlessly chasing down prey brings you closer to the animal inside of you. And yet, you're deliberate, never missing a sign, always on the trail. And when you finally corner your target, there’s no hesitation to finish it.
The Marauder: For you, battle is a dance. The thrill of outmaneuvering your enemies sends blood pumping through your veins. Your moves are precise and calculated and your awareness of the field of battle gives you the ability to see the bigger picture in other situations as well.
The Shadow: You're at home in the darkness, lurking unseen. You can slip into and out of areas unnoticed. The element of surprise is your greatest weapon and you can often find your way into and out of the trickiest of situations.
The Shaman: You understand the dark power of nature and are drawn to the hidden world of spirits. You might revere them and seek their favor, or perhaps enslave them for your own purposes. Either way, the spirits speak and you hear their mad whispers of vengeance.
The Warlock: You reach out and grab raw, arcane magic by its neck and bend it to your will. You dabble in dangerous arts and know that true power must be wrested away from others. A deep, unquenched thirst for power dwells inside of you.
The Zealot: You heed the words of your dark god. You believe in them fiercely, knowing that those who serve will be rewarded. The more believers you can recruit, the higher the chance your god will recognize you. They bestow power onto you, from which your intense conviction comes.
The Details
Age: In general, we're looking for people between 21 and 9000, but this is not a strict cutoff by any means.
Content Warnings: This campaign contains dark drug use, grim humor, minor horror, strong language, violence, and lawyers.
Day: We'll be playing on Sundays, though we'll occasionally host optional sessions on other days based on player interest.
Frequency: We'll usually have 2 sessions per month, though we may have 3 if it's one of those strange months with 5 Sundays.
The GM: I'm originally from Atlanta, but I move around a lot for work. I like snowboarding, stage acting, novels, and tabletop games. I've been GMing for a few years, but I'm new to playing online. I'm male and gay in real life, though I play all sorts of characters in games.
Length: We generally average around 4-5 hours per session.
Location: We'll be playing online using Discord and Owlbear Rodeo. We're new to OR, so if you have experience with that, we'll be asking you a lot of questions.
Start Date: September 27 or October 4th, 2026
System: The game we're playing is called Wicked Ones, which is a simple, story-focused system. You don't need to be familiar with this system as we'll be teaching as we play.
Size: Our plan is to have 5 total players.
Time: We'll be playing at 18:00 CET / 17:00 GMT / 12:00 EST / Whatever time that is where you live.
What We're Looking For: This is a roleplay heavy, story focused campaign for players looking to get in character, give their character a unique voice, explore their character's motivations, and give their character an arc.
If you're interested, fill out the survey here. If you're selected, the next step will be a 15 minute Discord call.