Hey guys! Another blast from the past today–here’s a setting pitch I developed back in 2003 about a goblin kingdom. I still adore the concept of Thar’Azeel, the goblin prison beneath the earth, surrounded by lava flows and patrolled by bat-riding goblins.
Main idea:
Goblins, Hobgoblins, and Bugbears have formed a nation from out of their mountain lairs. In this nation, the Goblinoids thrive – but the realm is threatened by wicked plots from within, political and religious strife, and threats on the borders from the civilized realms of men, elves, and dwarves. It is your chance to see how the other half lives and take on the role of a Goblin of Zorgrundar – do you have what it takes?
Detailed description:
Once a wild, lawless mountain region, Zorgrundar has recently been united under the reign of Ty-skar, Goblin King. Throughout this realm, small, nimble, and numerous Goblins, tall and brave Hobgoblins, and muscular and massive Bugbears work together as the kingdom grows and thrives. The capital city of Thar’dakuunis sited within the ruins of an ancient dwarven hold, prospering as Ty-skar’s policies of trade and diplomacy bear fruit amongst the suspicious neighboring nations. The village of Deep Thrak’th serves as a border town where pioneers begin new lives and new trades (such as the Green Goblin Ale Brewery) to further enrich Zorgrundar’s coffers. The prison city of Thar’azeellurks deep beneath the mountains behind a constant flow of molten lava known as the River of Blood. In Thar’azeel, goblin bat-riders patrol the space above the city (which resides inside a massive cavern) while priests rule from a massive tower carved in the shape of an idol to their evil deity. An ambitious goblin priest of a dark god works to supplant the king and turn Zorgrundar into his personal theocracy, while other rivals for the throne scheme and plot in the tunnels below. This young, dynamic realm has enemies from without as well as within – humans, dwarves, and elves all live nearby and all resent the Goblin’s dominance of the mountain regions. None are willing to go to open war – yet, and with careful diplomacy, may yet become friends and allies someday. Meanwhile, the king seeks ways to shore up his own position while undermining that of his enemies – so he needs reliable agents!
Enter the PC’s, taking on the roles of Goblin, Hobgoblin, or Bugbear adventurers in a bid to keep King Ty-skar on the throne and give Zorgrundar the time it needs to grow and become stable before its enemies destroy it in the cradle.
This book presents an all-goblins, all-the-time campaign – instead of a mounted knight, you play a hobgoblin wolf rider. Instead of a greybeard wizard, you play a goblin shaman. Instead of a noble swordsman, you play a hulking Bugbear warden.
The unique factor of this book is that it is a campaign centered around goblins and goblin society. The PC’s essentially are playing the monsters that they would be battling to the death in a normal D&D game. Zorgrundar gives players the chance to understand goblins in a way never before explored. In addition, the exciting and dynamic setting of the mountainous realm introduces some fantastic opportunities to roleplay in the halls of goblinoid power, where the politics and religion are both far more savage and the consequences far more brutal than in most “civilized” lands.
As a D20 product, the book will present new monsters, new spells, domains, prestige classes, feats, and skills for use in a D&D game. Also, quite a bit of the book is aimed at DM’s who want to run a campaign where the game is familiar but the party is just a little more unique than normal. Guidelines for running an all-goblin game are included, with tips on how to work Zorgrundar into any established campaign world.
Possible Expansions:
The Player’s Guide to Goblins (and Hobgoblins, and Bugbears) discussing new classes, prestige classes, equipment, feats, etc.
City and Adventure packs for the region, like:
Thar’azeel – The Prison City…of DOOM! (which includes a writeup of the city, major NPC’s of the city, adventures, maybe even a bat rider prestige class)
…and so forth.
Zorgrundar is the kind of place you’d never say in a D&D game without wishing for dramatic thunder and lightning to underscore it’s cool name.
[Editor’s note: It would be lovely to return to this concept sometime, although I think it might actually be a better setting for fiction, unless you run an all-monsters, all-the-time D&D campaign!]

