Once, you were a human. Maybe you were a salaryman, or a kid on a skateboard, or a third-grade English teacher. Either way, you're dead now.
As quickly as your soul is placed into darkness, it is pulled back out. Light and sounds accelerate, and your eyes crack open for the first time, in a new body.
You're a Goblin.
Born in a small, remote tribe of Goblins in a forest, lacking any knowledge of your geography, you are thrust into the world. While only a newborn, the instinct and basic abilities of your kind are ingrained into you. How to communicate, how to hunt, what you must do to survive, as well as inherent information to your new world. This is your life, this is your mind. The memories of your previous life, your previous world, they exist but merely as a hazy dream with the conclusion forgotten. With time, sufficient experience and growth will open the option for you to evolve from a goblin to a different branch of monster, but this will depend on your own ability.
Just one thing sets this new batch of Goblin juveniles, your clan, apart from the rest. A single facet of their souls, a single "skill" retained from their past life that they do not even know they had. Perhaps an affinity for a rare kind of magic, perhaps a propensity to lead, perhaps the knowledge of a language they don't recall learning. Will this mistake in the cycle of reincarnation lend them the power to break past their limits, or will they simply fall like wild beasts to the onslaught of the world?
Welcome to the game, and do make it entertaining.
The revamp of something I had the idea for a couple years back. This is a group RP where you lot will play reincarnated humans in the form of goblins. You'll be born with the ability to speak the Goblin language, and rudimentary knowledge on things like "I need to eat". Your group will also have a handful of elder Goblins, who will help rear your generation. The thing is, for one reason or another, each of you has a somewhat unique skill or affinity, the result of something to do with your most recent past life.
With time, sufficient experience and growth will open the option for you to evolve from a goblin to a different branch of monster. The type of monster and its affinities will depend on your skillset; you might even have multiple options to pick from. For instance, from a Goblin you might change to a simple Hobgoblin, a branch of lesser demon, or something based off of any manner of mythological existence. My mod doc with things like a monster catalogue is pretty expansive at well over a thousand different kinds of monsters, so don't think you'll be lacking for options.
The roleplay's to focus on the growth of the player group as they strengthen themselves from a remote tribe of goblins to something greater. Work with your fellow players, try to control them by force, or even try to slaughter them all so you can be the main character. I'm not here to tell you how to play; that's for you to decide. Stay in the starting forest and turn this into a slice of life, adventure to the mountain of the Dragon King and try to ascend to godhood, the world is your oyster. I'll of course be codifying options and providing little catalysts here and there to keep things fresh, though.
Also, I cannot emphasize this enough: none of your characters will have any recollection of their time as a human. Zero. They won't have weird premonitions, they won't have hazy dreams, they won't have flashes of events from their past life, they won't have phobias or traumas that carried over. They will be a 100% blank slate, with the sole exception of their unique ability.
Strictly speaking, from the most general idea perspective it's basically taken from re;Monster. However, the way the universe will work, mechanics for things like magic and ability growth, themes of the story, and so on will largely differ to the point of being completely distinct. For that reason, if you're familiar with re;Monster, I don't recommend trying to apply knowledge from there to here.
As quickly as your soul is placed into darkness, it is pulled back out. Light and sounds accelerate, and your eyes crack open for the first time, in a new body.
You're a Goblin.
Born in a small, remote tribe of Goblins in a forest, lacking any knowledge of your geography, you are thrust into the world. While only a newborn, the instinct and basic abilities of your kind are ingrained into you. How to communicate, how to hunt, what you must do to survive, as well as inherent information to your new world. This is your life, this is your mind. The memories of your previous life, your previous world, they exist but merely as a hazy dream with the conclusion forgotten. With time, sufficient experience and growth will open the option for you to evolve from a goblin to a different branch of monster, but this will depend on your own ability.
Just one thing sets this new batch of Goblin juveniles, your clan, apart from the rest. A single facet of their souls, a single "skill" retained from their past life that they do not even know they had. Perhaps an affinity for a rare kind of magic, perhaps a propensity to lead, perhaps the knowledge of a language they don't recall learning. Will this mistake in the cycle of reincarnation lend them the power to break past their limits, or will they simply fall like wild beasts to the onslaught of the world?
Welcome to the game, and do make it entertaining.
The revamp of something I had the idea for a couple years back. This is a group RP where you lot will play reincarnated humans in the form of goblins. You'll be born with the ability to speak the Goblin language, and rudimentary knowledge on things like "I need to eat". Your group will also have a handful of elder Goblins, who will help rear your generation. The thing is, for one reason or another, each of you has a somewhat unique skill or affinity, the result of something to do with your most recent past life.
With time, sufficient experience and growth will open the option for you to evolve from a goblin to a different branch of monster. The type of monster and its affinities will depend on your skillset; you might even have multiple options to pick from. For instance, from a Goblin you might change to a simple Hobgoblin, a branch of lesser demon, or something based off of any manner of mythological existence. My mod doc with things like a monster catalogue is pretty expansive at well over a thousand different kinds of monsters, so don't think you'll be lacking for options.
The roleplay's to focus on the growth of the player group as they strengthen themselves from a remote tribe of goblins to something greater. Work with your fellow players, try to control them by force, or even try to slaughter them all so you can be the main character. I'm not here to tell you how to play; that's for you to decide. Stay in the starting forest and turn this into a slice of life, adventure to the mountain of the Dragon King and try to ascend to godhood, the world is your oyster. I'll of course be codifying options and providing little catalysts here and there to keep things fresh, though.
Also, I cannot emphasize this enough: none of your characters will have any recollection of their time as a human. Zero. They won't have weird premonitions, they won't have hazy dreams, they won't have flashes of events from their past life, they won't have phobias or traumas that carried over. They will be a 100% blank slate, with the sole exception of their unique ability.
Strictly speaking, from the most general idea perspective it's basically taken from re;Monster. However, the way the universe will work, mechanics for things like magic and ability growth, themes of the story, and so on will largely differ to the point of being completely distinct. For that reason, if you're familiar with re;Monster, I don't recommend trying to apply knowledge from there to here.