Anyone mind giving me some advice? I'm trying to be creative instead of derivative, but I'm having trouble making my own goblins that aren't just not!Warcraft ones.
I'm trying to make a goblin/dwarf centric campaign, and the gobs are sort of a counterpart to dwarves. They dwell in mountains, are craftsmen/miners as well (specializing more in steampunk/industrial stuff than the dwarves - dwarves are mostly enchanters, blacksmiths and armorers; gobs make bombs, firearms, and automatons, among other things), and have developed a culture revolving around selfishness and greed (unlike the dwarves, which tend to believe in sharing and advancing their strength as a united race).
The problem is, I'm having trouble finding ways to make the gobs unique, and not just generic tinker/trade gobs like the WoW ones, while still keeping them distinctly goblins. I've done an ok job of making the dwarves my own thing - they don't heavily drink, have a shamanistic culture, focus on martial and magical strength equally, and have xenophobic tendencies (a little like Drow lite, but some dwarf factions are willing to cooperate with other races). But at the moment... the gobs are pretty much Warcraft ones, and I'm having trouble making them their own separate thing.
So basically, I want some ideas about how I could make them their own thing, be that through culture, behavior, or racial history. I don't want anyone to write for me or anything - I just want advice and ideas - so while you can be specific if you want, I'd prefer vague-ish or broad ideas that I can interpret my own way and then run with.
Sorry if I seem stupid or anything because of this - I'm new to Veeky Forums, and tabletop gaming in general, although I've been making my own stories since I was a kid.