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Okay... I'm doing another Goblin Slayer Fic... and its a crossover! with Warhammer: Vermintide!
I've been playing the game be it one and two, even though they're time consuming its all, but fun in the end alongside with playing Darktide. But these weren't what made me want to make this Fic. The inspiration of it is due to two writers. Ones no longer doing, while the other one is currently on going and they're already passed the season 1 of both manga and anime and, they're on their way to the Movie, Game, and Season 2!
They're writers of fics that are named:
Vermin Slayers by Kingly Crimson that only have two chapters, which sadly to is longer going.
Where All The Gobbos Are by Toluene5, which is still ongoing with a chapter count of 38.
All the inspirations came towards these two individuals.
Anyways, I just want to let everyone know that I am not a "MASSIVE" Warhammer dude, so the lore and the world building of Warhammer Fantasy is a lot to take in and understand. So if there is mistakes that I make "PLEASE!" recorrect me, so that I can put the correct terminology within Warhammer Fantasy.
So here are the things I will let EVERYONE KNOW BEFORE READING, SO YOU ALL AND I CAN BE IN THE SAME PAGE. Alright? here ya-OH WAIT!!
Note: For those who aren’t caught up, whether you’re an anime watcher, a reader, or neither, this disclaimer will address important elements from the main story and various side stories in the world of Goblin Slayer. If you do NOT want to be spoiled, please do NOT read this.
Now then, here ya go!
Goblin Slayer's Universe
First Problem: Adventurers and People in the world of GS.
I know the Goblin Slayer universe like the back of my hand, I've read the novels and manga extensively. I genuinely love the story do to its DnD-inspired structure, and the robust worldbuilding. I also understand that the world operates on a kind of Darwinist mindset: novice adventurers aren't warned about goblins because the system naturally weeds out the weak. But even with all of that in mind, I still struggle to accept some things.
For example, if you've read Goblin Slayer: Side Story: Year One, it explains how Goblin Slayer became who he is. But after seeing the number of goblin quests he has completed, a massive stack of solo completions, I find it frustrating that people still talk down to him. Realistically, the people of Frontier Town should notice that goblin outbreaks around their region are decreasing or being kept under control thanks to him. His presence should have a visible impact on the region. On top of that, Goblin Slayer never reports additional details about masterminds like the goblin shamans, hob goblins, goblin lord, the Tarasque, the Evil Sorcerer, or any leaders because he simply doesn't care, he only relates back "goblins" and other details about them on the report. So the guild doesn't even know what he's actually dealing with, and that makes it look like he's doing nothing but simple goblin exterminations. But in reality, he's constantly facing dangerous variants that would otherwise devastate villages. This alone should justify his Silver Rank. He literally saves peasants and villagers on a regular basis, which should make him famous among common folk. And many adventurers come from these rural areas, why aren't they more informed about who he is and what he's done? In Year One, he even saves Heavy Warrior's home from a goblin horde, which was probably larger than the one in the main story. The fact that adventurers and guild staff still don't recognize the scale of his achievements feels unrealistic. Even his armor choice has practical logic, yet no one seems able to put the pieces together. Then there's the Demon Lord's eruption from the north where Slayer's childhood home was destroyed and everyone he knew were slaughtered like cattle due to, the chaos spewed forth from the Dungeon of the Dead Outbreak, which caused goblin to undergo an evolutions over the next ten years. It's similar to how real-world towns deal with hidden rodent infestations without everyone being fully aware. Yet the guild fails to connect these dots.
So yes, it gets frustrating. That's why I want to explore how to adjust the narrative so Goblin Slayer receives more realistic respect, and how the world's perception of him might shift if people actually understood what he deals with.
Second Problem: The Greater Gods
The gods of Goblin Slayer are interesting, and although I like how they function overall, there is one major part of the worldbuilding that I genuinely dislike. The normal gods are perfectly fine, they behave like distant, non-interfering deities, similar to how Pike interacts with her god in Vox Machina. The cosmology of the Four-Cornered World that the gods created it as a way to stop arguing and instead channel their conflict into a tabletop-style game is a cool concept. That part works. But the problem lies specifically with the Great Gods the primordial deities who play a literal tabletop RPG with the world as their campaign board. They influence adventurers and events through dice rolls and random outcomes. The idea is clever, but in my opinion, it ends up damaging the internal consistency of the setting. Here's where my frustration begins: Two of the Great Gods, the Goddess of Illusion and the God of Truth, cause serious issues for the world's coherence. The story repeatedly insists that Goblin Slayer is unexceptional: *He has no cheat powers, *He is "just another pawn," and *He is not destined to save the world or even make a lasting impact.
There is one major contradiction in Goblin Slayer that consistently frustrates me: the story insists that Goblin Slayer is "just a normal adventurer," unexceptional, with no cheat abilities, yet the worldbuilding repeatedly undermines that claim. The narrative clearly states in both the manga and light novel that Goblin Slayer can interrupt or nullify the gods' dice rolls, even though he does this unconsciously, without realizing it, but the implication is unavoidable: he is capable of resisting or bending fate itself. Whether the story wants to call this a "cheat" or not, it functions exactly like one. If it isn't a cheat, then it is an exceptional trait, either way, it contradicts the repeated claim that he is completely ordinary. This inconsistency becomes even more apparent when we look at the setting as a whole. The world already includes plenty of explicit cheat-like mechanics: *Dark God cultists receive magical weapons directly from their deity, *Dungeons pop into existence randomly, *Monsters are created by similar cosmic randomness, and *Critical hits, fate, and magical boons literally exist in-universe. All of this completely undermines the claim and idea that Goblin Slayer is "just a normal guy with no special traits" makes no sense when he can override divine influence, something no other "normal" adventurer is shown doing.
Beyond that, another major contradiction is that Goblin Slayer does make lasting impacts, even if not on the whole world, then certainly on the people around him. Priestess, who would have died on her first adventure, survives because of him. Under his harsh but caring guidance, she grows into a capable adventurer and becomes his most loyal companion. She understands his true nature, and he relies on her more than anyone else, she is his right-hand partner. High Elf Archer initially dislikes Goblin Slayer due to his appearance and single-minded focus, but witnessing his methods and seeing what he endures changes her perspective. Despite disliking goblin hunting, she grows to respect him deeply and vows to take him on a "real" adventure someday, an adventure that isn't defined only by horror, exhaustion, and numbness. She becomes someone he trusts, even when she disapproves of his choices. Sword Maiden, a hero who suffered unspeakable trauma at the hands of goblins, finds in Goblin Slayer the only person who truly understands her fear and pain. He doesn't worship her like other adventurers do; he simply sees her as a client to protect. When he promises to slay any goblin that would ever harm her, even those in her dreams, it rekindles her hope and deepens her affection for him. Then there is Noble Fencer, later known as Female Merchant. After witnessing her party's deaths and surviving brutal torture, she is saved by Goblin Slayer. Inspired by him, she rebuilds her life, enters the mercantile world, amasses wealth and influence, and eventually earns recognition from the Royal Court. With her resources, she establishes a training center near the Adventurers' Guild to reduce the fatality rate of new adventurers. This is a direct, tangible, long-lasting consequence of Goblin Slayer's actions. Not to mention the amount of villages and towns that are still standing in the present main storyline, which were all saved... guess who? Goblin Slayer!
All of this shows that Goblin Slayer absolutely changes the lives of the people around him. He may not be a world-saving hero, but his presence alters destinies far more than the narrative's "he's just a pawn" framing suggests. This is exactly why the worldbuilding becomes frustrating because the dice-rolling gods system works against the grounded tone the story tries to maintain. If the Great Gods can arbitrarily change outcomes, if randomness truly governs everything, then the world loses any coherent sense of cause-and-effect. This problem even affects Goblin Slayer's backstory. It diminishes the meaning of his experience, his hard-earned skill, and the emotional weight of his trauma. If the gods can alter goblin behavior one day, make a new dungeon appear the next, or rewrite threats on a whim, then what is the point of investing in Goblin Slayer's growth? all of his effort could be nullified instantly. Why should the audience emotionally invest in his development, his suffering, or his victories if the gods can make them irrelevant with a single dice roll? It risks making everything he has accomplished meaningless. That is the root of my frustration: the story presents its world as harsh, gritty, and consistent, yet the meta "tabletop gods" layer undermines that consistency. The contradictions created by the gods, specially the Goddess of Illusion and the God of Truth, end up weakening the narrative foundation and make the story's claims about Goblin Slayer's insignificance difficult to take seriously.
Oh, I'm not done, here's where the real nonsense begins. The Goddess of Illusion influences the fates of adventurers through her dice rolls, while the God of Truth influences their lives through his own dice rolls. But the way this actually plays out in the story is incredibly inconsistent. In Volume 1, Illusion rolls the dice that determine the fate of Priestess and her first party. Their disastrous outcome was literally the result of her decision. Then Truth steps in and ensures those consequences play out in full, which is why three members died horribly and Priestess would have, too, if Goblin Slayer hadn't intervened. Their tragedy wasn't just bad luck; it was divine manipulation. Another example still in Volume 1, which appears in the manga and light novel, but not the anime. An all-female adventuring party that was starting to rise in reputation in the Frontier Town. Illusion's dice doomed them as well, the entire party is wiped out during a goblin slaying quest. This event is so catastrophic that it forces the Guild to take goblin quest assignments more seriously. Again, divine interference creates tragedy, not adventurer incompetence. We see the same pattern in the Goblin Slayer: Goblin's Crown movie. Noble Fencer's party sets out on what seems like a simple goblin extermination job, but everything that can go wrong does go wrong. They fail to research the cave properly, their luck is terrible from the start, the goblins outmaneuver and outsmart them, and the party is wiped out, with Noble Fencer and Half-Elf Fighter taken alive. This disaster lines up with the gods' dice, not just poor decisions. Another detail skipped by the anime is the fact that the gods clearly show favoritism. In Volume 3, a Dark Elf receives an entire divine "campaign" built around him, one designed to spell doom for anyone who crosses his path. This same Dark Elf ends up killing Illusion's latest chosen heroine, and yes, Illusion has a habit of creating young female adventurers with "Mary-Sue–like" backstories, then micromanaging their fates directly through her dice. The favoritism is blatant. Finally, in the anime more specifically in Season 2, and in Volume 6, an up-and-coming mixed-rank party of Porcelain and Obsidian were hired to clear the area around the training camp. They die, not because of goblins, but because Truth sets another monster on them. Truth's entire role in the story seems to be making life harder for adventurers simply because he feels like it. "Just because" becomes a divine motive.
Now with this final point laid out, you can understand why I get so nitpicky about Goblin Slayer's worldbuilding. The God of Truth is essentially behind every sudden spike in difficulty, unexpected monsters appearing out of nowhere, quests becoming arbitrarily harder, and dangers escalating without any logical cause. He's responsible for things like the demon incident in Water Town and many other plotlines where threats just "show up" because the gods decided so. All of these examples make it painfully clear that the gods are not neutral mechanics running a tabletop world, which intern makes the story falls apart for me: a setting that tries to present itself as harsh, grounded, and built on cause-and-effect keeps getting undercut by divine randomness. If Truth can rewrite the stakes on a whim and Illusion can manipulate entire parties' fates, then consistency breaks. Where the gods can actively intervene, manipulate, sabotage, show favoritism, and arbitrarily choose who lives and who dies. This completely breaks the idea of a grounded, cause-and-effect world. Character development becomes shaky, Consequences begin to feel hollow, and it undermines everything Goblin Slayer achieves, because his entire world is being constantly rewritten by divine whim.
So this is why I feel the need to "fix" these elements. I find them to be narrative shortcuts that don't belong in a world that otherwise tries to be gritty and logical. I hope you all won't be too upset with some changes I plan to make as I try to iron out these issues.
Third Problem: The World
With everything I've explained in Problems 1 and 2, I'm not trying to be unfair or trash the series just for the sake of it. But to be blunt, Goblin Slayer's worldbuilding ends up feeling even messier than something like Forgotten Realms. I understand that people are hungry for fantasy content and enjoy the setting for what it is, but at some point we have to acknowledge the flaws instead of ignoring them. A little critical dignity doesn't hurt. Goblin Slayer has a lot of potential, but due to the inconsistent would building, makes it difficult and believable, so all I can say... the world building and its consistency is the biggest flaw in the series, while everything else is great or somewhat bad. Not mention, the contradictions....
Look, I'm not trying to be one of those people who constantly asks, "Why isn't anyone killing goblins?", "Why don't villagers move?", "Why aren't goblins such a big threat?" and so on. I've read the novels. I understand that Goblin Lords, Hobgoblins, and Shamans are extremely rare. Unlike dragons or ogres, high-ranking goblins don't regularly show up, they don't lead raids from the front, and goblins themselves aren't always gathered in massive hordes. Most of the time they stay in small bands, hidden, scattered, or just not rampaging across the countryside.
To keep it short: I'm fixing this in my version of the setting.
And before anyone asks, yes, guns exist. Volume 11 of the light novel confirms it, even though the manga and anime haven't reached that point yet. In my setting, I'm using firearms roughly equivalent to 16th–18th century weapons, so expect matchlocks, wheellocks, flintlocks, maybe early rifles. No machine guns, no automatic weapons, nothing industrial. I still want to preserve that grounded, medieval-fantasy atmosphere, and early firearms fit that without breaking the tone.
Fourth Problem: Magic and Miracles
We actually know very little about how the magic system truly works in this setting. Most of the relevant lore is scattered across multiple sources, the main storyline, the Sword Saint side story, and Goblin Slayer side story. When everything is so fragmented, it’s not surprising that the system feels unclear. To be clear, I don’t hate the magic system in Goblin Slayer; in fact, I both like and dislike certain aspects of it. What I mean is this? simple, magic isn’t simple. Casting a spell requires knowledge, training, and the proper incantation. Incantations themselves vary depending on the type of spell the caster wants to produce. So far, this is fine. My issue is that the system becomes confusing because it doesn’t follow a logic similar to DnD or other media with more consistent magical frameworks. Which we are familiar with. For example, in Volume 1 both the manga and light novel, Witch uses the incantation “Inflammare” just to light the bowl of her pipe. From this, we can deduce that incantations in Goblin Slayer carry inherent power; specific words can evoke unique magical effects. This idea is expanded on in Goblin Slayer Volume 6 and Season 2, Episode 3, when Dwarf Shaman teaches Wizard Boy a new spell. There, Dwarf Shaman explains that Wizard Boy isn’t limited to only Fireball, the spell actually consists of three words: Carbunculus, Crescunt, and Iacta. Each word holds its own magical meaning, essentially giving Wizard Boy access to four different fire-based spells depending on which words he uses. This is what I genuinely like about Goblin Slayer’s worldbuilding. It treats incantations as modular components that can alter a spell’s function, allowing a single spell to transform into different variations depending on which part of the incantation is used. It’s a clever and unique concept. Unfortunately, this concept seems to vanish in the main storyline. It shows up much more clearly in Goblin Slayer Side Story 2: Dai Katana, which further explores how incantation words can be modified to strengthen or transform spells. Because the main story doesn’t consistently use or explore this system, it ends up feeling underdeveloped or forgotten. So, for my own purposes, I’ll have to rework the system into something more DnD-flavored and consistent. Still, credit where it’s due: the author created a truly unique and fascinating magic system, even if it wasn’t explored to its full potential.
Another problem I have with the magic system of Goblin Slayer is that, I disliked how a Wizard Girl casting Firebolt, which is a cantrip in DnD, is treated like a full spell that uses up a spell slot. That's just not how it works. For anyone wondering: A cantrip is a minor, low-level magical trick, basically the magical equivalent of a basic skill or a performer's small party trick. They don't use up spell slots because they're meant to be effortless, repeatable, and tied to a caster's innate talent or constant practice. They're the "free magic" of DnD, useful for flavor, utility, or conserving real spell slots for bigger spells. They get stronger as the caster levels up, but they're still simple by design. This also applies to Clerics, Paladins, Sorcerers, and Shamans, which are Druids in my book can cast cantrips as well without exhausting a spell slot.
From a lore perspective, a cantrip is simply the common term for the weakest spells an arcane caster can perform at will, without spending a spell slot or needing prior preparation. Through repeated practice, the spellcaster has permanently fixed the spell's pattern in their mind and infused it with just enough mana to reproduce the effect again and again with minimal effort. As the caster grows in power, their cantrips naturally become stronger. This increased potency comes from continual training and refinement: the caster learns to channel more mana through the same spell pattern without destabilizing it. Maintaining the enhanced effect requires greater skill and control, but the spell still doesn't require a spell slot because its underlying structure remains fundamentally simple.
Overall, I would rate the magic system of Goblin Slayer a 6.5 out of 10. It could have easily been an eight, but because of the way the story is structured, and the direction it has taken, we don’t get to see much more of this world’s unique magical concepts. That’s honestly disappointing. What’s funny is that we actually understand Miracles far better than we understand magic. We know how Miracles work, how someone obtains one, and even how someone can acquire more. In contrast, the magic system feels scattered and inconsistent, making it difficult to fully grasp. It genuinely hurts when there’s something I really like in a story, but the author doesn’t explore it in depth. For now, I just have to accept what’s been shown and what little we’ve learned.
Anyway, you can bet your ass I’m changing it! so long, Vancian magic system. I’m switching things up because I want my readers to enjoy the fic more and don’t worry, there will still be limitations and risks involved in using magic. I’m not changing things so much that it loses that DnD-inspired feel.
That’s pretty much it.
Problems Ends here
Now with that out of the way, I’m going to expand the lore of the Goblin Slayer world in my own style, and I’m going to expand it a lot. This includes the different races, the Weave, magic, Miracles, monsters, adventurers, the Guild, and most importantly, Goblin Slayer himself and his overall reputation. If there’s anything else you think I should change because trust me, I’m changing plenty, feel free to speak up. I’m adjusting parts here and there, but I’m not going to drastically alter the core story. So… I hope you all-wait! I almost forgot to explain the most important part of this fic.
The Ubersreik Five
I already know how I want to place everything into the world of Goblin Slayer, and I know how to tie it all together across the different locations and events that unfold in the main story. Since we don’t have a fully established timeline in the source material, I’ll be adding scenes throughout the chapters that expand characters, develop them further, and establish where I plan to branch or stop to align everything properly. I hope this helps you all understand the direction I’m taking with the story. I’m planning to release the first few chapters of the Introduction Arc soon. Also, note that I’ll be stopping at Volume 2, the point where Season 1 of the anime ends and Volume 3 begins. I’m not stopping the fic itself; I just need time to figure out how to approach that arc since many anime-only viewers don’t realize that the adaptation skipped it entirely. The same approach will apply to the next five volumes, whether they’re completed or not, and yes, I am going through Nightmare Feast, so don’t worry about that. Just worry about how I’m going to expand everything in a way that makes sense and keeps you all happy with the fic.
Anyway, see you later!
FYI: If you guys can help me scale the Ubersreik Five not as a group, but for each individual person that would great.
