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Goblins

The Goblins

  A rather small hominid most often seen with green to brown pigmentation in the skin, the Goblin is a curious sort. Goblins are intelligent, but somewhat less durable relative to their larger counterpart, the Orcs. Goblins are a collaborative species, making up for their physical shortcomings with cunning and group effort. At large, their culture reinforces pranks and trickery as their diminutive size allows them to get away with a lot of tomfoolery.   Species Features  

Variants

  Dokkaebi   Dokkaebi are most often found on the Northern coast of Mudira-Karrah, in the former capital of the once-mighty Hanguk nation Bukhan. Due to irregularities in the environment, many have a reddish pigmentation and are a fair bit more athletically inclined. A high percentage of their population went feral, though, when the Second Fallout happened, and Bukhan was inundated with monsters. The Dokkaebi that retained their sanity have a strong sense of justice and will reward good deeds and punish wicked acts. They are very adept climbers and melee combatants.   Hob   The most friendly of the goblins, the Hob is frequently found in urban environments. Their charismatic nature but devilishly trickster-oriented subculture leads to a reputation of being friendly pranksters. They can frequently be found as troupe leaders and were most often associated with traveling acts before the Karithat-Aldawi. They are most often seen as the socialite counterpart of the rather cranky and aggressive Powrie goblin. Relative to other goblins, they are also comparatively larger. Some say that the Hobs are unnaturally lucky.   Korrigan / Le Gobelins   The most common goblin variant, the Korrigans have green skin pigmentation and were most frequently found on the Northern coastal regions of Jazirah, outside of the Eadwellian isles. They are frequently referred to as Le Gobelins by the Verdoyant. Overall, they are durable relative to the other goblin variants. They are quite varied in their behavior but, like many other goblins, are fond of pranks.   Their durability is likely a result of their close proximity to orcs in Verdoyant territories, having to compete for resources and also deal with hazardous environments. A lot of Korrigans wound up being machinery operators or factory workers, thanks to their small size and ability to manipulate machinery, so they often share a great deal of technical knowledge as well. Being as crafty as they are, they tend to have a keen eye for quick fixes.   Kuttichathan   A vibrant goblin variant from the Saghira islands, the Kuttichathan is most often seen with various bright warm body paints during festivals, this secretive goblin type is the smallest out of all of them but also has the most human-like appearance, absent of any of the other characteristics found in other goblins. They are frequently mistaken for young children. To counteract this, they dress up with very elaborate costumes. They are often environmental stewards and tend to function as guardians of families or settlements that they have become fond of. They do play tricks, like most goblins, but they are generally good-natured. The Kuttichathan are most commonly found on Saghira-Aqsaa.   Powrie   The Powrie goblins are from the Eadwellian isles and have been known to inhabit abandoned castles and structures as they are often pushed to the fringes of society by others in their regions. Many have traveled further South into Verdoyant territories. Most are generally asocial or prefer to be solitary, choosing to squat in abandoned locations to avoid disturbance. They are adept at crafting traps and ambushes, and can disguise themselves to get closer to potential targets.   Their feral counterparts are xenophobic and generally hateful creatures that cover up their heads with a cap, supposedly stained with the blood of their victims that they have cannibalized.   Tikoloshi   A variant of goblin that is found near the Nguni and Kikongo settlements, the Tikoloshi are generally very disruptive and rude. The truth is that they are simply highly territorial and will defend their land to the death. They are most seen wearing large, intimidating masks to appear more imposing to outsiders and other hominids. They often use ambush tactics to intimidate first, and if that doesn't work, resort to more aggressive behavior. Their warlike nature has lead to them becoming a more martial society, even if insular, and their time spent in the rainforests has also lead to them being generally more knowledgeable on tracking and survival techniques.  

Adaptations

  Goblins are a distant relative of the Orcs, but took a slightly divergent path in their evolution from the hominids' common ancestor. Instead of becoming larger to fill a power vacuum, they became smaller over time to fill an ecological niche, left unoccupied by the larger species on Dunia. Like dwarves, they found themselves in smaller spaces, but formed highly social tribal structures that gave way to a pack mentality. Despite being on the mainland, their development could be compared to insular dwarfism in other species. Being smaller gave them a competitive edge in resource consumption, gestation, and growth periods vs. other hominids. This reduction in size was further pronounced by sharing spaces with other hominids.   Their DNA may have also been slightly altered by the Feywilds' influence bleeding over in similar regions to the elves. This resulted in enlarged eyes and ears relative to their overall size, with musculature to enhance directional hearing, allowing them to listen with greater locational precision. The alterations also granted some variants a measure of magical abilities. Their canines and incisors also sharpened over time as a result of their more carnivorous diets, though they still incorporate fruits, grains, and greens as well.   The key defining physical features though are large ears, enlarged eyes, short stature, and relatively large heads compared to their bodies. They otherwise share the same physiology with other hominid species, having the same organs and number of digits.   As a result of the Fey influence on their DNA, they also have a higher probability of going feral: a corruption of volatile emotions imprinted on the chaos particulate affecting their minds and driving them mad. It is important to note that not all were turned feral by magical influence, but simply by the stressors of a post-cataclysm world driving them mad.  

Culture

  Goblin culture is quite varied, but there is one consistent facet of their culture throughout all of their variants and ethnicities: pranks. Goblins love practical jokes and especially love getting reactions out of those that they prank. Not all of it is malicious and some of it is generally good-natured, but the whole purpose is the reaction. When interacting with goblins, it is wise to be suspicious of any outwardly friendly demeanors especially if you're not familiar with them, as that could give way to complacency and ultimately becoming a victim of one of their practical jokes.   Goblins, like orcs, are quite emotional creatures and do not generally hide their feelings, typically giving off a blunt or crude attitude, but the directness also means they are (outside of the pranks they pull) honest and truthful. Sarcasm, on the other hand, is a very frequent linguistic tool that they use. This also means that they do hold a grudge against those that wrong them, no matter how slight.   Culinarily, goblins love to incorporate meat into their diets, and often have dried meats or meats on sticks for convenience. Brochettes, kebabs, kocchi, and other skewered foods are quite popular as street foods and also great for travel as they cook relatively quickly over open flame. For extended travel where fresh meat is not an option, jerky or biltong is the next best thing. This is often paired with dried fruits and freeze-dried vegetables or snacks.   Most goblins follow a code of life-debts and favor systems where good or well-intentioned deeds beget loyalty or repayment of some kind. How they repay that wildly differs from individual to individual, but there is always some form of repayment, either through service or through material goods.   Above all, though, goblins love 'the shiny' and will tend to latch onto a special interest in one particular type of 'shiny'. They prize their individual, very personal, 'shiny' above most things, be it electronics, jewelry, old coins, bugs, specific types of rocks, or a myriad of other things that have a perceived value amongst their kin and will often argue whose 'shiny' is better. If they share that personal 'shiny' item with you, that means you are very important to them.  

Architecture

  Goblins typically live in multi-generational dwellings or multi-family housing, not only because of convenience, but because of safety in numbers. As the goblin life cycle is frequently cut short by outside influences, they frequently stick together in their own dwellings. The one exception are Powries, which are typically solitary hermits that squat in abandoned buildings.   Pre-cataclysm goblin architecture is quite distinct from post-cataclysm, mainly because of changes in the environment and resource availability.   Pre-cataclysm, most dwellings were built from sturdy materials like concrete or bricks and were often built to accommodate goblin-scale movement. The footprint of these buildings was generally smaller when compared to elven, human, or orcish buildings. Korrigan and Dokkaebi housing materials often reflected their surrounding architectural choices, whereas Tikoloshi and Kuttichathan materials were naturally sourced from the environment and built independently of most larger hominid dwellings. These natural buildings are better at handling higher ambient temperatures due to architecturally influenced air movement.   Post-Cataclysm, many mainland goblins have had to resort to much more impermanent and mobile housing, turning to caravan-like landships, bristling with defenses. The purpose is to stay ahead of any roving groups of monsters. These lumbering vessels often appear to be ad-hoc, haphazardly cobbled together from various ship and car parts or whatever scrap metal they can weld together, but there is precision and real engineering behind their otherwise scrappy appearance. Many of these landships feature a lockdown mode, allowing for them to strap down, in-place and weather storms that would otherwise be the end of most dwellings. Hurricane-proofed and built to withstand other natural disasters, these ships are fully self-sufficient, often built with internal shops and large cargo racks for moving all of their occupants' worldly possessions along with them.  

Technology

  Goblin technology (especially Korrigan technology) and their contributions to society are somewhat of a well-kept secret. Seeing as many of them worked behind the scenes in maintaining the empires of old, they often made small improvements to existing technology or invented useful things that went otherwise unnoticed. They were among the first to harness steam power, and later, combustion engines, though someone else may have taken credit for it.   Goblins are also known for their proficiency in chemistry and explosives, and were often the ones manufacturing primers, warheads, and other explosives for the war effort in Verdoyant territories, especially with the advantages of having small hands and the ability to tinker with wires in small spaces.  

Unique Vehicles

  LG-20 'Groch' Landship   Description   The standard variant 'caravan' style landship designed by the Korrigan goblins, the Groch, AKA the Big Rock, acts as the center of any goblin caravan, carrying a substantial amount of cargo and has some interchangeable components. Its most defining feature is its ability to 'fold up' and lock down, preventing it from taking damage from weather-based sources. This also raises the armor grade by quite a bit.   VTOL-67 'Volant' Skycrane   Description   A quad-jet VTOL that has four actuating engines which is built to carry large amounts of cargo and lift other objects. Its main armament is a belt-fed micro-rocket machine gun. It has been used to steal heavy machinery.   RL 'Réaction' Jetpack   A rather small, but effective means of moving quickly over short distances, the RL 'Réaction' is built to allow for a single goblin or other creature of small size, to reach otherwise impossible or difficult locations without the use of magic. Some joke that it is a 'Rocket Lawn Chair' given its seating arrangement. It has a singular rocket pod as its armament and uses computerized gyroscopic stabilizers instead of manual flight control systems to keep an inherently unstable vehicle stable.  

Unique Weaponry

  DSK Rocket Pod 'Flying Fist' - 날아다니는 주먹   Description   A Dokkaebi-designed weapon, the DSK 'Flying Fist' is a shoulder-mounted, goblin-portable rocket pod that shoots off a flurry of small explosive rockets either in sequence or all at once in an erratic pattern. It is sometimes employed as an anti-air weapon, but mostly as an anti-emplacement or anti-armor weapon.   Fabrique-Automatique-Brillant (FAB) Micro-Rocket Assault Rifle (Fusil D'assaut Micro-Fusée)   Description   An unconventional firearm that employs miniaturized rockets with explosive warheads, the FAB Micro-Rocket Assault Rifle was built with the intent of reducing felt recoil by having the rounds accelerate during and after leaving the barrel, making it easier for goblin hands to handle. The rounds, to compensate for lower overall velocities, are stabilized in flight by small gyroscopic metal wheels.   Ironcap 'Boom-Boom' Grenade Slingshot   Description   Sometimes the Powrie come up with unconventional weapons. The 'Boom-Boom' is one of them. It is effectively a silent grenade launcher, but really a pulley-based slingshot system meant to deploy grenades over a great distance stealthily.  

Species Features

  Ability Score Increase (May be moved to backgrounds)   Your Dexterity score increases by 2, and you have the choice of increasing one of the following by 1: Strength, Constitution, Intelligence, Wisdom, Charisma.   Age   Goblins grow to full size by the age of 8 and reach adulthood by the age of 18, and live on average between 70 to 150 years. Relative growth rate compared to other hominids appears to be faster and birth periods are shorter, but their fey influence protracts their lifespans beyond what would be considered normal for other hominids.   Size   Goblins range from 2 to 5 feet tall and weigh anywhere from 40 pounds to 120 pounds. Your size is small.   Speed   Your base walking speed is 30 feet.   Darkvision   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.   Naturally Nimble   As a goblin, you are often in dangerous situations that require you to evade trouble. You can take the Disengage action or the Hide action as a Bonus Action, and can move through spaces occupied by hostile targets without needing to make an ability check. You cannot end your turn in a hostile target's space, as normal, however.   Expert Prankster   You have advantage on Sleight of Hand checks when putting items in containers, unexpected locations, inside other peoples' pockets, and when setting up traps outside of initiative. You also have advantage on Sleight of Hand checks when sabotaging equipment or items outside of initiative.   Homebrew Bomber   You may choose one Common schematic from the Explosive Devices category at 1st level, an Uncommon schematic at 5th level, and a Rare schematic at 9th level. You have advantage on saving throws against your own explosive devices or explosions from allied targets.   Additionally, you may craft Glitter Bombs without needing a schematic. Glitter is the herpes of the craft world, as it gets everywhere and it's shiny.  

Variant Features

  Dokkaebi Supernatural Athleticism   As a Dokkaebi you have a climb speed equal to your movement speed, and can cast the Longstrider spell a number of times equal to your Proficiency Bonus per Long Rest without raising your volatility. When wielding a melee weapon with the Heavy property, you are considered one size larger and do not suffer disadvantage when making attack rolls with that weapon.   Hob's Lucky Days   As a Hob, you are unnaturally lucky. Any time you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die but must use the new roll.   You can also grant this feature outside of initiative to a willing target once per Long Rest by wishing them well. This effect only functions once for the chosen target and then ends after they choose to reroll.   Korrigan Ingenuity   As a Korrigan you are great at fixing things. If you can see it, you can fix it! Korrigans can use the Mending cantrip to repair damaged constructs, vehicles, and robotics for 2d6 HP. You also get one choice of tools you are proficient with.   Additionally, Korrigans are resistant to poison and acid damage thanks to their adaptations from exposure to hazardous chemicals and materials throughout history.   Kuttichathan Magic Protection   As a Kuttichathan you can protect others from dangerous magic. Once per Short Rest, you may apply your magical protection to a number of allied targets you can see (including yourself) equal to your Proficiency Bonus as an action. This magic protection grants the option to roll with advantage once on saving throws against spells. Once you or an allied target has used their advantage on a saving throw against a spell, the effect ends for that individual.   Powrie Trapcraft   As a Powrie, you have spent much time covering your tracks with dangerous snares and hunting traps and are proficient with them. You can craft the Leghold Trap at 1st level, Sawtooth Snare at 5th level, and Scrap Trap at 9th level.   Tikoloshi Intimidation Tactics   As a Tikoloshi, you can make yourself very intimidating. You know the Thaumaturgy cantrip and have advantage on Intimidation checks made while under the effects of Thaumaturgy. You have advantage on melee attack rolls against targets that have been successfully intimidated by you in combat.  

Species-Specific Backgrounds

  Goblin Tinkerer   Back to the top of the page

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