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Goblin

Goblins are twisted fiendish influenced dwarves that fell to ruin after they were cursed by the Raashken Empire and the Naga. As the first to be cursed and accused of worshiping "dark gods" they fell the hardest, being fiercely twisted by fiends, and falling into demonic possessions. The curse of what happened to goblins is what sparked an even greater rebellion. Additionally, goblinoids are named such because they are named after this first fell creature. Goblins are savage, near feral creatures of evil. Rather than ever attempting to resist the curse the Naga put on them, the Goblins pride and tenacity only caused them to be fierce and unapologetic terrors. 
Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age:
Goblins reach adulthood at age 8 and live up to 60 years.
Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 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. You can't discern color in darkness, only shades of gray.
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages: You can speak, read, and write Common and Goblin.

Naming Traditions

Family names

Goblins have simple short first names which are typically the first sound they ever make, or some variation of it, with more complex "family names." Family names are based on clans, all based on the leader of the clan. Goblins are quick to declare their own independence from clans and give themself their own name "clan name" in order to establish themselves as leaders of their own tribe. This might lead to rivalry, however, and in fighting. Failure to create ones own clan, results in the goblin becoming an outcast until they can be accepted by another clan.

Culture

Culture and cultural heritage

Goblins have chaotic cultures that are hard to understand from outside perspectives. They tend to be superstitious, paranoid, and quickly changing from clan to clan. A leader might establish new rituals and ceremonies to make them seem more established and intelligent, while making things up. They shift and change as clans grow and switch leaders, or are lost all together.

Common Dress code

They typically wear simple leathers, sturdy wool, and bone decorations and coverings. They try to make themselves seem intimidating, often engaging in peircings, that are stretched with bone protrusions, or harsh tattoos. Hair is often kept braided or pulled back into tangled masses.

Art & Architecture

Goblins tend to live in simple homes of mud and brick, or the bone like remains of preexisting creatures. Aurich, for example, is the goblin capital, near Zurich lake. The Clan "hall" is made of a massive dragon turtle shell.

Common Customs, traditions and rituals

Goblins harsh diet has allowed them to develop a unique cuisine of fermented foods and aged meats. Most non goblinoids find their food repulsive, but have learned how to adapt fermented techniques to better dishes.

Birth & Baptismal Rites

When a goblin is born, it's typically an unceremonious event. Children are then kept in the "child pit" where they are fed and cared for casually, but most survive among several other children, often fighting and trying to survive in the harsh conditions. This is a method that is believed to weed out weak goblins, though experts have also attributed this practice to late cognitive development and stunted growth.

Funerary and Memorial customs

Goblins care little for what happens to the dead, often leaving piles of bodies for vultures to clean up, or cannibalizing them in times of low food sources, or to feed prisoners.

Ideals

Beauty Ideals

They have no regard for "beauty" and are reviled by acts of beauty and love. Instead, they value viciousness and creative torture or traps. Ingenuity and tact are of higher value then straight savageness, as it leads to improved conditions and tribal growth.

Gender Ideals

Because of the high mortality rate and harsh quality of their lives, they typically value men and women relatively equally. As they are not creatures of intricate domestic arts, most goblins are warriors of some sort, with those capable of unique intelligence or ingenuity rising to the ranks of leaders.

Courtship Ideals

Goblins are not creatures of ceremony or traditions. Marriage is not a concept the fully understand, often having brief relations with anyone that interests them at the time. They typically do not build strong bonds with any member of their community, and are quick to betray each other for their own safety, meaning relationships are not common among Goblins.

Languages spoken

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