Goblinoids
Gublins are strange ancient creatures created by Gordoth during The Era of Creation. They are primarily found within the plane Meralyst, where they serve as guides who find their way there as well as moral guides to those who don't. They have large, lantern-like eyes, and very pointy noses and ears, but appear identical to Goblins in every other way. They have recently fallen prey to Ethereal Giants, who were docile until recent history.
Drok the Wise and Gublin Factions
Gublins, after their creation, stayed within Hetarunde as a peaceful race that often settled near the base of Gordoth's mountains. They managed to mostly avoid the backlash of The Serrentian Wars, being neutral, small, and hard to spot. Combined with their ability to manipulate Meralyst from the beginning and their willingness to let go of material things, they were relatively unharmed by the Serrentian Wars. However, they were not so lucky to be safe from The Wars of Exclusion, and suffered greatly. Although they were never a common race to begin with, they were forced out of the few homes that they did have. At this point, the race was split. Most of the Gublins of Primordial Hetarunde used their manipulation of Meralyst to take their society into that plane of existence to take refuge. There were a very small few who chose to stay and attempt to reason with those who persecuted them. These Gublins were taught the swift lesson of cruelty, and many of them didn't survive. Those that did began to take on more of the roll of Goblins of the original material plane, raiding to survive and betraying the passive nature that Gordoth had given to them. Of those that did make their way into Meralyst to survive, there was further division. As the race slowly recovered and began to take on their new way of life, they began to reflect on the nature of those of the Material Plane. This is when Drok the Wise began to take point.Drok the Wise
Drok the Wise, who was and is still a relatively young Gublin, began to interpret things as less of an atrocity that must be avoided but an opportunity to better the Material Plane. He began to recognise worship of Letchia, who preached the importance of forgiveness of kindness unlike Gordoth, whose solution was often to disassociate and live one's own life. As a powerful cleric, he began to discover the utility of the portals situated around Meralyst to the material plane, and began to map the appearance of these portals, as well as where and how they can be found on the material plane, and he began to make trips to the material plane to improve the lives of ordinary people within the plane through serendipitous interference. Although many believed and still believe that he was just an ordinary prankster, what he was doing caught on, and Gublins began to follow his lead, learning to manipulate the portals and make their way into and out of the material plane to help those in it. Being naturally stealthy, most Gublins were able to do their work completely unnoticed. Those that were noticed were usually able to get away, but there are still a few that died, and this helped fuel some of the anti-Drok propaganda that other Gublins began to establish. This kind serendipity is why those who encounter Gublins and recognize them as such (although they aren't very well recognized or known), are generally so kind to them. Otherwise, some people will attribute good luck or serendipity to their race, even if it was simply good luck or serendipity.Goblinoid Factions
Due to Drok the Wise, as well as the separation of the Gublins that chose to relocate to Meralyst and those who chose to stay within Hetarunde, there are many different Gublin Factions, some of which are listed below. Gublins are naturally conflict-averse, so the conflict within Gublin society almost never comes to blows. All Goblin/Gublin type creatures are referred to as Goblinoids: Church of Letchia (Gublin Faction) There are those Gublins who worship Letchia to some degree, either directly, or through their support of Drok. Those who work with Drok, particularly Drokites, usually adapt a last name that fits the greatest good-natured prank that they pulled, such as a last name of Flower, Fruit Stand, Puddle, or Sail. Drokites: Some Gublins thought that Drok had finally found the secret to Gordoth's eternal philosophical puzzle. Others thought that he was the messiah of Letchia, so they began to worship Drok himself on a higher level. This worship did increase Drok's power, raising him to about the status of a Demigod, but many Drokites still worship Letchia, and draw their power from them, although Drok does lend power to some of his worshipers, similarly to a Warlock patron. Mediates: There are also the Gublins who believe that although Drok is wise, he is still an ordinary Gublin. They value the ideals of Letchia more than those of Drok himself, although many still work, as Drok does, providing serendipitous opportunities for the people of Hetarunde. Some Mediates even worship Gordoth, believing that Drok might have uncovered at least part of the Mountain God's eternal question. Church of Gordoth (Gublin Faction) Many Gublins still follow their original patron god, Gordoth. They play a much less active role within Hetarunde, since they spend most of their time minding their own business within Meralyst, reflecting on their roles. Some Gordothians try to work against Drok, believing that he will draw the attention of the material plane and cause more violence, but many of them allow Drok and the Letcheites to pursue what they wish, since they are doing good work that they believe will do nothing but earn the Gublins a good name. Unaligned (Gublin Faction) There are plenty of Gublins who aren't allied with or against Drok, Letchia, or Gordoth, instead just spending their time as they wish. True Goblins (Goblin Faction) Goblins are small brownish-skinned, wrinkly, cowardly beings, who often have stringy hair if they have any. They are subsect of goblinoids that attempted to reason with their aggressors during The War of Exclusion. They were taught not to trust anyone except for themselves and now raid settlements. They are not very strong individually, but often use cunning traps to baffle their enemies or gain advantage over them in combat, so are a strong tribe that should be heeded. They are joined often by Hobgoblins and Bugbears as other goblinoids. They are generally respected however, and have chosen not to ally themselves with any other goblinoids for now, and come into conflict with Hobgoblins rather regularly. These conflicts sometimes result in lives lost, but most goblins are able to escape into their forest or grassland hideouts with dangerous traps and hidden archers. Most within Hetarunde who find a goblin are quick to bargain rather than fight because where there is one, many are at hand.Gublins and Goblins
Gublins and Goblins occasionally come into conflict, but they generally stay out of each other's hair, each respecting the other as probably not worth pursuing. Some goblins have begun to grow resentful towards the gublins, blaming them for their suffering in the material plane, resulting in mounting conflict between the two races, although each often finds it difficult to find the other, and gublins try not to precipitate conflict.Gublins as a Playable Race
Gublins are very similar to goblins in many ways, differing only mentally and morally. You get all of the racial benefits of a goblin, with the following adaptations/additions as well: Age: Gublins have rather short lifespans, but are a race of storytellers, so memories are rarely lost. They reach adulthood at around age 12 and live up to 90 years. Alignment: Gublins strive to be everything that Goblins are not. Those who follow the teachings of Drok the Wise are generally Lawful Good, wanting to help guide the beings of the material plane that can't step back and see the potential effects of their actions. Those that do not are generally lawful or true neutral, choosing to follow the teaching of Gordoth and look for the meaning of life. Chaotic gublins are rare, but not unheard of. It is generally the chaotic gublins who choose to make their way into Hetarunde to live among the larger folk. Patient Guidance: Some Gublins have the natural ability to guide those who need it. You can choose to replace your Fury of the Small ability with this ability. You can cast the cantrip Guidance at will, and you can cast the spell Bless once, regaining the ability to do so on a Long Rest. Once you reach 5th level, you can use your reaction to allow anyone who rolls an ability check or saving throw within 30 feet of you that you can see to reroll the ability check or saving throw, choosing to take either result. You can use this ability after you see the roll, but before the DM decides whether it succeeds or fails. Once you use this ability, you must take a Short or Long Rest before doing it again. Piercing Sight: Used to seeing through the clouds of Meralyst, you can see through fog, mist, rain, cloud, or similar particulate matter that is obscuring an area with much more accuracy. You can see through natural phenomena that heavily obscures an area within 60 feet as if it were only lightly obscuring the area, and natural phenomena that is lightly obscuring an area as if it isn't obscuring it within the same radius. Traverser of Meralyst: Being a creature of Meralyst with more familiarity with others, any Intelligence or Wisdom check made to navigate or recall information about Meralyst that adds your proficiency modifier instead adds double your proficiency modifier. Additionally, once you reach 3rd level, you gain the ability to cast Misty Step once, regaining the ability to do so after a Long Rest, briefly stepping through Meralyst to appear in a space nearby. Once you use this latter ability, you must take a Long Rest before doing so again.Remove these ads. Join the Worldbuilders Guild




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