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Goblin

Basic Information

Anatomy

Goblins are small, standing just over 3 feet tall.  They have skin that ranges in color from lime to dark green.  Goblins are on average very scrawny and have wide, oblong heads with protruding, bat-like ears.

Growth Rate & Stages

Goblins reach adulthood at age 8 and live up to 60 years.

Additional Information

Social Structure

Goblins usually live in small tribes or as solitary individuals. They typically live in enclaves within the settlements of other heritages, often on the outskirts.  Other tribes are nomadic, going where there is opportunity for food, money, and work.

Geographic Origin and Distribution

Goblins can be found almost everywhere in the Lands of Legend.

Civilization and Culture

Naming Traditions

Goblins often "borrow" names from other cultures and heritages. One staple of Goblin names is the use of an epithet as part of a Goblin's name, like "the Good" or "the Quarrelsome". While among some tribes of Goblins there is an entire elaborate ceremony and system for bestowing these epithets on a young Goblin adult, among others the individual chooses their own adjective, which either makes the epithet a self-fulfilling prophecy, or a rather buffoonish misnaming.

Major Organizations

As noted in their history, Goblins do not presently rule over any country.  However, one of the Nine Noble Houses in Rosalind is House Scammel, a Goblin family that rules over the Duchy of Truffatoria.

Culture and Cultural Heritage

Goblin behavior, even in adulthood, is childlike. They are inquisitive by nature and somewhat mischievous, although their antics are rarely malicious. Goblins are also easily distracted by shiny objects, and they have a particular affection for gold.

Common Customs, Traditions and Rituals

While not as mercantile-oriented as the Salimar, Goblins often exchange gold coins or golden objects as tokens of love and affection, and to either improve their standing in their tribe or to negate punishment for violations of social rules.  Goblin brides are "bought" from their parents, and the haggling over such prices is extremely sharp, since the bride gets half.

History

Goblins are a younger heritage, but have existed since the First Age. Goblins believe that they were created by the godling Tam Tardios, the trickster of the gods. They survived the Cataclysm and endured the Second Age, but failed to raise mighty empires or glorious nations during the heroic Time of 1,000 Gods like many of the other Heritages did. While individual Goblin heroes rose up, the Goblin heritage, by and large, remained in the shadow of other heritages, especially Humans.   During the Third Age, several tribes of Goblins were able to elevate their station into the noble houses of nations. This marks the highest station that any tribe or family of Goblins has reached.

Common Myths and Legends

Most Goblins worship Tam Tardios, who Goblins believe created their Heritage.  Other than him, Goblins believe in a variety of gods, depending on their nationality, culture, or trade.  Goblins often go along with the major religion of an area, so for example, Goblins in Rosalind likely would celebrate the holy days of Raya, while in Aurulant, they may worship Clea.

Interspecies Relations and Assumptions

Due to their compulsive fascination with gold, Goblins have gained notoriety as being thieves. Despite their appearance and impish nature, goblins are usually good-natured creatures that enjoy the company of anyone who can tolerate them.  Goblins often have the worst relationships with Dwarves owing to their opposing viewpoints and attitudes.
Lifespan
60 years
Average Height
3-4 feet
Game Attributes
  • 8 HP
  • Goblin Agility: You can Test 1d6 whenever you are successfully hit by an enemy. If your Test is successful, you evade the attack and do not take damage. Declaring Evade as an Action has no additional benefit to a Goblin.
  • A Goblin who takes the Shield Bearer Trait can Test using 2d6 when using Goblin Agility.

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