Goblin Ethnicity in Runetalras | World Anvil
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Goblin

Goblins are a member of the goblinoid races, which includes hobgoblins and bugbears, all of which are considered so called monstrous races. Most other races view goblins as cruel, vicious, and innately evil creatures, and there is some truth to this claim; most gobins that the other races encounter are a part of warbands, who seek to enslave, plunder, and murder, but the reasons goblins take these actions are more complex than simply be evil. More goblin warbands are formed when goblins are conquered by more powerful races, like hobgoblins, bugbears, trolls, or giants and are then forced to serve as slave soldiers. Another reason goblins form warbands is as a result of resource scarcity, forcing them to plunder foodstuff, wealth, and weapons from others. This forces us to understand warbands as something forced upon goblins and not an example of their innate evilness.  

Barren Lands

Resource scarcity is common among goblinoids, and has been for millennia. Since the dawn of the Age of the Elder Races goblinoids were forced out of fertile and productive land, being forced to live in the mountains, forests, and barrens of Runetalras. In these conditions it has been, and is, practically impossible for goblinoids to create permanent settlements, and they suffer greatly from attacks and natural disasters. This forces goblinoids into conflict with other races out of desperation.  

Semi-Nomadic Lifestyle

Goblins form tribes to survive in the hostile world made up of a variety of family units. The tribes are organised in a four-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe's survival. Families that belong to the higher-ranking castes keep their status by not sharing their knowledge and skills with other families, while those in the lower castes have little hope of escaping their plight.  

Description

Goblins usually stand between 3′4″‒3′8″ (1‒1.1 m) and weighed about 40‒55 lb (18‒25 kg) on average. They have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. Their eyes varied in colour from red to yellow. Their skin colour ranges from yellow through any shade of orange to a deep red, though they also have shades of green.  

Lifespan and maturity

A goblin reaches maturity at the age of 5 with their ageing slowing soon after. Goblins have been known to regularly live up to the age of fifty and in rare cases sixty.  

Homelands

The goblins have not formed any great kingdoms since the dawn of the Age of the Elder Races, and have instead been driven to the mountains, forests, and barrens of the world where they are forced into a semi-nomadic lifestyle to sustain the limited resources they can scavenge.   Since the Wars of Undeath many goblins have found sanctuary in the Orrak Aahgith as equals.  

Gobin Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.   Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.   Size. You are Small.   Speed. Your 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 discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   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 proficiency bonus.   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.   Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.   Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of Languages to choose from. The DM is free to modify that list for a campaign.

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