Goblins
After she joined us, I realized that out of all the races of the city, the goblins have it the worst. They are just as wise, intelligent, and clever as any other race, with a bent of mischief that can serve to color a whole day in laughter. But the way the dwarves treat them, you'd think they were little more than feral little monsters, a belief that is far from the truth.
--16th of Gold, Year 50
Civilization and Culture
History
Goblins are the least respected of the pillar races in The City of Stadupglod, with almost a total ban on them in the city limits, save for a few notable exceptions. Grin Goblins born outside of the city must go through a citizenship process or are barred from the city. Fodder are not allowed in under any circumstances.
Grin- The ex-immortals. They are short, thin, and their skin is grey, black, or red. Rare and careful, they are wickedly clever, innovative, and adaptable to change. Grin goblins can do just about anything another race can, though usually not anywhere close to the original however, and their projects are often thought of as crude imitations of others work.
They usually are closely tied to the underworld and have been known to be at the head of powerful criminal organizations that quickly are toppled or taken over, with the grin goblin narrowly escaping with their lives.
Fodder- The mortal-born goblins. They are green and are little more than mindless animals addicted to kol and forced to live most of their short lives at the end of the Great Lowway trillage. They are treated more as an explosive device and a fuel source than a race, and they are almost all universally addicted to a drug called kol that makes their blood and flesh an explosive.Cultureless and of the lowest class, the life of a goblin is brutal and hard.
Goblin Traits: Ability Score Increase: Your Dexterity score increases by 2, your Intelligence score increases by 1. Speed: Your base speed is 25. Cunning Engineers: You have proficiency with Tinker’s Tools, you have advantage on any Tinker’s Tools rolls to create a mechanical device you have seen operate or read about. 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: Common, Goblin
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