Goblin Species in Stelair | World Anvil

Goblin

Civil Leeches

Goblins are considered a parasitic race by many. Riding the coat tails of civilizations and peoples who have worked their way to success and safety. Making themselves useful to "important" people or simply stealing what more successful settlements are doing and copying it for their use. They are not a lazy species, they merely latch upon the opportunity and will work hard to make it their own. This makes them look much more sleazy than they are. Goblins are quite ingenuous and, given the proper motivation, can achieve many things. This is foreshadowed by their exceedingly high self-preservation instincts, which will have them abandon everything or even turn negative attention on someone else to save themselves. All of this has not helped their image in the eyes of other people.    

Casual Perfectionists

Goblins are surprisingly bright and able to comprehend higher concepts of learning and technique that even some of the more developed races struggle with. They can retain skills and teachings, and refine what is needed to perfect them in practice in the back of their heads. Practice makes perfect, but with Goblins perfection comes easy. They don't have to put any effort into getting better, they just need some repetition in their tasks. However, there is some mental block in taking what they know and making something brand new from it. Tending to repurpose rather than invent. This strange trait also seems limited to skills and tasks that have repetition to them. With Goblins, not extraordinary excelling in things like leadership positions or navigation, skills which involve a lot of different variables to consider.    

Biological Traits

Small humanoid creatures with lanky limbs and knobby heads; ears pointed quite sharply and pointed teeth fill wide mouths; eyes with inky black pupils and skin all the same muddy green. Goblins have very few identifying features about them, and because of that, they take great care of the two that vary wildly between each other. This being their noses and hair. They have very little hair on their bodies aside from their heads, which grow in widely different patterns and spots on their otherwise bare head. Spending time to groom, shape, and braid it into unique patterns. A Goblin's nose is their other most prominent feature. Ranging from practically nonexistent nubs to full-foot-long snoots. They are very agile and don't become hindered in their old age. Excessive skin sagging and wrinkling is the only real indication of old age.   They reproduce normally for humanoids, and pregnancy in the child bearers lasts for 3 months. They are also notably hermaphrodites, able to change their sexual gender at will. Goblins are born with their full range of mobility, however, they don't develop cognitively until age 3. Their minds stay in an infant state, which makes them a handful when they are young. By age 10, they have reached maturity and have become fully grown. They prefer darker places in damper regions, though they will forgo this preference easily if they can integrate into an already established settlement.

Civilization and Culture

Naming Traditions

Common "Skill" Honor (Nic "Marksman" Bernard)   Common: Single syllable name for everyone.   Skill: A name that is given to when a notable skill or ability is exhibited by the person. It must be given not taken.   Honor: A name that is taken in honor of someone else. Either to remember them, or aspire to be them.   Common Names are short simple usually one syllable names that compliment the quick bouncy speech patterns of Small Talk. There is no distinction between "male" and "female" names and Goblins really don't care given their biology.   Skill Names are basically nicknames that are given when one exhibits a notable skill or ability. While the Goblin who this name has been given technically has the right to refuse it, they usually stick with them. It is considered abhorrent to give yourself a Skill Name.   Honor Names is a name taken in honor of someone else the person either wants to remember, wishes to emulate, or prove themselves to. Taking an Honor name is something very important to Goblin culture and some goblin's never take one. This is because actions taken by you are seen to reflect on your Honor Names namesake. So by taking one you might eventually tarnish their name by your actions.  

Example Names (Common-Mother Family)

  • Lin "Quickfoot" Kosoboglin
  • Jo "Mantishunter"
  • Qil "Silencer"
  • Siz "Cook" Thompson
  • Al Giovanni
  • Nix "Thunderstep"
  • Fin "Quiver" Soodool
  • Kim "Plans" Waylan

Gender Ideals

As hermaphrodites, Goblins don't assume any solid roles outside of procreation. Alternating from male and female in order to benefit them for whichever task they are planning to take on next. Though it does take a few days to completely benefit from the hormonal changes, it is easy enough for them to do that Goblins don't really have any cultural views in regards to gender.
Ability Score Increase: You gain 2 to your Charisma score.   Size: Small   Speed: Your base walking speed is 25ft   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 only see in shades of grey in the darkness.   I Can Do That: Once a day you can replicate something you saw someone do to completion in the past week. If it had a roll accompanying it you use the result of the roll.   Let Me Help: When giving the Help Action you add your Proficiency Bonus instead of giving Advantage on the roll.   That Won't Work: When someone is about to make a Check or a Save you can tell them why it won't work. If they take damage because of the Check or Save they made they can reduce it by your Hit Die + Proficiency. Your Hit Die is used in this process, regardless of if that person was hurt or not.   Default Language
Small Talk or Pafra or Orgrunt
Origin/Ancestry
Gnam
Lifespan
14 - 65 years
Average Height
2' 5" - 3'
Average Weight
45-90 lbs

Subraces