Goblins
Do you find it easy being green? Do you like being sneaky? Do you like cleaning? Play a Goblin!
(Note: Goblins are of the small size as different from the assumed medium size)
+2 Dex
Movement: 20 ft.
Vision: Normal
+2 dex
-1 Str
+2 to stealth
+2 to survival checks underground
+2 to disguise
+2 to reflex saves
Proficient with all improvised weapons
Goblins gain a +2 to attack and damage rolls on creatures of at least two size gradients larger than themselves
Goblins begin play speaking Goblin and can usually understand Dwarven, or at least bits of it, high intelligences can choose other languages.
Basic Information
Biological Traits
Goblins are short, small-boned humanoids with large feet and hands.
Genetics and Reproduction
Goblins reproduce as humanoids do, but pregnancy is shorter, a mere 5 months.
Growth Rate & Stages
Goblins reach full maturity around 13. Goblins hit middle aged around 30 and old age around 40.
Ecology and Habitats
Goblins like to live underground, not for fear of or weakness to the sun, but simply for the sake of practicality. Why build what nature has already made?
Dietary Needs and Habits
Goblins are omnivores as are all humanoids but they generally prefer eggs as their main protein sources, often keeping many chickens.
Additional Information
Social Structure
Goblins form in family groups of an older male and an older female and their female offspring and their mates and children. These families function as one big unit, sometimes even losing track of whose children are whose. These family groups, usually around 9-15. These family groups centralize into tribes or communities around a shaman or druid named the Bogan who acts as a leader for this community. This leader is considered the social, practical, military, spiritual, and charismatic leader of their people. These Goblins follow a simple code called the five-pointed star.
Goblins like to live underground, either in tunneled-out warrens or caves. These are large for most humans to move about in, albeit not comfortably, and immaculately kept. Goblins, despite living in dirt, are very sanitary creatures and cannot abide themselves or their things being dirty. Clutter is common, Goblins love to collect treasure or anything that interests them, particularly things from other cultures or species, but this clutter is always dusted and polished, ready to be shown off at a moment's notice.
There is no Goblin king or even a Goblin government. Goblins generally work together for the good of Goblin-kind and keep an eye out for one another because of the ancient code of the 5 Pointed Star.
Facial characteristics
Goblins usually have a wide face with a sharply pointed chin, small, sharp teeth and impish features. Goblins rarely have visible hair beyond a tuft on their heads. Their eyes are large and their noses are very small and upturned. Goblins have very large ears, not dissimilar to those of an elf, but far larger in proportion to their head.
Geographic Origin and Distribution
Goblins live in the East, between the territory of the Lycans and the territories of the Orcs to the West, in the barren highlands between them.
Average Intelligence
Goblin culture has no formal education system for its people and as a result Goblins tend to be less educated than your average human, but Goblins are no less intelligent than your or I.
Civilization and Culture
Naming Traditions
Goblins do not believe in last names, rather instead giving themselves honorifics after their first name in order to differentiate themselves from one another. Goblin first names are usually short, rarely more than 5 letters or two syllables. Goblin names often feature the letters "z" "g" "k" "j" and "m".
Beauty Ideals
Goblins associate shiny things and finely detailed things with beauty, the content, purpose, and original context of the object matter less than it's impression of detail and brightness.
Gender Ideals
Goblins are not the sort of creatures to split hairs about gender roles and ideas. Usually until they are quite old and become granny and granddaddy Goblins, do they even use terms like Ma'am and Sir, those are reserved for the big people and will call them such, but not use such terms for themselves.
Courtship Ideals
Goblins courting process is rather strange. Goblin's bond and court by gathering around on clear nights and insulting one another. After several nights of exchanging lighthearted barbs, Goblins are supposed to find those they argue with best and that is their mate. Once such a mate is found, the male of the relationship is supposed to present the female with an object of great worth, either material or personal and then ask that person to live with them. At that point, assuming the lady Goblin says yes, the Bogan will bless them and the lady Goblin goes to join the home warren of the boy Goblin.
Relationship Ideals
The ideal Goblin relationship is one where both parties may freely roast one another and do so freely and joyfully. Goblins snark often, but genuinely seem to enjoy one another. A good relationship leads to years of mirth, many offspring to support them in their old age, and plenty of honors and honorifics to increase their reputation.
Average Technological Level
Lower than humans, yet higher than orcs.
Major Language Groups and Dialects
Goblins speak Goblin, a bastardized version of Sylvan, but many are found who speak Elven and Common, or much more rarely Orcish or even Lycan. Goblins generally have high and raspy or squeaky voices, this is often accentuated by their choppy pronunciation and cut dialog.
Common Etiquette Rules
Common Dress Code
As in the rest of life, Goblins appreciate neatness in dress. While their attire is often simple, it is always in good repair and well-fitting. It is also worth noting that Goblins have a deep fascination with buttons and their outfits often have buttons as both practical fasteners and as decorations for things such as hats.
Culture and Cultural Heritage
Goblin culture is both refined and, full of chaos and order, baffling many scientists.
Common Customs, Traditions and Rituals
The Greatest Tradition of the Goblins is the Five-Pointed Star, their code of conduct: 1) Goblins are to always listen to their Shaman, unless the Shaman is contradicting the Five-Pointed Star. 2) No Goblin is to ever harm or steal from another Goblin. 3) Goblins are always to be helpful, especially in settling conflicts, and be compensated fairly for their help. If they are not compensated fairly, they may take fair compensation. 4) No Goblin is to every start a fight, they may in fact finish them, but they must always only act in defense of themselves, their friends, or their warrens. 5) Goblins, no matter how old, must always obey their parents or elders unless they directly contradict the 5 Pointed Star.
Common Taboos
History
Goblins are related to the fae that inhabit the faewild, save that they, in some ancient day wandered across the Boundary of Twilight into the mortal world and stayed there. In the Old World, Goblins were very rare, living only in lonely mountains and underground passages, now Goblins are widespread as they were creatures who were and are naturally connected to magic. In the second world Goblins have settled in the rough lands between Morogh and Mariel.
Goblins have generally been ignored by most of the races as they are not powerful, nor important in a large sense for trade, beyond keeping strange curios. Lycans and Orcs however find Goblins very useful as diplomats and a bumper between their tribal holdings. Since those ancient days, Goblins have lived in peace among themselves, trapped in between factions that are constantly at war. Goblins hate war.
Only recently were they finally admitted in general society, thanks to the rule of Varien who saw them as a good, but weak and ignored people. Goblins have little ambition for their race, but great ambitions for themselves. They seem to enjoy proving themselves to strangers, especially Lycans and Orcs as those are the ones who both offer them friendship and wealth, but also use their land and drag war into the warrens of Goblins.
Historical Figures
Giz the Underappreciated
Common Myths and Legends
The Legend of Giz the Underappreciated: This story tells the tale of a great Goblin bard who worked for the Kings of Morogh for 100 years and influenced the freedom of Mariel. The running joke of the story is that since he convinces the Kings to do good things, but never takes the credit, as to convince the royalty that his ideas are their ideas, he never gets thanked.
Interspecies Relations and Assumptions
Humans and Halflings: Humans rarely interact with humans and as a result have an odd relationship. Some humans view Goblins as mischievous friends, while others view them as strange oddities to be avoided. They are generally most friendly with the Moro and least friendly with the Veitenlanders. Halflings generally dislike Goblins as they are similar to Halflings, but strange and creepier versions.
Elves and Half-Elves: Elves look down on Goblins as betrayals of the poetic, romantic beauty of the fae and generally ignore them.
Beastkin: Goblins tend to think of Lycans as clumsy, but kind allies, they are kinder than Orcs and pay better, but Orcs are stronger and more fearsome. Goblins never interact with Gnolls or Tabaxi under normal circumstances and as a result they tend to be entirely weirded out by one another in meetings.
Starkin: Goblins, being Goblins and connected to magic because of their fae ancestry, get along very well with Starkin as a rule and it is not uncommon for travelling Starkin to stay with Goblins or Goblins to serve as servants to Starkin.
Orcs and Half-Orcs: Orcs have the allegiance of many Goblins because of their power and strength, if not by that, then my threatening. Orcs see Goblins as clever and useful and as a result respect them more than many of the Big people races.
Lifespan
40 years, though many Goblins have long and full lives
Average Height
3'2"
Average Weight
40 lbs
Average Physique
Wee, scrawny, and toothy.
Body Tint, Colouring and Marking
Goblin skin is almost always dark green, but can vary in shade fairly widely. Goblin skin is smooth in the young and wrinkled in the old.
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