Goblin Species in Temnia | World Anvil
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Goblin

Goblins are a small race with a destructive and voracious nature that makes them almost universally despised. They are the smallest and weakest of the Cherekoth races, often living under the thrall of a stronger creature. Those who live on their own are still lead by one of their higher forms of Cherekoth.   Goblins can eat nearly anything, but the comsumption of humanoid flesh is the key to their ability to metamorphasise into more powerful forms, such as hobgoblins, bugbears and even ogres. While they have a well-founded fear of the larger races, their innatesly destructive tendencies and their need for humanoid flesh to attain greater power lead them into conflicts with civilizations across the globe.   As descendants of the Kothogor, goblins are related to neblin and sprigins.

Physical Description

Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears. They eye colors range from red to yellow, and their skin runs in shades or yellow, green, red, and rarely a vibrant blue. Their facial features tend to vary widely, with proportions that often don't match the norm of other humanoid races. Many have overly large mouths, noses or eyes. Their teeth are pointed.  

Society

Goblins are usually treated as ferral and innately hostile. Smaller towns might run such a creature out with no questions asked. Larger cities are more tolerant of such creatures, proving one of the few oppotunities for a goblin to live in some manner of civilation. Even then, a lone goblin would have difficulty finding anyone to accept their coin or tolerate their presence. Such creatures often find themselves in the slums, and quickly become targets of suspicion and scapegoats for any misfortune that befalls a neighborhood.  

Relations

Goblins (and all form of Cherekoth) are adaptable, and found at the fringes of most any civilization, usually raiding and pillaging to feed themselves and satiate their destructive urges. Because of this, goblins are reviled and shunned in all corners of the world. Wicked or savage societies that might not object to goblins on moral grounds still find goblins to be weak, contemptous and unworthy of trust.  

Alignment and Philosophy

Goblins are greedy, capricious, and destructive. They are impulsive and short-sighted. They rarely have any desires beyond sating their immiedate urges, or tearing down some object of their resentment. Most goblins only check these impulses out of fear of retaliation from those stronger than they. Goblin alignments tends toward chaos and evil.  

Adventures

Goblins rarely strike out on their own, fearing to take on dangerous challenges without the assistance of their tribesmen, and being unlikely to work well with members of civilized races. Those that try to do so find distrust and loathing at every turn. Goblins who find themselves incapable of accepting the grotesquery of their kin find themselves exiled from their own people and from others.  

Names

...   Male Names: ... Female Names: ...  

Racial Traits (10 RP)

Standard Racial Traits

  • Ability Score Modifiers: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
  • Type: Goblins are humanoids with the goblinoid subtype.
  • Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Languages of Temnia page for more information about these languages.
 

Feat and Skill Racial Traits

  • Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
 

Movement Racial Traits

  • Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
 

Offense Racials Traits

  • Weapon Familiarity: Goblins are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons.
 

Senses Racial Traits

  • Darkvision: Goblins see perfectly in the dark up to 60 feet.
 

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.  
  • Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.
  • City Scavenger: Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.
  • Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
  • Hard Head, Big Teeth: Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.
  • Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks.
  • Over-Sized Ears: While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
  • Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.
 
Random Starting Ages
Intuitive Self-Taught Trained
1d4+12 1d6+12 2d6+12


Random Height & Weight
Gender Height (inches) Weight (pounds)
Male 2d4+20 (2d4)+30
Female 2d4+18 (2d4)+25


Races of Temnia

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