Native to Tyrae, the goblins have more of a tribalistic society. They can be found in many different clans around the whole region, with region differences between them. Most however tend to be short and care little for their own lives. However one clan has created a vast nation and has integrated themselves with Osinirim Federation. This clan of goblins are way smarter than their average cousins and are very inventive, some might say even more inventive than the dwarves themselves.
History
Most goblins do not write their own history so it is not sure when they showed up within the world. Some scholars believe they have always existed on Tyrae when the continent formed. The Osinirim goblins however started to create libraries and record their history whenever they achieved their inventive minds. They joined the Osinirim forces whenever they invaded from the east, and have created a long lasting alliance between them.
Physical Description
Most goblins are very short, ranging from a short 3 feet to no taller than 4 feet. They come in a range of skin colors, usually to camouflage them from other predators. The more common skin colors are green however. They tend to have very large ears and noses, but most come in many different shapes and sizes, with some with fur or hair.
Goblin Names
A goblin's name can vary widely from what clan its from. Most of the names here are from the Osinarim goblins. Many goblin names tend to repeat certain sounds and can sound like nonsense words. A goblin's name gives no indication of gender and most tend to have a clan name that they from.
Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix.
Clan Names: Astralsmoke, Blackarm, Coalgear, Ebonhammer, Firelogger, Magmagem, Poisoncloud, Redtool, Scribequills, Stonewrench, Zephyr
Common Goblin
Culture
These uncivilized goblins are rare to see any society other than their own. Most that are seen outside of other goblin camps are usually exiles who have given in to join society in some way or fashion, and are usually unsuccessful. They tend to spout nonsense and are seen as crazy or mad to other cultures. Most of these goblins are oblivious to their own survival and tend to get themselves in very dangerous situations.
Appearances
Short, and usually muscular builds. They skin colors usually range from whatever environment they live within, but can really be any color. Their eye color tends to be the same as their skin color. Most goblins don't have hair, but some tribes can grow hair and sometimes even fur in climates that call for it. They usually pierce their ears and noses with jewelry or trophies of some kind.
Goblin - Common
Ability Score Increase Your Dexterity score increases by 2, and your Constitution score increases by 1.
Size Small
Speed Your base walking speed is 30 feet.
Age: Goblins reach adulthood at age 8 and live up to 60 years.
Alignment: Goblins are typically chaotic, with no inclination toward good or evil.
Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Languages: You can speak, read, and write Common and Osinarim.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Osinarim Goblin
Culture
This unique clan of goblin have somehow grown to be a large society within the Osinarim Federation. They tend to often ask questions on how the world works and how they can live easier lives. Within the Osinarim Federation, they often are the battle engineers who work on weapons and machines that can crush their enemies. They have built a society built off of combustion, oil, and grease. They tend not question the moral implications of inventions and instead create or figure things out without the worry of moral dilemmas. Their personalities are those of mad scientists who have run amok. Their government heads are actually the smartest of the clans usually.
Appearances
Short and lithe figures. Many from this clan of goblins usually have a skin tone of a dark green to that of even black. Those that do have hair are usually black, and grow gray with their age. They tend to have green eyes more often than not. Some even augment themselves with metal limbs to help them when they lose limbs either due to an enemy or from their own experiments.
Goblin - Osinarim
Ability Score Increase Your Intelligence increases by 2, and your Dexterity score increases by 1.
Size Small
Speed Your base walking speed is 30 feet.
Age: Goblins reach adulthood at age 8 and live up to 60 years.
Alignment: Goblins are typically chaotic, with no inclination toward good or evil.
Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Languages: You can speak, read, and write Common and Osinarim.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Equipment Skills: You have proficieny with firearms and tinker's tools.
Smog Tolereance: You have advantage on saving throws agaisnt being poisoned, and your vision isn't obstructed while peering through smoke of any kind, as long as it isn't magical in nature.
Advanced Engineers: You have advantage on Martial, Insight, History, Perception, or Investigation checks when pertaining to mechanisms or constructs.
Hobgoblin
Culture
Hobgoblins are a product of a union between an orc and a goblin. Only really found within the Osinarim Federation. They are usually the manual workers of the goblins and are usually looked down upon both from the smarter goblins and the stronger orcs. Most are out to prove themselves to either race, but are usually ignored. Some try to strike it out as adventures to make a living though.
Appearances
Taller than goblins, but shorter than orcs, a little bit shorter than humans most of the time, but can be taller. Skin color can range of that between green, orange, brown, or a muddy red. They tend to have darker eye colors, black, brown, and rarely a muddy orange or yellow. Most can grow hair and are often black or brown. They tend to have short hair and those that grow old wear their hair as ponytails. Their features are not as pronounced as goblins, but have larger ears and noses than orcs do. They tend to have small tusks jut from their mouth.
Goblin - Hobgoblin (Half Orc/Goblin)
Ability Score Increase Your Constitution score increases by 2, and Dexterity score increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.
Age: Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment: Hobgoblins are typically chaotic, with no inclination toward good or evil.
Size: Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Languages: You can speak, read, and write Common and Osinarim.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Equipment Skills: You are proficient with one Martial Weapon class of your choice and with light armor.
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
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