Goblinoids Species in Vestrata | World Anvil
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Goblinoids

Craftsmen, Engineers, Tactitians. War is their religion.

Manduco are not fond of hotter climates, and will tend towards cooler places. Their cautious approach to combat gives them Adaptive Tactics( PC is able to move up or down one turn order in combat initiative once per short rest)
The goblin peoples are characterized by three distinct groups. These are the Manduco Hokai, SarpTaeder, and the Pas-Bars-Sar.  
goblins themselves possess skin tones which range from lighter, pinkish reds, yellows and oranges, to greens and browns. The coloration of goblins depends on genetics, but each group has an associated tint. The men's brows are bushy, and their body hair insulates them in their cold home climate. This is especially true of the Kamimardur, as they are known for being "As hairy as a Dwaervei."
Manduco Hokai have been the dominant tribe since the early years of Vestrata. Whether it is because of luck or the manipulation of their brethren, no one knows. But aside from their power dynamics, they are known for two things. Their red tinted skin, and their tactical prowess. The main purveyors of politics in Hobsrunne, and the captains of the armies, Hogoblins naturally take to leader roles. They have also been the main vabensmiths known for their countries innovative weaponry.   Pas-Bars-Sar are tribalistic, communal warriors, who pay homage to the traditions of the old tribes. A large majority of the orange-yellow hued people do not accept the modern lifestyle and trappings of Manduco society, and like the Giants that roam Fjallsgard, they are nomadic. They tower over the other tribes, and are easily the providers of the strongest members of their species. Some equate fighting a them to fighting a Dire-Boar, as both possess inhuman power, and are covered in thick hair.   SarpTaeder(SharpTeef), the smallest of the groups, are not to be looked down upon. Though roughly the size of a Dwaervei, they are by and large dangerously fast, intelligent, and resourceful. These words describe the oft looked down upon members of the goblin species. Though should you find yourself in their den, you won't speak of their lack of prowess. They are fairly adaptive, and take on many mechanical roles in Hobsrunne society. For those that still live as their ancestors, the practice of sharpening ones teeth (their tribes name-sake) is still common.
*The term "Goblin" has is the name given to the group by ancient Thritic texts that first discovered them during their conquests across Vestrata. As with the Titanova, little is documented of the tribes, aside from their close proximity to one another. This has given some the impression that the tribes themselves had some unifying quality, but this is far from accurate, based on the oral traditions of the tribes that roam the continent. Many Giant tribes as well as Manduco tribes attest to the tumultuous past that kept these groups fighting for survival.

Basic Information

Anatomy

Avg Height: 5ft 7 in(Manduco) 4ft 5in(SharpTeef) 6ft 1in(Pas-Bars-Sar) Avg Weight: 180lbs.(Manduco) 95lbs. (SharpTeef) 210lbs.(Pas-Bars-Sar) Common Physical features Black hair, black/brown eyes, pointed noses, angular jaws. Reddish/Greenish/Yellowish skin

Growth Rate & Stages

Growth rate is much quicker than other humanoids, with physical maturity being reached at 12 years of age, and sexual maturity at 15. This accounts for a much higher population of goblin peoples, due to their rapid life cycle. Age 1: The baby has learned to walk, speak, and basic reasoning Age 5: Adept at math, writing, and reading. Hunting and trap-making may begin this year Age 8: Able to track prey, make a trap, and depending on parents, work on mechanical contraptions Age 12: Teen is apprenticed to a hunter, warrior, or inventor. They shall remain in apprenticeship for 3 years. Age 15: Now fully grown, the young goblin is free to pursue their future. Very little growth occurs past this age. Age 25: goblin is now at the middle of their life, and has supposedly fathered at least one child. Age 30: goblin has taken to teaching/caring for their children, and may even have grandchildren by now Age 40: the end of their life closing in, the goblins hair starts to turn ash white, and their skin begins to fade in color as well. Age 50: After many years of hard work, the goblin reaches the end of their life. *The oldest goblin was 67 years old. The average age of death is 52.

Ecology and Habitats

Colder, rugged climates. Due to being built for cold habitats, Hobgoblins are normally found in biomes classified as Tundra/Arctic.

Dietary Needs and Habits

Subsist largely off higher protein diets, with the Maermosine being a common staple of their meals. This is especially true for Goblinoid tribes, since the migration of these creatures is the route by which they travel. Settled peoples subsist off either sheep, goat, or deer for meat. Plants are either foraged by tribesmen in the form of berries, roots, and in cases of desperation, bark from trees. The agrarian crops grown by many in this region mirror the eastern country of Fjallinston, such as spinach, radishes, and beets.

Biological Cycle

Older goblins have duller skin, and a majority develop a hunch due to an overtightening of muscles. Their hair reaching a solid, ash white, compared to a younger ones jet black hair.

Additional Information

Social Structure

Hierarchy among the goblins is strictly enforced in both tribal and modernized roles. Might makes right in the world of the goblins, and the strongest among them is usually leader. This has led to situations where power is solely determined by ones strength in the past, rather than their actual ability to lead. In recent years this mindset only stays with the smaller communities and tribes, while the more civilized goblins operate in a more meritocratic approach.   Throughout a large portion of goblin history, the Manduco tribes have asserted dominion over the the others, and used this to their advantage. Their kin treated as inferior once the surge in technological and societal progress increased.   The Pas-Bars-Sar, being the more rugged and stubborn of these tribes, cling to the northeastern mountain ranges that there ancestors called home. They frequently raided the neighboring nation of Neo-Thridea, and even the supply lines of the nation they primarily reside in. Most do not swear fealty to the Uberden Shahn of the nation, however. Some have taken to settling in the cities over the decades however, and roughly 20% of the cities Gube and Vuge are Pas-Bars-Sar.    The SharpTeef, are seen by both groups as weak-willed scavengers. This contrasted with the proud nature and abrasive attitudes that so many of them have has put them at odds with the other tribes over the years.
Scientific Name
Homo Goblinid
Origin/Ancestry
Primogenitor

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