Goblin
"Diminutive creatures that will live wherever they are tolerated, Goblins have become either boon and bane depending on the particular person asked."
Small, cave dwelling creatures that posses natural dexterity and a shocking disregard for personal safety.
Description
Goblins possess a strange form of adaptation where a goblin mother will give birth to a child bearing traits of other nearby species. It is believed that the proximity and number of the other species causes the growing goblin to mimic them in a bid to increase survivability in the environment that they will be born into. The exact way the child becomes aware of the outside creatures is unknown.
Your regular, or ‘Gobliny’, Goblin stand from thirty-five to forty-five inches tall, live to be around sixty years old barring the usual untimely demises, and have their distinct olive green skin. Each subspecies of Goblin has traits that emulate a particular species.
Example Names
Smirk, Logub, Blyhx, Hobbie, Nugget, Vermin, Norbert, Chug, Woodwind, Smuggon, Zupol, Candy
Play a Goblin if:
- You want to be a small menace.
- You want to be able to add a bit of levity in any situation.
- You want to ride the line between being useful and a hindrance.
Stat Bonuses
|
Special: Stat Bonuses are determined by Subspecies |
Skill Bonuses
|
+1 to Skullduggery |
|
+1 to Dungeoneering |
|
+1 to Survival |
Subspecies
Traits
Special: Goblins that resemble another species may take one Trait from that species Trait List at Character Creation.
|
1 |
Surprisingly Resilient |
Gain +2 to your base Protection. |
|
2 |
Goblin Tricks |
+1 to the Stealth, Thievery, and Deception Skills. |
|
3 |
Cave Lurker’s Sight |
You gain Echolocation. |
|
4 |
Goblin Glibness |
Reroll one Persuasion or Deception Test per encounter. |
|
5 |
Hide Behind |
While within 1u of an ally, you may use their Guard instead of yours when attacked. |
|
6 |
Slip Away |
You may use the Disengage Action as a Quick Action once per encounter. |
Factions
The Grand Society of Goblin Philosophy
While many would find the concept of Goblin philosophy to be a punchline, there is a group that wholeheartedly seek to understand their mindset. The main reason people join is to discover the source of the goblins communal language.
History
Age of Discovery
The early origins of goblins is not very clear as they didn't possess written history at the time. Earliest know interactions were during the early human expansions where an explorer stumbled on them while resting in a cave. The explorer's written remarks were as follows:
"In my travels I have found a collective of small, green, nude creatures. No hostility has been noted so far, but they continue to rummage in my belongings. I have decided to return to report my findings. They are following me."
Upon the explorer's return, this early tribe of goblins made themselves at home in the human settlement. There were some growing pains, especially when the Golbins adaptive ability was discovered, but they have more or less integrated into any society that they joined.
Culture
The Goblins seem to have an instinctual language. While the Goblin Tongue can be learned by anyone, Goblins seem to gain spontaneously learn how to speak it as they grow. The language is now full of loanwords for concepts they did'nt originally have. Even more curious is that these loanwords are consistent for every goblin, wild goblins who had never met an Elf using Elvish words.
Goblins don't really have a care for personal privacy. It is believed that their earliest cultural form as cave dwellers in tight spaces left little room for the concept. In fact, the word for privacy is a loan word in their language.
Traveling Goblin tends to collect customs as they wander, leaving the most well traveled as barely conceivable collages of cultures.
Legendary Figures
Eebard of the Grand Rivers
A Goblin folk hero who was famous for using a harpoon to ride large mythical fish to a land where tree bore fruit that tasted of honey.