Description:
The goblins are a race with little recorded history or culture of their own, even their origin is unknown. The myth of their creation is that they were once Halfling children who were given away to the Fey, over time these children grew and transformed to survive the savageness of the Realm of the Fey. How they left is a mystery likely to go unsolved.
Goblins are related to both Bugbears and Hobgoblins, though are far more numerous than their cousins. Collectively these three species are refereed to as ‘goblinfolk’.
Goblins also tend to live short lives, reaching maturity at age 12 and living to about 40 years at most.
For goblins, there are two ways of life; Many goblins live out in the wilderness, often preferring woodland or forests, and sometimes hills and mountains. Generally concentrations of them are found in Illenfar and southern Thalruhn. These goblins lead nomadic wanderer lifestyles in small groups, scavenging entirely off the land. Many of these form ‘warbands’ or raiding groups, attacking travellers for food or goods to pawn. The remainder live in bustling cities or highly industrialised areas as lowly labourers or workers and some as serfs. Many goblins live in slums or even underground (some even live in sewers, it is said). Likely due to their reputation as raiders, or perhaps even their generally unpleasant appearance Goblins are almost always part of the lower class of any society. While not outwardly hated, they are sometimes mistrusted and looked down upon.
Both of these goblin groups seem to value strength, resilience and craftiness. They are not the stupid brutes they are often presumed to be, but can be devious or even studious, depending on the goblin.
Appearance
- Height of 3 - 3.5 feet tall.
- Pale ochre to dark green skin tones,
- dull Yellow, orange or red eyes.
- Flat faces with sloped foreheads and large, broad noses
- Long, elf-like ears
- Small, fang-like teeth.
- squat, bent legged physique with long gangly arms.
Characteristics
- Goblins are survivalists, they’re resourceful and cunning.
- Goblins that have lived a hard life in major settlements tend to be quiet, dour and keep to themselves to avoid trouble.
- Nomadic goblins tend to be more boisterous or impulsive.
- All goblins love a bargain or trade. They’re a bit shady, and will often attempt to cheat an advantage.
- Very in tune with the natural world, likely instinctive part of their fey ancestry. Goblin druids are surprisingly common.
- While Goblin Wizards are exceptionally rare, some may learn through trial and error in the shadows of the world.
Game rules:
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
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 proficiency bonus. - You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.