Goblins

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Goblins are an elusive and nimble race, which enabled them to slip away from danger more easily than most. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: dexterity, sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favored ambushes, overwhelming odds, dirty tricks, and any other edge they could devise.

Before the fall of the Light, Goblin society was tribal by nature. Goblins had little concept of privacy, living and sleeping in large common areas; only the leaders lived separately in their own private chambers. Their leaders were generally the strongest, and sometimes the smartest, around. The formerly primitive species sustained their community by raiding and stealing; they sneaked into lairs, villages, and even towns by night to take what they could. If supplies were short enough, goblins would even resort to eating members of other races.

Since the disappearance of the Sun Goddess, however, many of these tribes began to disappear into the Dark, never to be heard again. The rise of long-dormant predators caused the majority of goblin kin to vanish, making the remnants of their kind scatter across the realms. As such, the few survivors found themselves forced to live in the safe havens of the cities they avoided for so long. Civilized goblin folk are separate from each other: their members either prey on the weaknesses of non-goblins or hope to start a life free from the ruthless conditions of their culture.

Short humanoids with skin ranging from yellow and green through any shade of orange to a deep red. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes typically vary in color from red to yellow. On average, they are 3’ tall and 60-100 lbs and live to be around 40 years old.

MIREMUCK


These creatures are ruthless and travel in packs/clans of 6-12 at minimum. Many survive by being brigands or offering their nefarious services for gold. Miremuck goblins loathe Tarmen goblins.

Type Attribute Total Modifier Resistances Other
Born STR 8 -1

N/A

Proficiencies:

Choose 4 Skills


+100% DMG in a Group of 3 or More

Species DEX 16 +3
Goblin (Miremuck) CON 10 0
Genus INT 9 -1 Weaknesses
Accipit WIS 9 -1

Take +50% DMG from Magic

Rank CHA 8 -1
Adventurer LUK 0 ±0

TARMEN


Goblins that live in a city. These goblins are a bit more refined than their Wild counterparts, but always look out for a way to benefit from a situation. Tarmen typically have a city’s blueprint memorized like the back of their hand. Additionally, these goblins are typically expert craftsmen, thieves, or information brokers. Tarmen hate Miremuck.

Type Attribute Total Modifier Resistances Other
Born STR 8 -1

N/A

Proficiencies:

Choose 4 Skills


+100% DMG in a Group of 3 or More

Species DEX 16 3
Goblin (Tarmen) CON 8 -1
Genus INT 10 0 Weaknesses
Accipit WIS 10 0

Take +50% DMG from Magic

Rank CHA 8 -1
Adventurer LUK 0 ±0

WILD


Type Attribute Total Modifier Resistances Other
Born STR 10 0

N/A

Proficiencies:

Choose 4 Skills


+100% DMG in a Group of 3 or More

Species DEX 16 3
Goblin (Wild) CON 8 -1
Genus INT 9 -1 Weaknesses
Accipit WIS 9 -1

Take +50% DMG from Magic

Rank CHA 8 -1
Adventurer LUK 0 ±0

HOBGOBLIN


Unlike the rest of goblin kind, hobgoblins are unusual specimens that are massive and strong. Unfortunately their intelligence is worse than those of their smaller brethren, and many are gullible to the core. It is not uncommon to see one or two hobgoblins in a goblin gang, and they are not treated any different than other goblins among their kind.

Type Attribute Total Modifier Resistances Other
Born STR 18 4

-50% Physical DMG

Proficiencies:

Choose 4 Skills


+100% DMG in a Group of 3 or More

Species DEX 8 -1
Goblin (Hobgoblin) CON 14 2
Genus INT 7 -2 Weaknesses
Accipit WIS 7 -2

Take +75% DMG from Magic

Rank CHA 6 -2
Adventurer LUK 0 ±0