Goblins
Walking, talking lichen folk from beyond the stars. Curious in every sense of the word.
Basic Information
Biological Traits
Goblins do not seem to be hurt at all by falling from any height. They are quite light and spongy.
Genetics and Reproduction
Goblins do not reproduce themselves. They are children of their flying ships, budded off and nourished in the mysterious fungal zeppelins.
Growth Rate & Stages
From 0 to about 5 years, new goblins absorb nutrients and information, preparing for their lives as explorers, scientists and restorers. At the age of 30, older goblins usually make one last rendezvous with their parental zeppelin to share any final information, and then either remain aboard or enjoy a relaxing retirement on the surface for the rest of their lives.
Dietary Needs and Habits
While most of their required nutrition comes from photosynthesis, goblins can eat and they love to do so. On study missions, they might consume some of the species they're collecting to understand it better, and in villages and cities they try everything they can. Young goblins often need to be reminded that most other folk use money to trade for food.
Additional Information
Perception and Sensory Capabilities
Goblins have organs that mimic other humanoids' ears, noses etc. They do see in the dark thanks to fungal photoreceptors in their eyes. The goblin sense of taste also seems quite acute, able to pick out slight variations in flavor.
Civilization and Culture
Naming Traditions
Usually goblins go by a single one-syllable name, but they may give the name of their "parent" zeppelin as a family name. When a goblin presents as female, her name ends with x, s, or z. For example, Wobs or Rix. When a goblin presents as male, his name ends with a different consonant. For example, Gort or Clem. When a goblin presents as a different gender, their name ends in a vowel. For example, Mo or Bly.
Average Technological Level
Goblins are seen with strange fibrous devices and seeds that grow into useful but temporary plants or fungi. The most commonly used living technology is referred to by goblins as "the broadbeam". This is a huge puffball that ferments and builds up gases until it bursts, flinging up to ten goblins several thousand feet into the sky. DO NOT attempt to use this if you are not a goblin, as they cannot guarantee that the group will land on the zeppelin the first time.
Major Language Groups and Dialects
The Goblin language is not too complex, but it does appear to have chemical undertones that non-goblins can't create or perceive. They will understand you, but they will giggle.
Common Customs, Traditions and Rituals
Goblins who strike out on their own have found meaning and purpose in the religions of Tephra, worshipping the Founding Pantheon or demigods. However, they cannot receive divine magic from the gods of this world. Perhaps there are goblins who pray for power to their own alien deities, but this has not been confirmed.
History
The gods are strangely silent on the topic of goblins, and among scholars the common theory is that they are from another world, one not created by the Founding Pantheon. Goblins have been collecting samples of soil, water, plants and animals since they were first seen on Tephra. This seems to be a mission assigned by superiors on their floating fungus zeppelins... or perhaps the zeppelins themselves are sentient and in command of the goblin folk. However, there is no doubt that goblins have free will. Many of them are found exploring or creating or befriending whatever they want. Others, separated from a group, will seek out a cause to join. No doubt this is why almost every religion, army, philosophy, political party or book club has at least one goblin.
Historical Figures
Splot the Magnificent became a philanthropist and merchant in modern Kirohyne, promoting the arts and recreation. The city named a park after him when he died, and now the surrounding neighborhood is endearingly referred to as Lesser North Splot.
Interspecies Relations and Assumptions
Goblins get along well with others, and will eagerly help with an exciting project. A goblin crew is seen as a sign of grand stories and new friends, but their exuberance can lead to misunderstandings. Some nations don't trust goblins because they are "born and raised" out of sight up in their living airships. And some of the dwarves and orcs of Dorend will expel or kill goblins on sight in their territories, blaming them for causing the Scouring thousands of years ago. Orc legends and histories say that the goblins were seen in large numbers, wandering and sampling the ecosystem at the time.
Lifespan
40 years. Sometimes older goblins will return to the sky, but enough choose to "retire" that other folk have seen them die of old age.
Average Height
3 to 3.5 feet
Average Weight
40 lb
Body Tint, Colouring and Marking
There are three color-coded types of goblins: the standard green worker and collector, the stronger red protector (referred to as a "hobgoblin") and the large but silent purple "bugbear" with grassy fur to help them scout.
+2 Dexterity, -2 Wisdom. Goblins are flexible, but sometimes display a lack of instincts or self-preservation. Hobgoblins have +2 Strength, -2 Wisdom. Bugbears have +2 Dexterity, +2 Constitution, -2 Wisdom.
As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character. Hobgoblins and Bugbears are Medium, and have no size bonuses or penalties.
Goblins have a base land speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet without light, with perfect clarity (but without color).
+4 racial bonus on Survival and Tumble checks. Hobgoblins have a +4 racial bonus to Intimidate and Listen checks instead. Bugbears have a +4 racial bonus to Move Silently and Sense Motive checks instead.
+2 racial bonus on saves against mind-affecting effects and poison.
Botanical Biology: Goblins are considered to be Plants and Humanoids, affected by things that affect either of those creature types. They can survive without eating indefinitely, though they will become uncomfortable. They need water as often as humans, and at least one hour of sunlight per day to avoid "starvation". Goblins do not take damage when falling from any height.
Goblins can automatically speak one Common language and their own speech, Goblin, with all its chemical nuances. Bonus languages include Elf song, Dwarvish, Eastern Orcish, and Gnomish.
Other variations: Hobgoblins are proficient with light and medium armor, and with all simple weapons, including any granted by their class. Their total Level Adjustment is +1, so a level 2 human wizard is about equal to a level 1 hobgoblin wizard.
Bugbears have a +3 natural armor bonus to AC. They also have 3 levels of humanoid before taking any class levels. This grants 3d8 hit dice, a base attack bonus of +2 and base saving throw bonuses of Fort +1, Ref +3, and Will +1. They have skill points from these levels: 6 times (2+Int modifier) with class skills of Climb, Hide, Listen, Move Silently, Search, and Spot. Their hit dice also grant them two feats. Finally, bugbears have the Scent ability with a rage of 30 feet. Their total Level Adjustment is +4, so a level 5 orc rogue is about equal to a level 1 bugbear rogue.
No type of goblin can become a cleric.
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