|
Home
Races
Elves Dwarves Halflings Humans Humanoids
Classes
Religion
Backgrounds
Feats
|
|
Humanoids
Since Tiel's rebellion, an influx of humanoids has come within Novaria's borders seeking hire as mercenaries and regulars in special military units. The majority of these humanoids delight in imposing their authority on the masses, while others just enjoy spreading general
mayhem. A select few of these monsters have left the path of evil and fight against the evil
caused by others of their kind. Though they may hold respectable positions in society, humanoids are still seen by the general populace as a blight on the kingdom.
[ Kobolds ] [ Goblins ] [ Hobgoblins ] [ Orcs ] [ Ondonti ] [ Half-Orcs ]
|
|
Goblins
|
Base Height (M/F): 43"/41"
Height Modifier: 3d4
Weight (M/F): 72/68
Weight Modifier: Height Modifier x1d6
Base Age: 12 Years
Aristocrat, Barbarian, Rogue, Sorcerer: +1d6
Bard, Fighter, Paladin, Ranger: +2d6
Adept, Cleric, Druid, Monk, Wizard: +3d6
Native Languages: Goblin, Latinian
Bonus Languages: Draconic, Elven, Giant, Orc
Ability Adj.: -2 Str, +2 Dex, -2 Chr
Base
Speed: 30 ft.
|
|
Special
Abilities
Darkvision
60' ft.
Light
Sensitivity
+4
Move Silently
+4
Ride
Size Modifier: +1 attack, +1 AC, -4 to Grapple Checks, +4 Hide Checks
Favored Class: Rogue
Religion:
Traditional Goblin
Description
Goblins are short, squat humanoids with gangly arms. Their hair is course and ranges from dark brown to black. Goblin skin colors range from yellow through any shade of orange to a deep red, which is sometimes used as a tribal
identifier. Their eyes vary from bright red to a gleaming lemon yellow.
Origin
The
vast majority of Goblins in Novaria have come from the Arkonian badlands
south of Novaria. While many
tribes do live in the mountains and forests of Novaria, several have moved
into Novaria’s cities as a result of Tiel’s recruitment of humanoids.
Views
Though Goblins are small in stature, they tend not to be as sycophantic as kobolds. Unlike kobolds,
however, goblins would rather they be thought of as weak by their enemies
until they are close enough to shank them with impunity. Though Goblins would prefer to disembowel any of Novaria’s
humans than serve, their primary focus is larceny rather than violence. Goblins are easily swayed by money and since very few Goblins have
any sense of value even an artificial display of wealth can quickly catch
a goblin’s attention. For
this reason alone, goblins are often attracted to live near Latinian
settlements either to raid the wealth or hire themselves out as
mercenaries or valets. A
goblin’s only interest in the Futhark are the precious minerals and gems
that the Futhark pull out of the Crystal Mountains. Goblins are not fond of being around Clasbron for the simple reason
that the Clasbron are comparatively poor to Novaria’s other human
cultures; and the fact that goblin punting is a popular game in Clasbron regions. Goblins and Dwarves
have a racial enmity that stretches back eons, though the goblins of
Novaria had thought the dwarven race extinct until dwarves began settling
the Crystal Mountains. Goblins
do not hesitate to make that belief a reality if the opportunity presents itself. Goblins are generally
fearful of elves, whether it is their beauty, arrows or magic, and keep a
safe distance from them unless they can get near without the elf noticing. Goblins have an intense dislike for kobolds, especially those
kobolds that believe themselves worthy of more respect than they have earned. Goblins often
struggle with kobolds for leftover resources discarded by the larger races
and often come out on top though a display of sorcery from a kobold will
often send goblins running. Goblins
are disdainful of the yoke of servitude often put upon them by their
larger hobgoblin cousins. Goblins
would much rather make their own mayhem than grovel to a hobgoblin master. Goblins do not get along with Orcs and there have been bitter
feuds between the races. Goblins
are frightened of Orcs because of their size and strength, though a group
of goblins are not unlikely to harass an orc encountered on its own.
Culture
A
tribe of goblins lives in a series of interconnected warrens. These warrens exist both above and below ground; natural or
excavated cave systems as well as thick underbrush and brambles. In more urban settings, goblins will inhabit shoddily constructed
shacks and hovels and connect them by altering the town’s sewer system
or constructing new underground passages. Their homes tend to be infested with filth and vermin. Goblin
tribes can range from small clans of forty goblins to hordes of over 500
covering several square miles. Goblins
do very little workmanship of their own and that which is done by goblins
is generally considered poor at best. Goblins generally make their way through theft and often
supplement this income with trade of furs and other raw materials, though
goblins tend to be lazy and need to be motivated to do any work of their own. A goblin tribe is ruled
by a chieftain or a shaman, whichever one the goblins of the tribe believe
is the stronger leader.
Males
are the dominant gender in goblin communities. Females are generally considered community property and must mate
with whichever male approaches them. Within a goblin tribe, only the strongest males are allowed to
possess a personal harem, and only if they can keep the other males away. Females who have challenged their social roll are often beaten into
submission, starved or sacrificed to one of the goblins’ dark deities.
Goblins
worship their dread deity Maglubiyet, a fearsome god of oppression and terror. They also worship
goblin deities of war, slavery and territory. Worship for goblins tends to be a tribal matter, with the
whole tribe attending days of sacrifice and other bane rituals. Goblins may become tribal shamans if they succeed in a vision quest
and are thereby gifted with the divine power. |