Goblin

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General information

Introduction

Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually, all members of the same tribe share the same colored skin, though they also come in shades of green. Goblins are typically found in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stand between 3'4" and 3'8" and weigh about 40 to 55 pounds on average.

Goblins breed extremely rapidly compared with many other races, accounting for their large population.


Relations

Goblinoids rarely get along with themselves better than their enemies, though they have been known to come together under a common cause on occasion. In such situations, the hierarchy is usually determined by whoever would win in a fight, and it is not uncommon for them to find out through physical methods. To goblinoid thinking, elves and dwarves are particularly nasty arch-enemies, humans are things to kill if possible and run from if not, halflings are perfect targets, and drow are creatures to be feared.


The Goblin Mind

The forces driving a goblin are powerful, deep and haunting. Half-cultural and half-instinctual, these compelling fears, desires and hatreds carry the goblin through a bleak and savage life. Individually and in small groups, goblins are aware of their vulnerability. Goblinoids, orcs and worse creatures inhabit the world, waiting to enslave or slay them; and the good races are ready to commit genocide if ever the goblin tribe leaves the safety of the shadows. This caution has given rise to the idea of "goblin cowardice".

To some degree this is true: a goblin does avoid an open battle on enemy ground and will often flee to the shadows. A simple explanation such as "goblin cowardice", however, fails to tell the whole story. With sufficient numbers and preparation, these creatures willingly face any enemy and will prove a vicious, unrelenting and memorable foe.

In the tribe, goblin fears and behaviors reach their peak. From the earliest moments, a goblin is taught the harsh price of showing weakness, failing, or a misguided allegiance. These youngsters watch their peers be starved, bullied and even killed for minor errors. If it reaches maturity, a goblin is well acclimatised to its environment and has learned to maneuver carefully, obeying the strong and exploiting the weak. They are fully committed to taking any action necessary to never be last, weakest, or slowest.

Just as they are ever on the lookout for another goblin to dominate, they are equally watchful of their leaders. Each of them understands their own status in the tribe can advance when the strong fall. Goblin leaders are typically aware of this danger and keep the tribe busy enough raiding, scouting and fighting among themselves to maintain power.

A seething hatred for all other life, even nature itself, is oft the cornerstone of the goblin psyche. They live to defile, despoil and profane. Their priesthoods are relentless in reciting hateful tenets; and every goblin is eager to murder, pillage, and terrorise the enemies of their gods. If the selfishness and deceit of their hearts did not channel such energy to infighting, there is little doubt these creatures would be a world-shaping force. Few races are as prolific or relentless as goblins; and countless enemies would have been forced from their cities long ago, driven before the unending waves of these cruel marauders.

Environment

Goblins can survive wherever there is air, water, and some form of nourishment. They have been encountered everywhere from the arctic to trackless deserts and remote islands. Given a choice, goblins will lair in tunnels; ruins; or underground caverns. As this is not always possible, they have adapted themselves to numerous alternative arrangements. If food is abundant and powerful enemies are scarce, any piece of land can become an ideal goblin habitat.

Cavernous entrances into the Underdark were the first locations settled by goblins following their surface migration. The combination of plentiful resources and easy access to the comfort of the Underdark (into which few races will delve) allowed them to thrive. Eventually, other humanoids - most notably their hobgoblin relatives - began to target these locales with slave raids, causing another wave of goblin migration throughout the lands above and below.

Today, the majority of goblins on the surface inhabit cave and tunnel systems ranging from bear dens to abandoned or conquered mines. Although lazy, goblins are fair miners and can modify even poor locations to accommodate their tribe. The wolf and worg, found among many tribes, have made it possible for them to extend their influence across hills and mountains virtually everywhere.

When it is not possible to locate an underground lair, a tribe will seek ruins or other abandoned structures to inhabit. As a last resort, they will make shelter from whatever is available. Goblins are not overly industrious and such building efforts are poorly conceived, roughly implemented and unsightly. Unlike their hobgoblin relatives, goblins rely primarily on camouflage for defense and will rarely build a stockade or wall around their lair.


Creating new character on Arelith

Abilities

STR -2, DEX +2,
Listen +2
Move Silently +4
Spot +2
Bonus Feats:
Weapon Proficiency (Primitive) - Club, Dart, Dire Macuahuitl, Great Club, Macuahuitl, Short Bow, Sling, and Spear
Darkvision
Use Poison
Special: For every friendly PC goblin (not hobgoblin) within 20 feet, the goblin receives a soft +1 Wisdom, +1 Discipline.

Base race: Halfling

Classes

Favoured Class: Rogue

Most goblins are warriors. They favour rogue class. Some multiclass as fighter. Tribes have occasional cleric.

Alignment

Usually neutral evil
Arelith Alignment Restriction: Non-good

Appearance

NWN appearance is not influenced by the selection of head, skin, hair, or clothing.

  • About 4 feet height and weight around 50 pounds.
  • Skin: Hides range in colour from yellow through any shade of orange to a deep red.
  • Eyes: varying in colour from red to yellow

Aging

Age Bonus
Adulthood 18 Years +2d10
Middle Age 30 Years
Old 45 Years
Venerable 60 Years

Racial Crafting

Goblin Scourge Flail

Notes

  • Bonus language:
Goblin language
Undercommon
  • Starting city: Andunor or Sencliff (Requires Normal Award AND DM Permission)
Non-Underdark race, As creatures that are often considered hostile by almost all traditional surface races they may fear being exposed, and certainly wouldn't approach a town, but nevertheless have no reason to fear sunlight, or to avoid claiming territory on the surface.
Playable Races on Arelith   
Human Human - Deep Imaskari - Firbolg - Half-Giant, Cloud- Half-Giant, Fire - Half-Giant, Frost - Half-Giant, Stone - Half-Giant, Storm, Shadovar
Dwarf Shield Dwarf - Gold Dwarf - Duergar - Wild Dwarf
Elf Moon Elf - Aquatic Elf - Avariel - Fey'ri - Sun Elf - Wild Elf - Wood Elf
Gnome Rock Gnome - Svirfneblin - Forest Gnome
Halfling Lightfoot Halfling - Ghostwise Halfling - Strongheart Halfling - Fey
Half-Elf Half-Elf - Gloaming - Green Hag - Kenku
Half-Orc Half-Orc
Monstrous Drow - Goblin - Kobold - Gnoll - Orog - Hobgoblin - Ogre - Minotaur - Imp - Troglodyte - Yuan-ti Pureblood - Derro - Rakshasa - Vampire