Goblins
'If it's bigger than you, run. If it's smaller, eat it.'
Overview
Goblins are the smallest and weakest of the orc-kin, living in filthy tribes hidden within caves, ruins, forests, and abandoned places. Few races are as widely despised. Goblins survive not through strength or courage, but through numbers, deceit, and an endless talent for causing misery.
Individually, goblins are pathetic creatures: weak, cowardly, greedy, and easily frightened. They prefer to attack from hiding, swarm isolated prey, or flee at the first sign of real danger. Yet what they lack in bravery they make up for in persistence. Goblins breed quickly, spread rapidly, and seem able to survive almost anywhere.
Goblin tribes are chaotic and cruel. They squabble constantly, steal from one another, and obey only the strongest or loudest among them. Larger orcs often bully, enslave, or command them, while goblins in turn torment creatures even smaller or weaker than themselves. They are notorious scavengers, scavenging broken weapons, stolen trinkets, scraps of armor, and anything else they can carry away.
Unlike orcs, goblins rarely value honor, loyalty, or open battle. They prefer traps, ambushes, poison, sabotage, and dirty tricks. They delight in theft, vandalism, and petty cruelty, often causing trouble simply because they find it amusing.
Age
- Maturity: ~1 year
- Average Lifespan: ~10 years
Height
- Male: 38" – 50" (3'2" to 4'2")
- Female: 38" – 50" (3'2" to 4'2")
Attributes
- Dexterity Bonus
- Agility Bonus
- Strength Penalty
- Constitution Penalty
- Intelligence Penalty
- Willpower Penalty
- Aura Penalty
Appearance
- Skin: Usually dull green, grey-green, brown, or muddy yellow, often blotched, warty, or filthy.
- Hair: Sparse and stringy, most often black, dark brown, or greasy grey. Many goblins are nearly bald.
- Eyes: Yellow, red, muddy brown, or pale grey, often wide and darting with fear or mischief.
Inherent Abilities
- Infravision
- Sneak
- Hide
Roleplaying
To play a goblin is to embrace cowardice, selfishness, and low cunning. Goblins are not noble villains or mighty warriors. They lie, cheat, steal, whine, and panic. They avoid fair fights whenever possible, preferring to ambush the weak or hide behind stronger allies. Goblins should be nervous, excitable, and opportunistic. They often boast loudly when safe, then become cringing and submissive when threatened. Many are greedy and easily distracted by food, shiny objects, or the chance to avoid danger.
Goblins rarely think beyond the next meal, the next hiding place, or the next chance to avoid being beaten by something larger than themselves. Yet beneath all their sniveling and cowardice, goblins possess a sly survival instinct that has allowed them to endure where stronger races have perished.
