Goblins
With increasing age, all goblins feel drawn to the lonely depths of Davokar. It is there they die, alone on the road towards the Underworld – if they do not die from illness or violence before then.
Little is known about the origin of goblins, but their
presence in the southern outskirts of Davokar is quite obvious. The tribe that left the darkness of Davokar to settle
down close to Thistle Hold swarms and makes such a racket
that they have made themselves quite unpopular among
the town’s human populace. Their fiery temperament and
strange ways of socializing have contributed to the disapproval: “Hide the Boot”, “Tame the Ogre”, “Trim the Thistle”,
“Tighten the Temple” and “Want a Smack, Molok?” are party
games that outsiders are reluctant to even watch.
The life of a goblin is short – a goblin is considered a
youngster at the age of five, adult at ten and an elder at the
age of twenty. To meet a thirty-year-old goblin is a rarity, as
most of them voluntarily return to seek a lonesome death
in Davokar before then. Meeting one who is forty is all but
unheard of. The truth of the goblin life-cycle is even more
remarkable, though few humans know it – when goblins feel
the pull of the forest not all of them die. Some are changed,
becoming trolls or ogres.
The only reason why goblins are tolerated in Thistle Hold
is that they are practical when it comes to doing dirty work
like draining marshes, emptying latrines and flailing about
on scaffolding. Thanks to that, a gibbering horde of sinewy
goblins flows into the town every morning to work hard
at a number of heavy, dangerous or thankless tasks. Come
nightfall, they are once again driven away, and a bunch of
uncharacteristically silent goblins march back to their beds
in simple huts of straw and clay.
Some goblins stray from this pattern, mainly treasure hunters and goblins employed in the households of wealthy
individuals in Thistle Hold. A dozen or so goblin younglings
can also be found in the convent school in the capital city,
where a handful of extremely patient monks have committed themselves to saving whatever soul resides inside
the wild whelps. The most renowned goblin to represent
both of these phenomena is Garm Wormwriggler, brought
up at the convent school to later become a successful
treasure-hunter.
Laborer
You are a daily worker, tolerated in town during the day as you work but then forced to take your rest in either a central resting area or outside the village. Think about the kind of work that you might do? Do you have any friends inside town? Do you have a hated enemy among the other laborers? Are you saving your scant coin for the future, or do you spend it on drink and entertainment as soon as you get it? • Skill Proficiencies: Athletics • Tool Proficiencies (choose one): Carpenter’s tools or mason’s tools • Equipment: A kit to match your tool proficiency, thick working clothes and 1d6 + 4 shillings. Feature: Tireless Worker You are used to long days of physical work with little opportunity to rest. As long as you do not have any levels of exhaustion you have advantage on any saving throws to avoid gaining exhaustion. Suggested Characteristics Laborers are one of the lowest members of society and are often ill-treated. They are also easily ignored, and a quick-eared and quick-witted person can learn much while they work.Convert
The teachings of the Giver of Laws says that all are worthy of salvation and your teachers made every effort with you. Eventually, they were successful, or at least you began to give them the answers that they wanted to hear. And you’ve learned amazing things from the Sun Church – history and theology that your people never knew. You’ve become interested in what dark secrets lie in other old places. • Skill Proficiencies (choose one): History or Religion • Tool Proficiencies (choose one): Calligrapher’s tools or cartographer’s tools • Equipment: A kit to match your tool proficiency, religious robes, and 4d6 + 11 ortegs Feature: Member of the Church If given the chance, you can prove yourself to be a member of the Sun Church and gain shelter there for yourself and your companions. Unfortunately, some of the faithful are not as open-minded as your teachers and the GM might require you to make a DC 10 Charisma (Persuasion) check in order to receive healing or other Church services. Suggested Characteristics Goblin converts exist in two worlds: they are still goblins, with short lifespans and a particular sense of humor, but they have been taught the ways of Prios and some of them see his teachings as a great opportunity for them to gain status in the new kingdom.Wild
While many goblins have found themselves under the thumb of the newcomers, you and your clan have stayed away from both the Ambrians and barbarians by staying in the darker parts of Davokar. But the forest is changing, and the trolls and elves whisper that the humans have something to do with it. You’ve decided to explore these ideas but are also cautious about who you befriend, since you have no desire to become a laborer. • Skill Proficiencies: Nature • Tool Proficiencies (choose One): Carpenter’s tools, leatherworker’s tools, potter’s tools, weaver’s tools • Equipment: A kit to match your tool proficiency, scant clothes and 2d6 + 8 ortegs. Feature: Go to Ground If you’re in the wilderness you can always find a hiding place. You can choose to have advantage on a Dexterity (Stealth) check as part of your Hide action. Once you use this feature you must take a short or longer rest before using it again. Suggested Characteristics You are a goblin as they should have always been: wild and free and able to do anything you wish. Of course, you sometimes see your cousins in the human cities, with their fancy clothes, weapons and flashing coins.
• Ability Score Increase. Your Dexterity score increases
by 2. Increase any other ability score by 1.
• Age. Goblins are adults at 10 and few remain in human
lands past their 30th year.
• Size. All goblins are under four feet in height and average around 50 pounds. Your size is Small and you have a
d6 Hit Die. At first level you have 6 hit points plus your
Constitution modifier. When you gain a level in any class,
you gain an additional Hit Die and 4 (1d6) plus your Constitution modifier hit points.
• Speed. Goblins scurry underfoot of the bigger peoples
but their strides cannot match them distance for distance.
You have a base speed of 20 feet.
• Darkvision. Accustomed to the gloom of Davokar and
underground mines, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
• Pariahs. Goblins are poorly treated in society and have
disadvantage on Charisma checks with other peoples.
However, the insular tendency of Goblin society provides
advantage on Charisma checks when interacting with
another goblin.
• Survival Instinct. While goblins are a loud and fractious
people, they have a powerful will to survive. You can take
either the Dash, Dodge or Disengage actions using your
bonus action. You also gain proficiency with the Stealth
and Survival skills.
• Languages. Goblins usually speak the local human language, either Ambrian or Barbarian. Some near Davokar
speak the language of trolls or elves as well.
Children
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