Goblin
Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age
Goblins reach adulthood at age 8 and live up to 60 years.
Alignment
Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
Size
Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
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.
Basic Information
Anatomy
Goblins take on a rough humanoid fashion, with a configuration of two arms, two legs, and a singular head and trunk, with mirrored symmetry.
Genetics and Reproduction
Goblins tend to breed in packs, with vast tribal orgies happening during the mating seasons, causing the offspring to be raised equally by the tribe.
Growth Rate & Stages
Goblins reach maturity at around 8 years of age, and will live around 60 years.
Dietary Needs and Habits
Goblins are hunter gatherers at best by nature, at worst they are scavengers. However in the modern era, especially the domesticated Quuinqi goblins tend to be more civilized and have outsourced the hunting and gathering for trade and barter in order to purchase meals.
Additional Information
Social Structure
The goblin social structure is made up around the tribe, and is very driven by the idea that every goblin of the tribe is related, Aunties, Uncles, Buggers, Cousins, all family is important to a goblin. However there is also a very rigid and unforgiving caste system that exists based on the perceived abilities of a goblin. If one is good as a warrior, he might be a Lasher, but if he proves unskilled in most areas they become Pariah, and have the most menial of duties.
Geographic Origin and Distribution
The goblins are most at home and found in the Quinnqi regions of Kokintras in the far southeast. However, there are wild bands that wander the mountain passes in Dulkunbu, and not an insignificant number of Quinnqi traders that make harbor in other areas, such as the coastal port cities of Loricanium, Krober, Dosin, Crysach, Snaken, Kirschdorf and Trisen.
Average Intelligence
The wildlings that wander the countryside are generally uneducated, and have little concept or patience for abstract thought. However under the leadership of the Kapásból, the cultured goblins of Quuinqi have excelled and proven the goblins to have the potential for great civilizations.
Perception and Sensory Capabilities
Goblins have excellent hearing and sight in low light surroundings.
Civilization and Culture
Major Organizations
The most major organization, if one could call that extant in a group of goblins, is the Clan Kapásból, which has taken the reigns of the largest concentration of Goblinoids in Kokintras under the Quuinqi Austellus Corpa, or a trading company that has rendered itself for all practical purposes politically independant of Loricanium.
Average Technological Level
Some goblins have barely mastered the idea of the spear or arrow, but some Quuinqi are master shipwrights, and inventors of their own.
Major Language Groups and Dialects
Quuinqish is the major Goblin dialect and is spoken by all three goblinoid races in the Quuinq peninsula.
Historical Figures
Gran-Gran
Although he is a major figure specifically to the Clan Kapásból, he also is a major figure to most goblin and goblinoids in the modern era, being venerated as a divine hero that served Libris, The Bloodied and Free, and ceased the destruction of the mortal races from [The Immortal War].
Scientific Name
Mikros-Daímonas-Adynamos
Origin/Ancestry
Common Goblinoid Ancestor
Lifespan
60 years
Average Height
3-4ft
Average Weight
40-100lbs
Average Physique
Goblins, like any humanoids have variations from lean and lanky, to squat and bulky.
Related Ethnicities
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