Goblin
These small humanoids would be merely pests, if not for their great numbers and tendency towards violence.
Goblin speech is harsh, and pitched higher than that of humans. Few goblins bother (or have the opportunity) to learn other languages, but Common is the most likely. A few in the tribe may also know the languages of other creatures nearby that are a threat or potential allies.
Basic Information
Anatomy
Goblins are small by nature, tending to average around 4' tall.
Biological Traits
Given their small size, goblins are not particulary strong; they are however, fairly agile.
Genetics and Reproduction
While goblins are fecund, they have a high infant mortality rate, helping keep their number in check. They are capable of interbreeding with many other species, most notably humanoids, fey and giants.
Growth Rate & Stages
Child: 1-6
Adolescent: 7-8
Adult: 9-20
Middle Age: 21-30
Old: 31-40
Venerable: 41+
Ecology and Habitats
Habitat/Society: Humans would consider the caves and underground dwellings of goblins to be dank and dismal. Those few tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat resistant to the diseases that breed in such filth.
They live a communal life, sharing large common areas for eating and sleeping. Only leaders have separate living spaces. All their possessions are carried with them. Property of the tribe is kept with the chief and sub-chiefs. Most of their goods are stolen, although they do manufacture their own garments and leather goods. The concept of privacy is largely foreign to goblins.
A typical goblin tribe has 40-400 (4d10×10) adult male warriors. For every 40 goblins there will be a leader and his 4 assistants. For every 200 goblins there will be a sub-chief and 2-8 (2d4) bodyguards. The tribe has a single goblin chief and 2-8 (2d4) bodyguards. Goblin leadership will always commandeer the best weapons for themselves. Each tribe will have a shaman who will have at least one assistant.
There is a 25% chance that 10% of their force will be mounted upon huge worgs, and have another 10-40 (1d4x10) unmounted worgs with them. There is a 60% chance that the lair is guarded by 5-30 (5d6) such wolves, and a 20% chance of 2-12 (2d6) bugbears. In addition to the males, there will be adult females equal to 60% of their number and children equal to the total number of adults in the lair. Females will fight if threatened.
They often take slaves for both food and labor. The tribe will have slaves of several races numbering 10-40% of the size of the tribe. Slaves are always kept shackled, and are staked to a common chain when sleeping.
Goblins in “civilized” areas, and especially cities, are considered second-class citizens at best and are almost always relegated to the most destitute of ghettos, where they are often forced to live short, brutal lives of crime, preying on each other and the more prosperous members of society. This, in turn, reinforces the stereotypes of them in the minds of others.
Goblins that live in civilized areas tend towards Chaotic Neutral in alignment while those that live in more wild places tend towards Chaotic Evil.
Ecology: Goblins live about half as long as humans, counting 40 years as a venerable age.
Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners and any underground habitat will soon be expanded by a maze-like network of tunnels.
Dietary Needs and Habits
Goblins do not need to eat much, but will kill just for the pleasure of it. They eat any creature from rats and snakes to humans. In lean times they will eat carrion.
Additional Information
Social Structure
A goblin tribe has an exact pecking order; each member knows who is above him and who is below him. They fight amongst themselves constantly to move up this social ladder.
Facial characteristics
Goblins have flat faces, pointed noses and ears, wide mouths and small, sharp fangs. Their eyes run the spectrum from bright red to a gleaming lemon yellow.
Average Intelligence
Goblins, on average, aer not particulary intelligent, whether this is through some innate flaw or merely a matter of their circumstances is unclear.
Perception and Sensory Capabilities
Low-light Vision
Infrared Vision
Civilization and Culture
Major Language Groups and Dialects
Goblins speak Goblinoid.
Common Dress Code
They wear clothing of dark leather, tending toward dull, soiled-looking colors.
Interspecies Relations and Assumptions
Goblins hate most humanoids, gnomes and dwarves in particular, and often work to exterminate them whenever possible.
Origin/Ancestry
Goblinoid
Lifespan
~40 years
Conservation Status
Uncommon
Average Height
4'
Body Tint, Colouring and Marking
Goblin skin varies in shades of green, but shades of yellow, orange, and red are not unheard of. Usually a single tribe has members with some variation of the same color skin.
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