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Goblins

Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order. As this is a notoriously difficult task, leaders of goblins are always either very powerful or have an intimate knowledge of goblin society. This ranges from a fierce red dragon to a hobgoblin with above-average intelligence. Goblins have even been known to gather around artifacts, even if they're not sentient.   Goblins of different tribes often have varying physiological differences which they discover through somewhat hazardous experiments.   Irongut Goblins can eat food that most other races would consider spoiled. No quality of meal is too poor, and no consumed poison will ever deter their appetite.   Unbreakable Goblins can easily bounce back from most injuries due to their exceptionally thick skulls, cartilaginous bones, or some other mixed blessing. Additionally, their bodies go limp when falling from a great height, allowing them to survive falls that would otherwise be considered fatal.   Resolute Goblins have resistance to effects that would shatter their minds. Be they too smart or too dumb, these goblins won't have their will bent without their say-so.   Holy Goblins are said to be made in the image of ZixZax, God of Time. Pure red instead of green, these goblins are 1 in every 10,000. They sport alarmingly high intelligence and have a good affinity for magic (not just compared to other goblins, but even when compared to an elf or any other similar race). Specifically, most holy goblins are chronomancers.

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