Goblin
Goblins are a race of small and numerous goblinoids common throughout Brone, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators.
Description:
Goblins usually stand between 3′4″‒3′8″ (1‒1.1 m) and weigh about 40‒55 lb (18‒25 kg) on average. They have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. Their eyes vary in color from red to yellow. Their skin color ranged from yellow through any shade of orange to a deep red, though they also come in shades of green. All members of the same tribe normally share the same skin color. Goblins typically dress in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Personality:
Like other goblinoids, goblins often have a short temper, and are more easily provoked than individuals of most other races. They often find it difficult to overcome this short fuse, and had a sense of greed that makes it difficult for them to act altruistically. They also generally take sadistic pleasure in exacting revenge once crossed. Young goblins are taught from an early age to rely only on themselves, and that to survive, they needed to be aggressive and ruthless. To a goblin, it doesn't seem logical to treat others as well or better than you would treat yourself; rather, they believe in preemptively removing potential rivals before they can become a threat. Expatriated goblins sometimes try to recreate the circumstances of their culture, preying on the weaknesses of others in non-goblin communities. Despite their generally poor reputation however, not all goblins are dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good races. Those goblins seeking this path may have found it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who did often found it could be more rewarding, in the long run at least, to serve good rather than to serve evil. Those that did often made use of their ill-gained talents as rogues or fighters. Combat:
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have, namely sheer numbers and malicious ingenuity. They favor ambushes, overwhelming odds, dirty tricks, and any other edges they can devise, the concept of a fair fight being meaningless in their society. Goblins are an elusive and nimble race, which enabled them to slip away from danger more easily than most. In combat, goblins often used this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against. When they have superior numbers in battle, goblins will attempt to flank lone combatants. Retreat or surrender is their general response to being outmatched. Goblins are often known to fight with military picks, morningstars, short swords, slings, and spears. Society:
Goblin society is tribal by nature, generally led by the strongest (and sometimes smartest) around, who normally has access to the best weapons. Leaders among the race often come to power through betrayal or aggression rather than by more peaceful means, or as clerics of the goblin gods. Because of the violent nature of goblin culture, it is not uncommon for goblins to come under the domination of individuals from a larger, more physically powerful culture, most typically larger goblinoids such as hobgoblins or bugbears. Goblins have little concept of privacy, living and sleeping in large communal areas with only the leaders living separately in their own private chambers. As such, goblin lairs are often stinking or soiled, though easily defended when under assault and layered with simple traps for such purposes. The innermost chambers of goblin lairs are usually the most densely-populated and well-defended. Goblin settlements are often filled with young goblin children, partially due to gender roles, though young goblins did not outnumber adults since their lives are often at least as dangerous as their forebears. The gender roles of goblin society has the dominant males sustain the community through raiding and stealing, sneaking into lairs, villages, and even towns by night to take what they can (and if supplies run short they are willing to eat sentients, including each other). Goblin females meanwhile were expected to birth as many children as possible to sustain a population constantly driven down by violence. Many goblins who left for a life among other races were females, driven away by the rigidly structured role they were expected to play. Some goblin tribes are not above waylaying travelers on the road or in forests and stripping them of their possessions.
Goblins usually stand between 3′4″‒3′8″ (1‒1.1 m) and weigh about 40‒55 lb (18‒25 kg) on average. They have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. Their eyes vary in color from red to yellow. Their skin color ranged from yellow through any shade of orange to a deep red, though they also come in shades of green. All members of the same tribe normally share the same skin color. Goblins typically dress in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Personality:
Like other goblinoids, goblins often have a short temper, and are more easily provoked than individuals of most other races. They often find it difficult to overcome this short fuse, and had a sense of greed that makes it difficult for them to act altruistically. They also generally take sadistic pleasure in exacting revenge once crossed. Young goblins are taught from an early age to rely only on themselves, and that to survive, they needed to be aggressive and ruthless. To a goblin, it doesn't seem logical to treat others as well or better than you would treat yourself; rather, they believe in preemptively removing potential rivals before they can become a threat. Expatriated goblins sometimes try to recreate the circumstances of their culture, preying on the weaknesses of others in non-goblin communities. Despite their generally poor reputation however, not all goblins are dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good races. Those goblins seeking this path may have found it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who did often found it could be more rewarding, in the long run at least, to serve good rather than to serve evil. Those that did often made use of their ill-gained talents as rogues or fighters. Combat:
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have, namely sheer numbers and malicious ingenuity. They favor ambushes, overwhelming odds, dirty tricks, and any other edges they can devise, the concept of a fair fight being meaningless in their society. Goblins are an elusive and nimble race, which enabled them to slip away from danger more easily than most. In combat, goblins often used this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against. When they have superior numbers in battle, goblins will attempt to flank lone combatants. Retreat or surrender is their general response to being outmatched. Goblins are often known to fight with military picks, morningstars, short swords, slings, and spears. Society:
Goblin society is tribal by nature, generally led by the strongest (and sometimes smartest) around, who normally has access to the best weapons. Leaders among the race often come to power through betrayal or aggression rather than by more peaceful means, or as clerics of the goblin gods. Because of the violent nature of goblin culture, it is not uncommon for goblins to come under the domination of individuals from a larger, more physically powerful culture, most typically larger goblinoids such as hobgoblins or bugbears. Goblins have little concept of privacy, living and sleeping in large communal areas with only the leaders living separately in their own private chambers. As such, goblin lairs are often stinking or soiled, though easily defended when under assault and layered with simple traps for such purposes. The innermost chambers of goblin lairs are usually the most densely-populated and well-defended. Goblin settlements are often filled with young goblin children, partially due to gender roles, though young goblins did not outnumber adults since their lives are often at least as dangerous as their forebears. The gender roles of goblin society has the dominant males sustain the community through raiding and stealing, sneaking into lairs, villages, and even towns by night to take what they can (and if supplies run short they are willing to eat sentients, including each other). Goblin females meanwhile were expected to birth as many children as possible to sustain a population constantly driven down by violence. Many goblins who left for a life among other races were females, driven away by the rigidly structured role they were expected to play. Some goblin tribes are not above waylaying travelers on the road or in forests and stripping them of their possessions.
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