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Orrish Goblin

In Orr's realm of gears and gizmos, Orrish goblins dance with boundless mirth, weaving whimsy into wonders.

The Orrish goblins, denizens of the mechanized island of Orr, are among the most adventurous and reckless creatures one can encounter in Dunyawal. Alongside dwarves and gnomes, these goblins are integral to the island's vibrant inventing culture. With boundless energy and a penchant for daring experimentation, Orrish goblins craft incredible contraptions and brew magical substances that contribute to the renown—and often the infamyof the island.   Despite their wild and sometimes unpredictable nature, the Orrish goblins are beloved by their fellow island inhabitants for the boundless joy and unbridled enthusiasm they bring to the realm of invention. Orrish society would not be the same without these audacious and ingenious beings, whose contributions help shape the technological marvels that define the isle of Orr.

Fearless Tinkerers

Orrish goblins know no bounds when it comes to their tinkering pursuits. Fearless in the face of danger and willing to push the limits of their own creations, they can often be found experimenting with volatile concoctions and constructing fantastical gadgets. Orrish goblins are natural daredevils when it comes to tinkering and experimenting. Whether it's creating intricate clockwork devices or brewing mysterious elixirs, they eagerly delve into uncharted territories of magical engineering. Their unyielding determination to unravel the secrets of mechanics often leads them to disregard personal safety, resulting in frequent, albeit minor, accidents.

Mischievous Engineers

Known for their mischievous nature, Orrish goblins embrace the spirit of playful trickery in their daily lives. Their pranks and antics are legendary, bringing both laughter and exasperation to their fellow inhabitants of Orr. With a feckless sense of dark humor unmatched by other inhabitants of Orr, Orrish goblins inject a playful spirit into the island's workshops and laboratories. Their mischievous pranks, though sometimes disruptive, are part of the vibrant camaraderie shared with the dwarves and gnomes. The ever-present twinkle in their eyes and contagious laughter add levity to the otherwise serious business of invention.

Reckless Adventurers

Living by their own rules, Orrish goblins rarely pause to consider the potential consequences of their actions. They dive headfirst into uncharted territories, exploring the fringes of the island's mechanical wonders with an unyielding curiosity. The Orrish goblins' boldness extends beyond their worktables; they eagerly venture into the treacherous corners of Orr in search of inspiration and new materials. Scaling the towering clockwork structures or spelunking into underground caverns, they fearlessly explore the mechanical marvels and unearth hidden wonders.

Inventive Collaboration

Orrish goblins thrive in the vibrant atmosphere of collaborative inventing that permeates Orr. Working closely with their gnome and dwarf companions, they contribute their unique insights and creativity, helping bring to life some of the most astounding inventions in Dunyawal. Their innate ability to think outside the box complements the meticulous engineering prowess of the dwarves and the innate magical understanding of the gnomes. Together, they form a formidable trio of inventors, each contributing their unique skills to create awe-inspiring wonders that push the boundaries of Dunyawal's technology.
These traits are in addition to the traits of all Goblins.   Ability Scores: Int +1   Mad Science: Whenever you roll a natural 1 on any intelligence check related to alchemy or technology, roll on the Mad Science table create a random effect. You must also roll on the Mad Science table each time you use your Tinker ability.   Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.   Language: You can read and write New Ornac.   When you create a device, choose one of the following options:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

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