Goblin Species in The Fabulae Anthology | World Anvil
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Goblin

Small Green Snots

Written by Endrise

don't you know? capital is for plundering, AND SHOUTING!
— Tribal Goblin

Amongst adventurers, no race is more infamous than the Goblin populace. Whether it be the depths of city capitals or far out in the wild, almost everyone knows about Goblins. For some they are but another race, for others they're the bane of one's existence.

Their lives are explosive seeking only glory and fame, even if short-lived. For them, only the present exists and they are going to use every second of it.

Basic Information

Anatomy

The average Goblin stands about the same size as a regular Human child. What makes them stand out are their slender builds and disproportionate heads. Beady eyes and large teeth make up their facial features, with two large ears on either side of their head.

Biological Traits

Goblin Teeth

Many Goblins have large flat teeth, similar to some types of shark. Like sharks, said teeth shed frequently, replacing their entire mouth once per month.

Subspecies

Goblins come in a wide variety of shapes and sizes due to their highly adaptive nature. As a result, no two Goblins are alike, with many regions having their own variants roaming around:

  • Cave Dweller: Found down in the Subterrane, Cave Dwellers often are escaped Drow slaves. Distinct by their pale skins and claw-like hands, they're adept at living deep below the surface.
  • Dune Dweller: Found roaming around deserts, Dune Dwellers are the most nomadic of them all. Dark-skinned in nature, their mouth takes on a beak-like shape akin to tortoises.
  • Frost Dweller: Found in colder regions, Frost Dwellers are adept at enduring freezing colds. Many have grey skin and lots of body hair, making many be mistaken for Dwarves.
  • Sea Dweller: Found near coastlines, Sea Dwellers have adapted to hunting fish and sealife. Thanks due to their nose flaps they can hold their breath underwater for much longer.
  • Urban Dweller: As some Goblins adapted to civilisations, they became more mannered. Such Goblins have larger eyes and proportional features, making them appear less threatening.
  • Wild Dweller: Found in open plains, Wild Dwellers tend to be called feral Goblins by many. Thanks to their sharp teeth and fast legs, they're excellent pack hunters. In many cases, they take on prey up to ten times their original size, if not larger.

Genetics and Reproduction

Like most humanoid species, Goblins do get pregnant with a child. However, their birth rates are much higher than any other race. On average, a single Goblin can carry up to six children at once.

To avoid health issues, their pregnancies only last about 4 months. As a side-effect, Goblin babies end up born small and frail, sometimes only as big as one's hand.

Growth Rate & Stages

To ensure long-term survival, Goblins mature at a rapid rate. Most are considered adults by only 10 years olds, if not middle-aged by 25 years old.

Lucky ones end up living up to 50 years, while unlucky ones barely reach their 20s.

Ecology and Habitats

You think dealing with Goblins is easy. You toss them in the most inhospitable area of the region and they somehow find a way to overpopulate despite it!
— Mercenary

Whether it be ice-cold climates or scorching dunes, Goblins can endure anywhere they're thrown in. As such, there isn't anywhere they don't strive as a species. Some theorise that most can adapt to new locals in a few months, if not weeks of being introduced.

What makes them dangerous to their habitat is unchecked population growth and appetite. If left unnoticed, Goblins populations grow so fast it endangers the local ecosystem.

Dietary Needs and Habits

Goblins are omnivorous by nature, often to the absolute extreme. Thanks to a very resistant stomach, most can eat almost anything, whether it be fermenting fruits to literal bones.

Additional Information

Geographic Origin and Distribution

Goblins are almost everywhere, to the point that finding new groups is not surprising. Even to this day new Goblin tribes are spotted during exploration, in places often deemed impossible.

Average Intelligence

It's up to debate whether Goblins are very smart or very dumb, as encounters with them seem to go both ways. Many seem clever enough to create elaborate ideas. Others barely are capable to think for themselves. To this day, scholars question their thought progress.

Perception and Sensory Capabilities

Most Goblins have some sort of darkvision, making many nocturnal. While they do not suffer ill effects from sunlight, many do prefer darker areas.

Some also benefit from their large ears, allowing to pick up small sounds. A few cases show Goblins capable of picking up sounds from hundreds of feet away.

Civilization and Culture

Naming Traditions

Male Names: Boorgub, Gogmurch, Rotfoot, Zobmaggle.
Female Names: Geedra, Goomluga, Hoglob, Luckums.

Major Organizations

Hyume Clan

The Hyume Clan is one of many factions in control of Silva's scattered remains. Consisting of Goblins and Hobgoblins, they strive due to the militaristic grip on their domain. Led by Rakgrar Irongob, they provide protection to any merchant traversing the region, albeit for the right fee.

Beauty Ideals

Normal beauty standards don't really apply to most Goblins. Instead, they seek size and strength in partners, both in character and body. Although some do show a love for bling, decorating their ears with piercings and jewellery of all kinds.

Average Technological Level

We don't "invent", we "improve". Big difference.
— Goblin Tinkerer

Goblins are not known to be inventors, rather they take whatever other races build and make it "better". This typically means removing suppressors or amplifying the potential of other inventions. Such modification often lead to more unstable, but far more powerful creations.

Their kind also excels at salvaging materials. Whether it be metal or wood, stone or otherwise, they can use it. While it makes their creations look scrappy, their power is not to be underestimated.

Common Customs, Traditions and Rituals

Aspiring Greatness

Almost every Goblin seeks to achieve a penultimate goal in life, regardless of origin. To achieve greatness one way or another. For some, that equates to being a well known local inventor. For others, it is to put their names down in the history books for generations to come.

As such, many Goblins leave their homes to achieve said goal. They join with fellow travellers to benefit themselves or in some cases travel alone.

While many aspire greatness in a more positive light, others are fine in a negative ones. As such, a few Goblins don't mind their name going down as warlords or conquerors. Some have committed atrocities just to have their name be on the map.

History

There is little known about where Goblins exactly came from. The oldest records date them back during the the earliest ages of exploration.

Scholars theorise that Goblins might be a lost cousin to Orcs or even Elves. Many believe their homeland's ecosystem forced them to evolve dwarfism for survival.

Sailors that moved between Sichelan and Tai found their isles while sailing. Fascinated by the small race, a few were brought over to take back with them to Sichelan. However, when making it back onto the mainland, they ended up spreading fast across the continent.

While some Goblins integrated with local cultures, others established their own settlements. Through trade routes and migration, their kind showed up everywhere.

Common Myths and Legends

  • Goblins don't have females: Due to a lack of sexual dimorphism, it's often hard to distinguish Goblins between sexes. Although not impossible.
  • Goblins can eat anything: While their stomachs are durable, they're not invunerable. A large enough dosis of anything lethal can kill them with ease.
  • Goblins are illiterate: A common misconception made up by adventurers. In truth, some Goblins can be highly literate, if not outshine some scholars.

Interspecies Relations and Assumptions

To the surprise of no one, Goblins have a very rough history with all of the material plane. Almost every region has their stories about them, both good and bad, helpful and harmful. Some treat them as amazing inventors, others as barbaric cavemen seeking pure destruction.

Due to their rather chaotic nature, they often thrive on their own. However, some do form alliances with Orcs and Hobgoblins for protection. Many form the backbones of their armies, either as the blacksmiths or even the bulk of it.

Other races such as Gnomes and Dwarves have formed a rivalry with their kinds. The former due to clashing inventions and the latter due to their invasive nature. As such, it's rare for either one to accept Goblins in their groups, if not even cooperate with them at all.

Goblin by Endrise


Goblin Players

Goblins thrive on being loud and bombastic, to think big. Many seek adventure to put their name in the history books, whether it be regional or globally. So go out there and prove yourself to the world in your own unique way!


Common Language(s)
Goblin
Genetic Ancestor(s)
Genetic Descendants
Scientific Name
Homo Congregratus
Lifespan
50 years
Average Height
2'6" - 3'4"
76 cm - 102 cm
Average Weight
25 lbs - 38 lbs
11 kg - 17 kg
Average Physique
Frail
Body Tint, Colouring and Marking
Green, grey and blue

Articles under Goblin



Cover image: Species - Humanoid Cover by Endrise

Goblin

Type Humanoid (goblinoid)
Ability Score Modifier -2 Str, +4 Dex, -2 Cha
Size small
Speed 30 ft.
Language Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.

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