Goblin
Of the many races of the world few are as divided as goblins. Roughly 800 years ago nearly all goblins were a tribal people that lashed out at those that were weaker than them. They were cunning in battle and cruel in victory, and fawning and servile in defeat. Within their own society lower castes must scrape before those of greater status. It wasn’t until the goblins of The Flood Plains rebelled against their oppressors that they rose to something greater
Goblins of the Republic
Over the course of Goblin's Republic of Virasia history, many goblins have become subtly changed by the centuries of a more “civilized” living as well as from intermingling with other races. Goblins from the Republic often less chaotic and dangerous teeth or even teeth resembling those of humans or elves. Their facial structures, temperaments and views tend to be drastically different from their more “feral” cousins.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all, and now when the Mighty One calls for it, even their souls are forfeit. It is this realization that drives them to dominate other creatures whenever they can — for goblins, life is short. Goblins seek to trap and enslave any creatures they encounter, but they flee from opposition that seems too daunting. For miles around their lair, they employ pit traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against the fringes of a society first test its defenses by stealing objects, and if these crimes go unpunished, they begin stealing people. Enslaved creatures receive the worst treatment the goblins can dish out while still getting decent performance out of the slaves. But humanoids and monsters that are especially capable or that provide unusual services find themselves treated like favored (though occasionally abused) pets. Virtually any kind of creature that can be browbeaten into service might be found with a goblin tribe, but rats and wolves are nearly always present. Both have lived in concert with goblins for at least as long as humans have worked with dogs and horses, and in goblin society those two animals serve similar purposes.Family Matters
A goblin tribe is organized in a four-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the higher-ranking castes keep their status by not sharing their knowledge and skills with other families, while those in the lower castes have little hope of escaping their plight. Outsiders who don’t understand the goblins’ social system are sometimes surprised by how different castes interact with them. A single human warrior might frighten away a dozen gatherers, only to be shocked when two hunters viciously attack. A captured group of invaders might hang in a net while dozens of goblins pass by and pay them no heed until a group of gatherers shows up.Goblin
Ability Score Increase +2 Dex, +1 Con
Size Small
Speed 30 ft
Age Goblins reach adulthood at age 8 and live up to 60 years. Alignment Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely. Size Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fury of the Small When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
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