Difference between revisions of "Goblin"
m (Protected "Goblin" [edit=sysop:move=sysop])
Latest revision as of 20:42, 10 February 2010
- Small - As a Small creature, Goblins gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)
Favored Class: Barbarian
- Goblins are a static model. Regardless of what is chosen during character generation, all Goblins have the same appearance.
Goblins are the smallest of Maleki's races on Avlis. For diminutive creatures, they make grand plans of conquest and dominion, but always lack the resources and focus to pull them off. Through the centuries, they have managed some refinement, however, and have eeked out a living among the orcs and other races as second-class citizens.
While the word 'goblin' normally brings images to bear of mindless mottled green creatures running around for the sole purpose of being battle fodder, the goblins of Avlis tend to be a bit more intelligent and infinitely less suicidal than those images would dictate. Goblin personalities are far from orderly and constant, but they more or less meander along the same direction. Survival is their key craving, and depending on how successful they are at it, other priorities may come into play. Goblins who manage to make their living in civilized environments will begin to crave luxuries and pleasures that they can buy with their hard-earned cash. The term 'hard-earned' may vary from individual to individual, as many goblins are not above stealing, lying, or even killing for their pay. However, once the pay is obtained, these goblins like to have a good time with it. Delusions of grandeur are also common among these folk. Goblins often think more highly of themselves than is necessary, and this can lead to grand plots of destruction, chaos, and oppression. Nevertheless, only in extreme examples of powerful individuals have visions like these ever bore fruit.
Ultimately, goblins are social creatures who like the company of other goblins, however if being around other goblins inhibits their ability to survive or get ahead in life, they will prefer getting ahead. While roaming in the wilds, goblins always prefer safety in numbers, though individuals living in the cities are quite often found alone. None of these qualities are born out of a deep love for their fellow goblilns, so much as an innate knowledge of statistics that says when bad things happen, it is always good to have other targets around for those bad things in the hopes that they will not come too close.
Goblins are small bipedal creatures with long pointy ears, and skin ranging from brown to green with an orange tinge. They have short spindly legs ending in clawed toes with four digits, and stubby arms with grimy mottled hands with five clawed fingers. Their small frame makes them weak, though they make up for it in numbers when necessary. The tallest goblins will reach 3 1/2 feet, though on average males are between 3 and 3 1/2 feet tall and females are around four inches shorter than that. Goblin eye color is usually black, while oranges, yellows, and reds are also common. Compared to their faces, their eyes are proportionately large, giving them good eyesight at night. Hair is somewhat uncommon among goblins. Those that have hair will usually only have a few wisps and patches of black or brown growing on their heads.
Goblins will dress according to whatever clothing is available. When existing far from civilization, they will don animal skins and poor-quality fabrics, but when they live in cities among other civilized races, they will wear finer clothing purchased from merchants.
Other races generally only perceive goblins as a threat when they exist in large numbers and are semi-focussed on a single goal. In cases like these, drastic action will be taken against the group, but more often than not a small contingent of goblins living among orcs, dracon, or even humans will be overlooked. Orcish cities tend to contain the pinnacle of goblin civilization also. In these areas it is common to find goblins as priests of Maleki, some of which may even have minor influence in the government. Maleki's church prizes intelligent goblins for their ability to be inconspicuous when needed, and for their talent for getting in and out of tight places.
Goodly races such as elves and fairies have little tolerance for goblins and will shoo them away whenever a dangerous group seems to be forming. If the goblins are part of a larger force led by other giant-kin, they will not be spared, but if they are only small clusters of wandering merchants or traders, they will be tolerated with a cautious eye.
Goblins tend towards chaotic evil. All actions taken by a goblin are self-motivated and are intended to lead towards some sort of personal benefit. Laws are a nuisance for them, but they realize that following some laws may be necessary to keep them from becoming a pile of goo at the end of a city guard's mace.
Most goblins live in small groups of extended families that occupy tiny villages in remote areas that are safe from attack by bigger creatures or overzealous goodly races. Some of these extended groupings can become quite large, reaching sizes comparable to large towns. Goblins have no national or even regional organizations that these villages fall under. In general, the strongest and smartest goblin will lead the group and try to keep them close by to act as numerous targets for any possible danger. A good number of goblins have gone to live in cities made by orcs, humans, and other races. The orcish capitol of Brekon is home to many of these individuals, and the Seven Cities also contain some very successful goblins who make their living in the cosmopolitan atmosphere of tolerance found there.
Most goblins follow their creator, Maleki, though they can often be found paying homage to whatever god they think seems to bring them the most luck. Goblins believe strongly in luck and fortune as things that are given out by the deities. This makes them superstitious at times, and can lead to large swings in behavior and mood, which are also in line with Maleki's teachings.
Goblins have their own language that does not seem to be related to any others spoken by other giant-kin or other major races. Most of them can also speak a thickly accented form of common, especially those that live in urban environments, or those that make a living through travel.
Single syllable first names are the norm for goblins. First and last names are acquired at birth, but last names may sometimes change based on actions taken in life. If a goblin performs a negative or embarrassing deed, its last name can reflect this. By contrast, heroic or lucky deeds can be exaggerated in a name.
Bam, Dak, Glarn, Gork, Parth, Shal, Stook, Teek, Van, Zak
Bae, Cel, Dov, Ita, Lu, Mae, Rai, Tal, Tee, Zani
Elfslayer, Knobbyhead, Ruler of Kings, The Brekonian, The Smelly
Goblins will only leave the safety of their dwellings and groups if they see some big gain in doing so. When grand plans and unimpeded desires take them to places of civilization, they will often run into the underground societies and shady characters of the area. A few goblins will leave the safety of their villages in the name of profit and financial gain, which are needed for the purposes of pleasure.