Goblin
The world is filled with thousands of species, and one of the most commonly encountered when explorers enter the depths of the earth are the goblin. They tend to live in the hills and rugged mountains of the world where they can dig to their hearts content. They are expert miners and tunnel diggers allowing them to build many miles of tunnels that stretch from the surface world deep into the earth and often linking the deep realms with the surface realms. However, these tunnels only reach a height of just over 5’ and are often littered with traps and false walls.
Many species from humans to Chovah to Ta'Jahu employ this slender and lithe species when there is ground work to be done.
Physical Description
Goblins range in skin color from light green to deep green or green-black. They have no body hair whatsoever. They have large noses, their faces end in small pointed chins. Their eyes are typically bright yellow to deep gold to bright purple, large and almond shaped. Goblin mouths are the most distinct aspect of the species. The jaws are short, round and jut outward, causing their faces to have a round elongated look with thick lips. They have a strong set of teeth with two large canine teeth that poke up on either side of their mouth. They also have thin, small ears that are pointed and rise just above the top of their heads. They tend to stand just over 3’ and weigh about 90 lbs.
Despite their weak stature and their inability to work towards a stable government and relations with other species and countries, these creatures are bent on dark plans to over throw the more “civilized” species, including oku and other “goblinoids”or Nuhtegh, to subjugate them to goblin rule.
Personality
Goblin personalities range from smarmy and evil, to comical, to cruel, to deeply loyal and honorable. Many species tend to view goblins as small, ugly creatures who tend to be evil, crabby, and/or mischievous. Which of course is based on a lack of understanding towards the goblin, as well as the fact that many clans are focused on war, pillaging and "kingdom" building in their own way.
Languages and Names
Goblins speak Ghilnish, a more guttural and sharp version of Azhdehak, which many scholars and sages believe indicates that goblins may be a fourth species derived from the Great Curse of the Khazavez (the ancestors of modern day chovah, ha'vatu and rhakas) when they encountered and fought against the Great Chaos. They also speak Jhug Tak, common as well as the dominate language in the region where their clans reside.
Cultural Kin and Communities
Goblin society, while it is tribal and clannish, is highly structured, despite what many others think. Each clan is made up of five to ten families where are made up of at least six individuals. Clans and families are matriarchal in nature with females holding many of the positions of power. Within many matriarchal led societies females are revered for their mysterious life-giving powers, many honored as incarnations and priestesses of various goddess. This is enhanced within goblin society.
Families are lead by the Achia, the eldest female goblin within the family. The Achia is supported by her daughters and granddaughters. While there are males within the family, they tend to take a lesser role, mostly as protectors of the family, as soldiers and warriors. Males are often restricted from becoming spellcasters or priests.
At the core of the family are the children. Culturally, goblin females are expected to give bear and raise children as often as possible. This helps with keeping the population of the goblins in clan healthy.
While there is a false assumption about goblins being evil towards the world, based on the fact that they are lumped into what people call the Nuhtegh (the common name that most civilized species use to speak about a group of savage humanoids), most goblins react to the world from a small-species mindset: trying not to get stepped on, and the big folk sometimes need to be put in their place. Generally, goblins are not evil as a species, however, like all beings there are those that frequently war against their neighbors, if not attempt to annoy them. Goblins by their nature love to fight and make war with each other as well as nearby "states of civilization" as the clans attempt to form their own "state of civilization" as the great Goblin Kings and Queens of Old did.
Smaller clans, or groups of goblins are known to be trouble-makers and make their way through the world as bandits waylaying travelers on the road or in forests and stripping them of their possessions. Like all many dark-minded species, many goblins sometimes capture slaves to perform hard labor in the clan's lair or to be sold or traded to slaving species.
Spiritually goblins believe in reincarnation. They believe that glorious death in battle ensures that they will be reincarnated back within clan. This believe makes warriors even more dangerous, as, without the fear of death, they have no qualms dying.
There are three different goblin cultural kin: Darisk, Ugish, and Glisak. Of the three, the ugish goblin are smaller than the average, standing approximately 3 to 4-feet. Considered by all to be the ideal of what a goblin is, the ugish are exactly what most people in the world mean when they say: “Your such a goblin!” They are uncivilized, coarse, rough, mean spirited and very smelly. They have less tolerance for war as the darisk do, but they are more common to be a skads that lay-way a band of adventurers or a caravan in the dark forests.
Darisk goblins are dangerous versions of the more common ugish goblin that is most often seen in the streets and alleys of the larger cities through out the world. The darisk are cunning, and more capable of great deeds, both good and evil, than any of the other two goblin cultural kin. They are quick to anger, quick to battle and, like rabid dogs, do not know the concept of letting go or backing down. Many times during wars and conflicts, darisk form large groups of mercenaries for hire. Often they will switch sides in the middle of a battle at the promise of more silver.
Dealing with Aradgah, dark powder, explosions and anything that goes boom, is often the work of a glisak goblin. They have a great love for technology in all its uses. The stripped goblins are creatures that love destruction in all forms. They love to blow things up, sap things, and over all bring down the house, all the while standing in the middle of the chaos. These goblins are generally larger, and much thicker than their cousins. Their “stripes” are actually thick, overlapping scale plates that protect their more important parts of their anatomy. Many of these goblins are under the hire of lords and kings in order to protect their kingdoms from the destructive powers of the dark powder and those that wield it.
Goblins Features
Species Merit Cost: 800
Age: 10-20, live to be over 150 yrs
Size: Goblins tend to be medium creatures, (4 to 5 Feet)
Weight: Base 65 plus 4d10
Vision: Goblins have night vision
Move: Base Move of 15 feet per Movement Action
Languages: Goblins begin play speaking Ghilnish (Goblin Common), Jhug Tak (Ta' jahu Common), and Common
Resistances: +10 bonus to Fear or Horror checks
Goblins Bonuses: +10 bonus to Perception (Hearing and Smell), +10Climbing Skill
Goblins Attribute Modifiers: Ugish +10 to any two: Stamina, Agility, Wits, Charisma
Darisk +10 to any two: Agility, Intelligence, Wits, Willpower
Glisak +10 to any two: Strength, Stamina, Agility, Willpower
Goblins Traits: Darisk Bonuses: Taunt. Gain this ability for free.
Ugish Bonuses: Enhanced Evasion. Because of their smaller size for a ugish are hard to hit, gaining +10 bonus to Physical Defense Skill checks.
Glisak Bonuses: Mechanical Aptitude: Glisak have an innate ability to understand machines and natural technical skills is such that they gain +50 to all attempts to build, repair, or engineer machines of any kind.
Species Abilities Goblins begin play with two of the following abilities: Beguiling Liar, Bound to the Land, Defensive Training, Infernal Magic, Hardy, In the Blindspot, Scavanger, or Stalker
Species Abilities
Beguiling Liar: You are a master liar. Most everything false that comes out of your mouth has greater chance of being believed. You gain +2 bonus successes on any Convince, Gambling or Haggle skill usages.
Bond to the Land: Choose one of the following terrain types: Aquatic, Desert, Forest, Hills, Mountains, Plains, Swamp or Underground. So long as you are in this specified terrain you gain a +10 bonus to all skills dealing with Evade, Lore (Specific Region), Navigation, Search, Stealth, Survival (Specific Region), and Tracking.
Defensive Training: You have trained hard, taken beatings and still have gotten up to battle on. Because of this harsh training you have also learned how not to get hit or repel a mental/spiritual assault. You gain an additional +5 bonus to any 1 Defense Type per rank to a maximum bonus of +50, you must choose a new Defense type each rank.
Hardy: You are unusually hardy and are immune to types A, B and C Poisons, gain +10 Magical Defense against one elemental type (Earth, Air, Fire, Water, Spirit or Essence); and are immune to non-magical diseases.
Infernal Magic: At some point in your family history was tainted with a bloodline of a fiend or demon. Because of this, the spells from either Fire, Earth, Water or Air elements are treated as 1 PR level lower for casting purposes only, but can never be lower than 0 PR. Once you have chosen this element you may not change it.
In the Blindspot: You are able to get in the blindspot of a single opponent during combat. When you are within two times the normal your strike range of an opponent and are flanking them you can cause them to make a Perception check at a TS of 4. If they fail this check you gain 100% concealment against that target for 1 turn. You may use this on additional targets, but you must be in a flanking position on all targets.
Scavenger: What others see as garbage, trash or simply overlook, you see as opportunity. This way of looking at the world has given you the ability to find hidden objects more easily. You gain +1 success per 3 ranks to your Search skill. You also gain +10 to your Fabrication skill. You are able to stretch what material you can use to fabricate objects to just about anything that can be manipulated to do what you want.
Stalker: You gain a +10 bonus to skill checks you make while you are actively stalking, performing surveillance, tracking, evading and stealthing. But may apply to other skills as deemed by your GM.