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The Goblins


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Race: Goblins

Physiology: Goblins are generally speaking creatures with two legs, two arms, eyes mostly forward facing, ears ranging from long and pointed to internal, covered in scales ranging from a murky green to a bright blue, have webbed feet and hands (generally three mildly clawed fingers and a thumb), sometimes dorsal fins, and almost always pointed teeth. They range in stature from three to eight feet tall. Most goblins have secondary gills, while rare individuals have primary gills and secondary lungs. They prefer to live near coastal environments, but aren't picky if that means along an ocean, a lake, rivers, or hot springs.

Culture: Goblins believe they were put on this planet from a home beyond the stars to experience anything life has to offer. They seek adventure and exploration, and to bring stories of what they say home to be recorded among the Great Star Bones of their holy sites. Particularly memorable events will be recorded on their bodies or their bone arms and armor in ink, scrimshaw, or scaring.

Religion: Goblins believe that while they experience time as a line, the reality is time and causality are a great Maelstrom. Events that happened once will happen again, and the future has already happened. Their drive to record events is part of this, so future generations can use the wisdom of the collective to help solve the issues and crises of their present. Chief among these recordings is the goblins arriving to the world riding upon the Great Star Fish. Or maybe the world they now live upon is the Great Star Fish and is currently swimming in the sea of stars on the way to a new homeland.

Leadership: Goblins generally do not have structured leadership. Deference is given to those who have experience with whatever matter needs to be decided; for example, goblins who have spent more time among humans have their opinions respected more when negotiations are happening with humans. For matters where nobody in a given enclave had applicable experience, a youngling is chosen by lottery to try to keep the wisdom in living memory as long as possible. Occasionally a singular goblin with a wide range of experience becomes a trusted elder across all the communes, one such alive in the current times is Gob the Goblin.

Homeland Geography: Batholithic cliffs of black stone are a dominant feature on the Island of Slardar, located off the north coastline of Taer Mojr. The gravel beaches are littered with the skeletons of megafish, and these bones are used for construction of shelter, tools, and armaments. Hot springs dot the island and are often used for incubation. Some local legends claim the island was once a star in the night sky which loved the world so much it left the night sky to be with the Great Star Fish.

Starting Tech: Tall Sails. The drive for adventure means the goblins would not stay confined on their island for long.

Starting Resource: Starblood, a hot viscous fluid found within the volcanic tunnels and channels of Slardar. Some claim it's the blood of the Great Star Fish (hence the name), others say it's congealed memories and soulstuff, and a few radicals even claim it's molten rock. The heat it provides is useful for cooking and lighting. If only it didn't require stone buckets to transport.
 

Perfectly Normal Goblin.jpg

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Gob the Goblin's Stats are rolled below.

Diplomacy: 4

Military: 1

Industry: 4

Faith: 3

Intrigue: 2

Edited by Ironblaze (see edit history)
Name
Diplomacy
3
1d4 3
Military
1
1d4 1
Industry
4
1d4 4
Faith
2
1d4 2
Intrigue
2
1d4 2
First Bonus Goes to...
1
1d5 1
Second Bonus goes to... (Skipping Diplomacy)
3
1d4 3
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