Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as “longshanks,” won’t treat them kindly. Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. Goblin virtues are about being present, creative, and honest. Misunderstood by other people, goblins are happy how they are. The wars of a few decades ago might as well be from the ancient past. These small folk live in the moment, and they prefer tall tales over factual records. The convoluted histories other people cling to don’t interest goblins. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter. As new threats arise, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order-a notoriously difficult task. Goblins tend to flock to strong leaders, forming small tribes. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age. Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Most are bald, with little or no body hair. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Wonder how you survive given your ancestry’s typical gastronomic choices, reckless behavior, and love of fire.Work to ensure you don’t accidentally (or intentionally) set too many things on fire.Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.Fight tooth and nail-sometimes literally-to protect yourself and your friends from danger. Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin. As such, goblins who travel to larger cities are frequently subjected to derision, and many work twice as hard at proving their worth. Though goblins’ culture has splintered radically, their reputation has changed little. Others are endless tinkerers and view their companions’ trash as the components of gadgets yet to be made. Some goblins remain deeply fascinated with fire or fearlessly devour a meal that might turn others’ stomachs. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses-and there are a great many for whom this description fits perfectly. Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).ĭarkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Additional languages equal to your Intelligence modifier (if it’s positive).
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