GOBLINS
The Goblins are – in general – a race of
rather unpleasant, conniving and violent humanoids that dwell on the wild fringes
of civilised lands. Once a purely subterranean people, the small and thin Goblins
have long since emerged into the sunlit world and made a place for themselves.
Although their society appears rudimentary and primitive, they are well capable
of organisation on a large scale, and are known and feared as marauders. There
are four distinct groupings of ‘surface’ Goblins, of which three are detailed
below:
Desert Goblins
Desert Goblins are vicious killers,
shaped by their life in the harshest of settings. They think nothing of
treachery and have no concept of honour. The primary means to success in Desert
Goblins society is brute force and low cunning. Almost all Desert Goblins are Chaotic,
although there are Neutral and even Lawful factions among them.
Desert Goblins average 36” in height and
they have a movement rate of 20’. Their skin is a dusty shade of tan and their
yellow eyes are fixed in a perpetual squint. They seldom live for their full
160 years and begin play with their own language, Tur.
Nimble and tough, Desert Goblins gain a
+2 bonus to Dexterity and +1 to Constitution, but their small stature,
untrustworthiness and limited mental capabilities cause them to take a -2
penalty to Charisma and a -1 to Strength, Intelligence and Wisdom. They have
the following minimum/maximum ability scores: STR 3/16, INT 3/17, WIS 3/17, DEX
6/19, CON 4/18, and CHA 3/15. They roll 1d6 +2 for their Heritage score.
Desert Goblins gain surprise on a roll of
1-3 on 1d6 in deserts or wastes, and are surprised on a roll of 1 in the same
environments. In addition, they gain +1 to hit whilst fighting in deserts and
+1 to Survival, Tracking, Move Silently and Hide in Shadows task checks (this
bonus increases to +2 in deserts).
The extremely untrusting nature of Desert
Goblins renders them less susceptible to enchantment spells, giving them a +3
to saving throws against such magic.
Desert Goblins have the following classes
available to them: Anticleric, Assassin, Barbarian, Dervish, Diablo, Druid,
Fighter, Priest (Death, Fighting, and
Weird), Prophet, Scout, Sentinel, Sorceror, Thief, and Warlock.
They may also pursue the following
multi-classing options: Assassin-Priest (Death, Fighting, and Weird),
Assassin-Sorceror, Fighter-Scout, Fighter-Thief, Scout-Sorceror, and
Sorceror-Thief.
Forest Goblins
Throughout the wilder
forests of the New Kingdoms and beyond, the Forest Goblins can be found,
engaging in petty theft, kidnapping, stealing livestock and – more often than
not – fleeing from anyone who does not give way to them immediately.
Forest Goblins average
30” in height and they have a movement rate of 20’. Fearful yellow eyes peer
out from beneath hooded lids, and their pale green skin seems to be perpetually
coated with sweat. Many Forest Goblins live for 150 years or more, guaranteed a
full lifespan by their caution. They commence play with their own language, Tur.
Forest Goblins are
slender but surprisingly robust, and they are more intelligent than their
Desert kin. They gain +1 to Dexterity and Constitution, but lose 2 Strength and
2 Charisma, as they are extremely timid and lacking in stature. They have the
following minimum/maximum ability scores: STR 3/16, INT 3/18, WIS 3/18, DEX
5/19, CON 4/18, and CHA 3/15. They roll 1d4 +2 for their Heritage score.
Forest Goblins gain
surprise on a roll of 1-3 on 1d6 in forests, and are surprised on a roll of 1
in the same environments. In addition, they gain +1 to hit whilst fighting in
forests and +1 to Survival, Tracking, Move Silently and Hide in Shadows task
checks (this bonus increases to +2 in forests).
Forest Goblins are
always ready to duck for cover, and thus gain Lightning Reflexes as a free feat
at first level.
Forest Goblins have the
following classes available to them: Anticleric, Assassin, Druid, Fighter,
Magic-User (Abjurer, Conjurer, Diviner,
Necromancer), Priest (Trickster,
Weird), Ranger, Scout, Sorceror, Thief.
They may also pursue the
following multi-classing options: Assassin-Priest (Weird), Assassin-Sorceror, Druid-Scout, Fighter-Scout,
Fighter-Thief, Scout-Sorceror, and Sorceror-Thief.
Marsh Goblins
Like most of their kind, Marsh Goblins
are notable for all manner of skulduggery, but they are, to some extent, more
overt than other Goblins. If the key word for Desert Goblins is treachery, and
that of Forest Goblins is cowardice, then Marsh Goblins are best summed up by
the word contentious. They are fierce
and passionate combatants, willing to fight at a moment’s notice, often to the
death. Yet they are also more broad-minded, intelligent and perceptive than
most of their kin, and this shows in their uncommon ability to manipulate the
senses through the use of illusions, and their combative enjoyment of trade and
exploration. Most Marsh Goblins are Chaotic in alignment, but the majority of
those who leave the swampland are Neutral.
Marsh Goblins are the smallest of their
kind, averaging 30” in height and they have a movement rate of 20’. They are
also the most wiry – to the point of appearing emaciated – of the Goblins.
Their leathery skin is a muddy khaki in hue, and their thin hair is the putrid
green of a stagnant stream. Their eyes, however, are a remarkable emerald
colour, and sparkle engagingly during combat or when haggling. Marsh Goblins
live for up to 160 years (they usually don’t make it) and begin play with their
own language, Tur and a human lingua franca (usually Yrenaic
or, Kanastasi) or Ir-ukyn.
Physically robust and agile, but lacking
in muscle power and self-discipline, Marsh Goblins gain +2 to Dexterity and +1
to Constitution but lose -2 to Wisdom and Strength and -1 to Charisma, due to
their generally feral self-presentation. They have the following
minimum/maximum ability scores: STR 3/14, INT 3/18, WIS 3/16, DEX 6/19, CON
4/18, and CHA 3/17. They roll 2d4 +1 for their Heritage score.
Marsh Goblins gain surprise on a roll of
1-3 on 1d6 in swamps, and are themselves surprised on a roll of 1 in the same
environment. In addition, Marsh Goblins gain +1 to hit whilst fighting in
swamps and +1 to Survival, Tracking, Move Silently and Hide in Shadows task
checks (this bonus increases to +2 in swamps).
Marsh Goblins also have a gift for
illusion magic: saving throws against illusions created by Marsh Goblins are made
at -2. Marsh Goblins also have a +2 to their own saving throws against
illusions.
Marsh Goblins have the following classes
available to them: Acrobat, Assassin, Barbarian, Bounty Hunter, Chaos Mage,
Diablo, Druid, Fighter, Magic-User (Illusionist),
Priest (Fighting, Trickster), Ranger,
Scout, Shaman, Sorceror, Thief, Tomb Raider, Venturer, and Warlock.
They may also pursue the following
multi-classing options: Assassin-Illusionist, Assassin-Priest (Trickster), Assassin-Sorceror,
Assassin-Venturer, Chaos Mage-Scout, Fighter-Illusionist, Fighter-Scout,
Fighter-Thief, Fighter-Venturer, Illusionist-Scout, Illusionist-Thief,
Illusionist-Venturer, Scout-Sorceror, Sorceror-Venturer.