Thursday 3 October 2019

Goblins Ahoy! Three Cultures for Blood & Treasure


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.

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