Goblin

Brief

The goblins of Loria are neither a noble race, nor a powerful one. Few goblins have achieved their own chiefdoms while the majority fall in line under Orc or Ogre warlords. This has led to goblins largely being a subservient race, or worse a refuge race hiding from previous Orc masters in dark dungeons, or moist grottos. Life for a goblin is never easy, they live with constant trespassers who often without a second thought slaughter their entire family and babble about quests and experience. Goblins naturally love the outdoors and dream of beautiful homes nestled into a majestic woodland, it is unfortunate that racism has forced them into such conditions. This is not an isolated incident, goblins across Loria have been 8th class citizens since the noble races of Dwarf Elf and Human were established. This fear of humans is what drives the majority of goblinkind to serve and fight for the much stronger Orcs. Goblins however do not share quite the same origins as orcs, and instead have existed in Loria as long as the Dwarves and The Giants and solely worship Lutheron out of the trinity, they have additional cult heroes and minor gods but we will discuss those later.

Goblins stand 2.5-3 feet tall but an occasional giant may emerge at 4 feet tall! Their skin varies from a pale almost human flesh tone, to a deep emerald green or sapphire. They adorn various scraps of armor or clothing they can salvage, and love the occasional piercing or sixty. They typically live 30-60 years depending on their access to nutrition and fresh air. Most of their cave dwellings have gas leaks and psychedelic mushrooms which have led to their culture adopting bright colors and geometric patterns both religiously and recreationally. Forest dwelling goblins tend to look healthier and even perhaps plump, while deep deep deep gave dwelling goblins look famished and would jump at any form of meat that walks pass.

Goblin society is arranges itself into tribes/gangs from anywhere of 25-300 goblins, these groups are for life or until their hierarchy is somehow destroyed. If they no longer can find a suitable leader they’ll often flock to a Orc Warlord or go into hiding together. It is very common for an established tribe/gang to join a Orc Warband, the goblin leader has no social authority but these situations are often more desired because the preorganized society looks after each other and tend not to be walked all over as much by the orcs. Goblins who end up alone are seen as Grumplin’s and are almost never adopted into a tribe/gang or accepted into even a cave. Grumplins is a very derogatory term and often provokes a physical altercation. There is thousands of different goblin tribes/gangs/cave cultures / and even villages, the easiest way to break them into subcategories is by subrace. Keep in mind however that tribes and gangs are often comprised of a mixture of these sub races and a non lonely goblin isn’t judged based off of his subrace, unless your a Dunggob, screw the Dungobs. It is also important to note again that, each tribe or gang may have unique cultural quirks; for example the Snakieeels are peaceful and only eat sailors and their pets.

All Goblin Racials

Size: Small

Languages: Common, Goblin , and Orcish OR Gnoll

Speed:30

Age 60-80

Ability: The Mighty Tiny: Once per short rest you can disengage or dodge as a bonus action, this ability increases an extra charge every 3 levels. Ex. lvl 1-3 1 charge lvl 4-6 2 charge lvl 7-9 3 charge. *If you already have this option on a turn, you can use these options as a free action on top of your other abilities.

Features: Dark Vision, Heightened sense of taste/hearing, worse sense of smell

The Sub Races

The Luthi’s-  +2 int +2 wis -2  cha -1 str

The Luthi Goblins are the most common, they have olive green skin, teeth that resembles corn kernels, and love to collect shinies. What makes them the most unique is their devout worship of Lutheron, and their hatred for Dwarves. Luthi Goblins tend to have the ability to tap into magic, and in very very very rare cases live amongst the other races peacefully.

Ability: Lutheron’s Chaos- Summon the forces of Chaos and roll for wild magic twice per long rest.

Forest Goblins- +2 dex -2 str +1 cha

Forest Goblins have an orangish flesh colored skin and often live high in tree villages, or in hollowed out logs whatever is easiest. Forest Goblins are known for their archery skills, but also largely accepted into human society known for their relative peaceful demeanor. It is important to note that some Forest Goblins have taken advantage of this trust to enter cities and eat newborn babies, but hey no race is 100% good or bad right. Forest Goblins will die before ever living in a cave, and look down on their cave dwelling cousins.

Ability: Yay Feet: Forest Goblins can naturally climb within reason without any dice rolls required, they can also hang from branches or beams that are 4 inches or less in diameter with their feet. Twice per long rest they can drop down from at 30-300 feet without taking damage and landing on their feet.

Deep Gobz- +2 dex +10 speed +2con -1str

Deep Gobz have flesh as white as snow and violet or red eyes, they are light sensitive but can see exceptionally well in the dark. They can go longer without food, and typically eat fungi and insects that may make others stomachs queasy. These goblins came into being after generations have bred inside some of the darkest dampest caves imaginable, this also makes them rare to see out in the sun. If they adventure out of the caves they typically use gemstone glasses to shade their eyes from the harsh sunlight. They will generally eat anything even each other, and are confused by the creature comforts that other races or even goblins indulge in.

Abilities: Grobble- Can go an extra day without food

True Black Vision- can see in the pitch black as long as it wasn’t created by magical means, however all non proficient rolls in normal or greater light have disadvantage.

Ehhh Looks Edible- Once per long rest can eat anything, identify if toxic or not, and not be affected.

Slurp Gobz- +1 int +2 con Resistance to Poison damage

Slurp Gobz like in sewers and latrines, they don’t mind smells that would make others vomit, and have built remarkable immune systems. They have dark green or reddish pink skin like a bad skin irritation. They are often covered in sewage, but some actually live in waste dumps as well, they are very clever and come up with all kinds of makeshift inventions.

Ability: I Can Make That- Once per long rest you get a free successful craft role to make basic tools or equipment out of garbage or junk items in your inventory. All items have limited use.


 * Can drink from polluted water

Fluebullz-  +2 int +2 Wis +1 Cha -3 Str -1 Dex  

Fluebullz hail from the deserts of Loria originally but focus on trading and becoming tycoon, they are small and elite goblin race that help each other out and keep to themselves. Humans respect and fair the power their wealth has. It isn’t uncommon for a Fluebullz to have a dummy ogre as their muscle.They tend to be thin in nature and pursue magic and value knowledge if they are satisfied with their entrepreneurship. They have pale green or peach skin. Red brown or black hair and various eye colors. They adorn themselves with jewelry and fine fabrics.

Ability:Merchant King's Wrath: Advantage On Persuasion checks when bribing

Da Don: advantage with sleight of hand and once per long rest you give all allies except yourself +3 to their next roll


 * Gains 1 free retainer (ask DM for recommendations)
 * Can negotiate trade vehicles costs down by 15% automatically
 * Can't gain exhaustion from heat
 * Must sustain luxurious lifestyle best as possible or gain exhaustion

Dungobs- +2 Dex +1 Con -2 Cha

Are the most ruthless and stab happy of the goblins, they live almost exclusively a life of crime or war often with orcs. However of all the subraces Dungobs are usually the ones to be their own warchiefs (still almost but not always allied with a orc warband). They have dark purple skin, and clothes are often bloodstained. They also have signature beady black eyes and dye their hair all sorts of crazy colors including neon.

Ability: Can’t Touch This - a crit automatically triggers dodge & once per long rest you can trigger disengage as free action for you and every ally within 5 feet

Itchers- +3 Cha -3 Con +1 Wis +1 Dex  -- Must consume 1oz of Mycilrue a day or face exhaustion levels

Itchers are addicted to Mycilrue a wheat looking fungi the grows in cavernous bodies of water. They come in all varieties of skin tones but they are often purple and blotchy from the effects of their addictions. Itchers are more of a sub sub race, they are very charismatic and clever in the ways they can steal coin for their next fix. Their eyes are always bloodshot and they crave Mycilrue. Mycilrue in low doses can make one feel invincible in a large dose it triggers a psychedelic trip.

Abilities: Ma Fix- (*choose one) Consume 1oz of additonal Mycilrue once per long rest and double your dex modifier for saving throws. Consume 5 oz additional Mycilrue per long rest and gain a lucky dice. Consume 10 oz of additional Mycilrue per long rest and next sleep will be a prophetic dream or become resistant to an element of your choice.

(Passive) Nuttin will stop me gettin ma nut: Consume 5 oz of Mycilrue before battle and your damage to go unconscious must be greater than -¼ of your max health or you pop back up with 1 health automatically.


 * 10 days without Mycilrue = death
 * Dropping the phrase Wetshroomies in conversation has a HIGH chance of attracting a Mycilrue dealer.

Chillywillies- +1 Str +2 Con Frost/Cold Resistance

Chillywillies are goblins that live in the mountains or tundra, they have pale skin or even pale blue skin, white or black hair and sapphire eyes. They love a good snowball fight and feasting on penguins,yaks, or goats. In Fact they stand a little taller then most goblins at a whopping 3-4ft, they also are cave dwellers but unlike the Deep Gobz they leave their tunnels to hunt, and gather shinies.

Ability: Mountain Strong- Once per long rest can heal ½ max health if the temperature is below 50 degrees. If it is above 50 ability is used to stand back up with 1 health if knocked unconscious. These are not interchangeable.

-Tundra(snow) and mountains cannot be difficult terrain

- Can swim in ice cold water

Religion

Goblins much like giants,orcs,and dwarves worship a party of the Trinity, however those other races typically recognize all three Gods. These are Dolf, Grimble , and  Lutheron. In the beginning there was three races, Dwarfs forged the world, Giants Protected the World, and Demons Balanced The World. These three races all typically worship the Lorian Trinity which is Dolf Earthshaper who was a might dwarf who is said to single handedly forged the most massive continent of ICOS, (only northern Icos is known to man) Dolf is a Good god representing creation and strength, this is why in Dwarf culture even the mightiest warrior is encouraged to have several hobbies such as baking and knitting. Grimble was a mighty Giant who embodied aspects of all the elements Fire, Earth, Water, Frost, Wind, Storm, Dark, and Light. Grimble is a Neutral God and is often prayed to by not only giants but also farmers and other individuals who have a need to control the elements. It is said that one day Grimble was so tired he laid in the sea and his back is in fact the continent of Senios, prophecy she goes that when he wakes the world will once again be at his mercy. Lutheron is the third god of the trinity, he is an evil god and not represented as a trickster, but instead pure evil, he has a millions forms and loves torturing the souls of Loria. It is said he created the Orcs Goblins Ogres and Trolls to be his races to balance out the more noble races like the Sons of Dolf (dwarves). Goblins have modified this originally trinity to only have Lutheron, they believe Dolf and Grimble is really just Lutheron in disguise. In their eyes Lutheron isn’t a evil or demon God, but a God is trying to make the world more suitable for the races who have been discriminated against and slaughtered like orcs, trolls, ogres, and even minotaurs. Goblin shamans are very sympathetic to the downtrodden.Goblins typically also try to respect and even send prayers to the elemental planes, therefore they believe in the 4 elemental “dragons”; The Fire Dragon Igfis, The Earth Dragon Urklan, The Wind Dragon Hyrinlar, and The Water Dragon Agalapir. On top of these 5 dieties mentioned there is a collection of minor ones listed below. Because goblin culture is so diverse it isn’t unheard of for entire tribes to worship other gods from different pantheons. The ones about to be listed are just the uniquely Goblin, or the most common.

Minor Gods:

Snazzi - Chaotic Neutral Masculine Symbol: Purple Spider

God Of Disease, Starvation, Insects, Rodents, and Sewage

Bylarinar- Chaotic Evil Masculine Symbol: Black Crystals

God Of Gems, Wealth, Scrap, Backstabbing, Blood, Betraying, and Hate.

Tyityi- Neutral Good Feminine Symbol: Copper Weeping Willow

Goddess Of Crying, Water, Rot, Decay, Sacrifice, and Defending the innocent

Kussie- Neutral Evil Feminine Symbol: A Bloody Fanged Smile

Goddess of Beasts, Cannibalism, Hunting, Sex, and Murder

Flidge- Lawful Neutral Masculine Symbol: Shark Skeleton

God Of Crafting, Travel, Economy, Trading, Sleep, Preemptive Measures, and history.

Booonce- Chaotic Evil Masculine Symbol: Green Laughing Skull

God Of Death, Traps, Jokes, Mutilation, Decapitation, Soup, and Caves.

Vienar- True Neutral Fem/Masc Symbol: Rainbow Mushroom on Black Banner

God Of Fungi, Psychedelic Journeys, Berserking, Journeys, Addiction, and Healing.

Geeaissne- Lawful Evil Masculine Symbol: Green Drop Of Poison OR a Dark Red Scorpion OR Both

God Of Poison, Archery, Sapotering, Destruction, War, Bombs, and Hordes.