Basic Species Description

Goblins are an old species of tetrapods that are neither reptiles, mammals or birds, but evolved from an ancestor to the three, taking a different evolutionary path. They mostly live on or under flat plains, and along cliffsides, as well as underground. The races are in varying shades of green, sandy and brown, and have long ears and beaks, but all are considered by most species to be more ugly than beautiful on the average. They are clever and crafty, able to endure a lot of abuse and strong. They aren't as wise as most species, but they are very cunning and are intelligent enough to make basic technology and some complex machines, including many kinds of airships. While not being able to react as quickly as most species, they do have a fair amount of finesse despite their clumsy-looking hands. Goblins tend to make good burdeners or tinkerers, and the majority live in small tribes or villages. Goblins can live for sixty years on average without rejuvenation, and mature within six years, though they are generally not considered adults until they pass a rite of passage. Goblins originally came from the fey realm of Tirae during The Great Exodus, though few remained close to pixies and most other fey due to different lifestyles and culture. Goblins rarely are raised by other races, but when they are they end up trailing dirt and grime everywhere, and can only rarely be brought up to prevent this species instinct. Goblins have live birth, and rub dirt on the infants as soon as possible to expose them to various bacteria that improve their immune systems. Goblins need stone and metals for a vast majority of their works, but also water for drinking, tending their crops and other supplies. This often puts them in conflict with naiads who seek the same resources, and want to prevent the water from being tainted intentionally or accidentally from goblins and other creatures.

History of the Species

Goblins originally evolved in Tirae from ancient tetrapods, living alongside the few large seas, laying their eggs in the mud and sand, hunting primitive ancestors of the gitwerg, and in turn, being hunted by them as well, the two competing for shoreline and underground space, though the goblins were more prone to going further up onto plains and cliff facings, rather than underwater like the gitwerg. During the Great Fey Exodus, many goblins fought to leave the Spritehollow region for other regions, going deep to try to avoid becoming infected (though many failed), but many left and went to Lenida.

Base Species Genetics

The genetics for a goblin are as follows:

(D6) Accelerated Healing: +1d10/2 HP recovered a day regardless of rest, +1d10/2 HP recovered during full rest, and +1d10/2 Daily Toxin Absorption.

(D5) Adaptability: +2 Domain Adaptions.

(D4) Willpower: +2 on Courage Checks, +2 on Learning Checks.

(R4) Reaction: +1 on Balance Checks, +2 on Reflex Checks, +1 on Agility Checks.

(R5) Vision: +2 on Observation checks, Steady Low-Light Vision, +1 on Observation checks against the penalty of low-light conditions.


The koyette goblins are a rust-brown color with thick skin, black or no feathers, and gray eyes. They are more intelligent than most goblins.

(E-4) Cliff Dweller: +1d10/2 Daily FP Advantage, +1 Stone Domain Adaption, +1 on Climb Checks and +1d10/2 Daily Parkour Advantage. [Goblin Koyette]
(E-4) Crafty: +1 on Crafting Checks, +1 on Jury-Rig Checks, +1 on Repair Checks, and +1 on Salvage Checks. [Goblin Koyette]
(E-4) Cunning Intellect: +1 on Cunning Checks, +1 on Knowledge Check, +1 on Memory Checks, +1 on Reason Checks. [Goblin Koyette]

The hibnuk goblins are almost emerald green in color, have dark green or black or brown or violet feathers, and gray or blue or red or orange eyes. They are more savage, and stronger.

(E-4) Plains Dweller: +1d10/2 Daily Forage Advantage, +1 Harvest Domain Adaption, +1 on Camouflage Checks and +1d10/2 Daily Survivalism Advantage. [Goblin Hibnuk]
(E-4) Diggers: +1 on Climb Checks, +1 on Excavation Checks, +1 on Sabotage Checks, and +1 on Salvage Checks. [Goblin Hibnuk]
(E-4) Savage Strength: +1d10/2 Daily Damage Advantage, +1 on Grip Checks, +1 on Lung Checks and +1 on Might Checks. [Goblin Hibnuk]

The bowen goblins are sandy-colored, with blond or red or black feathers, blue or green or orange eyes. They are more beautiful by far, and better able to use focus.

(E-4) Desert Dweller: +1d10/2 Daily FP Advantage, +1 Morphean Domain Adaption, +1 on Climb Checks and +1d10/2 Daily Survivability Advantage. [Goblin Bowen]
(E-4) Cunning Repairers: +1 on Conceal Checks, +1 on Cunning Checks, +1 on Repair Checks, and +1 on Salvage Checks. [Goblin Bowen]
(E-4) Focused Charming Beauty: +1d10/2 Daily FP Advantage, +2 on Beauty Checks, and +1 on Charming Checks. [Goblin Bowen]

Goblins have a very basic language of grunts, trills and words, as well as most knowing a heavily accented dialect of whatever culture they live within or closest to that is not their own. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While goblins were considered of lower, mercantile and middle class after The Great Exodus, some goblin have raised themselves up to higher classes in other cultures, using their wealth and status to help others of their kind in the region, having a culture of sharing as a base instinct, with their society judging itself based on how it and other cultures treat the lowest of their population. Generally goblins are jealous and proud of their culture to the point of not caring about other culture's morality if it interferes with their own culture, though some being intelligent and cunning enough to be manipulative, lying as needed to keep their own lives and that of the goblin population in the region not only safe, but comfortable, if not more. This is not to say that they do not have cultural or individual morality, just that their cultural morality does not typically care about other species except with regard to how they may affect their own.


While the different genders of goblin are similar, typically those more feminine have more power in their own cultures, and more charismatic.

(m1) Those with this sex gene have +2 on Camouflage Checks, +1 on Charisma Checks and +1 on Stealth Checks. [Goblin]

(m2) Those with this sex gene have +1 on Crafting Checks, +1 on Salvage Checks and +2 on Stealth Checks. [Goblin]

(f1) Those with this sex gene have +1 on Beauty Checks, +2 on Charisma Checks and +1 on Charming Checks. [Goblin]

(f2) Those with this sex gene have +2 on Crafting Checks and +2 on Stealth Checks. [Goblin]

(n1) Those with this sex gene have +1 on Calm Checks, +2 on Learning Checks, and +1 on Smithing Checks. [Goblin]

(n2) Those with this sex gene have +2 on Crafting Checks, +1 on Salvage Checks and +1 on Stealth Checks. [Goblin]

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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