Goblinoids

Goblins: Smaller than Orcs, Goblins are thought to be original goblinoids. They are supposedly the product of an ancient release of powerful magic that altered a race. They are known to have the ability to heal themselves. Much of their history is unknown as they have not had a nation to themselves in quite some time. Many were made slaves to the Yigarn (giants). Their birthrate is ever in flux and at various times goblins have been known to give birth to what appear to be entirely new species. Due to their volatile genetics they can live anywhere between 5 years and 1000. The most famous case is Opri Mecer-Mundi who has lived for 1493 years and is venerated by goblin-kind.

Goblin society is rather diverse and tends to adapt to the environment in which it finds itself by adopting aspects of the culture around. Often the only thing similar about one goblin community and another is a shared language in Yaba. Since the fall of their empire the various factions and families scattered to the winds and it is rumoured that they did not originate on Eothe. In Human settlements Goblins usually inhabit a separate quarter as Humans tend to find the Goblin tendency to self-destruct a little off-putting and destructive, and Goblins tend to be xenophobic, avoiding the company of other races. Some have fought against their nature enough to have been accepted by the communities of other races and the rare few have risen to positions of wealth and power.

Goblins have an affinity for healing granted to them by their magic heritage and spurred by attempts to prolong their lives and avoid the sudden and inexplicable deaths unique to their race. As such some seek to help others with their knowledge of the workings of the body and travel from village to village or set themselves up in cities. Though they are helping people they should not be viewed as altruistic as Goblins tend towards coveting gold and silver and other shiny objects meaning their aid often comes at a high price.

Famous individuals:
Jupin Ruscor-Urp
Opri Mecer-Mundi

Names: Golbin first names usually consist of 2 short syllables and their last names always have a hyphen and syllables tend to bounce from one to the next. Long vowels are never used and Goblins often have difficulty even saying them – eg. oo, ou, ee, ae, etc.

Goblins receive +2 Dex or +2 Int, -2 Con
Movement: 6
Size: Medium
Average Height: 4’2"-5’5"
Average Weight: 90-120Ibs
Vision: Low-Light
Language: Yaba, and one other
Skills: +2 Arcana, +2 Heal
Goblin Blood: Once per day a goblin can heal himself as if he had the spell Cure Light Wounds. Caster lvl equals half lvl. They also regain hp at twice the normal rate.
Volatile Genetics: Every year you have to roll a save versus death = on a 1 you die in a massive explosion (close burst 2 – deals 2d10).

Orcs: Orcs were originally the spawn of Goblins and Yigarn that over the ages have shrunk to become what they are today. They have lost much of the magical affinity of Goblins but gained the strength of the Yigarn. Orcs are not often seen outside their own territories as they tend towards isolationism. The rare few leave their mountain holds of the Crag Morr. Those that do are often recruited into mercenary bands or as caravan guards. Orcs have a surprisingly low birthrate meaning every child is a blessing. Average lifespan is about 140 years.

Famous individuals:
Hugrum Grainflayed
Urf Mattok
Icarsgrom Richvein

Orcs get +2 Str, +2 Cha, -2 Dex, -2 Wis
Movement: 6
Size: Medium
Average Height: 7’-8’
Average Weight: 300-400Ibs
Vision: Low-Light
Language: Ursic and one other
Skills: +2 Diplomacy, +2 Climb
Cultural Resistance: Orcs gain +2 to will saves vs compulsion spell effects.
Ursch’s Blessing: Count as having the Dodge feat

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Goblinoids

Iddrynaen Sullanrepublic