Though the stereotype of goblins makes them all into vicious little creatures who would as soon sink their teeth into your ankles as talk to you, some tribes of goblins are fairly advanced farmers and as a whole are civilized groups. These tribes have a recognized culture and are capable of learning most skills.
The force that all goblins, with the exception of the few farmer tribes, respect most is terror. Any goblin that wishes to gain power over others knows that he must terrorize or exterminate all of his opposition. While this is sometimes achieved by a strong goblin relying on brute force, more often the most cunning and clever goblin succeeds. Despite the prejudices of other races, goblins recognize that brains are more important than muscle; they seek to be crafty and sly.
Amongst their own kind, goblins are always very aware of social status, and are constantly scheming to remove, weaken, or just embarrass their opponents. What others consider insignificant actions may be grievous insults to the goblins; brawls and death are often the result of a social faux pas.
Goblins are a short, heavy-set race, with skin tones ranging from yellow-brown to olive. They are prone to pot bellies and bow-leggedness, and the majority of goblins are bald, losing their thin and wispy black hair during adolescence. Infants have their heads shaped from birth so that the back of the head is flat, the forehead has a pronounced slope, and the nose is broad and flat - an arrangement of features considered quite attractive by goblins. The chin is weak, merging into the folds of the neck. Males possess sharpened canine teeth that jut out just below their upper lip.
Most clothing is simple but highly ornamented leather or fur, with the amount and quality of clothing being a clear indication of the wearer's wealth compared to other goblins. The minimum is a simple loincloth, long tunic, and sandals; children are usually naked but for sandals. Wealthier goblins wear leather breeches or leggings, with lightweight leather armor or padded shoulder plates. Metallic armors are rare and expensive, and signify a goblin of great social stature. Goblin males do not differentiate between war and everyday dress. Females wear heavy leather dresses and cowls covering them from head to toe; if claimed by a male, they usually have a scrolling pattern tattooed around their eyes.
Relations with other races:
Amongst other races, goblins are typically disliked. Goblins who have come to dwell among other races will try desperately to understand their social customs, and rely on innate cunning to survive - and perhaps even thrive â€“ in their new surroundings.
Goblins tend towards evil in alignment, and although many are neutral, few are ever good. They have chaotic tendencies.
All PC Goblins must be submitted as Chaotic Neutral, save for spellcasters, who may be submitted as True Neutral or Neutral Evil, and goblin clerics of Az'atta, who may be Neutral Good or Chaotic Good.
Goblins practice a form of communism - property belongs to the entire village, but is held and controlled by any male strong enough to do so. Trade goods are very valuable to goblin villages, which are often unable to acquire or manufacture things that are readily available in the civilized lands.
Goblin shamans often have great power and influence over a tribe. The females of the tribe train the shamans in the traditional rituals and secret knowledge, although they are never allowed to become shamans themselves. Females, despite being vessels of culture and tradition, have few rights.
Goblins speak their own language, which is similar to the language of other goblinoids (especially hobgoblins). Those few goblins who bother to write anything in their native tongue tend to crudely scrawl. Player characters must have a minimum intelligence of 12 to be fluent in another language.
Nobody bothers to name goblin infants - some don't survive long enough to talk, anyway. Names are decided during a personal ritual when an adult â€œadoptsâ€? a particular youngster. Goblins tend to receive whatever name best suits them in the goblin tongue, based on personality, physical appearance, and social position. It is not unknown for a goblin to declare a new name for himself; if he can convince the village to accept this vanity, he will have earned the right.
Braek, Frakk, Gnosh, Grott, Hurbenka, Husk-owg, Jugrakh, Korsh, Krebb.
Dehssa, Loulli, Remssa, Wihnna.
Blackblood, Bonescorcher, Mountainflames, Redspears, Skullsplitter, Warsmoke, Red Fang, Death Gate.
The harsh upbringing of a goblin hero hardens him, as well as engendering his natural racial slyness. While they can be loyal friends to those who prove their trustworthiness, a goblin will always look out for his own interests first. Many goblins have left their tribal villages to create a better life for themselves. Some characters have escaped enemies in their homeland, and either wants to become powerful enough for revenge or to ensure that nobody ever takes advantage of them again. A few goblins have heard about other lands from Human and various other traders, and have run away to explore the wonders spoken of in these tales.
- Elf (if they live in an area near Elves).
- Goblins learn the tongues of their nearest enemies.
- Goblin is a subrace, please see the subrace system page for more information.
- Use the Halfling NWN standard race for character creation.
- NWN syntax entered into subrace field:
- Racial Qualities: