Goblins, Pansaer (3.5e Race)
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Pansaerian goblins are rather unlike the common conception players have of goblins: small, wicked creatures, evil to the core and cowardly to boot. Not so: in Pansaer, goblins are an old race, and have changed little over the years, carrying knowledge that other races have long since forgotten. They are perhaps not particularly beautiful to the eyes of other races, but they are far from cruel or insidious.
Goblins value innovation, thinking, keeping your thoughts to yourself and supporting those close to you. Like all other races, they too have their sins: they tend to be covetous and even greedy, have cold and calculating natures and are less empathic than other races might be. These features make them wonderful traders, diplomats and scribes, jobs which are commonly filled by their quick-witted kind all over the continent.
|Goblins prefer bright colors|
and often study as wizards.
Shorter than even dunners, goblins rarely reach 3 feet, being usually around 2 to 3. Their wiry frames mean that they weigh even less than one would think, usually around 20 to 30 pounds. Female goblins are as tall and weigh as much as their male counterparts. Goblins live long lives, easily twice as long as humans, and goblins of over two hundred years are not unheard of.
The most notable features of goblins are their long, often crooked noses and their long fingers, which have an extra joint compared to human hands. This makes goblins skilled artisans, builders and designers. Goblins are thin, and if they gain weight it tends to gather around the stomach. Goblin skin tones range from dark greens to muted browns and even earthy grays.
Goblins are not strong, but their tiny frames do not do justice to their bodily stamina: goblins are often good long distance runners, and have a much higher tolerance to pain than other races. They prefer bright, even flashy clothing, as their ability to discern colors is low, and are culturally inclined to facial piercings and tattoos, perhaps born from their pain tolerance.
Goblins are amazing diplomats and useful to any society, and are thus tolerated all over. Their cold demeanor and ugly appearance might make it hard for them to make close friends, but those they do have they keep close. And besides, who needs friends when you have allies? Goblins are especially at ease around humans and dunners, both of whom they understand.
Goliaths might not understand the things and desires that drive goblins, but they have no great issue with them either. The only race that rather dislikes goblins is dwarves, who see the goblins as secretive, lowly and cruel. No one knows where this racial hate is born, although dwarves maintain that the early goblin tribes betrayed the forefathers of the dwarves in some fashion.
The difference of goblins from the other four, more humanoid races makes them a target of racism and hatred, especially in parts of the "civilized" west. Many treat goblins as the wild, cruel vermin they decidedly aren't, which has led scores of them to dwell apart from the other races in the wild. The lowlands of Hundon hold a large concentration of these goblins, often called wild goblins due to their lack of trade and assumed savagery. However, while these goblins are cut off from certain wares and don't answer to any kingdom but their own, their cities, which are built into mounds and mountainsides, are magnificent and full of technological marvel.
Goblins are drawn to law, as their compulsive natures and need for structure is sated by lawful societies. Very few goblins are chaotic, and are generally frowned upon by their lawful brothers and sisters. Good is a not a common alignment for goblins either, as they are fairly self-centered unempathic, but evil is not exactly a common direction for them either.
Note that in the setting Pansaerian goblins originate from, Years of Gold, there is no alignment system, and thus goblins were not designed with a specific alignment in mind.
Goblins seek to live in cities whenever they can, mingling with the other races easily. They are especially common in the great metropolises, although some (especially those of wizardly inclination) prefer a quiet life of solitude. For some inexplicable reason, goblins seem to enjoy living in towers and other high structures.
In Pansaer (of the Years of Gold setting), all metropolises have a strong goblin populace, with Redford, Brimhaven, Dharuum, and Irid and Eros being the most goblin-heavy. Goblins also make their home in the Remoras prairie and the city of Remoras itself.
Goblins do not serve the titan-gods of Pansaer in any great amount. They have no ancient ties to any religion, titan-based or otherwise, and spend their time on things other than worship. They are unusually common in the many cults that rot Pansaer from the inside, although probably because so many of them are wizards, who might be drawn to the occult anyway.
Goblins speak a language of their own, Goblin, and often use it as a kind of code to discuss with others of their race so that they won't be understood. However, they have no issue with teaching the language to other races, and it is in no way a secret language; merely rare. Goblins speak the languages of the cultures around them and those they need in their trade.
Naming customs of goblins are hard to understand for those not of the race: a goblin child is officially called buga (if a boy) or maga (if a girl) until such a time the goblin chooses a name for him- or herself. According to goblin customs, no one has the right to name another sentient being, so the naming customs of other races appear to them equally strange.
Goblins name themselves after features of their nature, their interests or the physical appearance; sometimes they name themselves after nicknames given to them (which goblins give often, seeing as calling hundreds of people buga will get confusing fast). Clever creatures that they are, goblin names are often plays-on-words or even ironical commentary on themselves in their own language.
Male Names: Dybbuk, Luedo, Nograt, Qureedo, Shaega
Female Names: Rosheen, Margu, Radama, Worina, Qurienne
|Goblins are swift to adapt to the cultures around them.|
- +2 Dexterity, -2 Strength: Goblins are quick on their feet, but lack physical strength.
- Humanoid (Goblinoid): Goblins are related to the other humanoid races, if a little more distantly than others.
- Small: Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Goblin base land speed is 20 feet.
- Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a goblin can function just fine with no light at all.
- +2 racial bonus on Disable Device and Open Lock checks: goblins have long, thin fingers, perfectly suited to handling all sorts of devices.
- +2 racial bonus on Concentration checks: all goblins have a high resistance to pain, and most are calm and collected by nature, so concentrating on a task comes to them naturally.
- Endurance: Goblins have Endurance as a bonus feat. If a goblin would later gain Endurance as a bonus feat, she can select any other feat for which she qualifies. Goblins have incredible stamina for their size.
- Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Dwarven, Giant, Halfling, Orc, Undercommon.
- Favored Class: Wizard.
|Middle Age1||Old2||Venerable3||Maximum Age|
|100 years||130||160 years||+3d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 2"||+2d4||20 lb.||× 1 lb.|
|Female||2' 2"||+2d4||20 lb.||× 1 lb.|