Native of: The Barbaricum, The Ancestral Mountains
Emerging from the Maze in the time of the Orcs, goblins consider themselves related to the latter, although they demonstrate unique characteristics, more similar to dwarves in many ways.
The Goblin race is in fact much more ingenious and capable of living in narrow and underground environments than the Orcs.
Many of these also show a stronger propensity for analysis and discussion than orcs. Charismatic beings with many hidden abilities, goblins manage to shape the earth almost as well as dwarves, discover weapons and materials and are the greatest enthusiasts of military tactics and engineering.
Small beings around 1.4m tall, Goblins appear as mean beings with long noses and small yellowish eyes.
Goblins of different origins can have skin of three distinct colors:
The gray goblins of the ancestral mountains are undoubtedly the most civilized, almost integrated into the dwarven culture of the Hold; however they retain a passion for shortcuts, hiding places and war. The green goblins, with a traditionally rougher character, have often served the lords of the Orcish Hordes, when they themselves do not found Iron Kingdoms in which their Emerald Legions show all their ruthlessness and passion for war. The red goblins instead inhabit the volcanic regions where they serve the Tieflings who live there. They are often thought to be vile, extremely chaotic, and Imp-like in appearance.
-1 to Strength
+3 to Dexterity
-2 to Constitution
+0 to Faith
+1 to Luck
10 points to distribute
Evasive
Goblins add +1 to their Evasion in CRP due to their size
Underground builders
Goblins can alter the depths of the underground without suffering any weakening.
All races begin puberty around the age of 12 and are considered adults from 18 years of age. Goblins live up to around 80 years.
The first Goblin bands were hyper-organized, inventing traps, gimmicks and stratagems and adapting to every type of terrain on the continent.
In the Great Night following the construction of the Iron Veil, the Goblins took advantage of it to serve the various factions according to convenience, profiting greatly from the activity of war and management of the underground, very often taken away from the less adaptive dwarves.
Three goblin armies gathered over time on Narrantis, each of these was made up of multiple Legions, which organized themselves as independent factions:
The Emerald Legions, the most famous and powerful goblin legions, have long controlled mineral extraction in the Barbaricum and destroyed the ambitions of countless knights, adventurers and explorers seeking fortune. This has made the Barbaricum Goblins feared and frowned upon, something the Emerald Legions are generally proud of.
The Grim Legions were once in open conflict with the dwarven holds of the Ancestral Mountains for control of ancient artifacts. Close contact with the millennial dwarf civilization has made these goblins learned and expert, more passionate about military technology itself rather than the conflict. The Gray Goblins deployed in the Great Night to defend the Ancestral Mountains, whose Gray Oracle summoned their god Ayn.
The Crimson Legions are the craziest and most daring goblin legions. Often hired as mercenaries by the most irresponsible rulers, you never know if the Crimson Legions, as effective as they are unpredictable, will get any job done. The imp-like red goblins of the Craters of Caldir are well aware of their reputation and generally have no respect for anyone, as they expect that no one respects them.
These goblin armies have rarely cooperated with each other, all being very proud of their identity and independence. A heated rivalry exists between the Gray Goblins and all other Goblins. For religious reasons: The Gray Goblins are the only ones to still traditionally worship the Primal deities, while all the other goblin legions have generally converted to Abyssal religions. For cultural reasons: Gray Goblins are considered “less goblin” by others, due to their passion for dwarven culture. It is also rare for Gray Goblins to place no limits on their mercenary service: they often place limits on sabotage, refusing to raze villages or kill civilians.
Today goblins can be found in many places, although often outcasts in the societies of Asaernes and men who often disgust their diversity and their appearance.
Gray goblins populate the Ancestral Mountains, sometimes fighting with dwarves or their allies. Green goblins inhabit the vast plains of Barbaricum, under which they sometimes organize themselves into real kingdoms managed with an iron fist. Red goblins live in the Craters of Caldir in the pay of the Tieflings.