Goblins

## Basic Information

### **Anatomy**

Goblins are small and numerous people, most no taller than 3 feet. Their skin ranges from yellow-green to turquoise, usually covered with patches or freckle-like markings. Their ears are long and pointy, and their eyes are large and bright, reflecting light like those of a cat's. Their mouths are full of thin, needle-like teeth.

### **Reproduction and Relationships**

Goblins reproduce sexually, and have a very high birth rate, commonly having multiple births, children born alone are sometimes considered cursed. The rate of homosexuality amoung goblins is high, but local populations continue to grow due to their high birth rate and short pregnancy time. As most goblins are isolationists, half-goblins are very rare.

### **Dietary Needs and Habits**

Goblins are omnivorous, eating mostly a diet of vegetables, fruits, nuts and either fish or lamb, depending on where they live. Smaller villages of goblins often forage for their food, and hunt wild animals for their meat, larger towns, on the other hand, raise livestock and farm for their food. Costal towns typically have extensive irrigation networks, and large docks with boats for both fishing and trade.

### **Perception and Sensory Capabilities**

Goblins have excellent vision are can see clearly in the dead of night, which helps their nocturnal lifestyle.

## Civilization and Culture

### **Social Structure**

To goblins, community is everything. Goblin villages are lead by groups of the oldest goblins (elders), typically one for every hundred goblins. Small villages often only have a council of one or two elders, while the capital city of X has about 50 elders.

### **Naming Traditions**

Goblins typically have three names, a personal name, the personal name of their mother, and the name of their clan. *Name*, son/daughter/child of *Mother*, member of the *Clan* clan.

 Feminine Names
 Neutral Names
 Clan Names

### **Taboos**

Clothing is a very important part of goblin culture, gifting clothing is considered insulting in goblin culture, there are exceptions though, gifting clothes between direct family members is okay, especially with younger goblins who don't know how to make their own clothes yet, additionally, armour doesn't count under this.

### **Interspecies Relations and Assumptions**

Gaialith

Goblins admire the communalism of gaialith, and particularly adore the fashion of the moldern.

## Goblin Ancestral Traits

***Age.*** Goblins mature by the age of 16 and live for about 110 years, they are considered middle aged at 60.

***Size.*** Goblins are usually between 3 and 4 feet tall. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Sharp Fangs.*** Goblins rows of jagged teeth are natural weapons, which they can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your strength or dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Hyperactive.*** Goblins have terribly short legs, but they never let this get the better of them. A goblin can either disengage or dash as a bonus action on their turn, their jittery movements enough to fool the most stalwart of warriors.

## Goblin Cultural Traits

***Ability Score Increase.*** Your Constitution score increases by 2, and your Dexterity increases by 1.

***Alignment.*** Goblin culture is very communal, but the freedom of individuals is still valued, they are typically neutral.

***Cloth Culture.*** You gain proficiency with weaver's tools, additionally, whenever you make an Intelligence (History) check related to clothing, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

***Communal.*** Goblins are communal creatures and therefore always try their best when surrounded by friends. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

***Languages.*** You can speak, read, and write Common and Goblin.