Goblins

Imps, Kobolds, Scree, Goblins, Vermin, many names exist for these creatures, most of them unkind. Whatever their history, they have fostered a hatred from both the Bozan and the Nain. From my encounter with them I noted that none of their material culture was made by their people. It was all recycled or stolen from Nain and Bozan. Though they showed similar intelligence to human beings, most craft skill do not exist in their society. The Imps I did encounter where excitable, privative and violent.

I did however find some ruins of a like scale completely distinct from the nainish style that even included an unfamiliar writing. I can only imagine what calamity has brought them down from these heights. It saddens me that think that this fate could happen to any of us, and it saddens me more the way they are treated by the Bozan. My first encounter with living Imps was in a bozan ringfort where they were packed tight into round cages and hurled over walls as a siege tactic.

## Traits

Imps start with bushcraft, Pariah, Short lived and one rank in Survival instincts.

### BUSHCRAFT

The character can survive on meager resources and is used to finding food and shelter in harsh terrain. With a successful Vigilant test, the character can find enough food and water to feed him- or herself while being on the move in the wilderness or among Davokar’s ruins. If the character is part of a small group (up to five individuals), food and water can be found for them as well, but that will take much more time. The group cannot be on the move during that time.

### PARIAH

The character belongs to a race which is ill-reputed among the ruling majority and is more or less openly discriminated against. Lone individuals in society might be less inclined to prejudice, but the character’s social interactions are generally hampered. Persecuted groups tend to stand together against the world and provide each other with aid and support. When taking on a social challenge, the player has to roll twice and pick the worst result to decide the outcome of the test. On the other hand, the character is awarded a second chance to succeed 108 while interacting with members of its own race, in which case it only has to roll the dice when it strives to accomplish something which is questionable or next to impossible to achieve. Additionally, the character starts with only five shillings in its purse.

### SHORT-LIVED

The character’s life is short, even under favorable living conditions. All members of its race tend to reach adulthood in a handful of years, after which they start to lose their youthful vigor so that only a few ever live to see the age of forty. On the other hand, they are quick to learn and adapt to new surroundings, and they are often ready to face the world at the age of five. Short-lived has no effect besides what it implies in terms of playing the role.

### SURVIVAL INSTINCT

The character belongs to a race with a powerful life-force and an equally powerful will to survive. For some individuals this energy shows itself in clamorous hollering and an acute restlessness; for others it manifests itself in a more useful survival instinct.

* Novice Free. Thanks to its explosive survival instinct, the character may perform one extra Movement Action once per scene.
* Adept Reaction. The character trusts its instincts and has learned that rolling with the punches often saves your life. The character’s finely honed survival instinct provides it with a permanent +1D4 to Armor.
* Master Free. There resides a powerful fighting spirit within each member of the character’s race, and that spirit can show itself when the character is backed into a corner. The character has nurtured this hot-tempered aggression and may sacrifice a Movement Action once per scene to perform an extra Combat Action.