Varis: The War of the Brand
Prolific and seemingly endless in supply, goblins are primitive, tribal creatures. Many of them live in slavery as fodder and servants for the Orcs but some goblin tribes are free. As with many races on Varis, the racial origins of the Goblins seem to have been lost in time. But Gnomes have a long standing hatred of them for unknown reasons.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long killed goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn’t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer flesh, a goblin won’t turn down any food—except, perhaps, vegetables.
Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.
With every race there are exceptions and the goblins of Hardell are a major one. These goblins live in peace with humans in the town and have been risen to a level of civilization unheard of in most areas.
Hardell Goblins have equal stature in that town and run shops, work, and some even sit on that town’s council. Proof, perhaps, that goblins are not innately evil and can rise above their barbarism. However this experiment has never managed to work else where.
Goblins are defined by their class levels—they do not possess racial Hit Dice. All goblins have the following racial traits.
–2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Hardell Goblins have different racial skills and starting languages.
Skilled: Hardell Goblins have a +4 racial bonus on Profession (Sailor) and Swim checks.
Languages: Hardell Goblins begin play speaking Varisian Common and Goblin. Hardell Goblins with high Intelligence scores can choose any of these bonus languages: Any.