These small, evil humanoids would be merely pests, if not for their great numbers.
Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors.
Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.
~ Monster Compendium, 1989
Goblins are a humanoid race, small (31/2‘ to 41/2‘ tall) and very ugly by human standards. They have pointed ears and misshapen teeth. Their skin is a pale earthy color, such as chalky tan or livid gray. Their eyes are red, and glow when there is little light.
~ Rules Cyclopedia, 1991
Goblins are one of the oldest races in the Dungeons and Dragons game, and have become a staple in fantasy of all types. They have always been something for the players to run into and slaughter, and then something happened in 1988. Bruce Heard brought them to life in his Gazetteer “The Orcs of Thar”. Now suddenly goblins were an option for creative players.
Since that day players and NPCs have begun to show goblins as something more than ugly short creatures to kill. Below I present the Goblins of Mystara.
High Gobliny
High Gobliny is a nation in the Broken Lands of the Known World in Mystara. as you can guess by it’s name, High Gobliny is mostly a goblin nation, but a few bugbears and hobgoblins live there. High Gobliny is a monarchy, ruled by Queen Yazar, an iron-fisted ruler of the Wolf-Rider clan. Her consort, the wily King Doth rules beside her, but he does not have the strength of conviction she does.
Upper & Lower Gobliny
Like all of the nations in the Broken Lands, High Gobliny is broken into 2 sections, the High, which is on the surface, and the Lower, which is underground.
Upper Gobliny has a nilly north, but these hills become mountains as you move south. Central Gobliny is a Petrified forest, which is held as sacred, and only the goblin shamans may enter it. Near the south is Fort Akrass, the entrance to Lower Gobliny.
Lower Gobliny lies 1250 feet under Upper Gobliny. The river Bugbur separates High Goblinly from Bugburia. The only other border is to the north, where a passage connect Gobliny to Hobgobland. This pass has been wisely blocked off with a gate, and defensive camp, Pootz Camp, by Queen Yazar. Lower Gobliny has giant mushrooms to farm, and giant slugs to hunt for food. Giant Slug Eggs are a delecacy normally eaten by chieftains.
Faith: High Goblinians view themselves as related to the immortal Wogar, patron of predators in the brokenland. It is said that Wogar brought the goblins to the Borken lands to live.
High Goblinians are wolf riders, and raise their wolves as family. While still a Welp, each goblin must find and raise a dire wolf cub that was born the same moon as them. They are responsible for their wolf. If their wolf dies in battle, the goblin must eat his wolf-friend’s heart to gain it’s strength in a ceremony held at the temple. If their wolf dies of neglect, the goblin is an outcast, and a pariah.
Tlachtli: The High Gobliny Wolf Riders are the local team, and have brought victory to High Gobliny on many occasions. Players include:
- Oth Gobsmacked
- Razara Smallbit
- Namby Tamby
- Rotfoot Deadflower
- Rugna Stunkit
- Vrek Yuface
- Ziku Aweigh
- Rirk Tiberius
Player Character Goblins: (BECMI / Old School)
Ability Score Adjustments: Goblins receive, a -3 to Strength, but a +1 to Dexterity and Constitution. No Score can go below 3, or above 18, any that do after adjustments, will be adjusted to either 3, or 18 respectively.
Natural Armor: Goblins begin with a natural AC of 8 due to Tough hides.
Infravision: Goblins gain infravision up to 90 feet range in the dark.
Size: Goblins start at 4 feet tall, add 1d4 inches to your goblin.
Subraces: Goblin Subraces only affect their appearance, nothing else.
Grey: Grey Goblins are mostly found in Western Darokin, and the Sind Desert. They have dirty grey skin with short brown hair. Grey Goblins often wear studded leather, or chain mail headwear and heavy hobnobbed boots.
Yellow: Yellow Goblins have a yellowish skin color. They have a bluish-black hair color often long and ties in the back. they often wear rags dyed in bright orange and large hats and cloaks. Yellow Goblins are often found in the regions of Ethengar.
Polar Goblins: Polar Goblins often live in the northern regions near the poles. They have snow white skin and grey, braided hair. They often wear furs and sealskin clothing.
Gobliny Goblins: These Goblins have a slight tan to their skin, often they have tattoos over their body indicating their tribe. They wear rabbit fur, or the skins of other small animals. These are the most common Goblins, and can be found in most lands.
Title | Level | XP | Hit Dice |
---|---|---|---|
Tribesman | Normal Monster | 0 | 1d8-1 |
Scout | 1 | 800 | 2d8-2 |
Marauder | 2 | 1,600 | 3d8-3 |
Raider | 3 | 3,200 | (No new HP) |
Plunderer | 4 | 6,400 | 4d8-4 |
Ravager | 5 | 13,000 | 5d8-5 |
Destructor | 6 | 26,000 | 6d8-5 |
Devastator | 7 | 55,000 | (No new HP) |
Conqueror | 8 | 110,000 | 7d8-5 |
Conqueror | 9 | 220,000* | +2hp** |
** +2hp for every level afterwards, no Constitution modifier.
Shamans / Wicca
Goblins may be Shamans or Wiccas
Player Character Goblins: (5E)
Creature Type. You are a Humanoid.
Ability Score Increase. Your Strength Score decreases by 2, but your Dexterity score increases by 2.
Age: A Goblin reaches adulthood at the age of 20 and generally lives into the middle of his or her
second century.
Alignment: Goblins are often Chaotic in alignment.
Size. You are Small.
Speed. Your walking speed is 30 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 discern colors in that darkness only as shades of gray.
Nimble Escape: You can take the disengage or Hide action as a bonus action on each of your Turns
Subraces:
Grey Goblins: Grey Goblins are mostly found in Western Darokin, and the Sind Desert. They have dirty grey skin with short brown hair. Grey Goblins often wear studded leather, or chain mail headwear and heavy hobnobbed boots.
Pack Tactics: Grey Goblins have advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the target, and their ally is not incapacitated.
Polar Goblins: Polar Goblins often live in the northern regions near the poles. They have snow white skin and grey, braided hair. They often wear furs and sealskin clothing.
Resilience. You have advantage on saving throws against cold, and you have resistance against cold damage.
Gobliny Goblins: These Goblins have a slight tan to their skin, often they have tattoos over their body indicating their tribe. They wear rabbit fur, or the skins of other small animals. These are the most common Goblins, and can be found in most lands.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Yellow Goblins: Yellow Goblins have a yellowish skin color. They have a bluish-black hair color often long and ties in the back. they often wear rags dyed in bright orange and large hats and cloaks. Yellow Goblins are often found in the regions of Ethengar.
Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
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