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Intelligent and sophisticated, hungry for money and prestige


Goblin ancestry goes back further than memory. They are found throughout the world, their influence felt in each culture. They congregate in great cities of commerce adding to it, their shrewd craftiness.

While they consider themselves quite adaptable to any culture, their native culture seems to have blended into a sort of tribal aristocracy. Family clans that were once equally represented in the tribe became unbalanced as certain families gained financial power. Most families have their own area of commerce where they focus, either to trade, transport, manufacture or provide raw materials.

Family clan skirmishes are common with a tribe, which can shift the balance of power from one tribe to another.

 There are two tribes in the mountains North of the Alwaysgreen forest. The Rockhart tribe is by far the largest. They span across many peaks, but their main city is in the Broken Mountain, named this because of the sheer amount of goods mined from it.

The Ironspire tribe claims the Gorgwin mountains, North West of the Alwaysgreen Forest. Houses and residential areas are dug into the rocks and earth and appear scattered and disorganized.

The commercial part of town is completely different. They put a lot of effort into making this area very polished. Fancy materials, fine furniture and very high end hotels and restaurants. They seem to know that to appeal to those they would trade with, they need to lure them into comfort. Even if they personally don’t necessarily enjoy those same luxuries. 

Often goblins are true neutral or lawful evil. They are calculating and rarely chaotic. They look out for themselves and will manipulate any situation to ensure they come out on top.

Ability Score Adjustment. +2 Intelligence. Your maximum Strength at level one is 14 and your maximum Constitution at level 1 is 12.

Age. Goblins mature around 20 and can live into their 90s.

Size. Goblins vary greatly in size. Some are large, towering over 2 feet and others are small, barely cresting a foot tall. Some are skinny, others are fat. Though they come in all shapes and sizes, they have a weak constitution and at times, seem to be prone to sickness.

Speed. Base speed is 20 feet.

Bonus Proficiency. Goblins may take a bonus Skill Proficiency of Deception.

Goblin Cunning. You have advantage on all Wisdom saving throws against magic.

Darkvision. Goblins spend almost all of their life in caves and 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.