Goblin
From Forgotten Realms Wiki
| Natural humanoid (goblinoid) | |
| | |
| Goblin | |
|---|---|
| Type | Natural humanoid (goblinoid) |
| Location | Temperate plains |
| Alignment | |
| Languages | Goblin |
Goblins are a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators.[1]
Contents |
[edit] Physical Characteristics
Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin. Goblin skin may also be green.[2]
Goblins breed at an extremely rapid rate compared with many other races, accounting for their large population.[3]
[edit] Psychology
Goblins, like other goblinoids, have a commonly short temper. As such members of the race are more easily provoked than individuals of most races and often take sadistic pleasure in exacting revenge once crossed. Goblins who turn away from evil often find it difficult to overcome this short fuse and have a sense of greed that makes it difficult for them to act altruistic.[4]
Though goblins have a poor reputation overall, not all goblins are dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good races. Those goblins who seek this path may find it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who do often find it can be more rewarding, in the long run at least, to serve good than to serve evil.[4]
[edit] Society
Goblin society is tribal by nature. Goblin leaders are generally the strongest and sometimes the smartest around. Goblins have little concept of privacy, living and sleeping in large common areas; only the leaders live separately in their own private chambers. As such, goblin lairs are often stinking or soiled, though easily defended when under assault. Many such lairs are layered with simple traps for such purposes.[5]
Goblins survive by raiding and stealing, sneaking into lairs, villages, and even towns by night to take what they can. They are not above waylaying travelers on the road or in forests and stripping them of all possessions, including the clothes on their backs. Goblins sometimes capture slaves to perform hard labor in the tribes lair or camp.
[edit] Religion
Until the Spellplague, goblins primarily worshiped members of the goblin pantheon, such as Maglubiyet. After the Spellplague however, the power of the Black Lord Bane grew and then extended his power over Maglubiyet, making the goblin god one of his exarchs. Much of the rest of the goblinoid pantheon was destroyed.[6]
[edit] Combat
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favour ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins prefer to fight battles where the odds are in their favor and often flee or surrender when outmatched.[5]
[edit] Goblins of Grodd
Grodd Goblins are an offshoot of the goblins that once inhabitted Cormyr. Trapped in the demi-plane of Grodd they became tainted by the Plane of Shadows. They have access to unusual spells, and items and have limited plane travel.
[edit] References
- ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition, p. 135. Wizards of the Coast. ISBN 978-0-7869-4852-9.
- ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition, p. 139. Wizards of the Coast. ISBN 978-0-7869-4852-9.
- ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition, p. 136. Wizards of the Coast. ISBN 978-0-7869-4852-9.
- ↑ 4.0 4.1 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player’s Guide, p. 20. Wizards of the Coast. ISBN 978-0-7869-4929-8.
- ↑ 5.0 5.1 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition, p. 138. Wizards of the Coast. ISBN 978-0-7869-4852-9.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 180. Wizards of the Coast. ISBN 978-0-7869-4924-3.
- Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5, p. 133-134. Wizards of the Coast. ISBN 0-7869-2893-X.
- Sean K. Reynolds, Steve Miller (2000). Into the Dragon's Lair, p. 86. Wizards of the Coast. ISBN 0-7869-1634-6.
Forestkith goblin • Grodd goblin
Miscellaneous Goblinoids
Amitok • Bakemono • Bhuka • Blue • Bugbear • Dekanter goblin • Hobgoblin • Koalinth • Nilbog • Norker • Snow goblin • Thoul • Varag • Vrill
