Wednesday, February 7, 2018

[Wilderlands 5E] Goblins of the Roglaras

GOBLIN SUB-RACES OF THE ROGLARAS
 
GOBLIN TRAITS 
   Creature Type. Humanoid (Goblinoid)
   Ability Score Increase. Your Dexterity score increases by 2.
   Alignment. Goblins revel in theft, murder, and inflicting pain on other creatures. Goblins are almost always evil, though various clans and tribes can be lawful, chaotic, or neutral, depending on individual traditions.
   Size. Your size is small.
   Speed. Your base 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 can’t discern color in darkness, only shades of gray.
   Nimble Escape. You can take the Disengage or Hide action as a bonus action.
   Nocturnal. You gain a +1 bonus to hit and to saving throws while in darkness (in subterranean and indoor locations, and outdoors at night, even including clear nights with a full moon).
   Stealthy. You have proficiency in the Stealth skill.
   Languages. You can speak, read, and write in Common and Goblin.
 
 
It is said that goblins are not originally native to this world. The progenitors of the goblin races were summoned here during a terrible war in some pre-historic ancient time. Goblin legends claim their ancestors were brought from the Netherworld, though by whom and from which specific locale few agree upon.
   Goblins are extremely fecund, and can crossbreed successfully with nearly any other humanoid race or living creature (of likely size and shape), creating new viable sub-races. Thus, the incredible variety found within the goblin races, and the way the goblins of one locale will resemble the other races or even beasts from their native region more than goblins from the next valley over.
   There are three major divisions of goblinoids: the small and relatively weak goblins, the medium-sized hobgoblins, and the larger, stronger bugbears. All goblinoids have at least some resemblance to humans, as the mannish races were and remain the most common worldwide.
   Goblins often exhibit numerous traits of dwarf, gnome, halfling, kobold, and often orc ancestry.
   Among hobgoblins, orcish blood is very common, while pointed ears reveal a broad substratum of elven ancestry; altogether, the hobgoblins are the most mannish-appearing of the goblinoid races.
   Bugbears are the most variable, the base being derived from human, orc, and ogre bloodlines, invariably with more questionable, bestial characteristics.
   The results of the less savory mating choices of goblin ancestors are most commonly exhibited among bugbears, the most notable being bear, wolf, gorilla, boar, wolverine, and lion bloodlines.
   There are, however, tribes of hobgoblins and goblins that also exhibit such animalistic characteristics, often featuring ape, canine, badger, goat, swine, and vulture features.
   Some goblin tribes exhibit feline, monkey, raccoon, raven, weasel, and frog features, while many goblin tribes exhibit rodent-like features. Some tribes even possess bat, vulture, or raven wings.

Goblinoids are almost exclusively carnivorous, as they cannot properly digest non-meat products, especially grains, fruits, and vegetables. Meat and meat byproducts, like milk and cheese, are edible, as are eggs, fish, and insects. Grains, fruits, and vegetables cause painful and disgusting gastro-intestinal issues, of lesser to truly heroic proportions.
   Goblins do not handle non-meat based alcohol well at all; they get drunk off it twice as quickly as other beings, makes them go into a rage when drunk, and causes them incredible, terrible hangovers.
   Goblin made their own beer, wine, ale, and cordials, all based on milk, eggs, and blood (particularly the blood of sentient beings) — these are not generally consumable by other races, if not being outright poisonous.
   Another characteristic that is “typically goblin” is the lack of iris or cornea of the eye; the entire orb of the eye of the goblin – the sclera and iris, other than the black pupil – is of a single color, though in some cases the iris is of a slightly different shade, outlined in white.
   This characteristic may partially account for the goblin dislike of bright light, as they may get a more broad-based spectrum of light, and a wider range of vision, than other races.
   The characteristics noted above are the broadest range of the three major sub-types. Each group has their own characteristics based upon the various creatures and races that have entered their bloodline over the millennia.
 
Goblin height and weight are unrelated; there are tall, spindly, emaciated goblins and short, incredibly obese goblins. Roll the height and weight modifiers separately.
 
Goblin Height and Weight
Base Height: 24”
Height Modifier: +4d6”
Base Weight: 25 lbs.
Weight Modifier: +4d8 lbs.
  
GOROGHA FOREST GOBLIN
   Ability Score Decrease. Your Intelligence score decreases by 2.
   Ability Score Increase. Your Strength score increases by 1.
   Beast-Speech. You can speak with and understand apes and monkeys.
   Brachiation. You are proficient in the Climb skill. When you have both hands, both feet, and your tail free, you can move through the branches of trees at a speed of 30 feet.
   Goblin Weapon Training. You are proficient in the use of the club, handaxe, short bow, and spear.
   Great Howl. You may cast the thunderclap cantrip [EEPG]. You may cast this cantrip a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses after a long rest.
   Howl. You can howl and be heard clearly for up to three miles distant (depending on intervening hills and mountains). You can only howl in the guttural Gorogha dialect of Goblin or in Beast-Speech.
   Illiterate. You cannot read or write. You must use a skill choice to gain the ability to read and write.
   Prehensile Tail. You may use your tail as though it were an off-hand, however, it cannot be used to perform any fine motor skills or use of tools requiring the use of fingers.
 
The Gorogha goblins of Trollslore are among the most primitive of the goblinoid folk of the Roglaras. They arrived in the Roglaras from an unknown land ages ago; the population at Trollslore is the only major population of the breed in the region. They live in barbaric squalor among the ruins of the ancient city.
   Gorogha resemble a hybrid between a dwarf and a howler monkey, complete with thick fur, long beard, and prehensile tail. Hair and fur color ranges greatly, from black and brown to tan and white; the beard is often, though not always, a different color than that of the rest of the body fur. Eyes are usually red, orange, or yellow.
   Gorogha do not know the use of armor of any sort, and do not know how to work metal, using weapons of stone, such as stone axes, stone-tipped spears, and stone-tipped arrows.
   The Gorogha are lawful evil, being a relatively tightly-knit group with a strong, rigid hierarchy. They do not possess any native gods, but some of the more curious Gorogha have adopted the worship of Mokmalla, the Demon-Goddess of Lust, drawn by her blood-drenched sacrificial orgies, and have converted to her chaotic-evil cult.
   NOTE: The Gorogha goblins have in recent years come under the rule of a band of bandits, and so certain individuals have become somewhat more “civilized” by their influence; ergo, player character Gorogha.
 
ILKH’TANAR MOUNTAIN GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Goblin Skill Training. You are proficient in one set of artisan tools: Mason’s Tools, Miner’s Kit, Smith’s Tools, or Tinker’s Kit.
   Goblin Weapon Training. You are proficient in the use of battleaxe, shortsword, spear, and light crossbow.
 
The Ilkh’tanar — also known as “Demon Goblins” – are a nation of goblins, hobgoblins, and bugbears native the Majestic Mountains. The Demon Goblins are divided into numerous bands, clans, and tribes, the most powerful being those of Wenlock and Hledra. The Ilkh’tanar are the most technologically advanced goblinoid tribe of the Roglaras, capable of manufacturing scale mail and chain mail, most weapons including the crossbow, and building in stone and brick as well as digging mines and subterranean lairs.
   The Ilkh’tanar are often ruled by Demonbrood tieflings. They are great enemies of the Dwarves of Thunderhold and the Orcs of the Crimson Doom, from both of whom they steal men to sacrifice, women for the seraglio, and children for their larder. They despise the Devil Goblin clans of the western plains, with whom they compete in their western reaches.
 
 
   Ilkh’tanar facial features are orc-like in males, dwarf-like in females, plus a strong admixture of halfling and gnome, with pointed ears, pronounced canine teeth, a slight heft to the jaw, jutting brow ridge, yellow-red to rust-brown skin, and purple eyes (like all goblinoids, the entire eye). Many also have small horns and tails. Hair is black, red, or blonde, worn long and loose by both sexes; males and females can grow beards. There is little beast in their bloodline, as they consider themselves above such weaknesses (i.e., being too weak to steal humanoid mates).
   Ilkh’tanar generally wield battleaxe, shortsword, spear, and light crossbow, wear scale or chain mail, and use a shield. Helms are decorated with the skulls of their enemies, and they wear necklaces made from fingerbones. They ride worgs and dire wolves.
   The Ilkh’tanar revere demon gods, particularly Vivistat Demon-God of Dooms, Feninva Demon-Goddess of Blood, Ostyed Demon-God of Disasters, and Selyton Demon-God of Pain. The Ilkh’tanar and the Orcs of the Crimson Doom were once as brothers in chaos, but when Ancalagon the Red arrived, and the orcs chose to serve the dragon rather than the demon-gods, goblins and orcs became eternal enemies.
   When not led by a Demonbrood tiefling, a band, clan, or tribe will be led by a goblin shaman – a Demon-Blood sorcerer or Warlock in pact with a Fiend. Most Ilkh’tanar are chaotic evil.
 
JHARIBAATE STEPPE GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Goblin Skill Training. You are proficient in Animal Handling. You have proficiency in one additional skill: Acrobatics, Intimidation, Leatherworker’s Kit, Survival, or Tinkerer’s Kit.
   Goblin Weapon Training. You are proficient in the use of the goblin horsebow, lance, lariat, and scimitar.
 
The Jharibaate — also known as “Devil Goblins” – are nomadic clans and bands of goblins and hobgoblins. Their preferred home is the Plateau of Bendigroth, though being nomadic, and often losing to the human Tharbrian nomads, they travel across the plains, meadows, farmlands, and into the forests and hills of the Roglaras, Viridistan, and Antillia. At times they swarm the Battlefield Gwalion, Stonefold Plains, and Swarthlad Plains like fleas. They follow their herds of stenchkine and raid each other and anyone else they can find. They are ancient enemies of the Tharbrian nomads and the Ilkh’tanar mountain goblins.
   Jharibaate are very orc-like, with prominent brow ridge, pointed hairy ears, bulging red eyes, filed teeth, slit nostrils, thin black lips, and sharp angular chin. They use cranial deformation to shape their heads into elongated conical shapes. They wear their long black hair in dreadlocks. Their sallow-yellow or brick-orange skin is covered in ritual scars and tattoos.
    The Jharibaate goblin horsebow is a composite bow of horn, bone, and wood, reverse-engineered from the Tharbrian horsebow (a much superior design). It uses horn, bone, and sinew from stenchkine, and thus does not have as strong a pull or range as the Tharbrian equivalent. No self-respecting Tharbrian would be caught dead using a goblin horsebow, but plenty of others are happy to use the bow, which is superior to a shortbow if not as effective as a longbow.
   Jharibaate worship devil-gods, such as Margonne Devil-God of Majesty, Mururlu Devil-God of Assassins, Shindra Devil-Goddess of Beasts, and Kuvartma Devil-God of the Moon. Most Jharibaate are lawful evil, as they live in a structured clan society. They are very rarely led by non-goblinoids; usually their leader is the mightiest warrior among the clans. A band leader is a jhar, a clan leader is a dhar, a tribal leader is a zhar, and a leader of multiple tribes is a baata-zhar.
   They ride steppe ponies, goblin ponies, and axe beaks; wield horsebows, lances, lariats, and scimitars; wear studded leather armor, and carry shields. Their helms are made from the skulls of beasts, often stenchkine, axe beaks, wolves, or humans.
 
Goblin Horsebow. 50 gp, 1d8 Piercing, 2 lb., Ammunition (range 120/480), two-handed.
 
MORAN’BUKRA MOUNTAIN GOBLIN
   Ability Score Increase. Your Dexterity score increases by 1 (on top of the base racial bonus of 2).
   Beast-Speech. You can speak with and understand mustelids (weasels, badgers, otters, wolverines, etc.).
   Big Bite. You can perform a bite attack as an Action; the bite attack is a Finesse attack and deals 1d4 points of piercing damage.
   Goblin Skill Training. You have proficiency in one additional skill: Animal Handling. Leatherworker’s Kit, Smith’s Tools, or Tinkerer’s Kit.
   Goblin Weapon Training. You are proficient in the use of the light crossbow, rapier, and spear.
   Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
   Scuttle. When wearing light or no armor you can move on all fours with a speed of 40, climb at a speed of 20, and burrow through light earth with a speed of 10.
 
The Moran’bukra — also known as the “Black Moon Goblins” – are a nation of goblins, hobgoblins, and bugbears native to the hills and mountains of the Ered Losthain in the southern Roglaras and northern Altanis. It was they, in fact, who gave the mountains their name, as they invaded the region from the eastern plains and destroyed the local dwarven kingdoms (“Lost Thane”) during the Gnoll Times.
   The Black Moon goblins are mix of human, dwarf, and orc in appearance, with a distinctly mustelid cast, notably weaselly, to facial and other features (Moran’bukra hobgoblins have badger features, and bugbears have wolverine features). Ears are round, eyes are glistening black, the snout is elongated and conical and bewhiskered, the long mouth is filled with small sharp teeth, arms and legs are short, and the entire body is long and slender (+1d6”, -2d6 lbs.) and covered in short fur. They have a tail that varies in length from quarter to half of their height; some are puffy, others sleeker in fur. Coloration is gray to red, with a pale to white underbelly.
 

   They are technologically advanced, as far as goblins go, perhaps because of their dwarven heritage. They can manufacture plate mail, crossbows, and siege weapons such as catapults.
   Moran’bukra wield light crossbow, rapier, and spear, tend to wear only studded leather (unless at war or guarding the lair, when they wear breastplate or better), and eschew the use of shields. They field no cavalry, but often keep giant weasels, giant badgers, and/or giant wolverines as pets.
   Black Moon Goblins worship a dark lord of the new moon, a demon-god of darkness known only as “The Dark One,” and are chaotic evil. Because their society is so disordered, they are easily ruled by outsiders; they prefer this, as it ensures that no one group of goblins gains more power than any other group.
 
RHADDJAK SEWER GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Beast-Speech. You can speak with and understand mice and rats.
   Big Bite. You can perform a bite attack as an Action; the bite attack is a Finesse attack and deals 1d4 points of piercing damage.
   Goblin Skill Training. You have proficiency with and Expertise in the use of Miner’s Tools.
   Goblin Weapon Training. You are proficient in the use of the dagger, hand crossbow, rapier, and sap.
   Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
   Plague Bearer. You have advantage on all saving throws against disease, and resistance to damage caused by disease. If you save against a disease with a Natural 20, you are completely unaffected by the disease, but you become a carrier of the disease.
 
The Rhaddjak are native to the Goblin Reservation of the City State of the Invincible Overlord. It was not always thus – before the coming of men to the region, they lived in the sewers of the ruins that are now hidden beneath the city. From there, they preyed upon the small settlement of halflings, By-Water, where now stands By-Water Street. Truly a golden age for goblin-kind! But then men settled here, took the goblin lands, and built a new city atop the ruins, slaughtering most of the tribe and settling the survivors on a reservation.
   Rhaddjak are excellent at digging tunnels, and given to pranks and dark humor. For both reasons they are outlawed from tunneling anywhere near the City State, save under extreme supervision. Many are employed in the City State as gong farmers, trash collectors, and sewer cleaners. They cannot be within the city walls from sundown to sunrise.
 
 
   Rhaddjak look not unlike thin halflings or gnomes with very strong rodent-like features, with tiny pointed ears, glistening black eyes, elongated snout with whiskers, sharp teeth, no chin, clawed hands and feet, long hairless tails, and soft fur over most of their body (covering the face to a greater or lesser degree). Fur coloration is black, gray, or brown; albinos, with white fur and pink eyes, are rare (most of these are sorcerers).
   Rhaddjak revere the Rat God, and are said to offer human sacrifices to the living god in the ruins beneath the city. A small cult of twisted individuals placates the Cat God. Rhaddjak are usually neutral evil; they stick together against everyone else, but when that moment for personal aggrandizement comes, they happily stab each other in the back.
 
URUGLUK FOREST GOBLIN
   Ability Score Increase. Your Strength score increases by 1.
   Beast-Speech. You can speak with and understand swine, whether wild, feral, or domestic.
   Goblin Skill Training. You have proficiency with Animal Handling.
   Goblin Weapon Training. You are proficient in the use of the lance, scimitar, shortbow, and spear.
   Relentless. If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this ability again until you finish a long rest.
 
The Urugluk — also known as the “Boar-Skull Goblins” or “Goblin-Orcs” – are a nation of goblins, hobgoblins, and bugbears native to the Antillian Peninsula; clans and tribes have settlements as far north as the town of Dart. They originate from a merger of various goblinoid and orc clans at the end of the Orc Times. They raid far and wide, and have been encountered in the Falling Empire, the Roglaras, and Barbarian Altanis. They often hire out as mercenaries to powerful sorcerers, warlocks, and wizards.
   Boar-Skull Goblins have facial features not unlike those of a boar or warthog, with piggy little yellow eyes, large porcine snout ending in a pink nose, and tusks. They are hairless, with warty skin of a sickly green. Otherwise, physically, they strongly resemble orcs; members of some bands qualify essentially as half-orcs, so strong do the orc bloodlines remain.
   Urugluk are primitive, technologically, preferring to enslave others who can make things for them, as they believe only a warrior’s life is worth living. They enjoy enslaving dwarves, gnomes, and halflings particularly, as they also enjoy the taste of their flesh.
   They wield lance, scimitar, shortbow, and spear, usually wear leather armor (painted red in the blood of their enemies), a long black cloak, horned helms, and black shields. Their cavalry ride goblin boars and giant boars into battle.
   Boar-Skull Goblins worship “The Nameless One,” a dreadful demon-god of raw power. They are usually ruled by powerful warlocks; sometimes goblinoid, often of other races, especially Demonbrood tieflings.
   Boar-Skull Goblins are chaotic evil; when not held together by a strong and brutal leader, bands, clans, and tribes end up dissolving in internecine feuds.
   Mercenary troops are another matter; within the ranks their military training takes over, and they remain disciplined, with their aggressions focused outward toward the enemy. However, garrison life is not conducive to continued cooperation…
 
Urugluk Goblinoid horde and their Tiefling Sorcerer master
 

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