goblin monster card

Goblin Monster Card art by Ciela Tsan

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Goblin Culture, Psychology, & Lore

by Vassar Oenbring

 

“Outsiders think us savages, assassins, cowards, and thieves. All true. But we are also patient, calculating, and subtle. And one day the Gobkin will reclaim what has been stolen from us.”

– Ugchuk Gritzguts, Goblin Memnor

Culture & Psychology

The ancient and resilient race of Goblins is often dismissed as primitive. Even the meticulous bestiaries of the High Elves contain few words on Goblin society, with one entry reading: “Cultural Practices: Minimal.”

This dismissal is a testament to Goblins’ ability to hide their true nature, as they are a well-organized, gestalt civilization. Most Goblins encountered in the Overworld are rejects from Goblin society. Known as the Culled, these Goblins were deemed too stupid, crude, or ill-tempered to thrive in proper Goblin culture.

In the depths of the Earth, Goblin cities honeycomb the living rock. Ruled by a Matriarch and her Gobfather, Goblin farmers tend fields of fungi and insects, while Goblin artisan Guilds—Thieves’, Assassins’, Tinkerers’, and Illusionists’, among others—compete for influence. Martial sports and arcane research are alive in these lightless realms. Twice a year in citywide rituals, young male Goblins vie for the affections of Goblin maidens in tests of litheness and wit. And once a year, the Culling takes place.  Adolescent Goblins must prove their grit and cunning in ritualized tests to be accepted as Trueborn. Those who fail are exiled to the Overworld.  Goblins who pass the Culling are assigned to roles within the Guild system as befits their strengths. Merchants, builders, thieves, crafters, assassins, tinkerers, and warriors are all held in esteem in Goblin society, and an enterprising Goblin must excel in their trade to rise among the Guild ranks. Guild leaders are acknowledged masters at their profession, chosen by the Guild Council.

A short-lived species, Goblins possess a unique trait that allows them to make the most of their brief lifespans: Goblin adults can transfer a few of their most important memories to gestating Goblings. Goblins refer to this phenomenon as “memne.” A Goblin oracle of sorts dedicates their lives to the transfer of thoughts from adult Goblins to their collective young. These Memnors comprise a mystical class, revered among their kind. During the 3 months of Goblin pregnancy, Memnors select the memories to be imbedded.

Most Goblins harbor a desire to return to the perceived greatness of their past. All Goblins, whether Culled or Trueborn, believe that their kind once ruled, above and below ground. Whether or not this is credible (no reliable non-Goblin source supports it), most Goblins trust that their clan is destined for greatness. This belief is bolstered by long chains of shared ancestral memories. In general, Trueborn Goblins desire to help Goblinkind regain its former glory. Though Goblin culture is steeped in competition, Trueborns can overcome their individual aspirations to collaborate on the shared dream. While in the course of daily life they routinely betray each other in pursuit of wealth and status, Goblins will band together to face greater threats. The world outside the sprawling Goblin towns of the Undermere is merciless to Gobkin. They meet these challenges with cunning and cooperation.

Special Tactics

Goblins excel at treachery and tricks, and some are smart enough to be dangerous. A small group or a solitary Goblin will avoid conflict at all costs, instead hiding, sneaking, and stealing whenever they can. If they can sneak up on their foes, Goblins will steal weapons, poison food, hobble horses, soil clothing, and tie shoelaces together. Goblins love to sell trapped items to gullible adventurers, such as flasks of acid disguised as healing potions, cakes filled with shards of glass, and torches contaminated with alchemist’s fire. Betrayal is an art form in Goblin society, and at times they will double-cross even their own allies if the result is particularly subtle, memorable, malicious, or humorous.

Trueborn Goblins, when encountered in the Undermere, fight with skill, organization, and tenacity. Sometimes they will suicide rather than be taken prisoner, other times they will negotiate or flee. Goblin warriors fight as units, use tactical formations, and seek to flank, disrupt, and separate their foes. Goblins have an abiding dislike of magic users and will focus their ranged attacks on enemy mages and clerics whenever possible.

Qualities

Deceptive. Goblins are adept liars and have Advantage on Deception checks related to topics they are familiar with. This does not work on other Goblins.

Enterprising. Selling sand at the beach is a Goblin trait, particularly for Guild Goblins with heads full of sales memories. Goblins have +5 to Persuasion checks made to convince someone to buy something.

Troubleshooters. With enough Goblins gathered, one of them is sure to have knowledge of nearly any subject. Whether this knowledge is accurate is another matter. For every Goblin cooperating in a hive mind, there is a cumulative 1% chance of solving a problem or discovering an answer. 100 Goblins working together may reach an errant conclusion, but the answer will never be in doubt. (Witnesses report that keeping 100 Goblins focused on any single task is nearly impossible.)

Xenophobic. Given the chance, Goblins will betray anyone, with the occasional exception of close relatives. Dwarves, Humans, and Elves will be betrayed as a matter of course, as Goblins have an enduring hatred of them. Goblins fear Orcs, Gnolls, Bugbears, and especially Trolls, so much that they will betray them only if they are certain of victory.

Experimental. In the search for memories to pass down to their young, Goblins will try almost anything that appears new and interesting. They have Disadvantage to Insight checks when weighing whether or not to undertake an activity they have never
experienced.

Weaponry

Melee 1. Daggers, short swords, and clubs. Cheap and readily available, these weapons are often carried by Goblin raiding parties. Goblin Tunnel Fighters also use them to battle in close quarters.

Melee 2. Pikes and Whips. Goblins prefer to keep their foes at a distance if forced to fight in the open. Trueborn Goblins will form pike squares, shield walls, and other tactical formations to fit the situation.

Ranged 1. Nets and Darts. Goblins use these to hunt prey above and below ground.

Ranged 2. Crossbows and Javelins. Used by the Trueborn in their wars against Gnolls, Orcs, and Bugbears, these are fired from inside pike squares or from behind fortifications.

Special Units

Goblin Knight. Big (for Goblins!), aggressive, well-armored, and skillful, these are the trained warriors of the Trueborn. Their finely crafted armor gives them +1 AC. They are very skillful with pikes, short swords, and crossbows, gaining +2 to hit with these weapons when fighting their ancient enemies: Dwarves, Humans, Elves, and Orcs.

Hunter. Goblin hunters are well-versed at stalking their prey. They have Advantage on Stealth checks while in natural environments and get +2d6 sneak attack damage when attacking from hiding.

Memnor. The keepers of memories are the heart of Trueborn Goblin society. A Goblin may entrust its memories at any time merely by touching a Memnor’s hand. Because of their large store of experiences, Memnor’s have Advantage on all History and Nature checks. Due to their revered status in Goblin society, they have a 90% chance to Persuade other Goblins toward action.

Tinkerer. Mad more often than not, Goblin Tinkerers have often been compared to Gnomes. They are obsessed with finding complex answers to simple problems. They will rig intricate machines to perform simple tasks like making tea or chopping mushrooms, with hilarious and hazardous results. This obsession with complexity keeps them from being a viable threat to other civilizations, as they are otherwise well versed in chemistry, physics, and biology. Goblin Tinkerers have proficiency in Tinker’s Tools and have Advantage on History and Investigation checks related to their field of study.

Tither. The underground Goblin economy runs largely on loot funneled down to the Trueborn by Tithers. These pale, hooded Goblins with bulging satchels are stealthy, with training in both the Thieves’ and Assassins’ Guilds. Tithers have +5 to Stealth, +5 to Climb, +5 to Pick Locks, and +5 to Sleight of Hand. They Sneak Attack for +2d6. Tithers have been trained to cast the Scyring spell with a DC of 15.

Special Abilities

Witness Me! A Goblin within 5’ of a Memnor may use a bonus action to touch the Memnor and convey its memories. After doing so, the Goblin becomes immune to charm and fear, and gains the ability to Reckless Attack at will for 1 minute.

Mob Cruel. When 10 or more Goblins are adjacent to each other, they gain Pack Tactics (Advantage to attacks while an ally is adjacent) as long as they remain adjacent.

Bad Snacks. Desperate Goblins who use their full attack action may leap up and attempt to stuff moldy mushrooms into an opponent’s mouth (medium-sized or smaller) during combat. On a successful hit, the opponent must make a DC 13 CON save against Poison or suffer pleasant hallucinations for 1d6 rounds. (These hallucinations cause -3 to hit and +3 to be hit.)

Gob Stopper. If two Goblins are adjacent to each other, one may use its reaction to do one of the following: 1) Shield itself from an AOE attack or ranged attack using the other, 2) Hurl the other up to 10 feet to block a moving opponent up to Medium size, Save DEX 14, failure forces them to stop, 3) Push off the other, knocking it prone, and propelling itself up to 10 feet in any direction, including up.

Fast Talk. A Goblin may use its action to cavort about and jabber in an attempt to confuse and entertain its opponent. The Goblin makes a Deception check and is opposed by an Insight check at +2. If the Goblin succeeds, the opponent forgoes one of their attacks during the next round.

Movement

Run. Poor. Goblins have short legs, tire quickly, and tend to be clumsy.

Climb. Good. With sharp claws on their hands and feet, Goblins can clamber up walls and trees with ease.

Swim. Good. Webbing between their fingers and toes allows Goblins to swim with a grace that belies their clumsy nature on land.

Burrow. Good. Goblins can burrow into soft earth at 1/8 their Move. With hard tools such as pickaxes and shovels they can do the same in hard-packed dirt.

Fly. n/a

Grudges

Goblins have a long history of being exploited by others. They have a particular hatred of Elves, Humans, Dwarves, Orcs, Bugbears, and Trolls, but view all “big ‘uns” with suspicion and distrust.

In Goblin legend, it was the Elves who overthrew Goblin dominion over the world, and they refer to Drow as “Dark Watchers” due to their belief that Dark Elves are the latest in a line of Elven prison guards set to keep the Gobkin from greatness. The influence of the Memnors ensures that Goblins bear lasting grudges against all who have wronged them, and that list includes examples from nearly every sentient being in existence. Goblins do not often forgive, and they cannot forget.

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