Goblins
AncestryLand of Eem Core Rulebook · p.59
Open source p.59goblins
Goblins are pointy-nosed, sharp-toothed people with shades of green skin who once looked like boggarts long ago before they moved underground. Goblins are credited as the primary architects of the Dungeon Era, which has shaped the modern world for better or worse. Many tend to be industrious and enterprising, seeing opportunity for adventure around every corner. They often value education and learning, getting a good job, and spending their hard earned cash on the finer things in life (like fancy clothes, gourmet food and prop comedy shows.)
EXAMPLE NAMES
Rog, Keef, Frowna, Marj, Skampy, Lloyd, Broomhilda, Blanch
SIZE
Small, Medium or Big
SKILLS
- Perception, Tinker, or Trickery
- Lore, Wilderness, or Inspire
HOMELANDS
The Used T'Be Forest, The Drippy Downs, The Quagmash, River Country, Fleabag County, The Underlands, Scalawag Strand
PERKS
- Industrious (Culture): Goblins often study architecture and construction. PC has Proficiency in Building and Repairing Structures.
- Trade School (Culture): Most goblins enroll in a trade school at a young age. PC can choose 3 Proficiencies from their Homeland instead of 2.
- Undersight (Ancestry): Living underground for ages has improved goblin eyesight. PC can clearly see Close and Nearby things in the dark.
QUIRKS
Fancy (Culture): Goblins often like to show off
- their success. PC always wants the best clothes and the best food. When it comes to items, PC often chooses style over substance. Old Grudges (Culture): The path to a good school
- and good job is cutthroat in the Dungeon Era. PC has two Rivals from their Backstory and no Ally.