
Goblins outside of hob goblins generally don't tend to be anything more than 3 - 4 feet tall. They don't hide their appearances and can be found in most populated realms and planes.
As such a lot of Goblins are treated as second class citizens in the following planes:-
Goblins are however treated as important figures in the Fae and Dream Lands. They're seen to be important bringers of news and tradable items so they're treated just like everyone else there.
Hob Goblins & Vi'kelhi we recommend a starting age of 18 - 50 years of age.
Imps and Meeyorn should start anywhere between 20 - 200 years of age.
Hobgoblins stand between 6 - 9 feet tall. They're quite brutish, muscular and not very bright where the mind is concerned. They're more brawn than brains and as such they tend to be good for muscle. They have the occasional bright idea but outside of this they tend not to be the biggest thinkers.
As with all Goblins they tend to give in to baser instincts at times, almost seeming like they're animals rather than a sentient people.
Hobs have a habit of trying to kidnap and keep human men and women. Not out of any malice but to 'protect' the 'squishy ones'. They know humans are often not as durable as other species and try their best to protect and show kindness to them. As such Hob Goblins tend to get jobs as bouncers or enforcers, and they earn a 'lesser' wage due to skill level differences.
The Hobs come in a range of blues, greens, browns and purples, with often messy brown, black or red hair. Hob Goblins live to around 400 years old. Hob goblins usually have a fang or two on their lower jaw poking upwards over the top of their top lip. They have blunter features, sometimes their noses are a bit flat, or their faces will be rounder than other species of goblin.
Hobgoblins often don't have names that are more than six letters long as they struggle to remember their own names if they're too long.
Imps are red or purple skinned Goblins with bright green or bright blue eyes and dark tone hair unless they dye it. They're tricksters, have tails, wings and sometimes horns or long pointed ears. Imps hit a peak age after about twenty years and then stay the same until either sickness takes them or someone/something kills them. They do not die of old age.
These Goblins aren't very strong physically, but what they don't have in brawn they make up for with their magical ability, they can often be found alongside warlocks, witches, wizards or conmen where they earn a sum for their services.
They're something that can be found in large quantities in the Magical Archival tower. Imps like the Meeyorn have softer facial features to allow them to be accepted by other species. The Imps are the ones more likely to buy people from the night markets and will actively seek out people to have under their thumb so that they are 'protected' from the xenophobia that they may face in certain planes or realms.
Like the Meeyorn, the Imps have naming conventions. Womens names tend to start with a 'Su-', 'Ru-', 'Nu-', 'Tu-' or any itteration with a 'u-' before the bulk of the first name. Males have the same but for the END of their first name so '-Su', '-Ru', '-Nu', '-Tu'.
The Vi'kelhi are the most intelligent of the Goblin Species. They tend to seek out knowledge, or build contraptions, they're good with repairs and some even own their own little businesses. They can be rather eccentric and the price for their intelligence is they live shorter lives than all the other types of Goblin weighing in at 200 years at maximum age.
These Goblins stand at about three to three and a half feet tall, they often have completely black eyes with coloured rings where their irises are, they have more dark skin, they can be a dark purple, dark green, dark red or a dark blue in skin colouration and often have pure white or blonde hair (if they have any hair at all). The Vi'kelhi tend to have the typical goblin features, long noses, shark like teeth and predatory eyes even when they might be quite friendly. Looks can be deceiving.
Vi'kelhi names often have a ' in the last name while they have human like names for their first names. As an example 'Jonathan Sur'tu' or 'Natalie Zi'pan'.
The Meeyorn like Imps reach a peak in age and then do not die, their immune system tends to make them impervious to most diseases and illnesses. As such they are used, yes used, as servants, as runners for materials from plane to plane, are sought after as workers in the criminal underworld, sought after at night markets as slaves or servants or even for other purposes and are even sought after by brothels though to find a Meeyorn working in such a place is a rarity and usually means they're under some sort of spell or binding not of their own choice. They dislike being told what to do, who to stay with or where to go unless they truly like the company or the prospect includes treasure or amusement.
They aren't the smartest, they aren't the strongest, but they are quick on their feet. They are the fastest moving of the Goblins, and they act as a 'loot' radar.
They come in pastel shades and mottled shades of green and blue, with pink, purple, brown and gold eyes. Their hair tones are often very bright in colour which makes them stand out and they have the more 'attractive' facial features, they don't have the same razor sharp teeth that some goblins might have, don't get horns, or wings, but do have long ears and often tails with a tuft of hair at the end.
Meeyorn have naming conventions, women usually have a name ending in one of the following 'eth', 'lun', 'yun', 'stra' or 'no' while males often end with one of the following sounds 'shey', 'tah', 'tan', 'mur' or ' ro'.
It's often assumed that the Meeyorn are working
Goblins have long had the terrible reputation that they are thieves. They are treasure hunters, or more specifically the Meeyorn are treasure hunters but they would never steal unless a job specifically demanded them to do so. If it is an item unclaimed, and is not belonging to anyone that they can tell, they will take it and either keep it or sell it on.
Incorrect, they're actually incredibly good fighters in their own ways, they're intune with themselves and can often be good brawlers or magic casters if that's where their strengths lie. Some of them make good front line fighters and are quite durable too.
This isn't entirely incorrect, yet it's not entirely correct either, this is explained more in the Ideals and Beliefs section.
Goblins believe that while loot and treasure is good, being greedy is never an option. It invites problems if you give in to greed so one must stay true to themselves while still keeping a watch on their vices. All that glitters may well be gold, or it could hide something beneath that will take your hand as penance for your greed.
Goblins inherently don't understand romantic love, while they might understand their parents have it, they don't really get the concept until they go through it themselves. No Goblin can put it in to words or explain it for others unless they've experienced romantic love for many years. Yet all Goblins understand platonic love, they love their brothers and sisters, they love their friends, and they love their parents.
Goblins are taught to be tolerance of behaviour in other worlds, to abide by the rules in other worlds they travel too but they also are taught that if someone is sending them on a suicide mission, trying to kill them or otherwise trying to purposely make their life hell to the point of constant suffering, then they need to put their foot down. Most don't realize how patient Goblins actually are, and they merely tolerate the hassle that certain worlds put them through and Goblins never do anything by half measures...
When creating your Hob Goblin, they've got a contact that they can get information from, they could be a friendly old employer who is used as a reference for new jobs, a manager from old work, or even someone who's been protected by them if they worked as security somewhere. They can call on this contact once per chapter.
When making your Imp they've done some deals in the past that have earned them a decent reputation with the leader of a specific circle of people. This means that if they ever go where one of those people are they're likely to be greeted in a friendly manner even if they don't have any idea who the person is.
Some ideas:-
Your Vi'kelhi has helped an NPC in one way or another, to where they can ask for a favour of any size. It can be cashed in at any time. But this can only be called in once. It doesn't matter when but once this has been cashed in there will be no more 'returns' of the owed debt as the debt will have been repaid. Additionally they are also owed one medium and one large favour.
When combat is over, if the Meeyorn is the one to loot enemy bodies they find at LEAST 1 uncommon or rare item in the mix of loot. It can be any sort of item, potion, ammunition, relics. If the DM wants too they can give unique items rather than ones from the list. But selling these unique items at shops if a vendor is willing to buy them, would get them x2 what a normal item of that calibre would earn. The Meeyorn is welcome to keep the items or share them with their allies.
A Goblins fangs are seen to be highly valuable, their teeth are made out of something that can pierce and cut through a sheet of gold. They can literally bite through, as such a Goblin fang knife or just a Goblin fang in general is seen as something worth a fair amount of money in most places. Since Goblins fangs grow back, some cults believe in keeping groups of Goblins and harvesting their fangs almost as soon as they grow back in, the best goblins for this are the Imps as a large majority of them have a full mouth of shark like fangs.
Health: +30
Magic: +10
Luck: +10
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Brawl: +3
[Any Close Quarter Combat]: +3
Intimidate: +3
Dark Sight: +3
Throw: +2
[Any skill]: +2
[Any skill]: +2
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[Any Religion]: +3
[Any Language]: +3
Acting: +3
Persuasion: +3
Gambling: +2
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Library Use: +3
[Any Repair]: +3
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[Any Firearms]: +3
History: +2
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Dodge: +3
Dark Sight: +3
First Aid: +3
[Any Close Quarter Combat]: +3
Stealth: +2
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