| Secret Wizard |
So I've created a few goblinoid races for a personal campaign and I was interested if there was any interest in me putting together a Race Guide to Goblinkind (PDF with illustrations, custom races, racial archetypes and favored class bonus), including:
- Briggans: A large underground Hobgoblin city suffered a massive Goblin riot when the slave population became too numerous. When the Hobgoblins tried to repress the rioters, they found that the Goblins had learned much from their militaristic customs and were able to fight them off tenaciously. Impressed, the Hobgoblins granted these Goblins a place in their society, establishing the Briggan Legion and quelling the protests.
Briggans are strict and humorless. Unlike Hobgoblins, who see their empire as a path to power, Briggans became obsessed with authority to control the natural recklessness of their brethren. They are sturdier than regular Goblins thanks to constant training but their curiosity has been almost completely eradicated, prefering to follow their newly-founded martial traditions rather than show any signs of slipping back into their more careless behavior. Most Briggans consider that they will eventually be able to become powerful enough to found their own cities and put behind their feral past.
However, some Briggans grew jaded of this turn of events and gathered in secret Rumpus Rings to plot schemes to bring down authority in all its forms - although these organizations tend to be too disorganized to effect any lasting change.
Racial Archetypes: Stern Judge (Lawful Neutral Paladin), Rabblerouser (Chaotic Neutral Inquisitor)
- Quarks: One fateful night, the groundskeeper of the Chelish school of wizardry was woken up by a loud rapping by the door. When he opened the door, she found no less than twenty dozen Goblins standing by the front gate. They thanked her for letting them through and flooded the academy. The next day, every classroom and laboratory in the school became riddled with these strange, curious goblinoids, who peered at the magical thaumaturgy with great interest.
The scholars soon began debating their possible origins, but arrived to no satisfying conclusion, although it was widely assumed these were Goblins who had probably gorged on ioun stones. A few days later, several other wizardry schools reported the arrival of many of these creatures to their institutions as well.
These azure-skinned Goblins soon became known as Quarks. They were much more cheerful than their temperamental cousins, and showed an uncanny ability to shape their bodies through magic, growing temporary limbs on whim.
Most Quarks take residence near locations attuned to magic. While they have an irrepressible draw to any arcane wizardry, they are no less repelled by the written word than regular Goblins, prefering to inchant their spells in sing-song. While many Quarks live errant lives, some of them become preoccupied with the misuse of magic and use their gifts to attempt to contain any arcane irregularities.
Racial Archetypes and Bloodlines: Unstable Mauler (Magus), Goblinborn (Sorcerer Bloodline)
What do you think? If you guys are interested, I could post here their racial traits too when they are finished for review. There are a few more races too (the boisterous and creative Forgelings, the mysterious planar-touched Ouphes, and the ambitious and conniving Gonabs), so let me know if you'd like me to expand on this.
| Air0r |
This one is a race i made for 3.5, but may be interesting:
Rhino Goblins
Wishing to stick to the old ways, and hugging closely to their traditions and culture. (this little intro is just a placeholder for now)
Appearance
Rhino Goblins have been known to get as tall as four feet and four inches at the tallest recorded finding, and three feet and nine inches the average. Unusual to their size is their weight; although they do not look particularly large, they weigh upwards of 140 pounds on average, with 200 pounds being the greatest amount recorded. It is determined that the bones of a rhino goblin are unusually dense and heavy. A single large horn protrudes from their forehead, starting as a small nub at birth. At adulthood this horn (similar in appearance to the horn of a rhino) is approximately 6 inches long, with shorter and longer ones being recorded. Tattoos are expected and very rarely is a rhino goblin seen without them. Tattoos represent accomplishments, caste, clan, and destiny. Every tattoo has meaning, and are all connected on the individual, sometimes being mistaken for one large complex tattoo by outsiders. Piercings are also common, though are not expected, and are often made using animal bone.
Society
Rhino Goblin society is split into two castes: the warrior caste and the shaman caste. The warrior caste is made up primarily of barbarians, fighters, rangers, and more recently hexblades. The shaman caste is mostly made up of bards, clerics, druids, sorcerers. Rogues and the things that lead to their existence are alien concepts to rhino goblin culture. Paladins are incredibly rare, and like rangers, often belong to the warrior caste, despite their eventual magical talent. Interestingly, the only members of rhino goblin society that are literate are members of the shaman caste and whoever attains the role of leadership of the rhino goblins.
Members of the warrior caste are expected to defend their lands, hunt, craft weapons and armor, and similarly physical tasks. Members of the shaman caste are expected to maintain rhino goblin lore, know and be capable of applying tattoos and creating the necessary supplies to do so, create potions and salves, know how to treat the injuries and diseases, assisting in births, as well as commune with the Ruuka (see religion for more information).
The rhino goblin’s tribe, the Stam, has always been large, and has grown significantly under Ruuka’s protection. They have split themselves into five clans within the same tribe, each clan holding protection for an area of rhino goblin lands while also supporting the other clans and thus the tribe as a whole.
The five clans are the Wrede, Aard, Heilige, Saaxirad, and Wadnaha.
The Wrede clan produces the greatest concentration of barbarians and bards, and is sometimes called the savage drums.
The Aard clan produces the greatest concentration of druids and rangers, and takes a special precaution to defend and maintain the natural order of the environment.
The Heilige clan produces the greatest concentration of clerics and paladins, and focuses on religious well being.
The Saaxirad clan produces the greatest concentration of fighters, sorcerers, and hexblades, and focuses on gathering magical power to defend their peoples in the long run, and is most willing to send its people on missions to claim such power from other societies.
The Wadnaha clan is located at the center of the other four clan’s territory, and serves as a melting pot and capital for their people. The leader of the Stam lives here and acts both as the tribal leader and the leader of the Wadnaha.
Clan leadership is determined by a challenge of physical combat against the current clan leader, and to date no one of the shaman caste has ever attained the position of leadership. These leadership challenges may only be declared on a half moon, representing a balance that will soon shift. A leader successfully defending his position of leadership shows his ability to defy the fate of balance, going back to the resistance of goblin-kind to the "tall ones". A clan leader failing to defend his position of leadership represents the failings of the "tall ones" to destroy their kind, thus shifting balance in their favor. For this reason, either result is desirable. However, leaders who fall in this challenge and survive are disgraced for not dying in combat. This is viewed as them not putting forth everything they have, and as such are banished and stripped of caste entirely.
Clan leaders who ascend to tribe leader or die of different causes, such as disease or war, are replaced through an elimination style tournament. A fight to the death is only expected for the final fight of this tournament; though killing your opponent is not frowned upon.
Finally, one who attains the position of clan leadership may choose someone of the opposite caste as an advisor (who is also then banned from challenging them for leadership). If the leader dies or is replaced through failing to defend their position in a challenge, then advisor is simply returned to their previous place in life, however, they may elect to share banishment with a leader who has failed and survived. This is shown as a sign of loyalty, and is considered honorable, but not necessary.
Gaining leadership of the tribe however, requires being selected by Ruuka, who has only ever selected a clan leader to ascend to the position. This rare instance only occurs upon the death of the current tribe leader.
Religion
Rhino Goblin lore states that they were once normal goblins who, in their time of need, were approached by Ruuka, the rhino spirit. Ruuka saved them from a terrible plague and granted them a small semblance of her likeness. Ever since this single act of kindness, the rhino goblins have worshipped and emulated the rhino spirit. The exact nature of this being is unknown and is not questioned, though seems to have taken on a role to protect the society as a whole, and guide them into prosperity. Rhino goblins worship Ruuka exclusively, and banish all who do not. Clerics gain access to the animal, earth, protection, strength, and war domains.
Rhino goblins often attempt to commune with Ruuka, through ritualistic prayer, the shaman caste more so than the warrior caste. However, the chance of success is very low due to the many worshipers she has and her many duties besides. Additionally, she seems to be unable to travel beyond the borders of the savannah, for reasons unknown.
Lands
Living in the savannah, rhino goblins have built up huts for themselves, relying on the shaman caste to shield the young and ill from the elements where huts would fail. Adults are expected to weather any storms that may come, as a sign of endurance.
Alignment
Rhino Goblins are True Neutral as a society with lawful and evil tendencies, balancing a warlike nature and xenophobic tendencies, with strict adherence to traditions and the wisdom of their religion.
Relations with Other Races
All non-goblinoids are referred to as "Tall Ones" and are not distinguished from one another with the exception of the name in which they were introduced by, which is often proceeded by "Tall One" (example: Tall One James Edward). Rhino goblins are xenophobic but have been known to warily tolerate a Tall One to pass through their territory and sometimes stay for a short time. Often the travelers that are allowed to stay are bards who have stories, items to trade, or news of important world events in other places in the world. Rhino goblins, while not known to travel outside of their lands, value information of possible invasions.
Those unfortunate rhino goblins who are banished or that are tasked with a mission from the rhino spirit often are requested to join with a willing group of passing adventurers or with a lone bard who is accepting of their presence.
Rhino goblins view hobgoblins as misguided brothers who have let themselves be afflicted with "tallness" and the goblins as weak cousins.
Rhino Goblin characters possess the following racial traits.
— +2 Constitution, -2 Intelligence, –2 Charisma.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, –4 penalty on grapple checks, lifting
and carrying limits 3/4 those of Medium characters.
—A rhino goblin’s base land speed is 30 feet.
—Low-light vision
—Gore Attack (1d4 piercing)
—+2 Natural Armor
—+2 bonus on Survival checks and choice of either Profession (Tattoo Artist) OR Profession (Hunter)
—Illiterate: Rhino Goblins gain the illiterate class feature, regardless of chosen class. just like the barbarian feature of the same name, the trait can be overcome by spending 2 skill points and a significant amount of time with a tutor.
—Automatic Languages: Tumbili.
—Favored Class: Barbarian.
Trivia:
Aard is Afrikaans for nature
Heilige is Afrikaans for holy
Ruuka is Somali for spirit
Saaxirad is Somali for witch
Stam is Afrikaans for tribe
Tumbili is Swahili for monkey
Wadnaha is Somali for heart
Wrede is Afrikaans for savage