Trader Goblins, Valshock (3.5e Race)

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This page is part of the

Valshock Campaign Setting

Trader Goblins

Personality

The Trader Goblin tribes usually refer to themselves as trade companies lead by a “Chief Merchant” or “Merchant Prince”. They have abandoned their raiding life style and took up trade instead to survive. Many abandon their native tongue and adopt local human dialects as their own. Most Trader Goblins have rudimentary reading skills and pretty decent grasp of basic math. Their niche is that they will trade in anything. Nothing is beneath them, nothing is too illegal or too sacrosanct to be bought or sold. They are smugglers, money launderers and slave peddlers. The criminal guilds and syndicates love them, and local rulers turn a blind eye, especially since Goblin Trade Companies will eagerly pay high taxes to keep their sovereignty.

Relations

This section is usually reserved for short descriptions on how races act around or with other races. For Valshock purposes and the RP elements involved in it, or at least for these goblins, this category will be used to divulge some more information on the Goblins in their areas of Questions along with the other races that frequently inhabit those areas.

Relations with other Goblins: Trader Goblins treat other Goblins just as others would treat them except Trader Goblins will always give Goblins better deals rather than other non-goblinoid races.

Relations with other Greenskins: The relationship with other Greenskins, such as Orks, Hobgoblins, Trolls or even Ogres is mostly the same as other Goblins. On the other hand, though, they do not tolerate being bossed around as other goblins. In fact they are actually a little less socially dependent, oddly enough. This is due to their lifestyle being so complete without needing others. They usually just barter for what they need instead of getting a mob to carry it away.

Relations with Dwarves:

Relations with Humans:


Relations with wargs:

Relations with Elves:


Alignment

Goblins are usually Chaotic Neutral or True Neutral. They usually only think of themselves, or more importantly, their tribe. To tell the truth, Goblins can not differentiate from good and evil... or not well anyway. They only do what they need to survive and sustain themselves and their tribe. If ever a goblin were to be anything but neutral it is most likely due to an outside force such as a demon for evil, for example, or a paladin for good. although, on occasion they may deviate from Neutral on their own accord.

Lands

Goblins are usually regarded as an infestation in most lands, and for good reason! Goblins can survive and scrap by a living ANYWHERE. they are amazing survivalists, able to forage, hunt, and pillage for food and lodgings.

Religion

Most, if not all goblins worship Bruuk and Braak , the twin gods of war.

Language

Goblins speak Common and Goblin

Variations

Goblins

Mountain Goblins, are the goblins commonly found in caves or mountains.

Plague Goblins,are goblins who have taken to the pestilence and stench they create and thrived upon it.

Fire Goblins, are commonly found near volcanoes.

Sea Goblins, are the goblins found at sea and often called pirate goblins.

Swamp Goblins, the goblins who dwell in the dark swamps of valshock

Trader Goblins, are goblins who are great a business and trade, but not so much in combat. These creatures are usually the only way other goblins and non-greenskin races can come to terms. They often play the middle man but are always loyal to their brothers and sisters.

Goblitz, are a smaller, less intelligent variation of goblins. They are often used as fodder and swarm tactics. (As if their weren't enough goblins to swarm you already...)

sand Goblins, are goblins who have taken to the deserts of Valshock.

Shadow Goblins, goblins corrupted by Vail and the void. They are forever servants to the god of the void but have gained power from their master.

Common Racial Traits

  • +2 Intelligence, +2 Charisma, 2 Constitution, 2 Strength
  • Humanoid (Goblinoid)
  • Medium Size
  • 30ft.
  • Goblin Trader: Goblin Traders gain 2X the amount of starting gold and when trading with other goblins get much better deals.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Appraise checks.
  • Automatic Languages: Common, Goblin Bonus Languages: Undercommon, Gnoll, Orc, Dwarven, Halfling, and Void speech.
  • Favored Class: Any
  • Level Adjustment: +0

Vital Statistics

Table: Goblin Random Starting Ages
AdulthoodSimpleModerateComplex
5 years+1d4+1d6+2d6
Table: Goblin Aging Effects
Middle Age1Old2Venerable3Maximum Age
15 years30 years40 years+2d10 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Goblin Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male3’ 9”+3d690 lb.× (2d4) lb.
Female3’ 9”+3d690 lb.× (2d4) lb.



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