Goblins are not very powerful monsters which come in a variety of shapes and sub-species. On their own, a goblin isn’t very dangerous, but they normally travel in groups of 3 or more.
Rank | 1 – 5 |
Skill Table | Small Humanoid (Priest, Scout or Mage) [1 in 10 Goblins are Priests or Mages] |
All Physical/Mental skill costs are doubled except Dexterity | |
Goblins can only follow the Paths of Chaos, Anarchy or Death | |
Goblins can only learn a single School, which can be Fire or Earth | |
Life Points | 24 (36) |
Mana | 0 (20) |
Standing | 4 (160) |
Damage | 1H Weapon 3 or Claws 1 |
Abilities | Weapon Ineptitude – All weapons (including their claws) do 1 less point of damage (minimum 1) in a Goblins hands |
1H Weapon Proficiency | |
Description | Green skin, high squeaky voices |
Some Goblins have become (or always have been?) linked to specific parts of the environment. The following sub-species are known.
Tree Goblins are only found near trees, and derive their powers and abilities from them. A Tree Goblin who doesn’t come into contact with a tree within a day will die. Their origin is unknown, but it is suspected they are a cross between Wood Sprites and Goblins.
Rank | 2 – 6 |
Skill Table | Small Humanoid (Priest, Scout or Mage) [1 in 10 Tree Goblins are Priests or Mages] |
All Physical/Mental skill costs are doubled except Dexterity | |
Tree Goblins can only follow the Path of Nature(Tree) | |
Tree Goblins can only learn a single School, which must be Water | |
Life Points | 33 (50) |
Mana | 4 (160) |
Standing | 2 (80) |
Damage | 1H Weapon 3 or Claws 1 |
Abilities | Weapon Ineptitude – All weapons (including their claws) do 1 less point of damage (minimum 1) in a Goblins hands |
1H Weapon Proficiency | |
Heal all damage by touching a tree for 30 seconds; 3 times per day | |
Teleport from one tree to another; 3 times per day. The goblin must emerge from the trunk of the tree | |
Description | Green skin with dark green markings, high squeaky voices |
Fire Goblins have an affinity for fire, and this makes up part of their bodies. All Fire Goblins radiate heat.
Rank | 2 – 6 |
Skill Table | Small Humanoid (Priest, Scout or Mage) [1 in 10 Fire Goblins are Priests or Mages] |
All Physical/Mental skill costs are doubled except Dexterity | |
Fire Goblins can only follow the Paths of Chaos, Anarchy or Death | |
Fire Goblins can only learn a single School, which must be Fire | |
Life Points | 39 (60) |
Mana | 5 (200) |
Standing | 0 (20) |
Damage | 1H Weapon 3 or Claws 1 |
Abilities | Weapon Ineptitude – All weapons (including their claws) do 1 less point of damage (minimum 1) in a Goblins hands |
1H Weapon Proficiency | |
Cast Fire Dart equal to their Rank/2 (rounded down); 3 times per day | |
Immune to fire damage | |
Description | Green skin with red markings, high squeaky voices |
Rock Goblins are the hardiest goblins of all, and are only found near rocky formations or underground. A Rock Goblin who doesn’t come into contact with a rock or stone at least equal to his size with a day will die. Note that all a Rock Goblin’s abilities can only be gained when touching a rock of at least the goblin’s size.
Rank | 3 – 6 |
Skill Table | Small Humanoid (Warrior, Priest, Scout or Mage) [1 in 10 Rock Goblins are Priests or Mages] |
All Physical/Mental skill costs are doubled except Dexterity | |
Rock Goblins can only follow the Path of Order | |
Rock Goblins can only learn a single School, which must be Earth | |
Life Points | 45 (68) |
Mana | 4 (160) |
Standing | 1 (40) |
Damage | 1H Weapon 3 or Claws 1 |
Abilities | Weapon Ineptitude – All weapons (including their claws) do 1 less point of damage (minimum 1) in a Goblins hands |
1H Weapon Proficiency | |
Improve Strength by one category by touching a rock for 30 seconds; 3 times per day. | |
Improve Strength by two categories by touching a rock for 30 seconds; 1 time per day | |
Heal all damage by touching a rock for 30 seconds; 3 times per day | |
Teleport from one rock to another; 3 times per day | |
Description | Green skin with brown and/or grey markings, high squeaky voices |