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GOBLINS IN GENERAL:

Physical Appearance: Goblins about five feet tall, with dark green skin, pointed ears, and somewhat bestial faces. Their fingers end in small talons and their teeth are pointed and sharp. Their bodies are wiry and muscular, and their smaller stature does not equal less strength. Goblins have been compared to cockroaches; it is impossible to get rid of them. They are tenacious creatures that make their way in a hostile environment, and this tends to make them believe everyone's against them. It is said "Just because you feel there is an enemy behind every bush, it does not follow that you are wrong"...and in the goblin's case, this is often the truth.

Goblins fight to win; honour is for those who can afford it. This applies in everything they do, but they are not evil. Excellent scholars have come out of Krull and they were the only thing standing between the Wizard's Conclave and the Dark Enemy during the Scourge. They are aided by their racial talent, and maintain trading relations with all coastal countries save Lirynn.

GOBLIN PCs:

Goblin PCs are a challenge to play because of the possible prejudice against them wherever they go; many players think of goblins as stupid but in Telgard this is not the case. Goblins have no racial advantages or disadvantages; their racial skill, The Sneaking, gives them an edge in a world that truly is hostile to all who inhabit it.

For more information about the goblins' racial skill, the Sneaking, please see the Skills page.

GOBLINS AND THE OTHER RACES:

Goblins have an absolute hatred of elves, who they believe betrayed them so long ago in the Bittering. Relations with humans are fairly cordial, because they both trade a great deal; and goblins are almost in awe of ss'tiss who survive in an environment even more hostile than Mirg and do so very well. They have almost no opinion of dwarves and even less of delfae; they rarely see these races. Minotaurs are free to travel in their borders, and misharr are a pain in the neck because of the misharr's ability to sense nearly anything.

Goblin Religion, Culture and Nobility

Goblin History and Variations

 

 

 

 

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