Hobs (Action)
Heroic Action Role-Play |
Attributes and Schticks
Body: 3-6
Mind: 4-12
Reflexes: 6-10
Move: 5
- Fascination
- Mockery
- Mystic Form - Illusion
Description
Goblins are a varied mix of small humanoid pranksters, often regarded as different races altogether. All varieties of goblins are fey, magical beings with powers of Illusion.
Appearance
Goblins are diminutive but clever humanoids, merely 90 to 120 centimeters (3' to 4') tall. They have short stocky bodies, long thin limbs, and large heads with pointed ears. They are generally not considered attractive, nor are they very strong or powerful. Beyond this, details vary greatly from goblin to goblin and clan to clan.
Role
Goblins are fey creatures, not completely comprehensible to normal Folk. All goblins are at least somewhat tricky. Their word lacks worth, for it is known they lie readily in order to bargain, amuse and pique. They are rarely malicious liars, however, and those fooled are often simply told to be less gullible in the future. But goblins live by strange rules understandable only to them, and when these rules are broken, they are quick to anger. Gnomes love crafts and can be obsessive with perfection, but place little regard in the finished product. As long as they get their due of praise, they can be very generous, even careless with the product of their labor.
Goblin Rules
Here are some goblin rules. Not all goblins adhere to all of these. Note that these are not the actual rules, which only goblins can understand. This is an abridged version of the rules for general consumption, any of which can be wrong in any particular case.
- An offer of clothing offends a goblin greatly, implying its not maintaining its guise properly. This is a grave insult to a creature of illusion.
- An offer of food is almost always appreciated.
- Accepting a goblin gift without reservations is rude. A goblin gift is almost always some kind of trick or riddle, and merely accepting it without questioning it proves you are either a dullard, or ignoring the challenge of the gift.
- Games of wits are fun, such as riddles, tricks, and double-plays.
- Trade is a serious matter, a word-game and match of wits. It is generally much more convenient to steal, at least small everyday items.
- A goblin wants respect, first and foremost. They demand primacy of skill and first pick of everything, but are not really greedy.
Goblin Kinds
Goblins have lots of different names in different locales and roles, and an individual goblin often changes role and personality. The same goblin can be malign one day, boisterously friendly the next. In general, goblins have three dispositions, friendly, neutral, and hostile. Here is what a goblin can be called in each disposition.
Friendly
Brownie: Individual benign goblins, often adopting a place or person to protect and help, brownies are very friendly, tough they still have quirks.
Gnome: Almost a race unto themselves, a gnome looks and behaves much like a Dwarf, only smaller and more humorous. Gnomes live in tribes and nations and travel the world like respectable folk.
Neutral
Goblin: Besides being the generic name for all goblins, a goblin is also specifically a feral creature, often living in tribes in the wild. They are territorial and do mischief to travelers to what they consider their lands.
Kobold: Associated with mines, a kobold can be either a friendly comrade or a fierce competitor depending n how they are treated.
Leprochaun: A lone trickster on the edge of civilization, the leprochaun thrives on respectability and mimics the actions of nearby folk.
Hostile
Boggart: A lonely malicious trickster, the boggart is rarely seen but cause untold pranks and general destruction.
Gremlin: The gremlin delights in causing malfunction and misfortune.
Redcap: The most direct and dangerous goblin, the redcap is a murderer that soaks his cap in the blood of slain enemies.
Spriggan: A fey of wild chaos, small bands of spriggans set traps for the unwary and raid settlements.
Politics
Goblin tribes are usually trouble. The more remote they are from civilization, the more idiosyncratic they are. Tough rarely large, an offended goblin tribe can be a menace to isolated homesteads and a blight on an entire region. Keeping the goblins placated is an important thing when you live close to the wilderness.
Goblin kingdoms are rare, and consists of gnomes. A whole nation of these little creatures, living in a good place with plenty of things to play with is an asset to friendly neighbors and the most folk-like of all goblins.
Integration
Brownies and gnomes interact famously with most other Folk and are seen as happy, clever, and somewhat childish, but even they are usually able to disappear at will. Even if their faith is good, their word is not to be trusted. It is better to make friends with them and tolerate their odd ways and occasional thefts than to try to bind them with business contracts. The best goblins are the ones that focus so deeply in a task or craft that they have no time for mischief, such as craftsmen or alchemists. Not all communities are willing to tolerate them, the rich usually distrusting them more than the poor; the existence of a gnome in a community is often kept secret.
Family
Goblins have families depending in their attitudes. Sometimes, this means outsider see a family idyll of glowing health and cleanness, sometimes a disgusting hive of filth and maltreatment. It is almost as if the goblins were putting on a show for outsiders. If you ask them, answers are just as ambiguous. It is almost as if the entire issue of family was a big charade to goblins.