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Goblins are wild Fey obsessed with fire and destruction, but perversely gifted with drive and intellect. They occasionally besiege towns with mechanical contraptions that could only be the product of a diseased intellect. They have great respect for craftsmanship, however, and are known to be quite courteous and pleasant in all dealings with craftsmen and tinkers. They are not mindless destroyers at all, but philosophical and even erudite in their villainy.

The Goblin Nations are a loose cooperative of subterranean collectives around the continent. These collectives are run as business ventures whose chief export is destruction. Each goblin holds shares in their collective (and often others, when they can), which vary in exchange value against one another based on how destructive that clan is considered to be. Perhaps mercifully, it is often more convenient for them to decrease the value of their rivals rather than assailing Human settlements.

Goblin philosophy (as far as any scholar has been able to comprehend) centers around a view of order itself as a form of stagnation and disparity, and any large accumulation of wealth, life, or beauty as a theft in some abstract sense from the rest of the world. Goblins see the nature of the universe as neither inherently chaotic or ordered. In their worldview, destruction and chaos are a rational response to the order imposed by living creatures - and they even see their own civilization as a temporary imposition of order. In this way, even a sharp drop in once highly-valued goblin collective shares is often viewed as ethically just, despite that it may be regrettable. To them, fire is a life-affirming symbol of renewal and hope, even as it burns their own homes. Holiest of all fires are the semi-sentient witchfires of Profundum, their homeland. 
 

Hit Loc # Armor Hit Boxes Shocked Status 
Head 10   ▢▢▢▢ Bursts into Flame
Chest 7-9   ▢▢▢▢▢ ▢▢▢▢▢ Body Stat to 1d
L Arm 5-6   ▢▢▢▢ Numb
R Arm 3-4   ▢▢▢▢ Numb
L Leg 2   ▢▢▢▢ Half Speed
R Leg 1   ▢▢▢▢ 1 y/turn if both

 

Annwn Native: Immune to any fire or heat damage. They have long periods of laziness, but never seem to sleep.  

Solar Aversion: Goblins are not welcome in Karnum, and they feel the judgment of Karna wherever they go. They are highly uncomfortable in daylight. All skill checks made in direct sunlight are halved

Destructive Creativity: They can create Devices that run amok. These often take months or years to build, and are powered by the semi-sentient balefires of Profundum. Each Device requires a titan's heart, a rare and magical gem found deep beneath mountains, which acts as a conduit for the raw power required to operate these infernal devices.

The Brand of Doom: A goblin rite of passage, in which the youth is branded with the rune of a nameless demon. Its effect is that should the goblin ever fall in combat, it catches fire and explodes into several pieces, setting several fires. This causes an Area 6 attack, with 1SK of blast damage within 3 yards.


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