Goblins

Goblins native to Buldan fall into two broad ethnicities: The Foreskith and the Vangra.

Foreskith

Foreskith goblins are a tribal, forest-dwelling tribe of goblin that thrives on hunting, gathering, and underground agriculture. They’re crafty and like most of their kind have a knack for figuring out how things work, no matter how complex. Their natural curiosity drives them to trade with settlers from the South for firearms and technologically advanced resources.

Appearance
Foreskith goblins are completely covered in abundant brown, ochre or yellow-green fur. They have big, usually golden eyes and small, curved tusks protruding from their mouths. They’re somewhat smaller than other goblin ethnicities, but have larger-than-average hands and feet.

Culture
Foreskith goblins have a simple, communal society in which private property is only what you can carry on yourself. Curiosity, self-sufficiency and knowledge are very important to them, and because of this their leaders are most commonly artificers or wizards.

Religion
Foreskith goblins have an animistic religion called the All-Engine. They believe everything from trees to rocks to machines have a spirit, and that it’s important to listen to them to achieve enlightenment. Even things such as failure, hardship and war are opportunities to learn something new, and approach them with inquisitive dispositions.

Trade & Relations
Foreskith goblins trade constantly and with virtually anyone they meet. Their main trades are mushrooms of all kinds (which they harvest in underground greenhouses), insect-based food (mostly snacks and protein-rich meals), fixed or re-purposed tools and machinery, spell-scrolls and modified firearms. They also sell their services as mechanics.
Note that foreskith goblins are not above stealing from tribes that do not wish to trade with or are hostile to them.

War
Foreskith goblins make war using everything from arcane magic, landmines, modified firearms and weapons of their own invention. They will not seek out conflict unless provoked, but approach such endeavor with an inquisitive, experimental mentality. Artificer-led Foreskith tribes usually employ rudimentary drones as scouts and first-wave combatants. After a battle, they scavenge everything they can from both their fallen enemies and their own fallen comrades.

Racial Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Darkvision. You are used to crawling around in dark tunnels and navigating dark forests in the dim of night, giving you superior vision in the darkness. You can see in dim light within 60 feet of you as if it were in bright light and in darkness as if it were in tim light. You can’t discern colors in darkness, only shades of black and white.
Gear-headed. You gain proficiency in the Mechanics skill. Additionally, you know the Mending cantrip, which you can cast twice between long rests.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read and write Goblin, Sylvan and Vangra.

Vangra

Vangra goblins are a warrior society that dwells in the Ural Ruins to the Northeast of Buldan. Though reclusive, they often cross to other parts of the region to trade or on adventure-seeking pilgrimages.

Appearance
Vangra goblins are of average height (for a goblin), though somewhat wider. Males have broad, barrel-like bodies and strong, square-shaped features. Females have wide hips and strong-muscular legs. Both genders posses large, straight tusks, and a long, prehensile tail. Vangra skin colors can be dull purple or red, and their hair color ranges from dark brown to beige.

Culture
Vangra goblin society is based around the thrill of adventure and combat. They are very competitive and constantly challenge each other to tests of might, mind or mettle. Their leaders are usually the strongest, smartest and most daring of their kind. The word Vangra itself roughly translates to “awesome”, and it is often used to adjudicate levels of accomplishment or status to their fellow Vangra (ie. “The way she charged those Dráugr scum and smacked all three in one kick was so Vangra!”, “Forfeiting a fight is not very Vangra of you, friend.”). Needless to say, personal freedom and choice are very important for Vangra, and do not tolerate those who want to enslave or control other creatures.

Religion
Vangra goblins follow a philosophical doctrine called Vangra’s Excellent Path. This philosophy embraces the idea that all gods exist, but you are not obligated to follow any of them if you can make your own spiritual path. The Vangra believe that deeds worthy of remembrance are the best way to achieve a fulfilling spiritual experience, and maybe to become a god yourself. Such accomplishment would be considered “extremely Vangra”, and it’s not uncommon for individual Vangra goblins to worship and ask favors of their ancestors or peers they believe were truly and absolutely Vangra.

Trade & Relations
Vangra goblins seldom trade with other tribes since they are mostly hunter-gatherers and value experiences more than material possessions. They do, however, joyfully join any cause or fight they believe to be Vangra, usually only taking iron or food as rewards.

War
Vangra goblins charge into battle using large tower shields that they fashion from large chunks of wood reinforced with iron. They favor javelins and spears for long-range combat, and use their Titan’s Body ability to devastating effect when in close range. Their preferred formation is the mobile phalanx.

Racial Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Darkvision. You are used to crawling around in dark tunnels and navigating dark forests in the dim of night, giving you superior vision in the darkness. You can see in dim light within 60 feet of you as if it were in bright light and in darkness as if it were in tim light. You can’t discern colors in darkness, only shades of black and white.
Titan’s Body. On each of your turns, you can use a bonus action to make either one of your fists, one of your feet, your tail or your head as big as a Large creature’s for an instant, giving them powerful momentum and resistance. For the duration of that turn, your unarmed damage becomes 1d4. If you have the Monk’s Unarmed Combatant class feature your damage dice category increases one size. If you have the Tavern Brawler feat your damage dice category increases to 1d6. If you have multiple attacks, this feature only works on the first attack.
Prehensile Tail. You have advantage on Athletics and Acrobatics checks made to climb or keep your balance.
Languages. You can speak, read and write Goblin, Vangra, and Sylvan.

Goblins

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