Goblin

Goblin

Goblins are small, green-skinned creatures known for their craftiness, resourcefulness, and a penchant for mischief and survival. Despite their reputation for being troublemakers and scavengers, Goblins possess a complex society and culture that is often misunderstood by the larger races. Living in tight-knit clans within caves, dense forests, or the outskirts of civilization, Goblins are adept at making the most of their surroundings, thriving in environments others might deem inhospitable.

Society and Culture

Goblin society is clan-based, with each clan ruled by the strongest or most cunning leader. These leaders maintain their position through a combination of strength, guile, and the loyalty of their followers. Goblins value cleverness and the ability to acquire resources, whether through scavenging, theft, or trade with other races.

Despite their reputation, Goblins have a rich cultural tradition that includes storytelling, song, and the creation of intricate trinkets and gadgets. Goblin engineers and tinkers are capable of crafting surprisingly sophisticated devices from seemingly worthless materials.

Relations with Other Races

Goblins are often viewed with suspicion and hostility by other races due to their reputation for theft and mischief. However, Goblins are highly adaptable and can be found living on the fringes of many societies, where they often take on roles as merchants, mercenaries, or even adventurers. Goblins have a particular affinity for other marginalized races and can form strong bonds with individuals who treat them with respect and dignity.

Goblin Adventurers

Goblin adventurers are driven by a variety of motives, from simple survival to a desire for riches, power, or even just curiosity about the world. Their small size, agility, and cunning make them excellent rogues and scouts, but Goblins can succeed in a variety of roles depending on their skills and interests. A Goblin adventurer might seek to prove their worth, escape the confines of their rigid clan structure, or simply find a place where they can belong. Regardless of their goals, Goblins bring a unique perspective and set of skills to any adventuring party, proving that even the smallest creatures can have the biggest impact.

Age

Goblins reach adulthood around the age of 8 and have a lifespan of up to 60 years. They mature quickly, and their coming-of-age ceremonies often involve daring feats of skill and cunning to prove themselves to their clan.

Alignment

Goblins lean towards chaos, valuing freedom and the pursuit of personal gain over the constraints of laws and order. They tend towards neutrality or evil, but goblin adventurers can be of any alignment, reflecting their individual personalities rather than societal norms.

Size

Goblins are small and nimble creatures, standing around 3 feet tall on average.

Your size is small.

Speed

Your base walking speed is 30 feet.

Your base swimming speed is 15 feet*.

Your base climbing speed is 15 feet*.

* calculated speed.

Languages

You can speak, read, and write: Common, Goblin.

Ability Score Increase

  • Dexterity: +2
  • Intelligence: +1

Skill Proficiency

You have the following skills: Sleight of Hand, Stealth.

Race Features

Darkvision

Accustomed to life in dim environments, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns, reflecting your ability to slip away and hide quickly.

Lore

The Stream

Credits: Game Squires

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Add/Edit Races

Game Masters have the ability to create and manage character races within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each race.

Identity

Name

Enter the name of the character race.

Subrace of

If this is a subrace (such as Drow Elf), select the parent race (i.e. Elf).

Subtypes

Allows for the addition of various subtypes associated with the race. Include the subtype name and its corresponding type, such as elemental affinity or cultural background. For example, Dragonborn have subtypes such as Bronze, Copper, and Gold with types Lightning, Acid, and Fire.

Alignment

Describe the general alignment tendencies of the race.

Description

The Description section provides a rich text editor for crafting a detailed narrative about the race. This narrative can include cultural background, physiological traits, common behaviors, and any other lore-related information.

Prompt Description

A text input for a brief description used for generating images or other quick references. An example for a Dragonborn would be "a humanoid figure with dragon-like features including scaled skin, a snout, sharp teeth, horns, and a muscular build"

Physical

Typical Eye, Hair, and Skin Colors

Multi-select dropdowns to specify the typical types of features (used for prompts when creating characters).

Size

Select the size category for the race. See Size in the Monsters rule entry for details.

Average Height

Specify the average height in decimal feet.

Average Weight

Specify the average weight in pounds.

Size Description

Use this to describe the creature's size. This will show on the race profile page. For example:

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds.

Speed

Enter movement speeds in feet per turn, such as walking, swimming, flying, and climbing. A human has a walking speed of 30 feet per turn, a halfling has a walking speed of 25 feet per turn.

Age

Adulthood

The age at which the race is considered to have reached adulthood.

Average Mortality

The average age the race typically lives to.

Age Description

A narrative description of the race's maturation process. For example:

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Abilities

Ability Description

A text area for a narrative description of the race's inherent abilities. An example for Dragonborn would be

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Hit Points Bonus

For specifying any racial bonus to hit points.

Ability Modifiers

A dynamic list where specific ability score modifiers are entered. Detail the specific ability score bonuses or penalties that the race confers on its members, such as increased strength or charisma.

  • Input the ability name (e.g., Strength, Dexterity, Charisma) in the first column.
  • Add the numerical modifier (positive or negative) in the second column.
  • Remove or add rows as needed by using the corresponding buttons.

Capabilities

Starting Skills

Select the skills that the race starts with by default.

Number of Starting Skills

Input the number of skills a character of this race begins with.

Starting Languages

Select the languages inherently known to the race.

Number of Additional Languages

Indicate how many extra languages, beyond the Starting Languages, a character knows at level 1.

Languages Description

Detail the languages' characteristics and background (if unique). For example:

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Race Features

Feature Name

The name of the racial feature.

Feature Description

Provide a detailed description of the feature. For example, the dragonborn feature, Damage Resistance, would have the description:

You have resistance to the damage type associated with your draconic ancestry.

Add Feature Row

Click to add new racial feature.

Delete Feature

Click to delete the feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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