Goblin
DnD Goblins Race

Goblins may be small in stature, but do not underestimate them: they are among the cleverest and most dangerous races within the occupied lands of Red Iron. Their strength does not lie in brute force like that of Orcs or Cyclopes, but in their cunning minds, sharp schemes, and ruthless instinct for trade.
Mafia Families & Territory
Most Goblins live in the region of Sturmwort a dark, densely populated land infamous for its many mafia families, smuggling routes, and black markets. Sturmwort technically falls under the control of the Evil Cat, but his grip is maintained largely through the influence of the Goblins themselves.
In this region, Goblin leaders are known as mob bosses, dons, or even godfathers, and they each rule their families as though they were small kingdoms. Power and family go hand in hand among the Goblins. Many families have existed for generations, passing down leadership from parent to child. Their criminal networks also span generations, involving smuggling, extortion, trade in stolen Red Iron, and dark pacts with other races.
Gold, Shine & Deals
Goblins harbor a deep obsession with gold, glittering trinkets, and other valuable objects even if those objects are, in truth, nearly worthless. What matters to them is the shine, not the price. They are constantly collecting, trading, stealing, and negotiating to expand their hoards.
Trade is second nature to them: Goblins love making deals with other races, especially when it makes them richer or more powerful. But they are equally infamous for holding grudges. Betrayal is never tolerated so-called “rats” (traitors) are dealt with swiftly and mercilessly, often through public humiliation or outright execution. In many cases, Goblins rely on their personal Orc bodyguards: massive, loyal brutes who protect them and handle their dirty work.
Ally of the Cat
Most Goblins fully support the Evil Cat. He understands their hunger for profit and control, and in exchange for their loyalty, he grants them near-total freedom to govern their own region so long as they aid him in his war. Many Goblins pour their resources, men, and mercenaries into the fight against the free regions of Red Iron. In this way, they form a crucial link in the sinister network seeking to tighten its grip on the world.
Stats
- Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
- Age. Dankwood goblins reach adulthood at age 8 and live up to 60 years.
- Alignment. Dankwood goblins are typically neutral, though some mischievous dankwood goblins are chaotic neutral.
- Size. Dankwood goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
- Speed. Your base walking speed is 30 feet
- Darkvision. 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. You can’t discern color in darkness, only shades of gray.
- Speak with Small Beasts. Through sounds nad gestures you can communicate simple ideas with Small of smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
- Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
- Languages: Your character can speak, read, and write. Common, Gram and one other language that you want.