Go-blin illustration

Overview

Editor's note: Pronounced with a long "o" as in the word "go."

Ugly, green-skinned chaos gremlins who skulk in caves and torment anything weaker, these cowardly nocturnal pests flee the moment true danger appears.

Go-blins are servants to Chaos and are thought by scholars to have been created from the warped experiments of the Chaos Lords. They are the cave-dwelling cousins of the even more vicious Go-blin-al swamp dwellers.

Background

Go-blins dwell in dark caves and tight-knit clans, thriving in darkness and disorder. They delight in tormenting weaker creatures, but their bravado vanishes the instant they face a real threat. Their small size and cowardly nature keep them from being effective in extended fights unless they outnumber their foes significantly.

They are pack rats and save everything they can find, much of which is repugnant to the general population. Their caves are filled with the detritus of countless raids and scavenging expeditions.

Appearance

Height

About 3'0" to 4'0"

Build

Ugly, bipedal, mottled green skin, usually filthy with warty hide

Eye Colors

Black

Distinctive Features

Warty green hide covered in pulsating yellow warts, broken tusks, and filthy skin

Temperament

Nasty, violent, and full of mischief. They are punks and bullies by nature, sadistic when the balance is in their favor, and utterly cowardly when it turns against them. The moment a real threat appears, they scatter like leaves in the wind.

Tendencies

Go-blins avoid sunlight, live in cave-dwelling clans, and love to harass weaker creatures. Their bravado evaporates instantly against real threats. A single warrior can scatter a dozen Go-blins, but beware—in truly massive numbers they can overwhelm through sheer quantity.

Spitting at each other is a common form of greeting. They value cowardice as a survival trait and mock those foolish enough to stand and fight when they could run away.

Traits

Advantages: Night vision, quickness, agility, and dexterity. Natural sneaks and excellent at fleeing.

Hindrances: Known troublemakers, extremely weak, and cowardly. Speech and societal barriers with other races. Universally despised.

Abilities: A propensity for getting into mischief and trouble, then running away from the consequences.

Alignment: Chaotic (exclusively)

Professions: Thief. Rare: Fighter, Barbarian, Rune Mage.

Speech

Go-blins tend to speak with something between a lisp and poorly developed Common. Some may speak clearly, but most follow patterns like these:

Skreek exclaims, "zkrew dat! Me runz away!"

Gribbit exclaims, "wut yoo wuntz!"

Snaggletooth asks, "gotz sum shinyz?"

Ratfink says, "juz yoo weit till me bringz da oders.."

Skreek exclaims, "me no fite dat! Too skary!"

Gribbit says, "dat ting almoz kil uz, we run now!"

Appearance Variations

Go-blins display a variety of warty, disgusting appearances:

  • Warty green hide covered in pulsating yellow warts that ooze when squeezed
  • Knobby black skin with one broken yellow tusk longer than the other, dripping with rot
  • Pus-yellow hide with warts clustered around the mouth like a permanent grin
  • Scab-green skin with both tusks snapped off, replaced with jagged bone shards
  • Boil-covered brown hide with massive infected wart on the nose that never pops
  • Mottled grey-green with single ivory tusk polished with enemy blood
  • Wart-ridge spine with crooked black tusks filed to razor points
  • Fungus-green hide with tiny white warts that glow faintly in the dark

Role-Play Considerations

  • Lean into cowardice—fleeing is not shameful, it's smart!
  • Bully the weak, flee from the strong
  • Treasure your collection of disgusting "treasures"
  • Use speech patterns to reinforce race flavor
  • Play up the mischief-making and scheming
  • Cave life and clan dynamics shape your worldview
  • Sunlight aversion keeps you nocturnal
  • Remember: you're not brave, you're practical