Goblins
It is a mystery which of the Kembar created the Goblins. What is known is that, after the birth of the Dragons, who are the eldest of the Younger Children, Goblins followed. They multiplied quickly, soon fighting in the armies on both sides of the War, and they played a part in many of the woes of Nīmlad. After the War ended, they fled into the bowels of the earth, whither none followed, for all Goblins are small and light on their feet, and therefore difficult to track.
Through long ages, they grew stronger and bolder until, one day, they emerged out into the north in force. Much happened during that time, but its conclusion was a glad one. Making peace with their enemies, the Goblins raised for themselves a new realm, and Dwarves lived there, and Elves and some Men, so that now in the north they are accepted as friends of the Elder Children. Even so, southerners curse them as evil and savage beings, remembering them only as they were in the Days of Wrath.
Character Creation
Starting Characteristics
Brawn: 2 Agility: 3 Intellect: 1
Cunning: 2 Willpower: 2 Presence: 2
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Wound Threshold: 10 + Br
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Strain Threshold: 10 + Will
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Starting Experience: 100 XP
Special Abilities
Starting Skills: Goblins begin the game with one rank in either Coordination or Stealth.
Small: Goblins are smaller than average and count as silhouette 0.
Dark Vision: When making skill checks, Goblins may remove up to 2 Setback Dice imposed due to darkness.
Fleet of Foot: Goblins can perform a second maneuver to move without suffering strain. They still may not exceed two maneuvers per turn.
