Goblin (Almish)

Pint-sized scroungers, full of community spirit

Almish Goblin Heritage Traits

Game rules for the Almish goblin are identical to the goblin race detailed in the D&D 4e official rulebooks, except as noted below.

Ability Scores: +2 Constitution, +2 Dexterity or +2 Wisdom
Languages: Common, plus any one.
Trash eater: Your remarkable digestion means no food is off limits. You are immune to disease and to consumable poisons.
Goblin Scramble: You may choose the Goblin Scramble heritage power instead of the Goblin Tactics heritage power.

Goblin ScrambleGoblin Heritage Power
You scuttle beneath your opponent’s attack, leaving them stumbling wildly into under their own momentum.
Opportunity Action • Personal
Trigger: An enemy makes a melee attack that includes you as a target.
Effect: You shift into any other square adjacent to the triggering enemy. Then, you slide the triggering enemy into the square you vacated.

Goblins have dwelt in Alm since antiquity, but have spent most of their history being regarded as a sub-sentient race by the likes of Calanshae and Brandeis. Even today, many folk regard them as unintelligent monsters, taking their lowly lifestyles as a sign that they simply don’t know any better.

Looking closer reveals the folly of this thinking. Almish goblins have a unique culture that values community and safety, and thrives on the excess of more wasteful civilisations. With no tradition of land ownership, goblins don’t build nations or even cities, but simply settle wherever there is a safe place. Instead of growing crops or raising livestock, they sustain themselves almost entirely by recovering and re-using items discarded by their neighbours.

Thus, goblins are everywhere in Alm where nearby settlements don’t deliberately drive them out. If they are not met with hostility, they rarely seek out conflict; however, their values are often misunderstood, leading them to mostly stay hidden in their underground warrens. To those who respect them, however, they can be the most stalwart of allies.

Play a goblin if you want…

  • to make use of other peoples’ garbage.
  • to surprise those who look down on you.
  • to make your party into your family.

Physical Qualities

Almish goblins are small, round creatures with solid bodies, short arms and legs, and comically stubby fingers. They stand less than half the height of a human, even including their ears, though they weigh far more than one might expect. Their skin might be any shade of grey or brown, from an inky black to a warm white, and is usually scattered randomly with darker or lighter patches.

An Almish goblin has an oval-shaped head, rather like an overfilled dumpling, topped by rabbit-like ears anchored at the very top of the skull. The ears pivot to a wide variety of angles, making them a key component of goblin body language. Goblin mouths usually feature a pronounced underbite, which reveals short, thick fangs. Their noses are small and snubbed, barely noticeable from a distance. With large, wide eyes and small pupils, they can seem permanently on high alert.

An Almish goblin actually has a longer lifespan than a human, though frequently cut tragically short. Their biology seems strongly tied to periods of wax and wane, so many goblings are often born at once during times of plenty.

Playing an Almish Goblin

Almish goblins have a reputation for boundless frenetic energy, but the truth is that most need to be quick to survive. Existing in the spaces left by bigger and meaner creatures, they have learned to be alert, observant, and quick to flee. Even as adventurers, they are rarely at rest outside of their secure spaces, and in response they tend to busy themselves with whatever work they can find.

In goblin communities, family is more important than anything—and everybody is family. In times of hardship, goblins think nothing of taking essential supplies from those who have an excess, and in times of plenty they are eager to share. This carries over into the adventuring life, where a goblin typically views everything as community property, and makes it their business to see nothing is wasted.

An adventurer goblin is new idea to most creatures, so those who choose this life have a difficult road ahead. “Bigguns” often need time to adjust to goblin values—but once they learn how to share, even humans can make excellent allies.

Almish goblins are perceived as… Humble, uneducated, energetic, thrifty, hardy, sticky-fingered, shy, secretive, opportunistic, creative, frantic, wary, gluttonous, cowardly.

Names: Agg, Bant, Bekk, Dronk, Flea, Gibb, Grokk, Hunkamunka, Izzit, Krang, Krebb, Nakk, Nil, Noganogg, Shub, Tiff, Yagrab.

Almish goblin names are rarely more than one syllable, and tend to end in abrupt sounds. Longer names tend to feature repeating sounds.

Significant Revisions

1.0—Current 4e version
  • 2 years ago Update Initial publication
Last updated: March 17, 2021
First added: September 18, 2019