Goblins
Goblins are often misunderstood by the other People's of the world, and for good reason, as Goblins exist at the center of a perpetual conflict between themselves and the other Peoples. Goblins are the sapient saplings of the various Great Hardwood Trees that comprise much of the largest and oldest forests in the world. Understandably, as so many Peoples and Cultures make use of Wood for various things, Goblins are effectively bound to fight back in defense of their Elders.
The Great Hardwoods are a valuable crafting Material, and for many, the fact that it was once a person is not enough to quench the desire for it. Goblins as a result have developed a reputation for being warlike and cruel to other Peoples, often comprising the bulk of Bandit parties on the Road, and every once in a while a Goblin rises to such prominance that they lead a full on war against what they call the “Gnashers”.
Despite their troubled relations with other Peoples, Goblins are not the mere monsters some would have you believe. Goblins are a proud and hearty People, and to have a Goblin as an Ally is worth twice as many a Dwarf or Pidgin. Goblins typically stand anywhere from 3ft to 5ft Tall, with skin that will close resemble the tones of the bark from their Elder Trees.
When Goblins die, either in battle or by choice, their bodies will act as the seeds for a new Great Hardwood. However, Goblins that stay alive will slowly sprout anyway, beginning around age 30, and will begin to take on further characteristics of their Elder Trees. By age 75, Goblins have been observed to settle down and take root, preferably in their home forests. It is rumored that, even at this age, the now Elder Goblin can still walk about the world, but no one has ever seen this...or at least, lived to tell the tale.
Class Abilities
All Goblins, due to their biology, will suffer a weakness to Fire, be it natural or magical in nature. Any time a Goblin is afflicted with the Burned Wound, it will automatically become a 1d12 Wound.
Their biology also grants them a general incapability to feel fear, including from magical sources. All Fear effects that would affect the Goblin will not work. Note, however, that Goblins are not the types to waste their lives, and especially not those of a potential new Elder, and they will act to defend themselves from having their bodies destroyed.
Martials
Barkskin: Martial Goblins can fight in and with anything, but even a Goblin stripped of everything is still a worthy opponent, and the older they are, the harder they are to break. When wearing no Armor, a Goblin may consider their Age as a fixed Defense value, that they may add whenever they attempt to Guard whilst stripped of all Armor. If the Goblin does not have a weapon, they may do the same when rolling Damage as part of a Strike.
Mages
Rootborn: While Goblins are born and raised like that of the other Peoples, some Goblins are born from an Elder, emerging from their Elder's Roots nearly fully grown, and it is those Goblins that go on to become Mages. All Goblin Mages gain a natural affinity for Earth Magic, and any Fissure Wound they inflict will automatically become a 1d12 Wound. Additionally, any non-combat spell they attempt on a Plant or Tree will never trigger a Corruption, regardless of what they roll.
Summoners
Elderwood: Strangely, Goblin Summoners are rare to see in the world, but the few who have existed were known for the particularly terrifying things they could raise. All Summons that a Goblin summons to themselves will enjoy the same Class Abilities as the Goblin, including any other Class Abilities they have taken.
Mystics
Autumn Shroud: Autumn for Goblins is universally seen as a time of change and renewal, with many Goblins losing their hair, just as their Elders lose their leaves, leaving room for new growth and new looks to emerge. Goblin Mystics, attuned to their bodies and mind, will be able to camouflage themselves at will, their skin and hair changing colors to blend in to any background they can hide amongst. While this camouflage doesn't work with most armor, clothes, or weapons, some crafty Goblin tailors have been known to create durable clothing that can mimic the effect at the Goblin's will.
Nature
Verdant Path: Goblins do not often become great navigators at sea, and will be about as good as anyone else on land, but in the forests of the world, Goblins are supreme. When Traveling, Nature Goblins will automatically grant an additional 1d12 Pacing to their Party when passing through Forests, and additionally will allow their Party to move at full Pacing while under Stealth. If combat should occur in a Forest, Nature Goblins may double their Movement every round, and can automatically convert their Movement to Climbing at no penalty.
Divine
Elder Blessing: Goblins typically lack a religion in the same way that other People's have developed, instead focusing purely on Ancestor and Elder worship, which in of itself isn't entirely accurate; after all, we wouldn't call it religion to take care of our grandmothers. Divine Goblins have the unique capability to draw deep on their ancestral blood, and will gain a small blessing from the veneration, granting them 2d12 Composure, and increasing their Movement by the same amount for all remaining Combat Rounds for the day. This ability may only be used once per day, and it and the Movement Bonus will reset at Dawn the day after it has been used.
Cultures
Cherrywood
Cherrywood Goblins hail from the continent of Aflaskr, and are known the world over as the sole mostly peaceful tribe of Goblins. They occupy the Great Cherry Forest to the north of that Continent, adjacent to the homeland of the Northern Elves, with whom they share a cordial relationship. This is because the Northern Elves, unlike their cousins on other Continents, do not make use of any Wood products at all, even of the lesser trees, instead preferring earthenware and metals in their constructions. Cherrywood Goblins as a result are the most common Goblins to be seen out Adventuring, as young Goblins without a war to fight need an outlet somewhere. Cherrywood Goblins are also noted as the sole Goblins to join in a loose alliance with the late Terran King Ulfire, coming to his aid on the slopes of Aflaskr itself, the great Ash Hearth in the South. The Cherry are well respected in most parts of the world, but will typically be seen with suspicion if not hatred by other Goblins.
Like the wood of their Elder Trees, Cherrywood Goblins typically begin life a pale beige color, but overtime will develop a rich, burnt-orange Tan, typically as they reach full maturity at age 30 and begin to Sprout.
Cherrywood Longevity: Like their neighbors, Cherrywood Goblins carry a distinct knack for crafting, and Cherry-made Weapons and Arms are prized throughout the north for their longevity in combat. When ever you craft a Weapon or a piece of Armor, you may roll 1d8, and add the value to its Durability Bonus. This Durability bonus is permanent, and will stay with the item even if it is transferred to another character to repair. With 25 Smithing, this bonus grows to 1d12.
Ebonwood
Ebonwood Goblins hail from the many islands of Afurui in the east, and are seldom seen outside of the islands. While their people are scattered and divided across the islands, often times with splinter tribes warring against each other over disputes, when provoked the Ebonwood almost always present a united front against their aggressors. As island folk, the Ebonwood have become a common sight on pirate ships coming and going among the islands, and on land, they are particularly famous for their night raids, making use of their natural stealth to prey on those threatening their Elders, who unlike other Goblin Peoples, are particularly vulnerable to the Terrans and Elves that also live on the islands.
Ebonwood Goblins sport a uniform base skin color of a deep and dark brown, almost entirely black, particularly as they age. The Ebonwood, however, also sport brilliant spots, stripes, and other shapes of a deep rosy red, that stands out up close, but blends into their skin at a distance. The Ebonwood, curiously, are also known as some of the best smelling Goblins in the world, with their natural odors being so intoxicating, that some shameless Ebonwoods have even begun selling their own sweat as a perfume...and you can't really blame them, it does smell amazing.
Tree Predators: Ebonwood Goblins still on land spend much of their days hunting from the tree tops, and it is the pride of many a young Ebonwood to score a clean kill from above, and the skills honed in the treetops become invaluable at sea, attacking from the sails to the deck. When utilizing Velocity attacks, Ebonwood Goblins will have their Critical Hit range reduced to 19 or 20. With 25 Striking, this range drops to 17-20.
Oakwood
The Oakwood are a tragic tale indeed. Oakwood Goblins hail from the continent of Brandr in the south, and in ancient times, there existed a Great Oakwood Forest that stretched from the mountains in the West all the way to the sea in the East, and the Oakwood for a time even managed to coexist peacefully with the Dwarves, who upon arriving in Brandr preferred the Jagged Mountains to the Forest. But it would not be long before Brandr became the favorite breeding ground of Dragons, leading to the Oakwood being nearly destroyed in their entirety well before the Dwarves managed to kill a dragon for the first time, at the loss of many of their own.
This lead to the Oakwood being scattered across the world. While some small enclaves still exist on Brandr itself, still in deep danger of being beset by Dragons, most ended up fleeing to the southern coast of Aflaskr, and a small forest has managed to stay put there for centuries, despite the inevitable wars that erupted between Aflaskr Oakwood and the Ash Terrans in the region. Others still fled to other continents, and some even managed to take refuge on Sequoya at the benevolence of the Orcs. Despite their tragedy, the Oakwood are as proud as any other, and their struggles have only strengthened their natural Endurance and fortitude.
The Oakwood are a bit taller than the average Goblin, with some approaching 6ft at times, and like their Elder Trees, they sport a skin color that typically stays a consistent whitish pale brown through their entire lives.
Oaken Fortitude: It is said that if one were to knock down an Oakwood Goblin, they had best have had witnesses, for it is a rare sight; rarer still, is to find an Oakwood Goblin who can't survive even the harshest environments imaginable. In Combat, Oakwood Goblins have a great resistance to being moved against their will, and will quarter any attempt to do so by physical means, and halve any by magic. They will additionally be immune to being knocked Prone and unless by Magic. Out of Combat, Oakwood Goblins enjoy an incredible boon to their Endurance ability Stone Skin, and may double their Endurance score when utilizing that ability.