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Reformed Goblin.jpg

General Information:

Being a highly mutable species, Goblins, eventually, evolve to fit their environments.  Whether the legendary Goblin Snake, Monkey Goblin, or the ones that change skin color to for blending into wherever they may be found.  The big-headed, red-eyed, and scraggle-toothed creatures may be called anything, but static.

Reformed Goblins are rare, but they are about.  Exiles from their tribes who were forced to live on the edges of cities, the very few that exist form small communities that, over time, come to understand the nature of civized races.  It begins when they start to observe other humanoids reading signs, then start understanding the meanings behind what is on the signs.  After that, they begin to listen and understand basic Common.  Over time, they start learning to read basic words, speak basic common, and start attempting to interact with the tall folks.  Starving, desperate survivors who aren't hostile end up finding not all the tall folk will attack them immediately.

It is those survivors who do not turn to violence that survive to prosper and become Reformed Goblins.  Just like how Monkey Goblins evolved for their environment by growing new limbs, hair, and so on, the Reformed Goblins began evolving over-time until they took on non-threatening and even cute appearances to become more visually appealing to humanoids in a cute fashion to present less of a threat.  The more like small humanoids they looked, the more welcome they became in the cities.

Eventually, trade began between them and the humans - Reformed Goblins began utilizing their knowledge of alchemy to get a foundation and welcome in most cities, whether through selling alchemical tools or whatever knick knacks they could ferret out.  Needless to say, they learned what happened when fire obsessions went wrong or when ripping others off.  Though deception and deceit still exist in their own society, when trading, the Reformed Goblins are often up-front, pleasant, and never rip someone off.  Goblin behavior for the Goblins, not their lifelines.  This grants them uncanny self-control and they tend to not be pyromaniacs, at least, publicly.

Reformed Goblins often lean to classes that are more modern and tend to get attention from the tall folks.  They often are Gunslingers with Archetypes, Bards, or something that may combine the two - anything that gets the attention of a crowd and earns them acceptance or awe is what one will find the Reformed Goblins taking up the mantle of.  Though, there is a small group of them that lean toward classes that people find socially acceptable to sling fire responsibly, like Sorcerers and Wizards.


Reformed Goblins, truly, appear to be a different species from regular Goblins.  While some would liken their appearances to halflings, those people would be foolish.  Unlike halflings who are disproportionate, often enough, with large feet, Reformed Goblins actually do look more human.

Green skin and, often, long, pointed ears betray their previous nature, but those ears are off a regular-sized human head (preventing them from taking the Balloon Headed trait).  Sometimes their ears may be comically large, but it only serves to make them appear cuter in some fashion.

As for their height, they are around the same height as regular goblins, but much more proportional, with five fingers, five toes, thicker legs, and thicker arms, looking almost like tiny, green humans from a distance.

These Goblins often have hair on their head, growing as well as a human's, but coarse and structurally sound enough that they can style it freely with a comb, regardless of how well it is washed - in which case it retains these properties, but is just smooth enough to run fingers through.  After their hair dries in a style they desire, when messed up, it reverts to the styled appearance they had when they last bathed.  Their hair colors are black, auburn, and white.  Unlike humans with a larger variety of hair colors, Reformed Goblins are more easily identified by eye color.

Eye color for Reformed Goblins is a major way to tell them apart.  Their eyes can be any known color - and any hue or shade, except solid black or white.  They have irises, whites, and pupils like humans.  While most humans wouldn't be able to tell them apart, they would easily be able to recognize a familiar pair of bright, orange eyes.

When it comes to clothing or such, they usually prefer a mixture of two complimentary colors, whether it be black and gold, white and gold, and so on.  There will almost never be a Reformed Goblin wearing a single colored anything.

Alignment and Religion:

Reformed Goblins are, surprisingly, almost always chaotic, lawful, or neutral evil despite their cute and, often, innocent appearances. Though, they do not, in any way, follow the usual Goblin deities. In fact, they hate barghests and normal Goblins, since their roots, historically, are being outcasts. They follow deities such as Calistria, Belial, Nocticula (pre ascension), and even some daemons. However, this, typically, does not mean they are bad allies to have. To neighboring cities, they are often staunch defenders, true allies, and so on. In fact, their evil nature seems to be quite contained within their own societies and they show no inherent malice toward other humanoids, other than themselves - keeping their traditions Goblin-only.

Race Relations:

Reformed Goblins do not have any issues with any humanoid races. While many, like Gnomes, Elves, and Halflings are suspicious about them, they often find Reformed Goblins to be the best friends they will ever have. Reformed Goblins genuinely do feel bad for the atrocities their ancestors have committed against those who have allowed them a second chance at life and to flourish. They attempt to dissuade any fears or distrust extremely early and highly value the trust of their (non-goblin) friends.

A few races are considered kill on sight for Reformed Goblins, however, and they see the full ferocity of Goblin society brought to bear against them with none of the cowardice. If an Orc, Hobgoblin, Bugbear, or normal Goblin attempts to invade or intimidate a Reformed Goblin, they often find themselves sacrifices to the patron deity or deities of their shanty towns. Sometimes, their remains are even served as high-priced delicacies in inns and taverns to particularly distinguished (rich, political, traders) Reformed Goblins.


Society for Reformed Goblins is often confusing to outsiders looking in. They do have a form of society similar to the cities they often live near. They have a mayor (chieftain), councilors (elders / advisors), and many things that standard cities do. They have city planners, buildings for entertainment, and so on. In fact, most people assume them to be a functioning society based off what they see from the outside, but the truth is much more sinister.

Goblins for Goblins is the motto in these, often, little shanty towns surrounded by tall fences or walls. What a non-Reformed Goblin experiences and what a Reformed Goblin experience are as different as black and white. When a welcome humanoid comes into the settlement, the word is often spread quickly - and most blood, unholy symbols, and other unsightly, revolting sights are quickly covered up or hidden in specially designed alcoves.

Non-Reformed Goblins experience warm welcomes, meats made from animals such as boars, aurochs, deer, and so on. They are treated as highly honored and respected guests - and, to be fair, they are considered such for being benefactors and not exterminating the ancestors of those living there. However, how much honor and respect a guest gets depends on a large number of factors. These factors include - social standing, profession, and so on. Political leaders are considered the highest among highest of royalty to Reformed Goblins, while Traders (sources of gold or supplies) are treated as nobility. No Reformed Goblin is permitted, in any fashion to harm, hurt, or commit even a minor offense to their benefactors.

If a humanoid race attempted to commit crimes in a Reformed Goblin shanty town, they'd find themselves in the same position and consideration of Orcs, Goblins, and Bugbears without a moment's hesitation. Such behavior proves they are not considered to be related to the benefactors who helped this society flourish.

For a Reformed Goblin, the society is wild, but with some rules. The only rules are - no murdering other Reformed Goblins, performing unwanted acts of perverse natures against other Reformed Goblins, and no stealing from or damaging another Reformed Goblin's dwelling (specifically their dwelling). Reformed Goblins often swindle, bribe, blackmail, assault, and fight one another for positions in society with the hopes of becoming a council leader - where most forms of behavior are outlawed against them (as leaders need to be consistent) - being treated as well as the benefactors is the goal.

Reformed Goblin societies make their economies from the following professions in order of importance - Alchemy, Hunting, Butchery, Taxidermy, and Physical Laborers (they can be hired to do things like dig ditches, build buildings, etc.). For those who do not enjoy this idea of society, they often leave to become adventurers with the goal of one day owning a home in a big city and elevating their status in the eyes of all Reformed Goblins they meet. Some of their highest aspirations are to be accepted and welcomed into the cities as permanent residents - fully trusted.

Though they're not numerous in numbers of societies, these little beings, once they lay their roots are almost impossible to remove. They have numerous plans and traps awaiting those who would seek to do them harm or remove them.

Age, Height, and Weight:

As per goblins.


Reformed Goblin adventurers are odd ducklings to be sure. They typically prefer becoming mercenaries, soldiers, and so on - desiring to earn titles, accolades, and land in humanoid societies. They seek recognition, power, and a place to call home. Sometimes the most successful end up starting tribes of their own.

Standard Racial Traits (17 RP)

Ability Score Modifiers: Reformed Goblins are as weak and quick as their distant relatives, but much more agreeable and diplomatic. They gain a -2 Strength, +4 Dexterity, and +2 Charisma.

Type: Reformed Goblins are Humanoid creatures with the goblinoid subtype.

Size: Reformed Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: Reformed Goblins have a base speed of 30 feet.  They are fast, just like Goblins.

Languages: Reformed Goblins begin play speaking Common and Goblin. Reformed Goblins with high Intelligence scores can choose from the following: Draconic, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Sneaky: Reformed Goblins have a +4 Racial Bonus on Stealth Checks.

Skill Bonus: Reformed Goblins have a +2 Racial bonus on Craft (Alchemy) and Diplomacy.

Darkvision: Reformed Goblins can see in the dark up to 60 feet.

Goblin Heritage: Reformed Goblins count as Goblins for the purposes of feats and traits (but not classes - as they refuse to be associated with normal Goblins in this regard) with the exception of those that would make them look too inhuman.  Abilities such as Balloon Headed or ones that would grant bite or natural attacks cannot be taken by Reformed Goblins. (+2 RP)