Goblin
Greedy, sneaky, nasty, stabby, deceptive, and outright evil; these are the words the races of Eth-ur ascribe to goblins. They are only tolerated because of their unique intuition for sensing secrets and maybe their sick sense of humor. Goblins have an aptitude for identifying hidden entrances and being able to tell when another is not being truthful. They find great utility in leveraging their race’s renown for secret finding, espousing themselves as invaluable guides to reluctant adventurers. For a non-goblin, it would be nigh impossible to navigate the labyrinthine forest that shrouds “The Heap” that goblins call home; the ever-growing pile of riches and plunder the goblins have managed to attain from their nefarious activities. What goblins lack in brute strength and size, they compensate for with an uncanny perceptiveness, chaotic presence, and mental alacrity. Goblins are supremely adept at seeing opportunities where others would not, connecting the dots that others miss and capitalizing on them. It is not simply how hard you thrust the knife, it is where the knife ends up.
Official description of Goblins.
Classes
Goblins can be [Archers], [Beastmasters], [Druids], [Enchanters], [Fighters], [Necromancers], [Rangers], [Rogues], [Shadow Knights] and [Shamans].
