Goblins
Goblins draw strength from the unseen business of cities rather than a great empire: night markets, fungicides, waste sorting, canal maintenance, and funeral services are united in their guild culture.
A disputed Fey heritage
Some Goblin guilds tell stories reaching back to the First Fey; others dismiss them as an old label invented by patrons. Fey connection is therefore not a compulsory key to Goblin origin. One guild may bargain with a court or work around a gate, without that relationship extending to all Goblins.
Canonical record
Goblin power comes not from a great nation, but from the unseen workings of cities. They establish intercontinental guilds in the field of night markets, fungicides, scrap sorting, canal maintenance and funeral services.
Goblin workers in the Salt Mines request citizenship. City Goblins have a low status in law, despite being essential to the survival of most states. Some traditions associate them with the First Fey peoples.
Goblin Night Guild Master
Small humanoid (Goblin), any disposition
Defense 15 (split armor)
Hit Points 36 (8d6 + 8)
Speed 9 m.
Skills Stealth +7, Sleight of Hand +5, Medicine +4, Research +4
Senses darkvision 18 m., passive Perception 12
Languages Goblin, Common Tongue
Threat 2 · Experience Award 450 • Proficiency Bonus +2
Features
Agile Escape. Can take a Leave or Hide action as a bonus action.
Scrap Information. The Master can re-roll one of his damage dice whenever he deals damage against a mechanical object.
Actions
Multi Attack. The Master makes two attacks with his scrap blade.
Scrap Knife. Melee Weapon Attack: +5 to hit, range 1.5 m., one target. Hit: 6 (1d6 + 3) slashing damage.
Green Bottle (Recharge 5–6). Throws a bottle at a point within 12 meters. Creatures within 10 feet make a GM 13 Fortitude save; On a failure it takes 10 (3d6) poison damage and is poisoned, on a success it takes half damage. Poisoning ends at the end of the next round.