Goblin

Overview
Goblins. Everyone loves goblins, including you. Goblins are a race of small, green-skinned creatures among the weakest of their family, though their hearts (and heads, and mouths, and ears) are the largest of all. Nothing amuses a goblin more than a hastily-composed, near-meaningless song, except for uncontrolled fire, or a meal that should not be able to be consumed by something so tiny, or a nonsensical situation to react to with uproarious laughter. Perhaps it is more appropriate to say that almost everything either amuses a goblin or terrifies it - with the most terrifying things of all including written language, dogs, horses, and hygiene. As a race, they are questionably civilized, rarely competent, and never educated, but their love of song and childlike innocence manifests in a shining inner joy that can be seen by any who witness them. Some claim that the world itself has blessed goblinkind, and honestly? They deserve it.

Mechanics

 * Ability Score Modifiers: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
 * Type: Goblins are humanoids with the goblinoid subtype.
 * Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.
 * Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
 * Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following:Any regional language, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. Goblins do not automatically learn the written form of a language when they gain a new language known.

Feat and Skill Racial Traits

 * Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Movement Racial Traits

 * Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Senses Racial Traits

 * Darkvision: Goblins see perfectly in the dark up to 60 feet.

Society
Goblins have great difficulty paying attention to skills like crafting, blacksmithing, carpentry, and other necessary endeavors, and so they get around this issue by ignoring it completely. Almost everything in a goblin settlement was bought with wages from service, obtained as a gift, taken from the garbage, or removed from a body (in fact, the word 'loot' originally came from the goblin tongue). This gives goblin settlements a ramshackle, haphazard appearance that makes it seem as if castoffs from every corner of the world and every walk of life collapsed into the same location, which is only made worse by their lack of care as to which property or children belong to any one goblin or another. In fact, much of goblin life can be summed up as haphazard, as the small creatures rarely plan anything further out than their next meal, destination, or nap, and even these goals tend to be as childlike and simplistic as the race itself.

Religion
Goblins eagerly worship a variety of gods: Basang Ba, who shares their innocence; Alessandra Juntoso, who creates the mushrooms that they often hunt; Pahala Kadam, who oversees their brawls; Masik, who turns their accidents into good tidings; Agathon, who heals their wounds; Vicenta Salcedo, who blesses their songs; Petya Naumov, who calls them to wander and seek new things; Dowager Empress Kyouko, who actually managed to achieve godhood; and Zhihao Jin, for some reason. They also pay homage to a number of non-divine heroes and legends of goblinkind, to the dismay of the Inquisition. Most goblins loathe Ketar Mozog, who they believe created written language and uses it to trap their words and thoughts outside of their mind, helplessly containing them inside the parchment cages of books. Nothing Left of Quibatus outright refuses prayers from goblins due to their incompetence which marks him as a clear villain in the minds of many. Both Fa'qamuu Twice-Heavenbound and Jolein Composed of Desire have attempted for centuries to get goblins to understand meditation or education, and neither have had any success.

Relations
Everyone loves goblins, including you. Goblins sing legends of the larger-than-life aasimar and tieflings, inspire aphorite scholarship, seek perspective from changelings, aim to cheer up dhampir, offer succor to drelmans, marvel at emotional drow audiences, compare traditions with duergar, join dwarven festivals, obtain guidance from elves, swap tales with fetchlings, are role models for ganzi, bear their hearts to ghorans, offer hints to gnomes, deliver news to grippli, party alongside halflings, bestow bombs to hobgoblins, glorify fire with ifrits, fall for kitsune pranks, give fealty to kobolds, show innocence to lizardfolk, react with awe to nagaji achievements, charge into battle alongside orcs, expect nothing of oreads, entertain parmans with their antics, mingle easily with ratfolk, accept skinwalkers without reservation, follow overexaggerated suli etiquette, exposit their secrets to sylphs, become absorbed in tengu performances, romanticize undine life, scramble as quick as vanara can, and bumble blindly into vishkanya machinations.

Though goblins make mistakes and cause offense as often as other races and are no stranger to violence as both victims and perpetrators, there is something clear and beautiful about them in their unbreakable acceptance of the present. As long as a goblin is alive, they have something to enjoy or pursue, and they need not display talent or fame in order to show that a life well-lived is easily achieved by living it.