The Dawning Dream Setting
Kobastros, known today most commonly by Humans as Goblins, are an alien race from a far off world.
Long ago, during the time of the Undivided Sangletian Empire, powerful arcanists scryed upon worlds outside their own. Originally these mages sought new sources of magic that would grant them advantages over their adversaries. When the original homeworld of the Kobastros was located however, a new goal was developed. After years of preparation the arcanists tore open a rift in space that allowed travel to the foreign world.
So little is known about the native Kobastros before they were enslaved by the Sangletians. They were said to have been a bloodthirsty and primitive people, living in tribal societies far below the technological advancement of humanity on Dreatas. Their world was also said to have been dying of some sort of virulent plague.
The Kobastros people were ripped from their world and chained into a centuries-long period of slavery. During which, they lost all that remained of their culture or any sort of religion they might have had. Their greatest feature is often that of their dedication to betterment of their people. The Kobastros learned to adapt to their new environment, accepting the world's Gods and culture of the Sangletians.
By the time of their downfall, the Kobastros were nearly indistinguishable from their imperial captors. To this day, they remain a mirror of the fallen Empire. Slavery is very real in their lands, but one can raise from any rank in their cast system all the way even to the head of their society. Kobastros value dedication and expertise in a given skill over anything. If a low ranking thrall shows mastery over an anvil, it would not be long before the thrall heads a larger forge and raised to a higher prestige.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Greater Goblins mature at the same rate as humans and have life spans similar in length to theirs.
Alignment. Greater Goblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward Lawful Evil.
Size. Greater Goblins are between 5 feet and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Saving Face. Greater Goblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Goblin.