The text below is © Martin R. Thomas, 2011.  All rights reserved.  

On this page, the following is considered Product Identity: The names "Oubre" and "Bellin" and the entirety of the non-game statistics text describing the race. These sections are not Open Game Content.

Subject to the note above regarding Product Identity, and to the section entitled Product Identify and Open Game Content, the shaded text of the game mechanics for the race is considered Open Game Content.

The humans call them "goblins", a reference to a race of ugly, evil mischievous creatures from their old folklore and fairytales.  It is not a flattering name.  The proper name for this race in the West is Oubre.  The less assimilated members of the race, mainly found in the Lugalate of Nur, call themselves the Bellin

Physical Description: Both subraces actually appear as short versions of elves from a distance.  Upon closer inspection, however, one will notice that they are slightly thinner but wiry, with a somewhat bestial appearance (such as longer noses and ears, and sharp, feral teeth).  They also tend to have thin, wispy hair.  This bestial appearance is the main reason that the humans labeled the Oubre as "goblins", therefore providing fodder for centuries of mistreatment and abuse at the hands of men.  The average height for both subraces is roughly 5'0" - 5'4".  They tend to live between 400 to 500 years, being considered adults around age 50.


Most members of the Oubre race have decided to live apart from the rest of the world, frustrated by being judged on their appearance.  Other Oubre have done their best to ignore the "goblin" label, and strive to interact with the other races as best they can in the hopes that others may see their merits.  Either way, many Oubre have developed advanced skills in storytelling, poetry, and music.  They are a very spiritual people with strong ties to the natural world. 

Physical Description: The Oubre match the physical description given for both subraces.  Their skin color tends toward browns and tans with a slight greenish tint.  Their eyes are generally brown or hazel, and their hair tends to be brown or black.  Most Oubre wear their hair in a simple "bowl cut", although many have very thin hair.  Most Oubre prefer simple clothing in shades of green, brown, and blue, accented with bright red, and often in checked patterns.

Relations: In recent years, as with most other races, the Oubre have adapted to the overwhelming human majority in terms of religious and cultural customs.  A few people from various other races still seem to have a prejudice toward the Oubre that is largely unexplained and unwarranted.  Many people believe that the Oubre are too primitive and backwards to adapt to modern life, but overtime the Oubre are proving these preconceptions false.

Centuries ago, the Oubre were prohibited from serving as
Ætonist religious officials, and in some areas suspected criminals of Oubre descent were automatically executed without a trial to determine their guilt or innocence.  This prejudice has subsided over time and the Oubre are now, for the most part, treated as equal members of society.  The Prelate of Barrid, Darg "El Rojo" Tas, is actually an Oubre known for his fiery zeal in defending the faith of AEtonism.

Of all the races, the Oubre tend to get along best with the elves, and less so with the humans and dwarves.  They have little interaction with orcs or wraith elves.

Oubre Lands:
In the West, the Oubre live among humans and some have intermarried into human families producing a fair number of "half-goblin" offsrping.  Like all half-breeds, these half-goblins live in two worlds and are never fully accepted by either culture.  Of course, the stigma of Oubre heritage carries a much heavier weight than having Elven parents, at least in the West.

The Oubre also live among humans in other regions of the world, particularly in the Supreme Empire in Sonsia, where they serve the Emperor as advisors and diviners.

Another group of Oubre rumored to live in Sonsia are the legendary "Spider Goblins".  Aside from a few scant rumors and tall-tales, nothing is known about this group of Oubre.

Oubre Customs: More than any other race, the Oubre tend to live apart from the other races, especially in the West.  This separation, however, has enabled the Oubre to keep many more of their old customs.  They have a rich oral history that is passed down to each new generation.  Their fighting styles, religion, art, and music are more unique than other races because they have been influenced less by human styles. 

Besides storytelling, poetry, and music, another "art" that the Oubre have developed is druidism.  Many an Oubre has been known to become very adept at wielding the forces of nature magic.  No one is quite sure why the Oubre seem more attune to these powers but there is little argument that they are among the strongest nature spellcasters in the West. 

The Oubre do not make very good wizards (rigorous study does not become them) and in fact tend to shy away from arcane magic in general.  A side benefit of their aversion to arcane magic is that they have stronger resistance to avoid the ill-effects of most mind-influencing arcane spells. 

Oubre Religion:
As noted, the Oubre are strongly attuned to nature, and traditional Oubre religion is an outgrowth of this nature sense.  At a most basic level, the Oubre are animists, believing that everything that exists in nature, every tree, mountain, hill, rock, or river, has its own spirit.  The Oubre druids tend to these spirits, making offerings and praying for special favors from the spirits.  As the world becomes more culturally integrated, however, the Oubre religion is becoming lost.  The vast majority of Oubre in the West have adopted Ætonism as their faith of choice.

Oubre Language: The original Oubre language has been lost to time.  The race in general tends to shun the written word, a superstition that dates back so far in their history that they no longer know the reason.  They generally adopt the most common language where they live.  Their sharp, pointed teeth can make certain sounds harder to pronounce; as a result, "s" and "th" sounds tend to be lisped with a slight whistle. 

Adventurers: Many Oubre take to adventuring to act as ambassadors for their race, trying to make the other races understand the Oubre's value in the world.  This preaching can become very tedious and annoying at times, to the point that the good intentions of these ambassadors oftentimes backfire.  Other Oubre are known to seek their fortunes away from home in order to find a better place for their families and loved ones, or to bring back money and supplies to their villages.  Some of these adventurers have adopted Ætonism and settled down in human communities.  Their acceptance of the Ætonist religion helps toward preventing their persecution. 

Starting Region: Buchlayne (any), Buchlayne Minor (Ryn), Sonsia (Supreme Empire of the Golden Sun and Silver Moon)

+2 Wisdom, +2 Charisma, -2 Strength.  Oubre are known for their folk wisdom and strong personalities, but they are physically weaker than the other races. 

Medium: Oubre are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Oubre have a base speed of 30 feet.

Low-Light Vision: Oubre can see twice as far as humans in conditions of dim light. See Additional Rules.

Performer: Oubre gain a +2 racial bonus to Perform skill checks (player's choice of storytelling, poetry, singing, or one instrument)

Nature Sense: Oubre gain a +2 racial bonus to Survival, Knowledge (nature) and Handle Animal skill checks.  These three skills are always considered class skills for Oubre.

Assimilated Goblin Immunities: Oubre are immune to natural (not magical) poisons of DC 14 or less, and receive a +2 racial bonus to Will saves versus spells and spell-like abilities.

Feral Teeth: Oubre can use their teeth as natural weapons to make a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Languages: Oubre speak Common and Oubre (a Goblin dialect).  Oubre with a high Intelligence score can choose from the following: Dwarf, Elf, Gnome, Orc, and Terran.

Languages in the World of Samoth:
Oubre determine their languages based on their Starting Region.

Racial Favored Classes: Bard or Druid.

The unassimilated Bellin subrace is, if possible, even more traditional in their cultural and religious practices than their Oubre cousins in the West.  They are a very proud people and tend to view the other races as foolish and destructive.

Physical Description: The Bellin are very similar to their Oubre cousins in terms of height and body size.  Their skin tones are generally darker than the Oubre, with dark brown and a dark grayish-green common.  Their eye color is also darker, ranging from a deep black to a dusky gray.  The hair color of the Bellin is the same as the Oubre, ranging from dark brown to black.  The most common form of Bellin dress is an off-white hooded robe made for desert travel.  The fabric is light and airy to help the light desert breezes cool the wearer.

Relations: Almost xenophobic in their attitudes, the Bellin control one of the only single-race states on the World Continent: the Lugalate of Nur.  Because of their xenophobia, most Bellin view all other races as inferior, making lasting relations with other races very uncommon.  Individual Bellin, especially adventurers, may have close friends or enemies among members of other races, but these individual relationships do not have much impact on the overall Bellin worldview. 

Bellin Lands: The Lugalate of Nur in the desert regions near Akkatomia is led by a Lugal (priest-king), who directs both religious doctrine as well as public policy, and claims direct descent from the first Bellin Lugal from millennia in the past.  Very little is known about the Lugalate, and therefore this claim remains unverified. The little information on the Lugalate that has come to the West includes reports that they spent many years defending themselves from outlaw tribes from Akkatomia who did not approve to the Bellin setting up their own state in the area. The uncoordinated attacks of the Akkatomians, however, proved no match for the Bellin army, and the attacks have slowly become less and less frequent.  The region is now in an uneasy state of peace, due largely to the large and professionally trained army of the Lugalate of Nur, which is the most stable government in the area.

Bellin Customs: Given their status of constantly defending themselves against the other city-states in the area, the Bellin have not dedicated as much time to developing the arts as the Oubre have.  Most Bellin lead simple lifestyles and concentrate on their work to the exclusion of most anything else.  Because of this, they have a very serious, stoic outlook on life.  Their art and architecture tends to be of a utilitarian nature, reflecting this seriousness.

Bellin Religion: While the Bellin do have a healthy respect for nature like their Oubre cousins, the most common Belling religion is related to the state religion, led by the Lugal.  For this reason, there are many more clerics than druids among the Bellin people.  The religion of Nur holds that a great spirit of the Lugal's family watches over the Bellin of the Lugalate, keeping them safe and giving them the strength to defeat their enemies.  Like everything else in the Lugalate, little else is known in the West of their religious practices. 

Bellin Language: The Bellin, like the Oubre, have an innate superstition of the written word for reasons lost to history.  They do, however, have strong oral traditions, and many of the elders take great pains to pass down the Bellin language (sa-Bellinur) to the new generations.  Because the grammar of the language is not written down, the actual structure of the language has drifted over the centuries and is in danger of becoming lost.  The Bellin language makes frequent use of the sound "rg" at the end of words (as in the name Ladriarg, one of the Hallowed Prophets of Universal AEtonism).  The letters d, g, j, n, r, and s are also popular.  As with the Oubre, the Bellin usually have a slight lisp when pronouncing "s" and "th" sounds.

Adventurers: The Bellin are not by nature an adventuring people; most of them prefer to stay at home, tending to their work or defending the Lugalate.  Those Bellin who are encountered outside of the Lugalate are most often merchants trading for goods not available in the desert regions, or members of the army who have been sent on missions by the Lugal.

Starting Region:
Lugualate of Nur

+2 Wisdom, +2 Constitution, -2 Intelligence.  The Bellin are hardy, and also rely on their old traditions.  However, they are a cautious people and are often close-minded to the ways of the modern world.  Note that the Intelligence penalty reflects the current state of knowledge among the Bellin, not their ability to learn.

Medium: Bellin are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Bellin have a base speed of 30 feet.

Low-Light Vision: Bellin can see twice as far as humans in conditions of dim light. See Additional Rules.

Unarmed Combatant: All Bellin receive the Improved Unarmed Strike feat for free.  They train themselves to use their hands and feet as weapons.

Desert Survival: Bellin traditionally come from desert regions.  They receive a +2 racial bonus to Survival and Knowledge (nature) checks while in desert environments.

Immunities: Bellin receive a +2 racial bonus to
Will saves versus spells and spell-like abilities.

Feral Teeth: Bellin can use their teeth as natural weapons to make a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Languages: Bellin speak
Common and Bellin (a Goblin dialect).  Bellin with a high Intelligence score can choose from the following: Dwarf, Elf, Gnome, Orc, and Terran.

Languages in the World of Samoth:
Bellin determine their languages based on their Starting Region.  A Bellin is also the only character that may choose to put ranks into the Linguistics skill to learn to speak sa-Bellinur (Ancient Bellin).

Racial Favored Classes: Cleric or monk.

As with most of the other civilized races, the concept of the raving barbarian is being replaced with the skills of diplomacy, intrigue, and politicking.  Both the Oubre and the Bellin are relatively even-tempered and not prone to letting their emotions get the best of them, making if difficult for them to fly into a rage in the heat of battle.  In the far corners of the world, however, there are pockets of isolated primitive bands that still cling to the outdated concepts typical of the barbarian lifestyle.  As civilization spreads, these primitive societies are becoming less and less common.   
Spider-Goblins of the Far East (Variant): Among the Bellin of the Far East exists a primitive society based around the worship and reverence of huge jungle spiders.  These goblins conduct complex rituals designed to draw the power of the "Spider-God", and use the fear of the Spider-God's wrath to keep the people of the tribe in line.  The barbarians of the Spider-Goblins are seen as mystical warriors of the Spider-God, flying into a rage to battle the followers of the dreaded Bird-God, the ancient enemy of the Spider-God. 
Suggested Skills: Acrobatics, Climb, Perception, Stealth
     Suggested Feats: Skill Focus (Climb); Tree Topper; Spider Climb, Superior Stability, Poison Resistant

Bards are quite common among the Oubre, who have made an art of out of oral storytelling and history.  Writing skills are almost unknown amongst the goblins, as they have a prejudice against the written word stretching so far back in their history that the reason for this intolerance has been forgotten.  The Oubre bard tends to be more of a storyteller and collector of ancient lore than a musician or entertainer.
Oubre Lorekeeper (Variant): These historians of the Oubre collector ancient lore regarding the history of the Oubre and Bellin, as well as general history of the world.  Like all Oubre, they never write down the stories that they collect, instead committing them to memory and weaving them into intricate stories which they pass down to younger generations.  For decades, conservative scholars of the West have disregarded oral Oubre history as inaccurate, but of late, many of the more open-minded sages have begun to interview Oubre Lorekeepers about ancient events, and are piecing together accounts of ages long forgotten.  Many academics now consider the oral history of the Oubre to be the most complete of any race or culture on Samoth. 
Suggested Skills: Knowledge (Ancient History, Oubre History), Perform (Storytelling)
Suggested Feats: Storyteller, Librarian, Diva

The priestly caste holds a great deal of sway over the lives of the common people among the Bellin of the Lugalate of Nur.  The Lugal himself is a priest-king, meldling political and religious rule into a powerful combination.  Outside of the hierarchy of the Priests of Nur, there are few other clerics among the Bellin.  Among the Oubre in the West, most divine spell-casters are druids.  Those few Oubre who are clerics are usually Ætonist priests.      
Priest of Nur (Variant): These clerics among the Bellin make up a ruling class in the Lugalate of Nur.  They are community leaders as well as spiritual counselors, but tend to rule through intimidation and scare tactics rather than through good leadership abilities.  Their faith centers around worship of of the Lugal, or priest-king, whom they consider to have the power of life-and-death over his subjects.  Their faith appears to be a strong one, for they are able to draw upon it to cast powerful magics.  The role of the Lugal is a hereditary one, but it is not unknown for an ambitious Nur-Priest to start a new dynasty by staging a coup with the support of other priests and members of the army to overthrow a weak or unfit Lugal.
Suggested Skills: Diplomacy, Intimidate, Knowledge (Bellin State Religion)
Suggested Feats: Iron Will, Leadership

All goblins have an affinity toward nature, but among the Oubre the concept of nature-magic is taken to a whole new extreme.  The Oubre find the divine in nature of all types, including all flora and fauna.  They honestly believe that every living thing (including the planet itself) has a spirit guardian, and they have been blessed with the power to speak with these spirits.  The idea that some people are not attuned to these spirits is something that the Oubre have trouble comprehending.  Oubre druids are often faulted by their brethren for caring more about the nature spirits than they do about their fellow citizens. 
Animist (Variant): Certain druids among the Oubre have such a strong connection with the spirit world that they can call upon certain spirits to answer questions, perform tasks, or even have the spirit defend them in combat.  These Oubre druids are known as animists, and they are revered among their people.  Most animists carry a fetish or totem which they use as a divine focus for casting spells, and many have elaborate tattoos and wear masks that represent their chosen spirit during rituals and spell-casting.  Few animists ever leave the area with which they have a strong spiritual connection, be that at the top of the tallest mountain or in a secluded glade near an ancient tree.  Some do develop connections with migrating animals, whom the animists believe to be "lords" among their kind.  These animists also take up a migratory existence, following their animal lord wherever he or she goes. 
Suggested Skills: Knowledge (Spirit World, Nature), Perform (chanting, dancing, flute, drums, storytelling)
Suggested Feats: Animal Friend, Spirit Familiar, Totem

The role of the fighter is less common among the goblins than it is among some of the other races; Oubre and Bellin tend to focus on history, lore, and spiritual matters over more martial pursuits.  There are, of course, some who take up arms to follow the path of the fighter, protecting their fellow goblins from harm, or striking out against the enemies of their people.  The Bellin tend to be more aggressive and combative than the Oubre, and have developed a few fighting styles that are unique to the Lugalate of Nur.  In fact, the concept of the ancestral warglove originated among the Bellin, who are truly the only race that know how to wield the weapon to its full potential.
Lugalate Charioteer (Variant): A fighting style that fell out of favor among the more populous human city-states in the area, the art of mounted chariot fighting is still practiced in Nur.  The Bellin have spent a great deal of time and effort to make their chartioteers an indispensable part of their cavalry forces, breeding special desert warhorses to pull the chariots and crafting the perfect javelin, balanced for throwing from a fast-moving chariot.  The site of a squadron of Bellin Charioteers bearing down on an enemy's front lines is enough to shake the morale of even the most seasoned veterans. 
Suggested Skills: Handle Animal, Knowledge (Engineering, History)
Suggested Feats: Weapon Focus (Javelin), Weapon Specialization (Javelin), Mounted Combat, Exotic Weapon Proficiency (Whip)

The Oubre have never delved too deeply into the martial arts, but among the Bellin, mystic warriors play an important role in the protection of the Lugal.  Many of the secrets of Bellin martial arts are lost in the distant past, but the Bellin maintain that their combat styles are the most pure of all the modern day schools.  The grandmasters of the Bellin style claim that they have traced the lineage of their style back into the depths of pre-history and that all other styles are merely poor imitations of the Bellin style.  Whether this is true or not will certainly never be discovered.  Regardless, few would argue that the Bellin monks are some of the most talented and dangerous hand-to-hand combatants of the age.
Incarnate (Variant): Part of the Lugalate's well-trained army includes an order of monks, the Incarnates, spiritual martial artists who worship the Lugal as a deity and swear unswerving loyalty to protecting him, his family, and the state.  They are protectors of the Lugal, guides, and mystic wanderers.  Their combat style is very aggressive and focused more on intimidation and offense than defense and serenity.  They exercise and practice constantly, and also conduct elaborate rituals that involve the ringing of bells, tests of endurance, and sensory-heightening drug use.  The Incarnates do not necessarily report to the Lugal; they simply believe that it is their sacred duty to protect him.  Six of their number are always assigned to the Lugal's side.  If one dies, he is quietly replaced by another member of the Order.  They seldom speak, preferring to let their combat skills do the communicating for them. 
Suggested Skills: Intimidate, Perception, Stealth, Survival
Suggested Feats: Incite Passion: Protection of the Lugal; The Stare; Arrow Shield (Quintessential Wizard)

The concept of the holy warrior is uncommon among both the Oubre and the Bellin.  Although many Bellin warriors have a strong faith in the Lugal as a godly priest-king, they do not meet the alignment restrictions to qualify for the Paladin class.  Similarly, the Oubre are much more attuned to maintaining the balance of the divine aspect of nature than they are of being champions of law and good.  However, certain Oubre have been known to forego the traditional nature beliefs of their people and instead feel that they have been called to help defend their fellow creatures from the evil of the day.  Most of their Oubre champions focus on the more peaceful aspects of law and good rather than the martial aspects.
Faith Healer (Variant): These wandering ascetics among the Oubre believe that all life is worth saving, and focus on developing their healing abilities above all other pursuits.  Although faith healers do receive some combat training, they use their martials skills for defense only.  Oubre faith healers do not necessarily follow specific religious teachings, choosing instead to follow the teachings of whatever is the main faith in their area.  Therefore, AEtonists, Holems, and Bhuwanis all claim Oubre faith healers among their members.
Suggested Skills: Heal, Knowledge (Herbalism; Religion - pick one faith)
Suggested Feats: Aura of Healing, Bolster Lay on Hands, Combat Healing, Lend-life

Rangers are common among the Oubre, who tend to exclude themselves from modern-day society more than the other races.  Many become lone wanderers, practicing simple versions of the nature magic common to Oubre druids.  Others interact a little more often with other people, becoming guides, trackers, or scouts.  Oubre do not normally have many ingrained racial enmities, and therefore save their favored enemy ability for unnatural creatures like undead, aberrations, and evil outsiders.  The role of the ranger is normally subsumed by those of fighters and monks among the Bellin, making rangers much less common among their people.
Nature Rambler (Variant): These secluded Oubre rangers are solitary environmentalists who desire to have a stronger connection with the divine aspect of nature by living among its creatures and plant-life.  They seldom interact with outsiders, but will work with the other races when doing so helps to preserve the natural state of the environment.  Nature ramblers are walkers and runners, never riding on another animal.  Each picks a particular totem animal with which he has a strong connection, and creates elaborate tattoos or face paint designs to represent his totem.  Unmatched while in a natural setting, a nature rambler is completely out of his element in an urban environment.
Suggested Skills: Handle Animal, Knowledge (Nature), Survival
     Suggested Feats: Lay of the Land, Animal Friend

The traditional role of the rogue as thief and conman can be found among both the Oubre and the Bellin, although such are relatively uncommon.  Oubre rogues are more likely to be archaeologist-types, searching for lost artifacts from pre-history, which they may donate to Oubre historians or sell to the highest bidder on the open market.  Bellin rogues are often multi-classed aristocrat/rogues and act as diplomats and messengers for the Lugalate, working to open up new trade agreements and spying on other city-states in Akkatomia.
Lugulate Messenger (Variant): These members of Nur's bureacracy are message runners and minor-level diplomats.  Although not given the authority to make decisions, they are privy to many secrets, and as such the Lugalate Messengers are often approached by the unscrupulous who offer to buy their secret knowledge.  All Messengers take a vow of loyalty to the Lugal, and to be caught accepting bribes is to invite instant death.  Nevertheless, the majority of the data gathered on the Lugalate from outsiders has come from information purchased from a Messenger.
Suggested Skills: Appraise, Bluff, Diplomacy, Linguistics, Sense Motive
     Suggested Feats: Etiquette; Patronage, Information Network, Security Clearance

The art of sorcery is very rare among both Oubre and Bellin; divine nature magic is much more their forte.  In the rare instances when a goblin shows potential for for channeling arcane magic, she is quickly secluded and tested for "the taint", an evil aura that the goblins believe infect wielders of arcane magic.  This testing is common to both the the Oubre and the Bellin; among the Bellin, the tests are conducted by the Incarnates.  Most of these unfortunate arcane-wielders are shunned, outcast, or in extreme cases even put to death.  In the Far East, Oubre arcane-casters are slightly more tolerated, although still treated with a great deal of suspicion.  They are expert astrolgers and have created a niche for themselves by becoming advisors to the Supreme Emperor.
Oubre Eastern Astrologer (Variant): These rare individuals are arcane mystics, and are some of the last diviners left on Samoth.  All are male eunuchs, mutilated as soon as they begin showing the ability to cast arcane magic.  Given their ability of future-sight, however, they have become advisors to the Supreme Emperor.  These astrologers live in two different worlds, trusted by the human Supreme Emperor but shunned by their own people.
Suggested Skills: Knowledge (Oubre Astrology), Craft (Astrological Charts, Inception Horoscopes, and Nativities)
Suggested Feats: Spell Focus (Divination); Astrology Student, Zodiac Spellcasting

The Wizard class is unknown among the goblins; their aversion to the written word makes the study of arcane magic virtually impossible.  Any goblin wizards will certainly have a unique story to tell, for they will have had to overcome centuries of fear and prejudice over the use of written words.