Goblinoids, The North Landers
To the north of the Lands of Sand lies the bad lands, so called due to the even harsher life and infertile lands that make up this area.
Where the Lands of Sand has pockets of fertile areas and water, the Bad lands are devoid of such pleasantries.  In these lands are the various raiding tribe of Goblins and Hobgoblins.  With no set countries these goblinoids roam the bad lands in a very harsh nomadic life style.

Hobgoblins are the undisputed masters of these lands, born from a nomadic life style these goblin kin, while barbaric, have a culture all their own.  Hobgoblins are born predators, and this heritage is apparent in their physical shape.  A hobgoblin is lean, tall, with a lithe frame designed for agility.  Like a desert animal, they excel at moving unheard, and with keen yellow eyes they can see in the darkest of conditions.

    * +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.
    * Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
    * Normal Speed: Hobgoblins have a base speed of 30 feet.
    * Senses: darkvision (60 feet.)
    * Racial Skill Bonuses: Stealth +4.
    * Mistrust of Magic: Treat caster level as 2 less for all arcane casting classes.
    * Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Dwarven, Gnome, and Elven

Goblins of the Bad Lands stand about four feet tall, and tend to have lanky frames. Their eyes, coming in various hues of red, orange, or yellow, are typically glazed and dull. Skin color is found in all shades of yellow, orange, and red, with all members of an individual tribe usually being roughly the same color. Goblins typically clothe themselves in garments of dark leather, with colors usually being solid-looking and drab.

Goblins are a race of small and numerous goblinoids common throughout the bad lands, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by Hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators.
    * –2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
    * Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
    * Movement: base speed (30 feet.)
    * Senses: darkvision (60 feet.)
    * Racial Skill Bonuses: Ride and Stealth +4.
    * Water Sense – able to detect drinkable water within 100’ by making a Survival check vs. DC 10 (if on the surface). If the water is below the surface, the DC is higher.
    * Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.

Cousins to the Goblins are the Gobelin.  While the Nation of Goh is a power all it own,some of the goblins have come to realize this.  Under the wisdom of Wizard-King Gohb Flot-Buée, a open immigration law was enacted that would allow any goblins from the Badlands to enter into the Kingdom of Goh under the rule of good faith, after the Wizard-King Gohb Flot-Buée determined that all goblins where in fact cousins to the gnomes, by decree.

To this day all goblins that wish a better more civilized life is granted entrance to Goh, after they are permitted a work visa and are registered with the nation's law keepers.

The now civilized goblins refer to themselves as Gobelin to distance themselves from there more savage brothers.

Gobelin (assimilated Goblins)
    * +2 Dexterity, +2 Intelligence, -2 Charisma: Gobelins have proven themselves to be nimble and extremely smart, though they lack the mindset for social graces and can be very blunt.
   * Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
    * Movement: base speed (30 feet.)
    * Senses: darkvision (60 feet.)
    * Dodge Catastrophe: Gobelins receive a +1 racial bonus on Reflex saving throws against area attacks with the electricity, fire, or acid descriptors.
    * Mechanical Genius: At first level, Goblens gain an additional skill rank and a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device. These skills are always considered class skills for a boggle.
    * Languages: Gobelin begin play speaking Gnome and Goblin. Gobelin with high intelligence scores can choose any of these bonus languages: Common, Dwarven, Elven, Auran, Igan, and Terran.