All Creatures
Abilities | Monsters | NPCs


Brakknap

Brakknap, an elder goblin of the village of Thorngrip, is one of the few living goblins who witnessed firsthand the atrocities visited on goblinkind after the Goblinblood Wars. Many of his family, including his father and grandmother, lost their lives in the fires that burned the Chitterwood, and Brakknap is cursed to be haunted by their spirits to this day. Despite this personal loss, he doesn't wish destruction on the human residents of Isger. He believes that these terrible wounds between humans and goblins can be healed, though both sides have to forget their prejudices and work together.

When hobgoblin commanders first entered the Chitterwood to gather goblin recruits for their attempted conquest of Isger, most of Brakknap's family and neighbors refused the call. They were wary of waging war against their humanoid neighbors, even if said neighbors were more hostile than not. Other goblin villages, however, were eager to strike back against Isgeri humans who'd pushed their kind deeper and deeper into the woods. They knew that many humans called them “monsters” and “pests,” and believed it was their time to fight for supremacy. Brakknap saw distant kin and fellow goblins take part in burning and pillaging the Isgeri countryside, only to be killed in retaliation.

War changed Chitterwood greatly, and not all goblins joined up of their own free will. Brakknap witnessed goblins being forced into the ranks, though his family thankfully avoided such conscription. Nevertheless, the world became grim as the war raged on. The Chitterwood was no longer just a home, but now a battlefield.

Years later, the tides of the war turned and humans began burning the Chitterwood in efforts to completely exterminate the country's goblins. Humans went deeper into the woods than they'd ever dared before, zealous in their desire to burn down the homes of their enemies. Many goblins, Brakknap's father among them, attempted to defend their homes but were cut down by members of the Isgeri Slayers, an organization of anti-goblin bigots formed during the wars that has been determined to wipe out goblinkind ever since. On that fateful night, Brakknap saw his father stand up to a human and then fall to their blade. He watched as his father's blood pooled in the dirt before his grandmother pulled him away to flee their burning village.

A handful of goblins made it to a nearby cave they hoped the humans didn't know about. As they waited, they watched smoke rise over the tops of the trees, the fires burning brighter than even the sunrise. Eventually, the sky began to lighten, but before they could breathe sighs of relief, several Isgeri Slayers approached. Though they seemed to be wandering around in the dark, it was clear that it was only a matter of time before they spotted the cave entrance. Brakknap's grandmother, the village's healer and a student of primal magic, kissed her grandson on the forehead and stepped out into the dawn. Brakknap muffled his cries with his hand and retreated deeper into the cave with his fellows.

Brakknap saw his grandmother transform into a stag and lead the slayers away from the cave, leading to her own demise. But her sacrifice meant that what remained of the villagers were safe. Brakknap knew that his grandmother perished that day, for her spirit visited him that night to tell him the area was safe again.

Being able to speak to one's deceased ancestors is an honored tradition in many goblin communities, so when Brakknap told the others of his grandmother, they believed him and heeded his guidance. Over the next several days, more and more goblin spirits appeared to Brakknap, some of whom he recognized as family from his youth, and others spoke to him of times long past. Through them, Brakknap was granted small glimpses into the immediate future, allowing him and his fellow goblins to avoid further Isgeri Slayer patrols as they moved deeper into the forest.

Finally, the group reached the large sequoia around which Thorngrip would be built. Brakknap fell to his knees as he saw the spirit of his father standing next to that tall tree, beckoning him forward. He told Brakknap to form a village at this spot, one that would be protected from outside interference and be a haven to downtrodden goblins throughout Isger. To prove his words, the spirit of Brakknap's father raised a wall of thorns in a large circle around the tree, hiding its base from the scrutiny of passing humans. The goblins began to build in the safety of this new sanctuary, naming it Thorngrip for the wall that protected them. Approximately 20 years have passed since that day. The goblins of Thorngrip welcomed many goblins whose previous homes were burned at the end of the Goblinblood Wars and who have been fleeing persecution since then, growing the village by leaps and bounds. Once the ground was packed with buildings, the goblins began constructing homes attached to the giant sequoia, but never higher than the town's thorny wall. Though such a settlement might appear to be quite noticeable by its description, the density of the thorns have warded off any natural predators while humans and other goblin-hunters unconsciously avoid the area, as if it didn't exist.

For the entirety of the town's history, Brakknap has served as an advisor but never an outright leader. His magic has been instrumental in saving more than a few goblin lives as they try to escape from those that would do them harm. All the while, Brakknap hopes for a day in which Thorngrip no longer needs to hide.

Brakknap's great dream is that humans and goblins will live together in peace. However, the continued existence of groups like the Isgeri Slayers stymies that dream, their bigotry and violence a direct counter to hopes of peace. While small examples like the town of Stumpfield show that his goals are certainly possible and even probable, there's still much work to be done before the goblins of Isger can fully make peace with their humanoid neighbors. Though it might take time, maybe even another six generations of goblins to do so, Brakknap hopes to see that day come.

Campaign Role

Brakknap serves as the party's main contact with the goblins of Chitterwood in Chapter 3. Once the PCs prove to the village that they can be trusted, Brakknap becomes a trusted ally, as he sees the potential of what the Hellbreakers League is doing to free Isger. Though his ancestors warn him that trusting non-goblins might come to no good, Brakknap believes in the PCs' mission.

The elderly goblin also plays a crucial role in Chapter 7, aiding the PCs in lifting the curse on Gillamoor. This event can possibly end in Brakknap's demise, but otherwise he continues to support the PCs and their goals. The goblins of Thorngrip might even come to the League's aid in later chapters, led by this optimistic oracle.

Post-campaign, Brakknap is a key figure in the founding of Scorchhome and works hard to improve goblinoid relations with humanoids. He encourages peaceful coexistence between the two and hopes for the two nations to live in harmony.

Elite | Normal | Weak
Proficiency without Level

BrakknapCreature 4

Unique Small Goblin Humanoid 
Source Pathfinder #222: Hellbreakers pg. 236
Recall Knowledge DC 19 (29 if Unique applies) • Humanoid (Society)
Male goblin oracle
Perception +11; darkvision
Languages Common, Goblin
Skills Chitterwood Lore +10, Diplomacy +12, Medicine +10, Nature +10, Occultism +10, Religion +12, Society +12
Str +0, Dex +3, Con +1, Int +1, Wis +2, Cha +5
Items hand crossbow (10 bolts), leather armor, light mace
AC 20; Fort +8, Ref +11, Will +14
HP 55
Goblin Scuttle [reaction] Trigger A goblin ally ends a move action adjacent to Brakknap; Effect Brakknap Steps.
Speed 25 feet
Melee [one-action] light mace +12 [+8/+4] (agile, finesse, shove), Damage 1d4+4 bludgeoningRanged [one-action] hand crossbow +12 [+7/+2] (range increment 60 feet), Damage 1d6+4 piercingDivine Spontaneous Spells DC 21; 2nd augury, ghostly carrier, noise blast, share life (4 slots); 1st heal, ill omen, protection, spirit link (4 slots); Cantrips (2nd) daze, guidance, shield, stabilize, vitality lash
Evoke Fault [one-action] (concentrate, divine) The spirits of his ancestors tell Brakknap of a weakness of a foe within 30 feet. Until the end of his turn, Brakknap gains a +1 status bonus to the attack roll of his next Strike against that target, and that Strike deals an extra 1d6 precision damage. At the end of his turn, Brakknap becomes clumsy 1 for 1 minute. If Brakknap uses Evoke Fault while clumsy, he increases the value of his clumsy condition by 1, to a maximum of clumsy 3.Vision of Goblins' Fall [one-action] (concentrate, divine, emotion, fear, mental) Frequency once per 10 minutes; Effect Brakknap touches a foe, making them experience the pain suffered by Chitterwood goblins during the Goblinblood Wars. The target takes 3d6 mental damage (DC 21 basic Will save). A creature that fails the save is also frightened 1 (frightened 2 on a critical failure).

Shelyn's Corner

×