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Goblin
Goblins are a small, scrawny race of bipedal omnivores with voracious appetites.
They have large, wide eyes, large mouths, and large pointed ears. Reclusive by
nature, they prefer to live in loose tribes in remote areas of murky swamps,
shallow caves, or dense forests. Goblins are cunning and adaptable and they
tend to fear and loathe the flying races. They harbor hatred for anyone better
off than they are, and are in general a bitter race. Goblins are very
superstitious, and tend to be fearful of anything they do not understand. They
also possess a below average aptitude for magic.
How to roleplay a goblin
The name 'goblin' will be changed eventually. Similar names are used in the
folklore of many real-life cultures and in plenty of modern works of fiction,
and with the names come misleading preconceptions which confuse new players and
frustrate more experienced players and creators.
Our goblins are survivors. They can eat just about anything, even things that
would sicken members of the other races. Their voracious appetites and the
general lack of foresight that characterizes goblin habits mean that they often
exhibit some degree of hunger. The summer heat and winter chill do not affect
them much, although they will try to shelter themselves against excessive cold.
They will scratch out a living in any place that can support them and isolate
them from those who might attack them; swamps and other marginal lands are
acceptable homes for a goblin.
Goblins are quite concerned with their place in the pecking order of the society
they find themselves a part of. A goblin character should be played with the
general goal of maximizing its position in this dominance hierarchy, usually by
unsubtle tactics like threatening, bullying, or outright violence. There is no
such thing as a goblin with a lack of ambition. They usually lack the patience
for courtesy, unless they feel powerless.
Goblins do not organize themselves above the clan level. A goblin leader forces
his will on his followers with brute strength and violent coercion. Goblins
have very little loyalty to anyone but themselves; others' lives are cheap.
"Nasty, brutish, and short" is a phrase that can easily describe the lives of
our goblins. Goblins usually have to learn things the hard way.
Goblins will stoop to any level to insure their survival; no job is beneath
them. However, they typically have short attention spans and a tendency to go
for a quick, easy score at the expense of longer-term goals. The few goblins
that are able to apply themselves for a decent period of time are surprisingly
good at their chosen vocation. Goblins gravitate towards jobs in which their
small size, decent night vision, or lack of scruples are an advantage. Unlike
most terrestrial races, they are comfortable spending time underground for
extended periods of time.
During the Wars, goblins filled out the ranks on both sides. They were feared
more for their ruthlessness than for their martial ability. They were also
known to switch allegiances as the fortunes of war changed. In short, goblins
mercenaries have earned a reputation as cruel, callous, and untrustworthy.
Goblins fear and distrust magic. Most goblins would sooner trust a crocodile
than deal with a mage. If it's necessary to involve themselves with mages,
they'll do their best to insure that they either completely control the mage
(which most goblins don't really think is a viable strategy), or that they are
viewed as harmless and indispensable to the mage.
Goblins take a dim view of the flying races, especially halaks.
There is no love lost between typical members of these two races. Goblins also distrust
(and -- though they wouldn't admit it -- fear) humans.
Humans' superior physical strength and somewhat more advanced social organization generally win
out over goblins whenever there is friction between the races. Humans are quick
to enslave or otherwise take advantage of goblins. It is only goblins' ability
to survive in lands that won't support or appeal to humans that keeps the two
races from outright war. Moloks, too, are feared
and disliked by goblins, especially those who spend time in the underworld.
Our goblins are not gnomes with a preternatural ability to build, maintain, or
utilize complex technology; nor are they meant to be cute little dwarfs or
generic orc-like warrior-fodder that exists only to be slain. Leave your
'goblin' preconceptions at the door. There is no need to have them speak in
monosyllabic grunts and pidgin, but having them express subtle concepts in
nuanced language will probably overstep the bounds of their ability.
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