Goblins
Goblins are a strange anomaly in the land of Amarra. Small, green-tinted creatures with large, bumpy noses, irregular sharp teeth, and yellow eyes that resemble what a child may consider a "monster", goblins are a strangely curious species of merchants and traders that travel the worlds many roads and settlements in pursuit of "shinies", as they call them. What a "shiny" is, however, differs from one goblin to the next.
Due to their physical nature, goblins are often found in large groups for the purposes of protection and survival. It's not uncommon for goblin merchants with valuable goods to hire bodyguards, such as humans or dwarves, to protect them.
Basic Information
Anatomy
Humanoid
Genetics and Reproduction
Goblins reproduce through mating. A female goblin will go through a pregnancy phase for about three months before giving birth to an infant goblin.
Growth Rate & Stages
A goblin grows from an infant to an adult (typically two and a half feet tall) in typically one year and remains that way for rest of their life, which averages twenty-five years.
Ecology and Habitats
Goblins have no optimal environment. Some love spring breezes while others love the desert heat. A troupe of goblins often takes appropriate measures to stave off the environmental challenges that their travels bring them.
Dietary Needs and Habits
Goblins love meat of all kinds. Troupes of goblins will often have wagons of cages filled with chickens, squirrels, raccoons, or other small creatures ready to be skinned and cooked on a moment's notice. This practice is often unsettling to slightly more civilized species, but the goblins defend it, referring to it as "a mobile ranch to quell the hungries". Although they love meat, it is not necessary for their dietary needs.
Additional Information
Social Structure
Goblins are a species with little hierarchy. In a troupe, there is typically one leader. If that leader does a bad job, the troupe will vote them out. They work together to take care of their young, old, and sick, regardless of the value they bring to the troupe, unless a particular goblin is evil or severely negatively impacts the health of the troupe.
Facial characteristics
Bumpy green faces, large noses, angular and yellow eyes, irregular teeth, thick eyebrows, and wide, pointy ears.
Geographic Origin and Distribution
Goblins can be found almost anywhere in the world where outsiders are allowed, particularly where friendly people make homes. A troupe of goblins would have a hard time surviving in a land of isolationists or slavers, so the species tries their best to avoid such places.
Average Intelligence
Most goblins are smarter than they let on, especially ones that mingle in settlements of other species.
Perception and Sensory Capabilities
Goblins can see in the dark, similar to elves and dwarves. Some scholars predict this means their origin lies underground, but goblins are notoriously bad record-keepers and have no written texts to prove or deny this theory.
Civilization and Culture
Naming Traditions
Goblin naming conventions are acute for a species that can be found all over the world. The creatures prefer to name themselves once they become adults, typically after objects they find to be of value. This leads to situations where a troupe leader could call himself "meat", because that's what he likes to often trade for when in town. Younger goblins could be named various randon things, such as "fork", "coin", or even "shoe", if a particular goblin takes a liking to such a thing.
Fortunately for those who enjoy trading with goblin troupes, goblins often provide a name to the troupe as a whole, similar to a family name. Using the previous example, the leader of a troupe may be named "Meat Green-Belly", for these goblins enjoy talking about their green bellies.
Major Language Groups and Dialects
Goblins speak in their own tongue, which sounds like a series of grunts, moans, clicks, and pops, with a few mangled words thrown in, but also Common and perhaps a few others, based on where they roam. Regardless of its known languages, any goblin will occasionally let slip a few words in the species own tongue, even when trying to speak other languages.
Scientific Name
Goblinoid homo sapien
Origin/Ancestry
Possibly a subset of Dwarves or Halflings, but that is purely speculation.
Lifespan
25 Years
Conservation Status
Goblins are nomads by nature, never staying in one place for too long. They survive by being excellent trappers and foragers, but also traders who collect valuables to sell and purchase when visiting settlements or coming across friendly travelers.
Average Height
2.5ft Tall
Average Weight
50 lbs
Average Physique
Average goblin physique has them strong for their size, but usually not stronger than an average human.
Body Tint, Colouring and Marking
Hues of deep green to a sickly lime green.
Remove these ads. Join the Worldbuilders Guild
Comments