Goblins
Name: Goblins
Deity: Kana, Goddess of the Forge, and Hafa, God of Renewal and the Hearth
Lifespan: 120 years
Procreation: Sexual reproduction. Goblins are sexless until they decide they wish to have sex and/or reproduce. At that time they decide which sex they wish to have for the duration of copulation (they are not locked into the same one every time). If they become pregnant, they will retain a female form until they give birth and then revert back to their sexless state.
They are mostly agender or genderfluid, but some will pick one that they like.
Organization: They have familial troupes - usually 8-20 individuals. There are occasionally larger troupes, but they aren't frequent. Smaller troupes also exist, but they are usually just beginning. They are led by the Goblin House, a position which is largely ceremonial, with the exception of negotiating peace treaties with the more bellicose kinfolk.
Language: They usually know a variety of languages, but their own is specific to troupe and relies heavily on body language. All have a primary name, and most have a secondary name shared amongst their troupe, but they can also be named for any major inventions or significant deeds they've performed.
Appearance:
- They always have elongated pointy ears.
- Their skin tone ranges from pink, to purple, to green, to blue, and any shade in between. Some colors will pass down along family lines, but this is not always the case.
- They come in a variety of humanoid body sizes.
- Their typical dress usually includes clothes that have been well tended, if heavily augmented with anything they find of interest.
- They can have horns, but not all do.
- Most have earth magic, none have shadow magic.
- They are particularly adept at making old, broken and no longer useful items useful again
- Extremely strong familial bonds
- They do not like to be alone, which is why they nearly all live in troupes, and being alone for too long can make them grow sick and die.
- Extended exposure to direct sunlight will make them ill and lead to sun death if they are not removed from the sun. Indirect sunlight has no effect.
- They do not accept money -- they will accept gifts and goods, and enjoy bartering
- Once every five years, troupes will meet together in the Light Forest for a month of revelry (known simply as Revelry). Other kinfolk groups are invited to join for food and drink, but there's a strict no fighting policy that is enforced. Goblins troupes participate for the title of Goblin House, who remain in the forest until the next meeting when another troupe gains the title.
- At the beginning of each Revelry, each troupe places their piece of the First Hearth back to rebuild it. Once the month is over, they remove a piece (either their original or another) that will remain with their troupe until the next Revelry.
- The exact process for creating blossomwine is not known outside of Goblins, and they are very possessive of it outside of Revelry.
- They are very non-violent and usually do not have any weapons. However, if attacked, they will grab the nearest items and result in pelting the enemy and hope that sheer numbers will drive back any attackers.
- Goblins are mainly held in high esteem for three major things: their ability to negotiate treaties that preserve their peace with other kinfolk, their ability to turn anything from useless to useful, and their sheer joy at everything. Though squabbles in troupes can be common, they dissipate quickly
- Hearth stones are sacred -- they can be sworn on, and in the event of a troupe dying, nearby troupes will go in search of their hearth stone to return it at the next Revelry. Breaking a promise made on a hearth stone will lead to a Withering, where the goblin that has broken the promise will take on the appearance of a bare, spindly tree in winter. They can reverse this if they live up to their promise, but it can also lead them to a shadow existence which is not reversible, forever wandering, voiceless, troupeless, and joyless.

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