Goblin Species in Sayen's Universe | World Anvil
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Goblin

  • Goblins from the underground specialize in mining, and are often seen with more makeshift-looking armor. In terms of sturdiness, their crafts are capable of rivalling those of the Dwarves.
  One of the cursed Elven races, the Goblins were said to have been created by the gods through a curse according to the creation myth. When the Dark Elves started worshipping deities other then Siarus and his pantheon, the Goblins developed a similar curiosity. If these Elves had discovered a group of different gods, would there be more? Their shamans tried to contact even more pantheons, but were eventually caught by Siarus himself. Thus, they were the first to be cursed: Siarus exact words were: 'You shall never reach the heights you desire, and wear beastly, boar-like visages'. While the curse was supposed to affect both their physical height and their intelligence, it partially failed to do so on the Goblins: it only lowered their scholarly capabilities, but left their innovativeness intact. They were subsequentely banished to the Underground along with the Dark Elves and Orcs. According to the creation myth, so came to be the humble Goblins.     

Beaten, but not Broken

The ancestors to the Goblins were often enslaved by overlords, much like the Dark Elves and Orcs. Yet the Goblins were arguably treated the worst out of all of the slaves: in ancient times, overlords often forced these Goblins to live in ramshackle surroundings, and only saw them fit to be the most disposable footsoldiers in an overlord's army. Many during that time were bandits more out of necessity then a will to serve as such, and their lack of physical prowess forced them to rely more on their resourcefulness then brute force. They developed a knack for finding natural resources to work with, and often relied more on traps for defense then mighty cannons or immense magical power. Even nowadays, one had better move carefully when approaching a Goblin stronghold: Years of refinement have left Goblin trap-making a phenomenon even in the present day. All but the most perceptive won't even realize a Goblin trap is present in their surroundings. Their Rogues often specialize in disarming them, and a Goblin rogue is often a welcome sight in any adventuring party. None but the most expertly crafted minefields can stand a chance against a well-trained Goblin Rogue. However, this is not their only talent: while they don't produce the best of scholars, Goblins are surprisingly intelligent when it comes to street smarts. Their tinkered crafts can rival the innovativeness of the Dwarves.   Most Goblins live in tribes, led by a chieftain: contrary to the duels that Orcs organize, a Goblin chieftain is chosen through several tests. The first is one of agility: A Goblin must make it through a field full of non-lethal traps unharmed. If a Goblin can't make it through unscathed, they are considered unable to avoid an assassin should one target them, and thus unfit to hold the position of chieftain for longer. The enslavement of their ancestors and the reliance on the strength of the Orcs during the slave riots have left the Goblins longing for stability in their independence, and have left them not wanting to switch leadership as often as their Orcish neighbors. The second test involves one of wit: the Goblin wil be presented with an impossible scenario, and asked to make a decision. The scenario switches each time: a merchant and an accused thief both describing an impossible theft having taken place, an adventurer claiming to have saved the horde from a monster that can't possibly exist upon describing it, etc. If the Goblin can successfully identify the scenario as a sham, then they pass this test: a Goblin chieftain must be able to identify liars during their time on the throne to more objectively make decisions. The third and final test is one inspired by the Orcish duel: the Goblin must defeat the current sitting general in a one-on one duel. This is to prove they can survive both the battlefield during war, and a one-on-one encounter with an assassin during peace, should the chieftain's elite bodyguards fail to defend them.  

A Close-Knit Bunch

The hardship of enslavement by overlords have brought the Goblins closer together: they tend to value a sense of community, and will defend their 'horde' tooth and nail. This is a catch-all term a Goblin uses for friends, family and neighbors in their circle. Goblins also tend to see other races in their circle as a sort of honorary Goblin: they will treat you as one of their own regardless. Whether it's a community that they were born in, or were accepted in later in life: to harm one Goblin means that you have harmed them all. One can expect to not only have the wronged Goblin taking vengeance, but also to face their horde. Many an ally had a Goblin army rushing to their aid in times of need. A Goblin family will have friends over nearly every day, and it's a tradition on their culture to always set at least two extra plates for each meal. Many of the more food-oriented Goblins tend to share their leftovers with neighbors as well, as their people hate to see anything useful going to waste. While most Goblins on the surface lived a nomadic lifestyle, some of their ancestors had managed to settle in tribes near already populated areas. These tribes have often lived there for years, and while their relationship with Humans, Dwarves and Elves started rocky, the friendlier tribes had set up trade with the nearby towns as a sign of goodwill. Over time, this evolved into Goblins moving into the towns willing to accept them, and lending their skills to help their community prosper. Nowadays, it's a common sight to see a Goblin living amongst Humans.     Strength in Numbers The military might of the Goblins doesn't lie in strength or technological advancement, but sheer numbers: for every soldier that the Humans would bring onto the battlefield, the Goblins would bring 5. This makes them both valued allies, and fearsome enemies. Even the dreaded Orc warriors can only stand against a non-ending flood of enemies for so long: this is amongst one of the reasons why the Orc Clans have a long-standing allyship with the Goblin Hordes. Those laying siege on a Goblin stronghold had better tread lightly: while it may look like easy pickings from the outside, many lethal traps lie in it's vicinity, waiting for an enemy to snare. The non-lethal traps often serve both as a snare for an enemy and an alarm at the same time: a magical connection between the trap and an alarm at the stronghold itself prompts Goblin soldiers to charge out of its gates, and flood the snared enemy. During the Cult Crisis, it is said that Xander sent one of his trusted generals, a frost wizard, to the hometown of a young Goblin in the town guard who would go down in legend: Alzaldet Monrallor. The wizard was widely feared, as he was said to have encased a whole city in ice until they gave in to the Cult of Azdar's demands. It is said that he expected but one Goblin woman and her family standing against him, but instead found a force of 10.000 brave Goblin men and women who had heard of her situation in addition to the town guard.

Additional Information

Facial characteristics

Noses are either pointy or flat, and they have pointy ears that are relatively large compared to their head. They sometimes have extremely small tusks: this is how one can tell that a Goblin has Orcish ancestry.
Origin/Ancestry
Mythic Humanoid
Lifespan
Goblins are relatively short-lived compared to other 'cursed' elf-like races: they grow to be 300 years at their oldest, and they are considered an adult at 20.
Average Length
The average Goblin stands at an equal height to Dwarves, reaching about to the Human waist.
Average Physique
Skin colours: shades of green or tan with gray undertones. Hair colours are similar to natural human shades, ranging from blonde to black.

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