Goblin Species in Urthe | World Anvil
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Goblin

Goblins have been a curiosity of a species since their discovery. Historically, they have been branded as thieves and rapists who think of nothing other than conquest. However, when viewed on an individual lens outside of their culture, they have also been observed to have the same capacities for kindness, community, and selflessness as any other race. Whether they are a misunderstood peoples, victims of a nefarious influence, or a genuine force of evil remains a subject of debate.

Basic Information

Anatomy

Goblins are short, rarely reaching above 4 feet tall, with builds that vary with activity and diet.

Biological Traits

Goblins benefit from extreme fecundity, in both males and females, and reproduce quickly which in turn helps offset their high mortality rate.

Genetics and Reproduction

Goblin females have higher odds of a female child birth (70 female /30 male) and thus set up dynasties of “Goblin Queens” who oversee the more powerful tribes/hosts. Female birth odds are tripled from Goblin/Elvish-Half Elf pairings and both races are aware of this trait, resulting in an age-old grudge against goblins by elves. Birth litters are usually doubled from Goblin/Dwarvish-Gnomish pairings, Hobgoblins are more likely to be birthed from Goblin/Human lineage and Bugbears from Goblin/Orcish (Though the likelihood of an Orc female allowing herself to be captured would be miniscule, they’d rather kill themselves) parentage. Goblins fear Tieflings/Cambions, Al-Dinni (Genasi), goliaths, dragonborn, and fiendish beings and don’t dare try to force themselves on them. Coruvians (Arrakoa), Saurids (Lizardfolk), Felixians (Tabaxi), Celestials (Aasimar) have been shown to be incompatible for reproduction. Curiously, the Halflings' racial luck has allowed them to completely avoid being targeted by goblinoid reproductive behaviors (Goblins believe their small stature makes them ill-suited for strong offspring).   Goblin males will only produce viable children every 4 months. During the end of this cycle, an Alpha Goblin or Queen is required to produce the appropriate pheromones for reproductive behaviors, and they only produce the pheromones in groups of at least 15 members (thus, explaining why it is dangerous to allow wandering goblins to gather). Studies have been performed regarding goblinoid progeny in addition to interviews with survivors of goblinoid captivity. Analysis has shown that Goblin sweat contains a hormone that upon contact with any compatible humanoid, will trigger a physiological reaction based upon gender. Males will become inexplicably aroused and hypersensitive to sexual contact and females will release an inordinate amount of eggs from their ovaries. Goblin reproductive fluids were found to contain over 60 times the reproductive cells of human males and were found to aggressively seek out egg cells of ANY species, however only succeeding in coupling with the races mentioned above. Goblin female egg cells were found to be extremely receptive to sperm cells of ANY other species. Any couplings with a goblin result in three possibilities: a Goblin, Hobgoblin, or Bugbear (most common with orc pairings).   It has been observed that Goblin mating outside of their native species may also serve an evolutionary purpose, as Goblin progeny from other races have shown to inherit traits from the non-goblin parent, thus possible strengthening the gene pool.

Additional Information

Social Structure

Social heirarchy varies by the size of the community. In a nest, the Goblins will divide into Hunters and Gatherers, with equal roles and no one individual seen as more vital than the others. Once a nest has evolved into a gang, the most distinguished Goblin will have asserted dominance over the others, acting as a leader and strategist for the survival of the the group. Subordinates will refer to him as the "chief" or "boss" at this point until a queen is born. Once a queen is born and has elevated the gang to a tribe, social divisions become solidified. The queen's most trusted lieutenants and father become her "lashers" and enforce her will. Hunters are elevated and begin to form the backbone of her armies. Gatherers are relegated to second-class status, while weaker members of the tribe are shunned as pariahs and utilized in menial tasks. If a tribe reaches the size of a host, a priest-caste will arise, glorifying the will of Magulbvexz and further solidifying the rigid social heirarchies.   Goblinoid social dominance is established through intra-clan combat and showmanship, typically the most cunning and physically strong males will elevate themselves through demonstrations of mental and physical prowess, typically against enemies (a goblin who slays many enemies, or outwits local authorities to steal surplus goods for the tribe). Alpha Goblins will typically evolve into hardened warriors or wizened shamans depending on the presence of a queen. Queens will typically rise to become mystics of a sort, forcing an alpha to become their personal guardian for life. In the catastrophic event of a queen’s death, the tribe will typically fall back upon their Alpha and act to aggressively replace her on the next mating cycle, however if no queen results from the attempt, it has been observed that the tribe will collapse soon after unless the individual who killed their leader asserts command over the remaining members. If they choose to do so, the goblins will serve their new master loyally out of fear.   Upon the establishment of a Goblin Dynasty, once a tribe reaches over 100 members, they will begin to transform into a “host”, where their primary means of growth no longer stems from reproduction, but conquest. By this time, the queen will have had multiple daughters acting as “ladies in waiting” should she perish. These daughters would have also borne more females, thus encouraging more males to accomplish deeds to prove their strength in expanding the bloodline. With strength in numbers, a caste system develops in which lashers, hunters, and gatherers comprise the bulk of the host, while pariahs are the weakest of the group. Declaring themselves blessed by Magulbvexz (in common - Mah-gOl-vez), the host will assimilate any nearby goblin tribes and set its sights on conquering settlements of other races. Their goal is to rise as the new masters of the region, subjugating the local population as they supplant the rulers as the new “lords”. At this point, goblin purity of race takes over, and the goblins will no longer seek mates outside their race, instead vying for the attention of the few available females (typically descendants of the queen) acting as Lashers, who will enforce the queen’s will. It should be noted that entire hosts have been subjugated by Orcs, Hobgoblins, and Bugbears who killed the queen and alpha goblin, turning them into a weapon for their own dreams of conquest.   Stages of Goblin Organization: Nest - 10-20 Goblin males - Primarily concerned with sustenance behavior and growth. One goblin will begin to take the lead and act as an alpha. Typically found in abandoned caves/mines due to the need for safe, hidden shelter. Females of other species are abducted as breeding hosts and males are abducted as food sources. It is at this point they are most vulnerable.   Gang - 12-35 Goblin males - A singular male has firmly entrenched themselves in a leadership role and the group now operates not only to expand numbers, but to lay the foundation for the future. Primary goal is to produce a queen in order to form a self-sufficient tribe. The gang is just as aggressive as when they were a nest. Will begin to fortify their basic hiding spaces with structures and set up a small village-like base. A difficult, but still manageable threat if dealt with.   Tribe - 100-300 Goblins - Once a Queen is born, the Patriarch becomes her primary guardian. Focus no longer centers on abduction of outside breeders, but selecting the strongest males to produce more offspring with the queen’s daughters through deeds of strength and cunning. Worship of the Goblin deity “Magulbvexz” becomes paramount. Abduction purpose shifts from reproduction and food to manual labor and ritual sacrifice (though the former purpose still holds for lesser members of the tribe). A tribe is more likely to attack a small-to medium sized village head on. The Caste system is further evolved, now having Lashers, Hunters, Gatherers, and Pariahs.   Host - 500-900 Goblins - With numbers swelled, a goblin host will leave its home and begin to conquer in the name of Magulbvexz. Their primary goal will be to topple towns and establish a new rule under goblin superiority. Other races are used only as slave labor at this point.   Horde - 100,000+ Goblins - Found only in Goblin Cities, this is a host that has not only grown exceedingly large, but has established an actual rule over a region. Well organized, extremely cruel, and well armed, hordes can only be dealt with through a full-fledged war campaign.   Ironically, it is the Pariahs who are typically responsible for the creation of newer tribes that eventually become hosts. Shunned by their peers and denied the luxuries and pleasures offered to higher classes, these lowly goblins self-exile in order to avoid further abuse and out of a lust for the things denied to them. Once a band of pariahs have found each other, the cycle begins anew.

Facial characteristics

They possess pointed teeth and relatively large (in comparison to their cranial size), pointed ears and are often seen with elongated, pointed noses (though more gluttonous goblins have been noted to have shorter, bulbous noses). Their most unique feature are their eyes, which range from grayish-white to yellow in color with narrow, slit-like irises.

Geographic Origin and Distribution

Goblins are widespread throughout Esverde, with a large city in the Quetzon jungles from which most Esverdian Goblins can trace their lineage.

Average Intelligence

Rural and/or tribal Goblins rely primarily on oral tradition as a means of education. Urbanized Goblins have demonstrated no natural barriers to learning or intelligence and even proved to be quick learners when challenged. "Civilized" Goblins (those living in or from the Goblin city of Mferrgebolgz), have demonstrated a clear grasp of basic military tactics, economic savvy, civil engineering, magical control, and alchemy.   Generally, Goblins are known to have sharp wits when given advanced problems to solve.

Symbiotic and Parasitic organisms

Gnomish scholars are currently debating whether Goblins are actually a parasitic organism due to their reproductive behaviors.

Civilization and Culture

Beauty Ideals

Goblins culturally consider only female goblins to be "beautiful" and males will compete for the rights to court and mate with a female regardless of how she looks. When selecting a breeding host outside the Goblin race, targets are usually selected based upon capacity to bear the offspring, youth, and overall health (which typically means the most physically fit and attractive candidates by the standards of the species targeted).

Gender Ideals

Males are expected to assume many of the most laborious roles, whereas females are expected to be educated and take administrative and political positions.

Culture and Cultural Heritage

Goblins appear to be locked into a self-destructive cycle of stagnation, where their blind devotion to Magulbvexz compels them to draw hostile reactions from more organized and militarily superior groups, thus reducing their numbers and preventing significant racial growth.

Historical Figures

Queen Adidnac the VIII, current ruler of Mferrgebolgz.

Common Myths and Legends

Goblins rely primarily on oral tradition with regards to the transmission of their accumulated knowledge and thus far, the only place where a continual Goblin presence exists is also a place that is hostile to all outsiders.   Interrogations with Goblin prisoners has rarely focused on their past as a species, so what little is known about them is gleaned from random rantings and babbles from magic or chemically influenced individuals, typically at the behest of Gnomish studies.   As far as anybody knows, Goblins believe they are one of the elder races, wakening not after, but simultaneously with the Elves. According to tribal lore, their creator was a being from the Fae who was attracted to the great magical energies of Urth. Goblins claim this being was beautiful, graceful, and capable of wondrous feats of magic, with a diminutive but lithe frame and translucent wings similar to that of a dragonfly (Elvish and Gnomish scholars debate on whether Goblins are describing a Fairy as their progenitor, a notion Elves find ridiculous). This being, who Goblins refer to as Golovenne, set about to make a new home for herself on Urth, using her magic to craft a lush garden amidst the desolate barrens of the nascent world. However, in the process of her labors, a great devil discovered her paradise and set about to defile it. Golovenne discovered the devil and fought back, but not before it wounded her gravely with its infected talons. As she took her final breaths, Golovenne created two beings, using what remained of her powers, to safeguard the paradise she'd created: Magulbvexz and Mawortha.   To this point, most Goblin lore remains consistent, however details after the creation of Magulbvexz and Mawortha are hazy at best. Cave paintings in ancient Goblin caves found on Rusolte show Mawortha as a goddess of fertility, matronhood, and fruits, but no organized worship of her appears in modern Goblin groups. The few testimonials regarding Mawortha claim she was slain by an evil demon when the Void learned of her gifts to the Goblin race: their legendary fecundity. Magulbvexz, in his rage after losing his mate swore revenge against all, specifically placing the blame on Elves and Dragons as being responsible for alerting the fiends to the existence of the Goblin race.   Curiously, the Dragons themselves have weighed in on the legend of Goblin creation. According to the Elder Golden Dragon, Aurumorglefar (Aurumor for short), he specifically recalls the feeling death of every god and goddess since the existence of the mortal races, and unusually, he cannot recall when or how Mawortha died. This same sentiment has been shared by the Elder Red Dragon Rubrumalfathraze (Malfathraze) in a conversation with Grindlegap Sparthest, the famed Gnomish historian. In a rare interview conducted at the price of 24 solid gold mustang statues, Grindlegap was allowed a 2 hour audience with Malfathraze in which she would be allowed to say whatever she wanted so long as he recorded it word for word. After her treatise on the evils of Elves, the lie of Bahamut, and the annoyance of mortals in general, Grindle stated that one of the few things Malfathraze had mentioned was that one of the original Goblin gods had simply vanished without a trace and that her death was never felt in any of the planes.   By the reckoning of Aurumor, three other Goblin deities have risen:
Gliverblulor - Chaotic Neutral God of Mischief and Trickery (Whereabouts Unknown)
Agorvebrok Sharpspear - Chaotic Good God of Hunting and Feasts (Deceased sometime in the early First Age)
Shivreek - Chaotic Evil Goddess of Blood (Inactive)
  Currently, most Goblin tribes have been seen to be fervent worshippers of Magulbvexz (who they attribute to the aspects of War, Survival, and Ambition), carrying on his vengeance by waging a war against the oppressive nations and peoples of Urth. However, it must be noted, that recent studies show that this may be a misguided war should the facts about Mawortha ever be discovered.
Scientific Name
Fae Ingenii
Origin/Ancestry
Fae
Conservation Status
Goblins are plentiful and thriving on Esverde, particularly in the region of Quetzon. They are effectively extinct on Rusolte.
Average Height
3'9"
Body Tint, Colouring and Marking
Goblin skin colors range from forest green to pinkish-tan, usually varying by region of birth and parentage.