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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 have tough skin and thick skulls.  They also exhibit a high degree of pain tolerance.  A pinch that will annoy a goblin might cause serious pain or injury to a member of another race.  Goblins are often physically rough with each other, to the point of inflicting actual damage; this can lead to problems with members of other races since goblins often don't intuitively understand that their roughhousing and bullying is hurting others.

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.

See also: races

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