Goblin
Though known to be the result of breeding by the Dragon Kings on the Orcs, there is some speculation about how the goblin race came to be. Some postulate that the dragons simply narrowed the gene pool and privileged the smaller of the orcs in that pool. Others believe that the dragons bred gnomes with the orcs to give rise to goblins. Still others believe that it was halflings, rather than gnomes, that were bred. This last theory is a bit far-fetched, as there are few records of large halfling communities existing outside of Oneria during the Age of Flame.
Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. Where in other worlds goblins might have undergone a shift away from this reputation, on Chaia such a shift has yet to happen. The vast majority of goblins are savage and irrational creatures, though there are a few who break from that norm.
Others are endless tinkerers and view their companions’ trash as the components of gadgets yet to be made.
Goblins' reputations are a reflection of the actions of the majority of the species. As such, goblins who travel to larger cities are frequently subjected to derision, and many work twice as hard at proving their worth.
Goblins are present throughout the Umbral Sea, the collection of caves and caverns beneath Chaia's surface. On land, they tend to be located primarily in Oloseth and neighboring nations, though tribes of goblins have been found as far as Oneria and Dehremben.
Basic Information
Biological Traits
Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.
Additional Information
Social Structure
Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. As new threats rise across Chaia and the Umbral Sea, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as “longshanks,” won’t treat them kindly. Learning to trust longshanks is difficult for a goblin, and it’s been only in recent years that such a partnership has even been an option. However, their attitude as a people is changing rapidly, and their short lifespans and poor memories help them adapt quickly.
Civilization and Culture
Naming Traditions
Female names include: Rorbis, Olgon, Ogams, Vroskoth, Moapho, Ghardou, Pudkoase, Anbonbou, Ghodgidlu, Nolgeskib, Lumlih, Ghilkath, Gogmo, Klomkath, Jugouns, Houkchums, Vrakoldih, Rudgoulga, Lakmukchu, Hanbudloab
Male names include: Kuz, Ban, Zert, Gog, Abmet, Odgab, Mottak, Chognub, Pagounzosh, Wegvumkirk, Krub, Mig, Kenk, Gort, Drendurch, Judzonk, Nobzark, Oobroa, Vubblabnesh, Nuffobmart
Genetic Ancestor(s)
Scientific Name
parum intelligentes pestes
Lifespan
40 years
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