Goblins
"Patchouli? I really hate patchouli..." - Lieutenant Kash, tiefling gunslinger
Basic Information
Anatomy
Goblins share the same height and general size as halflings. Their proportions, however, are more akin to dwarves. Goblins have long torsos and arms, with long fingers that end in short, hard talons which they are known to routinely sharpen to points. The most distinctive feature of goblins is their cranium, which features the strongest mandibles of any of the humanoid species, the largest and most sensitive nostrils and ears, and the smallest braincase. This does not seem to have limited their intelligence or mental capacity, so it is believed to have evolved as a means to encase the goblin brain in thicker and thicker layers of skull, likely as a natural selection pressure response to repeated blunt force trauma to the head.
Like dwarves and orcs, goblins have a thick, hide-like skin covering their bodies. In addition to normal skin pigmentation provided by melanin as a resistance to sun damage, goblins and orcs possess an additional pigment that provides distinctive green, orange-yellow, or blue coloration. These pigments seem to produce vitamins for the individual which improve their reflexes and perception, but require additional fuel to function, leading scientists to believe that the pigment is actually some kind of symbiotic bacteria in the skin. Goblins and orcs will turn pale when hungry, and new offspring are never as vibrant as when they mature. The coloration seems to be randomly distributed across Farus, rather than variation being linked to environment. It is likely that pigmentation is inherited through contact with other orcs and goblins, as members of the same family or community will gradually become the same color over time.
Genetics and Reproduction
Halflings and goblins have nearly identical life cycles. However, data on the average lifespan of goblinkind has been obscured by the fact that so few goblins live to see old age. It is theorized that goblins could live as long as halflings (averaging mid-second century) but that they get into so many dangerous and fatal situations that this will never happen.
Notably, sea and swamp goblins are monotremes, laying eggs that resemble frogspawn which then mature and grow instead of giving birth to live young. In all other respects, these goblins are identical to their terrestrial cousins - sand, scrub and sky goblins.
Dietary Needs and Habits
Like halflings, goblins are omnivorous and have been observed to require quadruple the amount of food that a human does. This is common to orcs as well, who require double this amount of food. It is also documented that goblin anatomy incorporates a double digestive tract, branching at the bottom of the esophagus. Only carrion and other spoiled food items may pass into one stomach - which has stronger acid - and cooked food passes into the other.
The upshot of this form of digestive system is that goblins are practically always hungry. When one stomach (usually their "junk" food stomach) is full, the other is usually empty. Because they are typically around only one food source or the other, goblins have a hard time creating a meal that will satisfy both stomachs at once. Goblin communities usually have a communal trash pile to help satisfy this need, which will be picked throughout the day, between cooked meals. This system also gives goblins their distinctive aroma (which varies from a scent of rotten eggs to heavy patchouli-cologne).
As their stomachs digest food items, gas is produced and siphoned into a gas bladder. When the gas bladder fills, the goblin flatulates, producing a visible, strong-smelling cloud. If the goblin does not relieve themselves when the gas bladder is full, then the gas is excreted through the pores in their skin in a full-body "fart". Flatulence among goblins is a completely voluntary act, and many goblins choose to hold their gas in order to cause this full-body-fart to occur as they find it relaxing. How this process functions is unknown in modern medicine since goblins' skin pores are not obviously linked to the gas bladder, nor has never been researched within goblin history as goblins discourage questioning good things.
Additional Information
Social Structure
Highly individualistic, goblin society is largely set up as an "opt-in/opt-out" structure. Goblins have no centralized power system as a species, but rather band together in groups called "bands", "gangs", or "tribes" and sometimes will refer to collections of many tribes in one location as a "goblintown" or, rarely, a "Goblin City." These groups are free to espouse whatever views they like, and are encouraged to adopt them from other civilizations if they are advantageous to their band. The only real civil duty a goblin has is to watch out for other goblins within the group and to pursue whatever code or philosophy they collectively strive toward.
Goblins have historically operated on a might-makes-right social paradigm. This led to many non-goblins becoming leaders within goblin civilizations (orcs, trolls, ogres, monstrous creatures, etc.). Many goblin bands follow this code, however, after contact with the Urunathi civilization, and subsequent contact with the Zarion Empire, many more goblins follow the "golden rule" - whoever has the most gold makes the rules.
Because there are such a myriad of goblins and motivations behind their actions, goblins across Farus are to be found in nearly every civilization and in every line of work.
Geographic Origin and Distribution
Believed to be indigenous to the Dearth, goblins spread across the entire coast of the New World, then spread to the Old World, inhabiting every biome, including the freezing tundra. Due to their peculiarities, it is common to refer to goblins by the following cultural subgroups:
- Sand - goblins that dwell in the desert
- Sea - goblins that live underwater
- Sky - goblins that live at high altitudes in hills and mountains
- Scrub - goblins that live in grasslands and forests
- Swamp - goblins that live in wetlands and marshes
Average Intelligence
Goblins exhibit the same sapience and intelligence as other mortal races. However, their society and education are typically the most focused matters of commerce and skullduggery.
Perception and Sensory Capabilities
Reflexes and senses (perception) among goblin populations are, on average, better than in other humanoids. Goblins have also been observed to exhibit a kind of "sixth sense" that makes them aware of danger and deception, though this has not been substantiated with evidence.
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