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Goblins are one of the Races of Innworld. The rest of the world considers them uncivilized barbarians at best and monsters at worst.



Goblins are a humanoid race, with green skin and crimson eyes as their most recognizable features. Normal adults are on average around four feet tall,[1] unless they have developed into Hobgoblins (see below). Their eyes look uniformly red at a distance, however, that is because the whites of their eyes and the cornea are red. The pupils, by contrast, are the darkest part of their eyes.[2]

Goblin Teeth by Cortz

They have pointy ears and rather lengthy, pointed noses, but not overly so. Goblins have two rows of sharp, pointy teeth[3] which they can regrow throughout their life.[4] While some Goblins can grow hair, they are usually bald except for old Goblins, who may grow hair on their face or head.[5]

Physical Abilities[]

An average Goblin is weaker than a Human.

Senses - Sight

Goblin have good night vision.[6]


Goblins grow up fast. Babies learn to walk after about two weeks. After that, they shoot up in height rapidly as Goblin children. They remain functionally children for about six months to a year. After that, they can fend for themselves.[7] By the time they turn three Goblins can function as adults.[8]

It is not known how long Goblins can naturally live, as they usually get killed before they die of old age. Prixall, who is sixty years old, appears no older than a Hobgoblin of four years and claimed to be not old.[9] This seems to be uncommon knowledge, as previously, Rags considered Pyrite and Redscar "old" at the ages of 8 and >10. In comparison, Prixall considers Greydath the only old Goblin she'd ever met.[10]


Goblins can eat almost anything from regular food, to raw meat, to rotten or spoiled food, to even some types of dirt.[11] In extreme circumstances, they may even cannibalize their own dead.

Goblins can live for up to a week without food and twice as long if they have the right classes. Some, like Tremborag, could probably have starved for a month. However, they still need to drink water,[12] or they will only last for a few days.

Magical Qualities[]

[Shamans] are the most well-known magic users of Goblins, drawing Mana from the members of their tribe and thus growing stronger as the tribe increases its numbers. Because of the lack of opportunity and education, Goblins rarely become arcane [Mages]. Because of this, most other people are under the misconception that Goblins are only capable of [Shaman] magic.[13] However, Goblins are able to cast magic and become [Mages] just like other races, depending on individual magical abilities. Noears and Rags are such [Mages].

As magic-capable Goblins are usually targeted first by adventurers trying to decimate a tribe, most Goblins choose not to pursue the [Shaman] or [Mage] classes.

Special Abilities[]

Every Goblin that takes a leading position over other Goblins, such as a [Leader], [Chieftain], [Shaman], [Great Chieftain], [Lord] and [King], can see the memories of past deceased Goblins, years, centuries, or further in the past. The size of a Goblin leader's tribe impacts the quantity and age of the memories they can access, and there is a minimum number of Goblins needed to access this power. It is extremely valuable, as Goblins remembered strategy or good places to hunt or hide.[14]

Goblins, potentially only Goblin leaders, are able to sense other Goblin leaders in the distance as lights in the darkness. It seems to be partially up to the will of a Goblin if they allow themselves to be sensed. The strength of their light doesn't directly correlate to the strength of the Goblin. Goblins are able to sense other Goblin leaders even across continents and seas, depending on their light's strength, though it gets harder to pinpoint locations the farther it is.[7]


Similar to Lizardfolk, by fulfilling certain unknown conditions, Goblins can evolve into different forms. Hobgoblins seems to be something of a base evolution, from which Goblins may further evolve into rarer Great Goblin subtypes, only one of which is known (Fomirelins). It is implied there are additional Great Goblin subtypes.[15]


Hobgoblins, or "Hobs", are Goblins who undergo what is described as a "late growth spurt" that makes them about as tall as a Human, while also increasing their physical strength greatly.[14] Though quite fat by human standards, Hobgoblins are deceptively fit and strong; again possibly thanks to a Skill, their added body mass, should they have any (for not every Hobgoblin is fat), does not seem to hinder them at all and instead provides additional protection, as some blades cannot penetrate it deeply enough to truly injure the Hobgoblin.

Tribes that are dominated by other species, such as Raskghar or Ogres, will manifest few if any Hobgoblins.


Fomirelins, also known as Great Goblins, are a Great Goblin subtype that Hobgoblins may be able to turn into. They are hulking creatures of muscles.[16] Hobgoblins who do not fully turn can change for a limited amount of time, with all of the apparent fat of their normal forms rearranging itself into muscle. Greydath considers such half-transforming Goblins weak.[17]

Additional Subtypes[]

Further evolutions exist but have not been detailed.[15]

Cave Goblins[]

Cave Goblins appear identical to the above-described Goblins, with the exception of having grey skin instead of green. They are not an evolution form in the vein of Hobgoblins or Fomirelins, but rather a Goblin subspecies.

Behavior and Culture[]



A Goblin Chieftain (or [Leader]) is essential to any tribe. Without one, Goblins are aimless, no matter how many of them there were. A Chief can direct them and give them purpose. There is power in being a Goblin leader, just as there is power in [Shamans], which connects all Goblins. Goblins give their Chiefs and Shamans their abilities. In their case, they took memories, just as mentioned above in Special Abilities.[14]


A Goblin Shaman can lead a tribe as good as a Chieftain. They too can see the memories of past deceased Goblins. The more Goblins are in their tribe, the more power their spells have.[14]


See Goblin Lords

Goblin Lords are the first type of Goblin that have the ability to send out signals to all Goblins that urges the Goblins to join them. Their presence can be sensed by other Goblins intuitively in some cases.


See Goblin Kings

When a Goblin Chieftain amasses enough goblins, they turn into Goblin Kings. All Goblin Kings so far have ended up waging terrible wars against non-Goblins despite being docile at first, with the reason implied to be remembering a terrible act enacted against Goblins long ago during the God War. Velan told Tremborag that there is no purpose or task that killing everyone fulfills, it is just to end everything.[16]


Traditionally, "being a Goblin is fairly simple". Only a couple of things have to be thought of.[18]

  1. Survive
  2. Obey your Chieftain
  3. There isn't even a third thing to think of. That was how simple it is.

The willingness to do anything to survive in spite of constant fear, combined with this obedience to the Chieftain, seems to be the core of what is Goblin, at least in Rags's opinion.


Goblins possess a language, described as rough and unpleasant to speak; while used in cases of necessity, the Goblin tongue is usually eschewed by Goblins in favor of gesturing and pointing. Most Goblins speak in a splintered form while using body language to fill in the gaps. For this reason, Goblins are expert at reading each others' body language. The Mountain City Tribe, among their many idiosyncrasies, were known to speak the Common Tongue (what Earth knows as English) instead of the Goblin tongue, with some of them, such as their leader Tremborag, being quite fluent in the language.

Goblin females are rarer to become [Warriors] than men, because they are often busy being pregnant or weaning. Clever Chieftains don't split off gender-mixed squads of Goblins for longer-term tasks away of the tribe, because doing so can result in a fully new tribe.[18]


Goblins receive their names from Shamans. If a tribe doesn't have a Shaman they can't get a name, but for the sake of convenience, they sometimes give each other nicknames. The only known exceptions to this rule was Rags, who received her name from a Human, and Reiss who received his name from Zel Shivertail upon his death. While Ulvama refuses to acknowledge 'Rags' as a "true" name, most agree all the same that Rags is truly her name and not a nickname.

The reason why the Shaman, Ulvama, refused to acknowledge it is because only a [Shaman] can give a proper name, by using their power. This is so when named Goblins die, other leading Goblins, like Chieftains, can remember them through memory.[19]

Known Goblin Tribes[]


According to Zineryr, Goblins were victims in the God War[27], during which they lost their family, their people, and their King[16]. Zineryr also spoke of there being only ever one Goblin King[27]. For as long as anyone can remember, Goblins have been hunted all over the world, because every Goblin King that emerges becomes genocidal.

After the fall of the Minotaur's Age of Conquest, a Goblin named Sóve the Island Queen established a settlement of Goblins on a floating island, which became enemies of the House of Minos. Every year, when the two islands draw close, they enter combat, ostensibly for the House of Minos to keep them from growing too strong and sending out groups to aid other Goblins. Niers Astoragon muses who is occupying who.[28]

During the reign of Velan the Kind, multiple armies of Goblins rampaged throughout the north of Izril and sailed across to Terandria. There were at least a hundred thousand Goblins in each army, and their king had a million Goblins at his back when he was defeated in the Bloodfields.[29]

more TBA

Relations with other Races[]

Frost Faeries

For reason not yet stated, Frost Faeries call them the children or the youngest,[30] and they never watch and listen to them, as they might cry if they did, and the fae did not like to weep for the past.[25] They also never bother them with any pranks.[31]


The House of Minos consider the Island of Goblins their ancient enemy, and regularly keep tabs on Goblins on the other continents.[15] Venaz believes the House of Minos annually clashes with the Goblin Isle to deplete their strength and prevent them from sending groups to aid other Goblin tribes, but Niers Astoragon says the Isle sends out groups anyway and muses if the Isle depletes the House of Minos instead.


  • Adventurers Guilds offer tiny bounties for Goblin ears. This amount may range from a copper piece for every four pairs of Goblin ears[32] to two copper pieces per ear[33]
    • As of Volume 6, Liscor has decided to discontinue the bounty on Goblins. Furthermore, they have adopted the Wandering Inn's rule "No Killing Goblins" as one of the rules on their brochure.[34]
    • Goblin ears are an ingredient in at least some alchemist recipes.[35]
  • Although Goblins are considered a minor threat by most settlements of any size, when they do appear in huge numbers they are fully capable of wiping out villages, cities, and even nations.
  • Goblins are a bigger threat in the northern part of Izril than they are in the southern.[36]
  • The offspring of Goblins are always Goblins regardless of the partner, male or female, but sometimes Goblins may inherit traits from their non-Goblin parents, which are often rape victims.[13]
  • Goblins rarely live long enough to reach Level 20.[37]
  • Goblins have weaker classes than humans. For instance, instead of starting with the [Warrior] Class, Goblins first get something like [Scrapper], which changes to [Warrior] at around Lv. 5.[14]
  • In some Goblin tribal battles, each side has hundreds, sometimes thousands of Hobs.[38]