Goblins are one of the Races of Innworld. Unfortunately to the rest of the world they are considered uncivilized barbarians at best, Monsters at worst.
- 1 Physiology
- 2 Evolution
- 3 Behavior and Culture
- 4 History
- 5 Relations
- 6 Trivia
- 7 References
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, unless they have developed into Hobgoblins (see below). Their eyes looked 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.
They have pointy ears and rather lengthy, pointed noses, but not overly so. For a human at first glance, this makes their faces look ugly. This impression intensifies when Goblins present their teeth, which look pointy and sharp, and of which they have two rows, like sharks do. As another similarity to sharks, Goblins regrow these teeth throughout their life.
While some Goblins can grow hair, they can't grow facial hair, except for old Goblins, who can grow beards. On average, Goblins are smaller than Humans, with the exception of Hobgoblins, who are taller than them.
An average Goblin is weaker than a Human.
Senses - Sight
Goblin have good nightvision.
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. By the time they turn three Goblins can function as adults.
It is not known how long goblins can possibly live, as they usually get killed before they die of old age. Their lifespan has been guessed to be up to 30 years, although it's rare to see one get that old.
Several Hobgoblins have been shown who got significantly older, most significantly Greydath. Tremborag was also supposedly older than many other goblins and even hobgoblins, but still significantly younger than Greydath.
Goblins can eat almost anything from regular food, to raw meat, to rotten or spoiled food, to even some types of dirt. They can also cannibalise their own deceased ones, but only do so in desperation.
Goblins could live for up to a week without food. Twice as much if they had the right classes. Some, like Tremborag, could probably have starved for a month. But they still need to drink water, or they will only last for a few days.
The most well-known magical ability of Goblins is about their [Shamans], who draw Mana from the members of their tribe and thus grow stronger as the tribe increases its numbers. For that reason, most [Mages] are under the misconception that any magic that Goblins are capable of, is necessarily of [Shamanic] nature.
However, Goblins are able to cast magic and become [Mages] just like other races, depending on individual magical abilities. People from outsider races have rarely been willing or attempting to test the extent of Goblin mages. Noears and Rags are such [Mages].
In some areas, Goblins able to cast magic are killed first by adventurers trying to decimate a tribe; which is another reasons for Goblins not to pursue the career of either [Shaman] or [Mage].
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.
It was something every leading Goblin could do. They could remember things that had happened to their tribe, things that had happened years or even centuries in the past. This is extremely valuable, as Goblins remembered strategy or good places to hunt or hide. But it only worked with enough Goblins.
By fulfilling certain unknown conditions, the Goblins can evolve into a new subtypes forms. The known forms are Hobgoblins and Fomirelins (Great Goblins).
Hobgoblins, or "Hobs", are Goblins who undergo what is described as a "late growth spurt" (it may be related to Levelling) that makes them about as tall as a human, also increasing their physical strength greatly. 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.
Fomirelins, also known as Great Goblins, are a certain stage, Hobgoblins may be able to turn into. They are a hulking creatures of muscles.
Hobgoblins who do not fully turn, can gain the ability to change for a limited amount of time. One such Hobgoblin was Tremborag. In his normal form, he was already an unusually gigantic Hob, and even Goblins made the mistake of assuming he must have be quite weak and may even have been unable to stand upright. In battle, however, Tremborag could shift — physically shift — into a more fearsome form, all of the apparent fat of his normal form rearranged itself as muscle. Said ability didn't originate from a Class or Skill but his Goblin heritage. He never managed to master it in his lifetime, though, and was even considered weak by Greydath as he couldn't maintain that form.
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.
But being a Chief was more than just about leadership. It was also something that connected all Goblins. There was power in it, just as there was power in [Shamans]. Goblins gave their Chiefs and Shamans their abilities. In their case, they took memories, just as mentioned above in Special Abilities.
A Goblin Shaman can lead a tribe as good as a Chieftain. They to can see the memories of past deceased Goblins. Not only that but the more Goblins were in their tribe, the more power their spells had.
- 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, but reasons for this are unknown so far.
Traditionally, "being a Goblin is fairly simple". Only a couple of things have to be thought of.
- Obey your Chieftain
- 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 favour of gesturing and pointing. 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 women 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 easily results in a fully new tribe.
Goblins receive their names from shamans. In case 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 the in story Goblin Lord, who received his name from Zel Shivertail upon his death. Although a Shaman, Ulvama, refused 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.
Known Goblin Tribes:
- Biting Blade Tribe
- Bloody Hand Tribe
- Broken Spear Tribe
- Fire Bite Tribe
- Flooded Waters Tribe
- Frostfeeder Tribe
- Ghostly Hand Tribe
- Gold Stone Tribe
- Greystone Tribe
- Jawbreaker Tribe
- Kraken Eater Tribe
- Molten Stone Tribe
- Mountain City Tribe
- Old Fire Tribe
- Redfang Tribe
- Rockfall Tribe
- Rolling Rocks Tribe
- Scale Slayer Tribe
- Still Grass Tribe
- Sword Taker Tribe
- Undercrawler Tribe
- Valley Pact Tribe
The Goblins were the youngest species on Izril to emerge, before the Antinium showed up. (The Antinium were first discovered less than a hundred years ago on Rhir; but had actually been active there for many centuries, so this information might not be accurate.)
During the Goblin Crusades, 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 even had a million Goblins at his back, when he was defeated in the Blood Fields.
For reason not yet stated, Frost Faeries call them the children or the youngest, 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. They also never bothered them with any pranks.
Relations with other Races
- Adventurers Guilds offer tiny bounties for Goblin ears. This amount may range from a copper piece for every four pairs of Goblin ears to two copper pieces per ear
- As of Volume 6, Liscor has decided to discontinue the bounty on Goblins.
- Goblin ears are an ingredient in at least some alchemist recipes.
- 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.
- 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.
- Aside from Garen, there are other famous Goblin Chieftains in Izril. Far to the north, there are other tribes who make Humans tremble, just as there are ones to the south and on other continents. For example, a pyromaniac witch, who refused the Goblin King, and a brute who loves combat and accepts no one as his master.
- Goblins rarely live long enough to reach Level 20.
- 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.
- In Goblin tribal battles each side has hundreds, sometimes thousands of Hobs.
- Chapter 1.32
- Chapter 5.36
- Chapter 1.03
- Chapter 3.29 G
- Chapter 3.28 G
- Chapter 2.19 G
- Chapter 4.46
- Chapter 5.19 G
- Chapter 7.05 P
- Chapter 8.00
- Chapter 1.34
- Chapter 2.14 G
- Chapter 5.51 G
- Chapter 5.55 G
- Chapter 3.17 T
- Chapter 7.05 P
- Chapter 2.02 G
- Chapter 5.20 G
- Chapter 2.36 G
- Chapter 7.43 G
- Chapter 2.38
- Interlude: Burning Alcohol
- Chapter 1.23
- Chapter 3.10
- Chapter 4.32 G
- Chapter 7.28
- Chapter 1.06 R
- Chapter 5.59
- Chapter 2.12
- Chapter 3.01 E
- Chapter 4.39 G
- Chapter 5.15
- Chapter 5.14