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GOBLINS

Goblins

ORIGIN & HISTORY

Goblins

Goblins

Short-lived survivors. Age rapidly. Clever, adaptive, deeply pragmatic. Drawn toward Davokar.

Read more → are the larval stage of the troll species. Every troll and every ogre begins life as a goblin. After approximately twenty to forty years of life, all goblins feel an irresistible biological call — a compulsion to leave civilization and wander deep into Davokar

Davokar

The endless ancient forest north of Ambria. Divided into Bright, Wild, and Dark Davokar. Grave of the Symbaroum empire.

Read more → to find a place to cocoon. Most never return. Those whose pupation succeeds become civilized trolls deep underground. Those whose pupation fails either die in the cocoon or emerge as feral rage trolls or ogres.

Every goblin is living on borrowed time, and every goblin knows it.

This means every goblin is living on borrowed time, and every goblin knows it.

CULTURE & SOCIETY

Goblin society is chaotic, resourceful, and darkly humorous. In the wild, they organize into tribes led by the strongest or cleverest individual. In Ambria

Ambria

The young kingdom built by Alberetorian refugees north of the Titans. Seven duchies, twenty-one years old, expanding relentlessly.

Read more →n cities, they serve as laborers, scavengers, and servants — doing work humans consider beneath them.

Goblin tribes near civilization include the Karabbadokk, who live near Thistle Hold

Thistle Hold

Frontier town at Davokar's edge. Gateway for treasure hunters, mystics, and fools. The site is named after it.

Read more → and Blackmoor. Despite their low social standing, goblins are tenacious survivors with a sardonic wit and a remarkable ability to make do with very little.

PHYSICAL DESCRIPTION

Small, wiry, and quick. Goblins

Goblins

Short-lived survivors. Age rapidly. Clever, adaptive, deeply pragmatic. Drawn toward Davokar.

Read more → have large eyes, pointed ears, and greenish or grayish skin. They are agile climbers and surprisingly strong for their size.

HOW OTHERS VIEW THEM

Ambrians

Ambrians

Civilized human refugees from Alberetor. Hierarchical, expansionist, devoted to Prios.

Read more → treat goblins as vermin or cheap labor. Barbarians

Barbarians

Indigenous human clans of Davokar. Stewards of the land, bound by oral tradition and clan loyalty.

Read more → are more tolerant but still dismissive. Trolls

Trolls

Transformed goblins who form a unified society. Value strength and craftsmanship. Ancient runic traditions.

Read more → regard goblins with a mixture of kinship and pity — knowing what fate awaits them. The heretic priest Father Sarvola

Father Sarvola

Called "The Heretic." Priest in Thistle Hold who has seen Davokar's truth and struggles with doctrine.

Read more → in Thistle Hold

Thistle Hold

Frontier town at Davokar's edge. Gateway for treasure hunters, mystics, and fools. The site is named after it.

Read more → is notable for actually caring for goblin welfare.