Goblins

Cunning. Devious. Cowardly. These are all words commonly used to describe the goblins of the Forsaken Vale. Free from the tyranny of hobgoblins, the goblins of the vale are smarter and more dangerous than their southern cousins.

Short and Wiry

Roughly the size of human children, most goblins deplore the idea of a fair fight. No goblin has ever gained fame as a brave and indomitable warrior; disadvantaged as they are by their small size, they are forced to rely on speed and cunning to hunt their prey and defend their territory. They are known as skilled ambush hunters, crafty alchemists and natural animal trainers.

Goblin skin ranges from pale gray to deep green, with most goblins falling somewhere in the middle. Splotchy discolorations and patches of darker or lighter skin are common, and some tribes of goblins assign great meaning to these markings, taking them as an indication of a young goblin's destiny. Goblins have no body hair, and their head hair is sprase and stringy, with some goblins being completely bald from birth. Goblin shamans often grow their head and facial hair down to their ankles, as a testament to their exalted age and exemption from physical labor.

A Precarious Life

Goblins are a short-lived race, seldom living past the age of 50. Hunting mishaps, alchemic bombs exploding prematurely and poorly trained giant spiders are a constant threat to the average goblin, who must also contend with aggression from their human neighbors. Most goblins are very aware of this fact, and most who reach adulthood are keen to extend their lives as long as possible, with no time for concepts of bravery or honor which might obligate them to put themselves at risk.

Goblins have little regard for tradition, and are typically led by the craftiest and most powerful among them. They live in small, semi-nomadic communities, and are quick to flee to safer lands or opportunistically sieze a slice of undefended territory.

Individual goblins tend to approach new situations with straightforward pragmatism. They are flexible and adaptive, quick to change plans and cut losses as situations develop, sometimes to the point of seeming cowardly or eager to flee. This flexibility also makes them unpredictable, however, and many have met their end by failing to account for goblin ingenuity.

Fractured Leadership

Goblin society features two primary branches of leadership, which are often at odds with one another - Alchemists, and Shamans.

Goblin Alchemists are cunning and Machiavellian leaders, who maintain power through complex plots and schemes against their rivals. Goblins who serve Alchemists are often armed with poisoned weapons and rudimentary explosives, and can frequently be found raiding wizard's towers and sacred groves for powerful reagents.

Goblin Shamans, meanwhile, preside over the many animistic rituals of goblin society. While all goblins use domesticated spiders as hunting animals and sources of silk for weaving and other crafts, tribes in which shamans are dominant also ride them as beasts of war. These tribes are often smaller than those ruled by Alchemists, but they are more unified, and their spider cavalry are unmatched among goblinkind in speed and strength.

On rare ocassions, Shamans and Alchemists are able to set aside their differences and share power between them. The existence of such a tribe often spells disaster for neighboring communities. Fortunately for the more civilized races, such alliances are often fragile and short lived, as infighting and betrayal are ubiquitous.

Goblins living in other lands often face prejudice for the actions of their kin, but their unique skills can on rare ocassions win them the acceptance of their communities. Whether they establish themselves as healers, hunters, or weavers of durable spider silk garments, they often face little competition from their human and dwarven neighbors.

Profit and Opportunity

Goblins who take up the adventuring life are seldom motivated by highminded ideals. While an individual goblin's motivations may be unique - some covet treature, while others crave fame, and still others simply desire acceptance in their communities - most of them are attracted to adventuring for the simple reason that it offers a great deal of potential for profit in a relatively short amount of time. Adventuring goblins might be so confident in their own cunning that they feel the risks of adventuring are manageable, or they might reasonably conclude that the risks are a preferable alternative to the trials of tribal life and the inevitable prejudice of human neighbors.

Goblin Names

Goblins are given names by their parents, and often choose nicknames or honorifics for themselves as they reach maturity. As goblins live in small communities, they seldom have surnames, simply relying on memory to keep track of family relations.

Male Names: Age, Arne, Ake, Aki, Alv, Bard, Baggi, Bjarke, Brand, Dagr, Ekr, Erki, Folke, Geir, Hagen, Hallr, Hrafn, Ingi, Jerk, Keir, Loke, Noll, Odd, Oleg, Osku, Runi, Snjurd, Snorre, Stigr, Tallak, Torsti, Tyg, Viggo

Female Names: Aili, Alva, Aslog, Berglot, Birthe, Brita, Dagmar, Dagny, Eir, Ern, Etter, Frigg, Gitte, Gyda, Gyf, Hege, Hel, Inger, Kara, Liv, Lur, Oili, Pirkko, Silke, Siv, Skadi, Skygge, Unn, Vivi, Ylva

Nicknames: Badger, Bear-shanker, Bomber, Brewer, Cricket, Dagger, Digger, Goatsnatcher, Knife-licker, Lance, Lurker, Needle, Noisy, Rider, Shadow, Shorty, Snake, Spider, Trapper, Wolf