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A player race in Azolin

Member of the Goblinoid greater race:

Goblins are small humanoid monsters. They vary in height from about 3 to 3 ½ feet and weigh 40 to 45 lb. They walk upright even though their arms nearly reach their knees. Their eyes vary from red to yellow and are usually dull and glazed. They have a broad nose that sits on a flat face with pointed ears and a wide mouth. Their mouth contains small, but sharp fangs. Their skin pigment ranges from a deep red through nearly any shade of orange to yellow and on into gray, brown and black. Members of the same tribe tend to have the same skin color.

Goblins usually live in tribes which are ruled by the strongest goblin in the group. These tribes vary in size from gangs of 4-9 to tribes of up to 400. Most larger tribes have wolves or dire wolves as mounts, or ally themselves with worgs, which also carry them into battle. Goblin tribes usually settle near civilized areas to raid for food, livestock, tools, weapons, and supplies. It is common for the leaders of goblin clans to be non-goblin (either other goblinoids or a different species entirely); such leaders are exploiting the goblins as disposable soldiers to further their purpose.

Humans would consider the caves and underground dwellings of goblins to be dank and dismal. Those few tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat resistant to the diseases that breed in such filth.

They live a communal life, sharing large common areas for eating and sleeping. Only leaders have separate living spaces. All their possessions are carried with them. Property of the tribe is kept with the chief and sub-chiefs. Most of their goods are stolen, although they do manufacture their own garments and leather goods. The concept of privacy is largely foreign to goblins.

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. A goblin tribe has an exact pecking order; each member knows who is above him and who is below him. They fight amongst themselves constantly to move up this social ladder. They often take slaves for both food and labor. Slaves are always kept shackled, and are staked to a common chain when sleeping.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. These small, evil humanoids would be merely pests, if not for their great numbers.

Goblins live only 50 years or so. They do not need to eat much, but will kill just for the pleasure of it. They eat any creature from rats and snakes to humans. In lean times they will eat carrion. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners, and any habitat will soon be expanded by a maze-like network of tunnels.

Goblins on Azolin

The goblin races (hobgoblins, goblins, and bugbears) are native to the continent of [[Averlee]. Legends and myths hold that they once ruled vast empires across the region once known as Khorvaire, dominating until the Daelkyr War, though no historical records document this period nor the war. However, the goblinoids hold dear to these legends of past glories.

The goblins claim that many thousands of years ago the Dhakaani clans united the goblin kingdoms into one enormous empire that stretched from the coast of the Aoshahar Ocean to the Amon dor Gulgul. The Dhakaani came into conflict with the elves who came to colonize the area that is now the Bournegrove Woods. The goblins drove away the elves, forcing them to abandon the colony; though this could very well just be goblin legend, as the elves currently do inhabit these lands.

Around one thousand years later the Daelkyr barbarians invaded the western part of the empire, from Vetborg. The goblin peoples fought the invaders for millennia until they finally ceded the lands that became the Dhurrot Ghorid and the Eryn Guldur. The Dhakaani empire never recovers from this setback.

Goblins still inhabit much of Averlee, but have expanded to every portion of mainland Azolin, finding small niches in which to carve out an existence.


A goblin’s alignment varies as widely as its tribe or clan; most goblins are some form of chaotic neutral or evil, though there are plenty of goodly or true neutral goblins coexisting with the rest of civilized society. This large diversity within goblin-kind makes for little predictability when faced with the small creatures.


Maglubiyet, the god of war and rulership, is the chief deity of goblins. Other gods worshipped by the goblins include Khurgorbaeyag, the god of slavery, oppression, and morale, and Bargrivyek, the god of co-operation and territory. Though primarily worshiped by kobolds, some goblins swear allegiance to the deity of the downtrodden, Kurtulmak.


Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the orc and similar tongues.


First Names: Dugm, Gzatox, Kod, Makb, Rguzk, Smur, Sudaxg, Tob, Zem, Zxegs Last Names (Tribe): Beastswiller, Bigtwiser, Dreadeye, Greatraider, Madfire, Rockstalker, Screamfinder, Stonelurker


Goblins take on the life of an adventurer readily, given their usually squalid living conditions. It is a simple thing to try and better one's life by adventure when starting with so little to lose.

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