Goblins are a race created in the lab of a mysterious company. Like the races used to create the Goblins, they have pointed ears, sharp claws and more distinctly coloured skin, being a deep greenish colour. Unlike most races with the ability to learn Gate Magic, Goblins are not inherently born with access to magic; however, they are capable of learning Gate Magic if they choose to do so. Despite being an artificially created race, many Goblin tribes have become part of the Wild Folk of Buckwood.

Overview

Goblins only appeared on Mekkan in the early 16th century, they are an artificially created hybrid of Imps and Jungle Elves. Goblins primarily use a unique version of Elven Glass for their weapons, tools and armour, with this glass being more rough and cloudy in appearance. The race has a tribal structure in somewhat similar ways to the Jungle Elf tribes. Since their appearance, a small number of individuals have been overwhelmed and captured by Goblins for multiple purposes, though they are often relatively non-hostile unless threatened.

Abilities

Goblin Glass

Goblins are capable of creating their own version of Elven Glass, this glass is harder and tougher than regular Elven Glass; however, it is not as capable at channeling magic. This glass is most often used by Goblins to create weapons or armour instead of magical objects, though some Goblins do use this glass for magical purposes such as magical enhancement or in rare cases, spellcasting.

Magic

While Goblins do not inherently have access to Gate Magic, they are capable of learning it if desired. They have significantly weaker magic than Elves; however, they do require assistance in the form of Goblin or Elven Glass to channel magic effectively.

Biology

This race shares physical traits with both Jungle Elves and Imps, this is clearly visible in elements such as their stature, body shape and additional features. Goblins tend to only grow to about 1m in height at most, they also have sharp claws on their hands and feet. Like the Imps that were used to create Goblins, they have relatively large amounts of body fat around their thighs and hips, with disproportionally small bodies compared to their heads.

Members of this race can be born with zero, one or two horns, with two horned Goblins often being respected as important members of their tribes. They can also have a range of skin colours typically in the area of greens and reds; however, some cases of bluish-green skin have been seen. Many Goblins either have long, unkempt hair, or have cut much of their hair off.

Hierarchy

The race is particularly tribal, often establishing one Goblin as a tribe leader. A tribes leader is revered by their tribe, who will attempt to appease the leader by stealing or making items for them, or capturing outsiders to give as a gift.

Goblins that learn to use magic are also respected within tribes, though not as highly as the leader. Goblin Hexers are treated as important members of tribes due to their ability to help defend or heal the tribe more effectively.

Individual tribes may have more defined hierarchies; however, they are generally less structured as a race, thus do not usually form deep societal structures. The race tends to more value the abilities of individuals and respect is often given depending on how much a Goblin has proved themself. The lack of total structure in their society often results in small skirmishes or competitions between Goblins to establish who should respect who.

Culture

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Last updated: 2026-06-30 12:01:15
Categories: Races