"Welcome to the fort kid! Over there is our smithy, he's pretty shite but good enough to keep your weapons in shape. And that over there is Vasky, he's a nasty little guy with a bow and arrows, I'll tell you. Also, mind you, when you meet Warlord Rateye that you pay him the respect he deserves. He may be a little gobbo, but he's torn the throats of things thrice his size and walked away non-the-worse."
-Rateye's 2nd in Command, Drusco Teethgnasher
Goblinoid Culture
Fearsome Warbands
The origins of goblins are completely obscure. They have never been ones to keep keen records of the past, so they have nothing of their own history other than obscure and figurative oral legends. Dwarves and Elves have always looked down on goblins, and never took the time to record their origins either. Still, the goblin legends have it that there was a fiery rock that came to Adra long ago from the heavens. When it landed, it broke apart, and a mischievous spirit came upon it, and melded the rock with soil and water. Upon the fusion, three brothers emerged from the solution: one, the eldest and wisest of the three brother, two, the middle brother and the largest and most brutal, and three, the youngest and smallest and most cunning. These were of course Hobgoblins, Bugbears, and Goblins respectively. Whether the story is true or not, goblinoids, particularly goblins, have spread across Adra Majoris, as warriors, settlers, and slaves. Depending on the day and the place they are either pitied as a poor helpless thing, or feared as a despicable creature. In the last thousand years, goblinoids of all stripes have gathered and concentrated in Northern Zaltia, where powerful Warlords have amassed armies of raiders, and built fearsome forts to hold their hordes within. They wage a brutal guerilla war against the people of Zaltia and the dwarves of the Roughcut Mountains, desiring to make either their next home to settle upon. They dare not meet them in pitched battle, but as time goes on, the warlords' raiding parties have grown more and more bold. The goblins also keep a wary eye on the north, fearing the day that the Great Khaganate will once more attempt to extend their reach into the White Wastes and Zaltia, as they did 300 years ago. These Warlords fight endlessly with one another, vying for followers, turf, and coin. However, if one member of the culture was to unite all of them to one banner, the people of Zaltia would shudder in fear.
The Goblinoids have an image problem with the rest of the world. The association with this culture by the average citizen of Adra is with violent raids, horrific torture, and cunning thievery. As such, other races have often had easy justifications to attack and enslave goblinkind. However, goblins are keen to work among each other for a common goal, especially when united against a common threat, and every attempt to enslave goblins on mass has resulted in well-organized slave revolts. Goblinoids are also, thanks to their bad reputation, favored as mercenaries around the world. However, even when paid fairly for mercenary work, goblinoid troops are often kept far apart from other soldiers, and in war, are treated as fodder to be thrown at the enemy with no care for their lives. For these reasons, and many others, Goblinoid peoples have had to live with severe disadvantages. This has culminated in traits that make the Goblinoids very good survivors. Goblinoids are good at wilderness survival, survival in its literal form, often having to resort to the woods and rivers to hunt and fish in order to feed themselves. Goblinoids however are also cunning, always maneuvering for the best possible deal in any interaction, and even then, constantly wary to trust others, and always imagining the best way to betray others preemptively. Goblinoids within cities will lie, cheat, and steal if it means making it to the next day in a better position. And, Goblinoids are keenly aware of these traits within each other, so that they trust each other less than they do other cultures. Even with all of this, there are virtues to appreciate of the Goblinoids. Goblinoids are surprisingly family oriented; in a world full of people you you are planning on betraying, or who are planning on betraying you, it pays well to have a loyal network of blood relations. Goblinoids will take care of their elders, help raise new generations, and bound together to help provide for the family at large. Goblinoids can be incredibly loyal as well. If you prove yourself as trustworthy and generous to a Goblinoid, (and it is hard to gain their trust usually) then they will become fiercely loyal to you, in some cases to the death. Perhaps the best feature of the Goblinoids is their drive to live in the moment. Life among goblinkind, or anyone that lives in the wilderness of northern Zaltia, is brutish and short. Therefore, Goblinoids take what time they have been given and enjoy life, drinking, eating, singing, dancing, and doing whatever it is that makes them happy. This is a trait that is lacking in many of the cultures of Adra, one that others could learn well from.
The Goblinoid people are most highly concentrated in the northern wilderness of Zaltia, particularly north of the Blackwood. However, many that were enslaved in previous wars still hold onto the culture, in places like Arissia and Kelior. The races of the Goblinoids are most predominately goblin, hobgoblin, and bugbear, but there are also some orcs and humans that have become welcomed into the fold, particularly in the settlement of Gobboville. The dominate cult among the goblinoid culture is the pantheon of Sorthal, the war god, though there are also groups that revere Gowlga, Ariendale, Amarok, and the Demon Marius. Goblinoids tend to be resourceful, gracious, and family-oriented. Goblinoids also tend to be treacherous, violent, and underhanded. Goblin is the language that dominates this culture.
If you choose the Goblinoid Culture, you gain the following:
~Either a +1 to your Strength score or a +1 to your Dexterity score~
~A -1 to your Intelligence score~
~As a known language, Goblin~
~A Sub-Discipline in every knowledge skill on checks relating to Goblinoid Culture~
Back to Cultures of Adra Majoris
Back to Culture
Back to Expanded Backgrounds
Back to Adra - 3rd Era World Guide