NationStates Jolt Archive


The Goblin Kingdoms (Eldire PT)

Aperture Science
03-10-2008, 18:00
Name: Daakn Har Huec Mekal (The Great Kingdom of the Goblins), The Goblin Federation (coloquial)

Government: Technically a empire under the Low King, de-facto confederation

The Low King of the Blood Moon tribe rules, theoretically, from his mountain stronghold of Gundabad. In actuality, the Goblin realm is home to hundreds of petty kings, and while the Low King does have some real authority over them all, its the authority of being present with more Goblins than they have.
Essentially, all the various Goblin lords are highly loyal to the Low King, but only while the Low King is present, in person. The moment he turns his back, the kingdoms generally go back to squabbling.
Essentially the only way to stop the constant bickering and fueding between Goblin clans is to present them with a more interesting target than each other.

Population: 10-20 million Goblins of various tribes and races.

Most Goblins are of the standard 'green' variety. A few offshoots have, however, appeared.
The most common are the 'red' Goblins, a shorter, more stocky variety. They tend towards almost Dwarvish love of all things engineering. They are among the best artificers in the world, producing intricate and delicate devices, as well as some of the best weapons of Goblinkind.
White Goblins, who live in the high coastal mountains of the north, are a great deal smarter than your average Goblin. While, as with most Goblins, few of them are especially proficient in the magical arts, they are usually sought out as translators, diplomats and doctors.
Grey Goblins, who are, perhaps, a result of interbreeding with Orcs, roam the plains and wastes outside of the swamps and mountains. They are taller than most Goblins, some even reach four foot six, and have a more Orcish demeanor and physique than their slighter cousins. They are, perhaps, most famous for their habit of riding wolves into battle, for while they are large for Goblins, they are still small and light enough to employ dogs as pack animals.
Green goblins main specialty is numbers. Many have compared them to rabbits. They are, essentially, the 'stock' goblin race.

Geographicus Goblinicus:
The Goblin Kingdom is a land of extremes. Much of the south, extending roughly to the isthmus connecting Mychior to Lordeanor consists of swamps, with occasional tendrils of dry land extending through it, allowing some passage. From the isthmus extends a mountain range, which keeps the moisture in the swamps and away from the wasteland to the north of the mountains, which gradually transforms into scrub land and plains as you go further north.

The main Goblin clans are:

The Blood Moon Clan:
Chief of the Goblin clans and, theoretically, the capital of all Goblin realms. It hosts a population of nearly two million Goblins in a single bustling mountain of black and red stone, said to have been inhabited by the Goblins since the dawn of time. Indeed, some of the first tunnels may predate 'modern' Goblins as a species. The Blood Moon clan is traditionally held to be the original Goblin clan, from which all others sprang.

The Five Spark Clan:
The largest clan of red Goblins, the Five Sparks are renowned for their mechanical skill. Indeed, it is said that they possess an army of mechanical soldiers, flying machines, and amazing devices known as 'clocks' that tell you what time it is even when you cant see the sun or the particular species of cave beetle the Goblins employ as a timekeeper (if you've eaten your beetle, its lunch time.) The Five Sparks clan has set up its home in the Tar Shal Camp, deep within the great swamp. They are said, however, to have storehouses spread across the lands.

The Blade Pass Clan:
Mentioning the Blade Pass Clan to a goblin will typically elicit a variety of responses. Awe, fear, loathing, jealousy and hunger among them. The Blade Pass Goblins hold the same station in your everyday Goblin's life as the Illuminati do in an Americans. They are said to run everything from the weather down to the governments of the world, operating in secret and wearing their famous black robes, contrasting nicely with their white skin.
They are also, a rarity among Goblins, almost universally skilled in the magical arts. They are few in number, most say the entire clan numbers less than ten thousand, but powerful in many arcane fields. Their main home is a mountain in the far north, but they are often seen as advisors and mages in the service of other kingdoms.

The Broken Arrow Clan:
The Grey Goblins, although nomadic, still hold to the clan system of their more settled cousins. The Broken Arrows are the closest thing in the Goblin world to mercenaries and merchants. They are regarded as exceptionally greedy, even among Goblins, who consider a pathological love of all things shiny a cultural trait. It is said that a Broken Arrow Goblin would sell not only his mother, but would disembowel his mother and sell her organs separately.
They are, perhaps, the only Goblins to achieve a long lasting and (fairly) peaceful relationship with outsiders. They have no settled home, but wander the plains, trading with those they encounter.

There are, as mentioned, hundreds, if not thousands, of other clans. The numbers constantly shift as clans split or are absorbed, schism, engage in civil wars, are wiped out and migrate. If the Goblins had a word for 'census' it would also mean 'waste of time'.

Economy
As mentioned, the Broken Arrow Clan and a few other Goblins have some trade contact with the outside world, but the majority of the 'economy' consists of clans raiding each other, raiding nearby nations, cities, merchants, travelers, pilgrims and anything that happens to be mobile enough and carrying enough interesting stuff to be raidable. And some things that aren't.

Goblinology
The average Goblin is between three and three and half feet tall. They tend to be scrawny (by human standards), looking malnourished and undermuscled. Despite this, few Goblins are anything but 'weak', many have strength approximately equal to a human, generally from a lifetime of hard labor either digging or fighting.
Their small musculature is a result of Goblin adaptations for living underground almost constantly. Their bodies are extremely efficient in their use of oxygen, and capable of shedding heat easily (especially thanks to their large ears). Perhaps most intriguing is the 'third lung', which is essentially a small sack between the two main lungs. This contains a number of symbiotic bacteria which produce oxygen from waste gasses the Goblin breathes out. While it will not enable a Goblin to hold its breath forever, it does mean they can survive in places with very little breathable air, and can hold their breath for quite a long time.
Nonetheless, Goblins are not great swimmers. They tend to sink quite easily due to their lack of fat. This has led, among other things, to a paranoia of deep water. It is, perhaps, one of the very few things Goblins really and truly fear. Besides in-laws.
Besides this, Goblins have an amazingly tough immune system. This is, perhaps, the result of generations of living in tunnels which are often used as garbage dumps, latrines and dinning halls. Goblins are rarely sick, and, usually, when they are, it doesn't last long. However, anybody unfortunate enough to be bitten by a Goblin will quickly discover that they are anything but disease-free. Especially when their arm starts growing mushrooms.

The psychology of Goblins is radically different from that of a human. At least, a sane human. They are rarely anything but cheerful, happy-go-lucky fellows who happen to enjoy killing things. The only other mood typically seen is insane rage, and usually it isn't seen for long, because if you're close enough to tell the difference the Goblin is most likely in mid-air with an ax in both hands and about to attempt to separate your head from your body.

Goblinball is the main sport, aside from warfare, of the Goblin clans. It is regarded as something of a religion, with fans knowing the names, numbers and positions of their favorite players, despite the fact that players frequently retire, usually due to death.
Goblinball is played like a mix of the Mesoamerican ballgame, American football, and Russian roulette.
The 'ball' is actually a bomb, usually a standard goblin bomb thrown together prior to the game. It is placed in the center of a field which can be of virtually any size, although the largest (at Gundabad) is roughly one hundred meters in length.
The goal is to get the ball through the enemies goal for points. Whoever has the most points at the end of the game, wins. The game usually goes on until one team gives up, or is dead. As no replacements are allowed in the course of the game this can mean games are sometimes quite short.
As the ball tends to explode frequently, there are a number of replacements for it avalible.
A frequent features at these events is Gerkh, or Goblin beer. Its exact ingredients are secret, but it is known for its tar-like consistency, tendency to melt metal, and its lethality if consumed by most other races. Most Goblins can only stand a single cup before they pass out. Its other uses include paint thinner, de-louser, insect repellent, and roof tar.

Religion:
Goblins believe they are already dead, and have gone to heaven.
As a reward for good behavior in their previous life, they believe they are allowed to do pretty much whatever they want to.
The priestly cast is typically small, since honoring the gods is a secondary occupation now that they've achieved paradise. Mostly they keep to themselves and try to keep the gods from smiting everybody. This usually involves lots of drinking. The priests are also the traditional mages of Goblinkind, being especially blessed by the Gods with the ability to summon fire from mid air, whereas most other Goblins have to work at that kind of thing.
As with almost everything designed by Goblins, their mages are exceptionally powerful, if rare, right up to the moment when they explode. This happens fairly frequently, but the number of mages is kept at a roughly even level thanks to a constant supply of replacements.

Excerpts from Dangerous Snakes, Spiders, Marsupials, Mammals, Reptiles, Amphibians, Lichens, Trees, Bushes, Insects, Magical Creatures, Dusts, and Unknown Creatures of the Great Swamp of Mychior, AKA: The Flora and Fauna of the Great Swamp:
The original Flora and Fauna of the Great Swamp is, sadly, not available. It was compiled some fifty years ago by the great explorer Alfonze Von Scone who, sadly, passed away shortly before publishing, the cause of death being metal poisoning, the result of fifteen arrows in the back, apparently.
However, his seminal piece on the various creatures and plants of the Great Swamp which composes the entirety of southern Mychior and beyond, remains to us, passed down through faithful copies and reproduction. Unfortunately only a portion of the text was actually legible, as a great deal of the book had been various melted, burned, clawed and submerged. It is also said that the original volume saved the authors life by stopping the arrow that would have pierced his heart.
Sadly, his various other organs lacked such protection.
Curiously, Von Scone is the only human to have ever managed to secure the services of a Goblin guide. A Mr. Six-Running-Frogs of the Broken Tree clan. When asked for the reason he and his companions helped Mr. Von Scone, the reply was fairly simple:
"Dat guy's crazier 'n a pack o' flamin' [expletive deleted] monkeys, he ain't no [expletive deleted], [expletive deleted]. Yew gotta respect th' kinda guy 'o can rip th' [expletives deleted] right off o' a chargin' Skher n' live ta tell about it, that guy's gotta [expletive deleted] set o' [expletives deleted]."
In any case, the remaining parts provide a fascinating look into the amazing biology of the Great Swamp, known across the lands for its fierce tribes of Goblins, beautiful wildlife, and carnivorous plants. Please note the highly detailed illustrations, completed by our own skilled artists.

Page 3, the Reticulated Spitting Lemur Lemur Expectoratus
...ys clearly not a member of thy normal Lemur order, bearing ay strangee crest upon its head. Infpection of this has yielded that thys particular fpecies, in fact, mounts a fpecialized apperatii upon yts forehead, thys, when thy creature iys agitated, rapidly spouts forth a great quantity of venom of a most caustic nature. Two native guides lost yn thys experimynt.
Thy lemur appears to enjoy hanging from trees, where it ys nearly invisible as a resfult of yts peculiar pattern of coat, which blynds in perfectly with its furroundings. When prey ys spottyed, it rotates down upon it, secured to thy tree wyth yts tail, whereupon it sprayth a yts prey in thy face wyth thys venom, caufing blindnef, paralyfys and a great amouynt of fcreaming.
Y hayf willed that all thy members of thys party henceforth shall bear eye protecfion at alle tymes.

Page 122, the Arrgharrghsgraaagh Arrgharrghsgraaagh Arrgharrghsgraaaghus
Thys creature ys, Y will, thy most foul tempered ynd unpleafant beast in the entire swampe. Y have felected to name it yafter thy fyrst words uttered by thy guide hafter he ftepped upon one, whereupon yt lept from thy water ynd ynferted yts fangs ynto thy guidys eyes, caufing a great deal of unpleasantness.
After thy creature hayd vanished, thy guide burst, showering us wyth a good deal of Goblin flesh. Yt has byn named for thy guide made shortly prior to his unfortunate accydent. Yt appears thys ys a mythod of reproduction for thy creature, ays a number of larvae emerged from thy location where thy guide previoufly ftood.
I hyf once again ysked my party to confider stronger eye protecfion.
Aperture Science
03-10-2008, 18:01
The Armies of the Goblin Kingdoms

As one might expect, warfare features greatly in Goblin culture as both national sport, off-season entertainment, something to do on a slow day, and work. The main caveat is that they are seldom distinguished between.

Each Goblin army is 'built' differently, however, for the sake of simplicity, the army of the Blood Moon clan will be used as an example.

Organization
The Blood Moons are remarkably organized for Goblins. Many other clans speculate that they have organizational issues, or that their king is compensating for a small penis. Several clan leaders have sent him letters to that effect.

Name/English Equivalent/Number of Goblins/Rank of commanding officer
Tuur Hagec / (scout party) / 20-30 / Tagaac
Dar Hagec / (War Party) / 50-60 / Ogar Tagaac
Shuulkakec / (Company) / 100-300 / Shakac
Rhakhaan Hagec / (Battle Party) / 1000-1500 / Shakac
Kaarlelkaac / (Regiment) / 2000-3000 / Hakagach
Muugaan / (Horde) / 5000-10,000 / Hakagach
Dregerec / (Division) / 15,000-20,000 / Hakagach
Shuur / (Corps) / 25,000-50,000 / Mec Tokhaager Dhech Haakagach or d'an Dhus
Agec / (Army) / Upwards of 50,000 / Dar Kaarthaar

Goblin Ranks:
Goblins set great store by rank. Although one would not believe it to look at them, the little creatures are strongly hierarchal, mostly because your next meal may consist of whoever ranks below you. Ranks are granted by the King or one of his appointed representatives, although it may be inherited if so willed by a previous holder, or taken in a trial by combat. Or stolen, if the thief is clever enough and the officer is stupid enough.
Typically especially old (and, therefore, skilled) Goblin officers are exempt from the last two methods of succession. An honored Goblin is a rare thing, just as an old Goblin is rare. The two frequently coincide.

Most Goblin 'NCO's display their rank proudly in battle, wearing a flag mounted on a pole nearly as tall as themselves. This, of course, only applies in open field battles.

Duukhaar (private)
Shuuguugach (Corporal)
Tagaac (Sergeant)
Ogar Tagaac (Over Sergeant)
Shakac (Captain)
Hakagach (General)
Mal Hakagach (Head General)
Mec Tokhaager Dhech Haakagach or d'an Dhus (High Superior Field General of the Front)
Dar Kaarthaar (War Leader)

Goblin Tactics:
Goblins, as is well known, are amazing diggers. It is said that while Dwarves build better, Goblins build faster. A team of determined Goblins can burrow through solid rock at a rate which would cause any honest dwarf to go red in the face at the sheer shoddiness of the work. Burrowing, and tunneling in general, are part of the favorite tactics of the Goblin race. A favorite strategy is to burrow under an enemy camp, pile up a large amount of explosives, and see who can find the most pieces of a single officer afterwards.
Besides their love of making things go 'boom' Goblins employ rather advanced guerrilla tactics. The essential Goblin motto is 'surround, divide, and conquer'.
Surrounding typically means lots of guerrillas. While individually not highly skilled, a Goblin arrow or grenade is just as deadly as any other, and to make matters worth, both are likely to be either filthy, dipped in poison, or both.
Division consists of luring enemy parties away from each other, forcing them apart, or killing enough officers that the soldiers spread out themselves. This typically involves the use of traps as well, another area where Goblins display remarkable talent.
Conquering mostly consists of slaughtering everybody. Goblins prefer to fight in situations where their numerical superiority essentially ensures victory, and will not often commit to a pitched battle against non-Goblins when faced with anything less than three to one odds. If the odds are not in their favor, they will usually skirmish, sometimes for days.

Despite their otherwise raucous nature, Goblins frequently display an ability to be very, very, patient when it comes to opportunities to ambush, or capture enemies. While typically not especially cruel (on purpose) to captives, Goblins have a great love of sport (it is said to be their fourth favorite activity, after fighting, eating, and sex.) The main use of captives comes in the form of arena fighting, as it was long ago discovered that nobody but dwarves lived very long in Goblin mines, so slave labor quickly fell out of favor, because taking a dwarf alive was a rare thing indeed. Occasionally, a lucky captive will be entered into the Goblinball leagues, which are the Goblin approximation of the Olympic games. The games are, essentially, the only thing on the planet capable of making the Goblin clans cease their chronic warfare and pay attention to something else.

One of the more frightening aspect of Goblin tactics is that, when a charge occurs (which is quite often), frequently the entire camp will charge. Not only does this include the Goblins, but any captives the Goblins may have (usually pushed along in front of the wave), as well as any livestock in the camp. There is little more terrifying than a Goblin meat-beetle (the equivalent of a chicken) coming in at eye-height with murderous intent.

Outside of the Grey Goblins, steeds are not often seen. A few of the White Goblin clans employ large birds as a means of scouting, and many Goblin clans have trained war beasts (perhaps most famous are the War Pigs of the Blood Moon clan, four feet high at the shoulder and capable of hauling the (in)famous Goblin Chariots)

Most of the sedentary Goblin clans armies have four main types of soldiers. Sometimes these operate in designated units, sometimes they are, little more than a huge horde.

Akec: The infantry. Your basic Goblin armed with a weapon and his own special gobliney insanity. They are easily the most common and will, in major battles, often simply flood the battlefield, overcoming enemies by the simple means of flowing over the enemy forces in a massive wave. This tactic is typically referred to by Goblins as the Dargan ak Dar, the 'Wave of Teeth', because it leaves whoever is unfortunate enough to be caught in it looking as though they were chewed up and spit out.

Takar: Sappers. These are the best diggers, engineers and explosive handlers available to Blood Moon. They set traps, work siege engines, dig tunnels and do their very best to make sure the enemies lives are miserable. Their favored tactic is the Hakkar ak Raht'an, the 'Gauntlet of Blades'. The sappers will set extensive and quite complex networks of traps, pitfalls and general unpleasantness along the enemies line of march. Hence it is wise to frequently change your direction of march in Goblin territory.

Hagel'ec: The guerrillas, the infamous slashers of throats, thieves of horses, and poisoners of wells. These are the most crafty, most vicious and, possibly, deadliest Goblins one might encounter. They rarely fight in pitched battles, but prefer instead to pepper the enemy from afar with arrows, musket fire and the occasional hurled head. They also employ traps, but these are typically made 'on the spot' and usually not nearly as complex as the Takar engineering feats.

Mekac: The Kings Soldiers, and the closest thing the Goblin armies have to an organized fighting force. The Mekac are well trained (by Goblin standards. They can stand in a line.), well equipped and have the morale of your average Goblin, which is to say, to ensure that one doesn't get ambushed its best to beat them with an ax until there are no recognizable features and bury whats left under a rock. A large rock.
The Mekac are usually only seen when the king or another important Goblin go into battle. They are few in number, but quite deadly. They usually employ the best from the other three units

Weapons and Armor:
The favored Goblin melee weapon is the scimitar. This is usually a crudely fashioned weapon handed out to new recruits, or handed down for generations. Its main power comes not from its keen edge (which it hasn't got), but its weight and serrated edge (which develops from being hit against things, typically.) It is frequently employed more as an ax than as a sword. The exception is, of course, the Red Goblins, who wield finely made swords of steel, and the White Goblins, who seem to have a preference for the weapons of outsiders.
Aside from the scimitar, a number of axes, spears, clubs and polearms are used. The main type of polearm employed is a variety of billhook designed to topple armored opponents, putting them in a position where a variety of pointed objects can be inserted into the gaps of their armor.
A few Goblins also make use of hammers and other devices designed to smash armor, rather than cut it. They are typically the larger sort, and, thus, stronger.
Goblins in contact with human and Elvish lands quickly learned to fear cavalry, and soon developed long pikes to defend against it. Many also employ fire and other means to frighten horses.
Goblin skirmishers use an almost infinite variety of javelins, bows, blowpipes, slings, atlatls and rockets. As mentioned, they have a taste for poison, and it is quite unlikely, should one be struck with a Goblin weapon, that one wont start feeling a bit odd soon after.
Perhaps most infamous are the Goblin Bombs. While there is no 'standard' Goblin bomb, the basic plan is fairly simple. Take a hollow object, fill it with gunpowder and add a fuse. This is a Goblin Bomb.
Most Goblins disdain Gunpowder for a substance known, to Goblins, as 'yellow stuff'. Its two main properties being that it is roughly twice as powerful as gunpowder, and ten times as unstable. A strong jolt will set it off. Most Goblin Bombs are home made devices, but a few kingdoms produce them on their own.
Muskets, blunderbusses and various forms of firearm are also popular among Goblins. Indeed, in some clans they have become almost as popular as scimitars. There is no organized use of them, except by accident. Goblin muskets are frequently badly made, and have a tendency to explode. The exception are the famed long-rifles of the Five Spark clan, the only Goblin clan known to produce a musket capable of actually hitting the thing its pointed at.

Armor varies greatly from Goblin to Goblin. Most go into battle wearing little more than a dirty loincloth. Sergeants and wealthy Goblins can afford leather or chain armor and scavenged, re-worked metal plate on occasion. The richest Goblins have full plate armor of quite good quality. While slow, any Goblin with enough money to afford such luxury most likely obtained it by being a complete and utter vicious bastard.
Thrashia
03-10-2008, 19:37
Accepted. However please change your pop down to 10-20 million.
Aperture Science
03-10-2008, 19:53
Done. I'll find some pictures eventually to spice things up as well.
Aperture Science
07-10-2008, 07:07
Updated with a blurb about religion and wildlife.
Man, its really hard to write like that :P
Christopher Thompson
23-10-2008, 03:32
I am Greatly interested in RPing with you some time. Your factbook is excellent, and your posts are detailed, narrative and hilarious...exactly as any poster RPing goblins should be.

10/10