Goblins are a diverse species of usually-small magical creatures with an often mischievous or even malevolent nature. The goblin stereotype is that of a cunning but greedy thief, though the term "goblin" is often applied broadly to many different species: it is used generically for any small creature living in dark spaces and causing trouble! They include Boggarts and Bogles, bugbears, "house elves," and Redcaps (who are Fae and usually part of the Unseelie Court).
They are related to kobolds (which include Hobgoblins), gnomes, trolls, place-spirits (such as brownies and Hobs), and imps.
Goblins[]
Despite the stereotype of a greedy, mischievous goblin, they do each have their own personality, just as humans do.
Types[]
- Standard goblins are usually short, ranging from 6" up to 4', and have a long nose or snout, bat-like ears, and an otherwise humanoid appearance. Some have tiny wings and/or tails. Every goblin has its own unique appearance owing to its magical nature, aside the rare cases of twins.
- Orcs are, essentially, larger goblins. Most are still smaller than a human in the 4-5' range, but some species can be quite tall and hulking (which are sometimes also called Hobgoblins, but should not be confused with kobold hobgoblins, who are household helpers who often reside on the "hob" near the hearth!). Their size makes them more intimidating and threatening to humans, so they are less likely to be found among human settlements where they may face discrimination. Most orcs live as Fae, or live in their own communities. Orcs are less likely to be skilled with magic than their smaller cousins, but powerful orc mages are not uncommon.
- Boggarts, bwgs, or bogles: these particular goblins are known to be vengeful, and sometimes for good reason after a greedy person has tricked them or been cruel to them. Some tales say they used to be Place-Spirit brownies or kobold hobgoblins (thus the name of hobgoblin), until they were angered, and they transformed into vengeful boggarts. Some boggarts can shapeshift or create an illusion of that which the viewer fears the most, and delight in doing so.
Diet[]
Goblins eat the same range of foods as humans. Some are far less picky and have guts of steel, so will gladly scavenge trash and carrion, while others would be ill at the very thought! Some have a refined palate and prefer only delicacies. They have a wide range of tastes in food.
Goblin Cultures and Magical Society[]
Some goblins believe that humans trapped their ancestors underground and made them what they are, so they hold a grudge against humankind. Those goblins will torment humans incessantly for this, and delight in making mischief.
Other goblins have lived alongside humans. Sometimes, they are seen as vermin, like rats or skunks. There are also goblins and even societies of goblins who live among human mages and coexist quite peacefully! Some will even serve as a mage's familiar, bonding magically with that mage and serving as an assistant in trade for a comfortable or possibly exciting life.
Fae Goblins[]
Some goblins live in the Otherworld as Fae creatures. Many mischievous and malevolent goblins delightedly side with the Unseelie court, while some noble yet puckish goblins serve the summer side with the Seelie court. Fae goblins are not much different than normal goblins, though many have wilder features due to the wild and nature-bound magics of the realm, which can enhance their features or even give them new ones over time, just as the realm does with partlings and elves.
Abilities[]
Typical goblins can see in the dark via infrared/heat vision, and are capable of magic. Telekinetic and illusion skills are more common talents for goblins than elemental magics. Many can shapeshift into animals.
Redcaps[]
- to be added -
Tengu[]
- to be added -
Kallikantzaros[]
This particular goblin group spends most of its time underground in the Mediterranean. They are said to have a particular loathing for the World Tree, and spend most of the year "sawing at its roots." They often come to the surface after the Winter Solstice to "cause trouble," during which time the World Tree supposedly heals itself of the year's damage, but return before a fortnight passes as the days begin to lengthen. They are nocturnal and fearful of fire.