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== Physiology ==
=== Appearance ===
Goblins are a humanoid race, with green skin and crimson eyes as their most recognizable features. Normal adults are on average around four feet tall,<ref name="1.32">[https://wanderinginn.com/2016/12/21/1-32/ Chapter 1.32]</ref> unless they have developed into [[#Hobgoblins|Hobgoblins]] (see below). Their eyes look uniformly red at a distance, however, that is because the whites of their eyes and the cornea are red. The pupils, by contrast, are the darkest part of their eyes.<ref>[https://wanderinginn.com/2018/11/10/5-36/ Chapter 5.36]</ref>[[File:Goblin Teeth by Cortz.png|thumb|Goblin Teeth by [[Fanworks/Cortz|Cortz]]]]They have pointy ears and rather lengthy, pointed noses, but not overly so. Goblins have two rows of sharp, pointy teeth<ref>[https://wanderinginn.com/2016/08/07/1-03/ Chapter 1.03]</ref> which they can regrow throughout their life.<ref>[https://wanderinginn.com/2017/10/31/3-29-g/ Chapter 3.29 G]</ref> While some Goblins can grow hair, they are usually bald except for old Goblins, who may grow hair on their face or head.<ref>[https://wanderinginn.com/2017/10/28/3-28-g/ Chapter 3.28 G]</ref>
=== Physical Abilities ===
An average Goblin is weaker than a Human.
==== '''Senses - Sight''' ====
Goblin have good night vision.{{ref|2.19 G}}
==== '''Lifespan''' ====
Goblins grow up fast. Babies learn to walk after about two weeks. After that, they shoot up in height rapidly as Goblin children. They remain functionally children for about six months to a year. After that, they can fend for themselves.<ref name=":5">[https://wanderinginn.com/2018/06/16/4-46/ Chapter 4.46]</ref> By the time they turn three Goblins can function as adults.<ref name="5.19 G">[https://wanderinginn.com/2018/09/08/5-19-g/ Chapter 5.19 G]</ref>
It is not known how long Goblins can naturally live, as they usually get killed before they die of old age. [[Prixall]], who is sixty years old, appears no older than a Hobgoblin of four years and claimed to be not old. This seems to be uncommon knowledge, as previously, [[Rags]] considered [[Pyrite]] and [[Redscar]] "old" at the ages of 8 and >10. In comparison, [[Prixall]] considers [[Greydath]] the only old Goblin she'd ever met.<ref name=":0">[[Chapter 8.46 G]]</ref>
==== '''Diet''' ====
Goblins can eat almost anything from regular food, to raw meat, to rotten or spoiled food, to even some types of dirt.<ref>[https://wanderinginn.com/2020/02/09/7-05-p/ Chapter 7.05 P]</ref> In extreme circumstances, they may even cannibalize their own dead.
Goblins can live for up to a week without food and twice as long if they have the right classes. Some, like Tremborag, could probably have starved for a month. However, they still need to drink water,<ref>[https://wanderinginn.com/2021/01/10/8-00/ Chapter 8.00]</ref> or they will only last for a few days.
==== Reproduction ====
The offspring of Goblins are always Goblins regardless of the partner, male or female. Sometimes Goblins may inherit traits from their non-Goblin parents, who are often rape victims - or rapists.<ref name=":1.34" />
=== Magical Qualities ===
[Shamans] are the most well-known magic users of Goblins, drawing [[Mana]] from the members of their tribe and thus growing stronger as the tribe increases its numbers. Because of the lack of opportunity and education, Goblins rarely become arcane [Mages]. Because of this, most other people are under the misconception that Goblins are only capable of [Shaman] magic.<ref name=":1.34">[https://wanderinginn.com/2017/01/04/1-34/ Chapter 1.34]</ref> However, Goblins are able to cast magic and become [Mages] just like other races, depending on individual magical abilities. [[Noears]] and [[Rags]] are such [Mages].
As magic-capable Goblins are usually targeted first by adventurers trying to decimate a tribe, most Goblins choose not to pursue the [Shaman] or [Mage] classes.
=== Special Abilities ===
Every Goblin that takes a leading position over other Goblins, such as a [Leader], [Chieftain], [Shaman], [Great Chieftain], [Lord] and [King], can see the memories of past deceased Goblins, years, centuries, or further in the past. The size of a Goblin leader's tribe impacts the quantity and age of the memories they can access, and there is a minimum number of Goblins needed to access this power. It is extremely valuable, as Goblins remembered strategy, secrets, or good places to hunt or hide.<ref name="2.14G">[https://wanderinginn.com/2017/04/16/2-00-g/ Chapter 2.14 G]</ref> Skills associated with this ability include [Memory of a Hundred Lifetimes], [Memory of a Thousand Lifetimes], and [Shamanic Memory: Other Peoples].
Goblins, potentially only Goblin leaders, can sense other Goblin leaders in the distance as lights in the darkness. It seems to be partially up to the will of a Goblin if they allow themselves to be sensed. The strength of their light doesn't directly correlate to the strength of the Goblin. Goblins are able to sense other Goblin leaders even across continents and seas, depending on their light's strength, though it gets harder to pinpoint locations the farther it is.<ref name=":5" />