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'''Goblins''' are one of the [[ | '''Goblins''' are one of the [[Races]] of Innworld. The rest of the world considers them uncivilized barbarians at best and monsters at worst. | ||
== Physiology == | == Physiology == | ||
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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 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> | 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 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> | ||
Goblins, potentially only Goblin leaders, | Goblins, potentially only Goblin leaders, are able to 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" /> | ||
== Evolution == | == Evolution == | ||
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Fomirelins, also known as Great Goblins, are a Great Goblin subtype that Hobgoblins may be able to turn into. They are hulking creatures of muscles.<ref name="5.51 G">[https://wanderinginn.com/2019/01/08/5-51-g/ Chapter 5.51 G]</ref> Hobgoblins who do not fully turn can change for a limited amount of time, with all of the apparent fat of their normal forms rearranging itself into muscle. Greydath considers such half-transforming Goblins weak.<ref name=":4">[https://wanderinginn.com/2019/01/29/5-55-g/ Chapter 5.55 G]</ref> | Fomirelins, also known as Great Goblins, are a Great Goblin subtype that Hobgoblins may be able to turn into. They are hulking creatures of muscles.<ref name="5.51 G">[https://wanderinginn.com/2019/01/08/5-51-g/ Chapter 5.51 G]</ref> Hobgoblins who do not fully turn can change for a limited amount of time, with all of the apparent fat of their normal forms rearranging itself into muscle. Greydath considers such half-transforming Goblins weak.<ref name=":4">[https://wanderinginn.com/2019/01/29/5-55-g/ Chapter 5.55 G]</ref> | ||
Fomirelin means "Great Goblin of the Sea", and apocryphal tales say that Goblins would walk into the sea and re-emerge as giants ready for war. [[Teriarch]] | Fomirelin means "Great Goblin of the Sea", and apocryphal tales say that Goblins would walk into the sea and re-emerge as giants ready for war. [[Teriarch]] considers them to be an act of desperation and revenge similar to the Dullahan [[War Walkers]].<ref name=":8">{{VERef|Goblin Days (Pt. 7) – No Answers and Answers}}</ref> | ||
==== Additional Subtypes ==== | ==== Additional Subtypes ==== | ||
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'''Shamans''' | '''Shamans''' | ||
A Goblin Shaman can lead a tribe as | A Goblin Shaman can lead a tribe as good as a Chieftain. They too can see the memories of past deceased Goblins. The more Goblins are in their tribe, the more power their spells have.<ref name="2.14G">[https://wanderinginn.com/2017/04/16/2-00-g/ Chapter 2.14 G]</ref> | ||
'''Lords''' | '''Lords''' | ||
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== Trivia == | == Trivia == | ||
* Adventurers Guilds offer tiny bounties for Goblin ears. This amount may range from a copper piece for every four pairs of Goblin ears<ref>[https://wanderinginn.com/2016/11/30/1-06-r/ Chapter 1.06 R]</ref> to two copper pieces per ear<ref>[https://wanderinginn.com/2019/02/12/5-59/ Chapter 5.59]</ref> | |||
* Adventurers | |||
** As of Volume 6, Liscor has decided to discontinue the bounty on Goblins. Furthermore, they have adopted the Wandering Inn's rule "''No Killing Goblins"'' as one of the rules on their brochure.<ref>[[Interlude – Conversations|Interlude - Conversations]]</ref> | ** As of Volume 6, Liscor has decided to discontinue the bounty on Goblins. Furthermore, they have adopted the Wandering Inn's rule "''No Killing Goblins"'' as one of the rules on their brochure.<ref>[[Interlude – Conversations|Interlude - Conversations]]</ref> | ||
** Goblin ears are an ingredient in at least some alchemist recipes.<ref>[https://wanderinginn.com/2017/04/14/2-12/ Chapter 2.12]</ref> | ** Goblin ears are an ingredient in at least some alchemist recipes.<ref>[https://wanderinginn.com/2017/04/14/2-12/ Chapter 2.12]</ref> |