User talk:Jerimee

goblin
Goblin Breed: Demihuman? Personality: Simple, belligerent Feeds on: Anything that will sustain life and that they can get. Origins: Goblin legends say that once, they were greater beings. The legends say that goblins and another race, unspecified in goblin legends, come from a common progenitor. This common race was split into two, both diverging from one another, and forever at one another's throats. The goblin legends say that the gods themselves were jealous of this common progenitor, but unable to attack them directly, and so, were forced to use trickery to divide the race against itself. This is the mythological origin of the so-called Goblin Kings and Goblin Queens. Magic, generally, is practically unknown among goblins. However, certain goblins arise, perhaps once a generation, with magical powers that match that of some of the greatest magicians of other races. The goblins do not know precisely what gives rise to them, but they do know that it is related to interbreeding. Lack of written records means that their parentage is rarely recorded, and so the secret of their power often dies with them. Goblins have been the punching bags of the world for the last thousand years; typically looked down upon by every other race, as at best subhuman, and at worst, outright vermin. However, there are the occasional trysts in unexpected circumstances, and there have been at least three human archmages in the history of the world who admitted to goblin heritage, born from a goblin mother, or sired from a goblin father. While no history is particularly supportive of the Goblin view of a common progenitor race, some humans have theorized that it is simply a mythological explanation for a biological anomaly. Due to the generally hostile attitude between goblins and every other form of demihuman, particularly humans, the truth remains unknown. However, this is on the verge of changing. Appearance: Goblins tend to be somewhat shorter than human beings, usually standing between four and a half to five feet tall, but are otherwise fully proportionate to their height, as appropriate to their age. Skin ranges in hues from a dark green to a somewhat acidic blue, and ranges from mottled to smooth gradients of color. Goblins have something of a reputation for filthiness, usually encouraged strongly by their lack of access to proper living conditions; It is the rare goblin that does not live in barely sustainable land, which leads to stunting of growth, and pallid skin. A goblin who has had proper meals, and a bath, turns out to be a surprisingly attractive creature, possessing a lean body that tends towards slightly exaggerated secondary sexual characteristics. Their hair, once cleaned, tend to be of a variety of exotic and bright colors, from fiery reds to bubblegum pinks, electric blues, and radiant greens. Their nails tend to be longer than usual, and sharpened, but they're extremely fond of nail polish when they can get their hands on it, and extremely reluctant to do anything that might chip their nails, resulting in a careful attitude during mechanical work, a habit which suits them well. Their surroundings usually give them a reputation for unpleasant scents, but their natural body odor actually tends to be slightly floral, and surprisingly pleasant. Goblins who have been raised among humanity, and properly fed, have occasionally been mistaken for a breed of elf, thanks in part to their ears; A common slur is 'Swamp elf', or 'Sewer elf'. The Goblins, for their part, tend to be significantly more offput by the comparison to the elf than by the epitaphs attached to that comparison. Physically, Royal Goblins are identical to their full-blooded cousins, although they tend to be better fed and more prone to hygiene, leaving their natural attractiveness more accessible. Behavior Patterns: Goblins have evolved a certain small-minded belligerence. The entire world has, it seems, turned against them, and they have taken a sour grapes attitude towards the world in response. They are particularly angered by humanity, though the specific source of the ancestral feud is unknown. It almost always relates back to mutual claims of rape and enslavement, however, with one side accusing the other of raiding the other for slaves and sexual satisfaction. In recent years, however, this has changed, with a very simple invention; Clockwork. Goblins have small, nimble hands, surprisingly inventive minds, and a fondness for mechanical endeavors. The first goblins to engage themselves in the work may have been slaves of some war or another, but rapidly proved to have a natural facility, talent, and love for the mechanics of clockwork. Small ghettos of goblins have formed in cities with significant mechanicians guilds, fascinated by clockwork, steam power, and all other forms of scientific bric-a-brac. While there are still strong walls of animosity between goblins and humans, the development of these shared places has resulted in a certain détente, and there have been more Royal Goblins born in the last ten years than in the last thousand. The Royal Goblins, for their part, are intelligent, often dangerously so, and tend towards the unexpectedly magically powerful. Despite their intelligence and organizing ability, they are often somewhat separated from other goblins, and looked upon as untrustworthy. This may stem partly from an attitude of reconciliation towards humans and other sentient races, often diagnosed as a weakness stemming from their own impurity. Nonetheless, they have sufficient power and intelligence among goblin communities that even with their relative lack of trust, they tend to gravitate to positions of power and authority. Each goblin has a full name which expresses, in often poetic detail, who they are. 'Twilight over the City', 'The Cool Rain of Autumn', and 'Fresh Roses Growing in a Cave Under a Single Ray of Sunshine' are among names that have been attributed to goblins, and they tend to take them rather seriously; While they understand the need for a quick name and will tolerate a shortening of the name for situations where time is of the essence, they tend to prefer being referred to by their full, formal name where respect is expected. Making a habit of doing so is one of the quickest ways to make a friend out of any goblin. Relationships with humans: Goblins and humans are traditional enemies. This is what everyone says. Goblins and humans have always been enemies. This is what everyone says. Goblins and humans cannot co-exist. This is what everyone says. Everyone, it appears, has been somewhat too eager to dismiss the possibility that humans and goblins might find something which they could share. Humans and goblins have finally proven them all wrong, however, with the gear. Goblins tend towards the obsessive, and have eagerly set their hands to work at human industry. While many goblins still exist in isolated tribes or warrens that view humans as nothing more than violent beasts with dangerous technology, and those who live in the ghettos often view humans as nothing more than a pack of racist pricks who always let money turn people into profits, there is an increasing bond between the working goblins and the engineers that they are employed by, and alongside. The sight of a goblin working gears into place in a delicate piece of machinery is a thing of beauty, and in the dark and sometimes dreary environs of the workshop, a spray of colorful hair and a pleasant whiff of flowers can do wonders for morale. Both male and female goblins alike have eagerly taken to the workshops of human cities, and found work. Thanks to their relatively easy attitude towards what constitutes edible food, and comfort with crowded spaces, goblins are able to work surprisingly cheap.

Power: Goblins, themselves, are not powerful creatures. Not particularly strong compared to humans, they have a certain wiry strength, and a vicious fighting style, but are still at a rather significant disadvantage, one-on-one, against any trained human fighter. Their skill with gears and mechanical apparatuses is more born of a certain obsessive personality and natural nimbleness than any supernatural facility. Indeed, so far as magical ability, goblins appear to be completely devoid of the stuff. The one exception appears to be in the Royal Goblins. These rare individuals have a powerful talent for magic, enough to qualify as archmagi when fully developed. Of all the magic they master, however, the first and most powerful is Name magic; a Goblin King or Queen who knows the true name of a being is able to work great and powerful magics on that being. The nature of Name magic is restorative; As long as the true name is known, a being can have broken limbs reknitted, lost organs returned, warped minds restored to sanity, and it is said they can even be brought back from the very brink of death. It is largely useless as a destructive magic, however; Unless someone is acting deeply against their own nature, it is very difficult to harm them with the true essence of who they are.