Goblins
A ruin-adapted people, not a malicious one, who live well in abandoned works, failed towns, and road shadows and know every gap and culvert in them; their strongest country is the Broken Marches and their civilization the Iron Compacts. See The Bridge Peoples.
Overview
Goblins are one of medieval Caeldon's peoples, at home in ruins, on the edges of other peoples' towns, and wherever a chance can be snatched before it is gone.
They are made for ruins, not for malice. Goblins live well in places where other peoples see only collapse, shame, danger, or leftover value: abandoned works, broken outer walls, failed market towns, old military roads, collapsed storehouses, forgotten tunnels, battlefield debris, and salvage margins. Many medieval Goblin communities also live on town fringes, in road shadows, and in work nobody admits to hiring, because living civilizations keep making the same leftovers that ruins preserve. They are the first into a ruin and the first out when it starts to fall, and their songs are of the delvers who did not get out: the crew that went down for the elder lamps and is still down there, the girl who held the crawlway shut while her warren ran.
Ruin and Fringe Pattern
Goblins are most strongly associated with The Broken Marches, a ruin-belt and salvage region where failed works, old roads, remnant settlements, and marginal trade routes overlap.
They are not confined to that region. Their medieval presence follows broken works: abandoned canal lines, disused watch roads, ruined border towns, collapsed mines, old battlefields where the unquiet dead lie thickest, half-tolerated markets, and cities with enough poverty, repair work, and back-street trade to hide or tolerate a Goblin quarter. This gives them a broad footprint without requiring a single ancient empire.
Goblins overlap naturally with the Salvage Peoples, but they are not the same category. Salvage Peoples are a recurring people-complex defined by repair and ruin-edge practice across several backgrounds. Goblins are a distinct species whose strongest historical niche makes them frequent participants in salvage life.
Body and Survival Life
Goblins are small, quick, people-like beings, not monsters.
Their bodies are suited to cramped spaces, unstable structures, long hunger, fast escape, delicate scavenging, and quick wits. They tend to be small, wiry, alert, and comfortable in half-shelter: crawlspaces, broken cellars, rubble gaps, market backs, drains, cliff paths, and old wall interiors. Their advantage is not brute strength but speed, nerve, an eye for what is about to go wrong, and a high tolerance for discomfort.
Appearance and Temperament
A Goblin is about Halfling height, thin and wiry, with long arms, long fingers, and a large head for the body. The ears are long, pointed, and mobile, and the eyes large. Skin runs from green-grey and olive to sallow brown and parchment; hair is dark, coarse, and often curly; and eyes are yellow-green, amber, or brown, reflecting light at night. Hobgoblins of the compacts are taller, broader, and more martial, a drift set out with The Iron Compacts.
They move fast and low, climb anything, and fit through gaps a Human would not try. Their hearing is sharp and they see well at dusk and by poor light. Goblin stomachs are strong: they eat almost anything, from eel and small fish to porridge and greens, and bear long hunger better than most. Their lives are shorter than Human lives, and a Goblin of sixty is old.
Social Pattern
Goblin societies are built around practical belonging rather than monumental claims to rule.
Common social forms include warrens, repair bands, market-shadow households, road crews, salvage knots, alley compacts, and small route-broker families. Status often belongs to those who can find value, keep people fed, read danger early, bargain with stronger neighbours, and know when to vanish rather than fight. When a warren cannot vanish, it fights in the dark, from crawlways no larger enemy can follow. Warrens also fight each other: two warrens that find the same rich ruin feud over it as bitterly as any two lords' houses, with cut ropes, collapsed crawlways, and stolen lamps, until a Kindred gathering-market such as the Undercroft Fair settles it by blood-price.
Hobgoblin Compacts
Hobgoblins are not a separate species. In medieval usage the word means a Goblin who belongs to a compact holding a duty granted under a lord's written warrant: road stewardship, fort watch, a managed ruin, a gate, a quartermaster's charge. Those compacts, the drift some of them show towards taller and more martial builds, and the suspicion they draw from both settled powers and freer warrens are described in The Iron Compacts.
Branches, Lifeways, and Compacts
Under the Species Branch and Civilization Framework, Goblin variation is fast, local, and practical.
The clearest living Goblin identities are the Ruin-Warren, Market-Shadow, Road-Margin, Underwall, and Hobgoblin compact lifeways, shaped by ruins, town fringes, route margins, underwalls, and how much they owe a lord rather than by separate descent. Old March Goblins, collapsed fort Goblins, canal-shadow Goblins, battlefield Goblins, and lost warrant Goblins survive mostly in history or by absorption, behind old claims, revoked warrants, and ruin-belt memory. Lost warrant Goblins descend from the warrens struck from the archive's rolls; Old March Goblins are those whose Broken Marches holdings Human frontier lords later declared waste-ground. The Underwall lifeway is rooted in the warren households that stayed inside Dwarven structures after the enclosure.
Belief and Custom
Goblin belief is unorganized and persistent. The songs of the struck warrants belong to Tavi the Bard of the Broken, the hidden and hunted pray to Varn the Shadow-Stalker, and frontier Goblins know Abrel the Changeling as Ziv. In the corridor, Goblin devotion is mostly unentered under the Sworn Accord, which is part of what the songs are about. Salvagers mutter a word to the ruin before they reach into it, and side-ford families mark a ford where the Bridge-Dead stand with their own reversible marks. Goblin children play last-out, a chase through rubble in which the slowest is "buried" and must be dug free by the rest, and warren mothers sing the names of the lamp crew as a lullaby. The worst Goblin curse is short: may the roof speak first.
Medieval Role
In the Medieval Era, Goblins keep ruins, roads, towns, and margins lived in.
Because of them old places are inhabited without every ruin housing a lost kingdom or an army. A medieval road may have Goblin guides who know a safer detour round an outlaw band. A ruined storework may have a Goblin repair band living two rooms away from a dangerous collapse. A city may depend on Goblin night labour while denying Goblin residents any place in it. A border lord may accuse Goblins of theft while quietly buying recovered fittings from them. A fort or frontier town may grant a Hobgoblin compact a warrant because it needs Goblin knowledge bound by duty and oath where the lord can see it. Compacts that hold a road ride against the outlaws on it, and a road-margin warren that hides a bandit band pays for it when the compact comes.
Tensions
- Older than any hall. Goblins are as old as the Verdant and lithic peoples, and their claims are older than the lords now asked to honour them: seams taken in the Enclosure, warrants struck in the Unlisting, ruins emptied by the waste-ground doctrine.
- Permission to stand. The Iron Compacts win a place by being written down.
- The lamp crew. Goblins of a Marches warren swear the crew that went down for the elder lamps can be heard below a storework floor, digging.
- This year the question stands at the side fords below the failing Greyspan; see The Greyford Reach.
Branches and lifeways
- Market-Shadow Goblins LifewayThe Goblin lifeway of the town fringes.
- Road-Margin Goblins LifewayThe Goblin lifeway of the route margins.
- Ruin-Warren Goblins LifewayThe Goblin lifeway of the ruins.
- Underwall Goblins LifewayThe Goblin lifeway of the underwalls.
Civilizations
- The Iron Compacts CivilizationThe first great Goblin civilization, which took its present shape c. 20,000-c. 9,000 BR: armed Goblin companies that hold a road, a fort's watch, or a ruin for a lord who would pay more to drive them…
In the Writers’ Guide
- The Ten Primes FoundationsVerba, Imago
- Stewards and Resonants FoundationsThe Resonants
- What Makes a People FoundationsKinds of People, Ways of Living and Orders, Why the Peoples Differ
- The Elder Peoples FoundationsThe Dwarves
- The Bridge Peoples FoundationsPeoples of the Gaps, Goblins: Value in What Is Left, Neighbours in the Same Ruin, Tensions
- The Ages of Caeldon FoundationsThe Stabilizations, The Elder Worlds, The Corridor Ages
- The Threads of History FoundationsWho Counts and Who Records, Where the Threads Cross
- Worlds That Came Before FoundationsWhat an Elder World Is, The Archive-Law World, Tensions
- A World in Two Halves The Medieval EraThe Cradle-Web, How the Halves Differ, The One Crossing, Tensions
- A Year in the Medieval Era The Medieval EraThe Cradle Year
- Roads, Rivers, and Crossings The Medieval EraTolls, Tallies, and Guarantees, Fords, Ferries, and Bridges, Keepers Without Territory, At the Border and 1 more
- The Civilizations of the Medieval Era The Medieval EraThe Dwarven Orders, Orders Without Ground
- The Gods of the Medieval Era The Medieval EraGods of Imago, Gods of Umbra, Gods of Verba
- Faith in Practice The Medieval EraThe Local Cults, The Sworn Accord
- Common Ills, Poisons, and Plagues The Medieval EraPoisons and Venoms, Peoples, Places, and Odds
- Stone and the Deep The Medieval EraThe Ironspine
- The Basins and the Marches The Medieval EraThe Confluence Basins, The Lower Serath, The Headwater Marches, The Broken Marches and 1 more
- Sealed and Silent Places The Medieval EraThe Witnessfields, Tensions
- The Windscar The Medieval EraThe Glassbelt Interior
- How the Present Was Made The Medieval EraThe Corridor Ages, What the Present Inherits, Tensions
- Writing in the Medieval Era The Medieval EraWho Counts, Who Keeps the Way, Tensions
- The Living World A Bestiary of CaeldonRoads, Trade, and Rivalry
- Bats A Bestiary of CaeldonLore and Belief
- Deathwatch Beetles A Bestiary of CaeldonUses and Dangers
- Dogs and Hounds A Bestiary of CaeldonUses and Dangers
- Eels A Bestiary of Caeldon
- Fish A Bestiary of Caeldon
- Glove Spiders A Bestiary of CaeldonAbilities, Lore and Belief
- Kingfishers A Bestiary of CaeldonLore and Belief
- Magpies A Bestiary of CaeldonUses and Dangers, Lore and Belief
- Otters A Bestiary of CaeldonUses and Dangers, Lore and Belief
- Pack Animals A Bestiary of Caeldon
- Pan Hyenas A Bestiary of CaeldonLore and Belief
- Pigs A Bestiary of CaeldonLore and Belief
- River Crayfish A Bestiary of CaeldonLore and Belief
- Ruin Hogs A Bestiary of CaeldonUses and Dangers, Lore and Belief
- Sun Spiders A Bestiary of CaeldonLore and Belief
- Trout A Bestiary of Caeldon
- Wild Boar A Bestiary of CaeldonLore and Belief
- Alders A Bestiary of CaeldonUses and Dangers, Lore and Belief
- Cellar Rot A Bestiary of CaeldonLore and Belief
- Garden Crops A Bestiary of CaeldonHabitat and Range, Uses and Dangers, Lore and Belief
- Marker Lichen A Bestiary of CaeldonUses and Dangers
- Nettles A Bestiary of CaeldonLore and Belief
- Nightshade A Bestiary of CaeldonUses and Dangers, Lore and Belief
- Reed A Bestiary of CaeldonUses and Dangers
- Rubble Elder A Bestiary of CaeldonUses and Dangers, Lore and Belief
- Thornapple A Bestiary of CaeldonLore and Belief
- Willow A Bestiary of CaeldonUses and Dangers
- Grey Clerks A Bestiary of CaeldonUses and Dangers
- Bridge-Dead A Bestiary of CaeldonUses and Dangers
- Glossary Foundations