Open main menu

UESPWiki β

User:Legoless/Ancora's Notes on Goblin Culture

< User: Fanfiction

By Legoless


The following notes have been collected over the years from many different sources, including ancient manuscripts, scholars and my own limited experience. I have concluded that, while it may take a number of alcoholic beverages to extract, adventurers are often the best source of information. My ongoing research on the evolution of goblin tribal culture depends on the individuals who experience it first-hand. But I digress. I present to you my not-too-inconsiderate bank of knowledge, derived from the most authentic reports I've recieved.
-- Ancora of Aldmeris, Magus Supremus

Initial FindingsEdit

My kind have long used the goblin as a beast of burden, since before even I came into this world. In my youth they were about as captivating to me as a sun dried mound of faeces from a diseased kagouti is to Molag Bal the Tormentor. What first piqued my interest in the subject was a short discussion I had with Emperor Uriel Septim VII's Eternal Champion when I visited the Elder Council chambers of the Imperial Palace a short while after Jagar Tharn's plot was foiled. He was describing to me the many no doubt fascinating places he had visited when attempting to recover the Staff of Chaos.

Being the arrogant young mer I was, I gave the man only half an ear as he told his growing audience of the many foul beasts he encountered. One which continued to be mentioned was wild goblins, a thought quite humorous to me - after all, what were they themselves other than wild animals run riot over Dawn's Beauty? The poor fellow was so misinformed that he believed goblins to be of some relation to the modern Orsimer. However, as he went on to describe the crude weaponry, basic bodily adornments and obsessive hoarding of precious items that he found on these "rodent-like" beasts, I became more enthralled with the thought of these creatures forming actual societies outside the pens and mines of my homeland. It was on that date I began my research of this primitive race of beings.

Stros M'Kai TribeEdit

Every citizen of Hammerfell knows the story of Cyrus, the famous Redguard rebel who defied Talos, slew the great dragon Nafaalilargus and brought about an alliance between the Crowns and the Empire. Relics if this great hero are few in number, and even fewer if authenticity comes into play. I had the great privilege of reading a tattered memoir who many believe to be from Cyrus' own hand. Whether it belonged to the legendary rebel or not is unimportant. What is important is the documentation of the island of Stros M'Kai contained within.

The island is known to have a goblin infestation even to date, but - if this tome is to be believed - they were once much more powerful. The scribe speaks of what he refers to as 'the Goblin Caves', a network of natural caves running underneath the island. Naturally, these caverns were the home of the local goblins. He claims that the caves were filled with strange fungi and mushrooms, trolls, and a subterranean river which ran through the complex. This river was toxic even to touch, and the goblins apparently used a system of floodgates to contain it. This level of engineering speaks volumes about these brute beasts. He goes on to describe a system of lifts, strange arthropods swimming through the poisonous waters, teleporters, advanced architecture and a 'goblin king', a large ogre who apparently led the tribe of goblins. Cyrus is said to have killed such a beast when recovering the Ring of Archmage Voa.

If these centuries-old journal entries are to be believed, the Goblin Tribe of Stros M'Kai was certainly a powerful one.

Hammerfell TribeEdit

One night in a tavern in Dragonstar, I met a hero from the War of the Bend'r-mahk. He was a local legend, having supposedly defeated a great evil created by shadow magic, an obscure school which exploits conflict to create darkness. I was doubtful, but when I enquired about the subject of goblins his eyes lit up. He had apparently had much contact with a nearby tribe, who he claims was all but wiped out during the war. Not half by his own hand, I would imagine.

This tribe was at one point quite formidable, controlling both the Twilight Temple and much of Fearfrost Caverns. They were driven from the Temple by Pergan Asuul, a shadowmage of ill repute. The adventurer encountered the survivors still trapped inside. In return for mundane favours, he helped them escape and recovered their shaman's headdress (who died in the fight against Asuul). One of the goblins he called Ivgrizt. This was the first time I had heard of a goblin having a name, although that's hardly surprising given how antisocial the creatures tend to be.

The adventurer also recounted multiple visits to the Fearfrost Cavern, where most of the goblins retreated after Asuul's invasion. Here he met up with Ivgrizt to collect on a favour. However, after finding out that the goblins had been troubling settlements such as the small village of Snowline, he slew most of the tribe, including the 'goblin hero' Tirasch. While inside the caves he stumbled upon some strange mushrooms not native to the area, which the goblins had grown for their magical properties. This remains to this day one of the only examples of goblin argiculture. A magical obelisk with the power to heal wounds was also found, but I'm doubtful of its goblin origins.

Before their destruction, this Hammerfell Tribe seems to be one of the most civilised group of goblins to have ever been observed, having even played a role in the local politics.

Mournhold TribeEdit

Mournhold, the City of Light and Magic. This legendary district of Almalexia City has its fair share of history, being the stronghold of the goddess Herself. After the original city's destruction at the hand of Mehrunes Dagon at the end of the First Era, a new city was constructed on top of the ruins. After a time, Old Mournhold was forgotten about, abandoned to the monsters which dwell there. This created a perfect breeding ground for goblins.

Naturally, I was attracted to the place and lived there for many years. After the fall of Dagoth Ur and Lorkhan's Heart, a legendary figure appeared in the city. He was the Nerevarine, Saint Neravar reborn. Many rumours circulate as to his purpose in the holy city. His coming is often linked to the disappearance of Almalexia from her Temple, and the attack from Sotha Sil's Clockwork City. These affairs are none of my concern. His importance to me is much more mundane. He is one of the few to have thoroughly explored the sewer system beneath the city, which links up with the ruins of Old Mournhold, home of the local goblins.

The Mournhold goblin tribe appears very militaristic. They have a strict ranking system, including footsoldiers, handlers, bruisers, officers and warchiefs. They fashion their own unique weapons and armour and have even tamed wild durzogs, a type of dog-like reptiles referred to by the locals as "sludgepuppies". They had expanded out into the sewers, and controlled large sections of the underground. Citizens even reported seeing them about the city. The Nerevarine reported that these were not traits they developed on their own, but in fact were the work of mer. King Hlaalu Helseth is reported to have hired Altmer trainers to turn this tribe into a ragtag army of sorts. The Neravarine killed these trainers, as well as goblin warchiefs Durgoc and Kurog. He claimed it was for Almalexia, who feared that Helseth would lose control of the goblins and they would attack Mournhold. This dissolved the army, and without their leaders the goblins became feral once again.

The Mournhold Goblin Tribe shows just what can be achieved by these creatures with elven intervention. Who knows what they might have been capable of, if that xenophobic Chimer goddess hadn't gotten in the way.

Cyrodilic TribesEdit

One of my most recent finds was once again in the Imperial Provence, in a similar fashion to my first exposure to wild goblins. After the death of the Septim bloodline, several meetings were held by the Elder Council to determine what to do about the Empire. The debates on who was the closest relation to a pure Septim went on for a good few years, until that mutton-brained Colovian Titus Mede stormed the Imperial City and took the Empire by force. Or what was left of it.

My companion throughout the entire dull affair was the newest Champion of Cyrodiil. Despite his massive fame (and, of course, infamy), he took the form of a quite eccentric retired adventurer. Notable for his split personality, the Daedric invasion hadn't been kind to him. Throughout his later career he visited a great many ruins and caves throughout the province. He seemed quite educated on the subject of goblins, and explained to me the basic hierarchical system used by most goblin tribes. The Cyrodilic goblins have tamed rats, and use them as a main source of food. This allows for easier expansion, and results in many more tribes than other provinces. Each tribe has a warchief and a shaman. The warchief controls all aggressive actions taken by the tribe to ensure chaos doesn't break out, and the shaman is their spiritual leader who ties the tribe together. If either of these goblins are killed without a successor, the tribe will fall.

Every major tribe has a totem. These look like a shaman staff, but have the head of a goblin on the end of them. They possess strong magic, and can shoot bolts of electricity. A tribe's totem is their most treasured possession, and is hidden deep within their lair. Most tribes welcome lone goblins to their ranks, but have strong enmities against all other tribes. Often, one tribe might lead a raid on another to steal their totem staff. This is seen as an act of domination, and has no real purpose behind it other than to prove which tribe is stronger. This leads to tribal wars, which only end when the totem is stolen back or when one tribe is completely destroyed. Men have been known to use this to their advantage, and have stolen totems to create large wars between goblin tribes on their enemy's land as a means of distraction. The following notes are detailed accounts of the many tribes located in Cyordiil, from the mouth of its Champion:

Imperial City TribeEdit

One of the Champion's first encounters with goblins was underneath the Imperial Prison. He wouldn't tell me how exactly he ended up under the prison, but the bard tales say he was once imprisoned there by the Gods to play witness to Emperor Uriel VII's murder. Clearly over-exaggerated, but each legend holds a grain of truth. Whatever the reason, he broke through into an undiscovered system of natural caves running alongside the Imperial subterrane. Within, he came across a small goblin lair.

They seemed quite isolated, but must have been an offshoot from the city's main populace at some time. They had set up camp throughout the cave, but their base was a large cavern in the centre. There was a pen for holding their domesticated rats, but when the Champion opened it they turned on their masters and killed one of them. The goblins showed an affinity for ale, which they must have discovered in the surrounding passageways. They showed a basic understanding of alchemy, and made poisons out of the toxic mushrooms found in the caves. They cooked the rat meat to preserve it, and stored in in large crates in a storage area. Like most beast races, they kept human skulls as trophies. The group was lead by a goblin witch, who owned all of their treasured possessions and carried a totem staff. This totem wasn't of the same quality as larger tribes, but it could still magically shock enemies.

As mentioned above, this group seemed to be part of a larger 'tribe' of goblins who live in the Imperial City sewers. The Champion said that the whole sewer system was infested with them, and although they were stronger than the group beneath the prison they showed none of the same order. They showed no reaction to the shaman's staff and were as wild as the common goblin. It is possible, although unlikely, that with the separation and loss of their shaman the goblin tribe lost all traces of civilisation and bonds.

Another story of the Champion's battles against the goblins beneath the Imperial City was told to me not by the Champion himself, but by a man named Wesley. For whatever reason, Wesley had been tasked with killing off some goblins who were planning an attack on the city. He was not up to the task, and met the Champion down in the sewers. In return for a reward, he hired the Champion to kill the goblin's leader. Without their leader, the goblins hadn't the motivation to attack. The Champion succeeded in slaying most of them, and the goblins presumably disbanded. Wesley told me that they were strange-looking goblins, unlike the others commonly found throughout the sewer system. No citizen of the city will cry for the death of these creatures, but scholars such as myself will now never witness this strange behavior.

Bitterfish TribeEdit

Arguably the most famous goblin tribe. The Champion's exploits in Miscarcand to retrieve the last Great Welkynd Stone is a popular part of the Daedric Invasion story. For those not familiar with the myth, Miscarcand is an Ayleid ruin along the Gold Road between Skingrad and Kvatch. Although its scenic limestone architecture and the surrounding lush countryside looks inviting and secure, this is a cursed place where the dead walk. It was once a great Ayleid city, and like most Ayleid cities its source of magical power was a Great Welkynd Stone. These are similar to the common welkynd stones in that they are containers of magicka, but while they were used simply as magicka wells for mages, Great Stones were the pinnacle of Ayleid magic and were used to recharge and maintain the city's enchantments. After the fall of the Ayleids, the Stones were plundered by adventurers for their great worth to mages and cultists.

When Martin Septim needed one to open a portal to Gaiar Alata, none remained. Save one. The Stone of Miscarcand was rumoured to be the very last in existence. None were able to recover it from the ruin's haunted halls. Yet the Champion tried, and succeeded. However, the ruins were already besieged by a much less mythical foe: the Bitterfish goblin tribe. The West Weald is famous for its large goblin population, so it is of no surprise that a tribe was displaced and sought refuge in the welcoming white buildings of the Heartland High Elves. They had set up camp outside, and were in the process of cleansing the ruins of its undead guardians. Not an easy feat, but a desperate tribe of goblins is a force to be reckoned with. They had made substantial progress, but were being beaten back by the ever-increasing number of undead.

The tribe itself is rather unremarkable. It had no clear leader, and the tribal totem was nowhere to be found. I expect that the tribe lost much when it was driven from its original home, where ever that was. Its only distinction was the large amount of fish scales all goblins carried with them. The tribe apparently used slaughterfish as its main source of food. It is unclear whether the scales play an important ceremonial or symbolic role in the siege of Miscarcand or in normal tribal life, or if they are simply the result of skinning many slaughterfish for their meat.

The fate of the tribe is unknown. They may have successfully cleansed Miscarcand after the Champion carved the way and killed the lich king. Or perhaps the Champion weakened them to such a degree that the tribe finally collapsed and are now just an infestation of wild goblins waiting for the Fighters Guild to exterminate them.

Bloody Hand and Rock Biter TribesEdit

These two tribes were the Champion's reason for learning about goblin tribal society. He found some settlers from High Rock who were trying to build the village of Cropsford. But their newly purchased land was right in the middle of a goblin war - a clear indication of the Empire's corruption, in my opinion. The Champion spoke to their guide, a scout who was familiar with goblin tribal structure. She explains that the Rock Biter goblins stole the totem from the Bloody Hand goblins, and the Bloody Hand warchief is attempting to recover it. She advised him to either steal back the totem staff and return it to the Bloody Hand lair, or kill the shaman of the Bloody Hand tribe to dissolve it.

With a smirk, the Champion told me that he ignored her advice and destroyed both tribes completely to ensure the settlers' future safety. I was doubtful that one man could take down even one entire tribe, but then again this man obliterated the entire Drothmeri army single-handedly and lead countless assaults on the Deadlands. I allowed him to continue uninterrupted.

The Bloody Hand Tribe was based in Cracked Wood Cave, a small natural cave by the side of the Yellow Road. The cave was rather desolate as most of the goblins were at war. Cave-ins blocked many of the passages, but the goblins remained well organised. The Champion told of his encounter with what seemed to be a goblin chef. He was preparing vegetables and dead rats in a kitchen-like area of the cave, and was unwilling to fight even when attacked. He also found a rat farm with a goblin tamer, and a small pen used for keeping captives. Sadly, they were all deceased, likely due to neglect during the ongoing war. He killed the shaman, and the rest of the present tribe to insure it wouldn't recover.

The Rock Biter Tribe lived in Timberscar Hollow, a well-hidden cavern located in a rocky grassland south of the Yellow Road. As the Champion made his way there, he came across a retreating party of skirmishers lead by the warchief. They had succeeded in retrieving the totem, buy with a sadistic smile the Champion recounted how he slew them all before they could victoriously return to their now-desecrated lair. He then entered the Hollow to clear out the remaining goblin presence in the area.

The cavern was open, but dark enough to allow for a stealthy entry. The Champion fought his way through, encountering a few remaining Bloody Hand goblins being overwhelmed now that their warchief had left. He discovered curious Ayleid ruins throughout the cave, hinting that at one point it may have been more than a simple hole in the ground. The cave was much less developed compared to Cracked Wood. In one side chamber he found the goblins' treasury where they had stored the rival tribe's totem staff. In another he found the shaman's lair, which was guarded by the shaman herself as well as most of the tribe, including the warchief. He admitted that it was a tough battle, but at the end of it he discovered the Rock Biter totem. He was able to return victorious to the settlers, who founded the pleasant hamlet of Cropsford.

Dust Eater TribeEdit

Barren Mine is a small man-made cave atop a marshy hill looking down on the Yellow Road. Despite its advantage of being a good ambush location far from civilisation, the area is bleak and has little to sustain any kind of goblin population. This leads to the Dust Eater tribe that inhabit it being incredibly small. Yet the small band of goblins upholds tribal structure. The mine lives up to its name, and contains very little. Wooden supports and silver veins are the only evidence of human construction. An adventurer at heart, the Champion only recalls the treasure he collected there; a totem staff, some soul gems and a key which unlocked a cell door. I'm unsure whether the shaman knew the function of soul gems, or if they were simply treated as jewels. The key intrigues me - while it is undoubtedly of human origin, the goblins clearly knew how to work it as they had a dead captive in the cell.

Without their leaders, the tribe has probably died out by now. It had nowhere to expand to, and a very small population to begin with. Travelling merchants can breath a sigh of relief next time they walk the Yellow Road. Well, until a group of Renrijra Krin scum attack and kill them, that is.