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Ancestry

Goblin

Goblin
peoplesvale-dwelling

Note; Goblin does not exist in Draw Steel rules- we’ll be homebrewing this only if someone chooses to be it. Their abilities are TBD.

Goblins are quick-witted, sharp-tongued folk found throughout the Vale’s busiest quarters. Workshops, market lanes, tinker yards, storehouses, and repair sheds all tend to attract goblin presence over time. They show a strong aptitude for improvisation, with an instinctive understanding of mechanisms, stress points, and objects that invite disassembly. Reassembly usually follows, often improved in small, surprising ways.

Their reputation for curiosity and mischief is widely known. Many see goblins as effective problem-solvers who notice solutions others overlook. Others describe them as persistent meddlers who explore private spaces, appropriate unattended items, or provoke disorder through idle experimentation. Goblins themselves treat these views as familiar commentary, neither rejected nor fully embraced.

Goblins rarely act with malicious intent. They approach the world as a series of practical challenges, each open to adjustment, shortcut, or playful interference. This outlook encourages experimentation, risk-taking, and humour at moments others might hesitate. Small disruptions are viewed as acceptable costs of discovery.

Socially, goblins form dense networks of family, associates, and adopted kin. Loyalty within these circles is strong and actively maintained. Skill, cleverness, and practical contribution carry significant weight, often exceeding ancestry or formal standing. Reputation travels quickly through goblin communities and tends to persist.

If something breaks in a goblin neighbourhood, it will be fixed before dawn. If something goes missing… well, it’s probably being fixed too.

Last updated: 6 June 2026