Goblins


      Blood and Sinew

      Introduction
      
           The Goblins of Gero are far more advanced than their
       counterparts on most other worlds.  They are a militant race,
       bent on wiping out their rivals, the Dwarves.
      
      
      Physiology Gero's Goblins are the basically the same, physically, as those found in other AD&D worlds: Short (about 3'), dark green skin, muddy brown hair, pointed ears and sharp teeth. In addition, most "traditional" Goblins sport a variety of tattoos and scar drawings on their hides, most of which serve as Tribal signifiers or battle honors. Vegfiran Goblins, of course, will have fewer such markings, if any, unless they are living in a traditional Tribe.
      Social Structure Goblins live in Tribes, usually ruled by a triumverate: Each Tribe will have a Warlord, a Chieftan, and a High Priest. The Warlord is in charge of maintaining and directing the Tribe's armies, including military spies and scouts. This is the only one of the three positions which shows a gender-based favoritism (most Warlords are male). The Chieftan is in charge of economic policy (taxes, tarrifs and trade), as well as "foriegn policy": Relations with other tribes and with nearby non-Goblin settlements. While the Warlord dictates how a particular war is to be fought, he must first wait for his Chieftan to declare war. The High Priest is always a Priest of the Goblem Totem, Gorash (or Queen). In addition to being in charge of matters of faith (such as which faiths may be worshipped), the HP is also the primary determiner of "social policy", which basically covers any internal tribal business of a non-economic nature. This triumverate is designed to provide a system of checks and balances, in which two of the leaders can combine forces if the third should step out of line. For instance, a Warlord who seeks to take control of the Tribe will find himself without money to pay his troops, as well as being denounced from the pulpit of every shrine in the Tribe's holdings. At least, that's the theory. In practice, it is not uncommon for a strong-willed member of the Triumverate to take charge, at least until one of her peers is replaced. Each post handles succession in its own way. Chieftans rule for life, which means that many of them meet "untimely accidents". Once the post is vacant, the Warlord and the High Priest review a selection of nominations put forward by a Council of Elders, and come to an agreement. As can be imagined, politics plays a tremendous role. Since the Chieftan's role is that of the Tribe's diplomat, this is viewed as an advantage. The Warlord can be challenged at any time, except during battle. Should the current Warlord die, then any number of applicants can seek to claim the post. Each claimant then takes a small number of hand-picked followers (usually 5-10, depending on the size of the Tribe), and a wargame, called the Bloodchallenge, is held. A "team" is eliminated only when its Captain is dead. Since part of the Warlord's job is to maintain the loyalty of his troops, a Captain who is assassinated by one of his own men is considered to have gotten a just reward. The High Priest post is determined entirely by the Priesthood of Gorash, and is the least contentious of the successions. Should all three posts be vacated simultaneously, then the Triumverate is restored in the following order: High Priest, Warlord, Chieftan. While such triple successions are rare, they are not entirely unheard of.
      Families & Names Families within the Tribe are usually known for a few skills, and trade secrets are typically passed from generation to generation. Marriages are usually arranged by the families, and the betrothed have little or no say in the matter. Indeed, many adventuring Goblins are actually on the run from an unwanted betrothal. Goblin names are simple: Given name, Family name. A newlywed couple always takes the family name of the stronger family, and that name is carried by the children.
      Vegfiro Depending on the particular Tribe, the underground faith of Vegfiro will be either suppressed or actively persecuted. Vegfiran Wanderers are always careful to not congregate in groups of more than three when in such territories.


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