Goblin Social Notes

1. Social Organization
2. Goblin Paths
3. Random
4. Local Goblin Organizations
5. Golden Skin Curse
6. Demonic Goblins
7. Early Goblin History
8. Modern Goblin History
9. Human History in Goblin Lands
10. Goblin Psychology
11. Goblin Character Design
12. Goblin Bows
13. Goblin Magic
14. Goblin Personalities
15. Non-Goblin Perspective of Goblin Society
16. Goblin Perspective of Goblin Society
17. Traditions and spirit magic use
18. Goblin Proverbs

1. Social Organization

General Background
Marriage
Goblin Elite Naming
Non-Elite Naming
Common Names

General Background
Goblin society is matriarchal with a few, limited exceptions.

Bebe or Nenibe (Grandma, informal)
Renibe (Grandmother or Great Grandmother, formal): Family Mother: Oldest living woman in a family, called "Mother or Grandmother". She has final say on all things related to the family (except override by tribe or clan or strong majority of leading females of the family). She arranges marriages for the family, declares death or banishment, etc. The family mother will often work with the clan elders and other family mothers for important marriages or other family matters that extend beyond the family.

Nenitoa (Aunt): Sometimes the family mother is not competant to lead the family. In these cases, she still holds the title, but another senior female assists her. Sometimes this assistant takes over all duties. The assistant is called "Aunt".

Raiamandreny (Clan or Tribe Elder): Any clan member over 50 years old, both males and females, joins the Elders, an advisory group to the Council. Most Council members are drawn from the Elders or those referred by the elders. Since so few family members are over 50, Elders are organized by the largest group.

Group Positions
The highest level political organization in a group usually is the Council. The Council has a number of traditional positions. The Council is organized to assist the grandmother. Almost all clans and tribes have councils, but Councils are more rare in small independent groups, expecially martial or magical ones not associated with a family. Most of the Council positions are filled by women. Note: the grandmother is not a member of the council. The council has the power to decide the group's business, but can always be overruled in any fashion by the grandmother. Traditionally, all financial matters are resolved by the council. Examples, loot division returned by a warband, proceeds of a trade, distribution of harvest, distribution of spell casting, investment of spiritual and magical resources, etc.

Traditional Council Positions
1. Assistant: Leader of the council, liaison with Grandmother
2. Purser: Accounts for clan goods (except food, animals, or people). Arranges intragroup trades
3. Measurer: Accounts for land and produce (but not animals, people, or objects)
4. Counter: Accounts for animal (and any slaves). Keeps census of non-goblin population in group.
5. Guardian: Ensures traditions
6. Advisor: Chief Magician, accounts for magical and spiritual incomes and items, organizes casting
7. Grandaughter: Account for ancestors
8. Hostess: Dipolmat who accomodates visitors to the clan
9. Watcher: (rarely a male) Master of scouts and spies
10. Chief: (usually the only male) Military affairs. Non-voting in many groups, not on council in many.

Other Group Positions, sometimes on Council, usually these are non-voting positions
1. Trader: travelling broker of group's excess goods
2. Inquisitor: Watches group for errant magical behavior, reports to Grandmother
3. Hunter: Account for game and game taken
4. Fisher: Account for fish and fish taken
5. Seeker: Master of explorers
6. Researcher: Master of Magical Workshop, the research center of the group

Major Sub-Groups (in order of prestige, highest first)
All these sub-groups are found in large clans. Small groups have fewer of these. Although named after buildings, these are social groups usually housed in several building.
1. Warehouse: all non-living supplies of the group are stored in the Warehouse. Sub-groups: (in prestige order) treasury, library, kitchen, armory, storehouse (commodities)
2. Magical Workshop:
3. Guild Halls: combination training schools and libraries of knowledge for clan crafts. Most clan women are part of at least one guild and many guild members learn local human language(s). Martial activities are part of the Schools.
4. Nursery: responsible for raising and educating goblins until adulthood. Note: male goblins are assigned to barracks at age 5, so the education is exclusively for females.
5. Garden: many goblin women are engaged in agricultural activities in old times. Now that humans do the farming the Garden has dropped in prestige and members of the garden advise humans and tend vegetable and other gardens.
6. Stable: used to manage group's livestock, main activity in Stable are the dairy buildings.
7. School(s): Martial societies within the group. Some associated with families, some accross the entire group. The best males join a school and move out of the Barracks as soon as they can. Many schools have magical skills similar to those of gerrican sword societies. Social structure is similar to sword societies.
8. Barracks: organized by family, large clans will also a Clan Barracks (not associated with particular familiy). Barracks are often large circluar Insulae, 3-4 stories high with an open courtyard used for practice.

Council Voting
Traditionally the council has an odd number, to prevent ties. If the council has a tie vote, one tradition has the vote of the chief dropped (rare), the most common tradition is for the assistant to declare their additional (tie-breaking) vote.

Sub-groups
Many groups have major sub-groups that often extend beyond the group to the super-group. Most sub-groups that have a super-group connection are related to religious affiliation or male military societies.

Schools and Barracks
Unmarried goblin males live in barracks from the age of 5 on. Each barracks has a name and identity, sometimes the same as the family, less frequently not the same as the family. Each barracks has a Housemother, a female who watches over the males. The most ambitious males join the School (or one of the Schools) of their group. Schools rarely accept males under 15. With the influence of the gerrican sword societies, many barracks have become more like the Schools (more like a martial monastery than like a beer hall.)

Males and Marriage
Most male goblins stay with their family by living in the barracks from age 5, until married. Male goblins do not associate with their mother and father, but instead the extended family as a large social group. The strongest males are usually married within the clan, but to another family, of course. Marriage is prohibited with the daughter of one's aunt (biological or not) or the son of one's uncle (biological or not). Note: women engage in serial monogamy, which is one marriage at a time with an expectation that they will be married more than once in their life. Serial monagamy occurs due to high mortality rate of males. Females plan for later husbands of higher prestige than their current mate. Surrogate mothers: low status females who bear children for elite females with the elite female's husband. All children are treated as the elite female's children and not the children of the surrogate mother. Using surrogate mothers is seen as very flamoyantly distasteful if the elite female is still fertile (less than 35 or so.) Unmarried males leave and join groups infrequently, but much more frequently compared to females who very rarely leave their family.

Goblin Elite Naming
Goblins have three names and often an appelation. Most goblins are proud of their names and appellations and often use entire name upon introduction. Order is first, clan/tribe/group, family, and appellation. Appellations can change over time by whim of the owner (or sometimes the social group.) Names within a family are usually shortened to first plus appellation. When (or if) males transfer families, their family name changes (and maybe their clan name.) Changes to another group means the family name is changed too. If a female changes families (outcast or any other rare reason), she will add the new family name to her old name. Her children (that go with her) lose their old name. Examples of naming situations below. Note: the example below is a famous one where a woman and her children went with her husband who was expelled from their clan. His name change followed the standard rules, hers had the unusual dual family name. Males that join a group without being married (yet) will keep their name until they marry.

Titles precede all names and are often shortened. Ex. Master of the Deadly Band Iho Antsibe Lonaka the Bold is shortened to Master Iho the Bold. Note: the Deadly Band is a school.

Male Situation

First

Clan/Tribe/Group

Family

Appellation

Standard

Iho

Bibilava (Dragon)

Sarontava (Mask)

the Bold

Short

Iho

the Bold

Married

Iho

Antsibe (4 Knives)

Lonaka (Fertile)

the Bold

Note: since the most prestigious males rarely change their clan, the clan name remains the same.

Female Situation

First

Clan/Tribe/Group

Family

Appellation

Standard

Nirina

Bibilava

Sarontava

the Shrewd

Short

Nirina

the Shrewd

Switch Family

Nirina

Antsibe

Lonaka-Sarontava

the Passionate

Child

Biti

Antsibe

Lonaka

the Buxom

 

Naming for Non-Elite Goblins
Goblins who are not members of the elite still identify with a family, but will not have the full name including clan and appellation. Examples: Gubo Lonaka, Dira Sarontava the Beautiful. Non-elite goblins may also have a "family" name that is different than the family that they associate with. These "family" names will be their real family name, especially in large clans or those that have integrated many smaller families. These "family" names can also come from the name of the barracks the male lived in, a section name for whatever group the female works for. These "family" names do not usually change unless the person changes family or clan.

Common Goblin First Names

Male: Andriamanarivo (Andri), Bakoly, Basilide, Dimbisoa, Djaoivelo, Iho, Johary, Masoandro, Narivelo, Nasolo, Ny, Rado, Rakotomamonjy (Rako), Ramarolahy, Rivo, Sennen, Vainafo,

Female: Aina, Amba, Andaina, Andry, Biti, Dervla, Ida, Lala, Mukala, Nirina, Pelandrova, Randzavola, Tiana, Zanamihoatra (Zana),

Outcasts and Ronin

Outcasts loose the Clan and Family parts of their name. Often ronin will use their family name preceded by "e-" which means ex. For example Rado e-Famaky the Redleg, formerly part of the Famaky family, but now a ronin.

Goblin Family/Group Names by Clan by Region

Goblin Ranks

Rank

Translation

Command

Income

Notes

Miar (Miarmilla)

Guard

0

Nominal

Spearman, Archers, Commoners, Auxiliaries

Zandary

Soldier

0

5

Swordsman, unproven warrior, no land or title

Solamba

Deputy

3-7

10

Sergeant, experienced warriors, rarely independent command

Mpanara

Sub-Commander

10-30

30

Senior Sergeant or Junior noble, small command sometimes

Tale

Commander

50-300

100

Starting position for high noble, personal guard, often small-medium command

Minisitra

Warlord/General

500-2000

300

Commands 3-7 Tale, personal guard, important command

Filohanny

Marshal

5-10,000

1000

Chief or on Chief's Staff, strong clans have 4+, has fortress command, 2-3 warlords

Filoha

Clan Leader

All

NA

Usually female (90%+ clans, 50%+ tribes, 25%+ groups)

Start rank for Kona (kin, noble) is Mpanara

2. Goblin Clan Paths

Common paths for goblin clans: Administrator, Conquerer, Dark, Discoverer, Magician, Non-Traditionalist, Traditionalist, Warrior. Paths followed not only by goblin clans, but also by individual goblins.

Administrator: govern new lands, establish order, bring civilization area, govern subject justly

Conquerer: consolidate holdings, unify multiple areas into clan, expand into new lands

Dark: post-modernist perspective, bitter, jaded, nothing is black and white, machiavellian, experiment with magic possibilities.

Discoverer: similar to conquerer, creative, merchantile, find new frontiers, explore existing lands, research new skills and magic, against the use of hun magic

Magician: master the magical, learn and teach magic, preeminance of magic, societies and sects oriented on magic.

Non-Traditionalist: similar to explorer, similar to but not dark path, new challenges and old failures demand new ways, looking for new possibilities, very excited about the Faith, not interested in Fairie or old mystic ways, often not ancestral

Traditionalist: prefers old ways and tradition, nostalgic, isolationsist toward new ways, opposed to dark path, anti-hun and crusade against hun, historian, ancestral, wants revenge vs. huns, homesick for pre-exodus lands and fairie, interested in fairie, interested in mystic ways, not excited about the Faith.

Warrior: master the physical, learn and teach physical skills, preeminance of martial skills, societies and sects oriented on martial skills.

 

3. Random Notes
 

Random Notes (Important Note: most of these random notes are no longer valid)

Use Tibetan art as goblin art.

[Large numbers of goblins have lived under Hun rule for decades. The lands the Huns live on now is the land the goblins used to live on. This is a time when the goblins used spirit magic. The Huns have conquered the humans where the weak goblins were.]
Changes: Goblins are like arabs who lived near other lands and took them over. Not conquered wholly by Mongols due to the Mongol collapse and their main invasion of Europe.

Hun dogs and steppe wolves used by goblins just like Indians used horses. Horses are too big for goblins. Goblins learned some war fighting skills from Huns, like mounted archery. ****** Goblins ride giant boars.

Classic goblin warriors use spears and goblin bows. Usually wearing light armor for fast movement.

   

4. Local Goblin Organizations

Recon groups of goblins

Goblin society is divided into sizes of social structures. Sizes (largest to smallest) clan, tribe, group, gang/band/brotherhood/set/mob. Others: order, sect, faction, family, brotherhood, fellowship, sodality, society, league, outfit

5. Golden Skin Curse
Mitompo's Powers: berserk-like power, travel to fairie

6. Demonic Goblins
Like Fairie humans, a fairie goblin

Many hobgoblins can travel back and forth from Fairie and are native to both realms.

Major goblin clans have allied clans that have their own arms and keep those own arms.
Members of societies are often from a single clan, but have their own arms based on the society

Blood borthers are very powerful, same as normal brothers (but since chosen, they may even be stronger).

7. Early Goblin History

8. Modern Goblin History

9. Human History in Goblin Lands

Humans in the region taken over by the Goblins have been more oriented to city-states for a long time (due to geography). Over the previous couple centuries the region became much more urbanized, due to crop yield increases being able to supply urban growth. Feudal leaders lost importance to civic leaders and imperial appointees.

 

10. Goblin Psychology

"Consistency is the hobgoblin of small minds", human mangling of a goblin phrase related to the conservative nature of goblin society.

The goblins generally do not practice the genocidal techniques of the Huns and they give local humans freedom. Before the arrival of the Huns, the Emperor Tsivory did not allow peasants to bear arms. But the need for huge numbers of troops has led the goblins to train human farmers in the arts of war. This decision was the only thing that prevented the Huns from overrunning the goblin lands.

The unity of the goblin empire has suffered tremendous strain from their old days where the emperor was the absolute authority. Now the emperor still wields considerable power, but the goblin society has divided into a large number of independent clans all trying to gain more power (usually in zero-sum conflicts.)

Most goblin clans have little interest in taking human lands for many reasons. They fear the power of human unity (which no longer exists, if it ever did.) They fear the magical ability of the humans. They are respectful of the magical traditions of the humans, mainly the sorcery of the prophet. They still view themselves as members of Fairie and fear the magic of the mundane world. They fear the return of huns, and fear of exposure to other goblin clans (lack of unity.)

11. Goblin Character Design

These are old RQ-style stats, no longer applicable.

Hobgoblins
Nobles, sorcerers, leaders, chieftains, etc.
STR: 3d6+8
CON: 3d6+3
SIZ: 2d4+4
INT: 2d6+6
POW: 2d6+6
DEX: 4d6
APP: 2d6+3
Note: 30% Chance that a hobgoblin has the Golden Skin Curse

Goblins
Warriors, merchants, craftsmen, etc.
STR: 3d6+4
CON: 3d6
SIZ: 2d4+2
INT: 3d6
POW: 2d6+3
DEX: 4d6
APP: 2d6

Females have STR 2 less than males and SIZ one less

Move: 3
Weapons: Scimitar 25, Goblin Bow 25 (1d8+1), Spear 25, Shield 25
Skills: Conceal 20, Track 20, Hide 20, Sneak 20
Magic: Civilized goblins use sorcery, and barbarian goblins use traditional totemic spirit magic with special difficulties.

12. Goblin Bows [Old Version]
Goblin bows are made with the Make Goblin Bow enchant ritual. They cost 1 POW to make and store MPs equal to half creator's POW at the time of creation. For 1 POW more, the bow can have the equivalent of a Speedart matrix included. All goblin bows have the automatic and unchangable restriction of only usable by creator. Goblin bows made by non-goblins would cost 2 POW more, due to the different natures of non-goblins. Goblin bows are -10% to hit while mounted. Many goblins make they bow when they become 15 years old and it signifies their conversion into adults.

13. Goblin Magic

Ancestor Worship: Most all goblins worship their ancestors and many still use magic to allow ancestors to assist them today. The only exception to ancestor worship is ancestor remembering, conducted by strict sorcery sects who do not allow any contact with spirits, even one's ancestors. This small faction is seen as insane by other members of goblin society. Spirits are divided into living, sasha, and zamani. Sasha are spirits know by someone still alive. Zamani are spirits not known by someone currently alive. Ancestral Incarnation: ritual spell allowing a specific ancestor to become an ally and provide advice and other assistance. The spirit must agree to the alliance and this means that in most cases, the grandmother of the family or clan (tribe, etc.) will make the choice for the person, based on group position. Ancestral allies can provide MP and the five skills the ancestor maintains (chosen by the ancestor at death.) When one incarnating an ancestor has their personal skills all higher than their ancestor, the family grandmother will grant another ancestor. Influence can be used to get an exception for missing one skill (or two with a lot of influence.) Ancestors have 4 (or five?) skills plus knowledge bonus, resulting in +1 or +2 skills with the better ancestors.

Draw MP (ceremony ritual): 10 minute base, Golden Skin Cursed only. Allows caster to recover all personal MP with 5% chance of losing 1 POW.

Make Goblin Bow (enchant ritual): 1 POW with options. Stores MPs equal to half creator's POW at the time of creation. For 1 POW more, the bow can have the equivalent of a Speedart matrix included. All goblin bows have the automatic and unchangable restriction of only usable by creator. Goblin bows made by non-goblins would cost 2 POW more, due to the different natures of non-goblins. Goblin bows are -10% to hit while mounted.

others not listed yet

14. Goblin Personalities

Warlord Tanatave, leader of the Four Diamond Clan of Goblins, on coast near Majorca Island
Dies 440305 . Adventure 1: Visit to the Four Diamond Clan

Teraneva the Scholar, Assistant to the Vizier of the city of Manakara
Lives in Melbin as psuedo ambassador

Emperor Tsivory

 

15. Non-Goblin Perspective of Goblin Society

 

 

16. Goblin Perspective of Goblin Society

Adapt the summary to a complex story telling the tale of a misguided clan:
<http://www.jugenstil.com/derry/rq/levar/majorca/summary/970413.shtml>

Goblin Merchants

Goblin males usually have a strong distaste for business ("women's business"). But, all the largest traders are men for a variety of reasons, mainly because these men are not tied to one family or clan. These men can trade between clans, something females do only if it is in the best interest of the clan, not because it may be profitable. These males want to make an independent name for themselves. They usually have outcast or low status wives.

Battles in goblin society are often decided by the champions, who fight without outside interference.

The human population of the Altura region still outnumber the goblins by at least five to one.

Goblins sometimes use human auxillaries for warfare.

The goblin clan leadership control most of the resources and assign positions to those to garrison, collect taxes, etc. in each area. The money is spent by the clan elders usually via commitees of responsibility. The Clan Warlord usually is the one to divide the money between commitees and they handle the spending.

Each clan is usually responsible to provide tribute to the Emperor, who sometimes gives money back to the clan. Clans in Altura usually recieve more than they give in tribute, since the Emperor's attentions are focused there currently.

Goblin families are usually kept together and their troops are lead by their own leaders.

17. Traditions and spirit magic use
black: Maranava school of traditionalism, classic traditionalist
white: Ihosi school of the past, neo-traditionalists

18. Goblin Proverbs
http://www.hec.ca/~d9033661/proverb.htm

Selected
MALAGASY PROVERBS

Afa-baraka toy ny voakaikitry ny amboa kely tiana.
Disgraced like a man whose own pet bites him.

Aleo mandahy tsy handeha toy izay manaiky tsy ho lasa.
It is better to refuse than to accept and not to go.

Ataovy dian-tana: jerena ny aloha, todihana ny afara.
Behave like the chameleon: look forward and observe behind.

Ataovy fihavanam-bava sy tanana: raha marary ny tanana mitsoka ny vava, ary raha marary ny vava manafosafo ny tanana.
Be like the mouth and the hand: when the hand is hurt the mouth blows on it, when the mouth is hurt the hand rubs it.

Aza atao fihavanam-bato ka raha tapaka tsy azo atohy, fa ataovy fihavanam-by raha tapaka azo atohy.
May your friendship not be like a stone: if it breaks you cannot put the pieces together. May it be like iron: when it breaks, you can weld the
pieces back together.

Aza manaitra vorona ho tifirina.
Do not scare the birds you are going to shoot.

Aza manao fitia ranotrambo: be fihavy fa mora lasa.
May your love not be like a torrent: it comes heavy at first but disappears in a very short time.

Aza manao fitia varavarana, tiana ihany ka atositosika.
Do not treat your loved one like a swinging door: you are fond of it but you push it back and forth.

Aza manao toy ny mpanankarena mahihitra ka mihary ho an'ny mpandevina.
Do not be like a miser who saves for those who will bury him.

Aza mitady tany malemy hanorenam-pangady.
Do not waste your time looking for soft ground to drive your spade in.

Aza mitsipa-doha laka-nitana.
Do not kick away the canoe which helped you to cross the river.

Enjehin'ny zavatra ataony toy ny mpanakalo rano tratry ny orana.
Done in by his own trade like a water merchant in the rain.

Faly malahelo toy ny manantena handova.
Both happy and sad like somenone who hopes to inherit by his father's death.

Ilay kamo mihindran'angady ka "Aza mahita anie aho".
The lazy man who goes to borrow a spade: "I hope I will not find one".

Izay marary andriana.
Sick people are like kings.

Kely fantatr'olona toa kary.
Small but notorious like a wildcat.

Manao ho izaho toy ny katsaka nefa ladinin'ny tsaramaso.
You think you are strong like the corn plant, yet the bean vine is already choking you.

Manita-draharaha toy ny sima misioka.
Making life hard for himself like a harelipped person who whistles.

Miova andriana miova sata.
When you change kings, you change customs.

Misao-bady tanora ka manome zara ny sasany.
Divorce a young woman and you make another man happy.

Ny alahelo toy ny vary an-tsompitra: ahafahana iray fatambary isan'andro dia levona ihany ny farany.
Sorrow is like rice in an attic: you use a little every day and at the end it is all gone.

Ny atody tsy miady amim-bato.
An egg does not fight a rock.

Ny fitia toy ny ketsa ka raha afindra dia maniry.
Love is like a young rice plant: if you transplant it, it will grow.

Ny fo tezitra tsy ananan-drariny.
By getting angry, you show you are wrong.

Ny harena toy ny volon'orona: kely alana maharary, be alana maharary.
Wealth is like hair in nose: it hurts to be separated whether from a little or from a lot.

Ny ho vadina betsaka fa ny ho rafozanina no ts'isy.
A good wife is easy to find, but suitable in-laws are rare.

Ny lakana tsy mahalala andriana fa rehefa rendrika lena avokoa.
A canoe does not know who is king. When it turns over, everyone gets wet.

Ny maty tsy miandry manenona.
The dying person cannot wait for the shroud to be woven.

Ny teny toy ny atody: raha foy manan'elatra.
Words are like eggs: when they are hatched they have wings.

Ny vodisobika aza manan-tandrify.
Even the bottom of a basket finds something to hold.

Ny vola toy ny vahiny: tonga anio, lasa rahampitso.
Money is like a guest: it comes today, leaves tomorrow.

Ny vy tsy mikotrana irery.
Iron does not clang by itself.

Raha hendry loholona hendry vahoaka.
When the leaders are wise, so are the people.

Raha lasa ny mamba misosoka ny voay.
When the crocodiles leave, the caimans come.

Raha voatohina ny aty, marary ny afero.
When the liver is hurt, the bile is affected.

Sakafo masaka ts'isy tompony.
The food which is prepared has no master.

Tanalahy miani-kazo: ny tanana mamikotra, ny rambo misafelika.
Chameleon climbing a tree: the feet cling, the tail holds fast.

Toy ny amboa nivahiny: tonga tsy nahafaly, lasa tsy nahatezitra.
Like the stray dog which came in town: its arrival made no one happy, and its departure caused no regret.

Tsikirity momba fody: tsy tompon-dia fa mpanaraka.
A sparrow among the cardinals: not a leader but a follower.

Tsy ny donak'afo no mahafana ny trano fa ny mpivady mifanaraka.
It is not the fire in the fireplace which warms the house, but the couple who get along well.

Tsy misy mafy tsy laitry ny zoto.
Nothing is so difficult that diligence cannot master it.

Vady hariana be tsiny, zanak'olon-tsy vadina toa soa.
A man finds many faults in a woman when he wants to divorce, and finds many charms in one's fiancee.

Valala tsy an-tanana tsy atolo-jaza.
One can't give a grasshopper to a child if one has not caught it yet.

Varimbarian'ny lavitra ka tsy mahita izay ambany maso.
Distracted by what is far away, he does not see his nose.

Vatofalia sy vanja: isaky ny mihaona mitselatra ihany.
Flint and gunpowder: every time they meet there is an explosion.

Very indroa toa tain-kisoa.
Twice rejected like pig's dung.

Volombodin'akoholahy: malaza tsara ihany fa aorian'ny namany.
Roosters' tail feathers: pretty but always behind.


Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

Updated 5 APR 02