Goblins

Goblins in Frae


General Sentiment: Tolerated but Distrusted

  • Goblins in Frae are often associated with scavenging, sabotage, or alchemical black markets, especially in districts like Embercarve or the Loammarket.
  • Most Fraens see them as clever but chaotic, valuable when kept in tightly controlled guild roles but dangerous if unsupervised.
  • Many locals believe goblins are unnaturally attuned to things they “shouldn’t understand”—especially magic. This makes them both feared and grudgingly respected.

Factions View on Goblins in Frae

Guilds:
  • The Alchemists’ and Watersellers’ Union value goblins for their ingenuity and “unconventional” methods—but also exploit or underpay them.
  • The Iron Banner excludes them unless they’ve proven mastery in forgework; goblins who succeed are often viewed as exceptions.
Nobility:
  • House Brognar respects goblins for their shared technical skill.
  • House Vellistra often studies or employs them, but does not consider or treat them as social equals.
  • House Dalomirsees them as expendable pawns or tools for sabotage.
Religious Groups:
  • Miell’s clergy often see goblins as untapped sources of arcane intuition, especially those with raw magical talent.
  • Followers of Aergethyr or Valistal usually consider them morally suspect or irredeemable, associating them with trickery and lawlessness.

Common Stereotypes:

  • “Goblins can’t be trusted with secrets—they dig too deep and share too loud.”
  • “If a goblin’s smiling, your purse is already gone or your roof’s about to fall.”
  • “Smart as they are, they were made for chaos. You can’t tame fire.

In-Game Implications for a Goblin PC:

  • Advantage in niche roles: sabotage, alchemy, magical scavenging, forbidden knowledge
  • Disadvantage socially: barred from high society events, not accepted in formal magical orders
  • May find a found family in the lower wards, black markets, or among disillusioned magic users and rogue scholars


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