Goblins

In the realm of Calad, goblins expanded their dominions, staking claim to treacherous landscapes and secluded realms. Their dwellings could be found nestled within forbidding foothills, murky swamps, and hidden caverns.

These cunning creatures thrive as a Hunter-Gatherer society. The hunters have a savage visage, their frames robust and their teeth are bared in a fearsome display. In contrast, the gatherers exude an air of meekness, their teeth concealed and their physiques lean and meek.

Though lacking in intellect and wielding a simpler vocabulary, the goblins possess a remarkable aptitude for swift learning, surpassing even the abilities of men through their keen observation of others’ inventions.

Driven by their twisted inclinations, goblins often mistake violence for mischief, perpetrating acts of malevolence with a perverse sense of humor. Poisoning water supplies and setting deadly traps are among their most common of devious pranks. In addition, they revel in theft, devouring livestock, and adorning settlements and creatures with their morbid and tasteless “decorations,” all in the name of their twisted jests.

Goblin brawlers dungeon-crawling profile card preview (subject to change)

For weaponry, they rely on looted armors, ornaments, and weapons, which, it seems, serve as prized trophies as well. The smaller goblins venture into battle adorned with pelts, bones, hides, fragments of stolen armor, and lightweight skirmisher shields. On the other hand, the larger Warchiefs adorn themselves in an assortment of looted armor, trophies, and other embellishments, albeit in only a somewhat practical manner.

Technologically, their society lags behind, yet they possess the skill to repurpose and reshape the spoils of their raids. While unfamiliar with the use of bows, goblins often wield javelins, slings, and shields with adeptness.

They organize themselves into tribes, typically consisting of around 20 to 30 goblins. Occasionally, these tribes coalesce into hordes numbering over a hundred, often led by a Shaman or Warchief. Tribes under the leadership of Warchiefs tended to be more savage and aggressive, posing a threat to other cultures. In contrast, tribes guided by Shamans tend to be larger, more advanced, and inclined toward peaceful interactions, occasionally engaging in trade with men. Shaman-led goblins are generally averse to conflict, unless provoked.

Remarkably, certain tribes display the remarkable ability to tame, train, and mount creatures such as wolves and warthogs.

Chanra

Introducing Goblin Hero Chanra!

Unlocked as a stretch goal, the Goblin Shaman miniature now takes on a whole new role as one of the Heroes in the Northern Wind campaign. Prepare for an epic adventure with Chanra, complete with her own story, leveling cards, and synergies! (Chanra is now a canonical option and can be selected as one of the heroes. The miniature can still be used as a normal “Goblin Shaman”.)

While Goblins are commonly known as “ko-oni” or “small Oni” in the Empire, not all tribes submit to the brutal reign of the Oni in the mountains. While aggressive Goblin tribes often align themselves with the Oni, there are some peaceful tribes that have forged bonds with the local imperial population. Among them is the Silver-peak tribe, led by the illustrious Queen Chanra…

Like other heroes, Chanra has her own backstory you will be able to read during your campaign. If you choose her instead of one of the other options, you will see her point of view and her interaction with the story.

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