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The '''Goblin Settlement''' is the informal name of a gargantuan, mostly-subterranean cave system occupied by the majority of the world's goblins. It is located at the northernmost point of the [[Kern#West Feller Isles|West Feller Isles]] and fashioned from a decommissioned central mine on the outskirts of [[Amberwell]] across the canal.  
[[File:GoblinSettlement.png|thumb|319x319px|Location of the Goblin Settlement in the [[Kern#Western Major Region|Western Major Region]].]]
The '''Goblin Settlement''' is the informal name of a gargantuan, mostly-subterranean cave system occupied by the majority of the world's goblins. It is fashioned from a decommissioned central mine on the outskirts of [[Amberwell]] in the [[Kern#Western Major Region|Western Major Region]].  


'''Marketplace and Trade.''' The goblins are frequent buyers and sellers, fences, of items that are usually on their way to [[Xantoh’s Watch]] or the hands of pirates. Their stock, if they let you buy any, is mainly stolen wines from Amberwell’s cellars. They do tend to hoard stranger items as well.
== Features ==
'''Marketplace and Trade.''' The goblins are frequent buyers and sellers, fences, of items that are usually on their way to [[Xantoh's Watch]] or the hands of pirates. Their stock, if they let you buy any, is mainly stolen wines from Amberwell’s cellars. They do tend to hoard stranger items as well.


'''Population Size.''' Large: A wise old man in Amberwell estimates there could be anywhere from 500 to 12,000 Goblins living in the caves underneath the desert.
'''Population Size.''' Large: A wise old man in Amberwell estimates there could be anywhere from 500 to 12,000 goblins living in the caves underneath the desert.


'''Population Density.''' Extremely dense: Word-of-mouth travels far and fast among the Goblins.
'''Population Density.''' Extremely dense: Word-of-mouth travels far and fast among the goblins.


'''Population Demographics.''' Only Goblins. Anyone who is not a Goblin must earn their trust in order to remain in the settlement come nightfall.
'''Population Demographics.''' Only goblins. Anyone who is not a goblin must earn their trust in order to remain in the settlement come nightfall.


'''Government.''' The Goblins run an authoritarian commune that prides themselves on theft, profit, mayhem, and spontaneous acts of violence above all else. Concepts like weakness and compassion are a show of cowardice among them. Magicorp is surprisingly ''not'' all that involved with what the goblins do because they are too chaotic and unintelligent to be useful to them. They occasionally contract them to transport or escort goods, however.  
'''Government.''' The goblins run an authoritarian commune that prides themselves on theft, profit, mayhem, and spontaneous acts of violence above all else. Concepts like weakness and compassion are a show of cowardice among them. [[Magicorp]] is surprisingly ''not'' all that involved with what the goblins do because they are too chaotic and unintelligent to be useful to them. They occasionally contract them to transport or escort goods, however.  


'''Culture.''' The vast majority of Goblins are insufferable xenophobic kleptomaniacs, though the given outliers are not to be found in their den. The average goblin is a mass-murderer due to their culture’s prioritization of conquest and looting, which spurs a worldwide debate on whether the actions of individual goblins are acquired via nature vs. nurture.
'''Culture.''' The vast majority of goblins are insufferable xenophobic kleptomaniacs, though the given outliers are not to be found in their den. The average goblin is a mass-murderer due to their culture’s prioritization of conquest and looting, which spurs a worldwide debate on whether the actions of individual goblins are acquired via nature vs. nurture.

Latest revision as of 02:48, 30 July 2026

Location of the Goblin Settlement in the Western Major Region.

The Goblin Settlement is the informal name of a gargantuan, mostly-subterranean cave system occupied by the majority of the world's goblins. It is fashioned from a decommissioned central mine on the outskirts of Amberwell in the Western Major Region.

Features

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Marketplace and Trade. The goblins are frequent buyers and sellers, fences, of items that are usually on their way to Xantoh's Watch or the hands of pirates. Their stock, if they let you buy any, is mainly stolen wines from Amberwell’s cellars. They do tend to hoard stranger items as well.

Population Size. Large: A wise old man in Amberwell estimates there could be anywhere from 500 to 12,000 goblins living in the caves underneath the desert.

Population Density. Extremely dense: Word-of-mouth travels far and fast among the goblins.

Population Demographics. Only goblins. Anyone who is not a goblin must earn their trust in order to remain in the settlement come nightfall.

Government. The goblins run an authoritarian commune that prides themselves on theft, profit, mayhem, and spontaneous acts of violence above all else. Concepts like weakness and compassion are a show of cowardice among them. Magicorp is surprisingly not all that involved with what the goblins do because they are too chaotic and unintelligent to be useful to them. They occasionally contract them to transport or escort goods, however.

Culture. The vast majority of goblins are insufferable xenophobic kleptomaniacs, though the given outliers are not to be found in their den. The average goblin is a mass-murderer due to their culture’s prioritization of conquest and looting, which spurs a worldwide debate on whether the actions of individual goblins are acquired via nature vs. nurture.