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Goblins are violent, primitive humanoids found throughout Tamriel, often living in sewers, caves and ruins in small clan-based societies. They can range in height from three feet to over eight feet. Appearance-wise, goblins have green skin, yellow eyes with slitted pupils, pronounced canine teeth, elven ears, and sometimes horns and hunchbacks.

Some goblin tribes worship a god called Muluk, who is thought to be related to the Orc god Mauloch, an aspect of Malacath.[1][2] As Goblins are a type of Goblin-ken they are protected and guided by Malacath.[3]

Goblins take a traditional view to their outfits, with some pieces even dating back to the First Era. This is called the "Primal" culture set by ethnographers, however it is unknown if they inherited it from previous generations, looted it from ancient ruins, scavenged it from other civilizations, or forged it themselves.[4] They are known for their vicious combat capabilities with both melee and ranged weapons, although some learn the ways of magic.[5][6]

Goblin society is primitive and violent, and often poses a threat to the more advanced societies that surround them. While their societies are often led by the strongest and largest goblins (called warlords) or their religious leaders (called shamans), some tribes are ruled by other races. Goblin shamans are usually the most intelligent members of tribe and the ones that lead in religious practices. They can recognize more intelligent individuals and in some cases reprimand warriors for attacking them. The death of a shaman is known to turn a tribe docile. The symbol of a shaman's position is often a totem or a headdress; if taken or lost, the tribe will do anything to get it back.[7][1]

To the Nords, goblins are sometimes known as rieklings, although they bear no resemblance to the creatures of the same name that inhabit Solstheim, which the Imperials consider to be "ice goblins".[8][9]

Durzogs are reptilian dog-like creatures that goblins raise for war and to hunt down their victims.[5] The goblins of Cyrodiil raise rats in pens for their meat.[7]

[edit] Goblin Tribes

Goblins usually live in a tribal society, although they are not always part of a named tribe. Those tribes that do have names are notable for their use of symbols, strong leadership, and distinctive traditions.

[edit] Bitterfish Tribe

The Bitterfish Tribe was a loosely organized tribe found in the West Weald of Cyrodiil. They use slaughterfish as a food source, and ritually carry their scales. They attempted to take over the Ayleid ruins of Miscarcand in 3E 433, but were driven back by its undead guardians.

[edit] Bloody Hand Tribe

The Bloody Hand Tribe (also known as the Bloody Hand Goblins) inhabit Cracked Wood Cave in the Nibenay Basin. In 2E 582, the tribe was aggressively encroaching on the settlement of Cropsford, and the villagers feared an attack was imminent. The hostility was evidently too much, as Cropsford was later abandoned. In 3E 433, their totem was stolen by the Rock Biter Tribe, inciting a goblin war. The war ended after a group of settlers got external help to stop the the constant raiding parties preventing them from building a farm at Cropsford.

[edit] Dogeater Tribe

The Dogeater Tribe are found on the island of Stros M'Kai. In 2E 582, a goblin called King Demog took control of the tribe and started causing trouble until he was put down.

[edit] Dust Eater Tribe

The Dust Eater Tribe inhabit an abandoned mine known as Barren Mine, found deep in Blackwood.

[edit] Ice-Biter Tribe

The Ice-Biter Tribe inhabit Cragwallow Cave in Eastmarch. Known as rieklings to the local Nords, they attacked the settlement of Cragwallow in 2E 582.

[edit] Rock Biter Tribe

The Rock Biter Tribe inhabit Timberscar Hollow in the Nibenay Basin. In 3E 433, they stole the totem of the Bloody Hand Tribe, inciting a goblin war. The war ended after a group of settlers got external help to stop the the constant raiding parties preventing them from building a farm at Cropsford.

[edit] Sharp Tooth Tribe

The Sharp Tooth Tribe inhabit an abandoned mine known as Derelict Mine, found east of Skingrad in the West Weald of Cyrodiil. The tribe is often targeted by goblin hunters. In 3E 433 they stole the totem of the White Skin Tribe, inciting a goblin war.

[edit] Skull Breaker Tribe

The Skull Breaker Tribe inhabit Wenderbek Cave, found deep in the Nibenay Basin near Drakelowe.

[edit] Stonechewer Tribe

The Stonechewer Tribe are a tribe found in both High Rock and Elsweyr. They are known to worship Muluk. The tribe in Elsweyr was wiped out by the Knahaten Flu.[10] The High Rock tribe inhabit Menevia, in central Stormhaven. In 2E 582 the tribe briefly held Cumberland's Watch after their totem was stolen.

[edit] Three Feather Tribe

The Three Feather Tribe (or the Three Feathers Tribe) inhabit an abandoned mine known as Plundered Mine, found east of Bruma in the Jerall Mountains of Cyrodiil.

[edit] Toothmaul Tribe

The Toothmaul Tribe are found on Auridon in the Summerset Isles. Originally slaves from the main Summerset Isle, the goblins escaped from captivity and laid claim to a cave they named Toothmaul Gully. They then formed a tribe, led by Chief Koth. In 2E 582, a member of the Veiled Heritance named Nelanya tricked the goblins into signing a contract in a desperate attempt to garner more allies. In return for the ability to recruit tribe members into labor and fighting forces, the Heritance provided the goblins with reserve arms and armor. After discovering the goblin occupation of the gully, the First Auridon Marines broke up the alliance and ensured the tribe's survival for their continued cooperation with the Altmer.

[edit] White Skin Tribe

The White Skin Tribe inhabit Goblin Jim's Cave, found north of Skingrad in the Imperial Reserve, a long way from civilization. They were led by a Breton man named Goblin Jim, who was accepted into the tribe and became their shaman. In 3E 433 their totem was stolen by the Sharp Tooth Tribe, inciting a goblin war.

[edit] Gallery

[edit] References

  1. ^ a b Sacred Rites of the StonechewersNellic Sterone
  2. ^ Varieties of Faith: The OrcsBrother Mikhael Karkuxor of the Imperial College
  3. ^ Malacath's dialogue in Oblivion
  4. ^ Racial Motifs 13: PrimalSeif-ij Hidja
  5. ^ a b Fedris Hler's dialogue in Tribunal
  6. ^ Gathering Force: Arms and Armor of TamrielDavid S. J. Hodgson
  7. ^ a b Events of Oblivion
  8. ^ Fort Frostmoth dialogue in Bloodmoon
  9. ^ Events of ESO
  10. ^ Kyne's Challenge: A Hunter's CompanionDavid S. J. Hodgson

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