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Quick Reference guide for Lost Isle Goblins!
#1
A quick reference guide of available information about Goblins regarding age, height, weight and a condensed history. For the lore history, the bits on Cataclysm will be aimed towards the Lost Isle Goblins. (Slight change to the adulthood age as every race reaches adulthood at the age of 18!)

Ages, weight and height

This section contains the necessary information regarding age, weight and height for profiling your Goblin.

Age

Adulthood
18

Middle age
40

Old
73

Venerable
85

Lifespan
75-93


Weight

Males: 37 - 67 lbs

Females: 32 - 62 lbs


Height

Males: 2'7 - 4'3" (79 to 130 cm)

Females: 2'5" - 3'1" (74 to 94 cm)



Condensed Lore

This section of the guide contains the bits and pieces of Lore that led up to the events in Cataclysm. If you want to roll a different cartel Goblin, then this section might not be for you!


Early history


Goblins have been around for a long time, but the creatures were very reclusive. Long ago, the Goblins were a native race of the Isle of Kezan, and didn’t have a fraction of their current intelligence. There, the race lived as slaves to the local jungle Trolls, mining the subterranean tunnels where the Trolls didn't like going. However, soon, the Goblins unearthed a mineral known as kaja'mite (a strange mineral named after Mount Kajaro). The Trolls valued the mineral, using it in voodoo rituals, and forced the subterranean goblins to continue mining the mineral. The Goblins soon came to sense, at some basic level, that the mineral held enchantments unknown to the Trolls. The Goblins hoarded the mineral, using it to fashion crude objects of power deep within Undermine's twisting tunnels. However, the mineral had some unexpected side effects: it caused the Goblins to grow in intelligence. Soon, goblins developed technology, if just crude weapons and armor.

With their increased intelligence, Goblin cunning rose, and soon, the race enacted a plan to free themselves from the Trolls and, in an ironic twist, turn the Trolls into their slaves. In little time, the Goblins owned the Isle of Kezan, and declared Undermine their capital. Goblins rapidly expanded their knowledge of technology. Goblins created Azeroth's first steam technologies. Rumors are that gobGin technology back then was far more advanced than even current Dwarven technology. Goblins established themselves as master technicians, selling their goods on the open market. However, the power within the kaja'mite artifacts were finite, and soon dwindled, needing to be replaced. Eventually, kaja'mite ran out altogether. Desperate, Goblins spread out into the world, attempting to find any pockets of kaja’mite they might have missed. Unfortunately, over the next few thousand years, up until roughly five hundred years before the First War, the Goblins could find no further deposits of kaja'mite and Goblin intelligence peaked. Without kaja'mite to strengthen their minds, Goblins were unable to reproduce their brilliant technology or properly maintain it, and their works rapidly devolved into the crude, juryrigged machines of today. The world began to fear the volatile machines, and sales dropped considerably. Goblins always had a love of money, however. With the loss of their intelligence and slow degradation of their technology, Goblins embraced commerce. About two hundred years before the First War, the beginnings of Trade Fleets sailed out of Kezan and into the world.


First and Second Wars


Goblins chose war as the perfect opportunity to cash in some gold, and began building their trade empire during the First War. By the Second War, the Goblins had established themselves as the traders of the world. Then, they became exclusive partners with the Horde. A Horde ambassador ventured forth and met with a single trade prince (rumored to be the Steamwheedle Cartel, perhaps Trade Prince Steamwheedle), asking for the Goblins to provide machines and technology to the Orcs, in exchange for spoils and gold. In the beginning, the arrangement seemed perfect. The Goblin trade prince believed that the Orcs would win the war, so he found it natural to join the winning side. As the profits flooded Undermine’s coffers, the Goblins expanded their slave markets. However, other Goblins disagreed and remained neutral; thus, only this single trade prince and his subordinates joined the Horde. In the end, the trade prince realized his mistake and left the Horde, and the Goblin race remembers the mistake. The Goblin race as a whole, in fact, was neutral until the cataclysm. They discovered it was more profitable to play both sides against each other during the three wars.


Second and Third Wars


Goblins came to dubious fame in the Second War for the suicide missions they undertook for the Horde: strapping explosives to themselves and floating behind enemy lines with the aid of an inflated sheep's bladder. In the aftermath of the conflict, the Goblins established that they had no political orientation. Their only real interest was trade: if you had the coin for their goods, they were your friends. Such neutrality gave them as broad a trading basis as possible for their wares, from magic items to mundane goods to their own mechanical inventions. It is rumored that they joined during the Second War either because the Orcs paid or intimidated them.

On the whole, the Alliance and the Horde respected the Goblins' new power, taking advantage of the trade princes' ability to produce or procure otherwise difficult-to-acquire items. Rumors have emerged of goblins engaging in massive strip mining and deforestation operations to harvest the raw materials, however, which caused the nature-loving Night Elves and Tauren great concern. Since the tales have surfaced, the trade princes suffered guerrilla attacks on their supply trains and sabotage of their factories. The goblins were clever enough to know the list of suspects is a short one, and they appeared undaunted by the threat. They have amassed enough wealth to hire additional security for their mercantile concerns.


Cataclysm


After the cataclysm reawakened a volcano on their home island, one of the Goblins' trade princes realized that there was good money to be made in offering panicked Goblins a ticket to safety on his ship, taking their life savings- and then selling them into slavery. A clever plan, until it (and the ship) fell apart in a naval crossfire between an Alliance fleet and a lone Horde ship. The shipwreck's survivors washed ashore on the Lost Isles off the coast of Kalimdor, where they discover that the island's dense jungles harbor many mysteries and more than a few unpleasant surprises.

There, the goblins of Kezan have found a new enemy in the Alliance– unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the Goblins have been welcomed into the Horde with open arms.



Personality

This small section is dedicated on how your Goblin could be as an individual.


Personality


Greed. That one word helps describe almost all goblins in terms of their hopes, their dreams, their beliefs, and their lifestyles. They won't let anything stop them in their attempts to obtain what they want. They'll take almost any option towards profit that they can - be it alchemy, engineering, thievery, or slavery.

Of course, they are not without their redeeming qualities. While they trust few as true allies, goblins can be extremely loyal. They are famous for the suicide missions they undertook in the second war-- the only reward for the great sacrifice of their lives being to line the pockets of their friends with war profits (although it is possible that part of their motivation could have been psychotic pyrophilia). And although they may be prone to deadly rivalries among their own kind, they are capable of unity when threatened as a whole. [2]

Of course there might be a goodhearted, honorable goblin or two somewhere in Azeroth or worlds beyond, but you should be extremely cautious and possibly even a bit mistrusting of using that kind of personality for your goblin character, as it is so rare in goblin society.

Either way, goblins can be highly intelligent and are even more insane - although they'd probably never admit it. What you decide to do with your goblin's personality and choices should reflect at least some of these concepts.



Dispositions

Small section to reference as a guideline concerning your Goblins standing towards the rest of the world.


Alliance

As some of the goblins may have preferred neutrality, you may want to treat the Alliance with more respect than other members of the Horde. An exception to this may be the Gnomes, whom the goblins have a rivalry with (See Goblins versus gnomes). However, this rivalry can sometimes be a fun competition and other times more fierce. Which one you pick will change the way you can interact with gnomes.

If you want your goblin to be one who already favored the Horde, then maybe a more ruthless attitude will be necessary when dealing with those of the Alliance. Remember though: goblins are greedy. This can make roleplaying with Alliance members fun.


Horde

Again, some of the goblins may have preferred neutrality. If this is the case, you may want to be slightly more snobby to members of the Horde than necessary, reminding them it was not your decision to side with them. However, you may have wanted to side with the Horde, and therefore may brag about how you had always favored the Horde over the Alliance. Remember: The goblins have sided with the Horde once before, and now your faction is crawling back to them in a time of need.
Steamwheedle Cartel

While all those of the Steamwheedle Cartel are NPCs, your attitude towards them can still vary. You may talk to other goblins how you believe they should side with the Horde, or maybe how you are jealous of their neutrality and want to join them for the great monetary gain you would get. Remember: Goblins would do anything for money. Be creative.


Gnomes

The goblins have long since had a rivalry with the gnomes when it comes to technology. It can either be a "friendly" or unfriendly rivalry, but usually they detest gnomes and would rarely work alongside them if the situation did not warrant it. Keep this in mind when roleplaying a goblin.




Sources

Weight : http://www.wowpedia.org/Weight
Height & History : http://www.wowpedia.org/Goblin
Age : http://www.wowpedia.org/Age
Personality & Dispositions : http://www.wowpedia.org/How_to_roleplay_a_goblin

I added disposition and personality guidelines to help folks into the right direction.
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#2
Shouldn't this be in guides? (I love it anyway >.<)
In darkness we are born, in shadows we are raised

http://www.youtube.com/watch?v=zK4h9xR7Dec
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#3
I can't post there :C
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#4
Could this be moved to Race-related guides?
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#5
Guides get moved to the subforum if the staff thinks its good!

Might be worth mentioning some information on the Goblin's relationships with the ogres, and their affinity for Alchemy as well.

... also the fact that ONE guild of goblins sided with the damn Scourge to invade Quel'thalas.

Oh, and that Wildhammer dwarfs completely despise goblins, to the point where Gryphon Riders hunt zeppelins for fun.
Your stories will always remain...
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... as will your valiant hearts.
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#6
This guide is for the Bilgewater Goblins while giving a short history about them.

Since in canon in WoW, you play a Bilgewater Goblin.

So that is why I made this guide.
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