Every word a weapon, every note a trap; so they sing for you to tap.

Every word a weapon, every note a trap; so they sing for you to tap.

Their music is performance sharpened into control. With the old lute in hand, they do not merely entertain; they loosen secrets, bend moods, and make...

Where ash buries gardens and graves keep company.

Where ash buries gardens and graves keep company.

Nothing green survives here. Long-dead trees stand like charcoal bones along the roads, and graveyards spread through the city in crowded rows of cracked...

Old grudges burn poorly beside fresh graves.

Old grudges burn poorly beside fresh graves.

Among the scorched ruins, a leader rises’not for glory, but because there is no one else left to stand. The clans are scattered, divided by blood feuds...

11 Factions
26 Tales
24 Locations
30 Names
26 Kindreds
Goblin
  • Tiny Trouble
  • Crafty Survivors
  • Fast Twitch

Goblin

All Ages
Goblins survive in the spaces everyone else overlooks: under roots, behind loose stone, inside broken walls, and occasionally inside trouble that absolutely had a lid on it a moment ago. Small, wiry, sharp-toothed, and bright-eyed in the dark, they move with twitchy speed and alarming confidence, turning narrow gaps and cluttered ground into escape routes no larger folk can properly use.

Their size is often mistaken for weakness, which is convenient for them and embarrassing for everyone else. A goblin can climb where boots fail, vanish through a hole that should not count as a doorway, and repurpose a bent nail, cracked hinge, and suspicious string into something useful, noisy, or legally questionable. They are scavengers by necessity, inventors by habit, and little green catastrophes by public reputation.

Goblin communities thrive on shared work, fast thinking, and the glorious belief that most problems can be solved by stealing, fixing, biting, hiding, or trying the same terrible idea from a different angle. They may be mischievous, impulsive, and deeply exhausting, but they are rarely dull. Earn their trust, and they will build, warn, guide, scheme, and possibly flirt with disaster on someone else’s behalf.

Small enough to miss, clever enough to regret.