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  1. The Elder Scrolls: The Age of Myth
  2. Lore

E. Goblins and Goblin-Ken

Overview

Goblins and related Goblin-ken are ancient peoples found throughout much of Tamriel. They inhabit mountains, caves, forests, ruins, badlands, and frontier territories, often in regions later claimed by larger Merish or human civilizations.

Later histories frequently reduce Goblins to raiders, servants, or monsters, but the Age of Myth should treat them as peoples with their own tribes, customs, religions, territories, leaders, trade relationships, and political interests.

Goblin Peoples

“Goblin” is a broad term rather than the name of one unified nation.

Different tribes may vary in appearance, language, religion, technology, and social organization. Some are nomadic or semi-nomadic, while others maintain permanent villages, fortified caves, hill settlements, or reclaimed ruins.

Certain groups may be better understood as distinct Goblin-ken rather than branches of a single culture.

Outsiders often ignore these differences because Goblin communities rarely produce large centralized states recognized by Merish historians.

Society and Tribal Organization

Most Goblin communities are organized around tribes, extended kin groups, chiefs, war leaders, shamans, and respected elders.

Leadership may depend on inheritance, ritual authority, personal strength, wealth, magical ability, or support from influential families.

Tribal politics can be complex. Rival chiefs compete, alliances form through marriage or mutual defense, and neighboring groups may maintain generations-long feuds.

There is no single Goblin ruler or code shared across Tamriel.

Settlements

Goblin settlements are usually adapted closely to local terrain.

Mountain tribes may occupy caves, cliffside camps, abandoned mines, or fortified valleys. Forest communities build hidden villages and defensive stockades, while groups in western badlands may rely on stone shelters, canyons, and ancient ruins.

Some tribes deliberately settle inside abandoned structures created by other peoples, adapting them for their own use rather than merely occupying them as squatters.

A Goblin settlement can include homes, storage areas, livestock pens, workshops, shrines, defensive positions, and communal gathering spaces.

Religion and Shamans

Goblin religion varies by tribe but often includes ancestor spirits, local gods, natural powers, war spirits, and sacred animals.

Shamans or ritual specialists can hold considerable influence. They may serve as healers, diviners, spiritual advisers, keepers of oral history, or interpreters of omens.

Some tribes adopt or reinterpret gods encountered through neighboring cultures, while others maintain traditions outsiders barely understand.

Their religion should not automatically be treated as crude imitation of Merish worship.

Language and Oral Tradition

Goblin languages vary widely and may contain strong regional differences.

Some tribes maintain extensive oral histories through songs, ritual recitations, lineage stories, and remembered migrations. Others use symbols, markings, carved signs, or borrowed scripts for practical purposes.

Contact with Ayleids, Orsimer, Nedes, Falmer, and other neighbors introduces loanwords and bilingual individuals.

The lack of surviving written archives in later ages should not be mistaken for the absence of history.

Hunting, Herding, and Food

Goblin economies are usually practical and local.

Hunting, gathering, fishing, herding, scavenging, small-scale farming, mining, and trade can all support communities depending on environment.

Some tribes raise animals for meat, hides, transport, or ritual use. Others rely heavily on wild game and seasonal movement.

Food shortages can encourage raiding, especially where stronger neighboring powers have pushed Goblin populations into poorer territory.

This helps explain some of their hostile reputation without making raiding their only way of life.

Craftsmanship

Goblin craftsmanship is often underestimated by outsiders.

Weapons, tools, leatherwork, pottery, bone objects, simple metal goods, traps, and practical armor can all be produced locally. Some communities gain access to higher-quality metalworking through trade, captured equipment, or contact with Orsimer and Merish smiths.

Their material culture usually favors durability and local resources over refinement.

A well-made Goblin spear or trap may appear simple while being extremely effective.

Warfare

Goblin warfare depends heavily on terrain, numbers, ambush, and defensive preparation.

Warriors commonly use spears, clubs, axes, bows, slings, shields, and captured weapons. Traps, narrow passages, concealed positions, and difficult terrain can compensate for inferior equipment against heavily armed enemies.

Some tribes maintain disciplined warbands or specialized hunters rather than relying only on mobs.

Goblin mercenaries may also serve neighboring rulers when payment or political advantage makes cooperation worthwhile.

Relations with the Orsimer

Goblins and Orsimer frequently occupy overlapping mountain and frontier regions.

Relations can include trade, alliance, rivalry, enslavement, and warfare.

Both peoples are often marginalized by larger states, but this does not automatically make them allies. Competition over mines, grazing land, caves, and mountain passes can produce long-running disputes.

At the same time, practical cooperation is entirely plausible when facing a stronger common enemy.

Relations with the Falmer

Northern Goblin communities live near Falmer territories.

Snow Elf rulers may treat Goblin tribes as hostile neighbors, tributaries, trading partners, or tolerated frontier communities depending on the region.

Some Goblins occupy highlands and caves outside direct Falmer administration, while others live along important passes or resource-rich areas that bring them into repeated contact with Snow Elf settlements.

The relationship is local rather than universally hostile.

Relations with Ayleids and Nedes

In the Heartland and surrounding regions, Goblin tribes may encounter Ayleid city-states and Nedic communities.

Ayleid rulers can employ Goblins as laborers, auxiliaries, servants, or mercenaries, while others drive them from desirable territory.

Nedic communities may trade with nearby tribes or compete over farmland and hunting grounds.

These interactions create mixed frontier zones where alliances can cross the later categories of Men, Mer, and Beastfolk.

Captivity and Servitude

Later Tamrielic societies often use Goblins as slaves, servants, or expendable soldiers.

During the Age of Myth, these practices already exist in some regions, particularly where stronger states dominate nearby tribal populations.

Captivity should not be mistaken for natural subordination.

A Goblin found serving an Ayleid ruler may be enslaved, a paid mercenary, a political hostage, a hereditary dependent, or a willing ally.

The circumstances matter.

Goblin Territory

Goblin tribes often survive in places larger powers consider marginal: mountains, deep forests, ruined districts, caves, dry uplands, and frontier zones.

These regions may appear empty on Merish maps even when they contain long-established Goblin communities.

Territory is often defined through hunting grounds, water sources, caves, sacred sites, migration routes, and defensive landmarks rather than formal surveyed borders.

Foreign settlement can therefore create conflict simply because outsiders fail to recognize existing claims.

Goblin-Ken

The term Goblin-ken can include related peoples who resemble Goblins culturally or physically without being identical to them.

Later scholars sometimes group several such peoples together for convenience, even when their actual relationships are uncertain.

In the Age of Myth, these distinctions should remain visible where useful. A neighboring people may be called Goblin-kin by an Altmeri scholar while possessing its own name, language, and traditions.

Outsider classification should not erase local identity.

Goblins in the Age of Myth

During the Late Merethic Era, Goblins are widespread across Tamriel and participate in the same struggles over land, trade, religion, and survival as larger civilizations.