Goblins

**Goblins** are a group of sentient species living in the world of Giantstep. Goblins occupy a strange place in the world: while they aren’t the dominant population in any region of the step, they can be found pretty much everywhere, often far from the main centers of population. Areas with low population density, poor vigilance by local authorities or unchecked wilderness are bound to have goblin nests. Goblins can survive on a wide variety of environments, from deserts to jungles. In general, goblins live aside from regular society, being near universally considered as bandits or brigands.

## General Goblinoid Characteristics

Goblins are a generally small beings, around half a meter of height. Many have described goblins as looking “*like a starving child*”, with their bones protruding from their thin greenish skin. Their extremities are overly long in comparison to their short torso, with hands and feet that end in four clawed digits each. Goblins have big heads, often with little to no hair on them. Their irises are a dark yellow, with oval pupils, and have nictitating membranes that allow them to see under water. They have a long, forked tongue, using it to complement their sense of smell, just as some species of snakes do. Every couple of years, goblins shed their noses, leaving only the two slanted holes, the reasons for this being poorly understood. Their nose is elongated and sharp, though they tend to grow in a spiral the older goblin get. Goblin have massive mouths, with three times as many teeth as a human mouth, with most of their mouth pieces being sharp fangs. They have elven ears, elongated and pointed at the end. Goblin tend to carry many piercings with spikes or other sharp ornaments, as biting and ripping of ears is very common in fights between goblins.

Goblin are somewhat reptilian in nature. They are not a sexually dimorphic species, and male and female goblins are nearly identical. Goblins identify each other by scent, as the female goblins secrete a series of chemical substances that makes male goblin identify them during heat. Goblin reproduction is very fast, with the female goblin laying eggs after two months of gestation, and hatching after half a year of incubation. Goblin females nest all at once in the deepest and most protected part of their hideout, and since goblins reproduce at least once a year, goblin lairs are rarely free of goblin children running around. However, there is little sense of family aside from the tribe, and the goblin children need to learn to survive for themselves, mostly by seeing what the adults are doing and staying out of trouble. Goblin infants have a remarkable mortality rate because of this.

Goblin society tends to be very feral. Goblins do not work for a living, instead surviving through pillaging and raiding, though they are also hunters when they cannot have a civilized target close nearby. Very few goblins fall outside the cycle of violence and banditry most of their ilk practice, and as such, they are often seen as pests to be persecuted and eliminated. Goblins are led by charismatic individuals, usually the oldest of the tribe, which means they have survived more raids and assaults than anyone else. The fight for the position of leader is hotly contested, especially in those nests established by years, and with a great deal of spoils accumulated. Goblins live around 50 years, and reach maturity at around 10 years of age. Those goblins that somehow manage to escape the common ways of thievery and murder often end up as traders or as mercenaries, never staying in one place for too long least the locals begin to distrust them.

## Main Goblinoid Species

### Common Goblin

The **common goblins** are one of the goblinoid species living in Giantstep. As the most prominent of the goblinoid species, common goblins are what most people imagine when they think of the entire group. Common goblins have the same characteristics as most goblins: diminutive humanoid stature and thin complexion, shedding nose, heightened sense of smell, forked tongue… However, two things make common goblins much more successful than the rest of their kind. For one, common goblins are considerably smarter and cunning than other goblins. This allows them for a higher level of organization, as well as much more success at hiding their nests from the local authorities. Common goblins are much less prone to infighting, even when they can organize in groups that can reach a hundred members. This makes them an actual threat to rural areas, as a surprise night attack by goblins can quickly overrun an unsuspecting population. During these assaults, they will steal as much as they can carry, kill the animals and those individuals who resisted, and burn anything else. These level of attacks are rare, though, as not only finding goblin nests as big is not that common, but goblins also prefer to intimidate the locals, asking for food or other goods in exchange for leaving them alone. Common goblins also know how to keep attention from them, and they will avoid attacking those travelers who look too important to be missed if they ever disappeared, as this would bring the wrath of the local militias against them. They are also capable of crafting crude weapons, though they generally aren’t proficient in metallurgy.

The other advantage common goblins have over their brethren is that their rate of reproduction is much higher. Whereas other goblins lay batches of 6 or 7 eggs, common goblins can lay twice that, between 13-14 eggs. This helps them replenish their numbers much faster, even when the local authorities have their full attention on the goblin problem. This also helps them when they are forced to leave their nest and move elsewhere, as goblins on the move are particularly vulnerable. This has allowed common goblins to live nearly anywhere in the world to a higher or lesser degree. In particular, the common goblins thrive in areas where local power is thin enough to ignore their presence, no matter how violent the region is. This has led to their presence within places like the Witchelven Empire, even serving as mercenaries to the withelven raiders. Many believe the numbers of goblins within the Gnoll Empire are also growing, though due to the difficulty knowing what happens within the land of the gnoll, this is only conjecture.

The nests of common goblins can be created pretty much anywhere. From abandoned buildings to caves to forest bases, common goblins are quite adaptable. Their defenses mostly consist of traps and hidden guards, who utilize poisoned darts or arrows to inflict maximum carnage to the attackers. The best defended areas are always the nest and the treasure pile. If these two places are destroyed, the goblins will panic and flee wherever they can, as there’s nothing of worth left defending. Goblin hunters tend to surround the nests first and then burn down the eggs, trying to keep any goblin from escaping the circle.

### Gibberlings

**Gibberlings** are a goblinoid species living in Giantstep. Gibberlings are possibly the most primal and brutal of the goblinoid races, to the point that many believe they are universally afflicted by a type of lycanthropy exclusive to them. Gibberlings are more muscular than most gobbling, with bigger and sharper claws. Their body is covered by a dense layer of fur, often protecting them from the bites and slashes from their own kind. Their eyes are deep red instead of the typical yellow color of most goblins. But the thing that differentiates from other goblins is their savagery. They are highly aggressive, much more so than any other goblinoid species, and that makes them more dangerous both for the local populations and to themselves. Their level of intelligence can also be described as “animalistic”, barely being able to string two sentences together when they require it, preferring to growl and grunt to communicate with each other.

Rumors are abound about how the gibberlings came to be. Some believe they are a cursed strand of common goblins, who became afflicted by a rare strand of lycanthropy that never releases them from their bestial phase, but cannot be transmitted to others. Some believe they were created as a weapon by a Faerie Lord during ancient times. Whatever the case may be, they are a threat to the local populations, in particular to those in the northwest of Giantstep. An area much less militarized than the lands south to the Baalps, gibberlings pose a real threat to the hobbit, gnome and brownie populations, as well as the other species living in the region. These groups often volunteer to seek out gibberling nests to destroy them before they get the chance of attacking populated centers or lone houses in the forest. Neutralizing a gibberling nest is one of the very few instances when these groups will seriously consider burning down a part of the forest, but this is as a last resort, and only when they are sure they can control the fire.

Despite their predatory appearance, gibberlings are omnivorous, eating a wide variety of elements. Most of the time, they are scavengers and gatherers, eating whatever they can find. But this is not always possible, and a lack of food will make the gibberlings seek fresh meat, which usually translates into attacking cattle. Gibberlings eat their victims raw, not cooking them, and often enough alive, filling their stomachs with as much meat as possible and then leaving. Gibberlings do not have any compunctions in eating other sentient beings (cannibalism is, in fact, a typical occurrence within gibberling society). Gibberling packs are not dissimilar to those of wolves, though the infighting within gibberling groups makes them much smaller than those of other goblins.

### Boglings

**Boglings** are a group of goblinoid species living in Giantstep. Boglings include a wide variety of goblins living in the marshes and swamps of the world, and in particular in the Dominion of the Bog Witch. They are somewhat amphibian, with a very thin skin that needs constant humidity to stay healthy. They also have fully black eyes, more sensible to light than most goblins. Their hands are much more humanoid, with five digits and less curved claws, which allows them a higher degree of dexterity than other goblins. Due to the sheer level of dangers the bogs, their raiding lifestyle is much less viable, as the other creatures in the swamps would put up a bigger fight, which boglings tend to avoid. Instead, they are somewhat more civilized, participating more actively in the swamps’ economy, though they are still dangerous in big numbers.

#### Surface Boglins

A type of swamp goblin, they are mostly found in the northeast bogs of the Bog Witch where they are key to running the economy as well as raiding and hunter-gathering. Most of them live in Grundlog. One half of them is very active on the black market the other half are thieves, brigands, murderers or fishermen.

#### Cave Boglins

The Cave Boglin or "Underboglins" are a variant of them is found throughout the bogs of the Bog Witch, but particularly in the southeast. They live in mud burrows, which they dug into the soft swampy ground or mounds of earth. Often used as servants, fodder, or food, but mostly they just try their best to avoid the attention of the witches and ogres.

##### Fish Grippers

Skritleskree Boglins populary known as known as "Fish grippers" (from Bogspeech: Flublubber). The Skritleskree Boglins are a species of Cave Boglins that live in damp underground caverns. Their burrows are largely filled with muddy, murky waterholes from which they catch pale, semi-transparent cave fish. Skritleskree is swarming with these Boglins that live in rickety wooden stilt structures which they drive into the black rock faces. The Skrittleskree boglins are excellent swimmers and their large eyes emit a slight dim light, making it easier for them to navigate in absolute darkness. The Skritleskree boglins are quick and agile. They are exceptionally good at hiding and climbing along the barren cave walls.

##### Leather Skins

Uggmort Boglins populary known as "Leather Skins" (from Bogspeech: Hordknuck). Uggmort Boglins are known for their, for boglin standrads, relatively burly and stocky physiques. They are the largest and strongest among the Cave Boglins, which allows them to navigate the dense and treacherous marshlands with ease. They construct sturdier cave dwellings deeper within the bog, fortified with interwoven roots and mud to withstand the cold damp environment. Uggmort Boglins are skilled hunters, using their keen senses to track and capture prey. They often emerge from their caves during moonlit nights, silently stalking their quarry in the bog's shadows. Uggmort Boglins are also expert craftsmen, fashioning tools and weapons from the sturdy materials found in their surroundings.

##### Poison Drinkers

Uggersta Boglins populary known as "Poison drinkers" (from Bogspeech: Urghslorb). Are the most nimble and agile of the Cave Boglins. They possess slender frames, pale skin and elongated limbs. Uggersta Boglins prefer to dwell in shallow caves closer to the surface, allowing them to quickly venture in and out of the swamp. Their exceptional climbing abilities enable them to traverse the bog's towering roots and cave systems effortlessly. Uggersta Boglins are mostly gatherers, foraging for mushrooms, berries, and poisonous herbs that thrive in the damp environment. Unless it's human flesh, they really don't care for it and even prefer plant-based foods to meat or fish. Their extensive knowledge of the bog's flora enables them to create deadly poisons and potent drugs. Besides being notorious poisoners they are skilled rogues and assasins aswell. With their nimble frames and exceptional agility, they excel in stealth, pilfering and silent murder.

##### Throat Stranglers

Xort Boglins populary known as "Throat Stranglers" (from Bogspeech: Gnarlygurr). The Xort Boglins, dwelling in the deepest and darkest corners of the bog, possess an uncanny affinity for sadism and cruelty.Despite not being particular intelligent or physically strong they are one of the most feared Boglin species due to their their sheer numbers, ruthlessness and malevolent nature. Deep within the cavern system of the bog, in their lightless town called Xort they lurk, instilling fear in the hearts of those who dare to venture near. The bog echoes with whispers of their evil deeds, and tales of their merciless raids and torment of unsuspecting victims. Bloodless bodies floating in the bogwaters serve as a chilling reminder of their evil presence.

### Glubbos

**Glubbos** are a species of unsightly swamp dwellers, living in the Dominion of the Bog Witch. Their body resembles a large, more muscular Boglin while the face looks like a nosed Lamprey. What is special about these creatures, which feed mainly on mudfish, is their ability to camouflage and blend in with their surroundings. Moss, ferns and reeds grow on their backs while their skin resembles dead wood. When lurking for prey, they are nearly immobile, only to suddenly spring out of their camouflage and strike with either their sharp-toothed maw, a primitive knife, or a spear. They generally shy away from humanoid life forms, which has led many swamp dwellers to remain unaware of their existence. However, if you get too close or even accidentally step on them, you can expect to lose at best a toe, finger or hand and at worst an arm or a leg, which will be severed cleanly by the Glubbo's razor-sharp rows of teeth. Very few, however, will then look for a fight. Most will just use the element of surprise to quickly disappear into the reeds. Little is known about their culture and intelligence. Supposedly there are entire villages full of these creatures, but no one has found them yet.

### Gruntlings

**Gruntlings** are one of the goblinoid species living in Giantstep. They live in the region of Scatoley, and its particular nature has shaped the gruntlings’ anatomy and behavior. Gruntlings are considered ugly even by goblinoid standards, with very uneven features and lack of symmetry. Wrinkled and scarred, gruntlings look like sickened creatures, which makes other groups want to keep their distance from them to avoid catching a disease. Unlike other goblins, gruntlings have no sense of smell, being eroded from an early age due to the stenches of the region, allowing them to survive in areas with particularly noxious odors without issue. Their skin is pallid, and often covered in all manners of warts or zits, with infected cuts or wounds leaving horrible marks on them. They have a powerful immune system, which allows them to avoid infection and disease even when in contact with the detritus of the land.

Gruntling tribes are highly dangerous to non-goblins. Gruntlings are very aggressive, both towards outsiders and towards each other. Fighting is pretty common, and these clashes can be quite harmful to those involved, death being a result more often than not. They are not able to self-sustain themselves, and live from pillaging and raiding local towns near exclusively. They are mostly carnivores, eating flesh from farm animals, and often the farmers themselves. The gruntlings use a series of primitive or stolen weapons, often smeared with feces to cause infection and death in those wounded. Gruntlings leave their nests near populated areas, often hidden in piles of manure. Once they hatch, they will begin eating the food from the farm animals until they are big enough to start attacking the cattle. The moment farmers discover the gruntlings, they will often flee into the wilderness, as if they are still small, they will be wiped out. However, newborn gruntlings grow rapidly, becoming adults in the span of months, though it takes many years until they start reproducing themselves.

### Moldlings

**Moldlings** are one of the goblinoid species that live in Giantstep. Very little is known about the moldlings, as they are very reclusive, and reaching their caverns is a deadly task, as they live in the deepest areas of the Bog Witch swamps. Very little is known of their society, only they are near as old as the bogs themselves. Moldlings are small creatures, around 35cm of height, with mold colored skin (either that or their skin is fully covered in a yellow mold, we don’t have much information in that regard). Their face is very bat-like, without any nose to speak of, only leaving the slanted holes where the nose should be. Their massive owl-like eyes are a deep yellow, and they are able to keep them open without issue for hours at a time, without the need to blink. Their ears are also bat-like, which many theorize they use for a sonar-like sense of hearing. Moldlings live exclusively in deep caves and caverns, and a moldling outside of their cave only means they are obeying a task by one of the many powerful entities ruling the swamps, as they never leave on their own volition.

### Gombwoddles

**Gombwoddles** are a goblinoid species living in Giantstep. They are creatures much more adapted to aquatic life than other goblins, with many adaptations that allow them to swim across the water bodies of the Bog Witch swamps. Gombwoddles are much thinner than other already thin goblins, giving them a cadaveric look. Their extremities are very long, with their feet and hands having webbed skin between their digits, allowing them for a quick movement through the water. Their sense of sight is almost lost, and can only really see something when it is moving. However, they are able to see that movement even through the murky waters, allowing them to hunt down fish and other aquatic creatures. They are also able to breathe underwater through their skin, but that makes it very thin and vulnerable, and offers little to no protection against most threats. As such, gombwoddles tend to hide at the bottom of the lakes, mixing themselves with the dirt of the depths to hide from possible predators, though that exposes them to other threats as well.

Gombwoddles have a lifestyle similar to beavers. Their nests are artificially made within lakes, blocking certain areas of them to block any predator from entering, and that way their nest is hopefully safe. They also prepare many traps around the nest to avoid any enemies from assaulting their homes. Gombwoddle eggs are more akin to amphibian ones, without a solid shell, but able to hatch underwater. Gombwoddle newborns live their first years exclusively in the water, until their muscles and bones become strong enough to walk upright on land. Gombwoddle society is much better organized than most goblinoid groups, as maintaining the nest is much complicated for them, and it needs a lot more coordination than regular nests. Male gombwoddles keep vigilance over the nest and the newborn while the females go search for prey or anything edible.

### Bugbears

**Bugbears** are a goblinoid species living in the world of Giantstep. Bugbears are the biggest race of goblins by far, measuring 1.8 m of height, more than thrice the size of common goblins. This, as well as their added bulk and muscle, makes them also the strongest goblins by far. They are also quite intelligent for goblinoids, managing to create complex societies beyond tribal structures. Bugbears have massive prominent jaws, filled with sharp teeth. Their nose grows much slower than most goblinoids, though they still shed it under certain conditions. Their eyes are smaller, and protected with very thick eyelids, dense enough to protect bugbears against hits to the eyes. Bugbears’ skin is strange, having a layer of scale-like plates under a dense hide of fur. This allows them to be incredibly resilient against slashes or blunt attacks, being capable of tanking hits that would break other critters.

Bugbears are considerably more intelligent than other goblinoids. This allows them to organize civilized societies without the need of raiding nearby populations. However, bugbears are natural-born warriors, and their societies tend to use fighting to solve many issues. Bugbears usually dedicate to hunting, fishing and taking care of their herds, which provides with both their sustenance and a product to exchange for other goods. Bugbears are able to build proper towns, often led by an elder bugbear, who has reached the rank for being the strongest warrior for many years straight. Bugbears have also managed to create nations, something no other goblinoid has managed to do, with a bugbear nation ruling the southern side of the isle of Orc’Eire.

Male bugbears are allowed to marry two wives at once, and generally do so by challenging the brides’ parents on a fight for the right to marry them. Female bugbears are also allowed to fight each other for the right of marrying their chosen partner, since a bugbear marriage can only have a male bugbear and two female bugbears as a matter of religious belief. Fights can also occur for the right of a divorce. If the two bugbear wives consider the husband as unworthy, they can declare him as improper and begin a 2vs1 fight, and if they win, they have the right to leave him. If a female is more favored over the other, she also has the right to challenge her fellow wife to a duel for the attention. Bugbears lay very few eggs in comparison to other goblinoid, only 2-3 per batch, and can only lay a batch every couple of years. Bugbears can reach a lifespan of 60 years, though they rarely reach old age.

### Hobgoblins

**Hobgoblins** are a goblinoid species living in the world of Giantstep. They are one of the tallest goblinoid races, reaching around 1.6m of height. They have a muscular figure, with many piercings and warrior tattoos grafted to their skin, which is a pallid red color. Their eyes are yellow, as most goblins, but their pupils are yellow as well, and this often gives them an impression they are blind. Unique to most goblins, they have two pairs of small horns, usually short enough to be hidden under the hair, and a twin tail. This elements, as well as some of their behaviors, has made many believe that the hobgoblins were made by the faerie lords many eons ago as a warrior race, mixing common goblins with other species until they created the modern hobgoblin. While this makes many distrust them, it has not stop people from hiring them as mercenaries and bodyguards.

Hobgoblin culture is a strange one, centered on mercenary labor. While hobgoblins live in what could be described as tribes, in reality these fit whatever society they live around. Hobgoblin tribes sell themselves as mercenaries, bodyguards or any other kind of hired muscle, and tend to be excellent at it. They develop a great sense of loyalty towards whoever pays their bills, and this only grows over time. As they rarely care for local politics, preferring to keep to themselves and leave political discussion to others, they are perfect guards, since they never betray their patron for as long as they are paid. Trying to bribe hobgoblins to abandon their master is considered a great offense to them, and will probably end up with the briber getting his hands chopped off. Terminating a contract with a bugbear tribe is also relatively easy if it’s done transparently and in the open, with the bugbears not holding any grudge and going their way. However, if a master ever betrays the hobgoblin tribe, they can expect to suffer a terrible fate, as the hobgoblins have been known to bury the traitors alive in lost corners of the land so they are never found.

Hobgoblins usually follow whatever marriage customs the society they are working in have. Hobgoblin newborns are put to work as mercenaries as soon as they can grab a sword or a dagger, and are trained by some of the members of the tribe, whose job is to prepare the next generation for the task. For a goblinoid race, they are surprisingly calm and collected beings, avoiding the violence that grasps most other goblins. They will only resort to violence when there is no other choice or when they are ordered to, and the rest of the time they are content with intimidating their opponents into submission.

### Grutzlings

**Gruntzlings**, also known as **spiked goblins**, are one of the many goblinoid species in Giantstep. Their body is adapted to aquatic environments, mostly living in the depths of the swamp lakes in the Bog Witch swamps. Their body is covered in sharp spikes that they can retract and withdraw at will. These spikes are coated in a mild poison that causes quick inflammation to those affected, dissuading both predators and attempts to backstab them. As most of these spikes are in the back, they keep a hunched posture, protecting their softer front side. When they feel threatened, they will curl into a ball, with their limbs hidden inside and all spikes upright. They often do so when a threat lurks while they are swimming in the bottom of the water, making them unable to be bitten by the many predators in the area. Spiked goblins have extremely long limbs, with hands designed to dig through the murky water floor. Unlike most goblins gruntzlings do not shed their nose, instead using it as another spike in case of emergency.

Gruntzling tribes are usually found under the services of the lords of the bogs as a way to obtain protection. Their general lack of intelligence and cowardly nature means they rarely get any position of power. Their way of fighting is usually based on ambush, attacking from the depths of the water to whatever is near the surface, which can be a pretty effective strategy. However, they fold very quickly if they experience any major resistance, fleeing back to the safety of the depths.

Their nests are near underwater caverns, hidden from others by adding rocks and vegetation, making the caves look much smaller than they actually are. Gruntzling newborns do not start growing their spikes until they reach adulthood, and this spikes never stop growing. Gruntzlings need to sharpen and cut their spikes frequently lest become overgrown and make the individual unable to move.

### Snow Goblins

**Snow goblins** are one of the many goblinoid species living in Giantstep. Snow goblins are widely varied in shape and behavior, with many arguing they are not a singular species, but a group of them, all living in the continent of Zemyland. Snow goblins are characterized for being small, around half a meter of height, with most of their body covered in clear grey fur, which tends to reflect the coloration of the environment around them to a limited extent. They have an inflated look, as they store fat reserves in the face and the torso to protect their organs from the cold. Some snow goblins have also developed a vocal sack akin to frogs, being able to communicate with each other even through blizzards.

Snow goblins are characterized for having a big pouch on their torso. This pouch is there to protect their eggs from the freezing cold, generating enough heat for them to grow safely and healthy. Both the male and the female have them, as they can only hold a pair of eggs on each pouch. Once the snow goblins hatch, they will stay within the pouch for as long as they need to develop their own fur, which is often not that long. Snow goblins lay very few eggs, 3-5 per batch, and they dedicate a lot of time to make sure they grow fine. As such, snow elves tend to avoid violence, though that does not mean they are not considered a pest by many. They are very stealthy, which helps them steal from barns and barracks anything useful. They will eat everything they can, pick up whatever they think it is useful or can be sold later on, and then flee into the wild. Snow goblins have become incredibly good at moving quickly through the snow, using boards or skis to slide at high speeds. Many human and elven towns have hired snow goblins as messengers between the different towns, as they nimble movements and resilience to the elements make them a better option than a horse carrier, especially if only messages need to be sent.

When they do have to use violence, however, snow goblins can be pretty vicious and hostile. Many snow goblins have ended under the service of hags and other fey due to their ability to harass groups of travelers and make them lose themselves into the wilderness of Zemyland, letting the elements weaken them before finishing them off. These snow goblins are much more aggressive than the regular snow goblins, having adopted a “might makes right”, often fighting with each other for dominance and a high position within the hierarchy.

### Redcaps

**Redcaps** are one of the goblinoid species living in Giantstep. The history of the redcaps is a strange one, as they are believed to be an artificial species made by the faerie lords eons ago. While some other goblinoids share this distinction, the stories tell that the original redcaps were mixed over and over with other species, and when the experiments failed, they were abandoned to their luck. Redcaps universally suffer from a malady of madness, making them act irrationally most of the time. They began erratically at random intervals, making them very confusing to the onlookers. A common misconception is that this madness comes from their custom of nailing hats to their heads, which has become something akin to a religious tradition, and has given them their name. Somehow, the redcaps are able to survive having nails stuck on their skull, though the redcaps have developed many techniques to avoid overly damaging the brain. Some of these nails can be taken in and out of the cranium, as if they were mere earrings. However, the truth of the matter is that the redcaps’ fits of madness actually become worse if the nails are removed.

The nailing of the redcaps’ heads is a strange phenomenon. Redcaps attach around two dozen pins and tacks to their skulls before reaching adulthood. All these nails are removable, and they frequently do. It is frequent for redcaps to exchange nails as a show of friendship or love, with many nails passing from generation to generation despite the obvious rust and gore on them. Redcaps have an extraordinary immune system, making them completely impervious to any malady that could be contracted by exchanging nails. They are not immune to poison, however, and a purposefully toxic nail could easily kill a redcap. Beginning from birth, each anniversary is celebrated by nailing a clean nail to their skull, something they do yearly until they reach adulthood. These nails actually prevent from the most serious and self-harming effects of their fits of madness, and if a redcap is bereft of all their nails, their mad outbursts will grow to such an extent they will kill the goblin in question.

Redcaps are taller for goblins, around a meter of height, and are more humanoid than other goblins. They usually live off mercenary work, as their strong obedience makes for very effective grunts. Redcaps are also very calculating and disciplined when not under one of their fits of madness, so they can be quite dangerous a foe. Redcaps have developed some magical abilities, in particular centered around healing, which they use to patch themselves quickly during combat. However, should a redcap under the effects of a madness fit try to use magic, they will lose control over the potency over the spells, and will close the holes of their skull, never again allowing the nails to go through. This means they will never come out of their maddened trance, and will most likely die of excessive healing, closing all of their body orifices and either sweating or suffocating to death.