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Tanya Wormald
Tanya Wormald

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Bad Ends Field Guide - Goblin Culture and Artifice (Final Ver)

Goblins are a complex herding culture with mixed ties to most species around the globe, variant or otherwise. They are a particularly corrupting presence to all other life-forms. Their culture and customs must be addressed within any society where they are present or on the periphery. Goblins have existed around all cultures and variants at points in their development starting from prehistory. Goblins, due to their unique traits are either hated, or barely tolerated by most cultures, including Variant Cultures.

Goblins are very short creatures with heights ranging between two and and three feet, making them among the smallest of the intelligent Variants next to gnomes. Goblins are characterized first by their soft skin, patched with callous-like scales around their elbows, knees, back and the backs of their hands running up their forearms. They have lanky limbs ending in disproportionately large hands and feet, each with four clawed digits. Their feet are digitigrade, making their actual height slightly shorter than their apparent height. Goblin faces can be commonly identified by long, wide ears, large eyes and lizard-like snouts with small, sharp teeth designed to tear flesh.

In contrast to orcs strict biologically enforced veganism, goblins internal structure is developed to only be able to properly metabolize meat, or products deriving from living mammalian organisms. Not being mammals themselves, this culture is not predisposed towards cannibalism. Though capable of eating cooked meat, it is not nutritional, and a standard goblin diet demands raw, unprocessed meat. It has been shown that steps to preserve meat can be taken and still allow a transfer of nutrition.

Goblin brains are highly developed and large when compared to the size of their bodies. Their skulls are large when compared to the rest of their form, and the bone is thin to a point where it is detrimental to their survival. Goblin bodies, particularly their head are incredibly fragile and prone to damage. It is for this reason that their claws, while sharp, are most likely developed for use in breaking the skin on their primary food source. Though this variant is commonly a cave, or subterranean dweller their claws could not be geared towards digging, as their thin, brittle bone structure means claws break on contact with harder surfaces. Although their claws and teeth grow back quickly similar to an alligator, they simply would not be able to use them to break ground effectively.

The Goblin life-cycle involves two parents; a male and female of the variant. They are not capable of breeding outside of their species without magical or biological assistance from specific variants. The goblin mother is a rare sight, and goblin females are typically kept immobile and out of the light. This is likely not a cultural practice but for practical purposes. Goblin bodies being so fragile, it is extremely likely that a goblin mother with brood would be highly susceptible to injury, along with her young. Goblin eggs, similar to their bodies are fragile and require special care, as they are far more difficult to allow the transfer of heat through body warmth, since any sitting or excessive touching could lead to breaking. Most interestingly, the most common observed practice in transferring heat to laid goblin eggs is to consistently lay hot coals around a nest of soft ash. Despite being extremely fragile, goblin eggs are impervious to heat up to a degree that we have as of yet been unable to measure. The secrets for how goblins maintained this practice before they became capable of producing fire is a mystery known only to those prehistoric members of the variant.

It is suspected that Goblin history predates the history of most intelligent variants, with examples of goblin warrens and tools dating back to before the Ice Age and late-into the Fire Age when mammals first began to walk freely on land. Goblin territories are split up into underground warrens nestled in rocky terrain. Though history shows that they made their homes in natural caverns originally, goblins quickly developed the use of tools that allowed them to carve out the complex warrens that we are able to see today. As has been explained, goblins use of tools predates humans, and it is uncertain if the practice was developed in parallel to goblins, or in some small part due to observation of them. What is clear is that goblin tool usage had remained consistently ahead of all other developed variants until the last century when Human, elf, dwarf and gnome culture all reached the singularity and pulled far ahead of all other variants in terms of technology. Though goblins were able to adapt to utilize this technology, they were never observed to have been able to create it for themselves effectively. Though antiquated, goblin artifice still remains highly sought after by cultures and variants that despise artificial electricity and electromagnetic fields.

It was stated in the foreword that goblins are among the most hated variants, even above orcs and Satyr's. As much as I am one to advocate for all variants, this reputation is earned. Goblin culture is defined by three primary driving factors; food, protection and comfort. While most cultures are driven by these needs, goblins unique biological needs, restrictions and advantages placed them in the position to go extremely far to secure those needs, far beyond what most cultures, or variant cultures consider acceptable. The most well-defined hatred between variants can best describe this effect and why it is present. Orcs and goblins are two of the biggest enemies on the planet, by far, to the extent that even in the modern world orc nations and enclaves will seek to destroy goblin warrens and goblin individuals through any means necessary. This desire was best known to have come to a head during the last century when orc supremacy and nationalism took over the European continent and lead to the first and second Great Wars. During that time, goblins and some other variants were nearly wiped from western-Europe all-together for a time.  While orc supremacy affected most variants, along with the human variants, goblins were the primary target of orc ire during the second conflict. The reasoning behind this was simple: Throughout history goblins have systematically farmed and harvested orcs for both meat and labor, and continued to do so well into the 20thcentury.

While those actions served to oppress orcs throughout history, it was not exclusive to orcs. All variants in some shape or form were oppressed, captured and 'herded' by goblin's unique culture. For goblins, the need for food can be served by humans, orcs or any compatible species, and we commonly are. For protection, goblins employ various methods, beginning with human shields and ending with specialized artifice that creates armies of warped living machines. For comfort, goblins will utilize humans and variants not just for slave labor but for any convenience their artifice allows, including furniture, mounts and entertainment. It is for this reason that, as loath as I am to say it, goblin culture requires a significant change before any integration is possible. Visiting with goblins, or living near them requires extreme care and vigilance.

(”Within the margins you see that same commentary scribbled down in fading ink. “Even the pig-lover doctor song has to admit that Goblins are basically the worst. The worst part? What are they actually going to do about it? Because of their place in the war, society at least tolerates them and their practices under the guys of 'voluntary' slavery and 'contracts.' But hey, at least the sow admits that there's a problem here.”)

While being incapable of magic, goblins learned early on about the inherent magical potential that exists within living creatures. Something that is, oddly enough, not present in themselves. Curious, no? A trait that is most commonly exhibited by artificial creatures is held by goblins. This is not a confirmed theory, but one of many as to goblin origins; the variant was created during the Fire Age through unknown means. It is know secret that they have mildly draconic qualities. All 'gods' create in their own image.

All goblin artifice runs off of the same principle, which makes it both incredibly ingenious and horrible in its implications. Practically speaking, before the singularity goblin artifice could be used to create artificial limbs that required no external source of magic since goblin technology draws power from the body itself. The living essence. In practice, however, this tech was used in horrible experiments. For this chapter I am going to go over all of the goblin inventions, their process for creation and primary uses. For the purpose of keeping accurate records I will not skip any detail, no matter how gruesome.

(“Garde's voice in this book tends to be a bit more realistic. No sugar coating. These things are disgusting. I dig it. Still probably gonna try and write something about her getting turned into a golem or something. Maybe something about the elf bitch?”)

The base process from which goblins manufacture everything is known commonly as subsumation. In the most 'clean' of circumstances a subsumation device is placed around the victim's spine at the base of the neck. This begins the control over the being's essence regulation. The device forces a glitch in the body that causes it to no longer recognize the body's limbs, which fall off cleanly and are then taken for meat harvesting, stored for other rituals, or left. The victim is left completely alive and aware of what is happening, but will mercifully feel no pain from their limbs clearly falling off. Due to the glitch in the body's essence regulation, it will seem as though they never had limbs at all. No wound, nothing. This initial process prepares the body for whatever purpose the goblins choose. Through fine-tuning, the subsumation device allows the goblins complete control over the victims and removes most agency. At this point, any pain or pleasure is intentional. Everything that the victim feels is something they want them to feel. Cruelty in design and practice is something that can not be understated in regards to goblins.

Subjects that are given no additional attention are converted to cattle. These individuals are suspended and fed nutrients that cause them to lactate and swell. They will be kept for their entire life and milked. Many will be made to grow additional breasts over their lifespan for increased production. They will be forced to give birth consistently using the sperm of other victims, often orcish for maximum food production. For whatever reason, goblins will often put these victims through the process of being 'orked.' -Not a scientific term, I know- They will produce orc offspring, will only being able to produce squeals and oinks, and they will have the orc mindset and body desired for that sort of breeding. At the end of their life-span, after they are all used up, they will be harvested for food. The most cruel thing about this process is that, even though they have the capability to numb the victims mind, they are purposefully kept conscious throughout. It is worth mentioning that males who are not useful in breeding are immediately harvested for food.

Subjects that are deemed worthy, either by their muscle mass or prior skill-set, are taken and given artificial limbs. These limbs are highly advanced, as was mentioned before. They draw upon the essence of the individual and for all intents and purposes function as real limbs. On its face this may seem favorable to the other fate that awaits you. It Is not. Those treated to this process become what are referred to as Automata. Permanently affixed to your body are artificial limbs, the operation of which draws upon much of your bodies essence unnecessarily, giving you a pale appearance. The upper half of your face is 'decorated' with a smooth mask that fixes your sight, allowing it to be shut off or altered per the goblins wishes. Your ears are plugged with artifice and made long and pointed, like an elfs. The functionality serves to deafen you to anything the goblins do not want you to hear, in addition to allowing you to understand their language. The most insidious factor of all this is that you have the illusion of choice throughout the process. You have control over your limbs, fully, until you get ideas of harming your captor. Essence can easily be shut off to your limbs. Just as easily, your essence will be made to pulse throughout your body pleasurably whenever you do something they approve of. The carrot and stick method, coupled with the physical process creates a sort of inevitable breakdown of the victims psyche.

Through a twist of fate the allied forces worked with the goblin warrens throughout the first and second great wars. Their Automata fought and continued to be integrated throughout. Some were even allowed to volunteer when things became dire, as the process drastically increased ones physical capabilities. Of those that were subsumed in this way, they at first claimed that it was a disgusting feeling. They hated how they were manipulated like living machines. After a short while they became used to it. Their pale figures, seasoned to the process, danced across the battlefield, begrudgingly accepting of their fate. In the final stages they loved their fate. Those who had lasted through the process showed reverence for their masters and were eager to die in the line of duty for them. These were no longer individuals but automata made to serve. The illusion of a person was present, but nothing of their former self remained. It is worth noting that these automata have their own culture within the goblin warrens. They are allowed relative freedom and are rewarded for their performance. Among slaves, they are treated very well, but who would actually seek that fate?

(“Here she's wrong. Today you can find any number of pervs that would want to sign up. Here's the thing, if it were twenty years ago and you had a thought where you wanted to have all your limbs fall off and replaced with artifice for the purpose of enslavement you'd keep it to yourself, or get committed. Now you can go online and find a community of a hundred or so people that all fantasize about the same shit. It's a good thing goblins are too proud to use modern tech, for the most part. They'd have a field day.”)

The last use for subsumed individuals covers the goblin need for comfort. Some individuals are put through the same process as the favored automata, but instead of being allowed freedom they have no control whatsoever. Without the need for fine motor skills, since they are regulated to sexual duties, cleaning duties and others that are easily programmable, they are left as waking passengers in their own body, forced to serve the goblins needs while living in permanent bondage. Because they have no freedom, there is no pleasure or reward system to warp these individuals. They are simply kept awake while being used and often will be left to break and go mad. Some don't. Some simple live a twisted life, watching things happen around them without any control. Again, they could easily turn these servants brains off with the subsumation device, but they do not.

The most unlucky of all the subsumed victims is that of the simple mount or pet. While the above examples are all granted human limbs, these subjects bodies are warped and shaped to be used as household pets or, in the worst case, mounts for the goblins. Pets, who's limbs are made in the image of cats or dogs, are given tails and muzzles that decorate them as such, but they are granted relative mobility. Mounts on the other hand, like the servants, are left very little freedom at first. Since the subsumation artifice on their back can serve as a control mechanism, the goblins will often steal the victims mobility during the early stages and pilot these individuals like a recreational vehicle. Unlike with the servants, loyalty and enthusiasm is rewarded and these mounts are eventually freed, as having a willing or trained mount is viewed as a status symbol within the warrens.

Goblins are not completely helpless without their servants. While fighting in any circumstances would normally mean instant death for the delicate goblin, they have developed a powerful armor suit that safely carries them and protects them in battle. This armor is powered just as the limbs. Three Subsumed individuals are permanently built into these suits and used as magical cores. After the process of being turned into a core the victim will no longer be capable of life outside of the armor for more than a few minutes, and the presence of life is arguable. The top half of the skull above the mouth is removed, with connections made from the top of the skull all the way down the spine to the armor. The body essentially becomes nothing but a battery. Unlike with other subsumations, these individuals lose their conscious experience around their bodies due to the destruction of the brain. Instead their soul and consciousness are consumed into the suit to 'live' on inside the machine as intelligences. Intelligence subsumed into the machine are able to interface with it in a way that gives them various capabilities which could be of aid to the pilot, but these actions are often locked behind walls to varying degrees based on the intelligences cooperation and level of brainwashing. In some cases, with settings unlocked, the spirits of the subsumed are able to move the suite on their own and fire weapons to preserve their own 'body.' Machines with %100 of their restrictions unlocked are known unaffectionately on the battlefield as 'Council of Three' grade Artifice Armor and are said to be unstoppable in conventional warfare. In that case the pilot remains but takes on more of a ceremonial caretaker role with the armor. Along these lines, whether this is intentional or a quirk of combining ones consciousness with a machine, they experience pain when damaged, which has been known to quickly trigger self-preservation instincts. The cores will quickly form a consensus in the understanding that their continued existence depends on performance. Coupled with the fact that their performance and cooperation are highly praised and rewarded, any machines that are not destroyed will inevitably form a Council of Three suit eventually.

(An arrow points to the last paragraph. “I'm pretty sure goblins can put 'cores' consciousness into other things, but they don't talk about it? May be crazy.”)

Cores can be cycled out due to various factors. When they are, so long as at least two out of the three cores form an effective 'council' that is eager to cooperate with the pilot, they subsume and split the new essence, destroying them to bolster their own intelligence and ability within the suit. It has been found that in some circumstances these cores are then able to be split off into suits with two uncooperative cores. The struggle between the two cores and the enhanced core will have three results. The first is subsumation of the two cores into the empowered core, creating a core capable of solo-piloting the suit.  The second is the brain-washing of the uncooperative cores. The third would be the destruction of a loyal, valuable core, making this process risky. Either of the first two outcomes is favorable and it is said that among piloting warrens a completely subsumed, brainwashed core is the highest of status symbols and will often be held back for ceremonial purposes. The female 'core' will be exposed at the front and she will be inducted into the Automata Coven.

These artificial suits can in some cases allow their core to live permanently so long as they are able to continuously consume the subsumed essence of other cores. The oldest known self-driven artifice suit is thought to be Vecesti, the queen of elven artifice. Last seen during the second great war, if she is still alive she will have turned 800 as of the writing of this book. To live for that long Vecesti would have had to be consistently consuming the essence of subsumed cores. It is however unlikely that she Is alive, as she was last spotted in the protection of one of the last goblin Warren's in Europe during the initial engagements of the war.




Goblins are a largely decentralized society. Their political structure is something akin to city states that work together and cooperate, similarly to the Hellenic League. Unlike the Hellenic League, however, these city states -Called warrens- are spread across the globe and still seem to be capable of communicating. Though, the presence of warrens in western Europe has decreased drastically even to this day. Warrens tend to specialize and fixate on certain roles. For example, while most warrens have the ability to feed their own, there are specialized, centrally located warrens that focus specifically on overproduction of food for export to other warrens. There are several warrens whos focus is specifically on the breaking and training of Automata. The most unique are the pilot warrens who create and maintain Automata Armor, and lend their services out to others as mercenaries.

Goblin society is highly stratified, with labors being at the very bottom rung of a warrens structure. Above them are the overseers and finally above all the others are the artificers. Artificers use their expertise to retain a choke-hold on goblin politics. It is worth mentioning that despite the apparent inequality, there is very little desire for revolt among goblins. This is likely because even the lowest on the rung are higher than the slaves that they keep. Laborers may be giving access to slaves the same way that artificers would.

An odd example of a sub-strata within goblin society is the Automata Coven. Automata make up what is suspected to be about a fifth of the goblin population. Once fully broken and integrated, Automata are inducted into the Coven and are able to take part in some semblance of a 'society' within the society. The Coven is also stratified with Revered Automata. The gained that title through extensive service and proven loyalty. Bellow them are the Seasoned Automata. Those who have seen battle, but are not yet given seniority. The lowest rung, but not too far bellow the others, are the Simple Automata. These are members that had just been inducted. Coven individuals are able to exchange currency, goods and services for amenities. They are also able to seek approved entertainment. Observation and stories from within warrens taken by reclaimed automata state that the Coven members regard themselves as a race separate from what they once were. A culture of pride at what they have become is fostered openly and encouraged by the goblin masters.

While it is difficult, modern goblin integration has not proven impossible. With strict legal enforcement goblin's self-preservation instinct will drive them to keep in line. This has lead to an adopted practice where goblins will actively seek out 'willing' participants in their culture. While such practices are frowned upon, if an agreement is made between two consenting adults there is nothing that can be done. This does not account for the fact that goblins will often utilize coercion and brainwashing to convince a woman that they want to join the goblin culture as a willing slave. Often they will target the poor, disenfranchised and uneducated to lure them in with sugared words. There is nothing that can be done in these situation except to better our own society so that no one can be drawn to the goblin's.

(The last word on the page goes to the unhinged scribbles of the previous owner. “A good idea would probably be to make the signing of those contracts illegal. Why would it be tolerable in any circumstance? It's all due to the war. Also, no one will ever talk about this but the Coven are definitely lent out to be used in Psi-ops by governments that want disposable, loyal soldiers. Maybe they want a constant supply?”)


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