Goblin Nation

After the dissolution of the Goblin Nation of the Dark Woods, a very large population of goblins ended up disbursing throughout Enchi and Golir. Finding life as traveling merchants preferable to static life in traditional human cities, over time the goblins formed a community throughout their disparate traveling groups, complete with its own (purportedly) sovereign leader – the Grand Merchant.

In the summer of 1658, as the armies of Golir and Keland busily conquered Enchi, Grand Merchant Belkir Selkrat entered into negotiations with High King Nathanial the Just for full recognition of the Goblin Nation, and the right for the nation to own and have full rights of rulership to the properties of those communities in northern Enchi with sufficient (more than 50%) goblin or goblin-descended populations – so far as such communities willingly enjoin themselves to the Goblin Nation. In the time of about six weeks, negotiators were dispatched to every such community to present the benefits of membership in the Goblin Nation. And as such the unrecognized “Migrant Goblin Nation” became the Goblin Nation, a recognized series of towns and cities across northern Enchi governed by the Grand Merchant – a position to be renewed every three years by popular election of all adult citizens of the nation.

Culture
The culture of the Goblin Nation is amalgum. Though not much survives of the religious and political practices of the Dark Woods, the Goblin Nation maintains a number of cultural details from those generations past, including four-per-year seasonal festivals and displaying personal trophies. The latter of these two usually manifests in wearing a necklace with one of every type of coin ever acquired in trade, along with memorabilia from any particularly valuable items or particularly wonderful places one may have owned or visited.

However, these held-over cultural aspects are not strong in the face of the forces of cultural integration. The nation is small in its land and money compared to the nations of Golir, Keland, or the Nada’Athi Empire. In addition the people of the Nation have begun to settle in the wake of the land war across the Golir/Enchi border, giving a more consistent exposure to local cultural influences.

Day/Night Cycle
Most goblins, and thus most of the nation, still have eyes too sensitive to tolerate the light of day comfortably. Accordingly some communities only trade, travel, or do any business at all during the night time. Some groups with enough light-adjusted goblins, or simply with a large enough Orc population, are “alive at all times” – meaning there is no time when the community truly rests as a whole. Such places often seem chaotic and bothersome to visitors used to strictly diurnal or nocturnal schedules, and tend to be more comfortable for those used to loud and busy city life than those used to easy-going rural communities.

Diversity
Even before its recognition, the Goblin Nation had become one of the most tolerant and accepting communities on a whole. People of all races are generally welcomed by the goblins – though occasionally elves and half-elves find a modicum of prejudice among the more traditionally minded goblins. Never-the-less the Goblin Nation has a notable population of orcs – half goblins – including some dwarf-blood and a very small number of elf-blood orcs. Though some of these racial mixes may be quite rare, for the most part the progeny are treated no worse than anyone else. The nation even contains a community with a small population of participant Wargs and an Ent as Mayor.

Political Affiliations
The Goblin Nation traditionally had no real political affiliations prior to its recognition by the Holy States. Following the treaty with Nathanial the Just, however, the Goblin Nation holds a strong interest in the safety and affairs of the Holy States, and has even agreed to provide financial and logistical support to the Holy States in times of war.

Notable Communities:

  • Migh: in western Enchi, just north of Mor’Dan, this city has arisen from the size of a tiny trading community through refugee influx to a full-fledged city, though presently comprised mostly of tents and wagons converted into semi-permanent fixtures. Migh is the seat of governance for the Goblin Nation and its largest community by population.
  • New Jorintiat: a very strange community in north-eastern Enchi on the border of the Dark Woods, the reputation for oddity of which is quickly spreading through the Goblin Nation. The community is said to include a small pack of wargs, a mayor who is a “tree-spirit”, and a marshal who is said to wield shamanistic powers of magic and shape-shifting.

Goblin Nation

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