The Righteous Hand of Hextor
The Goblins of Elond have had a tumultuous past fraught with persecution.
Bullied and kicked around by the Orcs and used as slaves for most of their past, they achieved somewhat of a coup when the Declaration was given out.
Always seen as evil, Goblins has suffered from being tarred with the same brush as the Orcs they were forced to serve.
On being presented with the Declaration, their wisest saw an opportunity. They presented both sides with a proposal to join them if they would give them their own lands and free them from the Orcs.
The Forces or darkness saw little use for an independent Goblin society and turned their backs on the offer.
The forces of light, could not accept the Goblins into their ranks because of their abhorrent behaviors but offered them an alternative.
On agreement that the Goblins would not side with the forces of darkness as a nation, and ally themselves instead with the other neutral races such as the Half Orcs, Rust Lizardfolk and Humans of Droille, the Goblins got their wish.
Mercenaries swarmed into the Fens that were once Orc terriotry and drove them back into Grim-moor.
The Twilight Fens were garrisoned by mercenaries and the Goblins were able to live them relatively undisturbed as long as they made no move to actively assist the forces of darkness in any great number.
Contrary to their previous nature, the Goblins of Twilight fen have become much more cheerful and less sinister over the decades since they were freed from the Orcs.
Their appearance still Maligns most relationships between them and the forces of light, but those who count themselves members of the Right Hand of Hextor number few and are seen as outcasts from the Twilight Fens.
Most Goblins have found roles in the Thieves Guild or as runners and intermediaries for traders who are openly welcome in the Twilight Fens.
“Goblins are small humanoids that many consider little more than
a nuisance. However, if they are unchecked, their great numbers,
rapid reproduction, and evil disposition enable them to overrun and despoil civilized areas. A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds.
Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin
color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark
leather, tending toward drab, soiled-looking colors”
Many have in fact started to worship Olidammara and share a certain kinship with the Humans, Half Elves and others who do the same.
Symbol of Olidammara:
“Olidammara loves upsetting anyone who seems too attached to an ordered life and a predictable routine. She urges herfollowers to bend every effort toward mastering the art of music. She also teaches that life is meant to be happy and entertaining, and the
best jokes need a target to hang them on. The tables can turn on any trickster, and Olidammara’s followers should accept the laugh and appreciate the trick when it happens to them. Wine, Olidammara says, is one of the joys of life, and the only thing better than making wine is drinking it. Avoid misery, temperance, and solemnity, for they are the greatest poisons to the soul”
Much of the Goblin’s former malice and inherent evil has been replaced with reckless hedonism and a love of tricks.
Goblins who choose to join the Right Hand of Hextor must have a personal reason for returning to their evil roots.
Goblins have abandoned their dank caves and hovels and live small homes not unlike those of Halflings in towns and cities, especially near ports.
Goblins have been changed from the basic brief in the book for the purpose of this setting.
Goblin Naming conventions have changed drastically over the last 100 years.
Moat Goblins have abandoned their old Orcish names as signs of oppression and taken to using bastardised Human Anglo-French Names which still have a little of their tribal flavour.