Replying to Andy's post in the Wraith thread:
Hehe, I see this post after I sent you Rashid's reply Andy.
And you confirm exactly the subtext that Rashid felt he was picking up... That if some deluded goblin shaman clings up a human or even another goblin, just for old times sake, the HA will be sweeping in with torches and burning the village to the ground.
Where did I say this? If the typical goblin goes raiding he will get stomped - that's all. Try to recall that the goblins were conquered only a few months ago - they still have millennia of seeing humans as prey to get over - and vice versa. So yes the traditional goblin method of the clan hungers, the clan raids is going to get a likely belligerent response, and it may as you say lead to excessive response from the less disciplined types - which most certainly does not include the Aegis. If the entire clan is following traditional goblins ways of raid, fight, recover, fight again they will see their warriors smashed by the Aegis, and be driven out - just as the Patriarch took the Sutren Hills by likely slaughtering its defenders and driving out those who refused to bow down, but the Aegis isn't going to just randomly start a slaughter for fun.
Please remember that goblins are not just humans with green skin - the link to Bjorn's description you provided should have made that clear. They are inherently evil - mercy is seen as weakness, laws as tools to protect the weak, neighbours as potential prey or rivals, etc, etc. Let us not mention the demon worship and so on which turns disdain and distrust into hatred and intolerance.
Reposting also the description Bjørn has made, emphasis mine:
Goblin-kind includes goblins, hobgoblins, and bugbears. In fact, in Cerilia the term “goblin” can refer to all of these species, since all are part of goblin society. The only real differences between the three are in size and strength.
PersonalityGoblins as not as simple as humans would have them. While often lacking in both education and social skills, they are not far behind humanity in other areas. Tradition and family honor are very important to goblins, and goblins that do not obey their families or engage in unseemly conduct, are dealt with in a swift and harsh manner.
Most goblins are motivated by self-interest. Humans find them to be greedy, untrustworthy and quick to resort to violence (often in an underhanded manner). Goblins who spend time away from goblin society, however,
seem to grasp that other races and cultures have far different values and morality systems. Goblins generally have little difficulty adapting to changes.RelationsGoblin realms engage in trade with nearby lands, hire out as mercenaries, and occasionally strike deals with bordering lands. However,
goblins are short-tempered, avaricious, and violent; only a fool would trust a goblin realm very far.
Their societies are
relatively stable through, and despite the sometimes-vicious infighting between various factions, full-scale civil war remains a rare occurrence. Indeed, the great goblin kingdom of
Kal-Kalathor is one of the oldest realms in existence – only the elven courts and perhaps some of the dwarven kingdoms are older.
AlignmentGoblins can be of
any alignment, but many are evil and
lawful. Goblins respect ties of blood, and generally honor their superiors (be they village elders, priests or representatives of the local goblin king). However, goblins are also quick to take advantage of weakness (real of perceived), and concepts such as mercy and forgiveness are not accorded much worth in goblin
society(see above on changes.). Goblins also honor their codes of law, but only in so far as they have to.
ClassesGoblins can be of any class, but certain classes are more prevalent then others. Fighters and warriors make up the bulk of the goblins encountered by other races. Goblins also frequently become rogues and scouts, or more rarely rangers. The huge or bugbear portion of the goblins races are less sophisticated than their smaller kin, and often become barbarians.
Spellcasting goblins are not common, but they are not unheard of either. Goblin adepts can be found in most goblin villages, where they perform duties as healers or diviners. True priests are relatively rare, and their power in goblin society is limited. Goblin scions sometimes become sorcerers.
RealmsGoblins hold extensive realms including Thurazor and Markazor, and the great khanate of Kal Kalathor. Their kingdoms are strong and stable enough to stand as nations with
laws, borders, and courts.Goblin society is loosely organized in tribes and clans, sometimes unified under a common overlord. Goblins kings tend to be weak figures, unable to control their contentious supporters; however, for time to time a particularly
powerful, intelligent, and dangerous goblin may forge an army of conquest from his squabbling subjects.
Goblins live by
herding livestock, mining, selling their services as mercenaries, and raiding. They are slaveholders, and the weak among them perform most had labor.
ReligionKartathok is the lord and patron of goblin-kind in Cerilia, and he is the head of an entire pantheon of goblin gods. The goblins aren’t exactly cautious about concealing the secrets of their religion, but few outside observers have the patience or stomach to learn more than the surface details of goblin beliefs.
Goblins are not terribly devout, but they do make a great show of honoring their gods by word and action. Accordingly, goblin temples usually have a prominent position in local communities, but have little real power.
Goblins were quick to side with Azrai during the War against Shadow, but were equally quick in abandoning him after Deismaar. Some human scholars claim that the goblin gods existed before Deismaar, but were supplanted for a period by the worship of Azrai. Others claim that at least some of the goblin gods actually ascended as a result of Deismaar, much like the gods of the current Cerilian pantheon.
NamesAll goblins have a given name and a
family name, much like humans do. Family names are often derived from honored ancestors, places of living and such, but over time the names have become detached from their origins. Goblins also identify themselves with their village or tribe, and many have various nicknames.
AdventurersOf all the non-human races in Cerilia (except dwarves and halflings), goblins are the most commonly encountered race in human lands. That is not to say that they are common, far from it, but any human realm bordering goblins lads is likely to have both a number of
permanent goblin residents and larger transient goblin population. Goblins in human lands are almost universally distrusted and
poorly treated.