Archives for WoW Races category

Goblins are small, green (or yellow-green) creatures with pointy features and high intelligence (though often little common sense).

A number of trade princes rule over the various goblin holdings around the world. Though the trade princes all live in the goblin city of Undermine on the Isle of Kezan, they each control their own private armies and trade fleets. In turn, each controls rings of trade, mining, deforestation, slave rings, and poaching.

Overview

Epic tinker

Female goblin in WoW

Goblin sapper concept art

Goblins are small humanoids, crafty and shrewd, bearing an overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is fragmented, defined chiefly by commerce and trade. The ultimate schemers and con artists, goblins are always in search of a better deal. Despite their seemingly chaotic natures, they exist in a fairly strict and straightforward hierarchy. Other races universally view goblins as inventors, merchants and, without exception, maniacs. Goblins value technology as a useful aspect of commerce. Some say that their advantage — and their curse — is to be the primary users of technology in a world governed by magic. While dwarves and gnomes share a similar gift, goblin technology is more far-reaching and sinister and makes a larger impact on the natural world.

They employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas. Unfortunately, goblins alternate passionate genius with wandering focus. Their lack of discipline means that many creations end up half finished as something else catches their attention. Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve. Goblins are envious of the Ironforge dwarves’ invention of firearms, both from a commercial and a technological standpoint. Goblins recognize that firearms represent a new source of power, and he who controls the source controls the gold — which is, to goblins, the ultimate power. Fortunately for the rest of the world, goblin firearm experimentation suffers from the race’s normal laxity — and improperly tended gunpowder experiments continue to end the careers of many aspiring goblin tinkers. However, goblin ingenuity has paid off a few times; goblin gunpowder weapons tend to be inelegant and violently explosive (land mines, rockets and the like).

A number of trade princes rule over Azeroth’s various goblin holdings. Though the trade princes all live in the goblin island city of Undermine far from Kalimdor and the eastern continents, each controls his own private army and trade fleet. Each trade prince has his own specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or poaching. The trade princes are the most cunning of their race and stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor and the eastern continents are freelancers, privateers or agents of Undermine’s trade princes. Goblins are tenacious fighters. They attack from range with crossbows or firearms (making individual modifications to dwarf-made weapons) and use maces, short swords or bizarre, home-brewed steam weaponry in melee. When attacked in their warrens, they fight with tools as well. Goblins have a good grasp of tactics and strategy, and are masters of siege warfare. Their love of large machines makes them ideal mercenaries for attacking fortifications.

Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken. “To cheat a goblin” is a dwarven idiom meaning “to do what is practically impossible.” (“Gamgi cheated a goblin when he escaped that cave-in!”) Goblins are also consummate tricksters and con artists. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way.

Old friends, the goblins fought with the Horde in the Second War, but broke off when they realized that it’s more profitable to work both sides. However, many goblins remember the fun of the Horde and are willing to lower mercenary prices to Thrall and his people. Goblins offer almost exclusive transport services for the Horde, whether in their steamboats or zeppelins. You’re more likely to find a team of goblin sappers, who take great pleasure in the chaos the Horde creates, meshed into Horde forces than those of the Alliance. Perhaps with enough persuasion, the goblins could be convinced to rejoin the Horde for the first time since the Second War (although that could be just as harmful as helpful, knowing the goblins).

History

Sapp.gif

First appearances Gobsappers.gif

Goblins first appeared in Warcraft II published by Blizzard Entertainment in December 1995, and have appeared or been referenced in many sources since.

Their earliest appearance chronologically was in the War of the Ancients trilogy; Neltharion created the Demon Soul before the War of the Ancients with the help of goblin artificers — hinting that the goblins may be an ancient race. The Faceless of the Deep also mentions remembering when they were created, potentially hinting the involvement of the Old Gods, or at least the longevity of their servants.

Early history

Goblins have been around for a long time, but the creatures were reclusive. Long ago, the goblins were a native race of the Isle of Kezan, and didn’t have a fraction of their current intelligence. There, the race lived as slaves to the jungle trolls, mining the subterranean tunnels where the trolls didn’t like going. However, soon the goblins unearthed a mineral known as kaja’mite (a strange mineral named after Mount Kajaro). The trolls valued the mineral, using it in voodoo rituals, and forced the subterranean goblins to continue mining the mineral. The goblins soon came to sense at some basic level that the mineral held enchantments unknown to the trolls. The goblins hoarded the mineral, using it to fashion crude objects of power deep within Undermine’s twisting tunnels. However, the mineral had some unexpected side effects, it causes the goblins to grow in intelligence. Soon, goblins developed technology, if just crude weapons and armor.

With their increased intelligence, goblin cunning rose, and soon the race enacted a plan to free themselves from the trolls. In little time, the goblins owned the Isle of Kezan, and declared Undermine their capital. Goblins rapidly expanded their knowledge of technology. Goblins created Azeroth’s first steam technologies. Rumors are that goblin technology back then was far more advanced than current dwarven technology. Goblins established themselves as master technicians, selling their goods on the open market. However, the power within the kaja’mite artifacts were finite, and soon dwindled, needing to be replaced. Eventually, kaja’mite ran out altogether. Desperate, goblins spread out into the world, attempting to find any pockets of kaja’mite they might have missed. Unfortunately, over the next few thousand years, up until roughly five hundred years before the First War, the goblins could find no further deposits of kaja’mite and goblin intelligence peaked. Without kaja’mite to strengthen their minds, goblins were unable to reproduce their brilliant technology or properly maintain it, and their works rapidly devolved into the crude juryrigged machines of today. The world began to fear the volatile machines, and sales dropped considerably. Goblins always had a love of money, however. With the loss of their intelligence and slow degradation of their technology, goblins embraced commerce. About two hundred years before the First War, the beginnings of Trade Fleets sailed out of Kezan and into the world.

A goblin from the Warcraft II manual.

First and Second Wars

Goblins chose war as the perfect opportunity to cash in some gold, and began building their trade empire during the First War. By the Second War, the goblins had established themselves as the traders of the world. Then, they became exclusive partners with the Horde. A Horde ambassador ventured forth and met with a single trade prince (rumored to be the Steamwheedle Cartel, perhaps Trade Prince Steamwheedle), asking for the goblins to provide machines and technology to the orcs, in exchange for spoils and gold. In the beginning, the arrangement seemed perfect. The goblin trade prince believed that the orcs would win the war, so he found it natural to join the winning side. As the profits flooded Undermine’s coffers, the goblins expanded their slave markets. However, other goblins disagreed and remained neutral; thus, only this single trade prince and his subordinates joined the Horde. In the end, the trade prince realized his mistake and left the Horde, and the goblin race remembers the mistake and remains neutral to this day. The goblin race as a whole, in fact, is neutral. They discovered it was more profitable to play both sides against each other.

Cataclysm

Goblins after the Cataclysm

Cataclysm This section concerns content exclusive to Cataclysm.

After the cataclysm reawakened a volcano on their home island one of the goblins’ trade princes realized that there was good money to be made in offering panicked goblins a ticket to safety on his ship, taking their life savings – and then selling them into slavery. A clever plan, until it (and the ship) fell apart in a naval crossfire between an Alliance fleet and a lone Horde ship. The shipwreck’s survivors washed ashore on the Lost Isles off the coast of Kalimdor, where they discover that the island’s dense jungles harbor many mysteries and more than a few unpleasant surprises.

There, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms.

Culture

Technology

Tinker

See also: Goblins versus gnomes

Though once nothing but fodder for more taproom banter, goblin inventions have shown their worth in recent years. They’re particularly fond of tinkering with mechanical things, alchemy, and explosives. Their love of mechanics often places them into direct competition with gnomes who enjoy similar devices. The “competition” between goblins and gnomes seems to be friendly, an example of this is in the shimmering flats where the two races are constantly competing (by racing) with one another. Whether clockwork “shredders” that allow a single goblin to do as much harvesting as 10 field hands or zeppelin-like “airships” that can ferry troops over otherwise impassable terrain, the goblins’ inventions have become legendary. Such technological ingenuity is as central to the goblins’ rise among the races as any trading prowess.

Even with the malfunctions and explosions that occur (not as frequent as tavern chatter suggests, but far from rare), goblin technology is proving to be of a quality that rivals the dwarves and their firearms. If they possessed physical strength and mystic power to match their inventiveness and cunning, they would be a force of some significance. Of course, the goblins claim that they are already — if not for their frail physical forms, goblins would rule the world. Then they laugh and say they prefer a challenge and offer to buy the taproom guests the next round.

Role in the Second and Third Wars

GobsappersWC3.gif

Goblins came to dubious fame in the Second War for the suicide missions they undertook for the Horde, strapping explosives to themselves and floating behind enemy lines with the aid of an inflated sheep’s bladder. In the aftermath of conflict, the goblins established that they had no political orientation. Their only real interest was trade: if you had the coin for their goods, they were your friends. Such neutrality gives them as broad a trading basis as possible for their wares, from magic items to mundane goods to their own mechanical inventions. It is rumored that they joined during the Second War either because the orcs paid or intimidated them.

On the whole, the Alliance and the Horde respect the goblins’ new power, taking advantage of the trade princes’ ability to produce or procure otherwise difficult-to-acquire items. Rumors have emerged of goblins engaging in massive strip mining and deforestation operations to harvest the raw materials, however, which cause the nature-loving night elves and tauren great concern. Since the tales have surfaced, the trade princes have suffered guerrilla attacks on their supply trains and sabotage of their factories. The goblins are clever enough to know the list of suspects is a short one, and they appear undaunted by the threat. They have amassed enough wealth to hire additional security for their mercantile concerns.

Trade

Goblin Shop

At some point after the Second War, the goblins apparently grew tired of carrying explosives for the Horde and decided that they needed to take control of their own destinies. Surprisingly, they proved smart enough to know that building an army of their own would be an even bloodier choice for their race than sapping and planting mines. So they chose a different path.

The goblins have taken to the role of merchant with a vengeance, and now it’s hard to travel for more than a day or two without stumbling across a goblin shop of some size. Goblin zeppelins fly across the continent, delivering goods, supplies, messages and passengers from one shop to another, and I’ve heard more than one goblin brag that if it isn’t in his shop, he can have it on the shelves within a week. One joker challenged that claim and ordered a dozen shredders, only to find them waiting outside his cottage two days later.

Goblin shops can be found nearly anywhere on Azeroth, seemingly regardless of whether or not there are towns nearby and heedless of dangers such as the Scourge. The goblins will sell anything to anyone, at only slightly inflated prices.

Apparently, the proprietor of each goblin shop determines how to protect his business from theft. Some of the solutions employed include the hiring of mercenary fighters as security guards; complicated, tinker-built security systems; and, most notoriously, enormous bombs on a dead man’s switch that can be detonated on a moment’s notice if a goblin merchant feels threatened. After news spread of thieves and bullies entering shops that were replaced moments later by smoking craters, few have found the nerve to probe how a given shop might be protected.

Though many shops remain Independent, a growing number of them have signs declaring that they are owned and operated by the Venture Company, which the proprietors claim is headquartered in a faraway city ruled by goblins where the streets are paved with gold.

The goblins are also legendary for the sheer variety of trade in which they are willing to indulge and for their tenacity in bargaining. Goblins rarely let an item slip from their shelves for a single copper less than it is worth. The industrious goblins have established shacks and minor trading towns across much of Kalimdor in an impressively brief span of time. These outposts may vary in size and location, but all have a similarly impressive array of goods. The outposts get regular supply shipments (or as regular as possible, given the hazards of travel across Kalimdor), all coordinated by the goblin trade princes.

The trade princes are the most cunning of their race and will stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor or the Eastern Kingdoms are either privateers or agents of the various trade princes of Undermine.

Goblins are not purely mercenary. They are known to form strong bonds with individuals of other races. Their small forms and odd behavior make other races — elves in particular — ill at ease, but goblins do not seem to care much for the impression they make. They judge by deeds, befriending those who treat them as friends and standing apart from those who would offer them abuse.

Steam warrior

Military tactics and forces

Goblin forces are terrifying to behold. The Trade Fleets are outfitted with the most fanatical and destructive creatures on Azeroth. The average person wonders why the trade princes require such powerful armies, if they are holding to their neutrality stance. It certainly seems excessive.

The simple truth is, the forces are not excessive. The life of those living on the South Seas is harsh, due to attacks from everything from pirates to rogue magical beasts. Conflict exists everywhere, and a trade prince is always in peril of death. Every day, a trade prince must test his food on three different people. There is only one way to become a trade prince, and that’s to take out the competition. Thus, to prevent rivals from taking their thrones and to ensure that business may be conducted as normal, each trade prince enlists a hefty force of warriors. It’s absolutely necessary to keep order in the goblin world.

The Trade Fleets also require extreme guards. Undermine’s goods sail everywhere, especially into hostile or desolate territories to make a coin. Simply put, goblins go to dangerous places. Without strong guards, there would be no trade, because there would be only dead traders.

Despite appearances, goblins maintain rigid procedures and formations for battle. They only look disorganized. Goblins are intelligent, and they use their brains in battle. Confuse the enemy, and the enemy leaves blind spots. Slip in between the cracks and break the forces open from the inside. Many battles during the Second War were lost when Alliance forces underestimated goblin tactics.

Not surprisingly, all goblin forces use a wide and dizzying array of technological weaponry. From the simplest firearms to the largest steam-driven war instruments, goblin technology dominates war fields. Even magic has a difficult time creating as much destruction and havoc as goblin war machines.

When goblins fought in the Second War, they created three units especially for the war effort. Goblin zeppelins rode high above the terrain to scout out the area, and occasionally transported warriors. Goblins also lent their services as sappers, using explosives to take out enemy fortifications. Often the goblins went with the explosives, but this was of little consequence. Sappers were a copper a dozen.

Furthermore, during the war, goblins fought from all angles, especially the sea. The Stormreaver clan captured giant sea turtles native to the southern seas. Pacified by potent spells of control, these lumbering monstrosities were fitted with watertight canopies strapped onto the backs of their shells and used as submersible orcish craft. By submerging under the waves, the giant turtles could steal upon unsuspecting enemy craft and report their position to the Horde fleet. They were visible solely to towers, creatures of the air, and other submersible vessels. The daring goblins who controlled them were dedicated to destroying enemy ships by launching hazardous, steam-driven canisters containing highly volatile liquids that shredded even the strongest armor.

During the Third War, goblins also fielded shredders to anyone who paid well enough. The pilots cared little about the actual war, preferring to chop down forests for their pay. However, when push came to shove, goblin shredders proved lethal in battle. The pilot’s inexperience with battle was evened out by the shredder’s armor and powerful steamsaw, which cut down enemies as easily as trees. Goblins hired themselves to anyone with the gold, and alongside shredders, the goblins fielded sappers and zeppelins once again in battle. Even tinkers and alchemists joined the fight, granting explosive and chemical warfare to the highest bidder.

Faith

Goblins place their faith in themselves and in gold. They raise eyebrows at insubstantial concepts such as shamanism and the Holy Light, preferring gods they can see, weigh, and spend.

Cataclysm This section concerns content exclusive to Cataclysm.

However playabe goblins can be both priests and shaman.

Breeding

According to the comment made by one of the Warcraft RPG developers (and Gaxim Rustfizzle), goblins “breed like rabbits”, which accounts for them quickly outnumbering and, eventually, destroying any other races in the areas they settle around.

Such is the case with Tanaris, where goblins outnumber the native Sandfury trolls, as well as the Isle of Kezan, where they also pushed the native trolls out of the majority of the land. The only reason that the goblins don’t outmatch the Horde and Alliance in population is because goblins often blow themselves up.

Cooking

Several goblins are also renown for their skills as chefs. Cooking recipes such as Goblin Deviled Clams and Undermine Clam Chowder are a staple of the trade pioneered by the spindly green race. Adventurers in Azeroth wishing to advance their skill in the culinary arts to the Artisan level are directed to assist Dirge Quikcleave, the master chef of Gadgetzan, in his creation of the succulent new dish, Clamlette Surprise. Another renown goblin chef, Legassi, who is stranded in Hellfire Peninsula after a zeppelin crash, directs players in the creation of several new tantalizing dishes as well.

Languages

Goblins speak Goblin, Orcish, and Common. Goblins know myriad languages in order to trade with as many races as possible.

Notable goblins

  • Goblin male Gazlowe
  • Goblin male Baron Revilgaz
  • Goblin male Marin Noggenfogger
  • Goblin male Mogul Razdunk
  • Goblin male Kryll
  • Goblin male Landro Longshot
  • Goblin male Trade Prince Gallywix
  • Goblin female Boss Mida

Appearance

Goblin heads

The male goblin’s face.

Goblins are slight and wiry, averaging 3 feet in height and weighing between 30 and 50 pounds. They have long, sharp noses, chins and ears, and green skin. Their arms are long and slender and their fingers deft. They tend to wear leather clothing, often cut into aprons to protect against caustic fluids. Goggles usually cover their eyes, and various technological devices are strapped across their bodies. Goblins that have hair often have it as Mohawks, ponytails, or spiky. They are commonly heard speaking with a Brooklyn or New Jersey-style accent.

Currently in World of Warcraft most male and female goblins use a male dwarf animation skeleton with unique meshes (and a few unique animations). In World of Warcraft: Cataclysm they will receive entirely new models and animations.

Relations

Northrend vendor

Goblins are a wily, cunning race of traders and tinkers whom adventurers typically encounter as parts of trading envoys or on pirate raids. Goblin ships frequent the seas, ferrying or seeking riches, slaves or exotic wares. Kalimdor’s main goblin port is the party town of Ratchet, a harbor city located on the eastern shore of the Barrens directly between Durotar and Theramore. Goblin trade outposts are found everywhere, including all major cities and such inhospitable realms as Northrend and Stranglethorn Vale. Their zeppelins run a wealthy business ferrying passengers across kingdoms and continents. Goblins tolerate carrying armed passengers in their zeppelins, however, they don’t transport cannons or heavy artillery in their zeppelins because that could compromise their neutrality.

Goblins are neutral and take pains to make sure their nearby customers play nice with each other. Goblin guards patrol Ratchet and a few of the other goblin settlements, keeping tabs on the various Horde and Alliance visitors. Despite these enforcers however, the goblins’ neutral settlements can still be dangerous places, as members of either faction will often still attack each other in the belief that they can evade the guards. With the exception of Ratchet, their settlements generally have a consistent appearance and construction.

Traveling goblin merchants employ bodyguards to protect them and their wares. Goblins are independent. Goblins hired themselves out to the Horde in the Second War, but now they belong only to themselves and whoever pays them. Constantly building and inventing requires massive resources, both for creating the machines themselves and maintaining those that actually work. Cannibalizing old machines only partially sustains this fervent activity of creation, so goblins rely on trade with as many races and cultures as possible. They are the quintessential merchants, peddling all manner of exotic goods for the highest possible prices.

Goblin mechanical and mercantile pursuits are not always (or even often) performed within the bounds of polite society. Though not evil, goblins are willing to embark on shady business ventures — slavery, deforestation, poaching, smuggling and oil drilling, for example — to accomplish their goals. They are opportunists to the core and revel in bartering the better deal at every turn. Goblins try to get along with all other races. Doing so is part of their business. Nevertheless, everyone views goblins with justified suspicion. Night elves in particular dislike the goblins because the little creatures have no respect for nature or natural resources.

Goblins are a capitalistic bunch and most buy or sell anything to make a profit. Goblin merchants love to haggle, have excellent wares and are too smart to be cheated — or so they claim. Most big cities have at least one stationary goblin merchant shop, managed by a goblin family. The heads of the family run the shop while the younger goblins travel the land to find, buy or steal the inventory. They sell to anyone: Alliance, Horde, or Independent. Some even deal with demons if the price is right. Some goblins drive their carts from town to town, buying and selling as they go. These carts look rickety and secondhand, but the appearance is likely a diversion. A goblin’s cart is usually in perfect driving condition; the goblin never knows when he may have to leave town quickly or outrun an enraged customer. These merchants are often less than reputable and more likely to have items that they cannot identify themselves. Goblin merchant houses are not necessarily places to avoid, however. Often a hero can discover hard-to-find items, even rare or magic items, within the walls. As long as the hero is able to spot a bad deal, it should be safe for him to enter.

The goblins are an unbending bunch, refusing any sort of barter and demanding to be paid only in gold. There is a saying around Ratchet: If a traveling goblin merchant were starving to death and someone offered to trade food for the goblin’s merchandise, he’d starve before he accepted anything but gold. A customer who enters a goblin shop intending to barter finds himself laughed out into the street. The goblins do not even allow their employees to receive discounts or work for merchandise. Goblins deal only in gold. The merchants accept gold in any form and have precise scales to aid their customers. Goblins accept recently mined nuggets, panned dust or defaced Alliance gold coins that would be refused in other areas. They are grumpier about accepting silver, but do so.

Horde and Alliance

Gibzz Sparklighter

The goblins care little for the Alliance and Horde conflicts; what concerns them, as usual, is the effect these events have on their cash flow. The goblins do not, as a rule, like the Scourge, as the undead threatened to wipe out the entire populations of the Alliance and Horde, leaving the goblins with no customers. War is profitable for the goblins; annihilation is not. Once they served as suicide mercenaries for the Horde; now the goblins have made their place as the strongest merchant race in the world. If one wants to purchase something, whether it is supplies, equipment, weapons, magic items or even slaves, the goblins either have it or know where to get it. All that matters in their eyes is the price.

The goblins like a balance of power. Military conflicts make money for the goblins as the combatants purchase supplies, and if the two sides are evenly matched, conflicts could go on for generations. This promises fat purse bags for the goblins for years to come. The goblins helped out the Horde for years because of this, but now they feel the Horde has come to match the Alliance in power, and they rest in the neutral middle, satisfied to play mercenary and merchant to either side.

The goblins understand the Alliance better than they understand the neutral races, as they have a long history of dealings with the Alliance. As merchants, they are frequently found in Theramore, and as mercenaries, they may even be found among the Alliance armies. True business entrepreneurs, goblins understand their customers very well and almost always know what they want. Their favorite Alliance customers are the high elves, who jump at the chance to buy magical items. Although many in the Alliance consider the goblin mercenaries to be war profiteers, they are not above using them. If they have no tinkers, or their tinkers have died in a previous battle, they sometimes have to go to the goblins for repairs or supplies. And the goblins are always ready to help a customer, for the right price. The goblins’ skills certainly don’t stop at trade. Although not as talented at the invention of firearms as the Ironforge dwarves, the goblins have refined their inventing talents to create a handful of very useful tools that are, of course, for sale. Since the latest conflicts, the goblins have modified their marketing tactics to focus on pushing their deforestation operations to the night elves, of all races, to help clear out the cursed Felwood Forest. They also sell their zeppelins to the night elves, so that these customers can spot and put an end to deforestation. They made a great deal of money selling items to help the Alliance fight Illidan and his army of blood elves and naga, and constantly remind the Alliance members who travel through Ratchet that Illidan is still out there and supplies are always needed. Some merchants are able to mask the tone of glee in their voices while saying this, but most don’t bother.

The Horde and the goblins get along fairly well, as the orcs remember the (well-paid) sacrifice of the goblins for their cause in earlier wars. They still purchase zeppelins and other goblin services. The goblins often enjoy the company of the orcs, and the war veterans from both races will get together and drink if offered the opportunity. Old friends, the goblins fought with the Horde in the Second War, but broke off when they realized that it’s more profitable to work both sides. However, many goblins remember the fun of the Horde and are willing to lower mercenary prices to Thrall and his people. Goblins offer almost exclusive transport services for the Horde, whether in their steamboats or zeppelins. You’re more likely to find a team of goblin sappers, who take great pleasure in the chaos the Horde creates, meshed into Horde forces than those of the Alliance. Perhaps with enough persuasion, the goblins could be convinced to rejoin the Horde for the first time since the Second War (although that could be just as harmful as helpful, knowing the goblins).

Goblin zeppelin

Perhaps the only remaining goblin scruple is that they will not betray a customer. While they understand each side of the war very well, if the Alliance is paying them for services, merchant or mercenaries, they will not act as double agents for the Horde. This is as close to honor as the goblins usually get.

Goblins don’t like gnomes much, as they are the two races that are best at engineering. They often combat in engineering, like at the Mirage Raceway in Shimmering Flats. It is hard to say who is the best at engineering, the goblins or gnomes.

After the Cataclysm however, the goblins of Kezan are forced to join the Horde when they encounter the Alliance in the Lost Isles.

Allegiance

There appear to be some goblins still working with the Horde found in Ashenvale, Orgrimmar, Camp Mojache, and Thousand Needles; even then, goblins working for the Horde run the zeppelin system. Recently goblins have joined the Warsong Offensive, some even displaying the Horde symbol on their tabard and fighting on the front lines. Also, there are a handful that seem to be in the pay of the Alliance, such as the SI:7 agent Renzik “The Shiv”.

Other goblins are found in the employ of the Burning Blade, and the Black Dragonflight.

Other goblin races

  • IconSmall Hobgoblin.gif Hobgoblin
  • IconSmall Gilgoblin.gif Gilgoblin
  • In Manual of Monsters Appendix Three, two other kind of goblins are mentioned: Coal Goblin and Spider-Eye Goblin, however the validity of this source is disputed.

Inspirations

It is a widely supported, yet unproven theory that the main inspirations for the goblins were the Gremlins of their destructive nature and looks, as well as the Ferengi of Star Trek, for their industrialized society where one’s worth is equal to the belongings he can gather and hold, though this trait seemed to only develop after the Second War.

Goblin playable race

Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja’mite ore out of the volcanic bowels of Mount Kajaro.

The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja’mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins’ complex, unpredictable mindset.

The goblins’ natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction’s services to the Horde in the Second War. Following the Horde’s defeat, the goblins learned from their colleague’s failed example, and soon they realized that their profits could double if they weren’t stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn’t last forever…

Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms.

Induction to the Horde

The Cataclysm expansion introduces the goblin race to the Horde. Goblin players will be able to choose between playing a death knight, hunter, mage, priest, rogue, shaman, warlock or warrior.

Your Character

When starting a Goblin character, the first six levels are played on the island of Kezan, where you go through the last days of the island before the Second Sundering. After escaping, the ship you are traveling on will sink, leaving you floating on a plank from the shipwreck to the Lost Isles. Near-death, a goblin sits next to you, not knowing you are the goblin that saved the goblins from death. Another goblin uses goblin jumper cables and ressurects you.

Racial Abilities

Hobgoblin servant and his master.

Ability racial rocketjump.pngRocket Jump (2 min cooldown, shared with Rocket Barrage)
Activates your rocket belt to jump forward.
Ability racial rocketbarrage.pngRocket Barrage (2 min cooldown, shared with Rocket Jump)
Launches your belt rockets at an enemy, dealing X-Y fire damage (24-30 at level 1; 1654-2020 at level 80). This ability is off the global cooldown.
Ability racial timeismoney.pngTime is Money (passive)
Cash in on a 1% increase to attack and casting speed.
Ability racial bestdealsanywhere.pngBest Deals Anywhere (passive)
Always receive the best discount regardless of faction standing.
Ability racial packhobgoblin.pngPack Hobgoblin (30 min cooldown)
Calls in your personal servant, allowing you bank access for 1 min.
Ability racial betterlivingthroughchemistry.pngBetter Living through Chemistry (passive)
Alchemy skill increased by 15.

Jokes

The following can be triggered with the /silly command.

Male Goblins

  • “Oooooh, I got it. What if we were to ORGANIZE crime.”
  • “She told me to tie her up and do whatever I wanted to her. So I took her stereo.”
  • “When in doubt, blow it up.”
  • “I dabbled in gold farming, but I couldn’t get the coins to sprout.”
  • “Skip to step three: Profit!”
  • “One word: Plastics.”

Female Goblins

  • “Out of the way you nub Goblin.”
  • “Yes, I’m a gold digger. And copper, and silver.”
  • “I’m a free spirit, I don’t like to be tied down. Oh, you mean that literally. I’m totally into that.”
  • “Skip to step three: Profit!”
  • “You have to keep up. Everything these days is now, now, now; me, me, me; murder, murder, murder.”
  • “If at first you don’t succeed, blow it up again.”
  • “With the right bribes ANYTHING is street legal.”
  • “I don’t make jokes, I make money.”

Gallery

Concept art

A concept for the goblin racial mount

Similar type of hot rod at Cataclysm quest in Kezan.

Horde Goblins

Superstylin’ Goblin!

Male and Female Goblin Death Knights

Concept art

Concept art

Goblin creation screen.

Videos


Available under attribution-share alike 3.0 unported. attr: wow pedia

Worgen are not native to Azeroth, and have only recently appeared in remote areas, where they menace travelers and small settlements. Some believe they are arrivals from another world in the Twisting Nether, while others think they might have been created through magical experimentation, or brought here as servants of some evil entity. Whatever the case, they are most unwelcome.

These creatures are thoroughly evil, delighting in torturing and devouring intelligent creatures. They enjoy hearing the screams of their victims as they tear them apart piece by piece. Worgen never show mercy or remorse. They may seem savage, but they are fairly intelligent and possess a cruel bestial cunning that can come as a surprise to the unprepared.

Worgen society is patriarchal, with the eldest male leading the pack. Worgen never challenge leadership; the patriarch leads until he is physically incapable of doing so any longer, at which point his younger kin devour him. The worgen see this not as cruelty, but a great honor — they consume the bodies of their fallen as well as their victims. They believe the flesh and blood of their own kind improves their strength and cunning.

Worgen look like humanoid wolves. They dwell in simple huts and usually wear cured leather scraps as rudimentary armor. Worgen do not use weapons, preferring to tear foes apart with their claws. They stand 6 feet tall, except when loping along on all fours, and weigh around 250 pounds. They speak their own language, made up of a variety of growls, barks, and howls.

These sources, however, have been proven incorrect. The worgen in fact derive from an ancient druidic sect known as the Druids of the Scythe who worshiped the wolf Ancient Goldrinn. The chosen shapeshift form of these druids was the worgen form, but these druids lost themselves to the form’s savage nature and descended into feral behaviour.

Most worgen keep their wolf-like forms at all times, but experiments by the mage Arugal have resulted in human/worgen “hybrids” who only appear as worgen under the light of the moon. They carry with them a dark, corrupting malaise that grows wherever they infest, making the surrounding area dark and gloomy.

Worgen are among the few humanoids that can be skinned.

With the news of World of Warcraft: Cataclysm, the Greymane Worgen, who have developed a partial cure to the curse which allows them to retain their sanity even while transformed, have been announced as the sixth Alliance race.

Description

Worgen Samwise.jpg

Resembling a cross between human and dire wolf, the hunched over creature is roughly humanoid. Its body is covered in coarse, grayish-black fur with twitching claws and snarling teeth. The creature’s eyes are mottled yellow in colour, unblinking and devoid of any discernible emotion other than hunger.

Cursed beings from another dimension, worgen only appear in Azeroth as the result of magical mishaps. True aberrations, they are accidentally drawn through temporary rift tunnels and deposited in this world with no apparent way of returning. Nothing is known about the worgen’s home realm, or even precisely how to spawn the rift tunnels through which they come. Worgen are usually encountered in small packs near sites of recent intense magical activity.

Fiercely territorial creatures, they rarely stray from the general vicinity of the place in which they first appeared. Fearless beasts, they brazenly prowl near both villages and monster lairs. Although worgen display an apparent fondness for nighttime and its darkness, they can perform equally well in the daytime.

Pure killing beasts, worgen tend to attack any creatures that they encounter, regardless of whether animal, humanoid, Scourge or something even more fearsome. Strangely, however, worgen refuse to feed on the remains of their victims, preferring to shred and tear the corpses and then to return immediately to prowling. Rumors suggest that worgen somehow receive sustenance continually from their native dimension… as well as guidance from a distant force.

Worgen are usually encountered in small packs near sites of recent intense magical activity. A pack may contain four to twelve individuals. A worgen tribe may contain between twenty and two hundred individuals.

Actually cursed druids from Azeroth’s ancient past, the worgen were released from their prison in the Blackwald by several tamperers over the recent years. Unfortunately the methods of removing them from their prison do not appear to be reversible, leaving the insane druids unfettered and unrestrained. For a long time, the worgens’ origins remained a mystery, and their home was thought to be another dimension, or another world.

The worgen are not from another dimension, as they originate on Azeroth, but they discrepancy may be interpreted as referring to the Emerald Dream.

The reason for the worgen refusing to devour most of their victims may be some lingering vestige of sanity in the worgen’s minds.

Combat

Worgen prefer to hide in shadows before leaping great distances upon their foes. They attack with feral tenacity, slashing with their deadly claws and biting with sharp, infectious fangs. Worgen are nearly fearless and typically fight to the death, relying on their regeneration to save them.

Worgen love nothing more than to pounce on an opponent and tear him to ribbons. If a foe is helpless, the worgen delivers a coup de grace before moving on to another target, unless the fight is well in hand. Then it turns to torture (or “playtime”) — and the unfortunate victim is almost certain to wish he had died.

The saliva of a worgen carries a dangerous infection that can prove deadly against those who are bitten.

History

Concept art of a new Gilnean worgen.

Ur, a mage of Dalaran, did research on worgen but never summoned them. He found out that the worgen seemed to hail from a dark and treacherous world, from which there was no corner which was truly safe. Velinde saw the worgen battle an unflinching enemy in a vicious war; the Lords of the Emerald Flame.

Frustrated by the destruction of Dalaran by the Scourge and against the advice of his peers, Archmage Arugal elected to summon an army of the extra-dimensional entities by using Ur’s research. The summoned worgen fought against the undead armies, but quickly turned on the wizards themselves. Driven mad with guilt, Arugal adopted the worgen as his children and retreated to the newly dubbed Shadowfang Keep, where he then cursed the village people of Pyrewood to turn into worgen whenever the sun went down.

At approximately the same time, the night elf Sentinel Velinde Starsong was given the task of clearing Felwood of demons. She prayed to Elune and was granted a magical scythe which could summon worgen. Using the Scythe of Elune, she summoned a very large number of the creatures to fight at her side against the demons. Later Velinde began to notice that some of her force were unaccounted for. It was as though the Scythe of Elune no longer required her presence to perform the summoning process. Perplexed by this development, she ordered the remaining worgen to remain at the Shrine of Mel’Thandris in Ashenvale and began to search for Archmage Arugal, whom she had heard also summoned worgen. From that point on her fate became a mystery, but it was rumored that she was killed in Duskwood and lost the Scythe of Elune. Black Riders from Deadwind Pass came to Duskwood looking for the Scythe and murdered a family of farmers in the search to find it.

It is also known that the dark mage Morganth was searching for the Scythe of Elune, and stole Ur’s Treatise on Shadow Magic as well.

WotLK This section concerns content exclusive to Wrath of the Lich King.

In World of Warcraft: Wrath of the Lich King, Arthas has discovered Arugal’s activities and has brought him back from the dead to work for him. This also means that there are a lot of worgen allied with the Scourge in Northrend and in particular, the Grizzly Hills.

Worgen player character

Cataclysm This section concerns content exclusive to Cataclysm.

In World of Warcraft: Cataclysm, it is revealed that the worgen curse has spread into secluded kingdom of Gilneas, transforming its inhabitants into the worgen. More recent evidence suggests that their true origin has a connection to the night elves and a secretive druidic order from Kalimdor’s distant past. At the starting point of the worgen starting experience, many Gilneans believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.

The curse originated from the druidic order who followed Goldrinn, known as Druids of the Scythe. They shapeshifted into the feral worgen and eventually lost their minds to its violent nature. The other Druids agreed that they must be locked away, and thus put them into eternal slumber deep beneath a tree… until the days Arugal utilized Ur’s research, and Velinde Starsong used the Scythe of Elune. It was the night elves, after all, who created the curse in the first place. Obliged to help their newfound allies, they re-introduce them to the Alliance.

Worgen groups

Worgen Artwork.jpg

Alliance
  • Greymane – Playable race found in various areas of the world, homeland in Gilneas Cataclysm
  • Bloodfang – Found in Gilneas and Silverpine Forest, supporters of the Gilneas Liberation Front Cataclysm
Scourge
  • Wolfcult/Bloodmoon – Found in the Grizzly Hills WotLK
Independent/Hostile
  • Brashwater Crew – A group of worgen pirates Cataclysm
  • Lycanthoth – Found in Mount Hyjal Cataclysm
  • Nightbane – Found in Duskwood
  • Moonrage – Found in Silverpine Forest
  • Shadowfang – Found in Shadowfang Keep
  • Terrowulf – Found in Ashenvale Forest



The worgen are a race of feral wolf-beasts whose very name inspires fear.

Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggested that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor’s distant past. This proved to be correct as the curse originated from a druidic sect who followed Goldrinn, known as Druids of the Scythe. They shapeshifted into the feral worgen and eventually lost their minds to its violent nature. The other Druids agreed that they must be locked away, and thus put them into eternal slumber deep beneath a tree… until the day Arugal and Velinde Starsong tampered with the Scythe of Elune. It was the night elves, after all, who created the curse in the first place. Obliged to help their newfound allies, they re-introduce them to the Alliance.

The worgen’s first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal’s weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.

Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.

The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.

Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.

There are those among the Gilneans, however, who cling to hope. Many believe that a cure for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.

Induction to the Alliance

So who wants to make a Big Bad Wolf joke now?

Worgen are the new playable Alliance race introduced in World of Warcraft: Cataclysm and will be able to choose a class from death knight, druid, warrior, hunter, mage, priest, rogue, or warlock. Outside of combat, worgen can appear in either their human form or their worgen form. They immediately turn into their worgen form when entering combat or activating their Darkflight racial ability.

Recently the Greymane Wall was shattered by the Cataclysm. Setting their sights on the now-vulnerable country of Gilneas, the vile Forsaken have started an invasion of the kingdom. In their hour of greatest need, the worgen of Gilneas called out for their old allies’ aid. The Gilneans are now back in the Alliance, and with their new allies by their side they aren’t giving up their home without a fight.

Your character

When starting a worgen character, the first 5-6 levels are played as a human fighting in the Gilneas civil war at the beginning of the worgen invasion of Gilneas City. After finishing the questline in Gilneas City, during which the player becomes a worgen, the player is moved to Duskhaven, prior to the Forsaken invasion of Gilneas.

When creating a worgen character, a human stands in the background displaying the worgen’s human form.

Lore reasons for classes

Druid

As stated above the worgen curse was created by night elf druids, and that the night elves feel somewhat responsible and are helping the worgen fight for their city. During this time the night elves have taught the worgen the terms of magic that led to their creation, druidism.

Mage, warlock, priest, rogue, warrior and hunter

The worgen have retained the skills they had as human citizens and choose to continue using them after their transformation.

Death knights

Worgen death knights are former slaves of Arugal. These former Gilnean citizens of Pyrewood Village managed to escape the wizard’s control only to fall prey to the Lich King. During the Death Knight starting quests, you learn how Worgen death knights came to be.

Lord Harford says: Come to finish the job, have you?
Lord Harford says: You’ll look me in the eyes when…
Lord Harford says: <Name>?
Lord Harford says: <Name>, I’d recognize that face anywhere… What… What have they done to you, <name>?
Lord Harford says says: You don’t remember me? We were both servants of Arugal back in Silverpine Forest. We put up with his merciless torture for ages. It was you who saved me on that fateful night when we escaped Shadowfang Keep.
Lord Harford says: Without you I would have died. YOU! The most noble worgen I ever knew.
Lord Harford says: What have they done to you, <name>? How could this have happened?
Lord Harford says: Remember the worgen you once were, <brother/sister>! You were our savior! Fight this!
Lord Harford says: Listen to me <name>. You must fight against the Lich King’s control. He is a monster that wants to see this world – our world – in ruin.
Lord Harford says: Don’t let him use you to accomplish his goals. You were once a hero and you can be again.
Lord Harford says: Fight, damn you! Fight his control!
Knight Commander Plaguefist yells: What’s going on in there? What’s taking so long, <name>?
Lord Harford says: There… There’s no more time for me. I’m done for. Finish me off, <name>. Do it or they’ll kill us both. <Name>… Remember Gilneas, our beloved home. This world is worth saving.
Lord Harford says: Do it, <name>! Put me out of my misery!
Ability racial darkflight.png Darkflight (3 min cooldown)
Activates your true form, increasing movement speed by 70% for 10 sec.
Ability racial viciousness.png Viciousness (passive)
Increases critical strike chance by 1%.
Ability racial aberration.png Aberration (passive)
Increases your resistance to harmful Nature and Shadow effects by 1.
Ability racial flayer.png Flayer (passive)
Skinning skill increased by 15 and allows you to skin 0.5 seconds faster.
Ability racial twoforms.png Two Forms (1.5 sec cooldown)
Transforms you between human and worgen forms. You will revert to worgen form in combat.
Ability mount blackdirewolf.png Running Wild (1.5 sec cooldown)
Drop to all fours to run as fast as a wild animal.

Mounts

Worgen will not have a racial mount, but will instead have Running Wild, in which they take to all fours and travel at mount speed. This is a different mechanic than the removed tauren Plainsrunning ability.


Available under attribution-share alike 3.0 unported. attr: wow pedia