Goblins and Go-blin-als are two different races, not two names for the same people. They began as separate peoples and were later combined under the Go-blin-al name during the classic era. Dragon's Gate Reborn recognizes both identities while currently using the same gameplay statistics, professions, abilities, and restrictions for each.
Both are cunning, resourceful, and commonly underestimated by larger races. Their strongest differences are cultural: Goblins are associated with caves and rugged underground settlements, while Go-blin-als are associated with swamps, close-knit clans, and the corrupting influence of Chaos.
These are the ranges and selectable appearance options currently offered when creating these races. Descriptive lore elsewhere on this page adds roleplay context; where an older archival value differs, use this live-verified section for current character creation.
Go-blin
Alignment
Chaotic
Sex
Male, Female, Non-Binary
Typical Lifespan
30–60 years
Creation Age
12–60 years
Weight
40–80 pounds
Height
3'0"–4'0"
Eye colors (1)
Black
Hair colors (8)
Black, Murky Black, Dull Black, Dark Brown, Dark Green, Gray, Dark Gray, Bald
Hair lengths (4)
Short, Medium, Ear length, Close cut
Hair styles (5)
Dirty, Messy, Lice Ridden, Mud Caked, Ragged
Skin colors (7)
Green, Light Green, Dark Green, Gray, Dark Gray, Brown, Dark Brown
They form their own opinions of each race as they play
Separate History
Goblin Background
Goblins are the cave-dwelling branch of Aradath's goblin peoples. They make their homes in caverns, mines, tunnels, and rough settlements where stone walls, narrow passages, and hidden stores protect them from larger enemies. Community memories also describe an NPC Goblin village or hunting territory, although its exact location has not yet been recovered.
They are similar in size and build to their swamp-dwelling relatives, but tend to present themselves more directly. A Goblin may still be sneaky, greedy, and mischievous, but cave life rewards territorial thinking, practical survival skills, and fierce attachment to whatever the clan has claimed as its own.
Favor caves, tunnels, mines, and hidden underground settlements
Protect territory, stored goods, and clan property aggressively
Let dust, stonework, tools, and cave life shape their appearance
Approach trouble with blunt confidence before falling back on cunning
Separate History
Go-blin-al Background
Go-blin-als are servants to Chaos and are thought by scholars to have been created through the warped experiments of the Chaos Lords. It is rumored they are remnants of a once-powerful race, twisted into their present form by magicks horrifying and unimaginable.
Go-blin-als are the swamp-dwelling branch. They gather in tight-knit clans among bogs, marshes, muddy waterways, and half-hidden shelters. Swamp life favors patience, ambushes, improvisation, and the ability to endure unpleasant conditions that other races avoid.
They delight in disorder and are often described as having a wild, gremlin-like energy. Individually they may posture, flee, bargain, or distract; together they become bold and dangerous. Insults, practical jokes, thrown objects, and even spitting can all become part of clan communication.
Favor swamps, bogs, muddy waterways, and concealed clan camps
Rely on ambushes, numbers, distractions, and improvised plans
Let mud, marsh plants, scavenged gear, and swamp life shape their appearance
Treat clan loyalty and shared mischief as tools for survival
Current Dragon's Gate Reborn Rules
Shared Gameplay
Goblins and Go-blin-als currently use the same statistics, classes, abilities, and restrictions. The cultural and physical distinctions on this page are role-play guidance and do not provide separate mechanical bonuses.
Older player memories describe Goblins as somewhat stronger and Go-blin-als as somewhat heartier, with different historical class access. Those recollections are not presented as current rules unless they can be verified during implementation and testing.
Appearance and Physical Flavor
Shared Size
Goblins and Go-blin-als are similarly sized, generally standing around 3'0". Neither should be treated as a distinctly larger or smaller version of the other.
Goblin Presentation
Cave life may show through dust, stone-working tools, patched equipment, practical layers, and possessions adapted to tunnels and underground settlements.
Go-blin-al Presentation
Swamp life may show through mud, marsh plants, scavenged waterproofing, improvised equipment, and clothing suited to bogs and waterways.
Bipedal, mottled green skin, and commonly unkempt. Eyes are usually brown, red, or black; hair is commonly sandy, brown, red, or black.
Shared Temperament
Both peoples are mischievous, opportunistic, territorial, and dangerous in groups. Their bravado often fades when a fight turns against them, but quickness, numbers, and a willingness to fight unfairly can make an experienced clan resemble a small army.
Goblins tend to express these qualities through territorial cave culture and possessiveness. Go-blin-als express them through swamp-clan disorder, pack behavior, and elaborate mischief.
Traits
Advantages: Night vision, quickness, agility, and dexterity.
Hindrances: Known troublemakers and fairly weak. Speech and societal barriers with other races.
Abilities: A propensity for getting into mischief and trouble.
Historic speech examples come primarily from Go-blin-al characters, who often speak with something between a lisp and poorly developed Common. Goblins may use similar patterns, but players can distinguish them through vocabulary shaped by caves, mining, territory, and underground life.
Bushwig exclaims, "zkrew dat!"
Condie exclaims, "wut yoo wuntz!"
Condie asks, "gotz mah lolliz?"
Condie says, "juz yoo weit.."
Leroy exclaims, "iz krazy in heeyah!"
Bushwig says, "dat ting almoz kil yuz"
Bushwig says, "diz ting kilin dem"
Role-Play Considerations
Playing a Goblin
Think in terms of territory, tunnels, stores, and defensible spaces
Be possessive of tools, treasure, food, and clan discoveries
Use territorial confidence until a better trick becomes necessary
Give cave life a visible influence on habits and vocabulary
Playing a Go-blin-al
Lean into swamp survival, improvisation, and clan disorder
Use distractions, ambushes, mockery, and strength in numbers
Balance cowardly self-preservation with dangerous pack courage
Let mischief and rough clan affection overlap
Community research credit: Bumblebee, Slik, Sven Kynsi, Forhekset, kahl, and participants in the Goblin and Go-blin-al Discord discussions.