Goblin Roleplaying by Nazzix
AN INTRODUCTION TO GOBLINS:
Borthwicke Tinpiston’s Introduction to Goblinity: An Essential Guide for Gnomekind
Borthwicke Tinpiston’s guide remains the least biased source available for hire on Goblins from the Great Library’s section of salvaged and freshly published Gnomish literature. As a scholar, geographer, and cartographer with a keen interest in Azeroth’s peoples, his guides have proved useful to many a traveller of near every race- but this one in particular earned him the disfavour of his colleagues. To Borthwicke is owed much of this guide’s information.
The author wishes to express his utmost sympathies with Tinpiston for his temporary exclusion from the Alliance of Gnomish Academics, and would like the reader to join in his hope that he enjoys his time under the employ of Explorer’s League Geographic.
This is what Borthwicke Tinpiston has to say on the subject of Goblins:
“A goblin is typically short, green, and big-eared. Their faces are dramatic- with noses large and chins and cheekbones sharp. Their teeth are pointed. Their long arms end in hands with nails jagged enough to be named as claws. Alas, the Goblin is a fearsome beast to most – and only by ensuring that oneself is well-versed in the enigma of the Goblin being can the adventurer endure their company or traipse the tunnels of Undermine without being either completely boggled or rendered entirely penniless.
The goblin is a number of things- complex, unpredictable, and cunning. The goblin will display each and every one of these traits in their dangerous march towards feeding what seems to be an insatiable greed…”
A HISTORY OF GOBLINKIND:
(*A colossal, colossal, COLOSSAL, thanks, gratitude and congratulations need to go to Zeeky H-Bomb who made the full guide in all its detail and glory. I have put it into a “concise and straightforward” bullet point form. I have also attempted to remove non-canon lore. Here is the link: http://wow-tng.org/showthread.php?20555-RP-Race-Primer-GOBLIN
The first few bullet points are quite detailed.)
Titans arrive on Azeroth, decide they’re going to do some ordering about and start a war with the Old Gods, which, after some massive world-changing battles, they finally win. They “banish” the Old Gods. They seal away the elementals in pocket-dimensions. They make the five Dragon Aspects. They try to kill the Old Gods completely and then stop, realising they’re tied to the life on Azeroth in some way. They seal up the Old Gods better this time and leave Deathwing with the keys, along with some other Titans. The Old Gods start to whisper irritably into Deathwing’s ears.
Goblins appear somewhere between the Titans sealing the Elementals away and Deathwing’s first evil plan- the Goblins serve as Artficers for him, and various sources suggest that they fixed the FIRST metal plates to him, long before the adamantine or elementium ones. Lost Ones encountered during the goblin starting experience recall the creation of the Goblins.
Goblins settle Kezan.
The empire of Trolls expands and colonizes Kezan, enslaving the Goblins. Found there is Kaja’mite, a mineral native to Kezan and mined from the volcanoes there (and some of the surrounding islands) for their voodoo rituals. It grants the Goblins vast and powerful intellect.
Goblin intellect begins to waver with the depletion of available Kaja’mite. The goblins seek new avenues to sate their natural greed- leading them to the path of mercantilism. Their remaining intellect allows them to become the most proficient traders on Azeroth.
MERCHANTS AND THE FIRST GREAT WAR:
0-8 years after opening of the Dark Portal:
- Goblins act as profiteers during the First War, expanding and capitalizing on the conflict and strife. They sell to both the Alliance and Horde as their trade empire extends over the globe. The Orcs arrive on Azeroth and sack Stormwind.
POST FIRST WAR AND SECOND GREAT WAR:
9-20 years after the opening of the Dark Portal:
Steamwheedle Deal and War Inventions:
Prior to end of the First War and the fall of Stormwind serious negotiations with the Goblins begin. Envoys, sent by Gul’dan, negotiate with the Trade Princes.
The Steamwheedle Goblins sign a deal with the Orcs to join them in their conquest. The Orcs, at this point, are still under the effects of Kil’jaeden’s blood curse.
Second Great War of Azeroth:
The Orcish armada, ogres, trolls, and Goblin zeppelins clash at the shoreline of Hillsbrad. The Horde wins, and forms base camps for more attacks north.
The Horde moves through Alterac to avoid confrontation with the magi of Dalaran and the forces of Gilneas.
The Horde frees the troll hero Zul’jin and forges an alliance with the Forest Trolls. Alterac betrays the Alliance and gives information to the Horde on a route to the capital of Lordaeron.
The human seafaring nation Kul’tiras (long a trade rival of the Goblins) launches a counter-attack on the Bay of Menethil to cut off reinforcements.
Dwarven support arrives in Alterac from the Hinterlands, on gryphons proving hazardous to goblin zeppelins.
The Horde turns to Goblins to overcome naval forces attacking Menethil Bay and to secure air superiority over the Gryphons.
Back in Khaz Modan the Bleeding Hollow Clan has Dwarves and Gnomes pushed into their capital cities. Goblin sappers assault the gates, but their explosives proved ineffective against the mountain stronghold.
the Goblins take many schematics and make many technological advancements, reaping schematics and technology from their enemies.
Doomhammer’s Horde forces march into Lordaeron City. They plan to make a two-pronged attack- Doomhammer’s forces taking the centre and Gul’dan’s Stormreaver and Twilight Hammer Clan forces covering him.
Gul’dan abandons the attack and takes Goblin zeppelins and Orcish ships to seek out the Tomb of Sargeras.
Orgrim and the Horde are pushed back by an astounding counter-attack from the Alliance. They are forced back to the the Burning Steppes and Blackrock Spire. The Horde is broken. Orgrim goes into hiding, the Orc Clans are scattered, and the Amani Trolls flee into the Hinterlands and southern Quel’thalas.
Second War ends.
Although the Steamwheedles became instrumental to the war effort and gain the spoils promised by the Orcish envoys (securing schematics to dwarven firearms, gnomish advanced mechanics and plenty of gold and black oil) the cost in lives and trade opportunities is large.
Most Goblins return home. Others fall in with renegades from Orcish prison camps. Others even went through the Dark Portal.
Post-Second War Period & The Third Great War of Azeroth
(Warcraft III: Reign of Chaos & Frozen Throne Era)
20-30 years after Dark Portal opens.
Some Goblins who remain with Orcs are ‘on the run’ with them, sticking with them through the camps and their loss of bloodlust.
Goblins who went through the Dark Portal in search of riches and glory to supplement their greed presumably form B.O.O.M in Netherstorm.
Goblins who went home suffered the backlash of war. Economy goes into a recession. Steamwheedle Cartel realises the repercussions of taking a side and begins its path to neutrality.
Alliance have to eventually turn to Goblin supplies to rebuild many of their towns and cities.
Rich deposits of Kaja’mite found near Bilgewater Port by the Bilgewater Cartel, taking them from being small to being very rich and powerful.
The Goblin that Gave Thrall Wings:
Other goblins with renegade clans still on the run. During this time one goblin would play an important role in the life of a young orc who would one day become Warchief of a new Horde: Thrall.
Gazlowe was his name. A veteran of the Second War- skilled engineer and zeppelin pilot. When Thrall escaped Durnholde, he was employed by him and using limited parts to repair a fallen zeppelin, he allowed Thrall to escape to Alterac where he meets the Frostwolf Tribe.
Thrall leads the charge, frees Orcs from the internment camps, and giving them fiery new spirit. For the Goblins that remained Thrall’s insurgence was a ray of hope. The Third War approached.
Third War begins.
Steamwheedle Goblins have by now returned to an almost complete neutrality, selling again to both sides of the conflict.
Thrall is travelling westward. Some Goblins still remain with him (“veterans” of the Second War).
Gazlowe establishes Ratchet.
Majority of Goblins stay away from the fighting of the Third War (with the exception of Horde loyalists).
MISCELLANEOUS GOBLIN EVENTS
Place in history unknown
War breaks out on Kezan between the Trade Cartels in a series of at least four conflicts known as the Trade Wars, and another conflict known as the Peace War
Trade Prince Steamwheedle allegedly makes a great deal of gold from an exclusive contract to the Horde
Trade Prince Maldy, shortly before being overthrown by Gallywix, takes a cautious stance, planning to open trade with the Alliance should the Horde fall and prevent their armies turning on the Bilgewater Cartel through trade. This plan falls through when Gallywix destroys his trade fleet.
MODERN ERA
30 to 35 years after Dark Portal opens.
Gazlowe and his Goblins aid Thrall in the construction of Orgrimmar. Resulting finances allow him to re-establish himself with the Steamwheedle Cartel, becoming Baron of Ratchet, declaring it a neutral town. Many towns in Kalimdor follow. It is unknown of whether Gazlowe actually becomes the complete leader of the Steamwheedle Cartel or not.
Horde and Alliance venture through the Dark Portal. Many Goblins “stranded” on Outland return home.
Contracts and interests may cause some Goblins to travel to Northrend.
CATACLYSM
36 years and counting since the Dark Portal opened.
Since the Third War, Goblins have been riding high. Gold and Kaja’mite are plentiful.
Capitalist corruption takes hold in the economic boom. Greed runs thicker than ever in Goblin society.
Trade Prince Gallywix asserts a dictator-like stance, taking full control of all finances. He exercises his megalomania more than ever. Revolt is more than likely to have been high in the minds of the poorer people.
Cataclysm occurs. Kezan is decimated. Millions are likely to have died. Gallywix blackmails goblins onto his yacht. Others likely escaped in much the same way from other Goblin towns. Status of Kezan to this day is unknown.
Other goblin towns like Gadgetzan- almost flooded- and Booty Bay- struck by a tidal wave- also suffer ferocious strikes from the Cataclysm.
The first Goblin refugees arrive across the world.
Gallywix continues to blackmail goblins on the Lost Isles. Refugees aid the Horde and Thrall makes him leader of the Bilgewater Cartel again and Gallywix joins the Horde officially from cowardice.
Lost Isles refugees land on Kalimdor.
The Alliance, as a result, declares war on the Bilgewater Cartel.
The Alliance-Horde War:
Noggenfogger, with the success of his famous Elixir, becomes the Baron of Gadgetzan.
Alliance and Horde send emissaries to Gadgetzan to try and pull the Steamwheedles to their side.
Prior to Theramore, Gallywix campaigned for peace with the Alliance.
Gallywix leads his Uberzeppelin to Pandaria with groups of ‘plundersquads’ on a quest for riches as part of the Plundersquad Initiative. Druz, Gallywix’s chief enforcer, claims that they are seeking leverage in a powerful artifact that they might find there in order to persuade Garrosh to create peace, and implies that it might be used as a deterrent for further conflict between the Horde and Alliance.
There is some talk of Goblins aiding the rebellion, after rumoured events concerning Orcs and “lesser races” with a foreman in Big Blossom and the Gobsquad encountering even more Orc supremacy within the bowels of Orgrimmar. The Gobsquad are involved in an altercation with the Kor’kron beneath Ragefire Chasm.
In the Vale of Eternal Blossoms, the Kor’kron fail to pay properly for the work of a goblin foremen and his team, leading to signs of dissent.
Many Goblins actively support the rebellion, whilst the goblins of Blackfuse are hired by the Kor’kron amongst other mercenaries. Many of these goblins are underpaid.
GOBLIN CULTURE:
Language:
The Goblin language suits its speaker’s needs well. It is fast and hard to decipher, its bulk composed of syllables that roll off the tongue like sandpaper. This allows the Goblin privacy from the prying ears of foreign customers. A key feature of Goblin language is the presence of the equivalent of the letters “x” and “z” in the Common tongue. This is reflected in their names:
Male:
Zautso, Beedle, Chizbolt, Nuzak, Landro, Krixel, Bindo, Vixton, Zaphod, Revilgaz, Gazz, Krazek, Kravel, Razdunk, Tekzik, Marin, Mebok, Maldy, Nazz, Rilli, Axle, Azzleby, Riggle, Beardo, Wizlo, Weegli, Fizim, Kerpow, Blixxrak, Bliztik, Miglik, Kizz, Xark, Zeggon, Buzzek, Bragok, Grex, Ecton, Glyx, Hornizz, Blizrik, Jaxin, Izzy, Dillord, Hecht, Kaymard, Kosco, Nardstrum, Whulwert, Grikkin, Alowicious, Cozzle, Crazz, Fizzle, Dond, Drazzit, Bibbly, Zorbin, Noggle, Fin, Nixxrax, Ziz, Crank, Explodyne, Frezza, Fuzruckle, Puzik, Gant, Gazban, Geezle, Gibbert, Gilnid, Gimbletron, Gikkix, Cork, Bipp, Sneed
Female:
Lystis, Mefeero, Sazai, Rossa, Mida, Wenikee, Audi, Alley, Bijou, Frixee, Snurk, Jaycrue, Penney, Seersa, Evee, Remee, Zap, Mixiee, Spraggle, Beetix, Fima, Jang, Guchee, Macee, Mirvyna, Meggi, Pixel, Qia, Liv, Umi, Yorba, Yuka, Mupsi, Leeni, Grisi, Lunnix, Rizzle, Tinkee, Vizzle, Evie, Beka, Zixxy
Goblin last names are often based on an ancestral feat or the Goblin’s chosen profession:
Family names:
Steamgear, Boltnose, Manclamp, Leafgrinder, Blastnut, Gearbomb, Pinchwhistle, Longshot, Silvertongue, Boombox, Sprocketspring, Bilgewhistle, Fuselage, Gallywix, Gigglefont, Noggenfogger, Riddlevox, Silversnap, Steamwheedle, Steamboil, Dizzywig, Bigglefuzz, Greasygob, Brassbait, Bearingshiner, Blastfizzle, Blastfuse, Blastwrench, Blotstorm, Bluntstrike, Boltbucket, Bolthammer, Boltshine, Bomblast, Botsnap, Bracketswing, Brainboiler, Brasstumbler, Brewright, Brimbuzzle, Buckshot, Bucksquick, Cableclamp, Coilspanner, Coppergrab, Coppernickels, Coppernut, Copperpinch, Cozzle, Copperspring, Crosswire, Cutpipe, Dripvalve, Futzbuckle, Fandazzle, Farshot, Farflinger, Fastwrench, Ficklespragg, Fizzracket, Fizzbolt, Fizzsprocket, Fizzgrimble, Fizzlebulb, Fizzlespurt, Fizzledowser, Gagsprocket, Gazzlegear, Gearspinner, Gizzletron, Gizlock, Hammertink, Jinglepocket
Hierarchy in Goblin Society:
There has never been a supreme leader for the Goblin race- with their deceitful, backstabbing nature, the post of a leader would never last long with the hungry eyes of the Goblins beneath them looking to obtain power. Goblin society is instead ruled over by those individuals that could contend, with the ruthlessness and craftiness needed to sustain their title, for the position, bringing swathes of the Goblin populace under their rule. These goblins are known as Trade Princes, and the populace they dominate is a Cartel.
Known cartels include the Bilgewater Cartel and the Steamwheedle Cartel , ruled respectively by Trade Prince Jastor Gallywix and Trade Prince Steamwheedle . Trade Prince Donais leads an unnamed cartel. Other cartels are presumed to exist.
Ultimately, they control the commerce and industry in their portion of the Goblin race, but often prescribe their duty to goblins in their power:
Goblin bosses control and co-ordinate large operations, answering often only to their Trade Prince. Barons and baronesses rule over Goblin settlements and outposts, like Gadgetzan in Tanaris, now controlled by Baron Noggenfogger, or Baron Revilgaz in Booty Bay, who seems to be a Baron operating independently. Excellence in a chosen profession is shown by titles including “High” or “Chief” .
Those Goblins that splinter from Cartels and lead large and powerful companies like the Venture Company are known as Moguls . Mogul Razdunk commands the far-reaching Venture Company.
The Trade Coalition serves as a council for the Trade Princes and the Goblin race as a whole. Its holdings are known to vary- some Trade Princes being more powerful members of the Coalition than others.
Professions of the Populace:
A Goblin will always, without fail, select his profession to earn him gold. Listed are some of the typical professions and pursuits of the Goblin populace:
Warrior:
Warriors see work as bruisers; guards or policemen of the Goblin world who are usually contracted or hired by a Cartel to “keep the peace”. However a Bruiser goes slightly further with this rule in that anything that may interfere with trade will be a) battered out of the city, b) battered into submission, or c) battered into oblivion. The three options likely concur with the Goblin’s mood or the persistency of the offenders. Alternatively can be soldiers or otherwise in any army of their choosing, more than likely contracted, or gladiators in arena.Rogue:
Goblins are natural thieves. Goblin rogues obtain employment as hired assassins. The Blackrocks have employed them in the past to assault Elywnn Forest and the humans residing there. Although many goblins may begin their lives as thieves, many never drop the habit. The skills of Goblin rogues are sought out even by SI:7, whose second in command is a goblin.Hunter:
Goblin hunters and sharpshooters see work as beast tamers for gladiatorial rings and as troops in Goblin military forces like the Bilgewater Battalion. Goblin hunters will often make personal technological alterations to their guns. Dwarven firearms are famed in particular, and a Goblin hunter may seek one out to tinker and use for his own.Priest:
Priests in the Goblin world are money-wise swindlers, whose only true faith lies in their vassels of gold. Airborne Priests are parachute-deployed medics in Goblin armies.Mage:
For a goblin, power means gold- and in the arcane is power for those who seek to study it. The art of the pyromancer, or fire mage, is especially attractive to the Goblin who on his best days is a casual arsonist. Some Goblins combine technological expertise with magical academia, becoming attuned to the magical machines they create as techno-mages (www.wowpedia.org/Techno_mage).Shaman:
Goblin shamans make deals with the elements, creating contracts with them for their services. Goblin engineers are valued as prospectors for the oil that fuels Goblin engineering. Their ability to contort and control natural resources earns them the title of Environmental Engineers.Warlock:
In the arcane, there is power- but to some of the able goblins, the dangerous powers of fel magic are more attractive. A Goblin warlock will likely bargain with demons he summons and create technology of even more menacing function.Death Knight:
A bruiser is useful alive- but one that is dead and able to exert terrific power is even more threatening. Perhaps there are few Trade Princes that would willingly hire Death Knights with reputation as merciless slaughterers, but the prospect of their abilities is too much for a Trade Prince who needs to ruthlessly defend his position and his trade.Sapper:
Goblin sappers are renowned throughout the world for their explosive expertise- operating in squadrons with great barrels of gunpowder harnessed to their backs. They reign destruction on their enemies and are often just as dangerous to themselves- a pyromaniac never looks away from an explosion.Tinker:
Tinkers are expert engineering specialists, loaded with heavy tools and their innumerate technological creations and devices (www.wowpedia.org/Tinker - takes non-canon information from the RPG, so be wary).Ace:
An ace is a pilot of extraordinary expertise. Their abilities when piloting flying machines are second-to-none. The Goblin ace will be more reckless than most, swooping and swerving through the skies with as much deftness as maniacal excitement.Engineering and Alchemy in Goblin Society
Goblins have a fondness ingrained in their systems for technology and alchemy. Their nature- unpredictable and cunning- is shown in their unusual, quirky, and often very volatile creations that appear to the layman as haphazard and chaotic. Their love of chemistry has produced many effective explosives and powerful combustion engines. Hobgoblins- great brutes spawned by alchemical tinkering- are often seen guarding Goblin marketplaces, settlements and industrial operations. Goblin zeppelins see use for troop transport and mercantilism across Azeroth, and zeppelin technology has been applied to create gunships like Orgrim’s Hammer. Although often a subject of deep mistrust- and with good reason- Goblin technology has been shown as durable, effective and highly practical, demonstrated by the Horde’s continual use of Goblin engineering and the trial-and-error that comes from making something as unlikely to explode as possible in the presence of beings that are inherently explosive. The wildly varying effectiveness of Goblin engineering is shown by the Thundercaller, the zeppelin which currently services the route from Orgrimmar to the Undercity. Engineers aboard the craft tell tales of its previous adventures- having previously avoided narrow collisions with Thunder Bluff, flown gracefully between the Thousand Needles to go down in the Flats, and crash into Lordamere Lake. Meanwhile, zeppelins like the Iron Eagle and the Mighty Wind are run strictly by their Sky-Captains.
“Of course there’s no danger in everything catching flames and exploding like a huge helium bomb. This baby will get you to Undercity faster and safer than any boat, and the view is truly breathtaking. Speaking of breath, smoking is not allowed while on the zeppelin, and fire spells are banned from being cast during the trip.”
– Frezza, the Tirisfal Glades zeppelin master, found atop the eastern docking tower of the Orgrimmar Skyway
Few Goblins are seen without some form of their own charismatic (frightening?) technological and alchemical creations strapped to their person- rocket boots, gliders, explosives or goggles…
Goblin Loyalty and Social Relationships
The loyalty of a Goblin, particularly to those of his family and other social relations, varies dramatically. Goblins are known to display genuine love- Trade Prince Maldy and his daughter Nessa were very attached to one another. However, some of the most successful Goblins are those that treat their relations as their belongings. They will protect them with a staunch passion, because they are a possession, and when the time comes they will use them as they see fit to propel themselves into positions of power.
An example of this philosophy is the Goblin parent forcing his children to work for him- a practice standard in Goblin society, where children will often braid fuses or mix cement. A goblin that does not force his children to work is perceived as weak.
“No! You know what’s not goblin? Having a kid and telling him to ‘go play’. You know what the problem is? There’s no one to play with! Jelky has to spend all day braiding fuses. Druz wakes up at dawn to mix cement. Do you know how embarrassing it is that my own pop won’t force me to work for him?”
-A young Jastor Gallywix, speaking to his father
“That’s really it. I told you that you need to hold onto what’s yours, be ruthless, and have a palace to be ruthless in. But if you want to be me, kiddo, you gotta see everything as yours for the taking. And you have to do anything and everything to grab it.
So, get out there and win. Cheat your friends and family, exploit people who trust you, and steal yourself a nice starter mansion. Make a fat profit.”
-Trade Prince Jastor Gallywix on how to succeed in the Goblin world
Cartels and Companies of the Goblin World:
Steamwheedle Cartel:
The Steamwheedle Cartel joined the Horde in the Second War to disastrous effect, although technology they reaped helped them out of economic depression. It is the original cartel of Gazlowe- the pro-Horde Baron who established his holding, Ratchet. Gazlowe openly conveys a bias towards the Horde, although neutral and engaging in trade with the Alliance.
Most Goblins that have resided in the Horde since before the Cataclysm will have originated in the Steamwheedle Cartel. The Alliance and Horde are seen negotiating with the now Baron Noggenfogger (famed for the Noggenfogger Elixir) in Gadgetzan.
Bilgewater Cartel:
The Bilgewater Cartel was propelled into great wealth after discovering vast amounts of Kaja’mite, which is what likely forged the Bilgewater world into what it is today. The Bilgewater Cartel did not align itself in any conflicts before the Cataclysm. The trade prince ruling prior to Gallywix was Maldy.
As has been with all of the trade princes, Gallywix had competitors in the Goblin population who looked to overthrow him. However, any ‘revolution’ was prevented by the onset of the disastrous Cataclysm. After the meeting with the Orcs and having his slave ship sunk by the Alliance, the Bilgewater Cartel join the Horde, with Gallywix appointed its leader by Thrall. Like the races of the Horde, they had little choice- they were broken by the Cataclysm and otherwise were unlikely to survive. The Horde is now as essential to the Cartel as they are to the Horde.
Gallywix personally leads the Plundersquad Initiative to Pandaria on his uberzeppelin, looking for powerful artifacts to use as leverage for peace and a deterrent for war.
The Bilgewater Battalion is the main fighting force of the Bilgewater Cartel . With some of them splintering from connections with SI:7 given recent affairs, they have joined the Bilgewater equivalent: the elite Gob Squad, who have seen service from Ragefire Chasm to the Twilight Highlands.
Gallywix enters into open rebellion against Garrosh, and confers with the other leaders to honour Vol’jin as the new Warchief.
Mida Silvertongue stands in Orgrimmar as “Her Tallness” and working very closely with the Horde and Garrosh there to act as messengers and supply movers.
“Look around… Business is BOOMIN’!
While Gallywix is wastin’ time pickin’ wallpaper for his Pompous Palace in the Azsharan boondocks, I’m makin’ twice the coin movin’ and shakin’ for Big G.
You heard me: Countin’ houses, trade halls, construction and maintenence, the war works, supply lines…
Don’t even get me STARTED on transit! Orcs can fight, but they can’t move goods; my boys ship it twice as fast for half the cost! Well… when it doesn’t blow up along the way, hee.
Anyhow! Take a load off, huh? Enjoy yourself, spend some coin… we’ve got everything from money changers and laundry services to exotic drinks and fishing trainers.”-Mida Silvertongue, “Her Tallness”
Horde Veteran Loyalists:
Loyal Goblins who fell in with the Horde and Orcish Clans in the Second War and have stayed with them since. Almost all of them will originate from the Steamwheedle Cartel who joined the Horde in the Second War, although some may have defected from other cartels to join the Horde. Will largely be widely respected and trusted and have many friends amongst Orcs and other Horde races they have known for a long time.
Venture Company:
“The Venture Trading Company, also known as the Venture Company or simply Venture Co., is the most notorious goblin organization, deforesting and plundering the world for its natural resources. Mogul Razdunk owns and runs the Venture Company. It is an independent faction (although most of its members are hostile to everyone in-game for quest purposes. Mainly tauren and night elves are hostile to them in published lore) that operates in Undermine, Ratchet, Mulgore, The Barrens, Azuremyst Isle, and the Stonetalon Mountains regions of Kalimdor — as well as Stranglethorn Vale in the Eastern Kingdoms and Sholazar Basin and Grizzly Hills in Northrend. Largely run and managed by goblins, it employs a few gnomes in high engineering positions. It provides employment (and possibly shanghaiing) to all of the sentient races of Azeroth as laborers, even (perhaps especially) the less intelligent ones such as ogres and gnolls.” – wowpedia.org
Smokywood Pastures:
Smokywood Pastures are a goblin food and drink selling company. Goblin cooking can be quite good- so this is likely a bi-product of that. They are a true neutral company and sell to both the Horde and the Alliance, and make a large sum of money on holidays such as Winter Veil.
B.O.O.M:
“Braintrust of Orbital Operations and Mechanics (or B.O.O.M.) is the group of goblins operating their money-making schemes in Area 52 and the rest of the Netherstorm.
B.O.O.M. does not seem to be a branch of the Steamwheedle Cartel, as no connection is ever stated, and they are not part of the reputation faction” – wowpedia.org
Rumoured that these are the goblins which ventured through the Dark Portal with the Old Horde. They build a nether-rocket, much to the jealousy of the Gnomes.Alliance Loyalists:
Goblins that originally met with Alliance traders on their travels and were hired. Renzik the Shiv, second in command of SI:7, is a Goblin .
Crown Chemical Company:
The Crown Chemical Company is a corporation run principally by former Apothecaries and Putress loyalists, with strong ties to the Venture Company [possibly a Venture Co. subsidiary]. Their activities are investigated and monitored by detectives hired by the Steamwheedle Cartel.
The Blackfuse Company:
“Helix Blackfuse was the only goblin with the combination of engineering prowess, professionalism and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. A mercenary at heart, Blackfuse’s love for his creations (and the gold they fetch) has forever linked his fate with that of his patron and Warchief.”
-in game Dungeon Guide
The Blackfuse Company is a group of mercenaries hired by Garrosh to build him siege engines. They tinker with reclaimed Pandarian titan technology to provide Garrosh with a defense system in the Underhold’s vaults.
Many of their creations have been destroyed in the Siege of Orgrimmar- along with many of the Company employees.
The Tinker’s Union:
The Tinker’s Union is a trade union (an organisation of workers working with the common interests of their trade) of Goblin engineers that once operated out of Undermine. Its ranks are comprised of goblins from various Cartels. Its leader is Director Riddlevox, and at one time Gallywix was one of his chief advisors. The Tinker’s Union seems to hold a lot of political weight on Kezan, being requested by the Trade Princes to investigate and act on affairs over Azeroth- namely one concerning the Venture Company and a deal with a gnomish engineer. Riddlevox was known to support Gallywix’s rise to power as Trade Prince.
Outposts, Settlements and Cities
The Undermine:
The mines that had once been the goblins’ 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 epitomized the goblins’ complex, unpredictable mindset. It was there that they built the foundations of an empire, and the natural elements of craftiness (some would call it duplicity) inherent to the race were honed to a razor edge.
-The Game Guide’s segment on the UndermineUndermine, or the Undermine, was the focal point of Goblin history up until the Cataclysm. A sprawling network of vaults, tunnels, storerooms and mines, townships like Pyrix, a goblin sluicetown (a mining town), pleasure houses and gambling dens. The Tinker’s Union headquarters was known to be contained in the bowels of the Undermine.
Post-Cataclysm, it is debated whether the Undermine and other goblin buildings on Kezan- and perhaps even Kezan itself- still exist.
Bilgewater Port:
Not to be mistaken for Bilgewater Harbour, Bilgewater Port is a port on the northern coast of Kezan. It was here that an unmined source of Kaja’mite was found. It appears to be the main holding of the Bilgewater Cartel, and contains a harbour large enough to house their trade fleet.
Bilgewater Port was as varied as Undermine beneath it.The slum district Drudgetown is known to contain Copper Street, which presumably became an affluent region following the formation of Gallywix’s Copper Street Conglomerate and the downfall of the Copper Street Gang. Luzik Gallywix’s workshop was located there. Nearby was Swindle Street and Kajaro Field, where the goblin sport Footbomb was played. The villa of the Bilgewater Trade Princes overlooked the town.
Ratchet:
Ratchet, established the famed goblin Gazlowe, is a port on the east coast of Kalimdor, situated between Orgrimmar and the now-ruins of Theramore. It is not portrayed as being particularly large in-game, but the RPG guide, technically non-canon, offers a more interesting description. Some elements can transfer into the game setting:
Ratchet, on Kalimdor’s central east coast, is run by goblins and shows it. Its streets sprawl in every direction, and the architecture shows no consistency or common vision. It is a city of entertainment and trade, where anything that anyone would ever want to buy — and plenty of things that no one ever wants to buy — is on sale. Casinos, playhouses, brothels, fine restaurants, taverns, tearooms, gladiatorial arenas… Ratchet has it all. From the grungiest sailor to the wealthiest royalty, all can sate their tastes in Ratchet. Ratchet is Kalimdor’s largest port, and ships commonly stop here on their way elsewhere. Pirate vessels receive amnesty in Ratchet’s waters, bringing an influx of the disreputable and violent. Indeed, Ratchet is a hotspot, as races of all types and members of all social economic strata rub shoulders in the bazaars. Goblin watchmen are quick to put down conflict and make sure the inhabitants all play nice with each other. The city never stops. Its lights are on, its shops open and its services available at any time of day or night. One can also hire transport in Ratchet, traveling via caravan, ship, zeppelin or more exotic means. Everything in Ratchet has a price, of course.
Booty Bay:
Booty Bay is a large goblin pirate city nestled into the cliffs surrounding a beautiful blue lagoon on the southern tip of Stranglethorn Vale. The city is entered by traversing through the bleached-white jaws of a giant shark.
Run by the Blackwater Raiders who are closely associated with the Steamwheedle Cartel, the port offers facilities to any traveler passing through, regardless of their faction. Combined with the world renowned Salty Sailor Tavern, it is one of the most popular locations in Azeroth.
Baron Revilgaz, ruler of this city, is hiring all the help he can get against the pesky Bloodsail Buccaneers and other threats of the city. He resides, together with the leader of the Blackwater Raiders, Fleet Master Seahorn, at the top of the inn of Booty Bay.
Bilgewater Harbour:
Following the destruction of Kezan’s port homes, many of the Bilgewater Cartel’s surviving goblins have fled for their lives, joining their new Horde comrades and settling in Azshara’s Bilgewater Harbor. The town’s origins are often speculated on by non-goblins; Bilgewater Harbor sprang up in record time after the Kezan refugees’ arrival, and its’ quintessentially goblin construction has fostered an atmosphere of debauchery and disorder. Orgrimmar’s military has only recently set boots down in Bilgewater, but the harbor’s value as a strategic front conflicts with some pushy goblins’ desire to turn it into a new version of their ancestral home (abounding with gambling dens, pleasure houses and other commercial luxuries). This cultural rift is likely to breed tension in the ranks of the Horde sooner rather than later.
-Bilgewater Harbour, as described in the Game Guide
Bilgewater Harbour now serves as the seat of the Bilgewater Cartel in Aszhara and the main port for Orgrimmar. Ships that brought beasts like the proto-dragons from Northrend for Garrosh docked in Bilgewater Harbour, and many of the crafts that make up the Horde Fleet were built there. It serves as the headquarters for the Bilgewater Battalion.
Gadgetzan:
Found in the inhospitable desert of Tanaris, Gadgetzan is one of the most far-flung Goblin outposts in Azeroth. Despite this, it is a sizable town, and contains the Thunderdrome, an arena ran by Mr. Dealwell.
The town appears to monopolize on the shortage of water in the desert- the Gadgetzan Water Company being one of the chief organisations based in the town. As suggested by its name, the town serves as home for many engineers, presumably acting as a base of operations for those that once built machines to race on the Speeding Flats. Even Gnomish engineers can be found there.
Since the Cataclysm, much of Tanaris has been flooded, turning Gadgetzan into a port town.
GADGETZAN – Sitting like a sapphire on the silvery-white sands of Tanaris, Gadgetzan is one of the greatest cities of Kalimdor and, to hear goblins speak, of the world itself. Using their ingenuity, the goblins of the Steamwheedle Cartel have tamed the desert and erected a trading outpost the likes of which none have seen before. This city is open to both members of the Horde and Alliance, provided they keep their weapons sheathed. The city of Gadgetzan features a neutral bank, an auction house run by goblin auctioneers, and vendors galore.
The first of these, the bank, accepts deposits from both the Horde and the Alliance and, working with the banks in Orgrimmar, Undercity, and Thunder Bluff as well as the banks in Ironforge, Stormwind, and Darnassus, allows access to deposits made anywhere in the world. The agreements and technology that allows the goblins to access the other banks and deposits made in them is a closely guarded goblin secret.
The second feature is the Auction House. The auction house in Gadgetzan, to hear the goblins speak, puts the houses in Orgrimmar and Ironforge to shame. The Gadgetzan auction house allows members of the Alliance and the Horde to sell goods that can be purchased by anyone, even members of the opposing faction. One of the most popular trades made through the auction house is the lucrative “pet trade.” On any given day, one can walk into the Gadgetzan auction house and see humans trading kittens to the Horde and the Tauren trading prairie dogs to the Alliance. Some speculate that the trade in cuddly creatures may cause the two sides to come to terms yet.
The third major feature of Gadgetzan is the sheer variety of vendors and professionals. In Gadgetzan, one can find materials for many professions from cooking to enchanting. A variety of armor and weapons is sold with no questions asked.
These three things alone make Gadgetzan an ideal city. The rest of the city’s amenities, including an inn with beds for all races and sizes, a forge and anvil used and praised by the Mithril Order itself, a Stable Master who is an expert in handling animals from the world over, as well as transportation by Wyvern or Gryphon are just icing on the cake. Taken altogether, all of these things make Gadgetzan one of the greatest, if not THE greatest, city in the world.
That’s not to say that Gadgetzan is perfect, of course. There are some minor problems that pester the people of this desert paradise. Small things like the Wastewander bandits who threaten the Waterspring Field. Adventurers who beat the bandits back earn the gratitude of the goblins and will be, in time, suitably rewarded. Of course, sometimes the problems come from the adventurers themselves. The Gadgetzan envisioned by the goblins is a trade haven but sometimes the Gadgetzan that really exists resembles a battlefield. Such battles are finished quickly once the Bruisers arrive on the scene, though, so future visitors need not worry overmuch about the violence they hear about in Gadgetzan. Aside from a few minor quirks, the city of Gadgetzan truly is the goblin-built jewel of Tanaris.
-An article by Fara Boltbreaker on Gadgetzan, featured in the “Gadgetzan Times”.
GOBLIN DIPLOMACY:
Goblins and Foreign Races:
Goblin relations with other races both in the Horde and the Alliance depends on trading. Races such as the Blood Elves, with their arcanic technology, the Forsaken, with their alchemy, and the Dwarves (to some extent) with their guns, the Goblins may be compelled to have ‘closer’ relationships with out of a fascination or kinship in their professions. To anyone with an open and heavy purse, the Goblin is a loyal friend.
The Bilgewater Cartel was broken apart entirely by the damages the Cataclysm wrought, and now finds itself an intrinsic part of the Horde. Loyalty, for them, means life- and if you’re not alive, you’ve got no gold.
Goblins and Gnomes:
Gnomes and goblins share fierce competition with one another, engaged in a technological arms race that comes to fruition in places like the Speedbarge of the Thousand Needles. Perhaps the Goblin pride is easily wounded by the continual lean of Alliance races to the “ingenious” inventions of the Gnomish populace. To a goblin, though, who believes in the quick solutions that explosives, alchemy and combustion offers, they might see gnomish technology as impractical and useless.
This won’t prevent them from stealing it, however.