Goblin

Horde

Covetous Schemers

Originally the slaves of jungle trolls on the Isle of Kezan, goblins were 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 new cunning and intelligence in the goblin race.

Goblin History

Crafting powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had once been the goblins’ prison,   and  slave camp became the city of Undermine. It was there that they built the foundations of an empire, and honed their inherent craftiness (some would call it duplicity) to a razor edge. The goblins’ inventions would help them rule the world—or at least own a profitable percentage of it.

To the goblins’ dismay, the effects of the kaja’mite began to wear off, and their intelligence waned. Even worse, the ore itself became more scarce. Supplies dwindled. Desperation ensued…

 The goblins’ once-brilliant inventions started to look haphazard and makeshift, and Kezan’s native swindlers realized that they would need to find other ways to supplement their avarice. The goblins’ remaining craftiness and greed soon lifted the race to preeminence as masters of mercantilism.  Great fortunes were amassed, and the Isle of Kezan became a hub for goblin trading ships. One ambitious trade prince agreed to lend his cartel’s services to the Horde in the Second War. Following the Horde’s defeat, the goblins realized that their profits could double if they weren’t stuck in a restrictive relationship. By the end of the Third War, goblins were providing services to both the Horde and the Alliance.

Recently, the Bilgewater Cartel—the goblin faction based in Orgrimmar and Azshara—has found a new enemy in the Alliance. Unprofitable encounters with the secretive SI:7 branch of King Varian’s forces have driven Trade Prince Gallywix from comfortable neutrality. Reforging old pacts with their colleagues’ one-time allies, the goblins of the Bilgewater Cartel have been welcomed into the Horde.

Home Zone

Kezan

Thanks to Kezan’s prominence as a mercantile hub, it’s been divided into dozens of districts by the trade princes, who view every inch of land as an opportunity waiting to be converted into gold and silver. Kezan’s tropical palms are bisected with miles of roadway, and even the beaches are beginning to be paved over by goblin ambitions. Now, nature is reclaiming the island of Kezan – massive Mount Kajaro has erupted with the Cataclysm, flooding the island with searing lava and sending tidal recoil sweeping through Kezan’s harbors.

Goblin Racial Traits

Rocket Jump
Goblins can use their (relatively) trusty rocket belts to launch themselves over short distances.
Rocket Barrage
The rocket belt can also launch rockets at an enemy, causing fire damage to the target.
Pack Hobgoblin
Goblins can access their bank vault from anywhere after earning the help of a trusted friend.
Best Deals Anywhere
Wheeling and dealing is second nature to goblins, and they get discounts from vendors.
Time is Money
Goblins cash in on a bonus to haste.
Better Living Through Chemistry
Goblins have a natural affinity for hazardous materials and receive a bonus to Alchemy.

Available Classes

Warrior
Warrior
For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat.
Hunter
Hunter
From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters.
Rogue
Rogue
For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics.
Priest
Priest
Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands.
Shaman
Shaman
Shaman are the spiritual leaders of their tribes and clans. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes.
Mage
Mage
Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners.
Warlock
Warlock
In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them.
Death Knight
Death Knight
When the Lich King’s control of his death knights was broken, his former champions sought revenge for the horrors committed under his command.

Goblin History

Crafting powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had once been the goblins’ prison,   and  slave camp became the city of Undermine. It was there that they built the foundations of an empire, and honed their inherent craftiness (some would call it duplicity) to a razor edge. The goblins’ inventions would help them rule the world—or at least own a profitable percentage of it.

To the goblins’ dismay, the effects of the kaja’mite began to wear off, and their intelligence waned. Even worse, the ore itself became more scarce. Supplies dwindled. Desperation ensued…

 The goblins’ once-brilliant inventions started to look haphazard and makeshift, and Kezan’s native swindlers realized that they would need to find other ways to supplement their avarice. The goblins’ remaining craftiness and greed soon lifted the race to preeminence as masters of mercantilism.  Great fortunes were amassed, and the Isle of Kezan became a hub for goblin trading ships. One ambitious trade prince agreed to lend his cartel’s services to the Horde in the Second War. Following the Horde’s defeat, the goblins realized that their profits could double if they weren’t stuck in a restrictive relationship. By the end of the Third War, goblins were providing services to both the Horde and the Alliance.

Recently, the Bilgewater Cartel—the goblin faction based in Orgrimmar and Azshara—has found a new enemy in the Alliance. Unprofitable encounters with the secretive SI:7 branch of King Varian’s forces have driven Trade Prince Gallywix from comfortable neutrality. Reforging old pacts with their colleagues’ one-time allies, the goblins of the Bilgewater Cartel have been welcomed into the Horde.

Home Zone

Kezan

Thanks to Kezan’s prominence as a mercantile hub, it’s been divided into dozens of districts by the trade princes, who view every inch of land as an opportunity waiting to be converted into gold and silver. Kezan’s tropical palms are bisected with miles of roadway, and even the beaches are beginning to be paved over by goblin ambitions. Now, nature is reclaiming the island of Kezan – massive Mount Kajaro has erupted with the Cataclysm, flooding the island with searing lava and sending tidal recoil sweeping through Kezan’s harbors.

Home City

Bilgewater Harbor

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.

Racial Mount

Trike

With the Bilgewater goblins now in the trenches with the bigger brutes of the Horde, a significant number of trampling deaths have been reported. Normally unconcerned with such matters, Trade Prince Gallywix was alarmed to learn that Garrosh’s Forsaken accountants refused to pay soldier death benefits if the soldiers never got to the actual battle, and accidental stomps caused by tauren maneuvers made it extremely difficult to calculate how many goblins had made it to the battlefield before they were rendered flat. Gallywix offered a substantial cash reward for an invention that could both lift goblins out of hoof traffic and speed them along at comparable velocities so that goblin soldiers could die in “a calculate-able and reimbursable fashion.”

Hundreds of submissions were made. Most exploded upon delivery. In the end, the clear (and relatively undamaged) winner was the sturdy transport trike created by the remarkably aged Jibidiah “No Fingers” Gragglefutz. Gragglefutz had been a street-side grenade salesman for decades, and years of product-related mishaps had borne fruit in this speedy, durable, and mostly unexplodable vehicle. Jibidiah gained some renown for his creation, and he now claims that Gallywix has him hard at work on a speedier “turbo” version of the trike. Jibidiah’s one complaint is that the substantial cash reward for designing the trike has been stuck in a particularly insidious mess of red tape and mail delivery issues. The trade prince apologizes for this and promises to put his top goblins on it immediately.

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