1.4m tall
Nictitating eyelids
Skin ranging from bright green to pale pale pink
Omnivores; can broadly digest just about anything
Sensitive to light
Rubber bones
Keen sense of smell
Horde Mentality: Goblins are social creatures and will much prefer to spend their time among other goblins. These groups, often called hordes, tend to take action or make decisions based on a loose consensus with little in the way of leadership. Goblins isolated from their groups tend to be hesitant to act or take make independent decisions.
Makeshift: Goblins spent hundreds of years without benefiting from other exodian technology. As a result, their science, technology, and space travel is limited. However, they have a great enthusiasm for technology, particularly personal devices, and are adept at salvaging components to make their own weapons and equipment.
Rubber Bones
Goblin bones are mostly cartilage, they can squeeze into tight spaces.
Horde Mentality
Goblins stick together and are hesitant to act or make decisions alone.
Photophobic
Goblin skin and eyes are sensitive to light. They work best in darkness.
Makeshift
Goblin technology is primitive, but they excel at making simple devices.
Ancient goblins were known mostly for their large collective social groups that lived within orc nations or raided settlements in other nations. While their population was nearly equal to their orcish neighbors, they held a mostly subservient place in society, working as military recruits, industrial labor, scouts, or other dangerous and menial jobs. As Blimnorian culture grew into a global industrialized society, a number of social rights movements attempted to increase the rights and status of goblins, in addition to fighting deep seated prejudice against them. However, goblin societies placed little value in external politics, usually content to form labor unions and take over the operation of isolated industries such as mines, danjabrium rigs, railroads, lumber mills, or steel foundries.
As Blimnor's ecology changed due to heavy industrialization, goblins did little to reduce the climatological impact of their industries, and the nations that benefitted from the low cost of goblin-run industry were happy to continue to profit. As orbital projects to build colony ships ramped up, goblins were mostly unconcerned with questions of habitability, and remained with dwarven nations to attempt to build subterranean cities that could withstand ecological disasters.
However, unbeknownst to other cultures, goblins had formed a global mega-horde with the intention of exploring space entirely unrelated to the rampant climatological disasters. This project, known as the Grafta, was a colony ship several times larger than any Exodus or Delduin class colony ship. It was constructed using salvaged, thrifted, or stolen components, assembled together with limited expertise. The low cost, insular construction teams, and aggressive secrecy kept the Grafta out of the public's eye. So when goblin hordes began to migrate into orbit, it came as much of a shock to the other societies still working to prepare their colony ships departure.
While the Grafta was the first colony ship to depart Blimnor, it is also a tragic story. Without sufficient technology for navigation or communication, there was no way for exodians to keep track on its course or status. Within several years of its departure, its signal was lost, and in the 200 years since there has been no clue as to its condition or whereabouts. With the handful of isolated goblins going extinct at much the same rate as humans, it is a sad truth that vast majority of exodian goblins perished somewhere in the inhospitable void of space.