Skyrim

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Mihail

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MihailMods

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Goblins are violent and primitive small orc-kin humanoids found throughout Tamriel, often living in sewers, caves, cluttered camps and ruins, in small clan-based societies. Accompanied by their tamed Durzogs, they are known for making their camps near roads to rob travelers. Goblins are sentient, and worship Malacath.

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"Goblins are violent and primitive small Orc-kin humanoids found throughout Tamriel, often living in sewers, caves and ruins, in small clan-based societies. They have green skin, big heads, pronounced canine teeth, pointed elven-like ears, long arms ending in hands with sharp nails, and little hunchbacks. Goblins worship Muluk, God of the Goblins, invoked during rituals by their tribal Shamans. Muluk is no more than the Goblin's interpretation of the Daedric Prince Malacath, and since Goblins are a type of Orc-kin, they are indeed specially protected and guided by him. Goblins were among those responsible for the original founding of Orsinium, and to this day they still offer their work to Orcs in change of protection inside their strongholds. Goblins wear mixed outfits, with some rusty pieces even dating back to the First Era, this is called the "Primal" culture by ethnographers, however, it is unknown if they inherited it from previous generations, looted it from ancient ruins, scavenged it from other civilizations, or forged it themselves, but it is believed that the origin of their weird equipment is a mixture of all the previous options.

They are known for their vicious combat behaviour with both melee and ranged weapons, although some learn the ways of magic. Goblin society is primitive and violent, and often poses a threat to the more advanced societies that surround them. While their societies are often led by the strongest and largest Goblins, known as Warlords, or their religious leaders, known as Shamans, or by both, each one with a specific type of function inside the clan, some tribes are ruled by other races. In the case of Skyrim with the events of the Civil War, 
and the increasingly frequent and numerous presence of both Imperial and Stormcloak patrols, many Goblin clans were divided, or exterminated, so many found protection inside Orc strongholds, in return, they must commit to acting passively with other races that have good relationships with the strongholds and also to work as sentries and miners to the Orcs. These clans are named after the strongholds they live in and will not attack travelers unless provoked.

Goblin Shamans are usually the most intelligent members of a tribe and the ones that lead them in religious practices. The symbol of a Shaman's position is often a totem, made with an enemy goblin's head, and if taken or lost, the tribe will do everything to get it back. They are also the most powerful Goblins on the docile clans surrounding the strongholds, since in general the Warlords have not accepted this new style of life and are still leading aggressive and dangerous clans outside on the forests of Rift, Falkreath, Reach and Haafingar, commonly close to the roads to attack and steal things from travelers, as usually wild Goblins do. Also because of the Civil War, and the increasing of the Empire presence, lots of bandits are now hidden inside caves, caves in the past occupied by Goblin clans, what made several clans nomadic, expelled from their underground lairs, now living in small camps outside on the wild, easely distinguable at a distance due to the heavy smoke produced by their campfires and the pile of junk scattered around the area, giving an extremely messy appearance to their camps. Sometimes you will also find them trying to take back their caves, fighting the bandits inside them. Also on the Reach many lost their ruins and caves to the Forsworn, being now deadly enemies of them, and sometimes you will encounter Goblins and Forsworns fighting against eachother for their locations. Much rarely they even try to attack Giants as well for camps, but since they are not particularly strong creatures, commonly that effort does not end well to the brave and fool Goblin clan.

It is commonly accepted among scholars that the Goblin society has been devolving socially and technologically since past generations, with reports of giant clans of Goblins, more articulate and well-equipped, in the First and Second Eras, with which it was even possible to negotiate, but they ended up dividing into nomadic small packs of aggressive and primitive creatures and generally ill-equipped, with whom it is impossible to converse nowadays, and living hidden in dark, smelly caves, something similar to what happened with the Rieklings. However, the alliance of some clans with the Orcs indicates that perhaps there is still a glimmer of hope.

Durzogs are reptilian dog-like creatures that Goblins raise for war and protection. There are those who believe that a Durzog's intelligence matches that of a Goblin, and that the only reason a Durzog obeys its master is because of its weaker mind, h
owever, possibly this view is no more than a simple prejudice. The Goblins of Cyrodiil raise giant rats in pens for their meat, and those living in Skyrim seem to enjoy Skeever meat, as Skeevers are often found roasting on large poles around clan fires.

Being Orc-Kin, and child of Malacath, they are cousins of Orcs, Ogres, Rieklings, Gremlins, Riekrs, and others."



by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)


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A technical note: Goblins share the same voice lines and sounds as Rieklings, due to their proximity. However, for some reason, sometimes these dialogues only work after you've visited Solstheim. I tried to discover the cause of this, but found no evidence. Because of this, if you haven't visited Solstheim yet, the Goblins may not have dialogue until you visit the island.




- Goblins, in 6 variants: (common) Goblin, Goblin Archer, Goblin Skirmisher,
Goblin Berserker,  Goblin Shaman and Goblin Warlord;

- Durzog, in 1 variant: (common) Tamed Durzog;

- More than 20 new Goblin camps spread across the map;

- 1 new weapon: Goblin Shaman Staff;

- 1 new ingredients: Durzog Meat (in 1 variant);

- 1 new disease: Rotbone, contracted from the bites of the Durzogs (in game description- "Although less dangerous than Bone Break Fever, victims of Rotbone also suffer from loss of strength and stamina.")





So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)





The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.






Author: 

Mihail- Goblins and Durzogs models, textures, animations,
sounds, weapons, loot, camps, game implementation;


Some assets used on this mod belong to:

CD PROJEKT RED- for the model of one of the totems the goblins use on their camps ;
LorSakyamuni- for the conversion of that totem to be used in Skyrim.