They should just give worgens and goblins the monk class and be done with it. Greymane, the King himself… never used anything but his claws and fangs, no matter the situation. I mean, i stand by this, but now that everyone except lightforged draenei, worgen and goblin CAN be monks, i think everyone just should be.
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed. Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken.
Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way.
Old friends, the goblins fought with the Horde in the First [40] and Second Wars, but broke off when they realized that it's more profitable to work both sides.
However, many goblins remember the fun of the Horde and are willing to lower mercenary prices to Thrall and his people. Goblins offer almost exclusive transport services for the Horde, whether in their steamboats or zeppelins. You're more likely to find a team of goblin sappers, who take great pleasure in the chaos the Horde creates, meshed into Horde forces than those of the Alliance. Perhaps with enough persuasion, the goblins could be convinced to rejoin the Horde for the first time since the Second War although that could be just as harmful as helpful, knowing the goblins.
Giant turtle submarine in the RPG. Unfortunately, over the next few thousand years, up until roughly five hundred years before the First War, the goblins could find no further deposits of kaja'mite and goblin intelligence peaked. Without kaja'mite to strengthen their minds, goblins were unable to reproduce their brilliant technology or properly maintain it, and their works rapidly devolved into the crude jury rigged machines of today.
The world began to fear the volatile machines, and sales dropped considerably. Goblins always had a love of money, however. With the loss of their intelligence and slow degradation of their technology, goblins embraced commerce. About two hundred years before the First War, the beginnings of Trade Fleets sailed out of Kezan and into the world. Goblins chose war as the perfect opportunity to cash in some gold, and began building their trade empire during the First War.
By the Second War, the goblins had established themselves as the traders of the world. Then, they became exclusive partners with the Horde. A Horde ambassador ventured forth and met with a single trade prince, asking for the goblins to provide machines and technology to the orcs, in exchange for spoils and gold.
In the beginning, the arrangement seemed perfect. The goblin trade prince believed that the orcs would win the war, so he found it natural to join the winning side. As the profits flooded Undermine's coffers, the goblins expanded their slave markets. However, other goblins disagreed and remained neutral; thus, only this single trade prince and his subordinates joined the Horde.
In the end, the trade prince realized his mistake and left the Horde, and the goblin race remembers the mistake and remains neutral to this day.
A lot of the goblin race is neutral. They discovered it was more profitable to play both sides against each other. The goblins are also legendary for the sheer variety of trade in which they are willing to indulge and for their tenacity in bargaining. Goblins rarely let an item slip from their shelves for a single copper less than it is worth. The industrious goblins have established shacks and minor trading towns across much of Kalimdor in an impressively brief span of time.
These outposts may vary in size and location, but all have a similarly impressive array of goods. The outposts get regular supply shipments or as regular as possible, given the hazards of travel across Kalimdor , all coordinated by the goblin trade princes. The trade princes are the most cunning of their race and will stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery.
Goblins encountered on Kalimdor or the Eastern Kingdoms are either privateers or agents of the various trade princes of Undermine. Goblins are not purely mercenary. They are known to form strong bonds with individuals of other races. Their small forms and odd behavior make other races — elves in particular — ill at ease, but goblins do not seem to care much for the impression they make. They judge by deeds, befriending those who treat them as friends and standing apart from those who would offer them abuse.
At some point after the Second War, the goblins apparently grew tired of carrying explosives for the Horde and decided that they needed to take control of their own destinies. Surprisingly, they proved smart enough to know that building an army of their own would be an even bloodier choice for their race than sapping and planting mines. So they chose a different path. The goblins have taken to the role of merchant with a vengeance, and now it's hard to travel for more than a day or two without stumbling across a goblin shop of some size.
Goblin zeppelins fly across the continent, delivering goods, supplies, messages and passengers from one shop to another, and I've heard more than one goblin brag that if it isn't in his shop, he can have it on the shelves within a week. One joker challenged that claim and ordered a dozen shredders, only to find them waiting outside his cottage two days later.
Goblin shops can be found nearly anywhere on Azeroth , seemingly regardless of whether or not there are towns nearby and heedless of dangers such as the Scourge. The goblins will sell anything to anyone, at only slightly inflated prices. Apparently, the proprietor of each goblin shop determines how to protect his business from theft.
Some of the solutions employed include the hiring of mercenary fighters as security guards; complicated, tinker-built security systems; and, most notoriously, enormous bombs on a dead man's switch that can be detonated on a moment's notice if a goblin merchant feels threatened.
After news spread of thieves and bullies entering shops that were replaced moments later by smoking craters, few have found the nerve to probe how a given shop might be protected. Though many shops remain Independent , a growing number of them have signs declaring that they are owned and operated by the Venture Company , which the proprietors claim is headquartered in a faraway city ruled by goblins where the streets are paved with gold.
Goblin forces are terrifying to behold. The Trade Fleets are outfitted with the most fanatical and destructive creatures on Azeroth. The average person wonders why the trade princes require such powerful armies, if they are holding to their neutrality stance. It certainly seems excessive. The simple truth is, the forces are not excessive. The life of those living on the South Seas is harsh, due to attacks from everything from pirates to rogue magical beasts. Conflict exists everywhere, and a trade prince is always in peril of death.
Every day, a trade prince must test his food on three different people. There is only one way to become a trade prince, and that's to take out the competition. Thus, to prevent rivals from taking their thrones and to ensure that business may be conducted as normal, each trade prince enlists a hefty force of warriors. It's absolutely necessary to keep order in the goblin world. The Trade Fleets also require extreme guards. Undermine's goods sail everywhere, especially into hostile or desolate territories to make a coin.
Simply put, goblins go to dangerous places. Without strong guards, there would be no trade, because there would be only dead traders. Despite appearances, goblins maintain rigid procedures and formations for battle.
They only look disorganized. Goblins are intelligent, and they use their brains in battle. Confuse the enemy, and the enemy leaves blind spots. Slip in between the cracks and break the forces open from the inside. Many battles during the Second War were lost when Alliance forces underestimated goblin tactics.
Not surprisingly, all goblin forces use a wide and dizzying array of technological weaponry. From the simplest firearms to the largest steam-driven war instruments, goblin technology dominates war fields. Even magic has a difficult time creating as much destruction and havoc as goblin war machines. When goblins fought in the Second War, they created three units especially for the war effort. Goblin zeppelins rode high above the terrain to scout out the area, and occasionally transported warriors.
Goblins also lent their services as sappers, using explosives to take out enemy fortifications. Often the goblins went with the explosives, but this was of little consequence. Sappers were a copper a dozen. Furthermore, during the war, goblins fought from all angles, especially the sea. The Stormreaver clan captured giant sea turtles native to the southern seas.
Pacified by potent spells of control, these lumbering monstrosities were fitted with watertight canopies strapped onto the backs of their shells and were used as submersible orcish craft. By submerging under the waves, the giant turtles could steal upon unsuspecting enemy craft and report their position to the Horde fleet as they were visible solely to towers , creatures of the air, and other submersible vessels.
The daring goblins who controlled them were dedicated to destroying enemy ships by launching hazardous, steam-driven canisters containing highly volatile liquids that shredded even the strongest armor. During the Third War, goblins also fielded shredders to anyone who paid well enough. The pilots cared little about the actual war, preferring to chop down forests for their pay. However, when push came to shove, goblin shredders proved lethal in battle.
The pilot's inexperience with battle was evened out by the shredder's armor and powerful steam saw, which cut down enemies as easily as trees. Goblins hired themselves to anyone with the gold, and alongside shredders, the goblins fielded sappers and zeppelins once again in battle.
Even tinkers and alchemists joined the fight, granting explosive and chemical warfare to the highest bidder. Goblins are a wily, cunning race of traders and tinkers whom adventurers typically encounter as parts of trading envoys or on pirate raids. Goblin ships frequent the seas, ferrying or seeking riches, slaves or exotic wares.
Kalimdor's main goblin port is the party town of Ratchet, a harbor city located on the eastern shore of the Barrens directly between Durotar and Theramore. Goblin trade outposts are found everywhere, including all major cities and such inhospitable realms as Northrend and Stranglethorn Vale. Their zeppelins run a wealthy business ferrying passengers across kingdoms and continents.
Goblins are neutral and take pains to make sure their nearby customers play nice with each other. Goblin guards patrol Ratchet and a few of the other goblin settlements, keeping tabs on the various Horde and Alliance visitors.
Despite these enforcers however, the goblins' neutral settlements can still be dangerous places, as members of either faction will often still attack each other in the belief that they can evade the guards. With the exception of Ratchet, their settlements generally have a consistent appearance and construction. Traveling goblin merchants employ bodyguards to protect them and their wares. Goblins are independent. Goblins hired themselves out to the Horde in the Second War, but now they belong only to themselves and whoever pays them.
Constantly building and inventing requires massive resources, both for creating the machines themselves and maintaining those that actually work.
Cannibalizing old machines only partially sustains this fervent activity of creation, so goblins rely on trade with as many races and cultures as possible. They are the quintessential merchants, peddling all manner of exotic goods for the highest possible prices. Goblin mechanical and mercantile pursuits are not always or even often performed within the bounds of polite society.
Though not evil, goblins are willing to embark on shady business ventures - slavery, deforestation, poaching, smuggling and oil drilling, for example - to accomplish their goals.
They are opportunists to the core and revel in bartering the better deal at every turn. Goblins try to get along with all other races.
Doing so is part of their business. Nevertheless, everyone views goblins with justified suspicion. Night elves in particular dislike the goblins because the little creatures have no respect for nature or natural resources.
Goblins are a capitalistic bunch and most buy or sell anything to make a profit. Goblin merchants love to haggle, have excellent wares and are too smart to be cheated - or so they claim. Most big cities have at least one stationary goblin merchant shop, managed by a goblin family. The heads of the family run the shop while the younger goblins travel the land to find, buy or steal the inventory.
They sell to anyone: Alliance , Horde , or Independent. Some even deal with demons if the price is right. Some goblins drive their carts from town to town, buying and selling as they go. These carts look rickety and secondhand, but the appearance is likely a diversion. A goblin's cart is usually in perfect driving condition; the goblin never knows when he may have to leave town quickly or outrun an enraged customer.
These merchants are often less than reputable and more likely to have items that they cannot identify themselves. Goblin merchant houses are not necessarily places to avoid, however. Often a hero can discover hard-to-find items, even rare or magic items, within the walls. As long as the hero is able to spot a bad deal, it should be safe for him to enter.
The goblins are an unbending bunch, refusing any sort of barter and demanding to be paid only in gold. There is a saying around Ratchet: If a traveling goblin merchant were starving to death and someone offered to trade food for the goblin's merchandise, he'd starve before he accepted anything but gold. A customer who enters a goblin shop intending to barter finds himself laughed out into the street. The goblins do not even allow their employees to receive discounts or work for merchandise.
Goblins deal only in gold. The merchants accept gold in any form and have precise scales to aid their customers. Goblins accept recently mined nuggets, panned dust or defaced Alliance gold coins that would be refused in other areas. They are grumpier about accepting silver, but do so. The goblins care little for the Alliance and Horde conflicts; what concerns them, as usual, is the effect these events have on their cash flow.
The goblins do not, as a rule, like the Scourge, as the undead threatened to wipe out the entire populations of the Alliance and Horde, leaving the goblins with no customers.
War is profitable for the goblins; annihilation is not. Once they served as suicide mercenaries for the Horde; now the goblins have made their place as the strongest merchant race in the world. If one wants to purchase something, whether it is supplies, equipment, weapons, magic items or even slaves, the goblins either have it or know where to get it. All that matters in their eyes is the price. The goblins like a balance of power. Military conflicts make money for the goblins as the combatants purchase supplies, and if the two sides are evenly matched, conflicts could go on for generations.
This promises fat purse bags for the goblins for years to come. The goblins helped out the Horde for years because of this, but now they feel the Horde has come to match the Alliance in power, and they rest in the neutral middle, satisfied to play mercenary and merchant to either side. The goblins understand the Alliance better than they understand the neutral races, as they have a long history of dealings with the Alliance. As merchants, they are frequently found in Theramore, and as mercenaries, they may even be found among the Alliance armies.
True business entrepreneurs, goblins understand their customers very well and almost always know what they want. Their favorite Alliance customers are the high elves, who jump at the chance to buy magical items. If they have no tinkers , or their tinkers have died in a previous battle, they sometimes have to go to the goblins for repairs or supplies.
And the goblins are always ready to help a customer, for the right price. Although not as talented at the invention of firearms as the Ironforge dwarves, the goblins have refined their inventing talents to create a handful of very useful tools that are, of course, for sale.
Since the latest conflicts, the goblins have modified their marketing tactics to focus on pushing their deforestation operations to the night elves, of all races, to help clear out the cursed Felwood Forest. They also sell their zeppelins to the night elves, so that these customers can spot and put an end to deforestation.
They made a great deal of money selling items to help the Alliance fight Illidan and his army of blood elves and naga, and constantly remind the Alliance members who travel through Ratchet that Illidan is still out there and supplies are always needed. Some merchants are able to mask the tone of glee in their voices while saying this, but most don't bother.
The Horde and the goblins get along fairly well, as the orcs remember the well-paid sacrifice of the goblins for their cause in earlier wars. They still purchase zeppelins and other goblin services. The goblins often enjoy the company of the orcs, and the war veterans from both races will get together and drink if offered the opportunity. Perhaps the only remaining goblin scruple is that they will not betray a customer.
While they understand each side of the war very well, if the Alliance is paying them for services, merchant or mercenaries, they will not act as double agents for the Horde. Because pandaren train them after the bubble went down? You play as one that underwent the training afterwards. So the Fel orcs who get an enrage ability have great discipline, but the race who have dedicated their lives to service have no discipline, and the worgen who get 0 rage abilities and in-game reflect absolutely no actual rage also have no discipline….
Also the shores of gilneas were protected by jagged reefs if I recall correctly, which made made it difficult to come through by boat until cataclysm shattered the zone. The reason why all the class trainers were on that ship because they were hired by the goblin player you to work your company, you saved them.
Back Alley Brawlers. Prize Fighters. Sure you maybe 2nd in command to KajaCola. But through grit and gears, you became a well known boxer. A dirty boxer.
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