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Goblin
September 16, 2026 at 02:40 PM
Initial version (2026-09-16)
Goblins are described by the other races of Eth-ur as greedy, sneaky, nasty, stabby, deceptive and outright evil. They are playable at Early Access launch and can take ten of the eighteen classes.
The list of insults above is the official material's own opening, and it is immediately followed by the reason none of it has got goblins driven off the continent. They are tolerated because of a unique intuition for sensing secrets, and because of a sick sense of humour that apparently wears better than it should.
Two specific aptitudes are named. Goblins have a knack for identifying hidden entrances, and a knack for telling when another person is lying. Both are the kind of thing an adventuring party pays for, and the goblins know it: they market that renown deliberately, presenting themselves as invaluable guides to reluctant adventurers.
The one physical statement in the goblin entry is comparative. They lack brute strength and size, and they compensate with uncanny perceptiveness, a chaotic presence and mental alacrity. The lore states the resulting philosophy directly: it is not simply how hard you thrust the knife, it is where the knife ends up.
No further physical description has been published as of September 2026.
The goblin home is called the Heap, an ever-growing pile of riches and plunder. What protects it is not a wall but the terrain: the Heap is shrouded by a labyrinthine forest that a non-goblin would find nigh impossible to navigate. Concept art exists for the location and for a separate group of mountain goblins.
The Heap is named once in the official material and never described beyond that. It is not among the four cities a character can start in, and as of September 2026 it has not been announced as a zone. See Zones and Starting Cities.
The Heap. Goblins are not among the races given an explicit starting city, so the race, faith and class combination decides where a goblin character begins. Given how the other races describe them, the neutral and evil starting options are the likelier fit, but the official material does not say so and the assignments are due to be revised before launch.
Ten classes are open to goblins, which ties them with the dwarves and puts them behind only the deep elves and humans. The list has no divine class and no arcane artillery: there is no Cleric, no Paladin and no Wizard. What it does have is the entire wilderness and beast set, the Archer, Ranger, Druid, Beastmaster and Shaman, together with the Fighter, Rogue, Enchanter, Necromancer and Shadow Knight.
Class | Archetype | Group role |
|---|---|---|
High-Mobility Marksman Tinkerer | Ranged damage | |
Animal-Taming Primal Brawler | Melee damage, pet | |
Jack-of-All-Trades Caster | Healer, magic damage, support | |
Masterful Conductor | Crowd control, support, utility | |
Armored Juggernaut | Tank, melee damage | |
Master of Death | Magic damage, pet, utility | |
Wilderness Veteran | Melee and ranged damage, utility | |
Opportunistic Striker | Melee damage | |
Antihero Monster Hunter | Tank, melee damage | |
Spirit Caller | Healer, magic damage, support |
As of September 2026, no racial stat block, attribute modifier, resistance value or racial ability list has been published for any race in Monsters & Memories. The official race material is lore plus a class list.
The aptitudes described above, sensing secrets, finding hidden entrances and detecting lies, are lore statements. No racial ability, trait or detection mechanic corresponding to any of them has been published, and none should be inferred from the flavour text.