Race

Air Goblins

Light-boned cliff goblins who rope-lash their city to the wind and treat the ground as a temporary inconvenience.

Overview

Air Goblins are the packs that took to the cliffs and never came back down. They are light-boned, rope-lashed, and they treat the ground as a temporary inconvenience.

Habitat

Air goblins live in Skyspire Footholds, platforms lashed to the cliffs, lit by wind-chimes that sing in every breeze. They need three things: a rise of air that does not fail, a ledge wide enough for the line, and a ground that is worth the not-touching. They are settled in wind-clans on the footholds, with climbing-lines across the cliff-face; an air goblin who has not climbed in a season is called "the one who forgot the wind."

Appearance

The air goblin silhouette is the small, light, long-legged shape — narrow at the shoulder, light at the waist, with the head sitting a little too high on the neck, like a word that is waiting for a line. Males stand 91 cm, 24 kg to 26 kg, light-boned and long-legged, with frilled ears that catch the wind like sails; they are the climbers and the fallers, and they are not afraid of heights, which makes them dangerous even to other goblins. Females stand 91 cm, 21 kg, compact and precise, the rope-weavers — they build the lines that hold the city, and they never touch the same ground twice, because the ground is where mistakes live. The base skin is a pale, wind-tanned green-grey, almost translucent at the temples, the color of old cliff-rock left in a bright wind, with a faint pattern of darker, sky-blue hollows in the chest for lungs that breathe in two stages and a clean, deliberate bone-white at the finger-tips that is the air goblin line's most persistent claim. The eyes are a pale, washed-out sky-blue, large for the head, built for seeing the line from the rise. The head is the mark: a flat, narrow skull with a pair of long, frilled ears in the same pale green-grey as the skin, the frills standing like sails when the wind turns, and a short crest of coarse pale-brown hair, which is the air goblin line's most persistent claim. Males carry the line in the frilled ear and the leg; females in the rope and the chest. Elders are marked by skin gone a deep, dull wind-slate and a crest gone pale silver — an old air goblin climbs slower and weaves the line tighter. Everyday wear: a rope-harness across the chest, a single wind-chime bead at the wrist, and no boots, because the line is the ground and the ground is the mistake.

Behavior

Disposition: clannish, cunning, social, territorial. In peace, air goblins are quick, precise, and absolutely certain of the wind — they have the rise, and they let the ground know it. In war they fight as the line fights: the arrival before the alarm, the raid, and the departure before the alarm ends. Strangers on the ground are either a meal or a mistake, and the mistake is the one the rope remembers. The social unit is the wind-clan, 20–50 strong, on the footholds — no clan follows a climber, it follows the weaver whose line holds the most weight. Two signature quirks: an air goblin who is being lied to will not call it out — they will simply look at the liar's shadow on the ledge and wait, because the shadow is where the truth sits. And they keep the rope for a lifetime: a line the clan has woven is a debt, and the debt is paid in wind.

Warfare & Markings

Tactics: the raid from the rise — the air goblin line does not fight on the ground; it fights as the wind fights, with the arrival, the rope-lash, and the long, deliberate precision of the one who has already woven the line. Armor: none, by choice — the light bone is the armor, and an air goblin who wears metal has already decided the wind is not enough. Weapons: the short blade, the rope-lash that is not a weapon but is used like one, and the fall that is not a weapon but is used like one. War markings: the Rope-Notch, a deliberate chip in the left claw for every raid survived, worn as a record of the long line; the Wind-Knot, a single knot in the rope-braid for every clan oath kept, in pale green-grey; and the Fall-Brand, a small, deliberate mark on the inner wrist — the first fall the wearer ever survived, worn as a mark of the beginning. Post-battle: the dead are carried to the foothold, their names spoken over the wind, and their blades laid across the ledge — an air goblin buried without their blade is buried as a meal.

Magic Alignment

Primary domain: fire-storm — air goblin magic is the storm, the wind, the patient, precise riding of the rise across the cliff. Secondaries: conjuration and chaos. Named inborns: Wind-Sense (an air goblin can feel the wind's mood the way a sailor feels the current), Rise-Sight (an air goblin sees the line from the rise the way a human sees it from the window), Line-Carry (an air goblin's rope carries across the cliff, and the carrying is not a choice). Signature power: the Rope Word — an air goblin can speak a word in the wind tongue and let it land on a line, and the line will keep the word until the wind turns. Limitation: air goblin magic is spent on the wind; an air goblin who has spent their rope word must sit on the ground in still air for one day, and the day is the worst one of the foothold.

Religion

Air goblins keep Pyrra, the First Flame as their primary god — the storm, the raw element that is the sky's own law. The rise is Pyrra's, and the air goblin is the rise's weaver. Zephara, the Thousand Doors is honored at the travel-rites; the corridor is Zephara's, and the air goblin is the corridor's line. Priestly class: the Rope-Mother, who keeps the foothold-temple and weaves the line at every rite. Heresy is not blasphemy — it is a word broken in the clan, and there is no rite for that one; the clan simply stops climbing with the breaker.

Society

Wind-clans of 20–50, rank decided by the rope — who can weave the line that holds the most weight. No clan follows a climber, it follows the weaver. Outsiders below are either a meal or a mistake, and the mistake is the one the rope remembers; a stranger who climbs the footholds without a woven line is not a guest, it is a weather event, and the clan weathers around it. Young are raised on the drop-ledge, the lowest platform where the line is short and the fall is the first lesson; a young goblin who falls and lands on the line is named for the wind that carried it. The one cultural fact the ground keeps wrong: the air goblins do not hoard — they lend, and the loan is the line, and the line is always paid back in wind.

Home

They live in Skyspire Footholds, platforms lashed to the cliffs, lit by wind-chimes that sing in every breeze.

Relations

The ground Goblins are the old kin, the ones who stayed down; the trade between the cliff and the warren is rope for bread, and a goblin who has eaten warren-bread never climbs again without a blade in the belt. The Vantari of Windcliff Roost are the neighbors the air goblins do not rope with — the roost dives, the foothold weaves, and when the feather and the line cross the same ledge the ledge belongs to the wind that day, which is how the roosts read it. The air dragon Galeforce is the season the footholds do not talk about: twice a year the sky is the dragon's, the lines come down, and the clans sit on the ground, which is the one thing an air goblin finds worse than falling. Below, the ground-folk of The Forgotten buy the rope-work — a line for a road kept quiet, the same feather-price, woven.

In the Story

In the current story, the air goblins are the hands on the wind that Uaellaen writes about when the ground is not enough — the packs the wiki calls the ones who forgot the wind and found it better than the ground. The Forgotten keep the rope-trade with the footholds, and the trade has kept the war quiet for two seasons. This season the Rope-Mother Sela sent a line down to the camp unasked, and a line that arrives unasked is not a gift, it is a question, and the question the footholds are asking is who has been climbing the cliff at night. The clans are weaving the answer into the line, and the weaving is the warning.


You look up and see a bird. The bird is looking down and seeing a debt. — Rope-Mother Sela

Inscribed Aug 22, 2026 at 11:30 AM Revised Sep 07, 2026 at 04:28 PM