Pex is a strong, practical goblin of the Red Fang tribe who began as the camp cook, recognizable for the cooking tools on his belt and the large pot he wears like a back shield. Though boastful and impulsive, he is fiercely loyal to Scribs and was deeply shaped by the death of his grandmother, which hardened him into a protector of the camp and a brutal fighter—he killed both the human hunter and the hunter’s dog when the tribe was threatened. In the aftermath, he has stepped into a more organizing role, helping fortify the goblins’ defenses and preparing for further conflict with nearby humans. He now bears a magical gold earring, a keepsake tied to his grandmother’s care, which restores his hearing and can briefly mute sound for tactical advantage.
Scribs is a female goblin scout and rogue—cunning, foul-smelling, and quick-thinking—known for a hooded look, messy black hair, a missing tooth, and a scarred eye. Fiercely loyal to her kin and especially to her late grandmother, she pairs stealth and improvisation with a ruthless willingness to kill when cornered, as shown in the witch’s downfall. After the tribe’s protections failed, she turned to salvaging what knowledge she could from the witch’s remnants, using a cracked monocle to reveal hidden ink and decipher journals that may explain the curse and looming dangers. She has also begun acting as a negotiator and planner within the camp, and has proven capable of infiltrating human holdings to steal wealth for the tribe’s survival.
The Goblin Girl is a young member of the tribe who was seized as leverage by Human Hunter during his assault. Her capture underscored the hunter’s cruelty and the vulnerability of the goblin community once their protections began to fail. She was freed during the fight, surviving as a living reminder of what the tribe is up against.
Grandmother was the elderly goblin matriarch of the Red Fang tribe and the guiding elder to Scribs and Pex. Wise, nurturing, and forceful when urgency demanded it, she revealed the tribe’s secret troubles and pushed the pair into stealing a millstone to satisfy a dangerous bargain with a witch. In her final hours she shared what she knew of the concealment magic surrounding the tribe and warned of a human hunter closing in. She died soon after, leaving her grandchildren with grief, anger, and the burden of protecting their own.
The Human Hunter was a vigilant bowman in a feathered hat who prowled the windmill country and swamp edge, intent on rooting out goblins. Superstitious as well as dangerous, he was briefly thrown off by Scribs’s animal mimicry, but later escalated to outright brutality by taking a young goblin hostage. His pursuit ended in a violent confrontation where Pex killed him, breaking a major immediate threat to the tribe.
The Hunter’s Dog was a trained, aggressive animal used to track and harry goblins alongside Human Hunter. It threw itself into the fight with feral loyalty, forcing the goblins to contend with tooth and speed as well as arrows. Pex killed it during the confrontation, removing the hunter’s most immediate tool for pursuit.
The Manor Hunters are a pair of armed human guards assigned to watch over Manor, distinguished by their caps and their contrasting ages—one older and white-haired, the other younger with a black mustache. Their presence signals the settlement’s growing readiness to meet threats with force. Though not directly confronted in the heist, they shaped the goblins’ approach by making stealth a necessity.
The Manor Servant is a heavyset, sleepy human doorman tasked with managing entry to Manor. His drowsy demeanor and slippers make him seem comical, but his role is practical: he admits visitors and helps keep the estate secured. Even inattentive staff like him contribute to the manor’s sense of being lived-in and defended.
Sersei is a young goblin girl of the Red Fang tribe noted for unusual intelligence and the rare ability (among her kin) to read human writing. Favored by the late elder, she has become invaluable after the witch’s death by translating the witch’s hidden journals for Scribs and Pex. Shrewd and self-interested in a childlike way, she bargains for small rewards—like a frog leg and promises of future theft—while still aiding the tribe’s survival through knowledge.
The Witch was a mysterious spellcaster tied to the Red Fang tribe’s desperate bargain, first seen as a blue-skinned, horned, warty figure in rags before transforming into a pale, red-haired human woman. She hinted at looming danger and the strange magic entangling the goblins, but turned hostile when pressed, ambushing the pair after the millstone was brought to her. Scribs killed her in the ensuing violence, leaving her motives and true nature only partially understood.
The Goblin Camp is the Red Fang tribe’s swamp-edge home and communal refuge, now made precarious by the collapse of the witch’s concealment magic. It is a place of mourning for the elder’s death and a staging ground for survival, where traps and defenses are being raised in expectation of human retaliation. From here, the goblins plan raids and consolidate what they have stolen to keep the tribe fed and armed.
The Human Settlement is the nearby village whose people represent both danger and opportunity to the Red Fang goblins. With the witch’s protections gone, it stands as the likely source of hunters and hired guards—yet also as a storehouse of food, tools, and coin worth stealing. The goblins have marked it as a target for raids intended to weaken human response and bolster the camp’s chances of survival.
The Manor is a fortified holding on the edge of the Human Settlement, bordered by unnaturally trimmed hedges that serve as a living fence. Guarded and staffed, it nonetheless proved vulnerable to goblin cunning: its cellar concealed a locked cache of wealth that became the prize of a successful infiltration. The manor now stands as a symbol of human resources turned against them—coin and provisions diverted to feed the Red Fang instead of funding more guards.
The Witch’s Hut was the spellcaster’s isolated dwelling and the focal point of the goblins’ bargain, tied to the concealment magic that had helped shield their tribe. After the witch’s death, Scribs and Pex ransacked the place in a frenzy of looting and anger. The hut ultimately burned, erasing both a source of answers and a locus of magical protection.
The Bark-map is a crude set of directions scratched into bark by Grandmother to guide the goblins from their swamp home to the windmill. Used on the night journey across the grasslands, it served as the party’s practical lifeline to the target. Its value lies less in artistry than in being the elder’s tangible guidance made portable.
The Cracked Monocle is an iron-rimmed convex lens with a strange visual distortion, like a faint grid laid over whatever it views. In the goblins’ hands it proved its true worth: when peered through, it reveals hidden ink and makes otherwise blank pages readable. It has become the key tool for extracting secrets from the witch’s written legacy.
The Gold Hoard is a substantial cache of coin hidden in a locked chest in the cellar of Manor. Likely intended to fund local needs—perhaps even hiring more guards—it instead became a decisive prize for the goblins’ survival plans. Its theft represents a direct economic blow against the humans and a sudden windfall for the Red Fang.
The Magical Gold Earring is a small but potent charm tied to Pex’s bond with his grandmother. When worn, it restores his hearing, and experimentation revealed a secondary trick: it can briefly mute sound, offering a subtle edge for stealth or survival. More than jewelry, it is both a tactical tool and a lingering token of family care amid the tribe’s grief.
The Millstone is a heavy, donut-shaped stone taken from a windmill’s mechanism, coveted by the Red Fang goblins as payment in their dealings with the witch. Though family lore painted it as precious and pink, it proved plain gray in daylight, casting doubt on what the tribe truly understood about the bargain. Its theft and delivery set off the chain of events that ended with the witch’s death and the tribe’s protections unraveling.
The Red Potion is a sweet-smelling magical draught found in the witch’s hut and pocketed by Scribs. When tasted it provided a surge of energy, and it was later shared to bolster and comfort others—first to ease Grandmother’s suffering, then split with Pex for strength in the coming fight. Its full properties remain uncertain, but it has already proven a potent, morale-shaping resource for the goblins.
The Witch’s Journals are a long-kept record whose pages initially appear blank, concealing decades of notes about goblins, villagers, and an entangling curse. Once revealed with Cracked Monocle, the writings offer warnings, context for the tribe’s predicament, and hints of contingency plans meant to outlast the witch herself. They now serve as a dangerous but vital source of strategy and truth for the Red Fang goblins.