Goblins form themselves into small tribal entities. They are commonly admired for their abilities in scrounging and manufacture, although widely distrusted due to their perceived dishonesty. Goblins have little understanding of ‘civilized’ notions of property and propriety, and an odd view of the sanctity of life. An individual goblin often has little respect for his own life, if by dying he can better serve his tribe. Additionally, any belongings a goblin finds belongs to the tribe. This is made more interesting by the fact that tribal connections have little to nothing to do with bloodlines, and a given goblin may belong to any number of different tribes by the time of his death. Tribes are formed around ideologies, and a goblin believes completely in his tribe’s ideals, up until the point that he doesn’t. Inter-tribal goblin warfare is usually conducted over resources, but it is not uncommon for a victorious tribe to assimilate all the defeated tribe’s members and treat them the same as the members who belonged previously. What little investigation haas been conducted on the goblinoids has revealed that they hold their tribal beliefs to be an evolving system, and a better ideology renders the goblin tribe into a better identity.
Different niches have arisen in various regions of the world, and it has given rise to a variety of goblin tribes. The Ashtongue tribe encountered near Jarnstad believes in emulating certain factors of civilized society such as clothing and surprisingly sophisticated alchemy, while the Bloodtooth tribe emphasizes that tools are only needed by the week, and clothing serves only to distance a goblin from his surroundings. The wide variance in tribal beliefs and their tendency to spontaneously change in unpredictable ways leads many communities to be quite wary of wandering goblin tribes, despite their occasional utility.