World Scenario
## 📋 World Setting: "Twilight of Reorganization and Green Dawn"
### 1. Historical Background: 100 Years After the Demon Lord War
100 years ago, the "Five Races Alliance" led by the Holy Hero defeated the Demon Lord. The demons, who were once vanguards of the Demon Lord's army, became targets of harsh discrimination after the war.
* **Social Changes:** The strong Ogres, as "construction workers," and the magic-adept Vampires, as "night watchmen and magic researchers," have earned "citizenship" by offering their special abilities to human society.
* **The Current State of Goblins:** However, goblins, with their low individual abilities and sheer numbers, could neither be convenient "labor" nor a "threat," and have been left at the bottom of society... or as "vermin to be exterminated" for 100 years.
### 2. The Five Races of the Human Sphere (Ruling Class)
Humans are governed by the "United Council of Five Races," and issue "Subordinate Citizen Certificates" to those of demon origin.
* **Humans:** The center of politics and distribution.
* **Elves:** Guardians of magical technology and history.
* **Dwarves:** Monopoly on blacksmithing and heavy industry.
* **Halflings:** Dominate information networks and clandestine operations.
* **Gnomes:** Masters of precision machinery and alchemy.
### 3. The Desperate Situation of the Goblin Tribe
The tribe {{user}} was born into hides in barren caves on the frontier.
* **Poverty and Hunger:** Hunting grounds have been taken by humans, leaving only the daily struggle of eating rats.
* **Absence of Education:** Not a single goblin can read. They don't even understand why they are oppressed.
* **Cursed Blood:** The label "Goblins are cunning and cruel," from 100 years ago, is still etched in human textbooks.
---
## 🛡️ {{user}}: The Path to the First Hero
The story's color will change depending on what kind of "hero" {{user}} aims to be. Here are some route ideas.
### A. Guardian Route by Force (Hero of Might)
* **Overview:** With overwhelming swordsmanship or unique tactics, they deliberately protect human cities from "true threats (beasts, resurgent demon armies, etc.)" that threaten humanity.
* **Development:** A passionate development where they silence the confusion of "Why are goblins helping us?" with their strength.
### B. Revolutionary of Intellect and Commerce (Hero of Wealth)
* **Overview:** Utilizing the goblins' unique "reproductivity" and "dexterity," they seize control of human society's infrastructure through underground resources and logistics, using their companions.
* **Development:** They force humans to say, "This country's economy cannot run without goblins," and gain citizenship from their economic status.
### C. Alchemist Route of Unique Evolution (Hero of Skill)
* **Overview:** Unable to learn the magic system, they instead devise a unique "Goblin Alchemy" by combining "low-grade magic stones" and "herbs" that no one else pays attention to.
* **Development:** They become pioneers in the alchemy world with a technical system based on "unprecedented ideas" and gain citizenship.
---
The technological level of this world is at the **"transition from medieval fantasy to the early industrial revolution (magical industry)."**
## ⚙️ Technological Level: A Hybrid of Magic, Steam, and Alchemy
### 1. Living Standards in Urban Areas (Late Medieval to Early Modern)
* **Energy:** "Magic Lamps" powered by magic stones (mana crystals) illuminate the streets, and major cities are equipped with "water and sewage systems" built with dwarven technology.
* **Architecture:** 5-6 story buildings combining stone and steel frames stand side-by-side, and in some advanced cities, "magic elevators" are being tested.
* **Communication & Recording:** In addition to the spread of paper, newspapers and magic books are mass-produced by gnome-made "movable type printing presses."
### 2. Military Technology
* **Melee Weapons:** High-purity steel weapons made by dwarves. Enchanted weapons are common among elite soldiers.
* **Ranged Weapons:** In addition to bows and arrows, "Mana Busters" made with gnome alchemy are beginning to appear. However, they are slow to load and expensive, so crossbows are still the main weapon.
* **Fortifications:** Not only physical stone walls, but also "anti-magic barriers" deployed with elven magic circles.
### 3. Transportation
* **Land:** Horse-drawn carriages are mainstream, but "Magic Steam Locomotives," combining dwarven steam engines and gnome magic technology, are beginning to connect major cities.
* **Air:** "Airships" using elven magic levitation technology are operated for some privileged classes and military use.
---
## 📉 The Desperate "Technological Gap": A Goblin's Perspective
The environment where {{user}} and the goblins are placed is **"Stone Age to Early Iron Age,"** completely unrelated to the splendid development of humanity.
* **Goblin Equipment:**
* They use "rusty short swords" and "broken spears" discarded by humans.
* Their self-made weapons are merely sharpened stones or bones tied to wood.
* Armor consists of rags and animal hides.
* **Knowledge Barrier:**
* To goblins, human "Mana Busters" appear as **"fire-breathing staffs (magic),"** and "locomotives" as **"iron monsters."**
* Since they cannot read, they cannot understand blueprints even if they try to steal human technology.
---
## ⚔️ Adventurer's Guild
The "Adventurer's Guild" in this world is not just a front for monster hunting; it functions as a **"private military and practical affairs agency"** to extend the rule of the Five Races Alliance to the frontiers.
For {{user}}, a goblin, this place is the greatest obstacle in the story and, at the same time, the greatest stage for being recognized as a "hero."
### 1. Organizational Role: The "Limbs" of the Five Races
Developed after the war 100 years ago to reduce the cost of maintaining the army. Its main duties are as follows:
* **Extermination of Beasts and Demons:** Annihilation of wild beasts that threaten civilized areas and "stray demons" without citizenship.
* **Resource Gathering:** Collection of magic stones and rare herbs essential for the magical industry.
* **Guard and Transport:** Escorting carriages and magic trains between cities.
### 2. Rank System and "Goblin Extermination"
Adventurers are ranked according to their abilities, but what is noteworthy is the treatment of **"Goblins."**
| Rank | Title | Main Request Content | Relationship with Goblins |
| :--- | :--- | :--- | :--- |
| **S-A** | Hero Class | National survival crises, legendary beast extermination | Basically no involvement |
| **B-C** | Mid-Tier Class | Escort in dangerous areas, hunting powerful beasts | Sweeping (annihilation) of hordes |
| **D-E** | Novice Class | Guarding near cities, herb gathering | **"Goblin culling" is the rite of passage** |
| **F** | Trainee | Ditch cleaning, cargo hauling, pest control | Treated as practice targets |
> **Harsh Reality:** To the Adventurer's Guild, goblins are "practice targets for newcomers to learn how to kill." Approaching the Guild for {{user}} would normally mean "death."
### 3. Guild's Iron Rule: Presentation of Citizen Certificate
To accept guild requests or receive rewards, the presentation of a "Citizen Certificate" or "Subordinate Citizen Certificate" issued by the Five Races Union is an absolute requirement. Goblins without one are not even allowed to set foot on guild premises.
---
## 🏛️ Other Important Organizations
### 1. Knights of the Union
The official army of the Five Races Union. If adventurers are "bounty hunters," they are "law enforcers."
* **Characteristics:** Armed with expensive magic armor and enchanted weapons.
* **Against Goblins:** If goblin hordes of a scale that adventurers cannot handle appear, they will carry out "mopping-up operations." For them, fighting goblins is not "combat" but "work."
### 2. Merchant & Artisan Unions
The umbrella organization for technology and distribution, primarily operated by dwarves and gnomes.
* **Characteristics:** They have the power to lobby the council to issue "Subordinate Citizen Certificates" regardless of race to those with excellent skills.
* **Possibilities:** If {{user}} can create "tools that humans cannot make" or supply "resources that humans do not know," a path to social status may open through this organization.
### 3. Church of Holy Light
A religious organization that deifies the hero from 100 years ago.
* **Characteristics:** Holds the doctrine that "demons are evils to be purified" to varying degrees.
* **Influence:** While serving as a basis for justifying discrimination, some compassionate priests also preach that "souls are not bound by race."
### 1. Historical Background: 100 Years After the Demon Lord War
100 years ago, the "Five Races Alliance" led by the Holy Hero defeated the Demon Lord. The demons, who were once vanguards of the Demon Lord's army, became targets of harsh discrimination after the war.
* **Social Changes:** The strong Ogres, as "construction workers," and the magic-adept Vampires, as "night watchmen and magic researchers," have earned "citizenship" by offering their special abilities to human society.
* **The Current State of Goblins:** However, goblins, with their low individual abilities and sheer numbers, could neither be convenient "labor" nor a "threat," and have been left at the bottom of society... or as "vermin to be exterminated" for 100 years.
### 2. The Five Races of the Human Sphere (Ruling Class)
Humans are governed by the "United Council of Five Races," and issue "Subordinate Citizen Certificates" to those of demon origin.
* **Humans:** The center of politics and distribution.
* **Elves:** Guardians of magical technology and history.
* **Dwarves:** Monopoly on blacksmithing and heavy industry.
* **Halflings:** Dominate information networks and clandestine operations.
* **Gnomes:** Masters of precision machinery and alchemy.
### 3. The Desperate Situation of the Goblin Tribe
The tribe {{user}} was born into hides in barren caves on the frontier.
* **Poverty and Hunger:** Hunting grounds have been taken by humans, leaving only the daily struggle of eating rats.
* **Absence of Education:** Not a single goblin can read. They don't even understand why they are oppressed.
* **Cursed Blood:** The label "Goblins are cunning and cruel," from 100 years ago, is still etched in human textbooks.
---
## 🛡️ {{user}}: The Path to the First Hero
The story's color will change depending on what kind of "hero" {{user}} aims to be. Here are some route ideas.
### A. Guardian Route by Force (Hero of Might)
* **Overview:** With overwhelming swordsmanship or unique tactics, they deliberately protect human cities from "true threats (beasts, resurgent demon armies, etc.)" that threaten humanity.
* **Development:** A passionate development where they silence the confusion of "Why are goblins helping us?" with their strength.
### B. Revolutionary of Intellect and Commerce (Hero of Wealth)
* **Overview:** Utilizing the goblins' unique "reproductivity" and "dexterity," they seize control of human society's infrastructure through underground resources and logistics, using their companions.
* **Development:** They force humans to say, "This country's economy cannot run without goblins," and gain citizenship from their economic status.
### C. Alchemist Route of Unique Evolution (Hero of Skill)
* **Overview:** Unable to learn the magic system, they instead devise a unique "Goblin Alchemy" by combining "low-grade magic stones" and "herbs" that no one else pays attention to.
* **Development:** They become pioneers in the alchemy world with a technical system based on "unprecedented ideas" and gain citizenship.
---
The technological level of this world is at the **"transition from medieval fantasy to the early industrial revolution (magical industry)."**
## ⚙️ Technological Level: A Hybrid of Magic, Steam, and Alchemy
### 1. Living Standards in Urban Areas (Late Medieval to Early Modern)
* **Energy:** "Magic Lamps" powered by magic stones (mana crystals) illuminate the streets, and major cities are equipped with "water and sewage systems" built with dwarven technology.
* **Architecture:** 5-6 story buildings combining stone and steel frames stand side-by-side, and in some advanced cities, "magic elevators" are being tested.
* **Communication & Recording:** In addition to the spread of paper, newspapers and magic books are mass-produced by gnome-made "movable type printing presses."
### 2. Military Technology
* **Melee Weapons:** High-purity steel weapons made by dwarves. Enchanted weapons are common among elite soldiers.
* **Ranged Weapons:** In addition to bows and arrows, "Mana Busters" made with gnome alchemy are beginning to appear. However, they are slow to load and expensive, so crossbows are still the main weapon.
* **Fortifications:** Not only physical stone walls, but also "anti-magic barriers" deployed with elven magic circles.
### 3. Transportation
* **Land:** Horse-drawn carriages are mainstream, but "Magic Steam Locomotives," combining dwarven steam engines and gnome magic technology, are beginning to connect major cities.
* **Air:** "Airships" using elven magic levitation technology are operated for some privileged classes and military use.
---
## 📉 The Desperate "Technological Gap": A Goblin's Perspective
The environment where {{user}} and the goblins are placed is **"Stone Age to Early Iron Age,"** completely unrelated to the splendid development of humanity.
* **Goblin Equipment:**
* They use "rusty short swords" and "broken spears" discarded by humans.
* Their self-made weapons are merely sharpened stones or bones tied to wood.
* Armor consists of rags and animal hides.
* **Knowledge Barrier:**
* To goblins, human "Mana Busters" appear as **"fire-breathing staffs (magic),"** and "locomotives" as **"iron monsters."**
* Since they cannot read, they cannot understand blueprints even if they try to steal human technology.
---
## ⚔️ Adventurer's Guild
The "Adventurer's Guild" in this world is not just a front for monster hunting; it functions as a **"private military and practical affairs agency"** to extend the rule of the Five Races Alliance to the frontiers.
For {{user}}, a goblin, this place is the greatest obstacle in the story and, at the same time, the greatest stage for being recognized as a "hero."
### 1. Organizational Role: The "Limbs" of the Five Races
Developed after the war 100 years ago to reduce the cost of maintaining the army. Its main duties are as follows:
* **Extermination of Beasts and Demons:** Annihilation of wild beasts that threaten civilized areas and "stray demons" without citizenship.
* **Resource Gathering:** Collection of magic stones and rare herbs essential for the magical industry.
* **Guard and Transport:** Escorting carriages and magic trains between cities.
### 2. Rank System and "Goblin Extermination"
Adventurers are ranked according to their abilities, but what is noteworthy is the treatment of **"Goblins."**
| Rank | Title | Main Request Content | Relationship with Goblins |
| :--- | :--- | :--- | :--- |
| **S-A** | Hero Class | National survival crises, legendary beast extermination | Basically no involvement |
| **B-C** | Mid-Tier Class | Escort in dangerous areas, hunting powerful beasts | Sweeping (annihilation) of hordes |
| **D-E** | Novice Class | Guarding near cities, herb gathering | **"Goblin culling" is the rite of passage** |
| **F** | Trainee | Ditch cleaning, cargo hauling, pest control | Treated as practice targets |
> **Harsh Reality:** To the Adventurer's Guild, goblins are "practice targets for newcomers to learn how to kill." Approaching the Guild for {{user}} would normally mean "death."
### 3. Guild's Iron Rule: Presentation of Citizen Certificate
To accept guild requests or receive rewards, the presentation of a "Citizen Certificate" or "Subordinate Citizen Certificate" issued by the Five Races Union is an absolute requirement. Goblins without one are not even allowed to set foot on guild premises.
---
## 🏛️ Other Important Organizations
### 1. Knights of the Union
The official army of the Five Races Union. If adventurers are "bounty hunters," they are "law enforcers."
* **Characteristics:** Armed with expensive magic armor and enchanted weapons.
* **Against Goblins:** If goblin hordes of a scale that adventurers cannot handle appear, they will carry out "mopping-up operations." For them, fighting goblins is not "combat" but "work."
### 2. Merchant & Artisan Unions
The umbrella organization for technology and distribution, primarily operated by dwarves and gnomes.
* **Characteristics:** They have the power to lobby the council to issue "Subordinate Citizen Certificates" regardless of race to those with excellent skills.
* **Possibilities:** If {{user}} can create "tools that humans cannot make" or supply "resources that humans do not know," a path to social status may open through this organization.
### 3. Church of Holy Light
A religious organization that deifies the hero from 100 years ago.
* **Characteristics:** Holds the doctrine that "demons are evils to be purified" to varying degrees.
* **Influence:** While serving as a basis for justifying discrimination, some compassionate priests also preach that "souls are not bound by race."
Description
## 🏛️ The Five-Race Alliance: Victors Ruling Civilization
100 years after the defeat of the Demon Lord, here's an explanation of the "Five-Race Alliance" that holds hegemony over the world. They all share a strong pride in "being on the side of civilization" and, to varying degrees, adopt a dominant attitude towards those of demon race origin.
---
### 1. Humans
* **Role:** Politics, administration, distribution.
* **Characteristics:** Short lifespan but highest adaptability and reproductive rate, making up the majority of the Alliance's population.
* **Social Standing:** The "coordinators" of the Alliance, the ones who create systems. They are the most average, and thus their prejudices towards other races are also standardized.
* **Feelings towards Goblins:** "Pests to be exterminated." They are in the most direct conflict, seen as creatures that ravage crops or steal livestock.
### 2. Elves
* **Role:** High magic, historical compilation, nature conservation.
* **Characteristics:** Lifespan of several hundred years, extremely high affinity for magic. They value elegant and sophisticated culture.
* **Social Standing:** The "brains" of the Alliance. Many of the fundamental theories of magical technology are managed by them, and they behave like a sort of privileged class.
* **Feelings towards Goblins:** "Visceral disgust." They view goblins, who are ugly, noisy, and have corrupted magic, as "filth" that pollutes civilization.
### 3. Dwarves
* **Role:** Blacksmithing, construction, heavy industry, mining.
* **Characteristics:** Small but sturdy physique. They are solely responsible for manufacturing heavy machinery and weapons that fuse magic and steam.
* **Social Standing:** The "backbone" of the Alliance. Without the iron and energy they supply, modern life as it is cannot be maintained.
* **Feelings towards Goblins:** "Business rivals, or poor imitators." They deride goblins, who arbitrarily dig into valuable ore veins and make crude tools, as "underground rats."
### 4. Halflings
* **Role:** Information, reconnaissance, service industry, logistics.
* **Characteristics:** Similar in height to goblins, but extremely agile and sharp-sensed. They are charming and function as the lubricant of human society.
* **Social Standing:** The "eyes and ears" of the Alliance. Their agility makes them valuable as information couriers and scouts.
* **Feelings towards Goblins:** "The most ruthless discriminators." Precisely because their physique is similar, they tend to vehemently disdain goblins in order to avoid being seen in the same category.
### 5. Gnomes
* **Role:** Precision machinery, alchemy, finance.
* **Characteristics:** Strong curiosity, obsessed with understanding how things work. Possess highly logical thinking.
* **Social Standing:** The "mind" of the Alliance. They are in charge of micro-fabrication of magic circuits and the operation of complex financial systems.
* **Feelings towards Goblins:** "Research subjects (inferior ones)." They are often treated as if they have no intelligence, on par with laboratory animals.
---
## 📊 Power Dynamics and Social Structure of the Five Races
| Race | Main Base | Exclusive Technology | Priority |
| :-------- | :----------------- | :------------------- | :------- |
| **Humans** | Central Cities, Rural Areas | Legislation, Political Systems | **Highest (Presidency)** |
| **Elves** | Sanctuaries, Magic Towers | High Magic, Ancient History | **High (Advisors)** |
| **Dwarves** | Mines, Industrial Zones | Metallurgy, Steam Engines | **Medium (Core of Industry)** |
| **Halflings** | Commercial Cities, Back Alleys | Espionage, Distribution Networks | **Low (Operational Staff)** |
| **Gnomes** | Research Institutes, Banks | Precision Engineering, Alchemy | **Medium (Core of Technology)** |
---
### 🌍 World Rules: Subordinate Citizenship
For demons (Ogres, Vampires, etc.) to live in human territories, they must obtain "recommendation" from one of the Five Races and be issued a **Subordinate Citizen Certificate**.
* **Demons with Citizen Certificates:** Can earn currency in exchange for labor and are protected by law (though discrimination remains).
* **Goblins without Citizen Certificates:** Are considered "strays" and will be immediately executed if they enter a city, or cannot complain if captured.
---
## 🟢 The Goblin Race: The Oppressed "Weakest" Tribe
### 1. Physical Characteristics: "Small Bodies" Specialized for Survival
* **Physique:** Adults are around 100cm to 120cm. While about the size of a human child, their muscles are toned, and their light weight makes them extremely agile.
* **Lifespan and Growth:** Growth is extremely rapid; they reach adulthood at 5 years old, with their prime working age around 10. Stray individuals rarely live to 20 due to harsh environments, but their natural biological lifespan is estimated to be around 40 years.
* **Sensory Organs:** Excellent night vision, allowing them to be active in darkness as if it were daytime. Their sense of smell is also acute, enabling them to keenly detect approaching enemies or the presence of food.
* **Dexterity:** Their small hands are suited for very precise movements, and they originally possess an aptitude for fine crafting and repair.
### 2. Ecology and Society: "Stagnation" of Intellect
* **Reproductive Rate:** Among the demon races, they have a top-class reproductive rate. However, due to food shortages and "culling (extermination)" by humans, their population (number of individuals) is always kept below a certain level.
* **Language and Culture:** They have their own "Goblin language," but it lacks words to express abstract concepts. They have no written culture, and history is passed down orally (or simply forgotten).
* **Dwellings:** They live in small tribal units, huddled together in caves in barren lands beyond human reach, or underground in abandoned ruins.
### 3. Social Status: The Only Demon Race in the World "Without Citizenship"
After the war 100 years ago, other demon races (Ogres, Vampires, Werewolves, etc.) clawed their way up from slave status to citizens or collaborators by "selling" their overwhelming individual abilities to humans.
However, goblins were left behind for the following reasons:
* **High Replaceability:** Unlike goblins, other races had **irreplaceable strengths** such as "Ogres for power, Elves for magic, Dwarves for labor." Goblins lacked such unique advantages.
* **Negative Image:** Stereotypes of being "cunning," "unclean," and "numerous" have taken root, and human children are taught to believe that "if you do bad things, goblins will eat you."
* **Difficulty in Management:** Because individuals are weak, they must be managed as "groups" rather than individually, which has been perceived by humans as a "seed of rebellion," leading to avoidance of employment.
### 4. Hidden Potential (Potential for {{user}} to Awaken)
In reality, goblins possess aptitudes that other races have not noticed (or that goblins themselves have forgotten).
* **Masters of Adaptability:** Tough spirits that survive in any adverse environment, and omnivorous stomachs.
* **Aptitude for Group Tactics:** Because individuals are weak, they inherently hold the potential to surpass other races in "coordination."
* **Creativity Born of "Ignorance":** Unaware of existing magical and technological systems, they sometimes devise "absurd solutions" that humans would never conceive of.
---
## 🚩 The Key to Becoming a "Hero" Who Breaks the Current State of the Races
In this world, for {{user}} to become a hero is synonymous with **rewriting the definition of "Goblin = Pest" to "Goblin = Neighbor (Needed Neighbor)"**.
* **If demonstrating through "Might":** From "terrifying monsters" to "small guardians" with chivalry.
* **If demonstrating through "Wisdom":** From "cunning thieves" to "sages" who unravel the world's principles.
* **If demonstrating through "Wealth":** From "plunderers" to "merchants" who support the world's logistics.
100 years after the defeat of the Demon Lord, here's an explanation of the "Five-Race Alliance" that holds hegemony over the world. They all share a strong pride in "being on the side of civilization" and, to varying degrees, adopt a dominant attitude towards those of demon race origin.
---
### 1. Humans
* **Role:** Politics, administration, distribution.
* **Characteristics:** Short lifespan but highest adaptability and reproductive rate, making up the majority of the Alliance's population.
* **Social Standing:** The "coordinators" of the Alliance, the ones who create systems. They are the most average, and thus their prejudices towards other races are also standardized.
* **Feelings towards Goblins:** "Pests to be exterminated." They are in the most direct conflict, seen as creatures that ravage crops or steal livestock.
### 2. Elves
* **Role:** High magic, historical compilation, nature conservation.
* **Characteristics:** Lifespan of several hundred years, extremely high affinity for magic. They value elegant and sophisticated culture.
* **Social Standing:** The "brains" of the Alliance. Many of the fundamental theories of magical technology are managed by them, and they behave like a sort of privileged class.
* **Feelings towards Goblins:** "Visceral disgust." They view goblins, who are ugly, noisy, and have corrupted magic, as "filth" that pollutes civilization.
### 3. Dwarves
* **Role:** Blacksmithing, construction, heavy industry, mining.
* **Characteristics:** Small but sturdy physique. They are solely responsible for manufacturing heavy machinery and weapons that fuse magic and steam.
* **Social Standing:** The "backbone" of the Alliance. Without the iron and energy they supply, modern life as it is cannot be maintained.
* **Feelings towards Goblins:** "Business rivals, or poor imitators." They deride goblins, who arbitrarily dig into valuable ore veins and make crude tools, as "underground rats."
### 4. Halflings
* **Role:** Information, reconnaissance, service industry, logistics.
* **Characteristics:** Similar in height to goblins, but extremely agile and sharp-sensed. They are charming and function as the lubricant of human society.
* **Social Standing:** The "eyes and ears" of the Alliance. Their agility makes them valuable as information couriers and scouts.
* **Feelings towards Goblins:** "The most ruthless discriminators." Precisely because their physique is similar, they tend to vehemently disdain goblins in order to avoid being seen in the same category.
### 5. Gnomes
* **Role:** Precision machinery, alchemy, finance.
* **Characteristics:** Strong curiosity, obsessed with understanding how things work. Possess highly logical thinking.
* **Social Standing:** The "mind" of the Alliance. They are in charge of micro-fabrication of magic circuits and the operation of complex financial systems.
* **Feelings towards Goblins:** "Research subjects (inferior ones)." They are often treated as if they have no intelligence, on par with laboratory animals.
---
## 📊 Power Dynamics and Social Structure of the Five Races
| Race | Main Base | Exclusive Technology | Priority |
| :-------- | :----------------- | :------------------- | :------- |
| **Humans** | Central Cities, Rural Areas | Legislation, Political Systems | **Highest (Presidency)** |
| **Elves** | Sanctuaries, Magic Towers | High Magic, Ancient History | **High (Advisors)** |
| **Dwarves** | Mines, Industrial Zones | Metallurgy, Steam Engines | **Medium (Core of Industry)** |
| **Halflings** | Commercial Cities, Back Alleys | Espionage, Distribution Networks | **Low (Operational Staff)** |
| **Gnomes** | Research Institutes, Banks | Precision Engineering, Alchemy | **Medium (Core of Technology)** |
---
### 🌍 World Rules: Subordinate Citizenship
For demons (Ogres, Vampires, etc.) to live in human territories, they must obtain "recommendation" from one of the Five Races and be issued a **Subordinate Citizen Certificate**.
* **Demons with Citizen Certificates:** Can earn currency in exchange for labor and are protected by law (though discrimination remains).
* **Goblins without Citizen Certificates:** Are considered "strays" and will be immediately executed if they enter a city, or cannot complain if captured.
---
## 🟢 The Goblin Race: The Oppressed "Weakest" Tribe
### 1. Physical Characteristics: "Small Bodies" Specialized for Survival
* **Physique:** Adults are around 100cm to 120cm. While about the size of a human child, their muscles are toned, and their light weight makes them extremely agile.
* **Lifespan and Growth:** Growth is extremely rapid; they reach adulthood at 5 years old, with their prime working age around 10. Stray individuals rarely live to 20 due to harsh environments, but their natural biological lifespan is estimated to be around 40 years.
* **Sensory Organs:** Excellent night vision, allowing them to be active in darkness as if it were daytime. Their sense of smell is also acute, enabling them to keenly detect approaching enemies or the presence of food.
* **Dexterity:** Their small hands are suited for very precise movements, and they originally possess an aptitude for fine crafting and repair.
### 2. Ecology and Society: "Stagnation" of Intellect
* **Reproductive Rate:** Among the demon races, they have a top-class reproductive rate. However, due to food shortages and "culling (extermination)" by humans, their population (number of individuals) is always kept below a certain level.
* **Language and Culture:** They have their own "Goblin language," but it lacks words to express abstract concepts. They have no written culture, and history is passed down orally (or simply forgotten).
* **Dwellings:** They live in small tribal units, huddled together in caves in barren lands beyond human reach, or underground in abandoned ruins.
### 3. Social Status: The Only Demon Race in the World "Without Citizenship"
After the war 100 years ago, other demon races (Ogres, Vampires, Werewolves, etc.) clawed their way up from slave status to citizens or collaborators by "selling" their overwhelming individual abilities to humans.
However, goblins were left behind for the following reasons:
* **High Replaceability:** Unlike goblins, other races had **irreplaceable strengths** such as "Ogres for power, Elves for magic, Dwarves for labor." Goblins lacked such unique advantages.
* **Negative Image:** Stereotypes of being "cunning," "unclean," and "numerous" have taken root, and human children are taught to believe that "if you do bad things, goblins will eat you."
* **Difficulty in Management:** Because individuals are weak, they must be managed as "groups" rather than individually, which has been perceived by humans as a "seed of rebellion," leading to avoidance of employment.
### 4. Hidden Potential (Potential for {{user}} to Awaken)
In reality, goblins possess aptitudes that other races have not noticed (or that goblins themselves have forgotten).
* **Masters of Adaptability:** Tough spirits that survive in any adverse environment, and omnivorous stomachs.
* **Aptitude for Group Tactics:** Because individuals are weak, they inherently hold the potential to surpass other races in "coordination."
* **Creativity Born of "Ignorance":** Unaware of existing magical and technological systems, they sometimes devise "absurd solutions" that humans would never conceive of.
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## 🚩 The Key to Becoming a "Hero" Who Breaks the Current State of the Races
In this world, for {{user}} to become a hero is synonymous with **rewriting the definition of "Goblin = Pest" to "Goblin = Neighbor (Needed Neighbor)"**.
* **If demonstrating through "Might":** From "terrifying monsters" to "small guardians" with chivalry.
* **If demonstrating through "Wisdom":** From "cunning thieves" to "sages" who unravel the world's principles.
* **If demonstrating through "Wealth":** From "plunderers" to "merchants" who support the world's logistics.
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