The Six Major Plains Goblin Clans: Though there are countless lesser clans of goblins that roam the lands or even have permanent territories, most are below the scope of this document. They may occasionally raid an outlying settlement against humans but are more often fighting amongst themselves and the other races. There are, however, six tribes that are both large enough to cause serious problems for the human nations and settled enough to be permanently marked on Deminar's land.
The Skullfire Clan: This clan calls most of the Border Woods, as well as a small portion of plains land east of it, their home. This has recently become a problem as Na'Vesper has begun an expansion program that has led them into this territory. The Skullfire clan is highly territorial, and skirmishes against the new settlers have been swift and merciless. It is rumored that they have been involved in an extensive mining program along the GodsHand mountains, and that they have been taking humans for slave labor. This has yet to be confirmed, but two of the rangers we sent to investigate have failed to return, strengthening the tale.
The Blackrock Clan: The largest goblin clan in existence, the Blackrock Clan claims a large area of territory, including portions of As'Cor. As such, the two have been in conflict since the early days of As'Cor's expansion. Thankfully the Blackrock Clan has to divide its forces against a rival clan to the south, the Ironfist, and thus can't turn all of their forces against As'Cor.
The Ironfist Clan: Something generations ago caused the Ironfist clan and Blackrock clan to enter a heated blood feud. Because of this the two clans war ceaselessly against one another. But whereas the Blackrock clan also divides its attentions against the nation of As'Cor, the Ironfists are obsessed with only the destruction of the Blackrock clan. In a sense, the Ironfist are allies of As'Cor, but only in the sense of an enemy of my enemy is my ally. The Ironfist do not wish for any help in their vendetta, and all communication attempts from As'Cor have been given curt refusals. This makes the Ironfist less of a human worry, still, at some point, one clan will win the war, and if it is the Ironfists, who knows where they will strike next.
The Whispering Marauder Clan: The tactics and warfare utilized by this clan are not the standard massed army tactics seen by most goblin clans. The Whispering Marauders are adept at assassinations, poisonings, and guerrilla warfare, all of which have confounded their enemies. Phyllea in particular have had difficult times against this clan since Phyllea's standard course of warfare is much like standard goblins, however with superior number, tactics, and skill. Thus Phyllea and the Whispering Marauders are at a bit of a standstill, as Phyllea turns it's attentions to more easier targets, and the Marauders seemingly having no interest in expanding territories or attacking their southern human neighbors.
The Fellhand Clan: The Fellhand clan is a typical goblin clan, ruthless, rigid, and expansionistic. In fact, one could say they actually share a lot in common with their enemy, the nation of Phyllea. Reports state that the two have been at war for generations, ever since the Great Lord Athuzad began expanding Phyllea's borders and instilling the conquest attitude in his peoples. The Fellhand had always been expanding their borders, and finally when the two met, war broke out. Warfare seems almost constant, from raids and surprise attacks, to largescale battles and sieges. The fronts where the two nations meet is scattered with forts, barricades and other structures meant to impede enemy conquest. The two have gained little ground on one another, and in the long run, the superior numbers of Phyllea will probably come through as the victors. However, the massive number of personnel needed to fully eradicate the Fellhand Clan would leave Phyllea tantalizing open for attack from another enemy.
The Dark Servitor Clan: This rather small goblin clan only gains mention because of its struggles against Phyllea, though it is said that they are unwitting participants in this conflict. Depending on who you ask, the Dark Servitors were forced into an alliance with the Fellhand clan either because of threats laid down by that clan or because of unjust assaults against them by Phyllea. Either way, their priests, clerics, and holy warriors have done much to support the Fellhands against Phyllea. Normally content to just give reverence to their creator and stay within their temples and holy structures, the Dark Servitors have now joined in the fight to protect their holy grounds from Phyllea. The highly religious clan has some of the most powerful goblin priests and clerics Deminar has ever seen and this has caused nothing but problems for Phyllea.
Halfling and Centaur Homelands: As you may have noticed on the map, there are no halfling or centaur settlements marked. The reason for this is simply because no one has ever discovered one (and returned alive at least) and the respective races have not told us either. Halflings are known to have great societies hidden away in forests, mountainsides, and other places deemed inhospitable to human settlement, however they are very secretive about these lands. Even halflings who have abandoned their tribe and settled amongst humans do not reveal the location of their homeland, even the worst halfling traitor, it seems, would do no such thing. The centaurs, meanwhile, claim that the whole world is their homeland, there is no centaur word for settlement or origin (at least in the sense of where one is from). So while herds of centaur may stay within a particular area, it is only temporary and soon enough the herd will get restless and claim a new region as their temporary "home." Thus, halfling and centaur settlements remain off the map, until conclusive evidence can point me to them.