The Goblin Wood



The Goblin Wood is a 2003 teen medieval fantasy novel by Hilari Bell.

Makenna is a young lady whose mother is killed for witchcraft on the order of the newly arrived priest of the Hierarchy, which does not want any magic to exist outside of its control. Her death is just one in a series of religious pogroms against witches, goblins, and social pariahs. Makenna doesn't take it well, so she floods her village by opening the floodgate on a dam and runs away. She encounters and spares the life of a goblin named Cogswhallop, and soon finds herself waging a guerilla to keep goblins across the Realm from being slaughtered. The girl and her goblin friend lead the surviving goblins into the northern wilds beyond a mysterious wall that stretches across a thin isthmus to escape human persecution.

Meanwhile, the Hierarchy is putting a young knight, Tobin, through a gruesome trial for unwittingly aiding his rebellious brother. As a penance quest given to him by a mysterious priest, he goes north in search of a vile sorceress who has been gathering a goblin army, harrying humans and preventing the settlement of the north, which is part of a vast evacuation plan for the Realm to escape from the encroaching southern barbarians. The sorceress captures Tobin, and it turns out to be Makenna, who for all her affinity with goblins lacks the magical power the Hierarchy believes she must have to control so many goblins. Makenna actually commands them with a combination of buttons and The Power of Friendship. When Tobin sees that she's not an evil sorceress, and she sees that Tobin isn't a Knight Templar, they both have to deal with their misconceptions of each other while both the humans and the goblins face imminent extinction.

The Goblin Wood is the first book in a trilogy; its sequels, The Goblin Gate and The Goblin War were published in 2010 and 2011, respectively. The Goblin Gate focuses mostly on Jeriah, Tobin's brother, trying to save Tobin and uncovering a dangerous web of political intrigue in the process; The Goblin War deals with the long-foretold war against the cannibalistic barbarians of the South.


 * Exclusively Evil: Subverted by the goblins. The goblins have to deal with humans assuming this of them, and some of them decide to fight back. The scenes with the goblin children are especially good at explaining the subversion to Tobin.
 * Axe Crazy: The Hierarchy's spies report that there is a whole culture of people like this to the south, justifying their plan to slaughter the goblin inhabitants of the north to make room for a more defensible human nation.
 * Be Careful What You Wish For: Throughout The Goblin Wood, Makenna and the goblins are looking for a place where they can settle, away from the fighting.  In The Goblin Gate, however, it turns out that
 * Berserk Button: Makenna's mother is executed for witchcraft. Makenna decides to flood the whole town.
 * Big Brother Instinct: Tobin for Jeriah. His entire involvement in the plot comes about because he takes the blame for Jeriah's involvement in an anti-government conspiracy, in order to save his brother from being executed for treason.
 * Blue and Orange Morality: Goblins place a high value on payment/exchange for services rendered, yet do not require the payment to be high in value. Makenna's goblin soldiers obey her commands in exchange for buttons and knick-knacks.
 * Church Militant: The Hierarchy rules the Realm, sending priests and knights to enforce its teachings to the laity.
 * Dark Magical Girl: Subverted with Makenna.
 * Demythification: Makenna has to walk Tobin through this.
 * Disappeared Dad: Makenna's father walked out on the family a long while ago, apparently because he couldn't tolerate being with a hedgewitch. While Makenna's mother says that he loved them both anyway, Makenna isn't so forgiving.
 * Elemental Powers: Goblins are divided racially by the type of magic they possess: Flamers can conjure fire, Makers create copper tools and weapons, etc. The various goblin races tend to breed with their own kind.
 * Cogswhallop, the son of a Flamer and a Maker,.
 * The Empire: The Hierarchy, but they foresee that they may become The Remnant.
 * Evil Sorcerer: Subverted by Makenna; she's only made out to be one. She knows a few spells, but her power is limited.
 * Exact Words: How Makenna gets around Master Lazur's first truth spell; when he asks her if she serves the sorceress, she is easily able to say no because although she is indeed the enemy Master Lazur speaks of, she is a hedgewitch, and there is no sorceress at all.
 * The Fair Folk: The goblins. They possess many qualities of fairies in general, including an aversion to iron.
 * Go ahead, Makenna. Pick up that apple in the orchard guarded by a family of goblins; surely there won't be a terrifying chase scene.
 * Humans Are the Real Monsters: The humans of the Realm turn on their goblin neighbors with fire and steel with only a word from their priests, threatening the goblins with extinction.
 * In the lands of the southern barbarians,.
 * Jerkass Has a Point: Master Lazur may be actively working towards the extinction of magical creatures, but he is correct about the relocation being a necessity.
 * Knight Templar Big Brother: Tobin, in that he is forced to become a Knight Templar to spare his beloved brother from the cold, hard justice of the Hierarchy.
 * Our Goblins Are Wickeder: The term "goblin" essentially refers to any of a number of fae species with distinctive magical phenotypes and a stated ability to interbreed.
 * Parental Favoritism: Tobin and Jeriah's father seems to heavily favor the former, even after Tobin is banished from the village. It's well-known to Tobin and Jeriah that he bribed officials in order to spare Tobin's life on the charges of treason (Jeriah finds out early in The Goblin Gate that he sold a fair amount of land to do so), and
 * Secretly Dying:
 * Slipping a Mickey: Tobin and Jeriah's mother shows a fondness for using sleeping drugs as a weapon in The Goblin Gate. Later revealed to be the case with