NPCs earn Goblin Points as payment for their help.  A player generally earns 200 Goblin Points for NPC-ing a full weekend event.  Players who NPC for only part of a weekend earn Goblin Points based on time donated.  NPCs that prove themselves reliable and act in a desirable manner will be rewarded in various ways, including having cooler roles to play and possibly being awarded bonus Goblin Points.  The sorts of behavior for which a character might earn these rewards are: showing up on time, wearing dark clothing and dark footwear with no logos or bright colors, signing out at the end of the weekend (which earns the player 15 Goblin Points), and being available at certain times for special NPC-intensive encounters.

Goblin points may be used for several things, including purchasing unfinished weapons, earning a Wildlands character a teacher for any skill, if the Campaign Committee approves it, or other things.  The cost in Goblin Points is equal to 5 times the build point cost of the skill.  Some skills cannot be learned this way.

In addition, there will be a limit to the number of Goblin Points a player may use for the purchase of materials or goods at any one event.  These limits are designed to prevent players with a lot of Goblin Points from flooding the game with a lot of in-game items or bringing in very powerful items with no in game justification.  A player may purchase unfinished goods at a higher rate than raw materials.  These items require a craftsman to convert the unfinished item into a useable item.  A player may purchase finished goods at a higher Goblin Point cost than unfinished items.  Goblin Points may be used to gain Committee approval to change the physical representation of an in-game item that has not been owned by another character player, like certain weapon characteristics.  They may be used to earn Committee approval for character backgrounds that might otherwise not be allowed.

Goblin points may NOT be used for the following things in Wildlands:

Players cannot use Goblin Points to purchase extra blankets for their characters.  Players can not trade Goblin Points for in-play money or for items with in-play monetary value, such as jewelry.  Players may not “buy back” character deaths with Goblin Points; characters interested in this should investigate the possibilities in-play.

Spending Goblin Points Players can also fill out Goblin Point sheets for Goblin Point expenditures that earn them in-game items. A more detailed explanation of the ways in which players may spend Goblin Points can be found in Chapter Nine: Volunteers & Non-Player Characters (NPCs) of the rulebook.

A player may purchase up to 200 Goblin Points of overall items per event.  If a character has an appropriate crafting skill, this limit is increased to 300 Goblin Points, though the extra Goblin Points may only be spent within the characters realm of crafting, and in the realm of Finished Goods.

Raw Materials

Players may purchase raw materials for many of the crafting skills.  This allows players to make in-game items and reduce the amount of money they must spend to do so.  The player receives tags to represent these raw materials, but she must find a skilled craftsman to create the items she desires.  Raw materials replace the silver needed to create in game items, but other needed materials, such as True Elements, cannot be gained in this way.  One Goblin Point can be traded for 1 silver worth of raw materials.  Raw materials obtained this way can only be used at a forge and only to craft items; they cannot take the place of money in any other way (such as earning a character Inspiration at a juncture).  A player must select the type of raw material he wishes to obtain when making the purchase, dictating what craft skill will make use of the materials.  There is a limit to the amount of materials that may be used in the creation of any one item.  For example, 20 silver worth of tinkering materials cannot be used to make potions.  In game, the materials are slightly flawed and have slight impurities, making them fine for lesser items, but able to contribute only slightly to the creation of more powerful things.  The maximum amount of raw material that can be spent on any one item is given below:
Unfinished Good
Goblin Point Cost
Alchemy: Alchemical Solvent
12
Alchemy: Antidote for Contact Poisons
12
Alchemy: Antidote for Ingested Poisons
48
Alchemy: Cause Damage
12
Alchemy: Cause Damage Gas
20
Alchemy: Cause Light Damage
6
Alchemy: Cause Light Damage Gas
10
Alchemy: Cure Damage Salve
28
Alchemy: Cure Light Damage Salve
12
Alchemy: Cursed One Healing Salve 5
12
Alchemy: Eldritch Acid 5
8
Alchemy: First Aid Salve
3
Alchemy: Hallucoid
12
Alchemy: Intoxicant
3
Alchemy: Liquid Light
6
Alchemy: Oil of Slipperiness
8
Alchemy: Oil of Stickiness
12
Alchemy: Paranoia
12
Alchemy: Vorpal Venom +2
10
Alchemy: Vorpal Venom +4
20
Armor: 1
3
Armor: 2
8
Armor: 3
13
Armor: 4
18
Armor: 5
28
Armor: 6
38
Armor: 7
48
Armor: 8
58
Armor: 9
73
Armor: 10
88
Potion: Bless
8
Potion: Cause Light Wounds
8
Potion: Cure Light Wounds
8
Potion: Cause Wounds
16
Potion: Cure Wounds
16
Potion: Cause Disease
24
Potion: Cure Disease
24
Potion: Greater Bless
24
Potion: Remove Weakness
24
Potion: Weakness
24
Potion: Awaken
32
Potion: Cause Serious Wounds
32
Potion: Cure Serious Wounds
32
Scroll: Disarm
8
Scroll: Magic Missile
8
Scroll: Shield
8
Scroll: Lightning Bolt
16
Scroll: Pin
16
Scroll: Repel
16
Scroll: Greater Shield
24
Scroll: Ice Bolt
24
Scroll: Trance
24
Scroll: Awaken
32
Scroll: Bind
32
Scroll: Flame Blade
32
Tinkered Item: Bracer Blade
35
Tinkered Item: Clock
40
Tinkered Item: Flame Rocket
19
Tinkered Item: Frost Rocket
19
Tinkered Item: Lightning Rocket
19
Tinkered Item: Grappling Hook
21
Tinkered Item: Kite
4
Tinkered Item: Magnifying Glass
25
"Tinkered Item: Manacles, Average"
36
Tinkered Item: Mechanical Grasp
26
Tinkered Item: Mechanical Torch
12
Tinkered Item: Music Box
36
"Tinkered Item: Padlock, Average"
26
"Tinkered Item: Salvage Tools, Average"
38
Tinkered Item: Spectacles
7
Tinkered Item: Thieves? Tools
21
"Tinkered Item: Wind-up Toy, small"
7
"Tinkered Item: Wind-up toy, large"
16
"Tinkered Item: Trap, Electrical 5"
8
"Tinkered Item: Trap, Electrical 10"
18
"Tinkered Item: Trap, Electrical 15"
28
"Tinkered Item: Trap, Fire 10"
38
"Tinkered Item: Trap, Frost 5"
8
"Tinkered Item: Trap, Frost 10"
18
"Tinkered Item: Trap, Frost 15"
28
"Tinkered Item: Trap, Weapon 5"
18
"Tinkered Item: Trap, Weapon 10"
38
"Weapon: Arrow/Bolt (12), Javelin (6)"
6
Weapon: 1 Handed or Staff (Base Damage 2)
21
Weapon: Bow/Crossbow
11
Weapon: 1 Handed Small (Base Damage 1)
4
Weapon: 2 Handed (Base Damage 3)
43
Weapon: Shield
21
Raw Material
Maximum Value per item for creation
Alchemy Materials
20 silver
Armorsmith Materials
70 silver
Potion Creation Materials
15 silver
Scroll Creation Materials
15 silver
Tinkering Materials
50 silver
Weaponsmith Materials
50 silver
Unfinished Goods

You may use your Goblin Points to purchase Unfinished Goods.  Unfinished Goods are items that are normally crafted at a juncture and will have in-game tags.  These goods lack the final spark of magic that allows them to be useful immediately.  Imagine the case of a sword.  A person could make the basic sword metal item, but unless handled by a properly equipped and skilled smith, the sword would not have a suitably sharp edge, would not be tempered (and so would break easily) and so forth. 

Unfinished Goods must be finished in-game prior to their usage.  A character with the appropriate production skill must take the good to a juncture, along with a formula appropriate to the item type.  This character must spend 1 Production Point to finish the item to its base duration.  This will also cost 1 silver piece per good.  Finishing an item requires the presence of a formula, but it does not diminish the effectiveness of the formula.  In other words, it does not expend a use of the formula.  Unfinished Goods themselves have only a one-event expiration, so they must be finished during the event in which they are purchased, or they crumble to worthlessness.  Purchasing Unfinished Goods may only be done at event check-in.

In the chart below, there is a spending limit of 100 Goblin Points per category.  Not all items are available for purchase as Unfinished Goods.
Finished Goods

You may use your Goblin Points to purchase Finished Goods.  Finished Goods are items that are normally crafted at a juncture and will have in-game tags.  Unlike Unfinished Goods, these items have valid tags and are ready to use.  They all have standard base durations.  In the case of Alchemy, Potions, and Weapons, the base duration is two events.

In the chart below, there is a spending limit of 100 Goblin Points per category.  Some items are listed as costing above this 100 point limit.  Those items may only be purchased by someone with the appropriate crafting skill.  Not all items are available for purchase as Finished Goods.
Finished Good
Goblin Point Cost
Alchemy: Alchemical Solvent
28
"Alchemy: Antidote, Contact"
28
"Alchemy: Antidote, Ingested"
78
Alchemy: Cause Damage
28
Alchemy: Cause Damage Gas
39
Alchemy: Cause Light Damage
15
Alchemy: Cause Light Damage Gas
22
Alchemy: Cure Damage Salve
50
Alchemy: Cure Light Damage Salve
28
Alchemy: Cursed One Healing Salve 5
28
Alchemy: Eldritch Acid 5
22
Alchemy: First Aid Salve
15
Alchemy: Hallucoid
28
Alchemy: Intoxicant
15
Alchemy: Liquid Light
18
Alchemy: Oil of Slipperiness
22
Alchemy: Oil of Stickiness
28
Alchemy: Paranoia
28
Alchemy: Vorpal Venom +2
22
Alchemy: Vorpal Venom +4
39
Armor: 1
14
Armor: 2
20
Armor: 3
26
Armor: 4
32
Armor: 5
44
Armor: 6
56
Armor: 7
68
Armor: 8
80
Armor: 9
98
Armor: 10
116
Armor: 11
134
Armor: 12
152
Potion: Bless
20
Potion: Cause Light Wounds
20
Potion: Cure Light Wounds
20
Potion: Cause Wounds
30
Potion: Cure Wounds
30
Potion: Cause Disease
40
Potion: Cure Disease
40
Potion: Greater Bless
40
Potion: Remove Weakness
40
Potion: Weakness
40
Potion: Awaken
50
Potion: Cause Serious Wounds
50
Potion: Cure Serious Wounds
50
Scroll: Disarm
20
Scroll: Magic Missile
20
Scroll: Shield
20
Scroll: Lightning Bolt
30
Scroll: Pin
30
Scroll: Repel
30
Scroll: Greater Shield
40
Scroll: Ice Bolt
40
Scroll: Trance
40
Scroll: Awaken
50
Scroll: Bind
50
Scroll: Flame Blade
50
Tinkered Item: Bracer Blade
47
Tinkered Item: Clock
62
Tinkered Item: Flame Rocket
35
Tinkered Item: Frost Rocket
35
Tinkered Item: Lightning Rocket
35
Tinkered Item: Grappling Hook
39
Tinkered Item: Kite
15
Tinkered Item: Magnifying Glass
47
"Tinkered Item: Manacles, Average"
54
Tinkered Item: Mechanical Grasp
44
Tinkered Item: Mechanical Torch
26
Tinkered Item: Music Box
54
"Tinkered Item: Padlock, Average"
44
"Tinkered Item: Salvage Tools, Average"
68
Tinkered Item: Spectacles
21
Tinkered Item: Thieves? Tools
39
"Tinkered Item: Wind-up Toy, small"
21
"Tinkered Item: Wind-up toy, large"
34
"Tinkered Item: Trap, Electrical 5"
23
"Tinkered Item: Trap, Electrical 10"
38
"Tinkered Item: Trap, Electrical 15"
53
"Tinkered Item: Trap, Frost 5"
23
"Tinkered Item: Trap, Frost 10"
38
"Tinkered Item: Trap, Frost 15"
53
"Tinkered Item: Trap, Fire 10"
68
"Tinkered Item: Trap, Weapon 5"
38
"Tinkered Item: Trap, Weapon 10"
68
"Weapon: Arrow/Bolt (12), Javelin (6)"
19
Weapon: 1 Handed or Staff (Base Damage 2)
34
Weapon: Bow/Crossbow
24
Weapon: 1 Handed Small (Base Damage 1)
15
Weapon: 2 Handed (Base Damage 3)
58
Weapon: Shield
34
Alchemy Raw Materials (1)
1
Armor Raw Materials (1)
1
Potion Raw Materials (1)
1
Scroll Raw Materials (1)
1
Tinkering Raw Materials (1)
1
Weapon Raw Materials (1)
1
Event Coupons

Event Coupons may be purchased with Goblin Points to reduce the cost of attending a Wildlands West event.  An Event Coupon costs 100 Goblin Points, and yields a $20.00 discount towards event admission.  A maximum of one Event Coupon may be used per event, for a maximum discount of $20.00 per person per event.  Event Coupons are not transferable to another person.

Rumors

Players may also use Goblin Points to purchase a Rumor that their character has overheard between events.  It costs 30 Goblin Points for a Rumor and only one Rumor may be purchased per event.  The player will be given a random Rumor to read at check-in and they must read it and return the Rumor to the person doing check-in.  This represents simply overhearing the information.  If the player’s character has the read/write skill, they may copy the Rumor down before returning the rumor slip.  Rumors may be about just about anything, current events, ancient history, locations of treasure, hints about individuals that may be coming to the town, etc.  Please note that Rumors are exactly that.  No guarantee is offered as to their veracity.