Field guide · current edition
AI slop that refused to disappear.
Slop Goblins began as AI-generated imagery: disposable slop, the kind of thing one is supposed to scroll past and forget.
We kept looking. One had a name. Another had a strange object. A third looked like it had already survived something. The joke became a cast, and the cast kept becoming more particular.
There are only fourteen. No endless prompt, no trait machine, no plan to smooth them into something respectable.
Present
The Fourteen
Fourteen faces survived the scroll.
Each Slop Goblin is a distinct character and a distinct Metaplex Core asset on Solana. They are not editions of one another. They have their own names, silhouettes, expressions, and small preoccupations.
Their roughness is not an error waiting to be corrected. It is the original condition of the work: mass-made imagery narrowed into a finite group worth noticing one at a time.
The cast is closed.
Present
The Pockets
Every Goblin has somewhere to keep what follows it home.
Each of the fourteen has a deterministic on-chain pocket attached to the Goblin itself. A pocket can hold compatible SOL, tokens, NFTs, Core assets, and other small proofs that a life has been happening.
The pocket follows ownership. When a Goblin changes hands, practical control of what it carries changes too. Nothing inside is hidden from the chain; the secrecy is only narrative, like a child insisting the stone in its fist is none of your business.
Fourteen Goblins. Fourteen pockets. Contents may vary.
Present
The Cave
The Cave is an away-place.
A Goblin can leave for an expedition, remain visibly absent for a while, and return to the exact wallet that let it go. The absence is temporary, but it is real custody rather than a picture of a door pretending to be somewhere else.
When a return is confirmed, the expedition becomes part of that Goblin’s on-chain history. The Cave is not a second world to manage. It is a brief dark interval in a longer story.
Present
First Loot
A first homecoming should leave evidence.
On its first qualifying return from the Cave, a Goblin brings home one authored sword made for that Goblin. The sword is placed in the returning Goblin’s pocket. It does not arrive before the expedition, and the first-loot moment does not repeat.
This is not a random reward table. It is the first object in a specific history: one Goblin went away, one Goblin came back, and now it carries something it did not carry before.
First trip. First return. First loot.
Present
Slop Stuff
Characters make objects matter.
Slop Stuff is the object-side collection: things made to enter Goblin stories and sit inside Goblin pockets. The first-loot swords are its opening set, fourteen objects waiting for fourteen first homecomings.
An object can be held, moved, kept, lost, or discovered by a later keeper. Its importance does not come from a rarity chart. It comes from where it has been and which small creature carried it there.
Possible
What Comes Next
The horizon is deliberately unfinished.
We are interested in what happens when a collectible accumulates consequences instead of merely accumulating features. Some paths we may explore:
- Rummaging
Goblins finding what was not placed neatly in front of them.
- Special chunks
Items that feel less like inventory and more like evidence.
- Quests and scars
Journeys that can leave a mark instead of resetting cleanly.
- Trades
Objects moving because two stories cross at the right moment.
- Dragons, possibly
Encounters large enough that a Goblin may regret being noticeable.
These are possibilities, not live systems and not promises. Nothing here should be mistaken for a roadmap carved in stone.
Always
The Keepers
A keeper can care for a story without owning its ending.
Keepers decide what a Goblin carries, whether it leaves for the Cave, what stays in the pocket, and when possession passes to someone else. Those choices matter. They become part of the Goblin’s record.
But a keeper cannot complete a Goblin, make every future legible, or control what the story will mean to the next person. Care is not authorship. Custody is not conclusion.
Keep the Goblin for a while.
Leave it stranger than you found it.
Field guide ends here.