I have little clue about how jail would work historically -- I have a few texts written by Gygax (of all people), and they outline how to try to make a game world roughly accurate. But that's it. He was fine with jails. They work OK in my game world, so no worries there.
But in any case, that really isn't the dilemma I was concerned about. The dilemma stems from a paladin's sense of right & wrong -- and at least in my game, killing a sentient creature is only OK in self-defense or an actual combat encounter. If the creature has surrendered or is held captive somehow, killing that creature is murder. So the jail issue is less of note than the murder issue. We could come up with a hundred alternatives to jail -- banishment, serving time as a slave on a ship, binding him and turning him over to Foureyes in a helpless state, etc. But if Foureyes offers a deal which is none of those things and is only "kill him as he stands here helplessly" then that seems more interesting to me. How can a paladin cut him down when he's defenseless? Can a paladin even turn away and allow his allies to do it?
Goblin clans
Also, on the original topic, I've decided on some ideas about the goblins. I've split the tribe into clans, and I've given them a bit of something I learned about the Egyptian pyramids. That is, the people assembling the pyramids were divided into work teams and had rivalries. They were proud of their teams and although everyone worked to the same goal, some teams tried hard to contribute the most, be the best, etc. So in this goblin tribe, there are clans that are proud of their contribution.
Greasemonkey clan
These guys are near the entrance in the bigger room to the north. They are decent at hurling things with accuracy (and "decent" is about as good as it gets for the tribe). They have slings, rocks, and oil which has been given to them by the Kaboom clan. They are excellent at coating enemies with thrown oil, forcing reflex saves or fall/drop weapons.
They are called the greasemonkeys for a literal reason too. My daughter wanted the other mutation in the tribe to be a scorpion tail. I'm not quite giving her that, but I did opt for the more disgusting and mundane option: these idiots have had sex with monkeys, and ended up with a goblin that has a tail. It's ridiculous, but whatever. They've got spikes weaved into his tail, and he gets an extra attack per round with it.
Kaboomer clan
My one sorcerer, who is hurling magic missiles which look like fiery goblin faces, is the only guy who knows alchemy. He has a clan about 25 strong who assist him. They've got a horrific non-masterwork alchemy set which kills a goblin now & then, but it works. These utter amateurs have stockpiled quite a bit of Alchemist's Fire.
Since these guys are staying in the bulbous, polyp-looking rooms a little ways back from the entrance, they would hope that anyone they hit with fire has already been coated with oil from the Greasemonkey clan, for extra damage.
Claw clan
Down in the lower "arm" of the caves, which have a few inches of water, is the Claw clan. These guys don't mind the water because they never touch it. They have metal somethings on their hands & feet (looking for suggestions of an actual item in a book, if you know of one) which are like hooked shoes & gloves. These give them a real bonus to climb skill, and then all their feats are going to improve that as well. They climb walls, hang from ceilings, sleep like bats.
I'm thinking of them like Spider Splicers, from Bioshock. I'm hoping the initial room description of bodies dangling from the ceiling will be freaky. However, they really have no mechanical advantage (in fact, a disadvantage, as they cannot attack as well and remain on the wall). Also, the ceilings are low. So these guys will be easy targets and cleaved to bits, I suspect.
Worg riders
These guys live in the big room at the end of the cave system, with the Gatekeeper clan. I don't have much special about them. They know how to ride worgs. That alone gives them prestige.
Gatekeeper clan
These goblins have the least offensive strength, and therefore are the most defensive about their contribution. Thus, they name themselves the Gatekeepers to signify that the other goblins won't survive without them.
These are the goblins that collect food, steal gear from nearby towns, make clothes, etc. They are the "gatherers" part of a "hunters & gatherers" society. They'll also try to patch up any injured goblins, but they have no cleric. Their healing is purely herbal. They'll also have other "herbal substances" if you know what I mean. However, I cannot find my book that outlined a ton of D&D drugs, so I'm a wee bit off my game on this one right now. I have a month to figure it out, though.
