Goblinoid Culture
The lands under Hobgoblin control may include many races other than just goblins or bugbears. There are humans, halflings, orcs, and many other races that either have built settlements or been absorbed or conquered by the Hobgoblins. See the articles for goblinoids for details on their lives, for the rest of the population this is information about them.
Naming Traditions
Feminine names
Aghar Abim
Sana Shiri
Reyhia Zadi
Seeti Savi
Fakhra Belzi
Mana Teymi
Areh Muali
Saba Sadri
Nazhi Hami
Meha Abir
Masculine names
Puzhma Mini
Ardar Jafai
Mehrdi Temi
Fari Zadi
Shangiv Mudi
Salti Khimi
Mani Ehar
Fori Kisi
Zama Maji
Hahrya Jabi
Unisex names
Qezab
Aleh
Rafa
Pure
Tiyanav
Meinab
Family names
Chege
Banua
Arghuk
Mudai
Hengo
Temay
Tema
Daria
Bora
Ganai
Other names
Orok-zog: A humanoid slave, usually as a last name if they were born a slave.
War born: a goblinoid born during a campaign from a pregnant goblinoid in the legion.
Orok-Kall: A humanoid equal, usually a warrior, who serves in the legion.
Culture
Major language groups and dialects
These humanoids speak and read Goblin. They are naturally fluent and this is their main language.
Other common languages are Aerolend, Common, and Atlan.
Culture and cultural heritage
Humanoids living in goblin lands are subject to the military plans of the hobgoblins, as such they tend to fall in line and don't have many other options. As such they are authoritarian, dislike change, and look for leaders who are strong and reassure them with strong words. They are distrustful of outsiders and ambiguity.
Shared customary codes and values
Share the value of the legion as the center of life, and will sacrifice much for the legion. The devotion can sometimes be as great as a hobgoblin's, but the seeking glory can be more selfish and egotistical.
Non goblinoids will be glad to show their fierceness, honor, and respect, and will choose combat over diplomacy.
Average technological level
Humanoids who are integrated into hobgoblin legions will share their technology level. Humans outside of that infrastructure are usually agricultural based societies that trade for technological items. These humanoids are usually uneducated and rely on goblinoids for trade items. They may have a few specialized citizens like blacksmiths, coopers, leather workers, but rarely doctors, scribes or other academic support.
Common Etiquette rules
Humanoids have to be flexible to deal with the various groups of goblinoids. Around bugbears they will return in kind any barbarity or insults they receive. Around goblins they will immediately establish their unwillingness to be bullied, drawing a weapon, randomly punching a pariah or gatherer. Around hobgoblins they know to follow all of their military forms and follow their civil norms. As such when dealing with foreigners they actually are very perceptive of etiquette and are not ashamed to ask what is appropriate.
Common Dress code
Humanoids living in goblinoid lands will wear metal armor and durable clothing made of buckskin, with stylistic influences from hobgoblins and will look tough. Even commoner clothing will have spikes, metal plates, gauntlets or boots. The region is cold most of the year so dealing with windchill and snow, mud and rain makes most clothing practical and weather resistant. Everyone caries weapons openly, even if they are not proficient.
Art & Architecture
Goblinoid culture likes strongholds, castles, and fortifications. Most homes are of stone, or if wood made of logs and stockades. Humanoid settlements are always walled, towered, and have defenses, even if they are mostly farmers or non-military.
Humanoids are more likely to pursue art for art sake, and will find hobgoblin patrons to serve. They like their hobgoblin cultural influence will show militaristic, war-centered art. Songs are about battle and glory. Tapestries and banners are what decorate most homes to provide additional insulation against the colder climate.
Funerary and Memorial customs
Humanoids typically bury their dead in mass graves, and add stones each year. The mass graves are dug in the summer as the frozen ground cannot be dug in the winter. Funerals are short and heroes may have a statue made and placed in town somewhere. Their items go to the family to redistribute based on who can use those items best.
Common Taboos
Disrespecting Hobgoblins. To insult a hobgoblin will make you out to be a trouble maker and may bring dishonor on your family. The only way to mitigate this is to win in combat. Dying in combat will bring dishonor to your family.
Freeing a goblin slave. Goblins are slavers and need them, they can be cruel to them but to free their slaves is to steal from their whole tribe. If you want to free a goblin slave you have to pay them or give them something of unique value.
Refusing to fight when called. When the march is called and the horde is on the move and you are called up to join, you must arrive to your muster point, old, sick, pregnant it doesn't matter. Your commander can dismiss you if they wish, or assign you to camp duty. Either way you don't get to choose.
Historical figures
Shourya Qiqi; Hand of Darkness - a 19th century human who rose to become a War Lord and commanded combined forces of humanoids and goblinoids. He was a cunning general and wizard. His success and the threat he became to the 5 largest legions is what lead to the Golgondra Accord. They recognized his enemies but not Shourya and it lead to a brutal conflict to topple him. His city was laid to waste, and its ruins lay abandoned. Humans who aspire to War Lord are compared to this figure.
Ideals
Beauty Ideals
These groups generally share the hobgoblin view of the world, that conflict and combat are the only truth. Often times these groups will be the actual talent executing works for the legion under Hobgoblin direction.
Gender Ideals
Similar to Hobgoblin norms, there is no room for ambiguity. Males should expect to be front line fighters, laborers, women are child raisers and have support roles.
Courtship Ideals
Humanoids living in goblinoid areas have paternalistic ideals, and are loath to let their daughters go to just anyone. Many relationships are arranged marriages, and few have the freedom to mingle and seek out partners. Homosexuals may be married off to the same gender, but the sex roles are the same, they expect both partners to play their roles. More noble families will be less forgiving and make a sham marriage to bind the families into a better social or political standing.
Relationship Ideals
Because humanoids are a minority and are second class citizens they tend to give a lot of care to social standing. Marriages are large, relationships broadcast, including gladitorial combat and performances. Marriages that produce families are the goal to have a worthy lineage. However, adultery is common, and there are laws and strictures against it, but in practice is largely saved for when that adultery causes material harm to social standing or financial position.
Major organizations
Gold Hammers. A merchant organization that has a monopoly on import trade. they have associates in most legion headquarters and are charged with acquiring foreign goods and supplies. They handle trade and mask their true buyers. they have contacts around the world. Iron Shadows at odds with this group, fearing foreign influence, but also want to recruit operatives and informants from this group. Gold hammers are also a kind of bank that loan money to War Lords for their plans, and are paid from loot or tribute from lands. It is not known how much influence they have over internal politics, or funding (or promoting) internecine conflict.
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