Goblinoids, or simply goblins, are found in tribes throughout the empires, making their homes in caves, creating nomadic tent cities, or occupying structures that were abandoned by other humanoid races. Due to their unruly and chaotic nature, they are often outcasts of polite society, but it is not uncommon to see the occasional hobgoblin mage who has made a name for themselves in high society or a bugbear sage that offers wisdom from the mountain peak of a monastery. Goblins age in stages, beginning life as a goblin and maturing into hobgoblins in their early twenties. Hobgoblins go through a second change in their late fifties which dulls their mind and lengthens their limbs, becomming bugbears, which are neither bugs nor bears.
Goblins
In the early stages of their lives, goblins are raised by their parents until they are old enough to walk and fend for themselves, normally around four years. After that, because of their overtly criminal and mischievous attitudes, they are pushed out of the familial circle to find their own place to settle until they grow into mature hobgoblins. They normally leave in batches of 16 to 30 youths, made up of the litters they are born in, so they are not alone, and are sent with a hobgoblin or bugbear guide to ensure that they are able to find somewhere to call there own until they mature.
Unfortunately, many goblins find themselves warming a beasts belly or at the business end of an adventurers blade. The green younglings' naïveté makes them susceptible to wild predators, and their quick fingers, nimble frames, propencity for violence, and tendency to fall in with bandits put them out of the graces of townsfolk. The few that survive return to the familial circle when they hit their first growth spurt, in their late teens.
Hobgoblin
Hobgoblins are regarded by outside observers as the peak of a goblin's lifecycle. Sharp of wit and with a powerful frame, hobgoblins are able to make a place for themselves as leaders, both within their familial circle and in the larger world. In this time, a hobgoblin looks to make a name for themself, hoping to leave a legacy behind before age claims their mind. Many rise the ranks of the Adventurers' League, become key strategists in armies, or brilliant mages.
Bugbear
Though they do not become entiurely senile, in their late fifties a goblin goes through another change that sees their arms elongate, their bodies become hairier, and their minds slow. Bugbears are the elders of goblin colonies, and in this position make use of the wisdom they have built up over a long life. They are revered, because it is known that few make it to this stage in a goblins' life cycle without picking up a few tricks. They retire from adventuring or the life of a soldier to become farmers, sages, and ascetics. Even those outside of goblin familial circles will find their way to the foot of a bugbear to ask life's great questions. Some, usually more of the martially inclined though they are joined by clerics or mages of the same stage, wander the countryside, seeking a fitting end to a life well lived.
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