Goblinoid History
Goblins, much like orcs, have a mixed and tarnished history, often disregarded in the tales of civilisations as anywhere from an unrelenting nuisance to a force of societal collapse. The origin of the species is unknown and often detached from reality, many cultures painting their origin as whatever foul archetypes they can grasp from their religions and stories.
Despite this, it is often suspected that the goblinoid race originated from a single variant of giant who adapted to cold and harsh mountain climates many thousands of years ago. Over years of selective breeding and tribal adaptation, these goblinoids split off into their shorter cousins, bugbears and goblins, and those who retained their giant form became the large and muscular hobgoblin.
Their many years of conflict has led them to be at most a stunted, tribal race, operating with very little technology and progress due to the short lives of their civilisations. Despite this, the goblinoid races continue to plague the outskirts of civilisations, never ceasing to crop up when one's guard lowers.
Goblins
Goblins were small goblinoids that many considered little more than a nuisance. They had flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads sloped back, and their eyes varied in colour from red to yellow. Their skin colour ranged from yellow through any shade of orange to a deep red; usually, all members of the same tribe shared the same coloured skin, though they also came in shades of green.
Goblins were typically dressed in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins usually stood between 3′4″‒3′8″ (1‒1.1 m) and weighed about 40‒55 lb (18‒25 kg) on average.
Goblins, like other goblinoids, had a commonly short temper. Leaders among the race often came to power through betrayal or aggression, rather than by more peaceful means, or as clerics of the goblin gods. As such members of the race were more easily provoked than individuals of most other races and often took sadistic pleasure in exacting revenge once crossed. Goblins who turned away from evil often found it difficult to overcome this short fuse and had a sense of greed that made it difficult for them to act altruistically. Those that did often made use of their ill-gained talents as rogues or fighters.
Though goblins had a poor reputation overall, not all goblins were dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good, races. Those goblins seeking this path may have found it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who did often found it could be more rewarding, in the long run at least, to serve good rather than to serve evil. Many goblins who left for a life among other races were females, driven away by the rigidly structured role they were expected to play. Other expatriated goblins would try to recreate the circumstances of their culture, preying on the weaknesses of others in non-goblin communities.
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight was meaningless in their society. They favored ambushes, overwhelming odds, dirty tricks, and any other edge they could devise. Goblins preferred to fight battles where the odds were in their favor and often fled or surrendered when outmatched.
Goblin Society
Goblin society was tribal by nature. Goblin leaders were generally the strongest, and sometimes the smartest, around. They also tended to have some of their tribe's best weapons. Goblins had little concept of privacy, living and sleeping in large common areas; only the leaders lived separately in their own private chambers. As such, goblin lairs were often stinking or soiled, though easily defended when under assault. Many such lairs were layered with simple traps for such purposes.
Young goblins were taught from an early age to rely only on themselves and that to survive, they needed to be aggressive and ruthless. To a goblin, it didn't seem logical to treat others as well or better than you would treat yourselves; rather, they believed in preemptively removing potential rivals before they could become a threat. Because of the violent nature of goblin culture, it was not uncommon for goblins to come under the domination of individuals from a larger, more physically powerful culture, most typically larger goblinoids such as hobgoblins or bugbears.
Goblin settlements were typically very densely populated and filled with young goblin children. This was in part because goblin females were expected to birth as many children as possible to sustain a population constantly driven down by violence. However, young goblins did not outnumber adults as their lives often were at least as dangerous as those of the adults. The innermost chambers of goblin lairs were usually the most densely-populated and well-defended.
Male goblins, who were dominant in goblin society, sustained the community by raiding and stealing, sneaking into lairs, villages, and even towns by night to take what they could. If supplies got short enough, goblins would even resort to eating members of other races, including other goblinoids. Some goblin tribes were not above waylaying travelers on the road or in forests and stripping them of their possessions. Goblins sometimes captured slaves to perform hard labor in the tribe's lair or camp.
Magic and Religion
Goblins rarely practised magic, and religion was often below them and deemed an inconvenience - however, the occasional goblin tribe would often be accompanied by a clan shaman, a cleric or druid who would protect the village with powerful magical wards and traps, and heal their wounded. Goblins would also utilise dangerous magic items which they stole in their raids or came across in the wilderness, which often would be the downfall of many dozens of goblins in the attempt to master the use of it.
Hobgoblins
Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids than goblins, but not as powerful as bugbears. It is believed they may have been the origin of the latter two races. They have thicker, tougher skin which is often tanned to a point of dark orange and brown, and have more hair than goblins but less than bugbears. Their strength and size also means they often don standard steel armour, and operate in a more military fashion than much of their goblinoid cousins.
By and large hobgoblins, like their kin, are considered evil creatures and often meet this expectation. While Goblinoid society is cruel and harsh, some individuals escape it to carry on lives of virtue, though fewer such individuals are hobgoblins than true goblins. Those few who did take this risk and succeed often met cautious praise and acceptance from outsiders.
Those that do are, however, continuously plagued by their nature. Though hobgoblins are not necessarily evil they are prone to violence and hot tempers and find it difficult to be truly altruistic. When provoked, which is often easy, hobgoblins are vindictive creatures who take glee in causing pain to those that injured them. Those hobgoblins who overcome this nature often do so because of the rewards they find in serving good, rather than evil.
Hobgoblin Society
Hobgoblins are rarely found in communities where they are not in command of either goblins or bugbears, or sometimes both, and the most civilized goblinoid communities are ruled by the race. This is in large part because hobgoblin society is more industrious and less savage than that of goblins or bugbears. Though sometimes bugbears take control, most such communities are ruled over by the strongest hobgoblin, who serves as the warchief.
Hobgoblins have a long tradition of mastering and breeding the creatures of the world into slaves of various sorts. Many, for instance, like working with wolves or worgs. Similarly, many drake breeds were first bred by hobgoblins. Some even believe hobgoblins carried this practice on within their own race, creating the goblins and bugbears in such a manner.
Hobgoblins are immensely protective of their tribe's reputation and military status, so much so that meetings between different groups can turn violent if proper protocol is not followed. However, though hobgoblin tribes are territorial and egotistical in nature they will often unite for a common purpose, such as war against non-goblinoids.
Hobgoblins are highly materialistic and martial creatures, and therefore lack the ability - or motivation - to dedicate themselves to any arcane or divine arts. Any magic that exists in hobgoblin communities are often drawn from their goblin inferiors and directed in combat as healers or evocation wizards.
Bugbears
Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew.
Bugbears were a massive humanoid race distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears spoke the Goblin language. Bugbears resembled hairy, feral goblins standing 7 feet (2.1 meters) tall. They took their name from their noses and claws, which were similar to those of bears. Their claws were not long and sharp enough to be used as weapons, so bugbears often armoured and armed themselves with a variety of purloined gear. Most often, this gear was second-rate and in poor repair. Many bugbears were chaotic evil in alignment, favouring stealth and surprising their opponent.
Bugbears, like other goblinoids, had a reputation for being dim-witted and brutish. This claim was not unfounded and like their kin bugbears had easily provoked tempers and were prone to rages. Few bugbears overcame this flaw and their culture's brutal nature. Bugbear heroes, though rare, were heard of and could acquire significant renown if successful. Often the motivation for this change of heart came from the rewards earned from virtue, which in the long term were more pleasing than the short-lasting pleasures of evil.
Bugbear Society
Bugbears were often found in the company of other goblinoids, particularly goblins, since tribes made up mostly of hobgoblins and bugbears tended to be wiped out quickly by other races as a precaution. Some bugbears also operated independently, though tribes ruled by hobgoblins were better organized and less savage. This was in part because bugbears had little patience for diplomacy or negotiation, preferring violent solutions to conflicts unless obviously overpowered.
When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or otherwise produce anything of value. They bully weaker creatures into doing their bidding, so they can take it easy. When a superior force tries to intimidate bugbears into service, they will try to escape rather than perform the work or confront the foe. Even when subsumed into a goblinoid host and drawn into war, bugbears must often be roused from naps and bribed to get them to do their duties.
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.
In good times, a bugbear gang is tight-knit, and its members cooperate well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang might eventually catch on with a different group.
Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by crafting simple tools and hunting and gathering food, and gangs sometimes come together peacefully to exchange members and goods between them.
Magic and Religion
Bugbears practice no magic, and have no use for priests or shamans. Often, they worship their primal deities or ancestors, and pay tribute to them through acts of violence and conquest. Bugbears worship their gods simply by preying on other creatures, using no other sort of ceremony to show fealty.
Bugbears also are fond of trophies, taking the heads or possessions of their pray to honour their gods. The heads of leaders and mighty opponents are particularly sacred, and offering up such a trophy is believed to provide the gang with special boons, and placing one of these trophies at a camp is often a sign bugbears have settled in such a region.
Comments