BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Goblin Races of Talingrad

Goblins in Talingrad can be divided into three ethnic groups, Goblins, Hobgoblins, and Bugbears:   Goblins: The Goblins of Talingrad primarily reside within the Savage North, although small clans can be found within sewers or wild swamplands south of the wall. They are fast, cunning, and possess a will to survive unmatched across the island. Goblins of Talingrad often possess white fur, a result of millennia of adaptation to the cold northern environment, and are excellent at working together to accomplish their goals. Northern goblins are also perhaps some of the most long lived anywhere in the world, thanks to their few natural conflicts with their neighbors. Most have a resentment for humanity, who have a habit of killing them onsite, and an utter hatred of dwarves, their ancestral enemy. Despite this treatment, goblinkind in the north maintain good relations with their fellow Deigh allies, and even snow elves, as all of them are equally united in their enmity against the “southerners”.   Hobgoblins: The hobgoblins of the Savage North are strong and proud, possessing the keen intellect of their supposed elven ancestors, and the natural heartiness of all goblinkind. The hobgoblins of the north are natural leaders, serving as commanders of war bands, chiefs of settlements, and administrators of the few cities in the Savage North. Indeed, hobgoblins are largely responsible for the building of the structures that survive to the modern era north of the Watchwall, and are instrumental in their defense from giants and trolls. Hobgoblins are forced to be resourceful in their efforts to stay one step ahead of human patrols, improvising with the pieces they have. If they possess one fault, it is arrogance. Hobgoblins are suspicious of one another and are less likely to together as a result. Many therefore seek friendship outside their own races, usually making pledges to offer some benefit in exchange for their assistance.   Bugbears: Of all the goblin races to the north, bugbears are perhaps the most savage. Hunched, furred, and large, bugbears have a tendency to take what they want and ask permission later. This roughness applies even with their fellow goblins or Deigh brethren. They are also the most likely to make war on the Watchwall, with some bugbears taking it as a right of passage to assault the wall or ambush Talingrad patrols at least once to be considered a true warrior. That is not to say they are foolishly brave, a bugbear will take the chance to attack from stealth when possible, retreating when battle is not in their favor, and plan all new ways to take what it is they want. While their goals are often selfish, they understand the need for the greater good, and many will band together either to form tribes, armies, adopted families or even friendships. “A bugbears pledge is worth a thousand southerners” is a popular phrase in the Savage North, meaning a bugbears alliance is unbreakable once gained.

Naming Traditions

Family names

Goblin names are often single syllable, and many name themselves after sharp or bludgeoning objects. Others express themselves in terms of a skill that they pride or a goal they wish to obtain. In short, a name expresses a goblins mission statement much of the time. Hobgoblins are more likely to give themselves elaborate names, to befit their perceived station, and many will add names as they complete various triumphs or successes, or give themselves added titles for their victories.

Culture

Major language groups and dialects

Goblin and Talingradi (common)  

Culture and cultural heritage

The origin of Goblinkind on Talingrad is unclear. Some believe that they originated on the island along with halflings, while others speculate they arrived shortly before their dwarven enemies did. What is known is that by the end of the 2nd era and well into the 3rd, goblinkind and dwarves were caught in a bitter struggle for underground territory with one another. The reasons for this conflict have been largely lost to time, though most agree it was some combination of overpopulation and lack of resources on the side of goblinkind. A less popular theory suggests religious furor to the Goblin Heroes demanded the deaths of dwarvenkind for previous betrayals.   For whatever the reason by the end of the 3rd era, their attempts had been successful, Kaz-Turin’s defenses were finally destroyed, and the city was overrun. Yet the goblins did not find their promised resources, wealth or even shelter from the inhospitable underdark. Instead the dwarves, in either a move of spite or desperation, destroyed much of the city behind them and magically cursed the rest. The goblins would have no respite.   Forced to flee for resources to feed their now starving and mutinous population, the common cause that had united goblinkind dissipated. The goblin races quickly scattered in multiple directions in their own “quest for the sky”. The result was their appearance within Talingrad, on both sides of the island. Allying with halfling settlers, goblins were hunted on sight by the ancient kingdoms of Talingrad, who knew of their ilk from Varisia. These hostilities forced them further back towards the Savage North. There however they found peace, and built settlements. When the "Second Great War began, independent goblin tribes everywhere stormed the south in an attempt to wrest control of the island from the Talingrad kingdoms and aid their halfling allies who had promised them great riches. Eventually these efforts were rebuffed and goblins were forced back across the line, and caught on the other side of the wall.   Over the intervening centuries goblins have since built great cities with the aid of snow elf and Deigh allies, though few survive to the modern day due to conflicts with giants and other monsters north of the Watchwall. The few that do stand in the hands of hobgoblin leaders called “Righ”, meaning leader in the northern tongue. Some, such as disgraced professor Yenrin of Farholde suggest that the hobgoblin race in Talingrad is the result of inbreeding between goblins and elves. The same scholar suggests that bugbears are little more than the result of breading between northern halflings and elves. Neither of these statements have much factual credence, but rumors do persist to the modern day.   Over the course of the 5th and now 6th eras, several large bands of goblinkind have unified, usually under bugbear or giant leadership, in attempts to assault the Watchwall. These attempts have largely been unsuccessful, but there are always more warriors waiting to assemble. The death of a goblin today by the hands of a Talingrad scouting party can and will ensure their brethren swear vengeance, and coming to claim it again and again.

Shared customary codes and values

All Goblins share a hatred of the dwarven race, their ancient and eternal enemy. It is common for most goblinkind to pay reverence to the "Goblin Heroes"; their equivalent of deities.   They share the values of strength in numbers, taking what they feel they deserve (though through different methods), and valuing cunning over raw strength. A goblin will lose today if it means a victory tomorrow, and woe to the enemy who assumes a goblin in retreat is one defeated.

Average technological level

Goblin technology is primitive primarily due to lack of resources. Hobgoblins certainly possess the intellect to work with higher technological levels, and are often able to create greater wonders through ad hoc customization.

Common Etiquette rules

Stealing among goblinkind is not considered a major break in the social contract. Non-goblin races attempting the same however are often met with bloody violence. In most other respects goblins will remain at least civil with one another. An offering of raw meat to any goblin is considered a major show of good faith, and will often result in at least a truce to make an offer and leave alive.   Hobgoblins are notably less polite, especially to each other, but are often trained in modern ediquette, able to put on a kind show to others if it means that they will acquire whatever it is they are seeking.   Goblin contracts or agreements are often made very quickly. It is not uncommon for one goblin to propose to another a plan to raid or loot or steal, and be met with a simple grunt. Generally, long and winding speeches or arguments are discouraged amongst goblins, and are less likely to be well received.

Common Dress code

Goblins will generally dress in whatever is available, and will favor function over form. The warmer something is, the more likely it is to be used. Leather from seals or polar bears are prized commodities, though many will settle for fur from foxes or rabbits for warmth.

Art & Architecture

Most goblins are typically less likely to have architectural achievement. Hobgoblins are the exception to this rule. Even then, hobgoblins build for function not beauty, and are keenly only interested in building fortresses, prisons, or other centers of their power. An idea of a perfect hobgoblin home would be a square building containing a certain number of rooms of equal length.   Artistic creations among goblinkind are quite bloody, with many leaving great works of art made from the bodies and possessions of those slain in combat, oftentimes to inspire their fellow kin and intimidate members of the Watchwall.

Birth & Baptismal Rites

Goblins traditionally are in care of a broodmother for four years time, at which point they mature enough to begin participating in hunts and scavenging parties.

Coming of Age Rites

Goblins rarely have coming of age rites, due to the fast maturity of their race. The closest to a coming of age ritual they possess is their first scavenging mission, in which they are expected to watch and their elder goblins in action.

Funerary and Memorial customs

Goblins possess little in the way of funeral rights, other than vows to avenge their fallen companions. When goblins have dead allies in their possession, it is common for them to be bury them in large mass graves. This is followed by a prayer to Venkelvore to take vengeance on their killer.   The only exception to this rule is when a goblin dies of old age. During this period, a feast is typically held in the deceased goblins honor, and an "honor guard" made of up friends of the deceased goblin in life, will often go to hunt a great game to be devoured by the patriarch or matriarchs blood relatives.

Common Taboos

Goblins possess taboos against consuming the flesh of their fellow beings, but do not extend the same privilege to non-goblin races. Similarly, many goblins are superstitious and leave strange totems to warn other goblins against entering a certain place, typically by the hanging of bones or livers in a certain fashion as to ward against evil.

Common Myths and Legends

The oldest myths that survive to the modern day concerning goblinkind are those of the Goblin Heroes   Goblins rarely worship deities like Iomadae, or even Lamashtu, their supposed patroness. Instead, goblins of Talingrad turn their worship towards the four Goblin heroes. Supposedly there were once minor barghests, who spilled the blood of mortals to create goblinkind in an ancient ritual. Four goblins, suspicious of their creators who wished to bind them, took the bones laying at their feet as weapons, and killed the barghests in defense of their newly created brethren. The four goblins then studied the works of their slain creators, and led their tribes across the earth in search of a great homeland. As time went on, each of the four heroes began to enact certain virtues of goblinkind, and in time through strength and patronage, ascended into deities.  
  • Hadregash: Strongest of His Kind, Goblin Hero of Hobgoblins Everywhere. He represents the organization of goblin tribes, the acquisition of territory, and the subjugation of non-goblinkind. Oaths are made under Hadregash’s gaze, especially among Hobgoblins and Bugbears, and it is said that those who act against the interest of the goblin race must beware his wrath.
 
  • Venkelvore: Consort of Hadregash, and Hungriest of Ker Kind. Stories related to her tell of her great escapades to gather food, and use tricks and tunnels to acquire it for herself. She is considered the patroness of goblin children, who take lessons and laughter from her stories, and is often associated with the passage of death for goblins who fail in their missions.
 
  • Zogmugot: The Keen Eyed, Hunter of Treasure, Patron of Bugbears. It is said that Zogmugot wanted it all, and through his exploits acquired a beach where he could rest and lay and collect his trinkets. It is said that he looks upon all rich people and shiny objects with his baleful colorful eyes, and can see the histories of what he observes. If he isn’t happy with the object or person, he’ll throw them back into the water by having something shiny lure them off guard, where they'll then drown.
 
  • Zarongel: The Wolf-Faced, Master of Animals. Zarongel learned in his travels that not all living things were goblinkind’s enemies. He saw that puppies and large cats would make capable mounts and friends. Zarongel would often shapeshift into animals to learn their feelings, and found they share the same desire for meat and treasure as the most honest goblin. Those who befriend animals to take from others, ride them into battle, or free them from cruel masters do Zarongel proud.

Ideals

Beauty Ideals

Goblin beauty to most people in the heartland is a bit of an oximoron, as the Talingradi population is typically quick to kill goblinkind on sight. Amongst goblins themselves, the symbol of beauty is the ability to survive and support a brood. Others find beauty in a killer instinct, or an ability to make quick and dexterous movement. Teeth is also incredibly important among goblin society, and most goblins take special care to keep their teeth honed and sharpened.   Hobgoblins take a more traditional view of beauty, strong features, chizzeled jawlines, and hearty builds are all encouraged to be considered a hobgoblin paragon. Keen intellect is also valuable, as a partner will be expected to maintain a conversation.   For bugbears, height and stance are critical. The ability to stand completely upright is considered a sign of a bugbear alpha, and the larger the loom over their fellows, the better. Similar hygiene rules apply, specifically for bugbear fur, though many will stain their fur with the blood of their enemies in an effort to show their prowess.

Major organizations

The Righ (leadership of hobgoblin society)
Related Organizations
Related Locations

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!