Goblinkind
The three different races that make up the group known as Goblinkind are savage exploiters that operate at the edge of other civilisations. Often taking refuge in ruined and abandoned places, they seldom build anything for themselves and live off of that which they take from others. While they have been known to form ethnically homogenous communities, most of goblinkind bands together under particularly charismatic or impressive hobgoblins.
The history of goblinkind is none of their concern and is only recorded by elves and other erudite races. For all they are concerned, they have always been and always will be exactly as they are: seizers of whatever they desire and slaughterers of any who get in their way.
Bugbears:
Bugbears are big and strong creatures that make up the shock troupes of any goblinkind raiding party. Their size makes it easy for them to boss around the smaller goblins but an intellectual ineptitude puts them beneath hobgoblins in rank. Bugbears care little for strategy, leaving planning and governance to other goblinkind while they laze about between raids.
Goblins:
Despite being by far the most numerous of goblinkind, and the reason for their classification, the goblins form the base of their communities, too cowardly and stupid to mount opposition to the bugbears and hobgoblins that bully them around. A goblins life is of little value to anyone but oneself; although each are terrified of one's own demise, they care nothing for the lives of their fellow goblins and will happily sacrifice even their own realtives if they may gain from it.
Many goblins have been taken as slaves to the Wood Elves in their forest conclaves and, to their surprise, are treat far fairer than under their fellow goblinkind. The suffistication of the elves has an effect on these few goblins, driving them to be more than simple barbarians.
Hobgoblins:
Hobgoblins form the brains behind any goblinkind operation. Discerning and brutish in equal measure, they keep their lessers in line while strategising how to best exploit those around them, both in their band and the more sedentary folk beyond.
Because of their place in the heirarchy, hobgoblins are the primary sources of goblinkind culture with most of the songs sung by a band made in praise to particularly cruel or cunning leaders. A hobgoblin's reputation is often more important than one's life and so they go to great lengths to ensure others in their band find them impressive or even exceptional, even if their is nothing special about them.
Several hobgoblin families have struck out on their own, believeing the other goblinkind are simply holding them back. Many such families seek a more permanent residence and explore more civility in their lives, some even opening trade with other races. While these communes might appear peaceful to the world, however, they are quite the opposite, constantly surveiling the surrounding lands in hopes of one day subjugating them.
Rules:
Playing a race from among Goblinkind in the Known World will require the corresponding rules in Volo's Guide to Monsters but with a modification to the Languages rule such that you know Goblin and one other language of your choice.
Goblinkind and the Classes:
Despite operating in small isolated groups in various regions of the known world, Goblinkind practise only a few classes. While no class is unavailable to Goblinkind, the following are the most common among Goblinkind adventurers.
Barbarians:
Bugbears practise the Primal Path of the Berserker.
Clerics:
Bugbears practise the War Domain. Goblins practise the Trickery Domain. Hobgoblins practise the Knowledge Domain.
Fighters:
Goblins practise the Martial Archetype of the Cavalier. Hobgoblins practise the Martial Archetypes of the Banneret, Battlemaster and Cavalier. Hobgoblins of Kargukor practise the Martial Archetype of the Samurai.
Rangers:
Goblins practise the Hunter and Beastmaster Lodges.
Wizards:
Hobgoblins of Ghashkor practise the Evocation Arcane Tradition.
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