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Goblinoids II - Hobgoblins - Red Bastards

Overview

  War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don’t feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins’ entire society forever stands prepared for war.

Brutal Civility

    Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts.   These trappings of civil society do little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of hobgoblin law are swift and merciless. Beauty is something hobgoblins associate only with images of conflict and warfare.   The iron grip their philosophy holds on their hearts blinds hobgoblins to the accomplishments of other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.  

Implacable Gods

  Hobgoblins revere two gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of the fallen. Nomog-Geaya is the greater of the two and the more frequently honored. He is seen as a stoic, cold-blooded, and tyrannical leader, and hobgoblins believe he expects the same behavior from them. Bargrivyek is a god of duty, unity, and discipline, and he is thought to be pleased by displays of those principles.   In the stories that hobgoblins tell one another, Bargrivyek serves as Nomog-Geaya’s second in command. Nomog-Geaya would prefer the position were filled by someone more like himself, but Bargrivyek was all he was left with after Maglubiyet’s conquest. Although both deities are ultimately beholden to Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.   Hobgoblins don’t build temples to their gods, lest they displease Maglubiyet, but the few priests among them do tend small shrines and interpret the body of legends about their gods. Nomog-Geaya’s priests always wield his favored weapons, a longsword and a handaxe. They are responsible for martial training as well as instruction in strategy and battlefield tactics. Bargrivyek’s priests wield his symbol, a flail with a head dipped in white paint. They work as a police force in hobgoblin society, making judgments about honor, mediating disputes, and otherwise enforcing discipline.  

Rank, Status, and Title

  As in any strict military hierarchy, every hobgoblin in a legion has a rank, from the warlord down through a cadre of officers to the soldiers that make up most of its number. These ranks, using the titles most often applied to them, are as follows:   1st rank: Warlord 2nd rank: General 3rd rank: Captain 4th rank: Fatal Axe 5th rank: Spear 6th rank: Fist 7th rank: Soldier   A legion is organized into units called banners, each one made up of a group of interrelated families. Members of a banner live, work, and fight together, and each banner has a separate status within the legion that is reflected in the power of its officers. For instance, the captains of the highest-ranking banners can expect their orders to be followed by the captains of any banners of lower rank.   Rank and responsibility aren’t necessarily commensurate from one legion to another or even between banners in the same legion. A phalanx of foot soldiers led by a captain in one legion might be two hundred strong, while in another such a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same legion might lead ten mounted warriors. If any rank doesn’t serve a purpose in the legion, the warlord eliminates it from the hierarchy to maximize efficiency.  

Honor Bound, By Glory Crowned

  Advancement in rank comes as a result of attaining glory, but for the achievement to mean anything, a hobgoblin must abide by the race’s code of honor in doing so.   Glory can be earned by discovery of great resources (such as finding a new vein of iron or a powerful magic item), by fine performances (writing and performing a great ballad about the legion), by designing and constructing a great defense or monument, and through other means. But the greatest respect is reserved for those who earn their glory in battle. In theory, the fortunes of war can elevate the lowest-ranking banner in a legion to the highest status. In practice, warlords are careful to position themselves and their banners to claim the greatest victories in any conflict, and they portion out opportunities and responsibilities to other banners as politics dictate.   Each hobgoblin legion has a distinct code of honor and law, but all follow a few general precepts that are at the heart of the hobgoblin honor system.   Follow Orders. Carrying out orders without question is critical on the battlefield, and hobgoblins follow this dictum in peaceful times as well in order to maintain stability in their society. Hobgoblins don’t shrink from following orders that they know will result in death if the act will bring glory to the banner or the legion.   Honor the Gods. Hobgoblins give regular recognition to the deities left to them after Maglubiyet’s conquest. Idols of Nomog-Geaya, as well as standards and flags with his image or symbol, receive a bow or salute at all times except emergencies. Bargrivyek’s peacemakers receive due deference regardless of rank or banner status. Of course, Maglubiyet’s call to conquest is always answered.   Suffer nor Give Insult. As befits their warlike nature, hobgoblins believe that any insult demands a response. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of “courtesy” is often extended to other races the hobgoblins have dealings with, much to the outsiders’ surprise. When such respect isn’t reciprocated, though, relations can swiftly deteriorate.   Reward Glorious Action. Hobgoblins never deny advancement in status to a banner that has earned it, nor do they withhold higher rank from a deserving individual. If a banner attains great glory in battle but is nearly destroyed, the handful of members who remain are welcomed into another banner, taking their banner’s name and colors along with them, and assuming places of leadership in the group.   Uphold the Legion. Hobgoblins care more for the survival of their legion than they do for others of their own kind. Two legions might battle over territory, resources, or power, or out of simple pride. Such a feud can continue over generations in an ongoing cycle of retribution. Each legion has a list of grievances against any others it knows about, and any legions meeting for the first time view each other with immediate hostility. Only a truly great warlord can force legions to work together as an army if Maglubiyet has not called forth a host.  

Iron Shadows

  A few hobgoblins have mastered a system of unarmed combat called the Path of the Iron Shadow. Its practitioners are known as Iron Shadows. They serve as a secret police force and a spy network in hobgoblin society. Statistics for a typical hobgoblin Iron Shadow can be found in chapter 3.   The Iron Shadows recruit from all ranks of hobgoblin society. They answer only to the priests of Maglubiyet, and use their talents for stealth, disguise, and unarmed combat to squash potential insurrections and treachery before an uprising can flourish.   These hobgoblins have the ability to command shadow magic to conceal their true nature, create distracting illusions, and walk from one shadow to the next.   When they operate in the open, they wear masks that resemble the leering faces of devils. As befits their role in society, they receive proper deference from all other hobgoblins that cross their path.  

Academy of Devastation

  Hobgoblins know the value of arcane magic in warfare. Where other cultures treat magic as an individual pursuit, a calling that only a select few can even attempt, hobgoblins practice mass indoctrination and testing to identify every potential caster in their ranks.   The Academy of Devastation is a hobgoblin institution made up of spellcasters. Members are sent abroad to test young hobgoblins. Those who show an aptitude for magic are enrolled in the academy, brought to a hidden school, and subjected to a rigorous regimen of drills, exercises, and study. In the academy’s view, every young student is a potential new devastator, destined to be forged into a weapon of war.   Hobgoblin devastators have little knowledge of or use for spells that have no use on the battlefield. They are taught potent, destructive spells and also learn the fundamentals of evocation magic. The death and destruction they bring about is worthy of as many accolades as the ruin wrought by traditional warriors. Luckily for their enemies, devastators seldom employ sophisticated tactics, functioning essentially as a mobile artillery battery. They can bring tremendous force to bear, but rarely display the versatility and inventiveness of spellcasting elves and humans. A few do become accomplished tacticians in their own right, and it isn’t uncommon for such an individual to serve as the warlord of a legion.
Location
Hobgoblin Lairs   When hobgoblins aren’t on the move, they have a stable lifestyle and society wherein they can raise new generations, train them, and prepare for future battles. If few enemies exist nearby and the hobgoblins in a legion have room to spread out, the members of each banner might live in a separate location, effectively its own settlement, with worg riders and messenger ravens passing communications between the sites.   In lands dominated by other humanoids, hobgoblins will settle for taking up residence in an old dungeon or ruin where they can hide their numbers and keep their presence secret. Such an arrangement isn’t desirable, because space is usually at a premium.   Permanent Visitors. If a hobgoblin legion is looking for a place to set down roots, its first choice is an out-of-the-way area that has adequate resources or can be improved to suit the hobgoblins’ needs. Land for farming or grazing is desirable, as is access to lumber, stone, or metal ore. If the hobgoblins find a place that fits the bill, they build non-portable facilities such as forges and sawmills, marking their intention to stay either until all the resources have been harvested or until Maglubiyet calls them off to war. If the hobgoblins are interested in doing business with the outside world, they might erect a trading post on the fringe of their territory where other people can come to exchange goods and coin.   Who Goes There? A hobgoblin lair resembles nothing so much as a military base. It is always well guarded, whether by lone sentries perched in trees or a stone tower with a full garrison of troops. As space permits, large areas are dedicated for use as training grounds, marshaling fields, target ranges, combat arenas, and similar facilities for the practice of warfare. Monuments, typically statues and pillars, are erected around these areas to remind the legion of past glories.   Every legion’s headquarters includes a command center where the warlord meets with banner leaders and others of high rank. Inside the complex or somewhere near it is the Way to Glory — a road, river, tunnel, or valley on either side of which the honored dead are interred, each burial site complete with a description of the banner, rank, and glories of its occupant.   The quarters for troops are austere but sufficient, as are the necessary stables and dens to hold the legion’s animals and beasts. Legions that have need of such amenities also set aside space for a library, which can double as a school and training facility for spellcasters. If a hobgoblin lair has a prison, it’s usually a small one — miscreants are incarcerated for only a short time before facing the hobgoblins’ harsh justice.

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