A Mysterious World (CBOH)

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Like the primitive ancestors of humans and demihumans, most humanoids still embrace the fears and wonders of the primordial world, a world that still exists in its simplest, most frightening form. To the humanoid, the world beyond his fire is unknown. All manner of creatures and supernatural beings roam these unknown regions, waiting to harm the humanoid who wanders too far from the fire's protective glow.
Even the most civilized humanoid will often use an elaborate system of safeguards that appear irrational to non-humanoids. For example, a forest kobold of Amn waking on his left side must immediately spit three times or suffer an unlucky day.
Many humanoid superstitions are outward manifestations of racial or cultural anxieties, but others have to do with the external powers of the world — the gods, spirits, and other supernatural beings that populate the campaign world. These powers must be bribed or charmed into leaving the humanoid alone, lest all manner of bad luck and suffering result.
Humans and demihumans might consider these practices to be outmoded, primitive, or even absurd, but most humanoids consider every such ritual to be of life-and-death importance. This belief stays with a humanoid character his whole life, no matter how many years he stays away from his tribe. Every superstition has a legend behind it and comes with a ready-made ritual for attracting beneficial influences and warding off malevolent ones. Thus, many humanoid characters remain perfectly at home in their beliefs, always on the lookout for signs and omens, ever ready with an oft-practiced ward.
Humans may well be uncomfortable around humanoids for any number of reasons, and many commoner folk definitely find the latter's constant reference to unseen forces unnerving. To the humanoid, however, it is just a way of life.
In a world that is often hostile, dangerous and extremely unpredictable, such humanoid superstitions offer some measure of comfort and control. Naming a fear goes far toward conquering it, or at least reducing it to a concrete thing that may be fought. When fear sweeps over humanoids, their superstitions provide assurance that they can influence thenfate with simple, time-honored rituals.
Some rituals require simple actions such as gestures. Others need the additional power of a physical charm, such as a rabbif s foot or griffon's quill. Each charm has its own function; a humanoid may carry several different types of charms to ward off fear or bad luck. These charms may be worn openly or kept hidden until needed.
To humanoids, who often feel powerless in the face of nature, other races, and even their own kind, superstitions are almost a form of personal magic. This magic does not produce impressive displays of light and sound, nor does it strike opponents with deadly force. Instead, it helps a humanoid come to terms with the unknown. Each small ritual, either positive or negative in nature, is repeated over and over as a form of cause and effect. If kissing her sword once helped a female hobgoblin defeat an opponent, then she might have permanently adopted the kissing ritual in order to continue her good luck.