Hobgoblins

## Description:

Hobgoblins are a stable mutation of Beastmen originally created via combination of human, Wild Goblin, and Beast genetics through accursed and festering Beastmen Magic. Hobgoblins are taller than their half-sized counterparts, standing at an average of five (5) feet nine (9) inches and weighing in at around one hundred and fifty (150) pounds. Hobgoblins can live in most any region of the world, but are only present on the Continent of Pilbo in large numbers. They are generally of physical build equivalent to that of humans.

Hobgoblin eyes can be green, red, yellow, or black and may or may not feature a pupil/iris. Hobgoblin hair is most commonly black, although brown is also possible, and whitens with age. Hobgoblin skin colors come in variations of green and red, with brown being a rare possibility.

Hobgoblins are often viewed as monsters by other races, a reputation derived from their race's origins as Beastmen and their tendency towards brutal militarization and warfare. Goblins and Orcs view Hobgoblins as inferior alternatives to themselves, mutated half-breeds and examples of inferior genetic craftsmanship.

Hobgoblins are intellectually equivalent to human beings, but are generally more militarily gifted in terms of tactics and natural strategic talent. Hobgoblins often lack in wisdom, however, as their purely pragmatic worldviews and military obsessions prevent them from expressing much concern for more metaphysical matters. Hobgoblins are less intelligent than Goblins much much smarter than Wild Goblins or Bugbears. Hobgoblin technology depends upon the region in which they live, as their human-level intellect allows them to adapt to the magical and technological features of the surrounding area.

Unlike most Beastmen whose mutations prevent them from reproducing naturally, the plasticity of the Goblin genetic coding has allowed Hobgoblins to exist as a stable strain of Beastman mutation. As such, Hobgoblins can reproduce sexually with one another; mating with humans often produces a Half-Orc. Children are generally treated very harshly compared to other races; the strict discipline and need for structured hierarchy inherent to Hobgoblin psychology creates a demand for strong and orderly children who are trained in the ways of combat from as early an age as six (6).

The Hobgoblin lifespan is around one hundred (100), although few will have the luxury of dying of old age. This lifespan, like those of the other mortal races, can be extended through both technology and Magic, although few Hobgoblins have the chance or interest in doing so.

### Personality:

Hobgoblin psychology is heavily dependent upon a stable and obvious hierarchical structure; they are driven almost solely by goal-directed activity, which often requires them to receive orders from someone above them. This also makes most Hobgoblins extremely willful and determined individuals who dedicate their lives to a particular goal and rarely, if ever, even consider an alternative. The goal of most Hobgoblins is to conquer and fight in the name of their people, their god, or their leader(s); this militaristic mindset permeates every aspect of Hobgoblin psychology and society.

Hobgoblins are known for their personal discipline. While not known for their unwavering patience, a Hobgoblin will hold back their emotions if they are expected or ordered to do so. Hobgoblins also express a powerful need for a clear leadership structure, which creates personalities who place almighty respect and ego upon their leaders and a lack of individual ego on those of the lower social classes; Hobgoblins seek to rise through the ranks of their society however possible because their egos and sense of identity is determined by their actions and social status.

Hobgoblins are known for their practice of the slave trade and are known to take and sell prisoners of war on large scales when conquering. They are careful to ensure that their slave populations understand their place and do not attempt to rise above their station; slaves are often treated just below Wild Goblins in a Hobgoblin War Host. Slaves under Hobgoblin masters are treated fairly, but are also easily replaced and will be killed should they step too far out of line or fail their masters; Hobgoblins take slaves of all races, including their fellow Hobgoblins, if the opportunity presents itself. it is rare for two Hobgoblin War Hosts to meet one another and engage in combat, but the victor will not hesitate to take their beaten foes as prisoners of war; similarly, slavery is a common punishment for Hobgoblins who step out of line, disrespect their elders or commanders, etc.

Being focused entirely on militaristic endeavors, Hobgoblins are rarely hedonistic or over-indulgent. Where their other Beastmen counterparts revel in debauchery and lechery, Hobgoblins find calm only in careful order and peace among the mindless discipline of war and slaughter. As all Hobgoblins within a War Host are considered and treated as soldiers, females and children included, they are all very used to experiencing rationing and careful maintenance of their food allotments; only the commanding officers of a Hobgoblin War Host are allowed to express their status through more wasteful or hedonistic practices. Art plays a very minimal role in Hobgoblin society, and exists only inasmuch as it can be used to improve or harm morale on the battlefield; military iconography that identifies individuals and their allegiance to their War Host are often the only forms of art expressed within a War Host. Art is instead used as a status symbol, something to be stolen or confiscated from one's underlings or conquered masses as opposed to made by a skilled Hobgoblin artisan. Ballads and performances retelling ancient epics and depicting Hobgoblin leaders and heroes are very popular, however, and every self-respecting Legate or Hobgoblin General will have a ballad or poem commissioned for themselves; grand statues and fortifications are the closest thing to paintings or grand tapestries present in Hobgoblin culture, with a grand and impenetrable fortress dictated as the ultimate establishment of one's skill and importance. Terrifying war marches and grand triumphant songs are also popular.

Hobgoblins possess nigh-undying trust and loyalty in their superiors; many Hobgoblins would gladly die on the field of battle to save the life of their Legate or General if it meant their bravery and sacrifice would not be in vain. That is not to say, however, that Hobgoblins are trusting of other races; Hobgoblins are intensely suspicious of other races, including even other Beastmen and Goblinoids.

### Culture:

The goal of Hobgoblin culture, similar to the goal of their more savage Beastmen counterparts, is to conquer the world. More specifically, however, Hobgoblins seek to conquer the world and rule with dominion over all other races of the world in the name of their gods and the gods of the other Goblinoid races; normal Beastmen seek only death and chaos, while Hobgoblins seek order and discipline. This culture is only really expressed by Hobgoblins who live on the Continent of Pilbo, however, as most Hobgoblins who live elsewhere on the Earth are not exposed to these ancient cultural tradition; Pilbo also presents Hobgoblins with the space, resources, and Magic to best organize themselves and take advantage of the low technological capacities of most of the Continent, although such Hobgoblins are also limited to Medieval-era equipment themselves.

Individuals within the Hobgoblin culture found on the Continent of Pilbo, abide by a strict division of their society according to military structures. Hobgoblin society is organized in a manner most similar to that of the Legions of the Ancient Roman Empire, although some War Hosts on the Westernmost coasts of Pilbo derive their structure from the samurai Clans of the Methamura Shogunate (*Note: Similarities to Rome exhibited by Hobgoblin culture is mostly coincidental, as the two groups are not known to have ever interacted, although it is known that their pantheons overlap a great deal and may even share the same gods/goddesses under different names*). Hobgoblins are known only to create or appreciate dictatorial systems of government centered around either a single leader or a small cabal of leaders; strict hierarchy in a society is required for Hobgoblins to view it with any kind of positivity.

Linguistically, Hobgoblins speak the same language as all Goblins and Bugbears, that being Goblin, and many also speak Orcish. Those that live outside of the Continent of Pilbo may speak any language.

Furthermore, many Hobgoblins are also quite strict about personal hygiene and the cleanliness of their surroundings. Their obsession over discipline extends down to cleanliness, which often acts as a major identifier over other types of raiders or Beastmen; Beastmen or wild Goblinoids are savage and brutish, uncaring for cleanliness and undisturbed by the presence of weeks' old festering waste or corpses strewn about their encampments, whereas Hobgoblins take careful measures to keep their outposts as spotless as possible. Even camps made on the side of roads or in clearings are carefully maintained for the few hours they are left standing, which can make it difficult to effectively track even larger groups of determinedly clean Hobgoblins.

#### Cuisine:

Hobgoblins are known to eat prepared rations of dried fruits and meats, grains and breads, and anything else they can scavenge, steal, or grow while on campaign. Hobgoblins do not have their own cultural dishes due to their lack of emphasis on such frivolous matters; their dishes are pragmatic, high in nutritional values, and designed to last as long as possible.

#### Military:

Hobgoblin society is framed from the perspective of militarism. Each community and War Host has its own specific rules and code of conduct, although they are always brutal, legalistic, and unequal; punishments are often severe for even minor crimes or offenses, and rules are not applied equally to all members or ranks of a Hobgoblin society.

Hobgoblins, being smarter and often more civilized than Wild Goblins or Bugbears, will often include those other Goblinoid races among the lower ranks of their War Hosts. Additionally, Hobgoblins are known to employ animals and monsters in their forces as cavalry or trained shocktroopers, like wolves, Wargs, etc.

### Religion:

The Hobgoblin religion is henotheistic with an outwards focus that encourages the forcible conversion of others through conquest and war. Warfare, killing, and conquest are considered divine interaction besides the Hobgoblin use of Pantheonic Magic. The Hobgoblin faith includes many superstitions and rituals that are rumored to bring various kinds of success on the battlefield (*Note: efficacy of these superstitions varies*). Hobgoblins believe in two (2) Afterlives: Arvalad, the Afterlife of paradise for those Hobgoblin Souls who died in glorious battle, and Shysmog, the Afterlife of eternal torment reserved for those who die a coward's death. The supernatural exists in the form of standard Magic and Pantheonic Magic, Alchemy, Spirits of heroes and slain warriors, and Angels/Demons of their god, etc. Holidays are rare and celebrate a War Host's leader(s), famous heroes or gods, and historical events.

#### List of the God(s):

1. Cluny, the Conqueror: The god of discipline, war, conquest, and conflict worshipped by Hobgoblins; associated with his conquering of the Goblinoid pantheon after the [REDACTED].
2. Shryx: The god of Wild Goblins associated with nature, cunning and trickery, and stealth.