Hobgoblin

## On Hobgoblins

*"Honor, duty, glory, hold the proper place in society, a stand up fight, the value of the collective. Why bother with that crap? I'll never understand our cousins."-Zutgut, bugbear strangler, on what he doesn't understand about hobgoblins.*

*"No, it's true, my mother was a hob. That's why I'm so tall see?"-Murkleg, goblin adventurer, probably lying.*

*"They have a rigid society. It lacks freedom, social climbing and shifting one's place in the world. It can't be easy to have your whole life dictated to you from the day of your birth. I pity the hobgoblin his certainty and he, I suppose, pities me my lack thereof."- Uttleburt, doppelganger philosopher, on identity.*

*"Men in other empires lack our convictions, our certainty! They say the goblins mistreat us! Propaganda, all of it. I sleep soundly at night knowing my children are protected by the greatest soldiers on Apian soil."- Redd Dunlop, human auxiliary living within the Dominion, responding to slander of his nation.*

Despite what many ignorant sentients believe hobgoblins are more than just man-sized goblins. They barely resemble them physically and are nothing like them internally. Rigorous, disciplined, organized; all these terms describe a race of near perfect soldiers. It was the discipline of these soldiers in an age of chaos that built one of Apia's greatest empires. When the commoner asks, "What's the difference between orcs and hobgoblins?" The answer is that orcs have hoards but hobgoblins have armies. A truly wise ruler recognizes the difference, and shudders.

## Physical Description:

Hobgoblins are tall and lanky creatures, coiled with wiry muscle. Hobgoblins typically have dark orange or red-orange skin, though a few tribes are known to have grey-blue skin. Their sharp, stringing hair ranges from red-brown to an almost black, gray which they either cut short or carefully braid. Yellow or dark brown eyes, peer out beneath their beetling brows and their wide mouths sport sharp teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. These colored noses are rare and the hobgoblin born with one is destined for greatness. A hobgoblin is always clean and organized and, as a result, usually smells pleasant due to constant bathing. Tattoos and piercings are shunned by the disciplined creatures but scars are worn with pride and displayed for all too see. Even when not dressed for war, hobgoblin clothing is firm and practical, usually made from hide or leather. Some dress in large furs in the same manner as the steepe nomads while others favor a Dragon Empire fashion. Regardless of stylistic choice, the hobgoblin shies away from fancy patterns or colors. They are spartan in their style. A hobgoblin won't win any fashion contests but their clothing will remain usable and practical long after fancier garments melt away.

## History:

Hobgoblins have long found across Apia Prime. It is likely that they were one of the original races who called the continent home. They were nomadic warriors who worshiped a small pantheon of gods including Khan the strategist, for whom their greatest leaders were named for. Save Khan himself, and a few minor deities, all the hobgoblin gods were swept away during Maglubiyet's coup. Maglubiyet slaughtered the hobgoblin gods and declared himself the new overlord of all goblinoid races. Respecting his prowess, the ancient hobgoblins became devout followers of Maglubiyet. Because of Maglubiyet's takeover, the ancient pre-history of the hobgoblins has been lost. It's known that Maglubiyet is not the creator of the race; "He who occasionally grants Nilbogism," may know but won't say. Regardless of the origin of the hobgoblins, the khanates soon spread to both eastern and western plains, warring amongst themselves and with others. Unfortunately not even the mighty hobgoblin khans could resist the sweeping changes to come.

The khans fought hard against the encroaching aberrations but, like so many, were unable to resist the mind flayers and the beholders who followed them. Many hobgoblins died resisting the beholders with a few independent holdout actually remaining within the mountains of the far east. These holdouts amounted to nothing but token resistance, the beholder empires were simply too vast. Hobgoblin slaves made up the bulk of many a beholder's army, subject to cruel experiments and torture. The proud hobgoblins languished under the lash, refusing to abandon their honor or their god. It is said that when Latrell Eyesbane's rebellion was beginning in strength the last of the ancient khans, a withered old hob named Kalavor, led as many freed hobgoblin slaves as he could to join the Liberator's force. The hobgoblins and orcs immediately developed a fierce rivalry, as both wanted to fight at Latrell's right hand. Ultimately, Khan Kalavor won that honor, defeating Rhokk One-Eye, the Bitter Butcher and chosen of Gruumsh, for the privilege of fighting at Latrell's right side. The orcs and hobgoblins still bitterly argue over this point. Several key battles were won by the disciplined hobgoblin legions and several defeats were mitigated by heroic hobgoblin vanguards. Even Ramus, Latrell's favored general, heavily relied on Khan Kalavor.

After the great victory on the plains of Zarmahs, some hobgoblins remained with Ramus, helping to establish Latrellus but most went east where they immediately began clashing with the hill orcs of that region. Those eastern hobgoblins connected with the free holdouts, beginning the path of goblinoid dominance in the east. There were others who remained in the areas around Latellus, becoming bandit kings and petty warlords or some sunk to the point of banditry. (Indeed, hobgoblin raiders still exist in the region to this day.)

What truly cemented the hobgoblin place was the Apian Blood War. Demons and devils rampaged across Apia slaying all in their path. The eastern steepes burned beneath infernal and abyssal hoards, devastating anything they came across. Ezravar, a hobgoblin prophet chosen by Maglubiyet himself (possibly Maglubiyet 's demigod son) had a vision of a glorious Goblin Dominion that stretched across Apia, bringing order and stability wherever the light touched. He rallied an army of goblinoids, with the bulk of his fighting force being his fellow hobgoblins. Goblin blood and goblin steel held the fiends at bay and it was the hobgoblins who led Ezravar's dream into reality as the new Goblin Dominion took its place as Apia's latest empire. In the smoldering remains of the Apian Blood War, many flocked to the safety offered by this new kingdom. Today, most hobgoblins are the military arm of the Dominion, a powerful mailed fist striking at their enemies. Hobgoblins outside the Dominion serve in mercenary bands or as powerful wizards. It is the rare person indeed who hasn't met at least one hobgoblin, some of those meetings were even friendly.

## Geography

The place that most hobgoblins are found is within the Goblin Dominion where they make up a large percentage of the population. The head of the Triumvirate that rules the Dominion will always be a hobgoblin. Outside of it's borders, hobgoblins can be found almost anywhere as raiders or mercenaries. Nations with a notable hobgoblin minority include Latrellus and the Dragon Empire.

## Personality:

The easiest way to understand a hobgoblin's mind is to look at the concept of the personal perimeter. This is the underlying philosophical principle drilled into hobgoblins from birth. Each hobgoblin knows the area immediately around him is his personal perimeter, a location he is responsible for guarding. Maintaining his perimeter is the single most important thing he will ever do. If his perimeter is strong, then his fellow hobgoblins will also have strong perimeters and, if enough hobgoblins have strong perimeters they will have a strong territory. But if his perimeter is weak that opens a crack in the hobgoblin wall which will lead to downfall and disaster. The perimeter must be preserved at all costs.

The highly disciplined mind of a hobgoblin is entirely focused on this concept. It is personal responsibility and honor rolled into one. It is his duty to maintain a strong perimeter, to exercise order and law on a chaotic world. This concept is believed to have originated with the hobgoblin philosopher Mokkor, whose early writings are enshrined within the Dominion's capital but he may have only been the first to put the concept to paper as many ancient khans held something akin to the personal perimeter. Regardless, no hobgoblin goes through life without constant vigilance. Hobgoblins place the control of this perimeter above all other things. They carefully monitor their emotions, their morality, even their desires, to ensure they do not compromise the maintenance of the perimeter. Honor, duty and discipline are virtues that all hobgoblins aspire towards. According to the doctrine of Khan the strategist, "These traits prove one's mastery over the chaos of the spirit and of the world."

Hobgoblins are immensely proud and most would rather die, either by the hand of an enemy or their own, rather than live with the shame of dishonor. A hobgoblin rarely shows weakness or loses self control, but that doesn't mean they are free of emotion. They love deeply, they hate strongly and they do care about friends and kin. They grapple with issues of morality and many hobgoblins aren't evil but issues of morality distract from maintaining the perimeter. Art, beauty, joy and pain all distract from maintaining the perimeter. Only trusted friends, allies, family members and intimate partners are allowed to breach the perimeter without a fight. Earning the trust of an honorable hobgoblin is far from easy but, those that do, are bonded with a creature that would rather die than allow dishonor to break apart that relationship. Honor is all. Those hobgoblins who turn to banditry or raiding have abandoned the perimeter and honor itself, figuring it is better to chase self-pleasure than the constant pressure of duty. They reject the caste system and other structures that most hobgoblin bands follow, wither Dominion hobs or not.

## Society:

Hobgoblins are militaristic, organized soldiers, who live within the boundaries of their castes. The caste system is extremely important to the well-organized hobgoblins because it allows them to project order into chaos and quickly follow the chain of command in response to any threat. The castes are military, religious, and labor. Caste assignment is given upon reaching adulthood and is typically assigned by priests of the religious caste. Assignments are lifelong unless drastic situations arise that demand radical restructuring. Warbands are led by khans who are advised by shamans and priests. Hobgoblin khans rule with absolute authority but most are willing to take counsel, both from the clergy of Maglubiyet and from the spirits of their ancestors. Linage and ancestor worship is a key part of their society, as many hobgoblin spirits offer counsel to their descendants.

The spirit's advice can clash with the hobgoblin family unit, or lack there of. Breeding is arranged by the priests to better ensure that the race remains strong. While hobgoblins can love romantically, most do not and thus do not have traditional families which sets them apart from many other goblinoids. Even those that do love romantically cannot guarantee they will be permitted to mate with their beloved and thus most do not allow that emotion to settle. Creating a child without permission is a serious offense to the caste system and punishment includes exile or even death. Hobgoblin children are raised communally and call the whole band family which leads to a strong bond of family love throughout the particular band. While they try to reject romantic love, hobgoblins place high value on friendship.

Among the Dominion, the hobgoblin way of life rules supreme. While hobgoblins do not enforce their caste system or breeding practices on the other goblinoids, they do look down upon their weakness and fully admit others should follow their example. The khans of the Dominion ultimately answer to the Triumvirate, who answer to Maglubiyet alone. Traditionally, the hobgoblin member stands as the "head" of the triumvirate. Outside the Dominion, hobgoblin bands follow a similar structure with one major exception, most roaming hobgoblin warbands are immediately hostile to one another, seeing them as the greatest threat to the control of their region. Occasionally, they will form alliances cemented by breeding contracts and the exchange of hostages but these rarely last. Only the chosen of Maglubiyet can can rally multiple bands together for one cause, such as that one which birthed the Dominion in the first place.

## Religion:

Hobgoblins worship Maglubiyet among all others. They also honor Khan the strategist, the surviving god of the original hobgoblin pantheon who bent the knee to Maglubiyet. Most offer prayers and food sacrifices to that ancestor spirit who is responsible for maintaining those descendants of his or her bloodline. A spirit is typically assigned by the religious caste who maintain careful breeding records, both to ensure strong hobgoblin children and to assign ancestor spirits. While it's not unheard of for a hobgoblin to praise a god other than the two mentioned, it's extremely rare.

## Alignment:

Most hobgoblins are lawful neutral or lawful evil. Some are lawful good. The only chaotic hobgoblins are renegades and outlaws, exiled from their highly disciplined societies.

## Relations:

Hobgoblins do work well with other goblinoids, typically bossing them around and ordering them into battle. They also employ troll and ogre mercenaries, although those relationships can be strained. Humans within the Dominion are well protected and treated, despite being second class citizens. Many even fight proudly alongside hobgoblins in battle. They despise orcs and orc-blooded beings, violence being imminent whenever the two groups meet. They grudgingly admire dwarves for their discipline, neogi for their business acumen and lucantusks for their wisdom. Many warforged are happily employed within the Dominion, finding its rigidity comforting and hobgoblins, in turn, greatly respect them for their strength and discipline.

## Names:

While some hobgoblins use goblin names, many also rely on their own list of names, some use secondary titles and some do not. Hobgoblin names are unisex and listed below.

**Example Hobgoblin names:** Zakvedarg, Rad, Verz, Rhekvol, Dondrag, Glalver Quake, Zelvon Bark, Merkonod Stomp, Vrarg the Harsh, Ankorg the Warmonger

## Adventurers:

Exiled hobgoblins often become adventurers, selling their blades to the highest bidder. Alternatively, many non-exiles adventure to gain glory, honor and challenges. They can be surprisingly loyal adventurers, with a great aptitude for battle and tactics. Latrellus hobgoblins are typically sent to bolster heroic adventuring parties as many Latrellus hobgoblins are lawful good and fit snugly into such parties. With the rise of potential diplomatic relations between Latrellus and the Goblin Dominion, hobgoblins from the Dominion are sent as liaisons to forester goodwill between the nations and these often become adventurers.

## Traits:

Hobgoblin traits are described below...

+2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma. Hobgoblins are nimble and tough. Their single-minded focus on the perimeter can cloud their judgment and make them unpleasant to talk with.

Base land speed 30 feet

Darkvision 60 feet

+4 racial bonus on Move Silently +2 Listen and Spot

Weapons training: A hobgoblin who is not proficient in martial weapons due to class choice (IE Cleric) can chose any two martial weapons to be considered proficient with. A hobgoblin who is proficient with martial weapons (IE Fighter) may chose one exotic weapon instead.

Favored Class: Fighter, Spirit Shaman, Knight (called Kheshigs), Marshals