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Hobgoblins

Hobgoblins are a race of of goblinoid descendants of Rorchus, some of the first men that existed long before the Age of Magic or the Naga Raashken Empire. Rorchus were a primitive race of humanoid that are long extinct and followed primordial gods. Some say Hobgoblins were a group that mixed with the blood of human slaves and other races they captured and took over the mountain lands before the Breaking of the World. Hobgoblins are the smartest and most tactful of the goblinoids. They aren't as martially adept as orcs, or as powerful as bugbears, but they are tacticions and organized. Often creating elite cultures and warbands that have organized leadership structures and team work. They are still prone to tempers and betrayal, however. They are most similar to orcs compared to other goblinoids.
Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age: Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Size: Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed
: Your base walking speed is 30 feet.
Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Martial Training: You are proficient with two martial weapons of your choice and with light armor.
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages:
You can speak, read, and write Common and Goblin.

Naming Traditions

Family names

You don't get a family name until you kill something and then you are given a name based on what you killed and how you killed it. Most people have names connected to their first kill, which often leads them to wait and maim until they can kill something of great significance.

Other names

Most hobgoblins have a "child name" which is the name they are given by their father. It is usually a simple or short name that is used until their coming of age rite. When they complete this rite, they are typically given a new name by their father or other male family member. Child names are typically based on boring or mundane things that represent the insignificance of a child in war, and encourages them to want to grow up quickly to get a new name. They are typically gender neutral as well, though after their coming of age rites, names become more gendered. First names given after a coming of age rite are usually based off deed and status, but changed slightly. Female names typically involve more status based on fathers, or brothers.

Culture

Culture and cultural heritage

Hobgoblins have a conservative society that is warry of outsiders and very loyal to clans and tribes. They use tact and strategies to be efficient and ensure victory of war efforts, claiming only the amount of territory that they can hold, but that is still optimal. They lack the natural rage and hatred of other goblinoid races, but make up it in cunning and tenacity. Few individuals would risk fighting against a Hobgoblin force.

Common Dress code

Hobgoblins have a more intricate culture of armor plating, crafting, and weapon building. They have become masters of their materials and are the only race of Abgrund to be able to full utilize the materials present in the subcontinent. They often have well fitted leathers, armor platings, and keen weapons. Different armor styles depict different levels of rank and power among military units.

Art & Architecture

Hobgoblins tend to live in walled towns and keeps with strong defensible fortifications, and lasting architecture. They value being able to be defensible. They tend to have rather advanced infrastructure to support long sieges and natural disasters.

Birth & Baptismal Rites

Children are often brought into the world under the help of a midwife or band shaman, and the sister wives. Because of high mortality rates children are not considered "people" until the age of 5. There is typically no real rite or ceremony involved other then a feast or celebration (especially in the case of boys). Between the ages of 5 and 12, boys, while getting better treatment than women, are encouraged to learn how to fight and became a warrior. They are also called girls, and are belittled by the other men when not in the presence of women, to show that until they make their first kill. When they partake in their coming of age rite, they are then considered men and often given a new name soon after based on their first kill (for a family name) and based off deeds (for their first name).

Coming of Age Rites

Hobgoblins enter a coming of age rite near their 15th birthday. At this time, men are expected to go on a mission with the males of their family for a 1 week trip. During this time, they are expected perfect certain hunting, tracking, and martial skills. After this week long trip, they typically return home, are subject to a feast in their honor in which they engage in a large amount of drinking, and typically are given a companion for the night.

Funerary and Memorial customs

Hobgoblins engage in intense funeral rites that treat the dead and mummifies them for family burials. Families are usually the ones to treat their own dead, laying them to rest in mountain crypts and burial mounds outside of the city.

Ideals

Beauty Ideals

Hobgoblins care little for physical beauty. In fact, scars and wounds are often displays of battle and deeds are far more important. Warriors and people of power and strength are idolized, with women being valued by either their own strength, or the strength of the men in their lives. For example, if two men go to battle together, and fight well together, one or the other might try to marry the other's sister in hopes of blending powers of strength and battle. They may even engage in tattoos, piercings, and ritual scarings as shows of strength and status.

Gender Ideals

Men are the warriors and leaders of Hobgoblins as they have a very patriarchal society. They are expected to defend their name, and their status, against all insult and provide for their people. Displays of anger and aggression are not uncommon if not even encouraged. Women are expected to listen and follow, but also be strong in their own right. It is great pride for a woman to give birth to a strong son. Ones value as a woman is often determined by their ability to have strong children (especially sons) therefor a woman who does not marry, or have children, often is forced to join men in battles and parties. Though she would never been seen as an equal to the warrior men, or even mothers of boys, she is expected to be strong and fierce. These women are often expected to be companions for men on raids and war bands.It isn't uncommon for men to also take women from other cultures to add diversity to their bloodlines.

Courtship Ideals

Because of the high mortality rate of goblinoids, hobgoblins included, its not uncommon for a man to have multiple wives, as men are smaller in numbers. They are often warring with each other, outside nations, and going on raids and warbands. Additionally, when a male hobgoblin dies, he may have named a "warbrother," that inherits all of his possessions in the event of his death (including wives). Sometimes a hobgoblin may even destroy an opposing clan, and then kidnap and take the lead males wives for himself, especially if the wife is known to have sons. All potentially threatening males are killed. Marriages are often arranged among fathers and older brothers though a woman has the opportunity to refuse. However refusal typically must mean she has already chosen someone to marry, who's family must be willing to accept her, or she must be willing to join as a warmaiden. If a woman refuses the choice of her father and brother, for a different man, a dual will often occur to prove the other man's strength. A woman can also dual for her own right to choose if she is strong enough.

Relationship Ideals

In a relationship, the wives will often share their own space within their tent like homes, and the man of the house will have his own space. Children also sleep with the women, until a man is old enough to get his own room, which typically does not last long before he gets his own home all together. Daughters continue to sleep with the wives until they are married. Wives that have sons typically are of higher "rank" than the other wives. If two wives have had the same number of boy children, then it might be the older that is of higher "rank" as the wiser. Women who mature and have fulfilled their "duty" as wives are typically regarded with respect as elders, and may begin to study as band shamans and spiritual leaders or midwives. The women take care of domestic duties and care, while men are expected to go to war, provide money, and provide food.

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