The Anginn Isles

"If their armies fight, and their king is back home, they are dishonorable.
If their armies fight, and their king commands from a nearby encampment, they are cowards.
If their armies fight, and their king commands from within the ranks, they are brave.
If their armies fight, and their king is on the front lines, they are the Anginn."
 

The Anginn Isles are home to a collection of hobgoblin clans that constantly fight one another for control over each island. The isles themselves are composed of almost a hundred small islands and six main islands, the largest of which also houses the traditional capital whenever the clans are united - Esedee. During times when the land is fragmented, the goblinoids prove to be little threat and barely interact with the outside world. However if united, they become a scourge to whatever nation they choose to invade, with attacks in the past historically leading to many empires' eventual collapse. While those who are safely in the mainland joke about the goblinoids of the isles, everyone on the coast knows that their armies are unparalleled.

 

History

The Anginn Isles are said to be the homeland of goblinoids, created there sometime during the Age of Immortals. Nothing more than squabbling kingdoms, they were not paid any attention by the giants. Instead, the goblinoids attracted the attention of the young and ambitious god Maglubiyet, who fought and won against each of the goblinoid gods. United, the goblinoids set out to conquer the mainland, but were totally destroyed by the giants. However, many of those who sailed to the mainland were stranded, their descendants becoming many of the goblinoids that now trouble or make up the different kingdoms of Galledall. Some sailed westward to conquer the land of Uth, but failed, and during the Age of Mortals established the empire of Yolgen.

Despite making mighty armies, goblinoids are restless, and have as bad a temper as their god does. A small offense by the leading monarch results in a total collapse into civil war, each clan vying for Maglubiyet's blessing to take over and rule the isles for his glory. After Maglubiyet's domination, there have only been five times the clans have been totally united. Sometime between 900 - 1000 A.o.M., the clans invaded the western coast of Galledall, destroying and stunting what little civilization was there at the time. However, the clans once again fell into disarray shortly afterwards. The clans would once again unite around 750 P.C., as well as 1250 P.C. Finally, a hobgoblin known as Hragand united the clans in 1353 P.C., but died shortly after his conquest began, making his son's rule unstable and ultimately resulting in civil war once again by 1356 P.C. Finally, the last time the clans united was 1921 P.C., when the leader of the Skerdok Clan, Falgol Skerdok united the clans. The goblinoids attacked whoever they could, and invaded the heartland of Vadovass, eventually leading to the collapse of the Virdamidian Republic. He then withdrew as the Virdamids assembled their forces and attacked the boatmen to the north, devastating many of their western villages and cities. Though the Anginn Clans planned to attack the United Clans of Midiiz as well as a full scale invasion of the region of Lansdrinnin, Falgol's ship was lost at sea in the year 1931 P.C. Though a capable leader, his withdrawals from assaults was believed by many to be weakness. His clan's prominence fell, and the area once again turned to war, and they have been fighting ever since.

 

Social

The United Anginn Clans live by a strict social caste. The lowest are the goblins, considered weak and cowards by the rest of their kind, they are often tasked with the most disgraceful jobs, performing hard labor and tasks that are not fit for those of higher blood. However, goblins on the isle are not like those on the continent. While considered cowards by their brethren, most goblins that live in caves on the mainland do not compare to those found on the isles, who can be fierce in the face of death. Many prove themselves as scouts, spies, and light infantry. If nothing else, a simple goblin is used as arrow fodder on the front lines of battle. The next highest race in the caste are the bugbears. Massive, vicious goblinoids that are practically the exact opposite of goblins. Though powerful and intimidating, they are actually fairly lazy and don't engage in many crafts. Many are forced to become soldiers or guards, where they lay about and bully the lower goblin class. The few bugbears who show initiative are used as extremely effective and dangerous shock troops and assassins, as they can move surprisingly quiet, making them great scouts and assassins. Finally, the highest class in the clans are made up of the hobgoblins, who bind the other two classes together, forming a functioning clan. Though less numerous than goblins, they are much stronger, smarter, and are by all means as capable of performing any task as most other humanoid races. They do not suffer from sloth like their bugbear relatives, but quickly grow tense if not allowed to be productive. Above all else, the hobgoblins value martial prowess. To the hobgoblins on the isle, martial skill, bravery, and honor are the exact same. This means that while hobgoblins are powerful and honor bound warriors, they may betray or abandon a commanding officer if they believe he has demonstrated weakness, cowardice, or dishonor. They make able tacticians, and even better soldiers. However, during times of peace, they also work farms, build structures, and worship their gods with pious devotion.

Law among the clans is extremely strict, having hobgoblins as judges and executioners. Violating clan law is swiftly met with death. If the prisoner is allowed, they can commit suicide to preserve their honor. Otherwise, they are tortured, beheaded, or hung as humiliating ways to die. The law is even stricter for military officers and government officials, who are held to the highest possible standards. Though unbearable for most humanoids, most goblinoids see this as a fair way of life.

 

Political

Each clan is ruled by a clan lord, with the office often being hereditary. When the clans are united, a single clan rules and guides all the others, who campaign using their own armies, lead by the king of the Anginn. During times of being disunited, the clans will constantly war with each other for dominance, first over their isle, then over all the isles one by one. Clans will also make pacts and alliances with other clans, sometimes lasting only weeks, but some lasting for generations. One of the primary reasons for the constant fragmentation is that each clan lord, by his or her honor, cannot accept to follow someone they see as weaker than themselves. Because of this, when someone does unite all the clans, it is often someone brutal and cunning, but also honorable.

 

Economic

Most goods are crafted by the hobgoblin class, with bugbears seen as too lazy, and the goblins seen as too low. However, some goblins do perform duties as repairmen and fill some roles such as tailors or cobblers. Hobgoblins who stain their honor are often relegated to working in mines for extracting metal. While some clans do use a currency, most operate on a command economy as dictated by their clan lord. Some clans do trade crafted goods or food with each other if they are not on hostile terms.

 

Religious

Across the isles lie many shrines, and temples, built by the hobgoblins to honor their gods. While their primary god is Maglubiyet, the hobgoblins also quietly worship Nomog-Geaya and his second in command, Bargrivyek, who are specific to the hobgoblins. To make sure Maglubiyet is not upset, they build only shrines to these two, while massive temples are often dedicated to Maglubiyet. Most hobgoblins are pious and take their faith very seriously, binding it as another aspect of their honor. Neither bugbears or goblins, despite having their own gods they worship, build any shrines to them. Instead, they still venerate them in their own ways, often in quiet or in their communities.

 

Military

   
"Can you imagine just one squadron of Anginn hobgoblins in enchanted, masterfully crafted dwarven armor? Or wielding the magic of the ancient elves? I shudder at the thought of such a scenario."
 

Most of a clan's people are warriors, with clan lords often leading them in attacks. Hobgoblins and goblins make up the bulk of the forces, with goblins often being used as fodder for the opening of the battle. However, being a soldier is one way a goblin can elevate their status, so many join in hopes of escaping their dismally low status. Some goblins train wargs as mounts, making them vicious cavalry. Hobgoblins can fill almost any role, operating as common soldiers, archers, heavy infantry, cavalry, commanders, spies, assassins, and even seamen. Their natural discipline and ability as leaders make them model soldiers, while their keen minds mean they use a wide array of strategy to conquer their foes. While most hobgoblins use horses as a means of cavalry, a select few clans train griffons for mounts. Meanwhile, bugbears can be put in armor and made into terrifying heavy infantry or used as shock troops, but operate just as well when stealth is needed. Due to bugbears working particularly well when in a cohesive group, one of the most common ways they are used is in death squads and stealth vanguards.

When fragmented, the Anginn are no threat to the other nations of Galledall. In fact, Haffanland sails into Anginn waters and even disembarks to raid, while Clan Lorrakas of the United Clans of Midiiz raid the ships that get too far from the isles. However, when the clans unite, they become a terrifying force to be reckoned with. Historically, many coastal nations have fallen apart completely, while those who live inland are faced with the extraordinary daunting challenge of facing an Anginn army. It is no secret that the soldiers of the Anginn are second to none, and many kingdoms who have underestimated them have fallen. During such incursions, the Anginn take many slaves back to the isles, none of which are ever seen again on the continent.

 

Foreign Relations

Most landlocked nations or those on the southern or southwestern end of Vadovass don't give serious consideration to the Anginn Clans. To them, they are something they hear about in scary stories, old legends, or through history books. To those who live on the coast, they are a much bigger threat. All coastal nations constantly monitor the situation on the isles as best they can as to have a chance to prepare for the clans uniting. While some nations have tried to launch attacks to invade the isles to eliminate the threat for good, prolonged invasion of the isles has never worked. Instead, most of the coastal nations have a pact that states that, should the clans unite, they will be allies in the war against them, fighting defensively unless they are sure they can mount a meaningful offensive.

To the clans, most of the continental nations are the same, having no respect for them and not caring to form cordial relations. After all, a clan lord making any kind of alliance with a continental kingdom would probably be seen as waste of time at best, or dishonorable at worst. However, there are a few nations the clans know by name. Back during the Post-Cataclysm Era, the clans attempted to invade the Dominion of Tilliden, which resulted in the complete destruction of their fleets and armies. Instead, most clans hope to invade either side of Tilliden first, eventually overwhelming it. The clans have also fought Clans Ravarax and Lorrakas in previous attacks on the United Clans of Midiiz, and know them as capable warriors. Finally, the Anginn know of the boatmen of Haffanland, and see them as the only honorable non-goblinoids, being brave, honorable, and capable fighters, if lacking tactics.

 

Magic

During the ages where magic was present, hobgoblins learned and practiced it as they would any other martial skill. Unlike most others, hobgoblins do not typically treat magic as scholarly study, but instead use it only for the benefits it can bring on the battlefield. Though they have used mages in the past, it is unknown how the return of magic has currently affected them.

Type
Archipelago

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