I need your help compiling lore about goblins! Also for hobgoblins, orogs and ogrillions. (Just append those races every time you see "goblin".)
Canon information from books, Amia homebrew that has been supplied or approved by the DMs, Amian NPC tribes, and player run tribes. Any and all of this. Links to threads, excerpts from books, page numbers, personal accounts. I need them!
I've never actually played one in D&D and rarely use them in my campaigns, so I'm not actually all that familiar with them. As I understand, they're tribal, patriarchal (?), Chaotic Evil, prone to filling out the lower ranks in larger communities of mixed goblinoids... but that's about it, and that's not a lot to work with. What canon sources of information about goblins exist out there? Do they have any detailed entries like kobolds have in Races of the Dragon?
I'd also be interested in adding information about tribes that have sprung up on Amia to help flesh out local goblin culture, so if anyone played/plays one of those goblins or otherwise knows about them, I want to hear from you!
(And if I don't, I'll be forced to write it all from my skewed, biased perspective. Kobolds forever!)
I'm currently playing a Goblin wizard. i'm waiting on my friend Sammy who will be joining us here soon, and she is probably going to play a goblin buddy with me :> so I have my gobo on a bit of hold in terms of RP until I get her settled. I noticed there is no dynamic female model for goblins. .
I noticed there is no dynamic female model for goblins. .
But who can tell the difference on goblins, anyway. Eeeugh.
That's correct, unfortunately. If you want to use the Dynamic model, the goblin will have to be mechanically male, and there won't be any obvious sexual dimorphism. They can be played as whatever gender they're supposed to be despite the mechanical limitation.
This is from Races of Faerun on Goblinoids. I took out most of the stuff on Dekanter goblins as they are mostly confined to one little place. Hope it helps.
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Goblinoids are a group of humanoid races that includes four different subraces in Faerûn: goblins, hobgoblins, bugbears, and the relatively new Dekanter goblins. These creatures are close enough in outlook and society to discuss as a group. They are closely related by ties of language and culture.
Goblins are the smallest of the group. They stand only about four feet tall and weigh roughly 60 pounds. Like all goblinoids, they have flat faces, broad noses, pointed ears, wide mouths, and sharp fangs. Their arms hang down almost to their knees. Goblin hides range in color from yellow through orange to red, and members of the same tribe usually share similar coloring. Goblins wear dark leather clothing, which is usually heavily soiled due to their lack of concern with hygiene.
Hobgoblins are much larger, usually reaching 6 1/2 feet in height and weighing up to 275 pounds. Their hairy hides come in dark shades ranging from reddish-brown to gray. Their eyes are yellowish or dark brown, and their teeth are yellow and strong. They like to wear bright clothing, usually red with black leather. They keep their weapons clean, even if they don’t take so much care with themselves.
The largest of the goblinoids, bugbears stand about 7 feet tall and often top 300 pounds. Their hides are usually yellowish, ranging from brownish to mustard yellow. Their coarse hair runs from brown to brick red. Their eyes are green-white with crimson pupils, and their ears are more wedge-shaped than those of their smaller kin.
Whatever the subrace, goblinoids are universally bullies. They pick on smaller creatures whenever they can, and when faced with a superior force they turn tail and run. Because of their smaller size, goblins prefer to strike from ambush, using every fighting trick they know to gain an edge. While tactically canny, the larger hobgoblins and bugbears usually prefer a more direct approach, often driving weaker troops before them into any perceived danger.
Goblinoids are all short-lived. Most meet a violent end long before they reach old age. They are pressed into service as adults at just 10 years of age. They rarely live to be older than 40, although some few lucky or wily individuals have been known to make it to 60 years of age. Goblinoids have the same life expectancy and age categories as half-orcs.
Life in a goblinoid community is cheap. There are always a dozen people behind you, trying to trip you up, ready to take over your place as soon as you fall. Goblinoid leaders rule through aggressive ruthlessness, bullying any who get in their way and killing those who are foolhardy enough to challenge them. Goblinoids are constantly trying to get ahead of each other, mostly by backstabbing those in front of them. Of course, goblins lack the strength and ferocity to lord it over hobgoblins. Similarly, hobgoblins are usually at the mercy of bugbears. The differences in size between the races are too great to overcome. A group of smaller goblinoids can sometimes band together to overpower a larger cousin, but they often end up betraying each other to the bigger creature. Even should they succeed in their efforts, the smaller creatures regularly fall to squabbling among each other as to who is now in charge, and another of the larger goblinoids often arrives on the scene to put an end to the argument by killing off any who might lay claim to such leadership.
Most goblinoids take up lives as adventurers simply to get away from their clans. Some do this solely for reasons of survival, sure that they would be killed if they were to remain. Others believe that if they can find real power in the wider world, they can then return to their homeland and take over.
GOBLINOID CHARACTERS Living by their wits rather than their muscles, goblins favor the rogue class. The more combat-oriented individuals sometimes multiclass as fighter/rogues. Goblin tribes also feature the occasional cleric, who stands aside from the standard pecking order. Hobgoblins depend on their physical impressiveness to cow both friend and foe, so they favor the fighter class. The more cunning ones multiclass as fighter/rogues. Bugbears favor the rogue class, because treachery figures at least as much into their success as does their power in battle. Many bugbears multiclass as fighter/rogues, and a rare few serve their clan as clerics.
Goblinoid Society Goblinoid society is a difficult one in which to grow up. Simply surviving to adulthood takes a combination of luck, careful planning, and ruthless aggression. The golden rule among goblins is to do unto others before they do unto you. Goblinoid children establish a pecking order much like that of their parents. The older and larger ones pick on the smaller ones, honing the bullying skills which will serve them well later as adults. In goblinoid communities, there are as many children around as there are adults. The reasons for this are many, but they boil down to two unavoidable facts. First, most goblinoids don’t survive their harsh childhoods. Second, many adults die violent deaths before they advance too far in goblinoid society. Males have almost all the power in goblinoid society. They support their clan by constantly raiding other communities and stealing their treasure, food, and drink. When supplies are short, goblinoids have been known to slaughter and eat members of other races, even including smaller goblinoids. Females are expected to stay home and raise as many young goblins as possible. They are not permitted to join the clan’s warriors in their hunts or in battle. For this reason, many goblinoid adventurers are females who left their clans looking for better opportunities from life. There is no sense of privacy in most goblinoid clans. Most clans live in a large, communal area, often a cave. Only the leaders of the clan have the privilege of keeping their own quarters. These leaders like to limit such privacy, as they fear that those they cannot see might use the opportunity to plot betrayal. This goes on all the time anyhow, but it’s more difficult to accomplish in the common chambers, since many goblinoids are only too happy to sell out any mutineers in exchange for winning their leader’s favor. It’s rare for a goblinoid to reach a ripe old age. At the first sign of weakness, older goblinoids are constantly challenged by their younger kin, one right after another. Eventually youth and persistence wins out over age and treachery. Outside their home territories, most goblinoids try to replicate the conditions under which they were raised. They look for weaker people and bully them into joining up with a nascent clan. Even goblinoids who have renounced their native clans and become adventurers often fall back into old habits, given the chance.
Language and Literacy Most goblins speak only Goblin. Smarter ones often speak Common as well, as do those who become adventurers. Hobgoblins and bugbears speak both Goblin and Common—they have more need to, as they are often in charge of bossing around other creatures and need to be able to speak to the creatures they enslave. Goblinoids of all sorts are illiterate, except for those who have player character classes other than barbarian.
Goblinoid Deities Goblinoids worship a number of evil deities. These gods often exhort their followers to overbreed as much as possible and then attempt to overrun their foes with superior numbers. This is one reason why life is considered so cheap in goblinoid clans. Goblins, hobgoblins, and even Dekanter goblins worship Maglubiyet, god of goblinkind. They are inspired by the legendary tales of his strength and treachery winning out over all. The god of bugbears, Hruggek, coaches his followers in the art of the ambush and furious fighting.
Relations with Other Races Goblinoids do not get along well with each other, much less any other races. They don’t even particularly like members of other goblinoid subraces. Of the standard character races, goblinoids favor half-orcs best, mostly because goblinoids are used to working with orcs upon occasion, usually under the command of some bugbear warlord. Goblinoids all harbor a special hatred of elves and dwarves, and many attack them on sight. The rare good- or neutralaligned goblinoid character struggles to control this urge and usually wins out over it
Should probably look up the Cormyrian Goblin Wars as well as every major invasion of the last few D&D video games, what with goblinoids making up a good chunk of every one of them. Assuming we're treating those as canon.
_________________ ~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear. ~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt. ~Vigdis Haldorsdottr - Walk softly and carry a big axe.
Look up the Slayer's Guide to Goblins, Hobgoblins and Bugbears. They have the most in-depth information on the beforementioned creatures culture, habitats, battle tactics, physiology, psychology, societies e.t.c.
I would also recommed the guidebook "Monster", though it does not go as in-depth as the Slayer's Guide does in the varius creatures, it gives a good basic study on goblinoid and other humanoid monsters general behavior and reasons why they act the way they do. The beforementioned guidebooks are core DnD based, so they should still work in a Forgotten Realms setting.
Personally I would rather use any of these two then the Races of Forgotten Realms guidebook on the goblinoids, seeing as Races of Forgotten Realms seems to just think that the main difference between goblins, hobgoblins and bugbears is "one is larger then the other", which is completely innaccurate especially when concerning hobgoblins.
Oh, good call! I think I have most of the Slayer's Guides buried somewhere in one of my archives. I hadn't heard of Monster before. Thanks for the suggestions, Mr Hyde Jekyyl.
You guys are being incredibly helpful, keep it coming.
Any Bucktooths (I think that's what they were called?) or the like that have any insights into local Amian Goblins are also encouraged to post!
If the DMs have any lore written up about the Yellow Tooth clan, or whatever their name is, that could be shared, I can include that in the thread as well.
Here's a link to a review of the Slayer's Guide. Looks like some of the stuff in there will cause problems for players if enforced by DMs and a good bit of it is self-contradictory.
_________________ ~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear. ~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt. ~Vigdis Haldorsdottr - Walk softly and carry a big axe.
Since goblin(oids) don't have the thick, consistent entry that kobolds have in the Races of the Dragon, what I'll probably end up doing is taking most of this info behind the curtain to get some DM to either veto or approve things for general posting. Like, "We probably won't use that, so just leave it out" type stuff, and then take everything that is left over and fusion it into a single cohesive body.
In any event, nothing about kobold culture was ever really enforced when I was playing, so I doubt anything will be enforced with the goblins. It's more to provide the information and inspiration for people who want more than a monster manual entry to work off of for their character, or who want to be working from the same page as other goblin players.
Here is the information on goblins, hobgoblins and bugbears found in the "Monster" guidebook. Not including stats, skills or feats as such statistics are pointless from a lore perspective.
Goblins
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More than any other goblinoid race, everybody despises goblins. Kobolds are considered a nuisance, and while orcs are hated, they are at least respected as a threat. Goblins, on the other hand, are treated as roughly equivalent to a disease. Much like a virus, goblins are viewed as single-minded, stupid, and surviving only through sheer numbers. The great majority of this opinion holds true, but much of the goblin way of life is a result of getting kicked around by the rest of the world.
Surrounded by abuse on all sides, goblins recognize physical force and threats as the only motivations worth having. All goblins are governed by fear. The desire to simply not get killed dominates nearly every waking thought. Goblin hierarchy is established moment-to-moment, as individuals fight, threaten, and jockey for position against eachother. The chief earns his position by being the cruelest, meanest, and strongest goblin in the tribe, and most likely achived it by crippling or killing his predecessor.
Goblin obedience is ensured by fear of the chief, and he must constantly reassert his authority, or risk insubordination. Ironically, the chief is as scared of his tribe as they are of him, because he knows just how tenuous his position is. If at any point, his authority is called into question, he will most likely suffer a knife in the back in the middle of the night. For this reason, canny chiefs oppress initiative and ingenuity at every opportunity, and any especially promising or charismatic goblins in the tribe are usually found dead shortly after making themselves known.
As frightened as a tribe of goblins might be of each other, their fear of outsiders is ten times as strong. It is this fear that unites a tribe, and motivates them to act as a relatively cohesive unit. Very often, a chief uses outside dangers as a method of intimidation, such as threatening to turn disobedient individuals over to the ogres or humans. These threats are so effective that the individual rarely stops to contemplate the ludicrousness of any race besides goblins caring about their internal politics.
Goblin daily life consists almost entirely of a chaotic struggle for survival. They have no set schedule, and eat, sleep, and mate when the oppertunities present themselves. Minor arguments often break into major brawls, with the entire tribe becoming embroiled in what starts as a trivial matter. Usually, the chief is forced to get involved, using force to settle things without serious casualities.
Goblins have little respect for art, music or other trappings of culture. To a goblin, an object or action has either a purpose, or not. Much like other goblinoids, goblins have no concept of property, and anything that belongs to an individual belongs to the tribe, and hence, to the chief.
Goblins are among the most flexible of the goblinoid races, able to make their homes virtually anywhere. An impressive amount of goblins fit into a condensed space, living nearly on top of one another, with no concept of privacy or personal space. As a result, most goblins have aquired a very noticeable odor, detectable from quite a distance. Also, goblins are willing and able to ear nearly anything, and even turn on each other if the situation turns dire enough. This flexibility, combined with their amazing fecundity, allows goblins to survive and thrive against all odds.
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The Goblin: Goblins are small humanoids that are constantly underfoot and more then a nuisance to most. Their greatest strength comes in numbers and in rapid reproduction. Unchecked, a goblin population can decimate a civilized area. Because they are so numerous, hiring goblins is cheap. A small band of goblins led by an intelligent strategist is a deadly combination. Personality: Goblins are small and weak, and are generally picked on by most of the goblinoid world, including gnolls and orcs. As such, goblins do not believe in a fair fight. They look for malicious and ingenious ways to beat their opponents. Goblins are not above using ambushes, overwhelming odds, dirty tricks, or anything else they or their leaders can devise. Physical Description: Goblins are among some of the smallest humanoids. They have flat faces, broad noses, pointed ears, wide mouths, and small sharp, fangs. Their foreheads slope back, and their eyes are dull and glazed, varying from red to yellow. Their skin color can be anything from yellow to orange to deep red. Usually a tribe is all the same color, but this is not the rule. Their clothing is drab. Relations: Goblins are the runts of the monster world and as such work for anyone and everyone. They are prone to work with hobgoblins, orcs, bugbears, and ogres more than any other creatures, altough evil humans have been known to hire them as well. They often employ worgs as mounts. Alignment: Goblins are most notably neutral evil, but many could also be categorized as chaotic neutral. Their tendencies and behaviors vary, but they are all very mischievous. They follow the example of their leader in most every case. Goblin Lands: Goblins make their home wherever they can- Dank caves, dungeons, ruined keeps, and even sewers are homes to various clans and tribes of goblins. They survive through raiding and stealing and therefore keep their settlements close to human, elven, dwarven and other civilized races. Religion: Goblin worship a great god who encourages them to expand their numbers. This is a simple task if one sees the accelerated rate at which they reproduce. The cheif domains of goblins are Chaos, Evil, and Trickery. Many other goblin gods exist and with the DMs permission, PC goblins may choose most any domain they wish. Language: Goblins speak goblin. Some smarter goblins also know common. Names: Goblin names are direct and specific. Often they name on another from their deeds or behavior (Stink-Rot, Blood Dripper, Scab Demon). A goblin chief is ofren known by the tribe as Big Chief. Adventurers: Goblins make excellent adventurers. They are submissive to large creatures, easily convinced to do something dangerous or stupid, and work for little to no money. Some mercenary bands employ a dozen or so goblins for the specific task of making and breaking camp, scouting ahead, or being the first to enter a tomb. Goblins themselves consider this work important and among one another think highly of the goblin who escaped "the great wheel trap".
Hobgoblins
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There is a great deal of debate over the exact relationship between hobgoblins and goblins. Some believe that hobgoblins are merely the best of the goblin species, and are not a separate race, whereas others believe that they are a separate species entirely. A third theory is that hobgoblins were originally goblins in a time long past, and chose to overcome their culture, forming a new society that evolved into a new species. Ultimately, however, such speculation is irrelevant.
Hobgoblins are the single most disciplined and organized of the goblinoid species. Larger then goblins and kobolds, but smaller then the other races, hobgoblins survive through intelligence, discipline, and dedication. Hobgoblin tribes resemble armies more then they do the ragtag bands that make up other species' tribes. Chiefs often delegate authority to their officers, who in turn trust their subordinates to make sure a job gets done. The bickering, in-fighting, and other such problems that plague the other species are not found among hobgoblins. However, they are still goblinoids, and if a hobgoblin sees an oppertunity to gain power, her takes it, no matter who is in the way.
Ironically, hobgoblins are so much of a threat to humans because they have a far similar mentality to humans then their cousins. Hobgoblins prize wealth as a way of attaining objects, and often deal fairly with crafters and smiths who can provide what they want. Furthermore, hobgoblins understand agriculture, and are willing to fight over a prime piece of land. However, they would never deign to partake in such a pathetic task as farming, for which they use goblin or kobold slaves. Finally, hobgoblins are willing to fight for money, a cencept none of the other goblinoid races understand.
Hobgoblin mercenaries are reliable and effective, and often work for humans. The money they earn from such work usually goes towards maintaining or upgrading their weapons, armor, and other equipment, and it is not uncommon for hobgoblins to do mercenary work in direct exchange for equipment. Battle is the only standard by which a hobgoblin judges or is judged. A hobgoblin who deserts his fellows is branded and cast out of the band, suitable only to associate with lesser species (like goblins, kobolds, and humans). Death in battle is not honored or rewarded by a hobgoblin's fellows, because if the fighter were more competent, he would have lived. Only victory matters to hobgoblins, and nothing else.
Hobgoblins have a rich, if single-minded, culture. Their war music (the only kind they know) is deep and captivating, able to strike fear into the hearts of their enemies. Primarily drums and horns, hobgoblin music is a voilent symphony that escalates along with the battle, reflecting the ebb and flow of a fight. Often, songs are written to commemorate an especially important or memorable battle. It is no surprise that the focus of hobgoblin art is also war. Murals, paintings, and poetry are all common expressions of hobgoblin creativity, but the subject is always war, conquest, or a particular battle.
While other goblinoid races certainly are no strangers to battle, hobgoblins have a respect for war unequalled by any of their kin. Unlike other goblinoids, hobgoblins never scavange their weapons, always aquiring them new. Furthermore, the idea of weapon and equipment maintenance is foreign to most goblinoids, but not hobgoblins. Hobgoblins keep their weapons, armor, and equipment in excellent shape, knowing that their lives depend upon it. In battle, they are calm, collected, and level-headed, taking pleasure and pride in the combat.
Hobgoblins are especially dangerous foes because of their capacity for strategy and tactics. Able to plan and execute complex stratagems, hobgoblins are also capable of adapting to a changing situation. Furthermore, while much of the difficulty in getting other goblinoid races to work as a unit stems from their cowardice and disorganization, hobgolins very rarely break under pressure.
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The Hobgoblin: Hobgoblins should be feared most among goblinkind. They are excellent warriors, powerful swordsmen, and most often excellent strategists. They fight in rigid columns and ranks and attack with the utmost efficeiency. They are a true military breed and something most human generals would rather never face. Personality: Hobgoblins are rigidly obedient and fervently combative. They are the consummate soldiers, taking their role in the tribe very seriously. They fight for territory and food when necessary. Physical Description: Hobgoblins are burly humanoids standing nearly a foot taller then the avarage human. They are the larger cousins of goblins and far more aggressive. Their hides are hairy and range from dark red-brown to dark gray. They have dark red-orange skin which makes the hide look thicker. Their noses are reddish or blue (among the largest males) and their eyes are sometimes yellow or even dark brown. Relations: Hobgoblins sometimes work with goblins and bugbears, but for the most part they are very organized withing their own tribe. As such, they tend to shun outsiders for practical reasons. A hobgoblin army is most efficent when all the members are from the same clan or tribe. Alignment: Hobgoblins are stringently lawful, but their war-like nature and voilent tendencies keep them among the more evil races humankind encounters. It is not uncommon to meet a lawful neutral hobgoblin, but even they are consumed by a need for strict order and seek heavy retribution on those who fail to adhere to their laws. Hobgoblin Lands: Hobgoblins make their homes anywhere that can be easily defended. Ruins, forests, dungeon complexes, and even taking a human village are valid settlements for a hobgoblin tribe or war party. Religion: Hobgoblins worship several gods, but most revere the god of goblins. Evil, Destruction, Trickery, and War are all acceptable domains for hobgoblin clerics. Most hobgoblin spellcasters are adepts. Those that can cast spells prefer damage dealing spells over divination or enchantment spells. Language: Hobgoblins speak Goblin and Common. Names: Hobgoblins have rough goblinoid names. Some take on ranks instead of names and others earn terrifying names for their skills in combat (Zarrig the Destroyer of Cowards, etc.). Adventurers: Solitary hobgoblins are rare. Sometimes found in adventuring parties, it takes a great deal to pull a hobgoblin from his tribe. He may have been driven our or worse yet is serving penance for a crime. He could also be the leader of a mercenary band, having feuded with a general or high ranking warrior. Hobgoblins that do join adventuring parties are strategists and planners, never going into a fight unless they know they can win.
Bugbears
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Bugbears are the largest of the strictly goblinoid races. They are only slightly smaller then ogres. Bugbears live primarily underground, lairing in caves, ruins, and other subterranean areas. While they are hostile towards intruders, they are not savage brutes who attack anything on sight. Bugbears are almost always under a huge population pressure, stemming from a limited amount of space in most underground areas. As a result, they assume that anybody new who comes into their lairs is obviously trying to push them out of their living space.
Negotiating with bugbears is a difficult prospect, because they know they are less intelligent than most other beings (including most other goblinoids). They grow impatient and frustrated when they suspect they are being taken advantage of (which they usually are). Like other humanoids, bugbears value treasure because they know how much stock humans place in it, and believe that somehow, human civilization is advanced as a result of having treasure. Therefore, if bubears have treasure, they can do all of the things humans do, such as make food grow (farming), and turn metal into weapons.
Much of bugbear cultural life stems from their lack of understanding of the world. Most bugbear lairs are in ruins or remnants of existing structures. They rarely understand the original purpose of their homes or the objects inside them. As a result, bugbears often revere the builders of their lairs as supernatural beings and often come up with colorful (and erroneous) explenations for much of their surroundings. However, while they are not intellectual, bugbears have a certain cunning and soon learn all of the ins and outs of their lairs - even if not the actual purpose or uses for them.
Bugbears have a taste for music, provided they can aquire instruments. Surprisingly dexterous for their size, bugbears are capable of playing most human instruments with practice, and often do so when they come across them in ruins. Failing that, they often make capable drummers, using anything they can find with appropriate acoustics. They are less interested in art, mostly because of their subterranean habitat. Because they use their darkvision nearly all the time, bugbears are incapable of making out the subtleties and colors necessary for art.
Even more then the other species, bugbears are willing and able to ear anything they find, and underground, they often have to. Fungus, rodents, itinerant adventurers, and their neighbors often find their way into bugbear cookpots (assuming they take the time to cook them). Bugbear tribes are often so small because of the limited amount of food available. One of the few nonvoilent ways of attaining status in bugbear society is, in fact, to demonstrate culinary ingenuity, making unpalatable food both appealing and nutritious.
Bugbears avoid interacting with the other goblinoid races, due to the high numerical advantage most goblin and orc tribes have over them. If, however, a bugbear tribe is able to intimidate a group of lesser goblinoids, they do so, using them as labor, entertainment, and even food. They constantly fear mutiny, though, and mercilessly supress any smaller races working for them.
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The Bugbear: Bugbears are premier hunters, the pinnacle of stealth, strength, and speed. Bugbear communities are not large, as bugbears try not to over hunt their game supply. Those groups that do over hunt, turn to banditry, raids, and sometimes adventuring. Like ogres, bugbears respect a single great hunter as the leader of the band. Because of their nature, bugbear bands rarely grow larger than two dozen warriors with an equal number of children and women. Personality: Bugbears are simple creatures. They need only satisify their need for food and treasure. In fact, even if their bellies are full, they raid for weapons and armor. A bugbear negotiates only when he has something to gain, but lacks the patience for extended conversations. Physical Description: Bugbears are the largest of the goblinoids, standing 7 feet tall. Their hides vary from light yellow to yellow-brown with thick coarse brown or red hair. Their teeth are long and sharp, their ears wedge-shaped, and their noses much like a bear's. Relations: Bugbears have no trouble bullying goblins and hobgoblins, and from time to time even hunt them. Alignment: The typical bugbear is chaotic evil, but unlike an ogre has the mental acuity to understand his role. Sometimes a chaotic neutral or neutral evil bugbear can be found leading a band of monsters, but this is not common. Bugbear Lands: Bugbears live mostly underground, although a lush forest unprotected by rangers or druids is the perfect home for skilled hunters. Bugbears require a great deal of room for their lairs and extensive caverns and dungeons are ideal for larger bands. Religion: Bugbears worship several gods, the chief deity being Hruggek, the god of ambushes and combat. Chaos, Evil, Trickery, and War are all acceptable domains for bugbear clerics. Bugbears have a few simple ceremonies to honor their gods; almost all involve food or bones from a recent kill. Language: Bugbears speak Goblin and Common. Names: Bugbear have rough goblinoid names. Those few that associate with humans develop terrifying monikers (like Slayer of Children or Merciless Hunder) to intimidate the unwary. Adventurers: Solitary bugbears are rare. Those found in adventuring parties are not trusted, but rather are regarded for their savagery and efficiency. Bugbears are skilled ambushers. Smart mercenary leaders hire them to scout ahead. Bugbears that do join adventuring parties are likely to be utilized as the team scout.
Orogs can be found in "Races of Faerun", which is a 3rd edition FR book.
Ogrillions can be found in the 2nd edition books "Bestiary of the Realms: Volume 2" and in the "Monstrous Manual" under the half-ogre entry. In 3rd edition, they appeared in the magazine "Dungeon" #83.
Re: Ogrillons, I doubt there's much of a culture or society for them. They live either with orcs or ogres, so that's probably the frame of reference useful to a player. There could be more in the sources Phearnun gave, though.
_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
As Iron said, what I read in MM Ogrillions tend to just take on the characteristics of the orcs or ogres that they were raised with, tipping mostly on the ogre side. The only notable thing it mentions is that they prefer to fight with their fists instead of weapons. But it seemed more like an after thought then anything else. I haven't read the other sources though.
On a side note regarding playing goblinoids and orcs. This maybe off topic so let me know. If a player wants to play a common mountain orc are these for requests only or does one just role a half-orc and play them as an orc?
I would imagine your actual race needs to be the one represented on your character sheet, so the game can treat you mechanically like the monster race you are, rather than the sorta-kinda "accepted" PC race of halforc.
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Orogs: A tiny bit in FR:Underdark, p. 20. But it's just two short paragraphs, that they build great cities, rival dwarves in their craftsmanship, and are more outgoing than mindflayers ...
Maybe I get around to summarizing this and the section from Races of Faerun tonight, not sure. (But most of that already went into the Amia race description anyway, I think.)
Orogs! Here we go, summarized from Races of Faerun, p71pp, and FR: Underdark, p.20:
The Orogs (or Underdark Orcs) are all descendants of the Skullbiter tribe. They lost a battle in -3600 DR and fled into a cave, which happened to lead to the Underdark. They actively went further and further down, until they were sure not to be followed by enemies. They settled, conquered more caves, found metals and became masterful smiths and exceptionally strong over the thousands of years since then. "They spread like a plague through the deeps."
Today, they are larger and stronger than surface orcs, though they don't look that much different from mountain orcs. Their eyes are large and pale, their ears are a bit larger. (Stronger means STR +6 in PnP, so quite a bit.) Personally, they are fierce, domineering and cruel, though not savages at all. They focus on a goal and then work hard to achieve that. They like to win wars and enjoy the results, but they don't wage war just for the thrill of battle like lesser orcs would.
They are typically fighters or barbarians. The magically gifted tend to be Bards and some even Sorcerers. (They generally don't have the patience to become wizards.) Clerics exist and are vaguely respected, but religion isn't a big thing at all in an Orog's everyday life. They worship Gruumsh mostly, while the other orc deities have been mostly forgotten.
They speak Orc and Undercommon, as is to expected. Some know Dwarven or even Drow, and if they live closer to the surface, some learn surface Common as well.
They live in cities ranging from a few hundred Orogs (near the surface) to a few thousand deeper down. Cities consist of interconnected rooms built into a cave or cut out of the stone, arranged in three dimenions. (The better Orogs live in higher rooms.) The community forge is central to an Orog city, and volcanic sites are therefore good places to settle. (Heat doesn't bother them much.) All Orogs are masterful smiths, rivalling the Dwarves.
They also train dire animals and giant lizards as guard animals, or whatever is around. Of course, they have lots of slaves as well.
As expert smiths themselves, an Orog prefers top-notch metal equipment, with lots of spikes and sharp blades. Greatswords and throwing axes are especially common. They don't care for fancy magic items though (except potions), instead preferring simple +X weapons.
They supply surface orcs with weapons. They trade with Duergar and Drow (who consider the Orogs useful enough to be allowed to live), but don't get along with Svirfneblins. They try not to anger the Illithids, because that would be stupid.
A handful of Orogs have always found their way back to the surface, but recently more and more are exploring the surface and enjoying the riches found there. They even feel instinctively drawn to their original home. With their natural leadership and enormous strength, they quickly take control of surface orc tribes. They have not built any own cities on the surface yet, though some Orogs have settled in conquered lands.
An Orog can choose Daylight Adaptation as a starting feat, negating the light sensitivity, it seems.
That's it pretty much, except for a few more stats.
Given the Ogrillon penchant for barehand fighting and the fact they're about the worst monks imaginable, would it be possible for them to get Improved UA and perhaps some sort of creature attack since they're level adjusted anyway?
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