Hobgoblin Rulers): Hobgoblins Have Roughly the Same Life Spans As Humans (Being Slightly Shorter Than Humans), Though Mature Quicker
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Email: [email protected] Name: Makaru Caliphate Species: Goblinoids (hobgoblin rulers): Hobgoblins have roughly the same life spans as humans (being slightly shorter than humans), though mature quicker. Bugbears and goblins have shorter lifespans, standing 6-7 foot tall for bugbears and 4 foot tall for goblins Colour: red (ff0000) P1, 2: Environment, culture and architecture P3: Government, economy, religion P4: Military P5, 6, 7: Important goblinoids P7: Notes and TLDR Location: Eastern steppes. While the race only really has one city (Makaru), the rest of the population is spread around the many military bases and fortifications that litter the countryside. In the case of the slaves, they reside in the many farms, mines and industry areas in the bases and outlying areas. The makaru caliphate is based largely around hilly steppes, with small streams and rivers winding their way through the mountains. The caliphate has put great effort into building a complex interconnecting road system within their territory so as to allow easier movement of troops and supplies. The weather in the area is rainy and foggy due to close proximity to mountainous regions, and much of the forest is undergoing logging to support the growing nation. To the north are the “cloudy peaks” mountains. To the northeast lies great untamed wilderness, and to the southwest great plains. The kingdom of Antegria over the red desert to the west, draped around Lake Kol’un, and to the south the nation of Hypha Agracia, nestled in the shadow of the southern mountains. Though the countryside was once mountainous, much has been converted into great farm paddies stretching as far as the eye can see, with occasional listening posts dotting the hills. Though the soil is average in this region, the sheer amount of mountain converted to paddies balances this out. Hidden within the more mountainous regions are countless mines, and the ever present billowing clouds of black smoke that mark mountain tops where military bases lie well defended. Although it would be reasonably easy to conquer the lowlands and farm areas (were it not for the considerable military presence), the highlands are more difficult, with the military minded hobgoblins building fortresses where strategically viable. In the middle of the caliphate lies an great plain covered in farms and military posts, and in the centre rises a grand hill. Perched somewhat precariously on top is the heavily fortified city of Makaru, ramshackle towers rising high above the surrounding countryside. Goblin camps are typically found outside the military camps and are hidden in the many caves and hills that cover the landscape, shrouded in the ever present fog that marks this land. Bugbears make their dens underneath existing hobgoblin military bases, ready to stream out of hidden bolt holes and exits that mark such installations. Caves that extend for more than a few hundred feet are distrusted by the goblins and bugbears, who fear the “evil spirits” that occasionally stir in the deep. The hobgoblins ignore such impracticalities and seal them off, if only to quieten the lesser goblinoids. Finally, the grand mountain named “Trak’as” (“the eye” in goblinoid) looms above the landscape, sitting right at the southern edge of the mountains to the north. It is said that a beast of great power lives there, one who has slain countless aspiring warlords. Most avoid the cursed place, but occasionally a hero will arise, professing to be able to slay the beast. None return. Spymaster Bryeen, for her part, has never even attempted the journey, claiming that those who journey there die of the bitter cold, or the mountain trolls. If one looks closely though, you can see a glimmer of fear in the grizzled veterans eye CREATURES: for the most part, anything edible has been either hunted to extinction or domesticated. Great gnubeasts, the size of rhinos, graze in the lowlands. The slaves tend these, as well as to the yoko birds which resemble an emu. Nearly all predatory life has been extinct in these lands, as anything that challenges the makaru caliphates superiority is ruthlessly slain. Nevertheless, the greatest of these predators have been (barely) trained under the harsh whip, with trolls, cave bears and Dire wolves all unwillingly brought into the military to use as shock troops. The dire wolves are an interesting animal: following much the same domestication pattern as dogs in human colonies, although these horrid bests being bred for size, ferocity and loyalty to the goblins riding them, growing to the size of a pony. Mass ecological disaster follows the caliphate, as the old ecosystem is torn down and replaced with sprawling farm plots and grazing areas, forests are turned into lumber and anything living is slaughtered and eaten. Government: Military dictatorship. Each extended family of hobgoblins is called a “house”, with the oldest and most esteemed houses holding great power and wealth. The eldest healthy member of each greater house serves as representative in the meetings, where opinions are met on what to do in the future of the caliphate. Heavily military orientated society, with the actual hobgoblins making up ~20% of the population, other goblinoids (goblins, bugbears etc) around 30% and slaves a further 50%. While the bugbears and goblins may be seen as less than equal, their loyalty is as ironbound as the hobgoblins. The slaves they guard, on the other hand, undergo many revolts and uprisings.. At odd with their brutal slave driving outward appearance, Hobgoblins are actually steadfast allies and abhor lying to associates unless it would bring about the ruin of their caliphate. When encountering other goblinoids, the leader of a war party will often challenge the enemy leader to 1 on 1 combat for control of the horde. Their skill at arms more often than not means entire clans will join with very little bloodshed, and are allowed to keep their own customs, ranks and houses. Absorbed goblins and bugbear tribes will be considered the same as any other of the goblinoids: above the slaves, but below the hobgoblins Economy: The hobgoblin society is powered by legions of slaves. Hobgoblins are almost exclusively in the military, with a select few too old, weak or otherwise damaged living out their final days, or serving in governmental and administrative positions. Slaves are the backbone of goblinoid society, and produce all of the goods in the caliphate, from mining to farming to metalwork. They are pushed hard, but it is known that will skill comes freedom, and a slave who has proven their worth is allowed to choose to leave, or stay and receive a comfortable lifestyle. The leaders of nations the goblinoids conquer chafe the most, especially in oligarchies, as the work required of slaves of te caliphate is roughly similar to peasants of any other society, keeping what they need and producing the rest for the caliphate Hobgoblin-ruled society doesn't typically use currency in day to day life, with the 99% being given what they need, and the rulers living comparatively simple lives when compared to other nations. Most of their produce goes directly toward fueling more war materiel and research into new and deadlier weapons. When dealing with other races, they typically keep a treasury of precious metals, gems and trinkets to barter, as the only “beauty” worth a Hobgoblins time is something directly related to the art of war. The only metal the holds beauty to them is solid steel. Religion: Maglubiyet, the conquering god, defeated the other goblinoid gods. Goblinoids work tirelessly to spread his influence, and will often target enemy clerics when in battle, and churches when not. He demands that his chosen worship the two aspects of war: the honoured sword and the unseen knife, representing brute force and strategy respectively. All goblinoids pay homage to him through warfare, and he expects no cowardice or defeat. Honour is everything to a hobgoblin, and they would rather die than have their honour stained. After all, a hero in death is a hero immortal, and as such, if the leader of a war party ever catches sight of an enemy commander, he is obliged to challenge them in 1 on 1 combat. An interesting facet of hobgoblins as opposed to their lesser kin, is their hatred for the daemonic and devil. Once imprisoned by the beasts, hobgoblins will fight with the fury of the sun against these creatures, their raw anger at being collared and mind controlled for so long coming to the surface. Most consider fey to be a lesser threat, with a select few considering them to be the same thing Worship of maglubiyet was outlawed as part of the antegrian accords in 1040. There is a rising amount of goblinoids now worshipping elgrad, god of the hunt and warriors Military: skilled with swords, spears, shields, simple bows, heavy armour and siege weaponry While Hobgoblins stand a little shorter than the average human, they make up for this with perfectly aligned ranks of heavily armoured soldiers, iron shod boots churning the ground as one in perfectly synchronised and highly trained war machine. Most Hobgoblins begin military training from the moment they can walk and hold a weapon. The cultures coming of age ceremony involves the child dueling their instructor/foster parent, and if they can hit them then they are considered an adult. There is no set time to attempt the challenge, with records of hobgoblins as young as 8 succeeding. As such, by the time they are inducted into the military, every hobgoblin is an expert with the sword, shield and longbow. Although most prefer the sword, some hobgoblins prefer more exotic weapons, with each major house including some form of training with them.