A hobgoblin is a type of goblinoid found in southern Nora, northern Zamunda and in the Nabenwold.

Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves.

Hobgoblins believe in an inherent right to rule. They claim southern Nora as their lands inherently.


A hobgoblin stands 5 feet tall and weighs 160 pounds.


Dwarven-Goblin Wars

c2800 PI; Battle of Wasserfallpunkt


see Kelevor

c2,000 - 200 NS

Aquarian Empire

Dark Empire

Goblin Wars

Battle of the Broken Crown; 139 NS


Of all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred's unpredictable nature and fondness for fire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement.

Hobgoblins often repurpose Aquarian ruins and rebuild the fallen fortresses. Also they keep to mountains, forests and isolated coasts.

There is no central leader than unifies the tribes. Infighting between tribes is infrequent and there is a non-violent duel to solve disagreements. Orcs have contests of strength, but hobgoblins have contests of strategy.

They view the leaders of their tribes are near god-like. Leader cults.


Ik'sintar is the goblin term for a warlord.

Each legion carries a standard of a wolf's head. These are treasured and will always attempt to recover a fallen wolf's head. Other standards can be eagles, horses, bulls or boars. A legion's banner is the shape of a sail held by a bearer.


Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe.


It is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe's lair. It is all but unheard of to find a hobgoblin practicing arcane magic, or as hobgoblins call it, “elf magic.” This is the root of their hatred of magic—the hobgoblins' hatred of elves.


Life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace.


There are ten major historical tribes of Hobgoblins. Some are de facto extinct.

  • Drerihije (coastal warriors / cunning)
  • Broken Fangs (weathly and cruel / politickers)
  • Kthetër Zymtë (worg breeders / stubborn and proud)
  • Bijtë Tokë (druids / least warlike)
  • shtizë kockave (wasteland dwellers / dirty)
  • Lumicians (river wardens / female ruler)
  • Ecingrians (pirates / nomads)
  • Rrethi Zjarri (blood of barghests / ancient lineage)
  • vala e vrojtues (criminals / outcasts)
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