Goblins
I don't especially like the backstory presented for goblins in the MM, so I'm changing it.
In this campaign, goblins, hobgoblins, and bugbears are fey, and inherently connected to some very dark parts of the Feywild. Goblins and bugbears tend to work together, while hobgoblins disdain the weakness of the goblins and the stupidity of the bugbears.
Most people would not immediately draw weapons upon encountering goblins, and those goblins aren't likely to attack. They're much more likely to want to trade with you. People who need rare or nearly-imaginary goods might seek out a goblin market. Goblin markets are also a major point of trade for magic items. Most goblins are wizards, warlocks, or rogues. (If I ever get a full set of artificer rules, they'll add that to their repertoire.)
Bugbears, if not following some goblin's orders, are really only going to attack if they're hungry, which is most of the time. Most bugbears are brutes; if they have any class-like leanings, they are fighters or barbarians.
Hobgoblins are the shock troops of the fomorians, who are the kings of the Feywild's darkest reaches. Hobgoblins seek to conquer and, having conquered, rule through fear. Hobgoblins train in a wide variety of paths, as their hierarchy commands. Fighters, paladins and clerics of Maglubiyet, and warlords are all common.
Many scholars have questioned the exact connection between the fomorians and Maglubiyet, but reliable information is not available.
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