People: Goblinoid. The four goblinoid races are split into two groups. The furred goblinoids and the “hairless” goblinoids. The “hairless” goblinoids do have some patches of hair, giving them a mangy look to humans. The smaller of the hairless breed are the goblins. They are the height of dwarves but without the solid build. Like all goblinoids, they have no nose. They breathe and smell through their mouths. The larger hairless breed is the orc. Taller than a human it has a muscular build especially in its long arms. The furred goblinoids tend to have fur all over except the face. The smaller ones are called hobgoblins and are similar to humans in size and build. The larger ones are the bugbears. They are bulky and their fur is usually matted with the mud and leaves of the swamps they dwell in. They prefer the water for their bulk and tend to hunch over on land.
Language: Goblinoid. A common secondary language is Giant.
Heraldry: None.
Government: Tribal. The many goblinoid tribes used to bicker and fight but the many attempts to obliterate their race by outsiders has united them. Breeding across tribes is common and tribal divisions are fading. This does not prevent some divisions from still happening however.
Religion: 95% Goblinoid Deity, 5% Other.
Architecture: Most goblinoids do little with true architecture, preferring to use the abandoned buildings of other races if possible, or creating simple tents or lean-to style buildings otherwise. Some live in caves and others prefer the open air. Their capital, however, has several permanent tents and a few wooden buildings of questionable quality.
Land Area: Approximately 177,297 Square Miles
Population: Approximately 6,559,900. 99% Goblinoid, 1% Other.
Capital City: Grathwol.
Neighbors: Agon (South), Lake Hargis (West), Kurrot (Southwest), Nuvro Range (East), Nuvroc (North).
Landmarks: Caves of Harrkas.
Terrain: Bog, Foothills, Grassy Plains, Marsh, Mountains, Swamp.
Natural Hazards: Quicksand, Rockslides.
Imports: None.
Exports: None.
Wealth: None.
Currency: None.
Declarations, Embargoes, Treaties, and Wars: A
Organizations: None.
With dry hills, swampland, and little of worth, the goblinoids eke out an existence here, as well as having taken over the dwarven tunnels in the mountains nearby. The area is crowded to overflowing in most areas and it is certain that the goblinoids will have to expand again sometime. The recent war against them thinned their ranks enough that they likely will not attack again soon, but it is only a matter of time. The majority of the area is boggy and the stench of the dampness and the goblinoids can overwhelm all but the most stalwart of people.
With their limited sense of smell, this has no effect on the goblinoids. Few other living creatures exist near the goblinoids. They hunt most of them to extinction. However, they do raise and train wargs as pets and steeds. The sharp sense of smell these creatures have aid the goblinoids. However, it also mean the wargs are raised and trained only at the edges of goblinoid civilization. The Agonish call the canine creatures Barghests and hate that the goblin riders exist as a counter to their own cavalry.
In the mountains, the hobgoblins raise and train griffins as their mounts. Griffins are far less common than wargs and slow to breed, but the aerial mounted goblinoids are among the most elite of the forces gathered in the goblinoid lands.
Rain falls often as the easterly winds cause the clouds to reach the Nuvro Range. The mountains squeeze the moisture from the clouds, some as snow, but much falls on the bogs of the goblinoids. As the snow falls or melts, it brings more moisture down. Luckily some drains into Nuvroc to fill their aqueducts. Ravaleian scientists believe that eventually all of the goblinoid lands will drown and become part of Lake Hargis. This is considered a nightmare scenario as it will force the goblinoids out en masse.
It is known from history that goblinoids were tribal. The infighting often helped keep them in check. It is hard to tell what affect it currently has, as the goblinoid tribes are now all intermingled in one small space. However, records do tell of what some of the old tribes were.
Halkirz – Also known as the Dwarf Bane tribe, this goblin tribe were experts in dark and enclosed spaces.
Marlop – Also known as the Ghost Tribe, this goblin tribe were experts at stealth.
X – Also known as the Lightning Tribe, these hobgoblins are the trainers and riders of griffins. They are the closest to still being a separate tribe. They are very selective and particular about who gets near their griffins and work hard to protect their secret training methods.
X – Also known as the Bonebreakers, these orcs are all about feats of strength.
X – Also known as the Fleshweavers, this bugbear tribe liked to wear clothes made out of human skin. They make a great deal of other disturbing and gruesome artifacts and art out of blood, flesh, skin, and bone.
X – Also known as the Deathseekers, these orcish berserkers are fearless front line troopers. They never retreat, never surrender, and never stop fighting. Many consider them to be suicidal.
X – Also known as the Shamans of Filth, these bugbears embrace the swamp. They specialize in disease and rot.
X – Also known as the X tribe, these civilized hobgoblins believe in honor. They are disgusted at how goblinoids are forced to live, but seek to show that they will not sink to the same depths as the humans.