Friday 6 June 2014

Hobgoblin: More than just 1HD+1.

The archetype
The hobgoblin. He's no bigger, no more militaristic or orange than his goblin brethren. He's simply a goblin, steeped in cunning and evil sorcery, with strange faerie weapons and a greater penchant for mischief and chaos. The other goblins fear him and reluctantly do his bidding. They named a beer after him.



Good out of bottles


I like him already.

In D&D the hobgoblin just forms part of the fairly mundane Kobold/Goblin/Orc/Hobgoblin/Gnoll/Bugbear chain of humanoid foe progression. In Warhammer the hobgoblin is a Mongolian steppe tribesman analogue enslaved by chaos dwarfs, which is a bit of an improvement. In Dragon Warriors the hobgoblin is a dark, sorcerous faerie who throws poisonous puffballs, have unique spells and a net made of spider silk.

Clearly I prefer the latter version. In The Grim North faerie creatures are mysterious and dangerous. They behave in unpredictable ways. They have nets made of spider silk and their motivations are weird and unfathomable.
So what we're saying is: Not these guys

Goblins have a society (of sorts). They have a city, it's called Terrax Ur. They have gods, kind of. There's a Goblin King, although he's not the fat guy from the Hobbit movie. Hobgoblins exist outside of that. They're like independent nobles of the goblin court. They're wanderers, magicians and bringers of disorder.  They're folkloric creations, more than just a stat block in the Monster Manual. Although really, they're just a meaner version of a goblin. I guess I'm just doing that differently to adding a bit to their HD and AC.

At the moment this is just an idea storm. I'm going to get something in writing about my ideas for goblins and their general insanity fairly shortly. Plus I need to draw up some adventures for my new players.

No comments:

Post a Comment