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| The_Fan03-22-04, 05:24 AM | Me and a few friends are building a campaign setting, and we're using the same basic design philosophy as Eberron: D&D that makes sense. With that in mind, we have set about trying to make rational places for all the humanoid species in our world. To make orcs and hobgoblins more than just wandering monsters. To make kobolds and goblins something more than just low-level dungeon fodder. To that end, we're going to look at each humanoid species rationally as they are presented in the MM and consider what their culture would actually be like given their racial abilities. As an example: Hobgoblins. Hobgoblins are usually Lawful Evil. That means that as a society they do not value freedom and individuality at all, and probably actively surpress it. However, it's not *always*, giving them the same sort of variation as halflings or gnomes. So while society as a whole tends towards tyranny (LE), some individuals might vary towards justice (LG) or might relish slaughter (CE). Mentally, hobgoblins are just as intelligent, charismatic, and wise as humans. That means that culturally they are capable of the same sorts of achievements. There are probably hobgoblin orators, hobgoblin geniuses, and hobgoblin philosophers as well. Coupled with a stronger penchant towards law than humans, this makes for a very well-organized society. They also have racial bonuses to dexterity and constitution. That means that they make very capable archers and equally good front-line combatants. They are probably very physical in outlook and growing up children are very competative in sports and athletic contests. Their racial bonus to move silent seems almost like an outlier in this vision of hobgoblin society. Perhaps it's merely a side effect of their soft fur and not something they actively train for, but many of them are likely to take advantage of it for assassination or covert ops. Climate of "Warm hills" places them as native to terrain like either the badlands of texas or the rugged cliffs and hills of the medeterranian region, while their darkvision suggests they may be nocturnal. Putting it all together: Hobgoblins have strictly regimented legions that favor light to medium armor and use very effective unit tactics. They do not live in isolated tribes but in large empires, with a complex political system that ensures the strongest and most ruthless leader is in power at any given time. There is a mock semblance of democracy, but no one gives it any more than lip service and even the dumbest of plebians sees it as the sham it is. Hobgoblin empires are highly expansionist, making them very poor neighbors. Border conflicts are almost constant, and thus military service is mandatory for all citizens, male and female alike. Lesser goblinoids are sometimes pressed into service as shock troops, but they are unreliable at best, so used only to soften up enemy fortifications. In short, they have a society not unlike that of ancient Rome in the days before the fall. Hobgoblin cities would not be mud huts, but grand archetecture intended to emphasize the power of the current ruler. Individual hobgoblins are likely to have several levels of fighter or warrior, with the basic hobgoblin in the MM being only a green conscript or a deserter. |
| The_Fan03-22-04, 05:27 AM | Now let's see you do it. Examine a single humanoid race's strengths and weaknesses and figure out what sort of society would they build based around this. |