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Goblin Hordes
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 919309" data-attributes="member: 710"><p>In my campaign, I have the goblin hegemony (i am not sure if that`s the english expression for it). </p><p>You could as well call it a goblin empire.</p><p>It is lead by hobgoblins (beeing lawful evil it is easy for them to maintain a big empire). </p><p>In armies, Goblins usually take more technical positions, and bugbears are the grunts with heavy weapons & armor. </p><p></p><p>Though it seems to be a big, single Empire, it is actually not. Many hobgoblin warlords are in conflict with each other, and this severely weakened their empire in the past. </p><p>In this moments of conflict, orcs invaded their empire and gained control over some parts of it. The hobgoblin warlords worked together to get back as much as possible, but currently, there are no further advances. The warlords do not really trust each other, and are waiting for the others to make a mistake to spring onto it.</p><p></p><p>Not all of the warlords are neccessary evil, but only insiders would know who isn`t, and most of them don`t care if someone is good, neutral or evil...</p><p></p><p>Thanks to the strong hobgoblin influence in the Empire, you should expect big armies (and starfighter squadrons in my campaign, since it is a space-fantasy campaign) fighting in tight formations, highly efficient reactions to threats (especially fireball-slinger - tight formations aren`t really a good way to counter them, but imagine the typcial fleeing caused by it precisely organized). </p><p>(Mechanical-wise, you could describe it as the armies readying an action, and once their accompinieng caster fraction has identified, but not dispelled a fireball or cone of cold, they all use their action to spread out before the spell hits..</p><p>Alternatively, you could use the swarm rules from fiends folio or D20 Modern to emulate an armed mass as a single unit, which also eases your bookkeeping)</p><p></p><p>Sometimes a leader might assemble a special task force, similar to a regular adventuring group (but only consisting out of goblins, hobgoblins and bugbears), dedicated to the destruction of special enemy buildungs, troups or similar things...</p><p></p><p>A hobgoblin leader would probably use bugbear bodyguards, and maybe goblins or other hobgoblins for gathering intelligence, when he nears a possibly dangerous region.</p><p></p><p>The inner conflicts of a goblin society allow for some nice "dungeon-politics" part... Even if the players do not expect it, and only want to kill things, they might come between the frontiers of two enemy armies, which might be ... interesting. Especially when they decide not to work with any of them and are suddenly confronted with a new and short lived alliance directed against them...</p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 919309, member: 710"] In my campaign, I have the goblin hegemony (i am not sure if that`s the english expression for it). You could as well call it a goblin empire. It is lead by hobgoblins (beeing lawful evil it is easy for them to maintain a big empire). In armies, Goblins usually take more technical positions, and bugbears are the grunts with heavy weapons & armor. Though it seems to be a big, single Empire, it is actually not. Many hobgoblin warlords are in conflict with each other, and this severely weakened their empire in the past. In this moments of conflict, orcs invaded their empire and gained control over some parts of it. The hobgoblin warlords worked together to get back as much as possible, but currently, there are no further advances. The warlords do not really trust each other, and are waiting for the others to make a mistake to spring onto it. Not all of the warlords are neccessary evil, but only insiders would know who isn`t, and most of them don`t care if someone is good, neutral or evil... Thanks to the strong hobgoblin influence in the Empire, you should expect big armies (and starfighter squadrons in my campaign, since it is a space-fantasy campaign) fighting in tight formations, highly efficient reactions to threats (especially fireball-slinger - tight formations aren`t really a good way to counter them, but imagine the typcial fleeing caused by it precisely organized). (Mechanical-wise, you could describe it as the armies readying an action, and once their accompinieng caster fraction has identified, but not dispelled a fireball or cone of cold, they all use their action to spread out before the spell hits.. Alternatively, you could use the swarm rules from fiends folio or D20 Modern to emulate an armed mass as a single unit, which also eases your bookkeeping) Sometimes a leader might assemble a special task force, similar to a regular adventuring group (but only consisting out of goblins, hobgoblins and bugbears), dedicated to the destruction of special enemy buildungs, troups or similar things... A hobgoblin leader would probably use bugbear bodyguards, and maybe goblins or other hobgoblins for gathering intelligence, when he nears a possibly dangerous region. The inner conflicts of a goblin society allow for some nice "dungeon-politics" part... Even if the players do not expect it, and only want to kill things, they might come between the frontiers of two enemy armies, which might be ... interesting. Especially when they decide not to work with any of them and are suddenly confronted with a new and short lived alliance directed against them... Mustrum Ridcully [/QUOTE]
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