• Overview
  • Map
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Quests
  • One-Shots
  • Game Master
  1. Mystara
  2. Lore

Hobgoblin, Goblin, Kobold and Bugbear

Hobgoblins are stocky, war-hardened humanoids with hairy hides ranging from dark red to dark gray. Standing around six and a half feet tall, they possess sharp yellow teeth and eyes of yellow or dark brown. Their taste in clothing leans toward bright colors, with blood red being a particular favorite. Hobgoblins live in a rigid military society where status, combat prowess, and the quality of one's weapons are sources of pride. War is not just a necessity—it is a way of life, and being a warrior is the highest honor a hobgoblin can achieve. Even among their own kind, tribal meetings often devolve into verbal abuse or outright violence unless a strong leader intervenes.

Most hobgoblins dwell in subterranean complexes, though about 20% of tribes construct fortified surface villages. They view themselves as superior to goblins and orcs, often commanding them in battle and using them as expendable fodder. Their hatred of elves is extreme; in mixed-race conflicts, hobgoblins will always target elves first. They speak Hobgoblin, Orc, Goblin, and Common, with rare individuals knowing the language of carnivorous apes.

To hobgoblins, war is nearly sacred. They fight not for conquest or justice, but for the sheer glory of battle and the thrill of carnage. Hobgoblin player characters are rare, but those who do take up adventuring typically follow one of two paths. The first is the hobgoblin pacifist—skilled in warfare but weary of endless bloodshed. These individuals leave their tribes in search of a new life, using their martial talents only when absolutely necessary. They often hesitate before entering combat, not out of fear, but from a deep fatigue with violence.

The second type rejects the evil of hobgoblin society entirely. These characters turn away from their gods and may embrace a non-evil faith, seeking redemption for past deeds and striving to undo the harm caused by their kin. Even so, hobgoblin PCs struggle to shed their ingrained traits—brutality, stoicism, courage, and cold-bloodedness remain part of their nature, like cloaks they cannot remove.

Goblin

The Goblins of Mystara

Goblins in the Mystara D&D setting are a small, bipedal humanoid race, typically standing between three and four feet tall. They are characterized by their squat, flat faces, pointed ears, and sharp teeth. Physically, they are lean and agile, a trait that makes them surprisingly effective at stealth and ambushing. Within the Known World, their appearance can vary significantly depending on their environment. For instance, common goblins have green or yellow skin, while those living in swamps have brown or black skin to better camouflage themselves. Desert goblins, found in arid regions, have chalky tan or yellow skin and are known for slicking back their bluish-black hair with animal butter.

Naming Conventions

The naming conventions of goblins are generally simple and practical, reflecting their short and brutal lives. Names are often single-syllable, harsh, and guttural, such as Gruk or Snag. It is also common for them to be given descriptive nicknames that refer to a physical trait or a notable action, like Bonebreaker or One-Ear. In some cases, goblins living near other races might adopt names that are poor imitations of those cultures' names.

History

Goblins and other "beastmen" in Mystara have a unique and tragic history. They are believed to be the reincarnated souls of ancient human and demihuman villains who were sent back to the world to atone for their wicked deeds. Over thousands of years, these souls evolved into the various goblinoid races. The goblins also have an intriguing connection to the Shadow Elves; some of their physical variations are thought to be the result of a long-ago intermingling.

Culture and Religion

Goblin society is typically tribal and strictly hierarchical, where the strongest individual rules. Their culture is built on a desire for power and a history of powerlessness. They prefer to use cunning, ambushes, and overwhelming numbers to defeat their enemies rather than engaging in a fair fight. Goblins generally live in squalid conditions in caves, ruins, or makeshift camps. They revere powerful "Immortals" (the Mystaran equivalent of gods) who are often former warlords and conquerors. Their shamans communicate with spirits and dark forces, using this power to benefit their tribe.

Kobold

The Kobolds

Kobolds are small, reptilian humanoids, with scaly skin that can vary in color from rusty brown to a dark red. Standing at only three feet tall, they have a squat build, long snouts, and two small horns on their heads. They also possess rat-like tails and slender hands with sharp claws. Their small size makes them quick and agile, and their eyes have excellent vision in the dark.

  • Known World Kobolds: The most common kobolds are typically red or rusty brown in color and are often found in the mountains and hills of the Known World, particularly in the regions of Karameikos and the Broken Lands.

  • Northern Kobolds: Inhabiting the colder, northern areas, these kobolds have adapted with scales that are often a dull, grayish-brown. They are known for wearing furs to protect themselves from the cold.

  • Jungle Kobolds: Found in humid, tropical environments, these kobolds often have green or yellow-green scales to better camouflage themselves in the dense foliage.


Naming Conventions

Kobold names are often simple and sibilant, full of hissing sounds that reflect their serpentine nature. Their names are usually a single syllable. They are not typically given at birth but are earned through an act of stealth, cunning, or trickery. Examples include Skit, Hiss, and Vex. A kobold's name is a point of pride, as it signifies a successful moment in their life.


History

Like other beastmen, kobolds are believed to be the reincarnated souls of ancient human and demihuman wrongdoers who were sent back to the world to atone for their wicked deeds. This shared origin with goblins, gnolls, and orcs often leads to them living in close proximity or, more often, in conflict with one another. Kobolds are also known to be the result of a magical experiment gone wrong, giving them a special affinity for and hatred of magic.


Culture and Religion

Kobold society is a strict caste system with a powerful draconic lineage. They are obsessed with dragons, believing them to be the pinnacle of life and power, and will often go to great lengths to serve, please, or even worship them. They are known for their love of traps and their use of guerilla tactics, preferring to wear down their enemies with a series of small, frustrating attacks rather than a single, large battle. Kobold tribes are often led by a powerful female, and they are fiercely territorial, defending their warrens with a fanatical zeal. Their shamans communicate with spirits and other dark forces, using this power for the good of the tribe.

Bugbear

Bugbears, despite their name, are neither insects nor bears. They are the hulking cousins of goblins and hobgoblins, with ancestral roots in the Feywild. Originally dwelling in hidden, shadowed places, bugbears slipped into the Material Plane long ago, often glimpsed only from the corner of one's eye. Their migration was driven by the conquering god Maglubiyet, who urged them to spread across the multiverse. Even centuries later, bugbears retain their fey-born talent for lurking just out of sight, and many have since distanced themselves from Maglubiyet’s influence.

Physically, bugbears are long-limbed and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their imposing stature, they are surprisingly stealthy, aided by fey magic that allows them to hide in spaces seemingly too small for their size. As a bugbear, you are classified as a Humanoid and considered a goblinoid for any relevant effects or prerequisites. Your size is Medium, and you have a walking speed of 30 feet. You possess darkvision up to 60 feet, allowing you to see in dim light as if it were bright and in darkness as if it were dim, though only in shades of gray.

Your fey ancestry grants you advantage on saving throws to resist or end the charmed condition. Thanks to your long limbs, your melee reach is extended by 5 feet. You also have a powerful build, counting as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Naturally sneaky, you are proficient in the Stealth skill and can move through and occupy spaces sized for Small creatures without squeezing. Additionally, your surprise attack ability allows you to deal an extra 2d6 damage to a creature you hit with an attack roll if it hasn’t yet taken a turn in the current combat.