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Friday, 20 June 2025

Blue Jar Hobgoblins

This post is an attempt to olffer a possible alternative role for hobgoblins in an RPG setting.

Why?

Well there are a couple of 'problems' with hobgoblins as they are (bearing in mind, of course, that they don't actually exist, and that all this is in my imagination, so 'problem' is probably a strong word...). One is that they are basically very similar to orcs. In outward appearance at least. Which is how they are more often depicted. In fact, really, they are orcs. 

Well, obviously. Tolkien used the word 'hobgoblin' in The Hobbit. Later, he changed his mind, when he realised that the 'hob' bit didn't mean 'big'. In fact, in British folklore, the 'hob' prefix is associated with the literal hob of a cooking hearth, which was originally either a built-in seat beside the hearth or a large hook, often built to swing out when in use, on which the cauldron hung in which ALL food was cooked, depending on who you believe. So a hob goblin is a hearth goblin or a goblin of the home. A kind of house fairy. Or elf, as the terms were pretty much interchangeable throughout most of their common usage. You see the same prefix in the names of other creatures of folklore, such as hob, hobby, Hobberdy Dick, Hobberdy/Hobbaty/hobbidy, Hobley, hobbledehoy, hobyn (a small horse), hobyah and Hob Lantern, all of which occur in Denham's list of mythical creatures which you can see here or here. Oh, and that list includes the word 'hobbit', by the way.

Orc is a much better word for what people seem to enjoy fighting so much in D&D. One of its original meanings was demon. 

Tolkien's creatures, whether called hobgoblins or orcs, were never described as traditional D&D or OSR orcs, i.e. green, strong and stupid. In fact, if they were tormented and disfigured elves, then they were more likely to share the traits elves are known for. One of which is agility. And to be quite tough. To have survived. So an increase in Dexterity... and Constitution? In combat, then, hobgoblins tend to behave significantly differently to orcs, with effective ranged attacks and being quite difficult to kill.

Hobgoblins are nearly always an antagonistic force. Nothing wrong with that, per se, but they are too often mindless baddies, rarely explored in the depth many other evil creatures are. They appear to have no culture, no society. Often, literally no homeland. Thus, no motives, alliances, meaningful aspirations or ambitions and, importantly, no allies.  Also, limited interesting options for interaction with players.

In a campaign I am currently developing, I wanted to do something different with the race, Including offer them as a playable 'folk' or people. So this is my attempt to do so. 

Blue Jar hobgoblins

The Blue Jar inhabit the valleys and caverns of the Cold Goddess Mountains. It is a tribe (or 'nation') consisting of seven 'Wagons' or Clans, each of which further consists of four to six 'Wheels'.  They are largely dispersed and make little attempt to adopt tribal or Clan insignia or distinguishing dress. They dress simply and carry whatever arms and armour they can afford, to defend themselves. The  Blue Jar folk do not seek to set themselves apart from others. Especially not customers. 

The Blue Jar take their name from the blue glaze they put on their ceramics, which they use for many things, including burying the cremated remains of their dead. Predominantly traders and farmers, they form an important link between the Lands Above and the Below. They are almost entirely nomadic, travelling through immense subterranean tunnels in large, family-owned wagons pulled by pairs of Hule (large, lightly furred quadrupeds with disturbingly human-like faces and  which walk on the knuckles of their forelimbs, that stat as horses). 

The wagons of the Blue Jar carry furs and hides,  fungi-woven textiles, herbs, medicinal concoctions, magical charms and even letters. They do not carry blue-glazed jars for sale, only for storage, and these are only rarely sold at all. As they make their ways through the tunnels, caverns, mines, gorges and under-roads beneath the Cold Goddess, Blue Jar encounter a wide assortment of other peoples. They are tolerated because they are generally seen as a universal good, and they strive to maintain this. They will bear, free of charge, letters and other communications between settlements along their route, gladly offer directions to travellers, and where practical offer basic medical treatment. 

The tunnels of the Below connect to some of the larger, more remote valleys of the Cold Goddess Mountain range, where each Clan has a lodge; these are not inhabited all year round, but serve as focal points for shared cultural events such as birth and death marking,  equinox celebrations, coming of age rituals, Road-giving and councils of war. Livestock are bred and kept in the neighbouring territory (but not Hule, which are acquired elsewhere).

The Blue Jar are not universally respected, especially among other hobgoblin groups. They are generally despised by the Ghost Face tribe for maintaining relations with some Troglodyte tribes, for example. They are currently striving to retain their independence from the Red Mantle Legion.

They have cordial relations with certain Troglodyte groups, from whom they acquire minerals for their glazes and are both wary of and keen to sell to Grulocks and frequently visit duergar cities such as Tainted Angel, where they can do a great deal of trade. They are wary of the Stilth.

The Blue Jar can provide an adventuring party with supplies, directions, medical assistance, news, warnings and even a replacement player character.


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