Goblinoid

Barbaric and Untrustworthy
Of all the new species encountered in Ardurach since the rediscovery, few are as perplexing as the goblinoid races of the Thornwood. Divided into three branches, goblins, hobgoblins, and bugbears, or as they say, Gragt, Adgragt, and Shleftik, the race survives in a semi-permanent state of war. Living in small, secluded villages, they wage war against each other and the other denizens of Ardurach. Little is known of their clan structure, besides the basic threefold division given above. Hobgoblins hold the highest places in goblinoid culture, but there are relatively few of them. Bugbears are enormous in size, and the second most numerous group, while goblins are by far the smallest physically, but the most numerous. They have been known to trade with explorers and Amrunians, but meetings are fraught with tension and aggression. A misunderstood cough, or twitch has led to massacres, on both sides, and so each approaches the other with caution. Needless to say, entering goblinoid territory without a goblinoid guide is to take one's life in one's hands.

Known Features and Tactics
The three branches of goblinoid each behaves very differently when faced with the prospect of battle. Goblins are nimble, and tend toward hit-and-run tactics, while bugbears are prone to ignore other considerations in favor of swinging their clubs as often and as hard as they can until the enemy stops moving. However, when in the presence of a hobgoblin commander, they all act very differently, obeying the hobgoblin with a strange, almost doglike, obedience. Hobgoblins are tacticians through and through, and rarely find themselves at a loss for a plan.