The Goblin Gods: From 1E Legends & Lore: Maglubiyet

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From 1E Legends & Lore:

MAGLUBIYET
Greater god

ARMOR CLASS: -2
MOVE: 12 "
HIT POINTS: 350
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: + 3 or better
weapon to hit
MAGIC RESISTANCE: 50%
SIZE: L (11' tall)
ALIGNMENT: Lawful evil
WORSHIPER'S ALIGN: Lawful evil
(goblins and hobgoblins)
SYMBOL: Bloody axe
PLANE: Nine Hells
CLERIC/DRUID: 10th level cleric
FIGHTER: As 16+ HD monster
MAGIC-USER/ILLUSIONIST: 6th level
illusionist
THIEF/ASSASSIN: 10th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 20 (+ 3, + 8) 1: 19 W: 77 D: 20 C: 22 CH: -2

Both goblins and hobgoblins worship Maglubiyet, the Mighty One, Lord of the Depths and Darkness. Maglubiyet appears as a huge black goblin -type with red flames for eyes,
sharp fangs and clawed hands. Maglubiyet is a war god and a great general. He commands mighty armies of goblin spirits in Hell, where they eternally war against Gruumsh's
orcish spirit army. (Goblin and hobgoblin shamans claim that Maglubiyet always wins these battles, but there is no permanent death in Hell, so the destroyed orcish spirits
always re-form.)

Goblins and hobgoblins both have other evil deities as well, but Maglubiyet rules them all with an iron hand. The Mighty One requires sacrifices of creatures with souls, and
these ceremonies usually take place on nights of a new moon. It is possible for goblin and hobgoblin shamans to rise as high as 7th level clerics.

From Monstrous Mythology

The Goblin Gods

Maglubiyet rules this pantheon with a fist of iron just as Gruumsh does his. It is a pantheon both smaller, and more divided, than the
orcish one. Maglubiyet rules both goblins and hobgoblins, and does not allow their specific racial gods to grow and develop in
strength. Most local pantheons have a number of minor gods, demigods and lesser gods, and if they seem to be increasing in
strength Maglubiyet destroys them before they can become a potential challenge to him. He allows Nomog-Geaya and
Khurgorbaeyag to exist as totemic specific-race gods, because he knows the need each race has for one specific god of their own,
and through long eons these two gods have learned ever to bow themselves to Maglubiyet's flaming iron throne.

There is a mighty war of orcish and goblin spirits in the Hells, directed by Gruumsh and Maglubiyet, which is endless; for as the
spirits are slain on the dismal fields of warfare in those infernal terrains, they are raised to fight again at the end of each battle.
Countless thousands have been mindlessly slain to gain a few hundred yards, only to rise again and drive their enemies back.
Centuries have been spent to gain just one single hill of frozen lava, only to lose it in a decade thereafter. Why the deities persist in
this futile struggle is unknown. Perhaps it is to sharpen their battle wits, to try out strategies for other battles; perhaps it is rooted in
envy and malice; who can say?

Maglubiyet (Greater God)

Maglubiyet is the patron god of both goblins and hobgoblins (and either race can be speciality priests or shamans and attain the
same maximum level of experience). Maglubiyet is similar in many ways to Gruumsh, the orcish god; he wishes to see war waged
for the glory of his people, and eternally urges them on to conflict and strife.

Maglubiyet's favored targets for this warfare are slightly different. Whilst orcs drive ever on to virtually any new habitat they can
find, goblins have a stronger affinity with underground environments. Maglubiyet wishes to see his people destroy surface races, of
course, but this is for the glory of war and carnage rather than for territory. The prime enemies and competitors for goblins are
dwarves and gnomes, and these are the races Maglubiyet drives his servants to destroy whenever they find.
Maglubiyet favors a rigid heirarchy among goblins and hobgoblins. There is an exact pecking order in tribes; each member knows
who is above him and who is below him. Nonetheless, rulers rule by virtue of strength. When that wanes, they are swiftly disposed
of as Maglubiyet wishes. Goblins have a natural life span of up to 50 years or so, but few of the leaders live that long.

Maglubiyet's priesthood and shamans are of major importance to this deity. The god himself is forced to spend much of -is time
dealing with the eternal warring of spirits between goblins and orcs in the Hells. Unlike Gruumsh, Maglubiyet doesn't have a
number of capable second-rank intermediate gods such

Ilneval to command these troops when needs be, so he has to spend much time watching over this conflict. So, the priests are vital
tools for Maglubiyet's purposes on the Prime Material -lane, and they have major influence in goblin tribes. This is just as true of
shamans as it is of the much less numerous specialty priests. Shamans are sometimes tribal leaders in their own right, but much
more often they are the right-hand goblin of the warrior-chief, and their role in preparing for warfare, improving the morale of their
tribe, and advising the chief is considerable.

Maglubiyet is a deity who demands sacrifices from his priesthood. These are always sacrificed by beheading with an axe, and the
priesthood teaches that these sacrifices yield up life-energy which Maglubiyet consumes and uses in his sacred war against the
treacherous orc spirits in the Hells.

Maglubiyet is also a paranoid deity, never allowing other deities within the pantheon to achieve true power. He eternally watches
over the lesser and demigods to make sure they do not conspire to overthrow him. He has no trusted son or lieutenant, as Gruumsh
has both Bahgtru and Ilneval, and feels this lack keenly.

Role-playing Notes: Maglubiyet dispatches his avatars infrequently to the Prime Material plane; he is fearful of extending any of
his strength away from his dismal base in the Hells. Avatars are sent mostly for dwarves or gnomes from their homes. A battle isn't
enough; it must have the potential for decimating some significant area for an avatar to be dispatched. Maglubiyet communicates
fairly frequently with his priesthood through omens and direct messages, since they are so important to his plans. Omens take the
form of blood seeping from the edge of an axe, unusual behavior by the worgs and wolves goblins keep for mounts, and by direct
utterances from shamans in a trance state.

Statistics: AL le; WAL le (goblins); AoC war, rulership; SY bloody axe.

Maglubiyet's Avatar (Fighter 16, Priest 12)

Maglubiyet's avatar appears as a terrifying, huge goblin with ebony skin, glowing red eyes around which flames lick and sputter,
and with sharp fangs and clawed hands at the end of powerfuly-muscled arms. He uses priest spells from all spheres, using reversed
spells where applicable.

Str 19
Int 15
MV 12
AC -3
#AT 2

Dex 17
Wis 15
SZ L (9')
HD 20
THAC04

Con 18
Cha 19
MR 30%
HP 160
Ding 2d8 + 4 (axe) + 7

Special Att/Def: The avatar can project burning hands for 16hp damage 1/turn, haste himself 1/day, and speak an unholy word
1/day. If the avatar is slain, the body explodes as a 10HD fireball. Maglubiyet's avatar employs a huge, bloodied coal black axe +4
which has the property of a sword of sharpness.
Duties of the Priesthood

Maglubiyet's priests are aggressive, pushy creatures who must constantly strive for rulership and influence. Those aspiring to tribal
leadership are encouraged to help the current incumbent along to the next plane of existence, usually without their per mission.
They are war leaders from the front, and constantly stir up goblins for the purpose of war. They make regular sacrifice -fices to
Maglubiyet, at least once per month. Ideally, captured dwarves and/or gnomes should be offered up; then, any other demihumans or
humans; and, failing this, other goblinoids or even hapless junior members of the cult.

Requirements: AB Str 13 Cha 10; AL le; WP any (battle axe 1st); AR any; SP all, charm*, combat, creation*, divination,
guardian*, healing, necromantic (rev for 4th- and higher-level spells), protection% summoning* sun (rev), war, wards* PW 1)
charm person; 5) strength, affects 1d4 targets by touch; 10) touch 1d6 weapons to create double damage for 1 turn; TU command
at - 2 levels; LL 11; HD d4; Shamans yes + wd.

Shamans: AB Str 11 Cha 9; AL le, ne; LL 7; HD d3.

From “On Hallowed Ground”:

MAGLUBlYET
Greater Power, "Lord of Depths and Darkness"

AoC: War, rulership

AL: LE WAL: LE
SYMBOL: Bloody axe

HOME P/L /R: Acheron/Avalas/Clangor

KNOWN PROXIES: Rostorhan the Foul (Px/M baatezu [cornugon]/HD 10/LE); Skaran Bendbone (Px/M hobgoblin/F 14/LE)

Maglubiyet controls the goblins and hobgoblins with a strong, unyielding fist, dominating the two races through visions sent to his shamans ( or, in
some cases, through the clan chiefs themselves). He tolerates no infringements on his power; he crushes all interlopers, and is just paranoid
enough to find interlopers everywhere. If there's one thing Maglubiyet teaches his people, it's that a body's got to look out for number one.

The deity has a true passion for war and destruction. He sends his chosen on missions of devastation simply for the glory of battle - it's up to the
lesser powers to push for such things as survival and expansion of the races. Maglubiyet used to have a pair of sons as his lieutenants; however,
because of the very nature of goblin life, he decided he couldn't trust them. So he disposed of the sods by sending them on disastrous charges
against the orcs and the dwarves. 'Course, now he wishes he had cutters he could trust to go on important missions.

Maglubiyet's realm - also the home of the rest of the pantheon - is called Clangor, a society of strict hierarchy and rugged order. A berk who
doesn't keep his place is cut down faster than an orc recruit. The realm's on one face of an iron cube of Avalas (the first layer of Acheron), and
it's a land of cold metal and hot blood. Towers and burgs rise up from the surface of the iron, but because buildings are wrecked whenever the
mammoth cube crashes into another, the goblins also tunnel deep below the ground to keep from being crushed.

Maglubiyet retains a handful of baatezu advisers (including his proxy Rostorhan), though he's always peery of treachery. Aside from the other
members of his pantheon, he has few friends among the powers. He just chalks his isolation up to the demands of godhood, though it likely says
more about his character than anything else - not all pantheon leaders are as shunned.

From “Planes of Law”

CLANGOR,
(Realm)
CHARACTER. Work, drill, drill, work. Order is strength, strength is victory, and victory is the meaning of life. Ores are less worthy than
the dust beneath a basher's boots; take no prisoners. Discipline must be strictly maintained, for disorder brings weakness and defeat.

POWERs.Maglubiyet and his lieutenants Khurgorbaeyag and Nomog-Geaya (MM). Khurgorbaeyag and Nomog-Geaya are fierce rivals
for Maglubiyet's attention.

DESCRIPTION. Deafening drills, the organized frenzy of preparations for war, and the constant arrival and departure of scouting parties
and patrols - these are the sights and sounds of Clangor. The realm is a single great set of barracks for the goblin nations and their
eternal war, built on and tunneled under the face of an iron cube opposite the realm of the ores.

The towers and walls of Clangor ate laid out with deadly, mathematical precision to inflict the greatest damage on any attacking force.
The tunnels come in two sizes; main. access tunnels large enough for humans, githzerai, tieflings, ores, and hobgoblins (and even
bariaur), and smaller tunnels that goblins or thin dwarves can barely walk through in single file.

Cold and dry, much of the goblin realm is a dusty and flat desert, where a basher's breath always fogs his sight. The climate breeds
strong, sturdy wolves for the goblin's elite riders, and the powers of the goblins believe the harsh weather makes their followers
stronger. The infirm are simply shoved out into a blizzard when they can no longer heft a lance, draw a bow, or march with the ranks.
Plants grow slowly, and the realm has been stripped of most burnable material; the goblins warm their rations over dried wolf dung.

Ruled by a rigid hierarchy, the hobgoblins' and goblins' towns are orderly and safe, if not comfortable. The streets are clean, and
visitors are always higher on the hierarchy than the rank-and-file. Harassment is almost always at the hands of officers and officials
who make strangers miserable, simply because they can. It may stick in a basher's craw, but it's better to run from official bullies than
to stand up to them in Clangor, since the rest of the city obeys their orders, not some planewalker's.

Crooked berks and lazy slaves are routinely tortured until they confess their crimes; indeed, Nomog-Geaya often sends omens to his
priests through the tortured cries of prisoners. The chant's that deep beneath the mesa an enormous prison complex lies filled with
thousands of goblins who failed in their duties. They are kept alive only to prevent the law of conservation of spirits from bringing
another orc spirit into Acheron.

PRINCIPAL TOWNS. The goblins' greatest city is Shetring, the home of Khurgorbaeyag and the site of his greatest temple. The city
sprawls on both sides of the great River Lorfang, with five strong bridges linking the two sides. The river itself wells up from a spring,
circles the realm, and plunges into the cube again not far from where it first rises out of the earth. Maglubiyet himself is said to live at
the bottom of the plummeting waterfall, and great sacrifices are offered to him there before every major campaign.

The capital of the hobgoblins' part of the realm is a smaller but better-defended town, Redspike, built on, in, and around a mesa of
rust-red granite at the center of the realm. The town itself looks like a gigantic tower; the hobgoblins have not just settled the mesa,
they've also built into all its exterior surfaces, tunneled into its heart, and built two enormous spiral ramps around the outside, leading
to the top.

Apart from both of these is Grashmog, the Heart of Battle, the warrior's retreat and sacred place of Maglubiyet's mysteries. Its priests
rule from behind every great army, and its elite warriors, called the Steelbiters, are respected throughout the goblins' realm. The
Steelbiters are dragoons, elite cavalry mounted on winter wolves and answerable only to Maglubiyet's proxies.

SPECIAL CONDITIONS. Like the modrons of Mechanus, everyone in Clangor knows his place, and stepping out of line gets a basher cut
down in the street. Laws regulate what colors and garments each rank can wear, and those who defy the laws are fined. Those who
can't pay are quickly enslaved or put to death. Visitors are not allowed to wear red, white, or black, and only officers in the goblin
armies may wear cloaks.

In addition to watching their clothing and insignia, visitors must also don an identifying visitor's bracelet. It's a well-kept secret that the
goblin officers can speak a command ("Maglubiyet compels you!") to paralyze the wearer as per a hold person spell; the target is still
entitled to a saving throw. These magical jade bracelets are often given as gifts or signs of favor to mercenaries serving with the
goblin armies. The bracelets are also used to enslave the poor sods captured in battle. If the bracelets are used against goblins or
hobgoblins, their magic fails.

PRINCIPAL NONPLAYFR CHARACHTERS. The most important characters of Clangor are the war captains, closely followed by the priests and
shamans of the powers and the baatezu "advisers" to the generals. Standard-bearers are especially honored among the goblins,
since they are often the first to be cut down when the orcish and goblin armies clash. Visitors are sometimes offered this honorable
position as a sign of status (and to conserve more valuable goblin troops).

Judge-Executioner Thorbrik Necksnapper (Pe/M hobgoblin/LE) is the officer in charge of justice for foreigners (defined as all
creatures unfortunate enough not to be goblins or hobgoblins). Since planars and primes are not believed to follow the rule of
conservation of spirits, they are generally executed rather than punished, to save the time and trouble of more complex punishments
or imprisonments. The only exceptions are prisoners who might be ransomed as dictated by the Rule of Threes: faction, friends, or
family. Ransoms are demanded in iron, worked metal, leather, or rations as often as in gold or silver.
SERVICES. Clangor has enough of a surplus to offer supplies to travelers, for a hefty fee. Everything's strictly regulated and inspected,
from the thickness of a cloak to weapon lengths to the weight of a day's rations, so at least a cutter can be sure she won't be getting
a short measure in Clangor. Quality ain't high, but it's consistent.

The goblins produce some of the finest composite bows on the planes, though they're small ones. They also breed the finest riding
wolves, though they're puzzled by the fact that few other races seem to appreciate this. The hobgoblins produce excellent,
unbreakable shackles and a wide variety of implements of torture and persuasion.

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