Some details on this particular group of Goblins:

 

They call themselves the Iron Yak Band (they're not quite large enough yet to call themselves a tribe), named for a legendary hero of long ago - the Iron Yak.  After the butchery that resulted from conflict with some adventurers several years ago, they had slipped down to 6 young warriors, 30 females and children (discounting our heroes) - since then their numbers have grown as the children reach maturity, but their numbers are still dangerously low.  Their previous "Boss" had led them for seemingly forever ('bout 6 years), but has since been replaced by Hwyl the Mad because of his death at the hands of aforementioned adventurers. Normally the Boss would be supported by at least a handful of Elite Warriors, but as the old ones are all dead due to being fat & content under the old management, Hwyl must contend with a couple of freethinking up-and-commers with more brains than courage (or is it the other way around?). 

 

They had some slaves:  Two Kobolds (who escaped), a surly (but lamed) Bugbear (dead), and blind Dwarf (rescued by thieving humans!) - it is possible a few new ones may have been aquired, but that is up to the PCs.  The Iron Yak Band lives in a network of caves bellow Wizard's Hill, the top of which has a collection of ruins left from the days when the hill's namesake held a tower there.  There are a number of secret (& not so secret) passageways leading deeper into the hill, but only Hwyl has ever returned. He mutters that a horrid floating eye lives in the vaulted complex below,guarding much treasure and magic. Hwyl himself sports a “magic rod” he liberated from his trip – a device that emits blazing death at those he aims it at!

 

The nearest settlement is the human village of Alderman's Dale, perhaps 4 or 5 miles to the southwest.  A great source for sheep and other delectables.  Occasional conflict results in the killing of a Goblin or Human every few years, but not enough to generate any great animosity amongst the Goblins until recently. The Iron Yak Band knows of other Goblin tribes perhaps a day's travel to the west & north, who (unlike the Iron Yak Band), had successfully made alliances with packs of Worgs. The northern Tribe, "Dog's Head Band", are still going strong, but the "Hungry Fox Tribe" has been nearly wiped out acording to recent refugies that have passed through.  To the north-east lies a swamp inhabited by Lizard Folk, while the northwest is covered in foreboding woods.  Many miles south, beyond Alderman's Dale, resides a great fortress - little is known of it however, as few of the Iron Yak Band have ever had the courage or curiosity to travel so far.


A map of Goblintown can befound here.

IRON YAK BAND (using the Affiliation rules from PH II)

    Symbol: the Goblins of the Iron Yak band usualy crudly paint a white yak or yak's head on their cave walls, on shields or banners.
    Background, Goals & Dreams: For more than 10 generations the Iron Yak Tribe's fortunes have lived in the caves of Wizard Hill. Led here by the spirit of Iron Yak, tribal patron, they eke out their living as hunter/gatherers, occasionaly raiding the nearby human settlement of Alderman's Dale. This rivalry has escalated over the years, until a little over ten years ago - when the leaders of the Dale placed a 10sp bounty on Goblin heads. Now, with ever increasing brutality mercenary adventurers invade Goblintown to collect.
    The Iron Yak band has shrunk considerably in the last year, and struggles just to survive. Because of their losses, they have become very progressive, allowing females to take up arms, and even allowing slaves that willing to fight to "earn their freedom" (leading to what some see as a "polluting" of the tribe - a nessesary evil). If the Band can grow, make some favorable allances, and perhaps somehow stem the tide of invading "heroes", it just might make it.
    Type: tribe (racal)
    Scale: 2 (small tribe)
    Affiliation Score Criteria: Up until recently the Iron Yak's were exclusively Goblins. With the recent surge in attacks by Adventurers decimating their numbers, and progressive measures taken by the elder matriarchs of the tribe, the Band has recently begun "restocking" their ranks with particularly brave & loyal emancipated slaves and refugees from other Goblinoid tribes.

Criterion
Affiliation Score Modifier
character level
+1/2 PC's level
barbarian or fighter
+2
shaman or witch doctor
+1
bloodline (Doppelganger, Hag or Troll)
+2
participates in a succesful raid against rival communities or protects tribe against raiding party
+1
defeat an enemy of Note (npc adventurers or goblin-hunting monsters  - CR must be equal to or greater than PCs)
+1/4 the creature's CR
ex-slave, non-spellcasting female, non-goblin (penalties for each are cumulative)
-2

    Titles, Benefits & Duties:

Affiliation Score
Title: Benifits & Duties
3 or lower
Not affiliated or junior member with no benifits
4 - 10
Warrior or Apprentice: Choice food & gear living in Goblin-town; Enemy affiliation's members are hostile (-10 on Diplomacy checks)
11 - 14
Mogur/ "Boss", Bodyguard or Advisor: Minions (EL 1) 3 Goblin Warriors or 1 Apprentice; Challenge - succeed on a DC 10 Diplomacy check once per month or face a challenge from another bodyguard or your apprentice (CR 1).
15 - 29
Kumar / "Champion" or "Power behind the Throne": Personal warband (EL 8) - 5 to 6 3rd level goblin warriors with worg mounts; gather an average of 100gp per month in plunder; Tribe increases in size by 150%
30 or higher Katar /  "Goblin King": Personal honor guard (EL 12) - In addition to the personal warband, they get two 5th level goblin fighters, one 5th level Spririt Shaman, and two 7th level goblin barbarians mounted on dire wolves; Tribe increases by 200%

    Executive Powers: Plunder, Raid, Terrorize