Difference between revisions of "Arvek Nar"

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{{TableClass}}
[[image:Hobgoblin01.png|thumb]]In truth, hobgoblins are not normally counted among the typical collection of the so called "Enlightened Races" where it comes to being prone to adventure or to produce exceptional members of their species, but recent events have thrust certain segments of the hobgoblin population into the limelight and shown that diversity and strength in adversity is quite possible from amongst their ranks. Hobgoblins can be found throughout the great continent but favor either their own city states and hamlets or nations that have a strong military backbone and disposition towards order. They can be found as far away as Xian, serving as mercenary kensai under the command of a feudal shogun, or in Charn in regimented portions of the Charn army. Bludgun is the first major goblinoid empire to rise up since the destruction of Darugur in the late Second Age and it is the nation most populated by goblinoids and hobgoblins in particular.
 
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|[[image:ArvekNar.png|200px]]
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| valign="top" | {{TableMain}}
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{{T02}}
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|colspan="2" | Arvek Nar
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|-
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| style="background:#e7eaea;"|'''Common Alignments'''
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| Tendency towards lawful alignments
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|-
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| style="background:#e7eaea;"|'''Common Classes'''
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|[[Fighter]], [[Monk]], [[Wizard]] (abjurers), [[Sorcerer]] (arcane, undead), [[Paladin]], [[Cavalier]]
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|-
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| style="background:#e7eaea;"|'''Influential Faiths'''
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| [[Daeus]], [[Vardama]], [[Maugrim]], [[Serriel]] (being established, but is currently more so than other races), [[Thul]] (losing status)
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|-
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| style="background:#e7eaea;"| '''Most Frequently Found In'''
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|[[Blar]], [[Alexandros]], [[Bludgun]] (Many PC hobs emerge from Blar or were refugees to Alexandros)
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|-
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| style="background:#e7eaea;"| '''Some IC Hangouts'''
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|''Alexandrian Grid:'' A02: Goblintown, A10: Temple Square, A05: Warehouse District
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''Main Grid:'' H03: Malifre Stables
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|-
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| style="background:#e7eaea;"| '''Naming Ideas'''
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|Some players have used Prussian-sounding names for arvek
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|-
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|style="background:#e7eaea;"| '''Arvek Characters'''
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|[[:Category:Arvek Nar|Arvek Nar]]
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|}
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|}
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'''The Sunset Children'''
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The arvek nar title themselves "The Sunset Children." While oruch are respected for their strength and rage, the arvek cavalry and military are second to none. The first major goblinoid empire, Bludgun, owes its rise to arvek nar order and strength.
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Until recent years, arvek nar were not counted amid the so-called "Enlightened Races." Yet, they may be found throughout the great continent. They favor both their own city states and hamlets or nations that have a strong military tradition and inclination towards order. Arvek nar may be found as far away as Xian, serving as mercenaries under the command of a feudal warlord, or within the vast army of Charn.
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Throughout history, the arvek have been stubborn masters of their own destinies.
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'''The Founding of Blar, the Arvek Nar City-State'''
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Today's Arvek Nar stand proudly inspired by the city-state of [[Blar]]. Events would cause this city to become as a burning forge, recrafting them in a way that would change these stubborn hobgoblins forever, both in their eyes and in the eyes of the world.
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Arvek nar, flush with wealth from successful mercenary work, captured land in Bludgun's rugged frontier regions. They defeated the resident trolls, successfully cleared territory and with the aid of the sorcerous Garnaks, took hold of the landscape.
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This unified force named the region "Blar," for the Arvek are not the most talented at naming things. The citizens of Blar became known far and wide for their talents, especially as soldiers and cavalry. Yet, free to explore their own pursuits, they also began tentative exploration of the arts, particularly those which were useful, and which benefited from intense focus.
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However, in a bid for power, Thul's Chosen turned their sorcerous allies into vampires. The Garnaks in turn began to impose His iron will upon the Blarish state. Over time, the Garnak forces stocked the city with slaves (for feeding), and edged greater control over the populace. They prepared for an eventual sacrifice that would ignite an avatar of Thul with the Spark of Unlife. For this sacrifice, they built a great temple-ziggurat within the midst of the once-orderly city.
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The arvek, strong-willed and resentful of control over their destiny, revolted. They soon garnered assistance from Alexandria. With the aid of Alexandria, the Garnak plan was foiled and their city-state saved. In its aftermath, Blar broke from Bludgun on Aestry 6, 1003. This was due to fears of reprisal to their alliance with Alexandria.
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[[image:Hobgoblin01.png|thumb|right]]
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Blar faced a second upset at the onset of the Sendor War. Alexandria was forced to focus on other fronts, and Bludgun took advantage. Not quite rebuilt, and with a powerful enemy at its borders, Blar fell to bloody war. Desperate refugees made their way to Alexandria for safety. They received a mixed welcome.
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Only the end of the war would see the Arvek Nar state returned to them. Bludgun relinquished its claim as part of the peace treaties, and the arvek vigil over Thul's fallen ziggurat would continue.
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Blar became an image of arvek nar success.
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'''The Children of the Dawn'''
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Other arvek saw how Blar stood against Bludgin, and not only survived but thrived. They saw how their brothers and sisters had seized their destiny. They saw how they had bettered themselves through strength and discipline.
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If the Blarites could change their fate and show such success--so too, could they.
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A second reforging came with the rise of Serriel. The goddess Serriel's arrival upon the world came as the sound of a great bell. They saw in the goddess an embrace of what civilization could be and what order could achieve. Used to overcoming great odds, the arvek applied their discipline to establishing a new world.
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So while the change has not been universal, many of today's arvek nar stand upon a precipice. The new goddess Serriel stands ready to march with them. The Banner of Dawn is seen often on the standards of the Sunset Children.
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Whatever the arvek do, they will do with strength, willpower, and thoroughness. The world will take notice. They will give it no choice.
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==Their History in the Words of an Arvek Veteran==
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{{DivGray-Start}}
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I served Thul. My father served Thul. His father served Thul. My people...They're only ten years out of the muck and grime of service to undeath instead of service to a life worth living.
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That's what brought him to us. Barntos. We had always served Thul, so he came to us, saying that his viewpoint had changed. Something had come to change it. I didn't know him before he wasn't a Thulite, but I'm given to understand that he was a kind man once. Something made him take the other path. But even when I knew him, he wasn't the monster that he is now.
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That changed at the ritual inside the Temple of Vardama. Here. I saw him change. But that's gettin' a bit ahead of myself. There's more story before I get to that.
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My tribe was one of the largest on the borders of Bludgun. We served undeath because we had no hope in life. We fought wars against the trolls. Have you ever fought trolls? ...
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The rest of the Bludders wouldn't really help us. And so we fought. We were a grim and detatched people. Could say we were fatalistic. Didn't put much stock in things that didn't keep us alive. Our general, our 'chieftan', he and his sorcerers, the Garnaks, made a pact that we would someday conquer our homeland and carve a place for ourselves.
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Have you ever had anything... a *good* thing... that you were so determined to do and get done as quickly as possible that you could've made a wrong choice to get it done? That's what happened. Eurid Barntos came to my people, like he knew we were desperate, and he said he could help us. All we had to do was pledge our best men to him for a job that'd pay well. And so we agreed to it. I went with him. So did others. A lot of others. Back here. To Alexandria.
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We sacked the temple, you know.
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We stormed the temple and took the Vardamen hostage. He was High Priest at the time. He tricked all of them into the great hall and we seized it. He promised us the wealth of decades and we took it in our desperate...to our everlasting shame. We didn't know how in over our head we were getting. Bartnos had not seemed so...
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He was a gentle man, it seemed, even for a Thulite. Quiet. Soft-spoken. I don't think he was completely corrupted until the ritual he held in the great hall, where he slew his brothers who had trusted him. It was then we knew we were in trouble, too. He had made himself one of Them with Thul's blessing for his defilement of the temple.
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...No. That's not fair. ''Our'' defilement, because we went along with it. He offered the power to the sorcerers who served him and that begat the Garnaks as they are today. They weren't always monsters. They were just born with magic in their blood...and we hated them for it. It's no wonder...I'm getting ahead of myself. Forgive me--I begin wandering when I talk about this, sometimes. So old. So many regrets.
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''His expression droops and he reaches down to place his hand into the mane of one of the children listening to the tale, tousling his hair.''
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They need to hear this. This is our people's history, bad and ultimately good. ''There's a pause for a moment and then his voice gets a little shakey.''
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We knew we couldn't hold the temple for long, but that wasn't the point. Barntos is fond of grand gestures. He lured the adventurers in and planned to detonate it with magicite bombs once they'd stormed it. Most of us fled with the loot, and some of us remained behind to guard it.
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They died.
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We thought they were going to die with Barntos and be exalted in death, but he just used them, sacrificed them for his own plan to destroy so many who'd come into his trap. He even sacrificed his right hand man, Cranston, to perserve his own unlife."
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''A pause.'' We made it back to Bludgun. We used our stolen goods to renew ourselves. To build. To create. Our crimes gave birth to what you now know as Blar. It ultimately saved and damned us. The Garnaks soon corrupted the chieftan, our general and leader--our rock. He became a fat shell of the Arvek he once was and they ran the show, instituted the Templars, took the ones with magic in their blood for experiments and to make more of themselves.
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We suffered, and yet, Barntos returned to us time and time again to help build the Ziggurat that was the Garnak's center point of power. He never stopped. They were his slaves. His soldiers. And we suffered.
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This is our history and it is tied to the man that you're asking about so deeply. There would be no Blar if not for Eurid Barntos. But in doing so, we gave away our souls and, in time, the streets would run red with blood. We did not know then, as we know now, that the revolution we fought to over throw the Garnaks when their tyranny became too much was what had been planned all along by him and they--that we, our people, would serve to awaken some great creature that to this day lays whispering beneath Blar. It is our duty, eternally, to ensure that it never wakes to wreak the terrors that our former masters had planned. This is our duty--something that we must pay for. Atone for. Eternally. Because Blar, and we, can never be completely forgiven for what we nearly created. Barntos oversaw all of it. The Garnaks did little without him. To this day, if you're dealing with him, you are *also* dealing with them and what remains of the Templar order they created to guard them in their daytime slumber. ''He lowers his eyes.''
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So many lives lost. That was how I lost my legs. In the revolution. They held my eyes in their gaze and they made me walk into the flames that burned and stand there as I screamed--but I couldn't pull myself out. They were too strong, even for one who'd endured so much as me.
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...Terrible is the sons they ripped away from me. Terrible is the children they murdered and whose blood ran in the streets. Terrible is the monster that made them and set this all in motion according to his own grand designs. *That* is Barntos, who foresaw this all to play Thul's sick games out in our world. *That* is terrible. My losing my legs is the price I paid for my own sins. I would gladly lose them again to free Blar from what it was. That is why I left, though -- because of the past that was that I played a role in building. The future deserves to be free of shadowed memories that I bring with me.
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{{DivEnd}}
   
In Bludgun, The hobgoblin controlled City State of Blar is of particular note. It was founded when hobgoblins, flush with wealth from successful mercenary work, invested in cavalry in Bludgun's rugged frontier regions. Brutally battling the resident trolls, they were successful in clearing the territory and, with their sorcerous allies the Garnaks, were able to take hold of the territory. Naming it Blar, they built a city of their own and began to build. They rapidly developed their skills as cavalry
 
   
All could not go well, however. The Garnaks were made vampires for their assistance in helping the Chosen of Thul and their plan was to establish the city and gather together a great city of goblinoids that they could feed on and, in time, sacrifice to ignite the spark of unlife in a so-called Avatar of Thul in the great temple-ziggurat they had constructed with their magics in the center of the city. Over time, their rule superseded that of the ostensible king of the City-State of Blar. It was this point that an internal revolt began and assistance was garnered from Alexandria. With the help of the Alexandrians, the Garnak plan was foiled and the city saved. In the aftermath of this, Blar broke away from Bludgun due to fears of reprisal from soliciting Alexandrian aid and Garnak influence, and a compact was put into place of mutual defense with itself and Alexandria. Since then, things have proven shaky but it has also brought to light additional evidence that the proclaimed "monstrous races" of The Great Continent and more then capable of working towards the greater good when the need for order requires it.
 
   
   
 
==Physical Description==
 
==Physical Description==
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[[image:Hobgoblin03.jpg|thumb|left]]Averaging as tall as humans and somewhat more muscular and sturdy, the arvek nar are often described as grim-faced and stern-looking. The reputation is made that much more exaggerated given their disposition towards regimentation and order. (Order here implies primarily disciplined living and military tradition.)
Averaging as tall as humans and somewhat more muscular and sturdy, hobgoblins represent a sort of middle ground between goblins and their larger cousins, bugbears. They’re often grim faced and stern looking, made that much more exaggerated given their disposition towards regimentation and strict order. Their noses are small and often off-colored compared to their flesh. Large males can have either blue or red on noses. Skin tones can be orange, grey, brown or even red. Their hair is usually a shade of brown, grey or very dark and their eyes often yellow or seemingly colorless. Overly large canines giving them their tusk like appearance, granting a slight bestial appearance though they are never as pronounced as Orcish kind. Hobgoblins who mingle among other city-states and nations in the world tend to take on the trappings of that nation. The military armed forces of Blar favor light cavalry and uniforms that are light armors and vests richly decorated with braids, gold trim and patterns symbolic of their conquests and victories in battles.
 
   
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Their noses are small when compared to their lantern jaws. Their often brilliantly colored skin fades towards a paler color at the nosetip, which they liken to the center of a flame. Skin tones range from orange, grey, brown or even red, with the more brilliant colors favored. The most prized shades are those along the colors of Sunset, as Arvek once believed their race to have a special tie to this time. Their hair is usually a shade of brown, grey or very dark and their eyes often yellow or seemingly colorless, though always described as intense or unsettling.
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Overly large canines accentuate their heavy jaws, though they are not as pronounced as those of the oruch. Arvek Nar who mingle among other city-states and nations in the world tend to take on the trappings of that nation.
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Of the well-known Blar, its military forces favor light cavalry and uniforms that are light armors and vests richly decorated with braids, gold trim and patterns symbolic of their conquests and victories in battles. Other nations and city-states will have different traditions.
   
 
==Society and Lands==
 
==Society and Lands==
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'''Ancient Goblinoid Societies:''' Ancient goblinoids carved out a cunning and fiercely powerful empire during the second age. The arvek formed its backbone, their discipline and expertise a standard which the highest tacticians study to this day. Yet, this empire did not last; civil war ripped the empire of the goblinoids apart.
Ancient goblinoids carved out a cunning and fiercely powerful empire during the second age. Civil war ripped this land apart and only recently have goblinoids managed to carve out new realms for themselves in the aftermath of the Crown Wars. Largest among these is Bludgun, which is in actuality shared with Oni (Ogre Magi) who were exiled from the Islands of Jade. Goblinoids themselves compromise most of the populace of Bludgun but they congregate in powerful fortress city-states scattered throughout this rugged realm. Bludgun has a loose grip on several other smaller countries that have fallen to its expansionist habits though they are still recovering from some recent endeavors. Of hobgoblin holdings, one that has entered into recent public consciousness is Blar. In general, hobgoblins are traditionalists and stick closely to established laws of strict regimentation. Their structured society and family units tends to lead them to think of themselves as subsuming into a greater whole. Discipline is instilled early and often, sometimes brutally. They are pragmatic, orderly, and have large families, as large amounts of breeding to replace fallen soldiers is considered an honorable thing to do due to high mortality rates. Their horizons are beginning to be broadened by exposure to the big wide world, so this being shaken up, but they're still a conservative and staid people by nature.
 
   
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Only recently had goblinoids managed to carve out new realms for themselves in the aftermath of the Crown Wars. Largest among these is Bludgun, which is in actuality shared with Oni (Ogre Magi) who were exiled from the Islands of Jade. Goblinoids themselves compromise most of the populace of Bludgun. They congregate in powerful and fortressed city-states scattered throughout the realm. Bludgun has a loose grip on several other, smaller countries.
   
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Bludgun is the first goblinoid nation since the destruction of Darugur in the late Second Age.
==Other Races==
 
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In terms of other races, Hobgoblins have long had to deal with the usual racial prejudices and dispositions of conflict as the rest of goblin kind. While some are making efforts to join their smaller Goblin cousins among the enlightened races of the world, they still find it difficult to connect with most other races and tensions often run high, especially when the measure other races against their own strict code of living, honor and conduct, and find them wanting. When they do relax they tend to find much in common with Great Orcs who also have powerful code of honors but live according to the dictates of the natural world and the strength of the elements. Likewise they have much to do with goblin merchants and, should they and Dwarves get over their inbred hatreds, they will find they have much to talk about with Dwarven kind as well.
 
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'''A New Way of War:''' The arvek admire efficiency, bravery, and military prowess. The success of Blar has inspired some of them to step forward and look to different inspirations than the ways of old. This has opened the way for the faith of Serriel, and a number of them have begun to march under Her banner as a means of bringing forward arvek civilization--though Hers is not the only influence.
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Their scholars describe this as the beginning of a new era for the Sunset Children, and the poets name it the Coming of the Dawn.
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'''Military Traditions and Homesteading:''' The arvek nar are inheritors of a rich military history renowned unto the world. It is the sort of legend which makes any arvek wielding a sword or polearm reminiscent of history's mighty legions. Able-bodied arvek are ushered into the military at an early age. Many remain there for decades, and may informally serve when they retire. In return for their service, within arvek-controlled areas, a former soldier is traditionally given land or at least an equal share in a farmstead or holding.
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Discipline is instilled early and often, sometimes brutally. They are pragmatic, and have large families, as large amounts of breeding to replace fallen soldiers is considered an honorable thing to do due to high mortality rates. Their horizons are beginning to be broadened by exposure to the wider world, so this is being shaken up, but they're still a conservative and staid people by nature.
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'''Masters of Horse and Poem:''' As a race, the arvek are known not only for their military tradition, but also their poetry and expert horsemanship. Visitors to hobgoblin territory will find they have turned the notion of cavalry into both skill and art to be envied. They are also known for riding or mounted events--particularly those demonstrating military skill and prowess.
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Their preoccupation with mounted combat and sportsmanship, perhaps surprisingly, has led the rare hobgoblin to take on the nature of druids. These druids tend to be hobgoblins dedicated to the care of arvek mounts--sometimes even, the rarest rumor may whisper, that they take on the form of such to better lead or direct combat maneuvers, thereby ensuring stunning military success. Others may manage arvek farms, or act as guardians near arvek hamlets.
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Arvek prize a basic education for their young, though of course, military study is emphasized. However, the study of poetry and certain crafts are included among these subjects. Its concise yet expressive phrasing seems to speak to the arvek soul in some way.
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It is said whatever the arvek do, they do well.
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'''Liberation Day:''' The Blarite Arvek celebrate Aestry 6 as Liberation Day, where they first broke free of the Thulite monks and began to stride forward with their own culture and strength (see [[Calendar]]).
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===Other Races===
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Arvek nar have long had to deal with the usual racial prejudices against goblinkind. While some make efforts to join their smaller goblin cousins (who often supply the hobgoblins with weapons and armor) among the enlightened races of the world, they still find it difficult to connect with other races and tensions often run high.
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This is true especially when they measure other races against their own strict code of living, honor and conduct, and find them wanting. When they do relax, they tend to find much in common with oruch who also possess powerful codes of honor. Likewise, they have much to do with goblin merchants and, should they and khazad get over their inbred hatreds, they will find they have much to talk about with khazadkind as well.
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Historically, arvek nar most often formed alliances among other "monsterous" races, especially the gobbers and oruch. The new arvek nar, and awakened goblinoids, are re-examining how these relationships work in a new era.
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Arvek nar have existing routes of trade with the horse-loving peoples of the world, and some find their appreciation of cavalry and the science of horsemanship to be a commonality. Competitions and shows are becoming more common between the races of arvek nar and peoples such as the Phurai Dae and Myrrish. Given their organizational tendencies and love of the sport, arvek nar find themselves increasingly in charge of these events. Other races can trust they will see meticulously to the planning and organization.
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===Alignment and Religion===
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The hobgoblin leaning towards lives of strict control and structure means that many will cleave close to the lawful alignment with most being neutral or evil. Their exposure to the ways of other cultures is allowing for more variance but it is often under noteworthy circumstances. Religiously speaking, Serriel has experienced a recent surge among the hobgoblin faithful (representing the "marching forward and the Dawn of hobgoblin culture"), as well as deities of war and order. Vardama, Kor, Maugrim, and Daeus are not unknown, and as the cults of Thul who once had power are now exposed, Thul's worship has decreased in favor of the Gray Lady.
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Culturally, hobgoblins are generally not homogeneous and traditions may vary. Arvek today begin to experiment with various forms of government to see which are the most successful. In addition, the cultures recently free from the dominance of Thul must now deliberately embark on creating their own rituals and beliefs. The arvek are determined to be an improved people. A few arvek poets and sculptors have also found their footing in a more prominent fashion.
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One example of a hobgoblin ritual is that of the Salute of Arms. Performed when a hobgoblin of importance passes, he or she is surrounded by warriors wielding spears and polearms, held so that the ends form a peak over the deceased's form. Afterwards, there are often martial contests to honor the fallen warrior, though these contests vary in style and emphasis by region.
   
   
==Alignment and Religion==
 
The hobgoblin leaning towards lives of strict control and structure means that many will cleave close to the lawful alignment with most being neutral or evil. Their exposure to the ways of other cultures is allowing for more variance but it is often under noteworthy circumstances. Religiously speaking, aspects of Vardama and Kor are held as chief powers in their pantheon as well as primarily neutral aspects of Maugrim and Daeus. Previously in Blar, the cults of Thul held powerful sway but since they were exposed, Thul worship has diminished in favor of Vardama.
 
   
   
 
==Adventurers==
 
==Adventurers==
Hobgoblins are entering what could be considered a time of enlightenment as they are exposed more and more to the world outside of their strict daily practices and forced to mingle with various races and seek fortune and allies in lands beyond the ones they are used to. Would be hobgoblin adventurers tend to not adventure for random reasons but are usually retainers of a larger family or of a lord of some sort and they are working towards a long term goal. Monks and fighters are common career paths for the Hobgoblin adventurer.
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Arvek nar are entering what could be considered a time of enlightenment. Inspired by the success of Blar, and benefitting from the exchange of ideas and traditions across the world, the arvek stride forward and experiment with new ideas and new means of governance. Aside from military, they invest in their infrastructure, and begin to once again, explore useful arts.
   
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Would-be arvek nar adventurers tend to not adventure for random reasons but are usually retainers of a larger family or of a lord of some sort and they are working towards a long term goal.
   
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==Recent Events==
==Hobgoblins in the Pathfinder Campaign==
 
   
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When the nation of Blar asserted itself, hobgoblins around the world took notice. Of late, they've begun to find their footing, seeking to emulate the success of Blar and bring the march of civilization forward to and with the hobgoblin race. As such, many of them have found faith with Serriel, who finds Her faith strong among such peoples. However, although other deities, especially those lawfully oriented, are not uncommon.
In the Emblem of Ea Pathfinder Campaign, Hobgoblins are a fairly new force in terms of the adventuring community. The aftermath of the ascension of the dark goddess and the believed destruction and cursing of the Alexandros region caused many former Blarite hobgoblins to take up arms in defense and in honor of their missing comrades. Years later as the balance seeks to reset itself and new offensives have begun, other members of the hobgoblin community are using the sacrifices and efforts of their brethren as an impetus to strike out into the greater world and to seek a larger place in the grand scheme of things.
 
   
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The stride of the hobgoblins, however, is met with traditional hostilities.
   
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In response to these hostilities, some arvek formed the [[Local_Organizations#The_Sunset|Sunset]], a somewhat mafia-like organization in the Alexandrian underground. It ensures fair deals among merchants, and otherwise keeps things orderly. Because if this, is has been largely tolerated, and is seen as a threat to other, more well-established groups in Alexandria.
==Hobgoblin Racial Traits==
 
Hobgoblins mature and age at roughly the same rate as humans do.
 
   
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Arvek also run a stables in the outskirts of Alexandria city proper.
   
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==Arvek Nar Racial Traits==
{| cellpadding="5"
 
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The Arvek Nar mature and age at roughly the same rate as humans do, though their build is heavier. The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. [http://www.mybodygallery.com/index.html This site can be used to gauge weight] though remember some races possess unique composition, additional appendages and so on that may influence.
|+'''Hobgoblin Average Height and Weight''' (Check these)
 
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|-
 
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{{TableMain}}
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{{T01}}
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| colspan="5" | Arvek Nar Average Height and Weight
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{{T02}}
 
| '''Name'''
 
| '''Name'''
 
| '''Base Height'''
 
| '''Base Height'''
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|-
 
|-
| Hobgoblin, male
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| Arvek Nar, male
 
| 4ft 10in
 
| 4ft 10in
| 125 lbs
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| 150 lbs
| +2d10
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| +2d12
| x2d4 lbs
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| x7 lbs
   
 
|-
 
|-
| Hobgoblin, female
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| Arvek Nar, female
 
| 4ft 5in
 
| 4ft 5in
| 90 lbs
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| 110 lbs
| +2d10
+
| +2d12
| x2d4 lbs
+
| x7 lbs
 
|}
 
|}
   
   
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{{TableMain}}
* '''+2 Dexterity, +2 Constitution, -2 Charisma''': Hobgoblins are fast and hearty but it goes without saying that they do not see eye to eye with most other species.
 
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{{T01}}
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| colspan="4" | Arvek Nar Starting Age
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{{T02}}
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| Adulthood
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| Barbarian, Rogue, Sorcerer
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| Bard, Fighter, Paladin, Ranger
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| Cleric, Druid, Monk, Wizard
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|-
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| 17 years
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| +1d4
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| +1d6
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| +2d6
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|}
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* '''Classification:''' humanoid (goblinoid)
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* '''+2 Dexterity, +2 Constitution, -2 Charisma''': Hobgoblins are fast and hearty but do not see eye to eye with most other species.
 
* '''Medium Sized''': Hobgoblins are medium sized creatures and have no flaws or benefits due to their size.
 
* '''Medium Sized''': Hobgoblins are medium sized creatures and have no flaws or benefits due to their size.
 
* '''Normal Speed''': Hobgoblins have a base speed of 30 feet.
 
* '''Normal Speed''': Hobgoblins have a base speed of 30 feet.
 
* '''Darkvision''': Hobgoblins can see in the dark up to 60 feet.
 
* '''Darkvision''': Hobgoblins can see in the dark up to 60 feet.
 
* '''Sneaky''': Hobgoblins gain a +2 racial bonus on Stealth checks.
 
* '''Sneaky''': Hobgoblins gain a +2 racial bonus on Stealth checks.
* '''Master Riders''': Hobgoblins gain a +4 Racial bonus on all Ride checks and may use Wild Empathy with all creatures trained for riding Furthermore they may use their full ride bonus on all animals, even if that animal is not trained for riding.
+
* '''Master Riders''': Hobgoblins gain a +4 Racial bonus on all Ride checks and may use Wild Empathy with all creatures trained for riding. Furthermore, they may use their full ride bonus on all animals, even if that animal is not trained for riding.
* '''Weapon Mastery: '''Hobgoblins receive a +1 attack bonus when making attacks with falchions, javelins lances and all polearms.
 
 
* '''Regimented Minds: '''Hobgoblins gain a +2 bonus to against illusions, enchantments and compulsory effects as their minds are disciplined and not easily confused or swayed.
 
* '''Regimented Minds: '''Hobgoblins gain a +2 bonus to against illusions, enchantments and compulsory effects as their minds are disciplined and not easily confused or swayed.
* '''Weapon Familiarity:''' Hobgoblin are proficient with falchions, and all polearms and treat any weapon with the word ‘goblin’ in it as a martial weapon.
+
* '''Weapon Familiarity:''' Hobgoblin are proficient with falchions, and all polearms and treat any weapon with the word "goblin" in it as a martial weapon.
* '''Languages''': All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, and Orc.
+
* '''Languages''': All hobgoblins begin play speaking Common and Goblin-Talk. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Hand Speech, Infernal, Khazdul, Yrch-Speak
  +
  +
==Character Extras==
  +
===Arvek Nar Racial Feats===
  +
The below are racial feats for the Arvek Nar. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). You must meet the pre-reqs for any racial feat you select. House feats and feat summaries may be found on the [[Feats]] page.
  +
  +
: Horse Lord, Improved Horse Lord, Up Shields, Unit Tactics, Demoralizing Lash, Focusing Blow, Hobgoblin Discipline, Terrorizing Display*, Blood-Fettered, Order-Bound
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===Optional DM Rules===
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  +
{{DivGray-Start}}
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{{DMRulesforRacialMagic}}
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{{DivEnd}}
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  +
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{{ArvekNarRitual}}
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===Character Page Badges===
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Want to show off your Arvek pride on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!)
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  +
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{{BadgeArvek}}
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[[Category:Admin|Arvek Nar]]
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[[Category:Races|Arvek Nar]]

Latest revision as of 00:22, 3 February 2020

ArvekNar.png
Arvek Nar
Common Alignments Tendency towards lawful alignments
Common Classes Fighter, Monk, Wizard (abjurers), Sorcerer (arcane, undead), Paladin, Cavalier
Influential Faiths Daeus, Vardama, Maugrim, Serriel (being established, but is currently more so than other races), Thul (losing status)
Most Frequently Found In Blar, Alexandros, Bludgun (Many PC hobs emerge from Blar or were refugees to Alexandros)
Some IC Hangouts Alexandrian Grid: A02: Goblintown, A10: Temple Square, A05: Warehouse District

Main Grid: H03: Malifre Stables

Naming Ideas Some players have used Prussian-sounding names for arvek
Arvek Characters Arvek Nar

The Sunset Children

The arvek nar title themselves "The Sunset Children." While oruch are respected for their strength and rage, the arvek cavalry and military are second to none. The first major goblinoid empire, Bludgun, owes its rise to arvek nar order and strength.

Until recent years, arvek nar were not counted amid the so-called "Enlightened Races." Yet, they may be found throughout the great continent. They favor both their own city states and hamlets or nations that have a strong military tradition and inclination towards order. Arvek nar may be found as far away as Xian, serving as mercenaries under the command of a feudal warlord, or within the vast army of Charn.

Throughout history, the arvek have been stubborn masters of their own destinies.

The Founding of Blar, the Arvek Nar City-State

Today's Arvek Nar stand proudly inspired by the city-state of Blar. Events would cause this city to become as a burning forge, recrafting them in a way that would change these stubborn hobgoblins forever, both in their eyes and in the eyes of the world.

Arvek nar, flush with wealth from successful mercenary work, captured land in Bludgun's rugged frontier regions. They defeated the resident trolls, successfully cleared territory and with the aid of the sorcerous Garnaks, took hold of the landscape.

This unified force named the region "Blar," for the Arvek are not the most talented at naming things. The citizens of Blar became known far and wide for their talents, especially as soldiers and cavalry. Yet, free to explore their own pursuits, they also began tentative exploration of the arts, particularly those which were useful, and which benefited from intense focus.

However, in a bid for power, Thul's Chosen turned their sorcerous allies into vampires. The Garnaks in turn began to impose His iron will upon the Blarish state. Over time, the Garnak forces stocked the city with slaves (for feeding), and edged greater control over the populace. They prepared for an eventual sacrifice that would ignite an avatar of Thul with the Spark of Unlife. For this sacrifice, they built a great temple-ziggurat within the midst of the once-orderly city.

The arvek, strong-willed and resentful of control over their destiny, revolted. They soon garnered assistance from Alexandria. With the aid of Alexandria, the Garnak plan was foiled and their city-state saved. In its aftermath, Blar broke from Bludgun on Aestry 6, 1003. This was due to fears of reprisal to their alliance with Alexandria.

Hobgoblin01.png

Blar faced a second upset at the onset of the Sendor War. Alexandria was forced to focus on other fronts, and Bludgun took advantage. Not quite rebuilt, and with a powerful enemy at its borders, Blar fell to bloody war. Desperate refugees made their way to Alexandria for safety. They received a mixed welcome.

Only the end of the war would see the Arvek Nar state returned to them. Bludgun relinquished its claim as part of the peace treaties, and the arvek vigil over Thul's fallen ziggurat would continue.

Blar became an image of arvek nar success.


The Children of the Dawn

Other arvek saw how Blar stood against Bludgin, and not only survived but thrived. They saw how their brothers and sisters had seized their destiny. They saw how they had bettered themselves through strength and discipline.

If the Blarites could change their fate and show such success--so too, could they.

A second reforging came with the rise of Serriel. The goddess Serriel's arrival upon the world came as the sound of a great bell. They saw in the goddess an embrace of what civilization could be and what order could achieve. Used to overcoming great odds, the arvek applied their discipline to establishing a new world.

So while the change has not been universal, many of today's arvek nar stand upon a precipice. The new goddess Serriel stands ready to march with them. The Banner of Dawn is seen often on the standards of the Sunset Children.

Whatever the arvek do, they will do with strength, willpower, and thoroughness. The world will take notice. They will give it no choice.


Their History in the Words of an Arvek Veteran

I served Thul. My father served Thul. His father served Thul. My people...They're only ten years out of the muck and grime of service to undeath instead of service to a life worth living.

That's what brought him to us. Barntos. We had always served Thul, so he came to us, saying that his viewpoint had changed. Something had come to change it. I didn't know him before he wasn't a Thulite, but I'm given to understand that he was a kind man once. Something made him take the other path. But even when I knew him, he wasn't the monster that he is now.

That changed at the ritual inside the Temple of Vardama. Here. I saw him change. But that's gettin' a bit ahead of myself. There's more story before I get to that.

My tribe was one of the largest on the borders of Bludgun. We served undeath because we had no hope in life. We fought wars against the trolls. Have you ever fought trolls? ...

The rest of the Bludders wouldn't really help us. And so we fought. We were a grim and detatched people. Could say we were fatalistic. Didn't put much stock in things that didn't keep us alive. Our general, our 'chieftan', he and his sorcerers, the Garnaks, made a pact that we would someday conquer our homeland and carve a place for ourselves.

Have you ever had anything... a *good* thing... that you were so determined to do and get done as quickly as possible that you could've made a wrong choice to get it done? That's what happened. Eurid Barntos came to my people, like he knew we were desperate, and he said he could help us. All we had to do was pledge our best men to him for a job that'd pay well. And so we agreed to it. I went with him. So did others. A lot of others. Back here. To Alexandria.

We sacked the temple, you know.

We stormed the temple and took the Vardamen hostage. He was High Priest at the time. He tricked all of them into the great hall and we seized it. He promised us the wealth of decades and we took it in our desperate...to our everlasting shame. We didn't know how in over our head we were getting. Bartnos had not seemed so...

He was a gentle man, it seemed, even for a Thulite. Quiet. Soft-spoken. I don't think he was completely corrupted until the ritual he held in the great hall, where he slew his brothers who had trusted him. It was then we knew we were in trouble, too. He had made himself one of Them with Thul's blessing for his defilement of the temple.

...No. That's not fair. Our defilement, because we went along with it. He offered the power to the sorcerers who served him and that begat the Garnaks as they are today. They weren't always monsters. They were just born with magic in their blood...and we hated them for it. It's no wonder...I'm getting ahead of myself. Forgive me--I begin wandering when I talk about this, sometimes. So old. So many regrets.

His expression droops and he reaches down to place his hand into the mane of one of the children listening to the tale, tousling his hair.

They need to hear this. This is our people's history, bad and ultimately good. There's a pause for a moment and then his voice gets a little shakey.

We knew we couldn't hold the temple for long, but that wasn't the point. Barntos is fond of grand gestures. He lured the adventurers in and planned to detonate it with magicite bombs once they'd stormed it. Most of us fled with the loot, and some of us remained behind to guard it.

They died.

We thought they were going to die with Barntos and be exalted in death, but he just used them, sacrificed them for his own plan to destroy so many who'd come into his trap. He even sacrificed his right hand man, Cranston, to perserve his own unlife."

A pause. We made it back to Bludgun. We used our stolen goods to renew ourselves. To build. To create. Our crimes gave birth to what you now know as Blar. It ultimately saved and damned us. The Garnaks soon corrupted the chieftan, our general and leader--our rock. He became a fat shell of the Arvek he once was and they ran the show, instituted the Templars, took the ones with magic in their blood for experiments and to make more of themselves.

We suffered, and yet, Barntos returned to us time and time again to help build the Ziggurat that was the Garnak's center point of power. He never stopped. They were his slaves. His soldiers. And we suffered.

This is our history and it is tied to the man that you're asking about so deeply. There would be no Blar if not for Eurid Barntos. But in doing so, we gave away our souls and, in time, the streets would run red with blood. We did not know then, as we know now, that the revolution we fought to over throw the Garnaks when their tyranny became too much was what had been planned all along by him and they--that we, our people, would serve to awaken some great creature that to this day lays whispering beneath Blar. It is our duty, eternally, to ensure that it never wakes to wreak the terrors that our former masters had planned. This is our duty--something that we must pay for. Atone for. Eternally. Because Blar, and we, can never be completely forgiven for what we nearly created. Barntos oversaw all of it. The Garnaks did little without him. To this day, if you're dealing with him, you are *also* dealing with them and what remains of the Templar order they created to guard them in their daytime slumber. He lowers his eyes.

So many lives lost. That was how I lost my legs. In the revolution. They held my eyes in their gaze and they made me walk into the flames that burned and stand there as I screamed--but I couldn't pull myself out. They were too strong, even for one who'd endured so much as me.

...Terrible is the sons they ripped away from me. Terrible is the children they murdered and whose blood ran in the streets. Terrible is the monster that made them and set this all in motion according to his own grand designs. *That* is Barntos, who foresaw this all to play Thul's sick games out in our world. *That* is terrible. My losing my legs is the price I paid for my own sins. I would gladly lose them again to free Blar from what it was. That is why I left, though -- because of the past that was that I played a role in building. The future deserves to be free of shadowed memories that I bring with me.



Physical Description

Hobgoblin03.jpg

Averaging as tall as humans and somewhat more muscular and sturdy, the arvek nar are often described as grim-faced and stern-looking. The reputation is made that much more exaggerated given their disposition towards regimentation and order. (Order here implies primarily disciplined living and military tradition.)

Their noses are small when compared to their lantern jaws. Their often brilliantly colored skin fades towards a paler color at the nosetip, which they liken to the center of a flame. Skin tones range from orange, grey, brown or even red, with the more brilliant colors favored. The most prized shades are those along the colors of Sunset, as Arvek once believed their race to have a special tie to this time. Their hair is usually a shade of brown, grey or very dark and their eyes often yellow or seemingly colorless, though always described as intense or unsettling.

Overly large canines accentuate their heavy jaws, though they are not as pronounced as those of the oruch. Arvek Nar who mingle among other city-states and nations in the world tend to take on the trappings of that nation.

Of the well-known Blar, its military forces favor light cavalry and uniforms that are light armors and vests richly decorated with braids, gold trim and patterns symbolic of their conquests and victories in battles. Other nations and city-states will have different traditions.

Society and Lands

Ancient Goblinoid Societies: Ancient goblinoids carved out a cunning and fiercely powerful empire during the second age. The arvek formed its backbone, their discipline and expertise a standard which the highest tacticians study to this day. Yet, this empire did not last; civil war ripped the empire of the goblinoids apart.

Only recently had goblinoids managed to carve out new realms for themselves in the aftermath of the Crown Wars. Largest among these is Bludgun, which is in actuality shared with Oni (Ogre Magi) who were exiled from the Islands of Jade. Goblinoids themselves compromise most of the populace of Bludgun. They congregate in powerful and fortressed city-states scattered throughout the realm. Bludgun has a loose grip on several other, smaller countries.

Bludgun is the first goblinoid nation since the destruction of Darugur in the late Second Age.

A New Way of War: The arvek admire efficiency, bravery, and military prowess. The success of Blar has inspired some of them to step forward and look to different inspirations than the ways of old. This has opened the way for the faith of Serriel, and a number of them have begun to march under Her banner as a means of bringing forward arvek civilization--though Hers is not the only influence.

Their scholars describe this as the beginning of a new era for the Sunset Children, and the poets name it the Coming of the Dawn.

Military Traditions and Homesteading: The arvek nar are inheritors of a rich military history renowned unto the world. It is the sort of legend which makes any arvek wielding a sword or polearm reminiscent of history's mighty legions. Able-bodied arvek are ushered into the military at an early age. Many remain there for decades, and may informally serve when they retire. In return for their service, within arvek-controlled areas, a former soldier is traditionally given land or at least an equal share in a farmstead or holding.

Discipline is instilled early and often, sometimes brutally. They are pragmatic, and have large families, as large amounts of breeding to replace fallen soldiers is considered an honorable thing to do due to high mortality rates. Their horizons are beginning to be broadened by exposure to the wider world, so this is being shaken up, but they're still a conservative and staid people by nature.

Masters of Horse and Poem: As a race, the arvek are known not only for their military tradition, but also their poetry and expert horsemanship. Visitors to hobgoblin territory will find they have turned the notion of cavalry into both skill and art to be envied. They are also known for riding or mounted events--particularly those demonstrating military skill and prowess.

Their preoccupation with mounted combat and sportsmanship, perhaps surprisingly, has led the rare hobgoblin to take on the nature of druids. These druids tend to be hobgoblins dedicated to the care of arvek mounts--sometimes even, the rarest rumor may whisper, that they take on the form of such to better lead or direct combat maneuvers, thereby ensuring stunning military success. Others may manage arvek farms, or act as guardians near arvek hamlets.

Arvek prize a basic education for their young, though of course, military study is emphasized. However, the study of poetry and certain crafts are included among these subjects. Its concise yet expressive phrasing seems to speak to the arvek soul in some way.

It is said whatever the arvek do, they do well.

Liberation Day: The Blarite Arvek celebrate Aestry 6 as Liberation Day, where they first broke free of the Thulite monks and began to stride forward with their own culture and strength (see Calendar).

Other Races

Arvek nar have long had to deal with the usual racial prejudices against goblinkind. While some make efforts to join their smaller goblin cousins (who often supply the hobgoblins with weapons and armor) among the enlightened races of the world, they still find it difficult to connect with other races and tensions often run high.

This is true especially when they measure other races against their own strict code of living, honor and conduct, and find them wanting. When they do relax, they tend to find much in common with oruch who also possess powerful codes of honor. Likewise, they have much to do with goblin merchants and, should they and khazad get over their inbred hatreds, they will find they have much to talk about with khazadkind as well.

Historically, arvek nar most often formed alliances among other "monsterous" races, especially the gobbers and oruch. The new arvek nar, and awakened goblinoids, are re-examining how these relationships work in a new era.

Arvek nar have existing routes of trade with the horse-loving peoples of the world, and some find their appreciation of cavalry and the science of horsemanship to be a commonality. Competitions and shows are becoming more common between the races of arvek nar and peoples such as the Phurai Dae and Myrrish. Given their organizational tendencies and love of the sport, arvek nar find themselves increasingly in charge of these events. Other races can trust they will see meticulously to the planning and organization.


Alignment and Religion

The hobgoblin leaning towards lives of strict control and structure means that many will cleave close to the lawful alignment with most being neutral or evil. Their exposure to the ways of other cultures is allowing for more variance but it is often under noteworthy circumstances. Religiously speaking, Serriel has experienced a recent surge among the hobgoblin faithful (representing the "marching forward and the Dawn of hobgoblin culture"), as well as deities of war and order. Vardama, Kor, Maugrim, and Daeus are not unknown, and as the cults of Thul who once had power are now exposed, Thul's worship has decreased in favor of the Gray Lady.

Culturally, hobgoblins are generally not homogeneous and traditions may vary. Arvek today begin to experiment with various forms of government to see which are the most successful. In addition, the cultures recently free from the dominance of Thul must now deliberately embark on creating their own rituals and beliefs. The arvek are determined to be an improved people. A few arvek poets and sculptors have also found their footing in a more prominent fashion.

One example of a hobgoblin ritual is that of the Salute of Arms. Performed when a hobgoblin of importance passes, he or she is surrounded by warriors wielding spears and polearms, held so that the ends form a peak over the deceased's form. Afterwards, there are often martial contests to honor the fallen warrior, though these contests vary in style and emphasis by region.



Adventurers

Arvek nar are entering what could be considered a time of enlightenment. Inspired by the success of Blar, and benefitting from the exchange of ideas and traditions across the world, the arvek stride forward and experiment with new ideas and new means of governance. Aside from military, they invest in their infrastructure, and begin to once again, explore useful arts.

Would-be arvek nar adventurers tend to not adventure for random reasons but are usually retainers of a larger family or of a lord of some sort and they are working towards a long term goal.

Recent Events

When the nation of Blar asserted itself, hobgoblins around the world took notice. Of late, they've begun to find their footing, seeking to emulate the success of Blar and bring the march of civilization forward to and with the hobgoblin race. As such, many of them have found faith with Serriel, who finds Her faith strong among such peoples. However, although other deities, especially those lawfully oriented, are not uncommon.

The stride of the hobgoblins, however, is met with traditional hostilities.

In response to these hostilities, some arvek formed the Sunset, a somewhat mafia-like organization in the Alexandrian underground. It ensures fair deals among merchants, and otherwise keeps things orderly. Because if this, is has been largely tolerated, and is seen as a threat to other, more well-established groups in Alexandria.

Arvek also run a stables in the outskirts of Alexandria city proper.

Arvek Nar Racial Traits

The Arvek Nar mature and age at roughly the same rate as humans do, though their build is heavier. The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, additional appendages and so on that may influence.


Arvek Nar Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Arvek Nar, male 4ft 10in 150 lbs +2d12 x7 lbs
Arvek Nar, female 4ft 5in 110 lbs +2d12 x7 lbs


Arvek Nar Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
17 years +1d4 +1d6 +2d6


  • Classification: humanoid (goblinoid)
  • +2 Dexterity, +2 Constitution, -2 Charisma: Hobgoblins are fast and hearty but do not see eye to eye with most other species.
  • Medium Sized: Hobgoblins are medium sized creatures and have no flaws or benefits due to their size.
  • Normal Speed: Hobgoblins have a base speed of 30 feet.
  • Darkvision: Hobgoblins can see in the dark up to 60 feet.
  • Sneaky: Hobgoblins gain a +2 racial bonus on Stealth checks.
  • Master Riders: Hobgoblins gain a +4 Racial bonus on all Ride checks and may use Wild Empathy with all creatures trained for riding. Furthermore, they may use their full ride bonus on all animals, even if that animal is not trained for riding.
  • Regimented Minds: Hobgoblins gain a +2 bonus to against illusions, enchantments and compulsory effects as their minds are disciplined and not easily confused or swayed.
  • Weapon Familiarity: Hobgoblin are proficient with falchions, and all polearms and treat any weapon with the word "goblin" in it as a martial weapon.
  • Languages: All hobgoblins begin play speaking Common and Goblin-Talk. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Hand Speech, Infernal, Khazdul, Yrch-Speak

Character Extras

Arvek Nar Racial Feats

The below are racial feats for the Arvek Nar. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). You must meet the pre-reqs for any racial feat you select. House feats and feat summaries may be found on the Feats page.

Horse Lord, Improved Horse Lord, Up Shields, Unit Tactics, Demoralizing Lash, Focusing Blow, Hobgoblin Discipline, Terrorizing Display*, Blood-Fettered, Order-Bound

Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.


Ritual Magic

Druvach: Arvek Nar cavalry and unit forces are renowned for their military prowess and steadfastness in the face of overwhelming odds. Over time, the world of Ea recognized this spirit, termed "druvach" and lent magic to it. In units composed of their kind, DMs might grant them auto-immunity to fear effects, and the benefit of group Endurance feats. They might also up their initiative, to represent their ability to respond quickly as a force.

Vampiric Blood Magic: The arvek recall the use of a vampire's blood, even if many of them have forsworn it. Through ritual, an arvek may use a vampire's blood to strengthen compulsions or oaths. Or, the reverse--to weaken the same. The former use calls upon black magic. The second was developed from desperation, and many of them sought to free clan and kin. There are other rumored uses of vampiric blood rituals among the arvek, though in typical arvek fashion, they've been tight-lipped about the details.

Sacred Objects: Arvek history is seared with its association with vampires, and some arvek remember this well. The gorget, particularly when crafted of metals such as mithral, or silver-and-steel, is a poingent reminder of this history, as these were originally crafted to ward against a vampire's fangs. The ornateness of a gorget is often tied to an arvek's rank. Originally, their use was limited to officers and well-placed political figures.

Character Page Badges

Want to show off your Arvek pride on your Character Page? Use the following wikicode! (More badges here!)


Arvek solo.png

Arvek Nar PC Badge
Family Heritage: From where did your family hail? Are they survivors from Blar, immigrants from other landscapes?
Military Role: An arvek's role within the military is sort of like profession or caste among other races and cultures.
Faith: Your Faith
The Dawn: Your views on the Arvek's march forward. How does it affect you, if at all?


{{Badge}}
{{Badge-Icon|Arvek_solo.png}} 
{{Badge-Content}}
{{Badge-Title|Arvek Nar PC Badge}}
{{Badge-Entry|Family Heritage}}From where did your family hail? Are they survivors from Blar, immigrants from other landscapes?
{{Badge-Entry|Military Role}}An arvek's role within the military is sort of like profession or caste among other races and cultures.
{{Badge-Entry|Faith}}Your Faith
{{Badge-Entry|The Dawn}}Your views on the Arvek's march forward. How does it affect you, if at all?

{{Badge-End}}