Difference between revisions of "Arvek Nar"

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[[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 them into the limelight. From adversity the hobgoblins, who call themselves the Arvek Nar, have shown that strength in adversity is possible from amongst their ranks. The Arvek Nar 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.
 
[[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 them into the limelight. From adversity the hobgoblins, who call themselves the Arvek Nar, have shown that strength in adversity is possible from amongst their ranks. The Arvek Nar 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.
   
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 and soldiers.
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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 and soldiers.
   
 
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.
 
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.

Revision as of 01:05, 8 July 2010

Hobgoblin01.png

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 them into the limelight. From adversity the hobgoblins, who call themselves the Arvek Nar, have shown that strength in adversity is possible from amongst their ranks. The Arvek Nar 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.

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 and soldiers.

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

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.


Society and Lands

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.


Other Races

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.


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

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.


Hobgoblins in the Pathfinder Campaign

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.


Hobgoblin Racial Traits

Hobgoblins mature and age at roughly the same rate as humans do.


Hobgoblin Average Height and Weight (Check these)
Name Base Height Base Weight Modifier Weight Multiplier
Hobgoblin, male 4ft 10in 125 lbs +2d10 x2d4 lbs
Hobgoblin, female 4ft 5in 90 lbs +2d10 x2d4 lbs


  • +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.
  • 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.
  • 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.
  • 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: Draconic, Infernal, Jotun, Khazdul or Yrch-Speak.