Arvek Nar

From Tenebrae
Jump to navigation Jump to search
Arvek Nar
Common Alignments Tendency towards lawful alignments
Common Classes Fighter, Monk, Wizard (abjurers), Sorcerer (arcane, undead), Paladin
Influencial Faiths Daeus, Vardama, Kor, Maugrim, Serriel (being established, but is currently more so than other races), Thul (losing status)
Most Frequently Found In Blar, Alexandros, Bludgun (Most PC hobs emerge from Blar or were refugees to Alexandros)

To the modern man, the arvek nar conjure images of great, savage armies, their shields and spears legion. Known for their discipline and military mindset, the arvek armies have been the crown of places such as Blar. And until recent years, hobgoblins were not counted amid the so-called "Enlightened Races." Yet today, the arvek nar, who proudly title themselves "The Sunset Children," stand ready to shock the world--and their own kind.

The Arvek Nar can be found throughout the great continent, though 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 within the vast army of Charn. 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.

Within Bludgun, the hobgoblin controlled City State of Blar is of particular note. Recent events would cause this city-state to become a "proving grounds" that would change the fate of the Arvek Nar forever, both in their eyes and in the eyes of the world.

Blar 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 successfully cleared their territory and with the aid of the sorcerous Garnaks, took hold. This unified force named the region "Blar," and began to build. The citizens of Blar were known far and wide for their talents, especially as soldiers and calvary.

Hobgoblin02.gif

All could not go well, however. Thul's Chosen turned their sorcerous allies into vampires, and the Garnaks in turn began to impose His iron will upon the Blarish state. Over time, they worked to develop the city, stocking in slaves (for their own feeding) and preparing for an eventual sacrifice that would ignite an avatar of their god with the Spark of Unlife. To this end they build a great temple-ziggurat within the midst of the once-orderly city. The hobgoblins, however, resented their rule and it was not long before revolt began, and assistance garnered from Alexandria.

With the aid of Alexandria, the Garnak plan was foiled and the city saved. In its aftermath, Blar broke from Bludgun on Aestry 6, 1003 due to fears of reprisal this new alliance. To prevent destruction by the greater Bludgun state, Blar and Alexandria formed an alliance, which would serve Blar until the onset of the Sendor War, when Alexandria was forced to withdraw troops. Then, only the end of the war would see the Arvek Nar returned to their state, as part of the peace between Bludgun and the rest of the world.

After the initial establishment of Blar and the defeat of its Thul masters, other hobgoblins began to take note. They noticed the success, and the might of the Blar state--for this tiny state had stood fast against the great, feared nation of Bludgun for years. They saw, too, the free will of the Arvek Nar of Blar, and how they had bettered themselves through strength and discipline.

If the Blarites could change their fate and show such success--so too, could they. So while the change has not been universal, many of today's hobgoblins stand on a precipice, ready to march forward into new ideas and civilization. The new goddess Serriel stands ready to march with them, and the Banner of Dawn is seen often on the standards of the Sunset Children.

Their History in the Words of an Arvek Vetran

"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. Things change. People change. I changed. Barntos changed. That's what brought him to us. We had always served Thul. 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." He pauses, looks towards Myrana, "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? Damn things can't be killed easily at all. It didn't end. We were weak. The rest of the Bludders wouldn't really help us. And so we fought. We were a grim and detatched peoples. 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 Vardamites hostage. He was High Priest at the time. He tricked all of them into the great hall and we seized it. Looted 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..." A pause. "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." A pause. "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." There is pain in his expression. "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, our payment, 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. We had to endure six repression as the Garnaks 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." He strokes his beard for a moment. "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," a nod towards Quint, "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." He twitches slightly in remembered pain.

Physical Description

Hobgoblin01.png

Averaging as tall as humans and somewhat more muscular and sturdy, the arvek nar are often described as grim-faced and stern-looking, made that much more exaggerated given their disposition towards regimentation and strict order.

Their noses are small in comparison to their thick, lantern jaws. Their often brilliantly colored skin fades towards a blue at the nosetip, which they liken to the center of a flame. Their 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 and during times of war, unsettling.

Overly large canines accentuate their heavy jaws, and to other civilized races, present a slight bestial flavor though such traits do not often reflect in their ordered mindset, and they are never 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 goblinoids carved out a cunning and fiercely powerful empire during the second age. Hobgoblins formed its backbone, their experienced use of polearms and calvary a standard which tacticians study to this day. This empire did not last; civil war ripped the empire of the goblinoids apart.

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 and smaller countries that have fallen to its expansionist habits. However, the nation itself now recovers from recent events, which has opened the way for some of these holdings, and people, to begin to look in other directions and methods of thought.

Generally speaking, hobgoblins are traditionalists and stick closely to established laws of strict regimentation, though this does not mean that they cannot change: hobgoblin culture in many areas stands as though on a precipice. Hobgoblins are inheritors of a rich military history which makes any hobgoblin wielding a sword or polearm reminiscent of their mighty legions. 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 wider world, so this is being shaken up, but they're still a conservative and staid people by nature.

Hobgoblins 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 their banner under the guise of bringing forward hobgoblin civilization--though hers is by far not the only influence. Their scholars describe this as the beginning of a new era for the Sunset Children.

As a race, the hobgoblins are known not only for their military tradition, but their expert horsemanship as well. Visitors to hobgoblin territory will find they have turned the notion of calvary itself into a sport to be envied. Teams of hobgoblins will ride in unison at high speeds and demonstrate challenging and even flashy combat maneuvering under the watchful eye of a judge. They are also known for riding or mounted events--such as mounted archery, or the lopping of trees with a great axe while full-tilt in the saddle.

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 horses--or even hobgoblins so dedicated that they take on the form of such to better lead or direct combat maneuvers beneath the enemy's watchful eye.

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 (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 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.

Hobgoblins have existing routes of trade with the horse-loving peoples of the world, and as they march forward, find these relationships deepening. Competitions and shows are becoming more common between the races of hobgoblins and peoples such as the Phurai Dae. Given their organizational tendencies and love of the sport, hobgoblins find themselves increasingly in charge of these events, as other races can trust they will see meticulously to the care of mounts and riders. This is one of the few areas where hobgoblin assistance is appreciated.

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 law. 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 the cultures recently free from the dominance of Thul now embark on creating their own rituals and beliefs. They do have some rituals in common, one of which is the Circle of Spears.

When a hobgoblin of importance passes, he or she is surrounded by warriors wielding spears, held so that the spears form a peak over the deceased's form. Afterwards, there are often martial contests to honor the fallen warrior, though these contests vary by region, and potentially the sort of events the hobgoblin valued in life (such as being a noted archer, for example).

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.


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.

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.


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
16 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.
  • Iron Wall (Su): At 9th level, a hobgoblin can form a temporary, impenetrable barrier with their weapon. As an immediate action once per day, a hobgoblin can force an opponent to succeed on a reflex save versus this ability (10 + 1/2 hob's hit dice + Cha mod) or stop in their tracks. The opponent must be attempting to pass through a square that the hob threatens for this to take effect. An opponent may still take the rest of their action--if the halt did not stop it (as in the case of a bull rush, for example.
  • 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