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Like so many species in the world the name of hobgoblin or senuch are both a terrifying sound and assurance of honor-bound interactions. They are among the few humanoid species that have a dark origin as children of chaos. Similar to that of the trolls and the rhakas, as well as koh-boru, and kaznarks (which are also lumped together in the definition of Gorga or in more extreme cases Nuhtegh) hobgoblins are viewed with fear, distrust and have a reputation for being unkind and at times cruel in their dealings with others. Like other warrior based societies: strength and honor are among the most important aspects of hobgoblin society.
With their dark, grimacing visage giving them an intimidating appearance along side with their less than benevolent behavior they are a very misunderstood species. Many times they are mistakenly thought as part of the Nuhtegh*.

Physical Description
     Hobgoblins stand about 6’6” , weigh about 150-250 lbs, most are crimson  in color, though light brown, tan or olive is not unheard of.  Their  dark eyes of red, maroon, or black have no pupil and thick manes of  slate or black-blue hair. This hair is grown very long is almost always  braided into long strands and hair length is considered a sign of social  status.  They have round pug faces with heavy set jowls upturned noses  and several lower canine teeth protruding from behind thin lips. They  are unable to grow facial hair. Their ears are long and pointed, seating  just below the eyes and extending to just above their head. They are  well muscled and incredibly fast for their size. Most hobgoblins dress  in soft leathers of varying colors along with cloth shirts, sandals or  low boots, and other common sorts of wear. Nearly all warrior hobgoblins  dress in black or dark brown leathers with any metal armor painted or  tinted charcoal black and made to be completely dull.

      For the majority all hobgoblins value strength and honor, and their  attitudes towards the world around them is based on these principles.  Like so many other honor-bound warrior societies this perception is  influenced by their history. History, as much as legend, of hobgoblins  shows that at one point after the Great Chovah Disaster of Myngaard  those that had found themselves "changed into senuch" turned to the  great warrior and leader Kechich Klatuchi.  It was from this large,  brutish ancestor that the species grew from a disparate number of small  clans into a large, single unified tribe.  From this unified tribe  sprung what was known as the Philosophy of Khitachi from whence the  species discipline, order, strength and most importantly the concept of  honor arose from.  This singular and powerful tribe gave birth to  numerous other smaller tribes that scattered across the face of Kralis.   They took with them the Philosophy of Khitachi, added to it, changing  its core tenets to fit their needs and in some cases corrupting the  purity of the teachings to be driven by less than "good" ideology.

Languages and Names
      All hobgoblins speak Khukach, or a variant pidgin of it as they have  blended other languages into it.  Khukach is a derivative of Azhdehak,  which many scholars and sages believe indicates that, like goblins, may  be a fifth species derived from the Great Curse of the Khazavez (the  ancestors of modern day chovah, ha'vatu and rhakas) when they  encountered and fought against the Great Chaos.  They also speak Jhug  Tak, Common as well as the dominate language in the region where their  clans reside.

Cultural Kin and Communities
      While there is no actual state or nation of hobgoblins they live in  small villages through out the world. It is common for these villages  are controlled by the military caste.  Within a village every member is a  part of a certain caste based upon first their military rank and then  their profession should they not be a part of the military. While most  villages follow the tradition of organizing the castes like standard  military ranks, not all villages follow this tradition.  Those that do  follow the tradition have a define hierarchy, clear rank, and strict  regulations.  Movement within this caste system is possible but it often  involves some sort of test as designed by the ruling body. 
      Those within the military traditionally control every position of  authority and make no distinction between civil or military, and all  officers within the military have dual responsibilities: civil and  militaristic. The only exception to this order is the Church of the Red  Sun, which controls its own advancement and internal organization. Those  that do not have a military rank make up the lowest castes.  These  castes include: Ruling, Priest, Officer, Soldier, Commoner and the  Shul-Rok caste (these are lowest of castes, and is made up of all the  beings whose lives are not their own.)
     Hobgoblin villages tend  to be no larger than 200 to 350 individuals, and are generally self  sustaining units.  The villages tend to be uniformly circular, with high  stone walls that are pierced only by two gates.  At the very center of  this village will be the military offices, barracks for the soldiers and  ruling class. Near this is the prison and the Shul-Rok quarters.  Finally, in the center is a shrine or temple for the Church of the Red  Sun. Cascading out from here are the various stores, homes and other  buildings.
* Nuhtegh is the common name that most  civilized species use to speak about a group of savage humanoids that  include: alb, banetur, birigath, broodlings, curznaik, drakos, firvulag  and other monstrous humanoids that are known for their brutality and are  often a plague on the more civilized lands.

Hobgoblin Features
Species Merit Cost: 1200
Age: 21-25, live to be over 125 yrs
Weight: Base 175 plus 4d10
Size: Goblins tend to be medium creatures, (6' to 7' Feet)
Vision: Hobgoblins have normal vision
Move: Base Move of 20 feet per Movement Action
Languages: Hobgoblins begin play speaking Common and Khukach (hobgoblin common)
Resistances: None
Hobgoblins Bonuses: +10 Alertness , +10 bonus to Attack Skill vs. Firbogs and Ta'jahu
Hobgoblins Attribute Modifiers: +10 to any two: Strength, Stamina, Intelligence or Willpower
Hobgoblins TraitsCharging Speed. When a hobgoblin charges, the attack bonuses are doubles and defense penalties
      are halved.
Belch. This belch causes a light green gas to engulf a 5’ Radius area in front of the hobgoblin. Any creatures that are   
      within the area must make a check vs. Stamina at a TS 3. Those that  fail become sick for a duration of 1 full turn, suffering
     -20 to all checks for 1 turn.
Species Abilities Hobgoblins  begin play with two of the following abilities: Ancient Foe, Battle  Leader, Defensive Training, Expert Talent, Hardy, Infernal Magic,  Scavenger, Surge

Species Abilities
Ancient Foe:  The your clan has fought long and hard to survive and have developed a  long, ancient hatred towards a particular group of monsters. Choose any  two of the following monster types: Animal, Beasts, Constructs, Magical  Beasts (Sub Type); Monstrous Humanoids (Specific Species), or  Supernatural. You gain a +10 bonus to its Physical Defense and +10  Attack Bonus against this monster type only. Your critical hit range  also increases by +5 against these monster types.
Battle Leader:  Hobgoblins are notorious for their ability to inspire others to push  themselves beyond their limits. With a Charisma check at a TS of 1 per  individual in a group and a few rousing words, a hobgoblin can grant  those allies within 20 feet a +5 WeaponCraft(Any) skill bonus for every  30 Charisma the creature has. This effect lasts for 1 turn per Charisma  check success. This is a Full Action to perform.
Defensive Training:  You have trained hard, taken beatings and still have gotten up to  battle on. Because of this harsh training you have also learned how not  to get hit or repel a mental/spiritual assault. You gain an additional  +5 bonus to any 1 Defense Type per rank to a maximum bonus of +50, you  must choose a new Defense type each rank.
Expert Talent:  Generally the creature has become an expert in a number of skills. They  gain +5 modifier to their favorite three skills. The favorite skills  cannot be changed once play begins.
Hardy:  You are unusually hardy and are immune to types A, B and C Poisons,  gain +10 Magical Defense against one elemental type (Earth, Air, Fire,  Water, Spirit or Essence); and are immune to non-magical diseases.
Infernal Magic:  At some point in your family history was tainted with a bloodline of a  fiend or demon. Because of this, the spells from either Fire, Earth,  Water or Air elements are treated as 1 PR level lower for casting  purposes only, but can never be lower than 0 PR. Once you have chosen  this element you may not change it.
Scavenger:  What others see as garbage, trash or simply overlook, you see as  opportunity. This way of looking at the world has given you the ability  to find hidden objects more easily. You gain +1 success per 3 ranks to  your Search skill. You also gain +10 to your Fabrication skill. You are  able to stretch what material you can use to fabricate objects to just  about anything that can be manipulated to do what you want.
Surge:  So long as you beat any check by 5 or more successes it gain a  cumulative surge bonus of +1 success on any single attack, defense  check, skill check or ability check of your choice on your next turn.  You must choose to use this bonus before it make the next check or it  lose this surge.

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