Hobgoblin
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.
Personality
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 Traits: Charging 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.