Hobgoblin

Once the most prominent and powerful race in all of Erôth, hobgoblins now cast only a shadow of their former selves. Since the collapse of the great Mól empire, they remain one of the most influential races on the continent, though the methods of their influence have shifted over the centuries. Their story extends far beyond the reach of most history books. Let’s dive into who the hobgoblins are, touch briefly on who the Mól were, and understand their origins.  

Ever-evolving Masters of Adaptation

In the annals of history, the Mól were industrious and imaginative, pioneering new markets and mastering them long before others realized there were goods to be marketed. Unfortunately, in the present era, they have been relegated to roles as bandits, gangsters, commoners, and cutthroats. Unlike other races in Erôth, hobgoblins lack a distinct homeland, sovereign nations, or territories where great tribes convene. They don’t even own large chunks of property near one another or have city neighborhoods in the more free countries. They are a people without a place, yet found everywhere. Hobgoblins rank as the third most numerous playable race in Erôth.   An example of their transformation is evident in how they’ve adapted to become the most influential gangsters on the continent. Almost all major crime syndicates are either led by hobgoblins or have a few as advisors. Yovance, a war-torn nation brought to the brink of destruction by Perendhel, stands as the hub of hobgoblin gangs and political influence. Desperate to save her nation, the Yovan Empress turned to the syndicates for aid. Though some now speculate she would have received a better deal from the peren…  

The Impossible Origin of the Mól

Technically, the people who eventually became the Mól were a race of lesser goblin-kin, though not in the traditional sense. They stood a bit taller, possessed greater intelligence, and were significantly hairier—a veritable lean, green fighting machine.   One notable chief among them had a peculiar focus—more on the company of men and women in their harem than on leadership. Delegating tribal affairs to their siblings, a sister took charge of birthing and basic infant care, overseeing the birth of countless children. Noticing significant differences among them, she delved into experiments on the tribe’s tamed wolves, eventually breeding four distinct dog breeds, significantly enhancing the tribe’s success in hunting and warfare. She started to enjoy her results.   Expanding her endeavors, she began tracking the parentage of children, using her influence to guide arranged marriages. Over time she altered the tribe’s genetic landscape and social structure, laying the foundation for their genetic future. Her legacy continued as she selected and trained a successor. Finally, she implemented a new leadership position to guarantee a fresh tribal tradition: “Ra’ees Al-Murabbi,” meaning “Chief Breeder.”   Flash forward a millennia, and the tribe underwent drastic changes, split into two distinct breeds:  
  • One, influenced by the animals in the wild, grew in height and girth, becoming the muscular, fur-covered bugbears. The process for making these large, yet discreet beasts, believed to have been perfected.
  • The other, slightly taller but near furless, experienced a serendipitous reaction with recently a recently discovered reagent from Eldamar. This resulted in the deep to bright red skin and baldness, known as hobgoblins.
  • This marked not the end of their evolution, nor were these the final goblin-kin created. However, these models laid the foundation for all future projects.   These traditions, especially overseeing breeding, became central to Mól society, extending beyond kin to slaves. Their experiments granted them immense power through the world’s greatest slave trade. However, their greatest success—creating the peren through perfect bloodline mixtures—also led to their downfall. The brilliance of the Mól, which eliminated their inclination for heavy breeding and war, proved to be their demise as the peren’s revolt not only secured their freedom but also dismantled Mól society.  

    Physical Description

    In contrast to humans, peren, and orcs, hobgoblins exhibit pronounced sexual dimorphism. Females possess a distinct lack of body hair, save for a dense patch of fur on their forearms, accompanied by larger ears and notable facial markings.   Males, on the other hand, boast a more robust and muscular physique. Their broad faces and sharply pointed ears lend them a nearly feline appearance. Unlike females, males grow hair only a the top of their heads, with some even sporting eyebrows. Similar to their female counterparts, they also feature a thick patch of fur on their forearms and shins. Males stand from a little below 5 to around 6 feet tall and weigh between 120 and 200 pounds. Females tend to be a bit smaller in size and stature.   Overall, hobgoblins stand a few inches shorter than the average human, characterized by slightly thicker torsos. Their skin boasts an iconic deep burnt orange to red hue, which darkens after prolonged sun exposure. The fiery green to chartreuse glow of their eyes adds to their distinctive appearance.  

    Hobgoblin

    Type Humanoid (goblinoid)
    Ability Score Modifier +2 Dexterity, and +2 Charisma.
    Size medium
    Speed Your base walking speed is 30 feet.
    Language Likely the language of your childhood was Peren. Peren also acts as the ‘common’ tongue in Erôth.
    Age. Hobgoblins mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, hitting middle age around fifty. Hobgoblins become venerable at about a century, but a health conscious one may live to see a litte more than fifty more years.
    Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.
    Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.

    Variant Hobgoblin Trait:

    Versatile as humans are, they’re also known to hyper-specialize.   Authoritative: Hobgoblins often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them.
    This racial trait replaces Sneaky.   Battle-Hardened: Incessant drills make defense second nature to some hobgoblins. Hobgoblins with this racial trait gain a +1 bonus to CMD.
    This racial trait replaces Sneaky.   Engineer: Hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks.
    This racial trait replaces Sneaky.
      Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks.
    This racial trait replaces Sneaky.   Magehunter: Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities.
    This racial trait replaces Sneaky.   Pit Boss: Slave blood fuels the hobgoblin war machine. Pit bosses extract the last breath of labor from their charges with a liberal touch of the lash. Hobgoblins with this racial trait gain proficiency with whips and a +1 racial bonus on combat maneuver checks made to disarm or trip with a whip.
    This racial trait replaces Sneaky.   Slave Hunter: Hobgoblin slavers excel at tracking down runaway slaves and surviving in filthy conditions. Hobgoblins with this racial trait gain a +2 racial bonus on Survival checks and a +2 racial bonus on Fortitude saves against disease.
    This racial trait replaces Sneaky.   Unfit: Hobgoblins who failed to secure a position in the military hold the lowest status in hobgoblin society, and quickly learn the value of currying favor with their betters. Hobgoblins with this racial trait gain proficiency in a single martial weapon and +1 racial bonus on Bluff and Diplomacy checks.
    This racial trait replaces Sneaky.

    A brief lesson in the Mól Empire.
    The Mól Empire stands as a testament to unparalleled alchemical mastery and creative prowess. Renowned as the greatest alchemists and breeders, the Mól crafted the world’s swiftest horses, most loyal hounds, and even birthed entire races with meticulous precision.   Fueled by insatiable curiosity and a thirst for power, they delved into escalating experiments. Scholars and arcanists of the empire explored the inner elemental planes, delving into the very fabric of reality. Eventually, they began drawing power directly from these realms. Their arcane experiments resonated through time, leaving an indelible mark on Erôth’s magical tapestry. Even today, the ‘Elemental Nodes’ they created can still be found, sometimes remaining active.   Some scholars suggest they inadvertently became catalysts in the fading presence of the gods. Recent discoveries in the region known as Idir have sparked a veritable gold rush for understanding. Both nations and faiths invest in discovering why the gods seem less influential than the stories of yore suggest.   As the empire fell, its leaders’ descendants, now known as hobgoblins, scattered and adapted. No longer rulers of vast territories, they filled what roles they could with their remaining wealth and skills. Many became influential figures in other nations or within crime syndicates, particularly notable in the war-torn nation of Yovance.

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