Lostafinga
The hobgoblins take fingers from their slain foes in battle. They wear them as trophies on a necklace. The prestige of a hobgoblin among his peers depends on the number of fingers he wears.
The hobgoblin tribe overall numbers several hundred soldiers and their families. They are a military troupe, organized along ranks and seniority.
The chief is Shar-Kee, a great warrior with many fingers. He is a direct descendant of the tribe’s founding father.
There is a legend of the founding of the Lostafinga tribe. Here it is.
The Great Chief Gar-Nu-Kee led the tribe on its trek from the western parts of the Flanaess to a promised land revealed to him by Maglubiyet, the god of goblins and hobgoblins. Upon arriving in the Vesve Forest, the chief and his tribe met a fierce green dragon named Vesicant. The dragon demanding regular hobgoblin sacrifices to feed her children in exchange for the right to live in the forest.
The fearless and wise Gar-Nu-Kee refused. “Hobgoblins are tough, stringy, and taste awful,” he told the dragon. Vesicant tested his claim by reaching out with her serpentine strike and snapping off the chief’s little finger. She spit it back out and agreed with his claim. The brave and handsome Gar-Nu-Kee offered to bring the dragon back other (non-hobgoblin) sacrifices instead, an arrangement that was fine with the dragon.
The Lostafinga Tribe
Base Requirements
Races: Hobgoblin
Classes: Any
Ability Requirements: none
Alignments: Non-Good, Non-Chaotic
Starting Cash: By class
Bonus Languages: Northern, Draconic (Chromatic)
Recommended Languages: Bugbear, Common, Cormanthan, Daraktan, Jogishk, Tharian
Local Religions: Iyachtu Xvim, Tempus, Goblin pantheon, various Petty Gods
Proficiencies
Weapon Slots: By class
Bonus Weapon Proficiencies: Handaxe
Non-weapon Slots: By class
Available Categories: By class, plus Martial
Bonus Proficiencies: Camouflage, Dragonology, Offensive Tactics
Required Proficiencies: none
Recommended Proficiencies: Animal Handling (carnivorous ape), Animal Training (carnivorous ape), Armorer, Blacksmithing, Bowyer/Fletcher, Brewing, Chanting, Close-Quarter Fighting, Direction Sense, Firebuilding, Hiding, Intimidation, Looting, Religion, Weaponsmithing, Wild Fighting.
Forbidden Proficiencies: none
Overview: While the northern Moonsea region boasts numerous tribes of goblins, orcs, ogres, norkers, kobolds, and other creatures, Hobgoblins are both much rarer and much more organized. All hobgoblins in the north belong to a single tribe, the Lostafingas. The Lostafinga tribe is believed to have immigrated to the area from the lands on the other side of the Aunoroch Desert to the west, where they are much more common. However, this large, powerful tribe has been a fixture of the region for several generations—dwelling first in the depths of the Quivering Forest, and more recently moving their main force into the ruins of Old Phlan.
The name “Lostafinga” comes from the legendary exploits of one Gar-Nu-Kee, who led the tribe across the great desert to a “promised land” revealed to him by their gods. Upon arrival, the tribe was accosted by an ancient green dragon who demanded regular hobgoblin sacrifices in exchange for the tribe’s right to live in the Quivering Forest. Gar-Nu-Kee refused, claiming that hobgoblins were tough, stringy, and tasted horrible, and sacrificed one of his own fingers as proof. To this day, the tribe ritually severs the left, small finger from each dead foe using an axe. The fingers are mummified and made into necklaces (or belts for those with a truly large number of kills). Rumors abound that the tribe is, in fact, in league with a dragon—derived largely from the fact that they never ransom captives.
Special Abilities:
Highly disciplined, well-organized, and ruthless, the Lostafinga’s never surrender in battle. Lostafinga hobgoblins gain a +2 bonus on all morale checks, including saving throws against magical fear effects.
Both male and female Lostafinga hobgoblins are recruited to serve in the tribal military at a very young age (even by goblinoid standards). An adventuring Lostafinga hobgoblin starts with 2d6x100 experience points from his time fighting for his tribe, and has a necklace with one finger per 100xp.
From the combination of strict military training and the constant reminder provided by their collection of fingers, Lostafinga hobgoblins tend to learn quickly from their battles. A Lostafinga hobgoblin gains 10% more experience from any combat, so long as he collects a finger from each slain foe.
The Lostafinga tribe ensures that it’s warriors are well-equipped. Each Lostafinga hobgoblin starts with a free handaxe, and starting armor and weapon costs are reduced by 10%.
Special Disadvantages:
Lostafinga hobgoblins have a deep and abiding respect for dragons, and a tradition of a long-standing truce with certain dragons. In any encounter with a true dragon, the Lostafinga hobgoblin will always hesitate—he cannot act in the surprise round and automatically loses initiative in the first round of combat, always acting last.
Whether from superstition, or actual power, a Lostafinga hobgoblin that looses his necklace of fingers suffers a -2 penalty on all saving throws. This penalty remains until such time as the goblin reclaims his necklace, or slays at least one foe. Once the hobgoblin has killed an enemy, he may choose to either start a new necklace, or forgo the practice entirely (though he loses the xp bonus above).
The particular troop of hobgoblins cur¬rently assigned here is the second group
of Lostafingas to occupy the keep (the ones that conquered it were rotated to other duties). It is under the command of Lieutenant Julia (hp 19), who was recently commissioned by his sub-chief. This is Julia’s first assignment as a lieutenant, and he wants to do well. He suspects that the keep’s owner must have had more treasure than was found and believes that it must be somewhere in the living room or study (areas 21 or 22). Thus, he has put those rooms off limits to everyone else in the troop. Julia knows that if he can find the trea¬sure he will win great honor with his sub-chief. Julia is vain, arrogant, and unrelenting in battle. He wears a neck¬lace with 15 fingers on it (from 10 hu¬mans, one half-elf, and four orcs).
Julia is assisted by his two sergeants, Smut and ChefT (hp 15 each). They carry out his orders grudgingly because they believe that the lieutenant is an inexperienced greenhorn who could get lost with a map and a lodestone. They also resent Julia's order that puts part of the keep off limits, and they suspect that he wants to find the missing trea¬sure himself. Both sergeants are ambi¬tious and, in time of battle, it would not be surprising if Lieutenant Julia died at their hands (50% chance if the battle is going the hobgoblins' way). Neither sergeant will betray the troop, however. Smut has a necklace with 25 fingers (12 human and 13 orc), and Cheff has a necklace with 22 fingers (14 human, one elf, two half-elf, and five orc).
The rank-and-file troops are bored with manning the keep. They are suspi¬cious of Lieutenant Julia’s orders and they wonder why they haven’t been out on more patrols to find loot (as well as fingers!). This morale problem works against the adventurers, however, be¬cause the hobgoblins consider a fight a welcome change of pace. They will plow right into a melee and not surrender (it’s the Lostafmga way, after all).
Veterans of the troop use nicknames (assigned by the sergeants) for each other. These nicknames are based on some habit, appearance, or deed. Real names are used for the rookies until the sergeants come up with a fitting nick¬name. Sergeants and officers are always referred to by rank and real name.
One trooper with no nickname is Grinkle (Int 10, hp 4), a poor excuse of a wimpy hobgoblin who was made a warrior only due to his father’s influ¬ence with the chief. Julia uses Grinkle
as an aide to fetch his food and drink and to clean up after him. More infor¬mation about Grinkle is found in the description of area 18. Grinkle has a necklace with one finger on it (from a halfling), and most of the troop believe that he got that as a gift from his father. Grinkle speaks Common and carries his family's third-best long sword.
Rat-Nose, Chowhound, and Snurt (hp 7 each), the troop’s three archers, are tough soldiers who take their job seriously. They are well disciplined and are the most likely to object to criticism of their superiors. Most of the other troopers resent this attitude and think that the archers are trying to get extra favors. Rat-Nose gets his name from his particularly long and sensitive nose. He has a necklace with eight fingers (seven human and one orc). Chowhound’s name is the result of his habit of looting food before treasure. His necklace contains four human, one gnome, and three orc fingers. Snurt, the rookie, is still known by his real name. He does not have a necklace but is anxious to earn his first finger.
The infantry troopers are Boar- Breath, Strong-Thrust, Scratchy, Deathstar, Smasher, Lucky, Fumble¬foot (hp 7 each), Bear-Killer, Ringo, Backtalk, Jurmane, Slyfund, and Gar-Nuuk-Ko (hp 6 each). These are Julia’s shock troops, the bad guys who wade in after the archers have warmed up the opposition with a few arrows. For all of the sergeants’ faults, they have trained these infantry hobgoblins into very good fighters with halberds and morning stars. They have also started them training with the archers to im¬prove their skills.
The infantry troops are fairly well disciplined (except for Backtalk) al¬though they have suspicions and doubts about Lieutenant Julia. They pride themselves on bravery and being “spug” (the hobgoblin equivalent of macho). As a result, fights break out every now and then. Although great at fighting and looting, they are not the best housekeepers. Except for the rook¬ies, each has a necklace with 2-8 fingers of various types (one of Bear-Killer’s is a finger from a black bear paw).
Monkey-Love (hp 8), the ape handler, got his nickname from the great care he gives Redeye, his carnivorous ape. Any hobgoblin who makes a crack about Monkey-Love’s pet runs the risk of be¬coming the object of a spontaneous game of “toss the hobgoblin.” No one except a naive rookie would ever tease Monkey-Love. The infantry troops agree that, if Monkey-Love had to make a choice between feeding Redeye and the rest of the troop, he would feed the ape. Monkey-Love has a necklace of nine fingers (six human and three orc) and he also wears a belt of 50 fingers from enemies that Redeye has slain in battle (33 human, 12 orc, one elf, one dwarf, and three half-elf). He carries a well- used morning star.
The huge ape, Redeye, got his name not from his appearance (although his eyes are red), but from the time that Chowhound slipped him a small tun of wine from a looted caravan (Monkey- Love had been knocked unconscious in the battle). The troop took great glee at the ape’s antics until Monkey-Love came to, and then it took both Smut and Cheff to pull him off Chowhound. It took Redeye and Chowhound two days to recover (the ape from his drink and Chowhound from his lumps).
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Тип
Geopolitical, Clan
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