Showing posts with label hobgoblin. Show all posts
Showing posts with label hobgoblin. Show all posts

Tuesday, 25 August 2015

3rd Age Gods.

I'm starting up a 5th edition game soon and have been working on some of the gods.  I've decided to go with two large pantheons among the civilized realms.

The first pantheon is that of the Hobgoblins, who were mentioned in previous posts.  In my setting, they eventually conquored the world and drove out the other major races, and experienced a golden age that allowed them to mellow out quite a bit.  They renamed themselves the Inheritors and ditched their association with Asmodeus and developed their own gods:


Zah Hon, goddess of community
Zuh Hon, god of trade
Zih Hon, goddess of knowledge
Zoh Hon, god of war.

I've left most of their reptoirs blank to develop through game play, but the Inheritors have a much different focus than do their ancestors. I was toying with using GURPS for this campaign and came up with some codes associated with each diety:




Inheritor Code: (3pts for each deity)
Code of Zah Hon(goddess of community):

  • Shelter must be given to those in need for 3 days
  • Guests must respect their hosts, otherwise they lose their right to shelter 
  • The first born must be devoted to the needs of the Empire and the family.

Code of Zuh Hon(god of trade):

  • It is cowardly to exploit a competitor’s weakness, unless it is during war when tactics are acceptable.
  • Stealing from an inheritor is the same as stealing from the state.
  • Always offer a fair price to an Inheritor.

Code of Zih Hon(goddess of knowledge):

  • It is an inheritor’s duty to learn to read.
  • It is an inheritor’s duty to teach those willing to learn.
  • It is an inheritor’s duty to discover new things.

Code of Zoh Hon(god of war):
  
  • It is the duty of every inheritor to prepare for war.
  • Obey one’s superiors in a time of crisis.
  • Take responsibility for those under you.



 There's still a lawful aspect to them, but they're not really 'evil' anymore. Their prosperity has let them develop into a Lawful neutral society. I like the idea of having just 3 basic ideas for a code, I'll probably do the same thing for Paladins in order to iron out what conduct is "Lawful".

The second group of deities are ancestors of the realm the PCs are starting in. They were originally a planescaping adventuring party who became trapped and established themselves, driving out the goblins from the territory they settled.


Yalli Thunderhammer.  Dwarven god of chaos. Yalli is recognized as the most powerful of the dwarven gods and is also the first to arrive in the realm. Usually invoked as a warning of what not to do, or by learning from one's mistakes, Yalli was very chaotic and brought misfortune upon himself time and time again, but grew to great power by living through such trials.
Qestor Mistreaver. Elven god of drinking and nature, the bounty of the forest and animals. Qestor was a Hero of the Circle who had a falling out with Zendas the Orc after Zendas decided to cut down a tree to build a house. Qestor attacked Zendas for violating the forest and started the rivalry between the two peoples. Taking on the aspects of animals, many elves will eat their worthy enemies. They prize being self sufficient and are often multiclassed, unless they are druids, which form the ruling elite of eleven society.
Zendas. Orc god of warriors. Once a Hero of the Circle, Zendas feels betrayed by Qestor for attacking him when he tried to build a home for his family. Now, Zendas and his people roam the plains on horseback, and keep the elves in their precious forests. They are famous horsement and valued soldiers.
Takir Lufast. Halfling god of trickery and drink. A friend of Yalli Thunderhammer, Takir uses Yalli as a fall guy for his schemes and hides behind Yalli when trouble happens. Often invoked as an example of a false friend, or a betrayer, Takir is the god that thieves and charlatans pray to.

Ober Underburrow. Gnome god of crafting and community. Ober is the offspring of Takir and Yalli, following a trick Takir played on Yalli that involved a polymorph spell. A charitable sort, Ober would sneak into people's homes and leave them boons if they were good people. This has influenced the gnomish tradition of leaving gifts for neighbours they admire.


There are also no human gods yet, though there may be some revered ancestors. One of the realm quirks is that there are no half-breeds. if an elf and an orc get together, their child is a human, and anybody mating with a human will have a human baby. The only exception to this seems to be the divine creation of the gnomes. So the humans use their ancestors as gods just like the demi-humans do.

Friday, 7 August 2015

Feyblight

The Feyblight forest is a large forest bordered on the North by the Iron Mountains and on the East by the Hobgoblin homelands.  During the First Age, it was home to many types of fairies, elves and hobbits, but in the transition to the Second Age was taken over by several dragons, the most powerful being  a black dragon by the names of: The Black Rose aka Darakna(Hobgoblin) aka Klepsis The Eternal Gloom(elven) aka Dynythic The Reaper of Tears(Frost Giant) aka Kastorkir(Druid).

The elves who survived the arrival of Klepsis fled to the west, settling down in a nearby kingdom, where eventually their blood thinned out that there are very few elves remaining in that area, but there is an undercurrent of feyblood in the ruling class of sorcerers that dominate the political scene.  They dream of regaining their ancient homelands, but their feuds with neighbouring city states keeps them from getting powerful enough to do so, though they do have disposable income enough to maintain a very nice city, thanks to their harvesting of a type of acorn on the edges of the Feyblight, which is used for alchemical healing potions.  The groves where these grow are jealously guarded and is the source of many of their wars with neighbouring states.

Very few dare to go very deep into the forest, the bravest will only go until the river Fortuna that leads from the Iron Mountains down to the ocean.  Beyond that, very few return from.

Notable locations in the Feyblight:


Rivers:
There are 4 major rivers that flow from the Iron Mountains down to the sea.  In order from West to East:

Fortuna.  The border where many fear to cross, official start of the Feyblight.

Erav castle.  A castle overlooking the river Fortuna.  The southernmost trading post for the Kingdoms.  There are many hobgoblin mercenaries enforcing the peace in the area and they are tasked with keeping monsters from escaping into the Kingdoms.

Erthorp.  A town north of Erav.  Mercenary rangers serve as guides to those wishing to venture into the Feyblight.  Some of them know the locations of hidden groves of magical acorns.


Shuradb.

Gloomy Marsh, around the fortress of Osmoor, a city that recently ceded from the Hobgoblin Empire, turning away from their gods to worship Darakna, who makes her home in the marsh.

Farthest reaches of the Hobgoblin Empire's zone of control touches the river Shuradb, though they stay well away of the Gloomy Marsh, venturing near only to pay tribute to Darakna.

The source is a glacier where a tribe of frost giants of High Morraine live.

Vetrigoia.  A hobgoblin trading town.  Good relations with Erav castle.  Many of the rangers of Vetrigoia served at Erav Castle when they were younger.

Luga the fallen city.  200 years ago, Darakna destroyed Luga when the Hobgoblin Empire failed to pay an acceptable tribute.  It is now home to monsters, including Darakna's offspring, Norikna, a dracolisk.

Gildaro
Shagrat Hobgoblin fishing village
Goebug Hobgoblin mill town.
Ailderic.  Industrial hub on the western Hobgoblin Empire.
Mercia.  Former elven city, now plagued with bugbears who torture the spirits within.


Eligas
A large river that splits in two, the Hobgoblin's homeland is upon the subcontinent in the delta.  It is considered a holy river, and none may drink its waters except for the Hobgoblins, as they believe it gives them their strength.

Sunday, 19 July 2015

Hobgoblin Science!

Some more hobgoblin stuff.

The bestiary mentioned that the hobgoblins hated magic, and that makes sense, they're a very martial society and magic breaks many of the rules of reality that martial societies rely upon.  During the Second age, in their quest to clear the Feyblight forest of elves, they've learned a thing or two about magic.

Well, some of them have, but they call it science.  They try to follow the scientific method, but there are still some gaps in their theories, so the hobgoblin alchemists came about.   They were able to prove to their chieftains and generals that they weren't using magic, but rather science.  Like metallurgy, brewing beer, or baking a cake.  They would add specific ingredients according to specific protocol and achieve a predictable result.  SCIENCE!

It worked most of the time, so hobgoblin society seems to leave them be, though they do take their share of abuse, it's on the level of Jocks vs Nerds, rather than Hobgoblins vs Goblins.  Though ostracized and seen as being week, the wise leaders of the Hobgoblins see value in the endeavors of their well read underlings and allow their experiments, as they create terrifying weapons of war.

In the opposite direction, it would be a foolish hobgoblin to ignore the realm of spirits.   They may not like the gods, but they must placate them, as they are a force of nature as much as the rain or the sun.  In this, some hobgoblins turn to worshiping the gods and furthering their goals when they align with hobgoblin needs.   In the second age, many of their priests worship Asmodeus, a devil who uses the hobgoblins for his own needs in a sort of mutually beneficial pact.

Stat blocks:

Hobgoblin Alchemist.  Alchemist 5  XP value 1600
Init +3  AC 18, 22 (mutation)  Darkvision 60
HP 40 (5d8+10)  Fort +6 Will +1 Ref: +7 (+9 mutation)
Str: 11 Int: 16 Wis: 10 Dex: 16 Con: 14 Chr: 8
Bab: 3  CMB +6 CMD 19
FEATS: Point blank shot.  Precise Shot.  Weapon Focus: Bomb.
SPECIAL: 8xbombs: 3d6+3-10' radius-ignore 3 squares-6 splash damage.  Poison Use.  Resist poison +4.  Brew Potion. Mutagen-Dex.  Throw Anything.  Alchemy.  Swift Alchemy.  Explosive Bomb. Precise Bomb.
SKILLS: Craft/Alchemy 16. Heal 8. Knowledge/Arcana 11.  Spellcraft 11. Use Magic Devise 7. Disable Devise 11. Sleight of Hand 11.
GEAR: Light cross bow, 20 bolts.  Mastwork chain shirt.  Masterwork Buckler.  Masterwork Mace. Potion: 4x cure light wounds.  4x See invisibility. Masterwork alchemy kit.  Spare vials and ingredient pouch.


Hobgoblin Cleric of Asmodeus.  Cleric 5.  XP value 1600
Init +4  AC: 20  Darkvision 60
HP 50 (5d8+20)  Fort +8 Will +7 Ref +5
Str: 10 Int: 13 Wis: 18 Dex: 19 Con: 18 Chr: 13
Bab: 3  CMB +3 CMD 17
FEATS: Skill focus spellcraft.  Magic Aptitude.  Selective Channel
SKILLS: Knowledge Religion 9. Spellcraft 14. Heal 8. Profession Soldier 5. Knowledge Arcane 5. Stealth 6.
SPECIAL: 7x Fire Bolt. 30' range. 1d6+2  Touch attack.  7x Copycat. Mirror Image.  Channel Negative energy 3d6.  Fire/Trickery Domains
GEAR: Wand of cure light wounds.  Healer Kit.  Masterwork Chain shirt.  Masterwork Steel shield. Wand of burning hands.  +1 mace.  Wand of Silence.
SPELLS.  These spells are often the ones chosen for battle.  Level 1: burning hands. obscuring mist. sanctuary. bless. shield of faith. Level 2: Invisibility. Spritual weapon. Hold person. Level 3: Fireball. Blindness. Dispel Magic.

Hobgoblins

Background:

Hobgoblins have always been one of my favourite NPC races to throw at adventuring parties.  Normal goblins, while they have their own charm, are pretty pathetic when it comes down to it, but hobgoblins should strike fear into those who hear they're on the way.

In my pathfinder game, which took place in the Second Age, the hobgoblins came from a kingdom that was a client state of the Ogrish Empire.   A bit far removed from the heart of the Empire, they had to traverse either the Feyblight forest or the Iron Mountains to get there, but they would lend troops whenever requested, as long as they were able to fight elves.


Much to the Emperor's displeasure, the hobgoblins would deploy their mercenary armies to anyone with the coin to do so, it wasn't uncommon for two mercenary hobgoblin armies to face each other on the fields of battle, though such battles required extra compensation.

A hobgoblin's life:

Born into a strict militaristic society, a young hobgoblin would be raised with a spirit of competition and cooperation.  Team sports and tribalism were prime concepts for the young, their most common one being a game resembling Aussie Rules Football, except they're corralling goblins into the endzones.  It was a violent life, but it prepared them for their place in the world.

Once a hobgoblin reached adolescence, they would be inducted into one of the martial schools of their settlement.  Depending on their personal tendencies, they'd be selected for different schools.  The most prestigious being that of the Hobgoblin Rangers.  The bulk, though were inducted into the infantry schools where they'd be taught the skills needed to become mercenaries for other nations and bring glory to the homelands.

Upon finishing their lessons, they'd be drafted into mercenary companies, and then deployed to foreign lands for five year contracts.  Often being used as fodder against the Gnoll barbarians, hobgoblins that made it through a tour could either lead their own mercenary company, usually becoming wealthy and powerful, or join the hobgoblin homeland army for another five years and earn the right to property and a family in the homeland.

Most of the younger mercenary hobgoblins are the typical mooks straight out of the monster manuals or bestiaries.  They'll have 1HD and not be much of a threat.  The hobgoblin leadership however are hardened veterans who have fought terrifying foes for years and survived to talk about it.  Below are some stat blocks:

Hobgoblin Skirmisher.  Level 6 Ranger.  Xp value: 2400
Init +4   AC 20  Darkvision 60  Move 30
HP 46 (6d10+6)  Fort +6 Ref +9 Will +4
Str: 12 Int: 10 Wis: 14 Dex: 18 Con: 13 Chr: 8
Bab: 6/1  CMB: +7  CMD: 21
FEATS: Point Blank Shot.  Precise Shot.  Deadly Aim.  Rapid Shot.  Improved Precise Shot.
Special Abilities: Hunter's Trick: Hateful Attack (Double threat range on fav. enemy) 5/day. Favourite Enemy: Pick 2 (Humans +2, Elves +4).  Track.  Wild Empathy.  Favourite Terrain: Mountains/Hills.  Hunter's Bond.
Skills: Survival 11.  Knowledge Nature 9. Heal 9. Knowledge Geography 7. Perception 11. Stealth 22. Profession: Soldier/Scout 6. Climb 5. Swim 5. Ride 8.
GEAR: Mwk Chain shirt.  Cloak of Elvenkind, amulet of natural armour +1, ring of protection +1, mwk longsword.  +1 composite longbow.  3 potions cure light wounds, 1 potion of displacement, 1 potion of invisibility.

Hobgoblin Sergeant. Level 4 Fighter.  Xp value: 1200
Init +2  AC: 16  Darkvision 60.
HP 39 (4d10+9)  Fort +7  Will +2  Ref + 3
Str: 16  Int: 10  Wis: 12  Dex: 15  Con: 16  Chr: 8
Bab: 4  CMB +7  CMD 19
FEATS: Coordinated Maneuver (+2 to all combat maneuvers). Combat Expertise.  Improved Trip.  Outflank. Tandem Trip. Weapon Training +1
Skills: Profession Soldier: 9.  Climb: 6.  Ride: 4. Intimidate: 3. Survival: 5. Stealth: 4
Modifiers: Weapon Guard +1 CMD vs sunder, disarm.
GEAR: Mwk Halbard.  Chain Shirt. 1 Net.  1 Bag of flour.  2 thunderstones.  2 darts.



Pretty tough customers.  A squad of these fellows nearly laid low a cocky party of 9th level adventurers and earn their respect.  What was once a milk run to clear out an old dwarven fortress became a daunting adventure that was worth their full attention.