Hobgoblins in the Steel Realms

Steel Realms

Thought to be extinct, part of the degenerate Orrish genus, these creatures have changed over thousands of years to reflect the general “Darkspawn” degeneration/adaptations.
@RP Impact: Constrained by the Sun-Bane; PCs of this species typically (or at least eventually) fall outside the normal Point of View of typical species members, and the Species Lore. As such, generally, they cannot be the target of Studied Adversary.

The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms Setting (planet of Helca).

Hobgoblins are a mixing of the Ducateon and Ork bloodlines. Originally a product of a renegade priest of Gloombringer, the Gloom Nest churned out hundreds until an army was made, trained by the elite adherents of the goddess. They combined the strict discipline and structure of Ducateon with the power, malicious nature and ego of the Ork. Militant and organized, they were directed to make incursions into the Ducateon holts and deeproads. It is unknown what the original intent was, but they quickly outgrew it. They begin to raid the vulnerable lands of the Orrish kin as well, and within a few hundred years they were loose upon the world and under no guidance or supervision of any faction. In addition to being a direct threat to both parent species (most of their Orrish vitriol is directed at them) but all others as well. Only their numbers prevented them from becoming the eventual dominant species. They were hunted to extinction during the Crusade of Jhedre around CY 1100. Some rumors persist that they fled east and south, into the fringes of The Deeping.

Point of View

Reactions based on POV

This represents a general bias based on typical POV. Pcs and NPCs may be able to change the Reactions through hard work and example… but face a major battle to change people’s biased opinion.

Unwelcome:

Accepted

Welcomed:


Juggernaut Constitution: The hobgoblins can hold their breath for 5 minutes, can breathe in thin/low oxygen air and do not suffer stress under deep pressures or effects of The Deeping. As part of their elite training, they are exposed to a myriad of poisons from the age of 3, gaining resistance by age 15.

Under-Sight: They have short sighted ultraviolet vision up to 90′.

Sunlight Sensitivity: While the effect of the Sun-Bane will not kill them, it does cause them pain and spoils many of their advantages.

Nest Guards: The traditions of song and vocal power have been adapted to their underground and those they serve; The nests they guard have the young taught to summon their guardians from up to a mile away with resonant cries.

War Chants: The traditions of song and vocal power have been adapted to their underground and those they serve; They have maintained and adapted the sonorous vocal capabilities to chants in their environment.

  • Booming Echo: In natural underground halls and caverns it is disorienting and sounds like rock cracking. This causes enemies to be partially occupied.
  • Droning Echo: This fills the air with sonorous droning, negating other song effects/attacks and provides some relief against powers relying on sound.
  • Confusing Echo: (Only in the Deeping)

Species Traits

D20 Hobgoblin Species Traits

Incarna Core Hobgoblin Species Traits

About/Chronicle

Knowledge is broken down by ease of discovery/availability. If nothing is indicated, assume Common Knowledge.

Common Knowledge / Easy Difficulty

Most Recent History

Commonly Understood Origins

Commonly Understood Development

General knowledge…

  • Key Places
  • Key Entities
  • Key Concepts

Obscure Knowledge / Near-Impossible Difficulty

Note: Secret Knowledge is information not available in any known references; It is not necessarily Forbidden Knowledge.
Realm's Aptitude Powers: Divine, Occult, and Psychic