Hobgoblin Ethnicity in Runetalras | World Anvil
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Hobgoblin

Hobgoblins are a member of the goblinoid races, which includes goblins and bugbears, all of which are considered so called monstrous races. Most other races view hobgoblins as cruel, vicious, and innately evil creatures, and there is some truth to this claim; most hobgobins that the other races encounter are a part of warbands, who seek to enslave, plunder, and murder, but the reasons hobgoblins take these actions are more complex than simply be evil.   Hobgoblins have long history which they record and retell, this history is full of war, battle, and the other races repeatedly attempting to exterminate the goblinoid races; it has only been through the violent leadership of the hobgoblins that goblinoids have survived genocide. Hobgoblins lead goblinoids in warbands to take vengeance but also in attempts to secure somewhere they can form permanent settlements and make a homeland. Another reason hobgoblins form warbands is as a result of resource scarcity, forcing them to plunder foodstuff, wealth, and weapons from others.   Resource scarcity is common among goblinoids, and has been for millennia. Since the dawn of the Age of the Elder Races goblinoids were forced out of fertile and productive land, being forced to live in the mountains, forests, and barrens of Runetalras. In these conditions it has been, and is, practically impossible for goblinoids to create permanent settlements, and they suffer greatly from attacks and natural disasters. This forces goblinoids into conflict with other races out of desperation.   Hobgoblins are a heavily militarised people, and this flows through to the structure of their society. Even when not war hobgoblins are organised into legions, with a warlord as their leader dominating every aspect of ruling.  

Description

Hobgoblins usually stand between 6 and 7 feet tall and weigh about 240 to 300 pounds on average. They have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. Their eyes varied in colour from red to yellow. Their skin colour ranges from yellow through any shade of orange to a deep red, though they also have shades of green.  

Lifespan and maturity

A hobgoblin reaches maturity at the age of 10 with their ageing slowing soon after. Hobgoblins have been known to regularly live up to the age of fifty and in rare cases sixty.  

Homelands

The hobgoblins have not formed any great kingdoms since the dawn of the Age of the Elder Races, and have instead been driven to the mountains, forests, and barrens of the world where they are forced into a semi-nomadic lifestyle to sustain the limited resources they can scavenge.   Since the Wars of Undeath many hobgoblins have found sanctuary in the Orrak Aahgith as equals.  

Hobgoblin Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.   Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.   Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:   Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.   Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.   Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.   Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of Languages to choose from. The DM is free to modify that list for a campaign.

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