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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 1495794" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">THE RACIAL MISCY</span></strong></p><p>The Lands of Harqual are home to a very diverse base of sentient beings. The ones talked about so far are the most common and/or visible with a few minorities. However, many other races play a part on Harqual whether they live in isolated regions, live a nomadic existence, live deep underground, or are settlers from other continents and worlds who now live on Harqual.</p><p></p><p><strong><span style="color: DarkOrange">PART ONE: THE GOBLINOID RACES</span></strong></p><p>Traditional goblinoid races are uncommon on Harqual. The other intelligent races most often refer to orcs as goblins and goblinoids as krugs. Two other minor races, usable as PC races are the bhuka from D&D Sandstorm and the snow goblins from D&D Frostburn. The baklath, while technically a goblinoid race, have little in common culturally with goblins and hobgoblins; therefore, they are listed under the Avian Races section at the beginning of this document.</p><p></p><p><strong>Note:</strong> Krug is a name of a humanoid from the Microsoft game known as Dungeon Siege. If you’ve played that game then you can imagine how the goblinoids of my world look and behave. (Ur! Ur!)</p><p></p><p><strong><span style="color: DarkOrange">THE BHUKA</span></strong> <span style="color: Red">(Sandstorm)</span></p><p>The goblinoid race known as the bhuka can be found through the entire World of Kulan and is a well-known race on such continents as The Fallenlands and Triadora. However, on Harqual, they are a very rare race, that is completely unknown anywhere north of the southern most regions of the Great Expanse. The bhuka is unusual for a goblinoid race in that they tend towards a lawful society and most individuals tend towards good. They are also known for having a highly developed art and social-based society. Bhukas worship a World Goddess known as Kikanuti, and they are a peaceful race, for the most part.</p><p></p><p>Bhukas, on Harqual, have been, in the past, restricted to the region known as the Shuntlands. More specifically, they lived exclusively in The White Desert, which sits between the Kail and Halaian mountain ranges on the Varan Peninsula. However, pressure from the surrounding city-states has pushed the bhuka out of that region. Many have migrated west through the Relaini Bay Region to the Great Expanse. Others migrated south and west too settle in the wide-open spaces of the Savanna of the Mist while others made a much harder journey across the Karmine Sea to the island of Frey (see under Other Variant Goblinoid Cultures).</p><p></p><p>Those that found their way to the Great Expanse have been the luckiest as they have found a kindred spirit in the desert elves that dominate the Expanse. Those that migrated to the Savanna of the Mist have had troubles with both the zebranaurs and the rakasta but have found some acceptance from the Torin. Those that made the crossing to Frey were unlucky in that the city-states of the Domain of Frey are not known for being accepting of outsiders. The few bhuka bands that survived the first forays against them by the Freyans quickly moved into the harsher parts of the island where even the Freyans fear to tread.</p><p></p><p>It is important to note that the bhuka haven’t completely abandoned The White Desert and the remaining “phratries,” as they call their communities are known to be more likely to fight their enemies (LN). The White Sands is the strongest phratry in the region and they help protect the region from interlopers wishing to exploit the salt karsts of The White Desert.</p><p></p><p>The bhukas of Harqual have the same racial traits as noted for Bhukas listed in D&D Sandstorm: Mastering the Perils of Fire and Sand.</p><p></p><p><strong><span style="color: DarkOrange">BUGBEARS</span></strong> <span style="color: Red">(MM)</span></p><p>Bugbears are the most common type of goblinoid encountered in the northern parts of Harqual. They live throughout the region known as the Eastern Shores with most living in the Sunus Mountains. Bugbears are known for starting wars with other races with little provocation. They are found mainly in the more temperate mountain ranges including the Sunus, the Kul Moren Mountains, and the few bands living in the Thunder Mountains. The mountain range surrounded by the Storm Jungle is too warm for bugbears to live there and the Greystone Mountains are too cold.</p><p></p><p>The bands living in the Sunus Mountains are the largest are most likely to cause trouble – so much so that travel through those mountains without an armed escort is not recommended. The largest band in the mountain range is known as the Sunus Bugbear Tribe. It has twice the normal numbers for bugbears listed in D&D MM v.3.5, including noncombatants. It used to have three to four times that number but a recent military campaign against Minar and the Barony of Wolffire has left the band dwindled in size.</p><p></p><p>The war was fought due to the conceit of the tribe's vicious leader, King Brulok. Long has this bugbear king wished to conquer the fertile lands of Minar and enslave the humans and elves that dominate there. He would have succeeded if not for the resiliency of Minar's citizens and for the timely action of the Baron of Wolffire who came to the aid of the beleaguered Duke of Minar. The war has made the two countries strong allies, which has put severe pressure on the Sunus Bugbear Tribe. King Brulok still rules the tribe with an iron fist but some believe that his rulership might come to a violent end, and soon.</p><p></p><p><strong>Bugbear Traits</strong></p><p>Bugbears benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Strength, +2 to Constitution, -2 to Intelligence, and -4 to Charisma. Bugbears are muscular and tough but they are lacking in intellect and personality.</li> <li data-xf-list-type="ul">Medium-size: As Medium-size creatures, bugbears have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">A bugbear's base land speed is 30 feet.</li> <li data-xf-list-type="ul">Darkvision out to 90 feet.</li> <li data-xf-list-type="ul">Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.</li> <li data-xf-list-type="ul">Racial Skills: A bugbear's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.</li> <li data-xf-list-type="ul">Racial Feats: A bugbear's humanoid levels give it two feats. A bugbear gains Stealthy as a bonus feat.</li> <li data-xf-list-type="ul">+3 natural armor bonus.</li> <li data-xf-list-type="ul">+2 racial bonus on Hide and Move Silently checks.</li> <li data-xf-list-type="ul">Automatic Languages: Goblin and Undercommon. Bonus Languages: Common, Draconic, Elven, Giant, Gnoll, and Orc.</li> <li data-xf-list-type="ul">Favored Class: Fighter. A multiclass bugbear's fighter class does not count when determining whether she suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +1.</li> </ul><p><strong><span style="color: DarkOrange">GOBLINS</span></strong> <span style="color: Red">(MM)</span></p><p>The rarest of the goblinoid races are the goblins, often referred to as krugs. They are considered a dying species on Harqual, as they cannot hope to compete with gnolls, orcs, and bugbears. The odds of a kurg PC would be 1 in a 100 (roll percentile dice). Goblins have all the racial traits as per that listed on page 134 of D&D Monster Manual v.3.5, except that they don't speak Common or Draconic.</p><p style="text-align: center"><strong><span style="color: rgb(243, 121, 52)">DM's Note:</span></strong> I've completely revamped my goblins. See <a href="https://www.enworld.org/threads/kulan-the-lands-of-harqual-updated-feb-3-2022.77467/page-28#post-8535505" target="_blank">here</a>. </p><p></p><p><strong><span style="color: DarkOrange">HOBGOBLINS</span></strong> <span style="color: Red">(MM)</span></p><p style="text-align: center"><strong><span style="color: rgb(243, 121, 52)">DM's Note:</span></strong> I'm in the process of revamping my hobgoblins for the Lands of Harqual.</p><p></p><p>Hobgoblins are another race of goblinoids on Harqual, and are often referred to as high krugs or hobkrugs. Most in the North believe that hobgoblins are extinct on Harqual, and while that's a myth, hobgoblins are indeed rare on Harqual (but nowhere near as rare as goblins). Hobgoblins only exist in great numbers in the Far South. They live amongst the other races having gone urban, and they are even considered somewhat civilized by the other races of the southern lands.</p><p></p><p>Note that there is no such thing as a hobgoblin band or tribe anywhere on Harqual or on any of the islands surrounding it. Most groups of hobgoblins in the Far South are either gangs of thieves in the worst parts of the cities or tactical war bands that act more like mercenaries throughout the more rugged terrains of the region — most notably in the Paian Hills and the foothills surrounding the Kail and Halaian mountain ranges.</p><p></p><p>Hobgoblins are somewhat common in the following cities and are considered full citizens with equal rights and obligations: Cutte, Deyinir, Evanes, Ferinmal, Fyrdin, Greol, Hyadin, Jyl, Rhid, Salubia, Siafox, Sulinon, Stenheuve, Tulsax, Waile, and Xcellian. In all other cities they are uncommon or rare.</p><p></p><p><strong>Hobgoblin Traits</strong></p><p>Hobgoblins benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Dexterity, +2 to Constitution, -2 to Charisma. Hobgoblins have a natural agility and resiliency but they are lacking in social graces.</li> <li data-xf-list-type="ul">Medium-size: As Medium-size creatures, hobgoblins have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Darkvision out to 60 feet.</li> <li data-xf-list-type="ul">Low-light Vision. Hobgoblins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">A hobgoblin gains Stealthy as a bonus feat.</li> <li data-xf-list-type="ul">+2 racial bonus on Hide and Move Silently checks.</li> <li data-xf-list-type="ul">Automatic Languages: Goblin and Suar. Bonus Languages: Axiomatic, Draconic, Dwarven, Giant, Orc, and Rakasta.</li> <li data-xf-list-type="ul">Favored Class: Scout. A multiclass hobgoblin's scout class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +1.</li> </ul><p>[ATTACH]156538[/ATTACH]</p><p></p><p><strong><span style="color: DarkOrange">Half-Hobgoblins</span></strong> <span style="color: Red">(Bastards & Bloodlines)</span></p><p>Since hobgoblins are more common than humans in the Far South, it should come as no surprise that there are more half-hobgoblins than half-elves, half-orcs, or other half-breeds throughout the region. These half-krugs, as they are often called, result from having a dwarven parent and a hobgoblin parent. Such couplings are often violent but sometimes love (or lust) can produce half-hobgoblin children, especially when Torin dwarf and a hobgoblin adventure together (a common occurrence in the Far South).</p><p></p><p>In most cases, a half-hobgoblin is raised by its hobgoblin parent, if possible, or is abandoned on the doorstep of an orphanage. A half-hobgoblin child's early life is usually hard. For while hobgoblins are generally accepted as citizens in many places, half-hobgoblins are not. Hobgoblins are surprisingly tolerant towards half-hobgoblins since their race's population is in danger of becoming “endangered.” Torin dwarves are known for their tolerance toward other races so half-krugs often find kinship amongst the dwarves of the Far South.</p><p></p><p>Note that it is possible for half-hobgoblins to result from the coupling of a hobgoblin with a human, as well. However, there have only been a handful of known half-human hobgoblins ever born. Humans tend to react violently towards half-human hobgoblins, especially those from the northern lands.</p><p></p><p><strong>Half-Hobgoblin Traits</strong></p><p>Half-hobgoblins have all the racial traits listed on page 30 of Bastards & Bloodlines: A Guidebook to Half-Breeds except for the changes noted below:</p><ul> <li data-xf-list-type="ul">+2 to Dexterity, +4 to Constitution, -4 to Charisma. (Half-human hobgoblins have the following ability score adjustments: +2 to Constitution, -2 to Charisma.)</li> <li data-xf-list-type="ul">Darkvision out to 60 feet. (Half-human hobgoblins have darkvision out to 30 feet.)</li> <li data-xf-list-type="ul">Low-light Vision. Half-hobgoblins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. (Half-human hobgoblins don't have this ability.)</li> <li data-xf-list-type="ul">Half-hobgoblins have Survival as a class skill, regardless of their class, and gain a +4 racial bonus on Survival checks made to discern direction.</li> <li data-xf-list-type="ul">Automatic Languages: Dwarven and Goblin. Bonus Languages: Axiomatic, Draconic, Giant, Orc, Rakasta, and Suar.</li> <li data-xf-list-type="ul">Level Adjustment: +1. (Half-human hobgoblins: +0.)</li> </ul><p><strong><span style="color: DarkOrange">SNOW GOBLINS</span></strong> <span style="color: Red">(Frostburn)</span></p><p>Snow goblins, or 'froggies' as they're sometimes called, are only found in the northern lands of Harqual. There they have out-competed goblins and bugbears for living space since they are more adaptable to Harqual's cold climate. The northern lands of Harqual are known for having harsh winters, which is the perfect environment for snow goblins.</p><p></p><p>In fact, if left unchecked, this race would likely spread everywhere in the north.</p><p></p><p>The elves and dwarves of the northern lands will never let this happen. They consider snow goblins to be a menace almost as bad as orcs and gnolls. The dwarves of the Greystone Mountains spend a great deal of time and energy exterminating snow goblins from the hills surrounding the mountain range, which tends to drive the snow goblins into the Northlands where they come into conflict with the barbarian tribes. (The snow goblins know better than to travel south into the forested lands of the silver elves.)</p><p></p><p>Regardless, new snow goblin troupes are always popping up somewhere, and these goblinoids can be found as far north as The Blighted Lands of the North, as far west as the Old Sword Lands, as far east as the Jagged Peninsula, and as far south as the Thunder Lands. Actual snow goblin tribes are usually limited to the areas around the Greystone and Rilous mountain ranges; however, it is rumored that one huge snow goblin tribe lives in the eastern hills of the Aragar Mountains near the western shore of Lake Desinon.</p><p></p><p>Snow goblins have all the racial traits listed on page 137 of D&D Frostburn: Mastering the Perils of Ice and Snow except that they don't speak Common or Draconic and may speak Barbarian, Dwarven, and Elven as bonus languages.</p><p></p><p><strong><span style="color: DarkOrange">OTHER VARIANT GOBLINOID CULTURES ON HARQUAL</span></strong></p><p>There are a few other distinct cultures of goblinoids on Harqual. These distinct cultures are similar enough to one of the goblinoid races detailed in the D&D Monster Manual v.3.5 or the bhuka from D&D Sandstorm that the differences are negligible. The main exception to this are the Goblins of Maran.</p><p></p><p>A few of these distinct cultures came into being after The Transformation but not all of them.</p><p></p><p><strong><span style="color: DarkOrange">Black Head Krugs</span></strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">Goblins of Maran</span></strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">Old Salts</span></strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">Sandbar Krugs</span></strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p></blockquote><p></p>
[QUOTE="Knightfall, post: 1495794, member: 2012"] [B][COLOR=DarkOrange]THE RACIAL MISCY[/COLOR][/B] The Lands of Harqual are home to a very diverse base of sentient beings. The ones talked about so far are the most common and/or visible with a few minorities. However, many other races play a part on Harqual whether they live in isolated regions, live a nomadic existence, live deep underground, or are settlers from other continents and worlds who now live on Harqual. [B][COLOR=DarkOrange]PART ONE: THE GOBLINOID RACES[/COLOR][/B] Traditional goblinoid races are uncommon on Harqual. The other intelligent races most often refer to orcs as goblins and goblinoids as krugs. Two other minor races, usable as PC races are the bhuka from D&D Sandstorm and the snow goblins from D&D Frostburn. The baklath, while technically a goblinoid race, have little in common culturally with goblins and hobgoblins; therefore, they are listed under the Avian Races section at the beginning of this document. [B]Note:[/B] Krug is a name of a humanoid from the Microsoft game known as Dungeon Siege. If you’ve played that game then you can imagine how the goblinoids of my world look and behave. (Ur! Ur!) [B][COLOR=DarkOrange]THE BHUKA[/COLOR][/B] [COLOR=Red](Sandstorm)[/COLOR] The goblinoid race known as the bhuka can be found through the entire World of Kulan and is a well-known race on such continents as The Fallenlands and Triadora. However, on Harqual, they are a very rare race, that is completely unknown anywhere north of the southern most regions of the Great Expanse. The bhuka is unusual for a goblinoid race in that they tend towards a lawful society and most individuals tend towards good. They are also known for having a highly developed art and social-based society. Bhukas worship a World Goddess known as Kikanuti, and they are a peaceful race, for the most part. Bhukas, on Harqual, have been, in the past, restricted to the region known as the Shuntlands. More specifically, they lived exclusively in The White Desert, which sits between the Kail and Halaian mountain ranges on the Varan Peninsula. However, pressure from the surrounding city-states has pushed the bhuka out of that region. Many have migrated west through the Relaini Bay Region to the Great Expanse. Others migrated south and west too settle in the wide-open spaces of the Savanna of the Mist while others made a much harder journey across the Karmine Sea to the island of Frey (see under Other Variant Goblinoid Cultures). Those that found their way to the Great Expanse have been the luckiest as they have found a kindred spirit in the desert elves that dominate the Expanse. Those that migrated to the Savanna of the Mist have had troubles with both the zebranaurs and the rakasta but have found some acceptance from the Torin. Those that made the crossing to Frey were unlucky in that the city-states of the Domain of Frey are not known for being accepting of outsiders. The few bhuka bands that survived the first forays against them by the Freyans quickly moved into the harsher parts of the island where even the Freyans fear to tread. It is important to note that the bhuka haven’t completely abandoned The White Desert and the remaining “phratries,” as they call their communities are known to be more likely to fight their enemies (LN). The White Sands is the strongest phratry in the region and they help protect the region from interlopers wishing to exploit the salt karsts of The White Desert. The bhukas of Harqual have the same racial traits as noted for Bhukas listed in D&D Sandstorm: Mastering the Perils of Fire and Sand. [B][COLOR=DarkOrange]BUGBEARS[/COLOR][/B] [COLOR=Red](MM)[/COLOR] Bugbears are the most common type of goblinoid encountered in the northern parts of Harqual. They live throughout the region known as the Eastern Shores with most living in the Sunus Mountains. Bugbears are known for starting wars with other races with little provocation. They are found mainly in the more temperate mountain ranges including the Sunus, the Kul Moren Mountains, and the few bands living in the Thunder Mountains. The mountain range surrounded by the Storm Jungle is too warm for bugbears to live there and the Greystone Mountains are too cold. The bands living in the Sunus Mountains are the largest are most likely to cause trouble – so much so that travel through those mountains without an armed escort is not recommended. The largest band in the mountain range is known as the Sunus Bugbear Tribe. It has twice the normal numbers for bugbears listed in D&D MM v.3.5, including noncombatants. It used to have three to four times that number but a recent military campaign against Minar and the Barony of Wolffire has left the band dwindled in size. The war was fought due to the conceit of the tribe's vicious leader, King Brulok. Long has this bugbear king wished to conquer the fertile lands of Minar and enslave the humans and elves that dominate there. He would have succeeded if not for the resiliency of Minar's citizens and for the timely action of the Baron of Wolffire who came to the aid of the beleaguered Duke of Minar. The war has made the two countries strong allies, which has put severe pressure on the Sunus Bugbear Tribe. King Brulok still rules the tribe with an iron fist but some believe that his rulership might come to a violent end, and soon. [B]Bugbear Traits[/B] Bugbears benefit from a number of racial traits: [LIST] [*]+2 to Strength, +2 to Constitution, -2 to Intelligence, and -4 to Charisma. Bugbears are muscular and tough but they are lacking in intellect and personality. [*]Medium-size: As Medium-size creatures, bugbears have no special bonuses or penalties due to their size. [*]A bugbear's base land speed is 30 feet. [*]Darkvision out to 90 feet. [*]Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1. [*]Racial Skills: A bugbear's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot. [*]Racial Feats: A bugbear's humanoid levels give it two feats. A bugbear gains Stealthy as a bonus feat. [*]+3 natural armor bonus. [*]+2 racial bonus on Hide and Move Silently checks. [*]Automatic Languages: Goblin and Undercommon. Bonus Languages: Common, Draconic, Elven, Giant, Gnoll, and Orc. [*]Favored Class: Fighter. A multiclass bugbear's fighter class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +1. [/LIST] [B][COLOR=DarkOrange]GOBLINS[/COLOR][/B] [COLOR=Red](MM)[/COLOR] The rarest of the goblinoid races are the goblins, often referred to as krugs. They are considered a dying species on Harqual, as they cannot hope to compete with gnolls, orcs, and bugbears. The odds of a kurg PC would be 1 in a 100 (roll percentile dice). Goblins have all the racial traits as per that listed on page 134 of D&D Monster Manual v.3.5, except that they don't speak Common or Draconic. [CENTER][B][COLOR=rgb(243, 121, 52)]DM's Note:[/COLOR][/B] I've completely revamped my goblins. See [URL='https://www.enworld.org/threads/kulan-the-lands-of-harqual-updated-feb-3-2022.77467/page-28#post-8535505']here[/URL]. [/CENTER] [B][COLOR=DarkOrange]HOBGOBLINS[/COLOR][/B] [COLOR=Red](MM)[/COLOR] [CENTER][B][COLOR=rgb(243, 121, 52)]DM's Note:[/COLOR][/B] I'm in the process of revamping my hobgoblins for the Lands of Harqual.[/CENTER] Hobgoblins are another race of goblinoids on Harqual, and are often referred to as high krugs or hobkrugs. Most in the North believe that hobgoblins are extinct on Harqual, and while that's a myth, hobgoblins are indeed rare on Harqual (but nowhere near as rare as goblins). Hobgoblins only exist in great numbers in the Far South. They live amongst the other races having gone urban, and they are even considered somewhat civilized by the other races of the southern lands. Note that there is no such thing as a hobgoblin band or tribe anywhere on Harqual or on any of the islands surrounding it. Most groups of hobgoblins in the Far South are either gangs of thieves in the worst parts of the cities or tactical war bands that act more like mercenaries throughout the more rugged terrains of the region — most notably in the Paian Hills and the foothills surrounding the Kail and Halaian mountain ranges. Hobgoblins are somewhat common in the following cities and are considered full citizens with equal rights and obligations: Cutte, Deyinir, Evanes, Ferinmal, Fyrdin, Greol, Hyadin, Jyl, Rhid, Salubia, Siafox, Sulinon, Stenheuve, Tulsax, Waile, and Xcellian. In all other cities they are uncommon or rare. [B]Hobgoblin Traits[/B] Hobgoblins benefit from a number of racial traits: [LIST] [*]+2 to Dexterity, +2 to Constitution, -2 to Charisma. Hobgoblins have a natural agility and resiliency but they are lacking in social graces. [*]Medium-size: As Medium-size creatures, hobgoblins have no special bonuses or penalties due to their size. [*]Darkvision out to 60 feet. [*]Low-light Vision. Hobgoblins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]A hobgoblin gains Stealthy as a bonus feat. [*]+2 racial bonus on Hide and Move Silently checks. [*]Automatic Languages: Goblin and Suar. Bonus Languages: Axiomatic, Draconic, Dwarven, Giant, Orc, and Rakasta. [*]Favored Class: Scout. A multiclass hobgoblin's scout class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +1. [/LIST] [ATTACH]156538[/ATTACH] [B][COLOR=DarkOrange]Half-Hobgoblins[/COLOR][/B] [COLOR=Red](Bastards & Bloodlines)[/COLOR] Since hobgoblins are more common than humans in the Far South, it should come as no surprise that there are more half-hobgoblins than half-elves, half-orcs, or other half-breeds throughout the region. These half-krugs, as they are often called, result from having a dwarven parent and a hobgoblin parent. Such couplings are often violent but sometimes love (or lust) can produce half-hobgoblin children, especially when Torin dwarf and a hobgoblin adventure together (a common occurrence in the Far South). In most cases, a half-hobgoblin is raised by its hobgoblin parent, if possible, or is abandoned on the doorstep of an orphanage. A half-hobgoblin child's early life is usually hard. For while hobgoblins are generally accepted as citizens in many places, half-hobgoblins are not. Hobgoblins are surprisingly tolerant towards half-hobgoblins since their race's population is in danger of becoming “endangered.” Torin dwarves are known for their tolerance toward other races so half-krugs often find kinship amongst the dwarves of the Far South. Note that it is possible for half-hobgoblins to result from the coupling of a hobgoblin with a human, as well. However, there have only been a handful of known half-human hobgoblins ever born. Humans tend to react violently towards half-human hobgoblins, especially those from the northern lands. [B]Half-Hobgoblin Traits[/B] Half-hobgoblins have all the racial traits listed on page 30 of Bastards & Bloodlines: A Guidebook to Half-Breeds except for the changes noted below: [LIST] [*]+2 to Dexterity, +4 to Constitution, -4 to Charisma. (Half-human hobgoblins have the following ability score adjustments: +2 to Constitution, -2 to Charisma.) [*]Darkvision out to 60 feet. (Half-human hobgoblins have darkvision out to 30 feet.) [*]Low-light Vision. Half-hobgoblins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. (Half-human hobgoblins don't have this ability.) [*]Half-hobgoblins have Survival as a class skill, regardless of their class, and gain a +4 racial bonus on Survival checks made to discern direction. [*]Automatic Languages: Dwarven and Goblin. Bonus Languages: Axiomatic, Draconic, Giant, Orc, Rakasta, and Suar. [*]Level Adjustment: +1. (Half-human hobgoblins: +0.) [/LIST] [B][COLOR=DarkOrange]SNOW GOBLINS[/COLOR][/B] [COLOR=Red](Frostburn)[/COLOR] Snow goblins, or 'froggies' as they're sometimes called, are only found in the northern lands of Harqual. There they have out-competed goblins and bugbears for living space since they are more adaptable to Harqual's cold climate. The northern lands of Harqual are known for having harsh winters, which is the perfect environment for snow goblins. In fact, if left unchecked, this race would likely spread everywhere in the north. The elves and dwarves of the northern lands will never let this happen. They consider snow goblins to be a menace almost as bad as orcs and gnolls. The dwarves of the Greystone Mountains spend a great deal of time and energy exterminating snow goblins from the hills surrounding the mountain range, which tends to drive the snow goblins into the Northlands where they come into conflict with the barbarian tribes. (The snow goblins know better than to travel south into the forested lands of the silver elves.) Regardless, new snow goblin troupes are always popping up somewhere, and these goblinoids can be found as far north as The Blighted Lands of the North, as far west as the Old Sword Lands, as far east as the Jagged Peninsula, and as far south as the Thunder Lands. Actual snow goblin tribes are usually limited to the areas around the Greystone and Rilous mountain ranges; however, it is rumored that one huge snow goblin tribe lives in the eastern hills of the Aragar Mountains near the western shore of Lake Desinon. Snow goblins have all the racial traits listed on page 137 of D&D Frostburn: Mastering the Perils of Ice and Snow except that they don't speak Common or Draconic and may speak Barbarian, Dwarven, and Elven as bonus languages. [B][COLOR=DarkOrange]OTHER VARIANT GOBLINOID CULTURES ON HARQUAL[/COLOR][/B] There are a few other distinct cultures of goblinoids on Harqual. These distinct cultures are similar enough to one of the goblinoid races detailed in the D&D Monster Manual v.3.5 or the bhuka from D&D Sandstorm that the differences are negligible. The main exception to this are the Goblins of Maran. A few of these distinct cultures came into being after The Transformation but not all of them. [B][COLOR=DarkOrange]Black Head Krugs[/COLOR][/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]Goblins of Maran[/COLOR][/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]Old Salts[/COLOR][/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]Sandbar Krugs[/COLOR][/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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