Strength and Honor: The Mighty Hobgoblins of Tellene

Strength and Honor: The Mighty Hobgoblins of Tellene is now available! With five sub-races, five new prestige classes, new spells, new weapons and armor, new skills, and tons of new ways to introduce hobgoblins to your campaign, both as antagonists or players. Information on all aspects of hobgoblin life, from battle tactics to architecture tomilitary structures. Includes information on all castes within Hobgoblin society, and special sections focusing on what is unique to both the Krangi and Kargi nations!

Compatible with the revised edition of D&D, this sourcebook provides players and DMs everthing they need to know about hobgoblins, and more.
 

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Strength and Honor is the penultimate sourcebook for hobgoblins in the Kalamar setting. The book starts off with the very concepts of all hobgoblin nations, Strength and Honor. To have strength over something is to have ultimate power over it, usually the power of life and death. To have honor is to overcome challenges in the pursuit of a worthy goal. One example of not gaining honor is walking into a heavily infested elf forest to get killed. One example of not gaining honor is defeating an opponent with an unfair advantage. Here's where things get a little murky though, for the unfair advantage is based on what the hobgoblins consider unfair.

The cover with the goblin giving the human soldier a weapon? That's fair because the opponent is now armed. The fact that the opponent probably doesn't know how to use that weapon as well as the hobgoblin doesn't come into play. Other examples are listed but the GM is left with the feeling that much of the ambiguity is so that he, as the GM, can play on different aspects of Strength and Honor for any hobgoblin encounters.

Chapters two through six cover the five subraces of hobgoblins. We've got the Krangi, the Kargi, the Kors, the Dazlak, and the Rannki. Each one detailed with the species origins, their physiology, psychology, social structure, classes, Cycle of Life, Half Hobgoblins (covering how they come about and the roles they play), habitat, recreation, diet, clothing, medicine and healthcare, relations with other races, trade and tribute, warfare, and religion. This makes every chapter like a mini Slayer's Guide or Complete Guide in the coverage it provides. It also insures that despite their shared species, that no two subraces are exactly identical, each being shaped by its surroundings.

This is useful material for a GM who wants to incorporate bits of the book without overburdening his campaign with all of the hobgoblin races at once. It also allows the GM to have the party face one type of hobgoblin, learn some of their social structure and rites, and then learn that not all hobgoblins are the same. For example, the Krangi allow women to do almost everything that the males do. This is rare in hobgoblin society as in almost all of the other subspecies the female is regulated to mating and rearing children only. Is there some repeated text? Yes, mainly around the roles of pregnancy and raising the newborn hobgoblins, but it does make each section complete.

Users will find different ideas on how each subraces handles matters of the military. How one raises through the clerical ranks and how there are even half-orc/half-hogoblins out there, the uk-karg.

One of the best things is the use of language to specify everything. This gives each culture its own feel and its own personality more so than just giving generic and all purpose ranks and stations. It allows the GM to know that the Krangi have generals, the ur-karukh and that the Kors have the ergazh, or first warriors.
Most game mechanics are brought together in chapter seven, rules. Here, an alternative cleric class, the Dazlak Purger, a cleric of the Hatemonger, is detailed for 20 full levels, as well as several prestige classes. Take your pick from Kargi Legionnaire, Kors Negotiator, Krangi Gorukh, Dalak Purger, Dazlak Runner, or all purpose raider. Most follow their name but some, like the Karangi Gorukh need more explanation. This arcane spellcasting class can use its blood to power its effects costing experience points and a roll on the Blood Magic Effects table. The effects however, are so sever, that they will not often be used. For example, “Caster permanently loses 1 point of Charisma.” To me, that's not worth giving up 50 xp per spell level to make the enemy forfeit their saving throw. Sure, it'll come in handy in the pinch, but otherwise... Another problem might be the concept of the classes. Take the Kargi Legionnaire. If these poor hobgoblins have a hard time qualifying for the fighter core class, how are they going to make it into the PrC?

A few new skills, feats, and spells help round off this chapter. Take the skill Sense Honor, a vital skill to any Hobgoblin who wants to know what type of creature he deals with in terms of honor or the Feat Indomitable, a feat that grants the user a +4 bonus to Will Saves against Charm or mental domination effects. The spells include some old favorites like Affect Normal Fires, where you can control the size of the fire, to Continual Darkness, a permanent, magic darkness.

One of the nice things, is that even though this is the rules chapter, there is information on how best to play an adventuring hobgoblin PC as well as what prestige classes from the DMG, Kalamar Player's Guide, and the official splatbooks (Tome and Blood, Song and Silence, Sword and Fist, and Defenders of the Faith) that hobgoblins tend to take. This is a nice addition but I'm surprised that nothing from their own Villain's Design Handbook made it here like the Veteran Officer.

One thing done better in this book than in Fury in the Wasteland, the Kenzer orc book, is the minimization of repeated information. While racial traits are repeated, first in each section dealing with the subspecies, then in the last chapter, the same is not true of the magic items or other game mechanics. This allows more space to be used for original material giving the GM more bang for the buck.

A few variant rules sneak in under the radar at certain points too. For example, when talking about one of the recreational sports, that of the dash, new rules are provided that allow two creatures that have the same movement rate to race, adding a little variety to the old “Who won initiative” to determine who wins the race.

Those curious about he language get more than a mouthful in Appendix A as several hobgoblin words are listed with the word, language, meaning, and chapter. Appendix B should please those gamers who think that RPG books should be like any other well crafted book with a beefy index.

The book is laid out in standard two column format. Internal covers are used for advertising. Since this is an official Dungeons & Dragons product, there is no OGL and no OGC. Art is top notch by individuals like Thiago Carvalho, Caleb Cleveland, Keith DeCesare, Mitch Foust, Martin Montiel, and Eric Olsen. In my opinion, not a bad piece in the lot and some of them I personally think are better than the cover image. The flow of the information is good, the style is informal yet informative. Editing is good and no errors leap out at me unlike some other products. Could be a lack of NPCs though as that's where errors tend to creep in. Important information is pulled into gray sidebars to separate it from the main body and indicate its value.

In order to get a five star rating, Strength and Honor would need maps of typical hobgoblin villages or cities, military rank and file illustrations to show engagements of hobgoblins against their enemies, and NPCs to fill out the ranks of the nations for the GM in need of some quick NPCs. In the same vein, it mentions hobgoblins being orderly when taking feats, but doesn't provide any typical feat trees. While not fully supported, Psionics are mainstream now and have been in use in Kalamar products in the past. No references are made to psions or psychic warriors. All of those things are little bonuses that this solid book does not have.

Strength and Honor is the best source of information on Hobgoblins and it does it by providing a lot of detail that can be used in any setting. What's better is that many of the ideas can be combined with other sources like the Game Mechanic's recent publication or the latest Ecology of article (the Hobgoblin) in Dragon #309.

If you're looking to create a race that's beyond the savagery of the orcs, than Strength and Honor is for you.
 


That would be the one replacing the Slayer's Guide to Hobgoblins scheduled by Mongoose to incorporate all the OGC from every publisher and PDF file out there at 356 pages in hardcover format. :-)
 

Strength and Honor: The Mighty Hobgoblins of Tellene

Strength and Honor: The Mighty Hobgoblins of Tellene is a supplement for Kenzer & Company's Kingdoms of Kalamar setting providing further details for hobgoblins in that setting. The book is written by Noah Kolman and Don Morgan. The book claims compatibility with the revised edition of D&D.

A First Look

Strength and Honor is a 160-page perfect-bound softcover book priced at $23.99. This is a very competitive price for a d20 System book of this size and format.

The cover of the book is illustrated by Keith DeCesare with colors by Scott Kester. The illustration shows a hobgoblin handing a sword to a downed warrior while an army of hobgoblins look on, illustrative of the honor aspect of hobgoblin culture. This is apparently inspired or derived from an interior illustration with a similar scene (sans the spectators.)

The interior of the book is black-and-white. Interior illustrators include Thiago "Grafik" Carvalho, Caleb Cleveland, Keith DeCesare, Mitch Faust, Martin Montiel, and Eric Olsen. The illustrations have a generally "sketchy" style with an excess of lines. In some cases this works well, but in many cases the artists go overboard with the line shading, resulting in having the shading obscure many details, particularly in the case of several hobgoblin faces.

The interior body text font is conservatively sized and the paragraphs are single spaced, contributing to a high text density. However, the leader space between lines is a bit large, impugning the amount of content per page somewhat.

A Deeper Look

The Kingdoms of Kalamar setting features hobgoblins as one of its major dominant races. There are five major hobgoblin subraces: the Krangi, the Kargi, the Kors, the Dazlak, and the Ralki.

The book is organized into seven chapters and two appendices. The first chapter provides general notes on hobgoblin society and culture. The second through sixth chapters are each devoted to one of the hobgoblin subraces of Tellene. The seventh chapter introduces new rules. The appendices include language notes and an index.

The first chapter primarily dwells on the two pillars of hobgoblin society: strength and honor. Strength pertains to the hobgoblin concept of power, often expressed in terms of violence and aggression, and to a lesser extent, other displays of power. Overall, this seems to translate as a "might makes right" attitude.

The other major pillar is honor. The hobgoblin concept of honor seems to stem from martial skill and ability to maintain their station, which relates back to the hobgoblin concept of strength and "might makes right," which might suggest a creature less lawful than the core rules typically characterize hobgoblin society.

The first chapter includes a somewhat subjective analysis of how hobgoblins and other races view the history of the hobgoblins. Some suggest that hobgoblins were a "civilized" society long before humans inhabited the continent, while others suggest that they copied their civilized aspects from other societies.

Each of the five subrace chapters is similar in format, providing details on the origins, physiology (including game statistics), psychology, social structure, (character) classes, lifecycle, the roles of half-hobgoblins, habitat, recreation, diet, clothing, medicines, relations, and warfare.

Many sections seem to be "variations on a theme", diverging little from the basic hobgoblin "honorable warrior" baseline. In some cases, these sections seem redundant. For example, how many ways do you need to tell me that Barisan Dancer is not a popular profession among Hobgoblins.

The biggest differences seem to crop up in the section pertaining to social structure and habitat. In short, it seems like the discussion of subraces seems to discuss more in the way of differing hobgoblin nations than actual subraces.

The final chapter is rules. Though there is some rules material spread throughout the five subrace chapters (primarily subrace statistics and magic items), very little is repeated and most of the new rules material appears here (unlike Fury in the Wastelands, which spread much more rules material amidst the subrace chapter.)

The rules chapter does collect the racial statistics, include aging and physical characteristics, and introduces some new spells as well as a few passing notes about skills, new feats and spells, but most of the chapter is spent detailing new classes.

When a book makes the claim that it is completely compatible with revised D&D rules, I have learned to be skeptical, as many books that claim to be are not. So how did Strength and Honor fare on this score? There is a class skill table that does seem to omit all skills that were removed in the revised edition. However, the skill listings for each individual class does cite some skills that are no longer existent, such as intuit direction and innuendo.

As you may know from my other reviews, I am skeptical of new core classes that are included with insufficient justification. The new "variant" class introduced here seems to fall into the same trap. The Dalzak Purger is a cleric variant. It appears that this class is unjustified in that at low levels, it is almost identical to a cleric. The main ways in which the purger deviates from the cleric are abilities to inspire hatred at higher levels, where instituting a prestige class would have been reasonable.

There are five prestige classes. Four are specific to hobgoblin subraces, while one is available to all hobgoblins (and half-hobgoblins.) These are:

-Dazlak Runner: Drawn from the ranks of the diminutive desert-dwelling Dazlak runners are trained to carry messages for their masters. The runner has class abilities enhancing their movement and memory in order to facilitate their duties.
-Kargi Legionnaire: The result of intense training, the Kargi are elite soldiers of the hobgoblin nation of Ul-Karg. Their discipline and training in operating as a unit afford them bonuses when fighting with other legionnaires.
-Kors Negotiator: Drawn from the rank of the Kors, vassals of the Kalamaran Empire, Kors are masters of a variety of techniques of negotiation and other techniques of manipulation, such as intimidation and misdirection.
-Krangi Gorukh: The Gorukh is a practitioner of blood magic. Though costly (costs XP and other side effects), blood magic bypasses saving throws and can also be used to reduce the chance that spell resistance will work. Though costly, I would have severe reservations about allowing a PC to play a Gorukh character, as negating saves is a very potent ability.
-Raider: The raider is available to all hobgoblin subraces, and represents warriors highly trained in the art of raiding caravans. The raider is a good fighter, but has rogue and ranger-like abilities (which suggests that this class might well be achieved by a multi-class character.)

Conclusion

Strength and Honor acts as a detailed expansion to the Kingdoms of Kalamar setting book, providing a more detailed look at the hobgoblins of Tellene and their nation. Those who appreciated the detailed approach of the Kingdoms of Kalamar setting book should appreciate this book as well.

That said, this book shares two of the three major "hobgoblins" that Kalamar books often suffer (and which Fury in the Wastelands managed to overcome). Namely, the book has a somewhat dry, encyclopedic style and introduces a core class that seems like it could be fairly represented by the existing core classes.

Unlike Fury in the Wastelands, I cannot really recommend this book for those not playing a Kalamar campaign, as the Kalamar hobgoblin varies from the core hobgoblin and this book seems like it more of a "nation book" and has fewer intriguing ideas that Fury of the Wastelands.

Overall Grade: C+

-Alan D. Kohler
 

Even though I'm a big fan of Kalamar and Kenzer in general I have to congrat you to your precise review of this handbook. Your conclusion states word by word the same thoughts I had while reading through the pages.
 

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