Hobgoblins [REJECTED]

Old world development posts that have been reviewed and incorporated or put aside.
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Cimri Mayensis
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Joined: Wed Dec 17, 2008 4:29 am
Name: Cimri Mayensis
Race: Cougar-shifter

Hobgoblins [REJECTED]

Post by Cimri Mayensis » Wed Jan 07, 2009 1:24 am

Race: Hobgoblin (inspired by Patricia Brigg's The Hob's Bargain)

Mischievous much in the way of normal goblins, hobs are the least malicious of the bunch. Where your normal goblin's tricks can range from unpleasant to cruel, hobs will play the occasional prank and love to startle people but will actually grant wishes if offered good incentive. A Hob's Bargain can be one of the best things that ever happens to you, as long as you read the fine print ahead of time.

Each tribe is closely tied to the mountains where it roams. Their magic comes from that mountain, as does their sense of safety. Hobs are somewhat magical, mostly in healing and a few smaller magicks that enable their pranks, such as temporary camouflage, but the strongest magic they have to offer is their Bargain. Each hob has a different way of activating Bargaining magic, but the spell both cements the bargain in place and boosts the hob's ability to fulfill their end. However, only a foolish hob bargains that which would be too difficult to give, because a Bargain unfulfilled has serious negative consequences for the one who does not do their part. The farther from the mountains a hobgoblin is, the more inclined they are to Bargain, because the rest of their magic fades with distance, and only Bargaining magic remains strong.

Being mountain creatures, a hobgoblin's skin is usually in the color range of the mountains where he or she lives, but their eyes can be almost any shade - reflecting the color of mineral, ore, or gem deposits within the mountain. The shade of their hair, which grows no differently from a human's, is most commonly some variant on the color of their skin, but not always.They tend to be rather tall and lean, but would not stand apart from humans in a crowd, at least in height. Your average hob is a very fast runner and has a long, dextrous, tuft-tipped tail that they can use as skillfully as a monkey. Their ears are long and pointed, and frequently pierced for tribal reasons, their claws are polished and well-maintained, and their sharp teeth and slitted pupils add to this feral appearance. The image, however, is an utter lie. While male hobs are excellent fighters out of necessity, they are in fact a shy, peaceful race. They avoid conflict and dislike seeing innocent creatures in pain. The only cruel tricks they ever play are upon the cruel-hearted. Extremely agile beings, dancing is a favorite art form, and talented dancers are incredibly popular. Every celebration and most ritual ceremonies, including burials, have dancing of some kind. It is believed that if one can dance with grace, that same grace will enable one to run the mountains nimbly and scale cliffs with ease. As a result, hobs as a race have come to love dancing, and music by extension. They would love any music, but Hob music runs heavily to drums with a few flutes, for a very earthy sound.**

Their tribes are close-knit and rarely leave the mountains they inhabit, although it isn't unheard of. Tribes are led by Blaenor (the Elder) in matters of the physical, but the Mountain speaks to the tribe through their Caregan - literally, their Stone, but her role is that of a shaman or priestess. She alone decides when a young hob has come of age, usually around thirty for males and twenty-five for females, due to their two hundred year life expectancy. Upon this fateful day, the young hob will be summoned before the Caregan and given a cais - what we would call a quest, ranging from reasonably easy to incredibly difficult. It is believed that the harder the cais, the better and therefore higher-ranking adult, she believes you will be. Traditionally, few besides the future Blaenor and Caregan leave the mountain for their cais, though this tradition is only known to those who have already passed their cais. Upon the successful completion of that quest, the new "adult" is ritualistically tattooed by the tribe's tattoo artist, using a magic that the Mountain grants only to the artist to make metal become one with flesh in the form of a band around the upper arm. Such tattoos are impossible to duplicate.

While it is a tribe and therefore has the obvious groups of hunters, gatherers, and those that stay behind and work the leather and cook the food, there is one other group. This group has no name, but it has a very specific purpose. They Watch the mountain. The whole tribe takes turns rotating through this group, as it is considered great fun and a good outlet for one's magic, but the most magical in the tribe - aside from the Caregan - stay here where their talent is most needed. This group of "watchers" wanders the mountains, looking for travelers, and depending on the hearts of the travelers, either helps or hinders them. The good or benevolent traveler will find his food does not spoil as it aught, his injuries heal quickly, and other small things will go unexpectedly well. Some travelers will never see or feel any sign of the hobs, nor have they earned it. But beware, ye wicked-hearted who dare cross a hob's mountain. Considered the best part of the job by some, tormenting the nasty traveler is done with relish. His food spoils unnaturally fast, every little stone seems to trip him, and seemingly straight paths will lead him in circles for hours. Of course, those are only the standard spells. The real fun is seeing what new things you can do to them...

Additionally, the Mountain will occassionally grant special magicks to individuals, such as in the case of the tattoo artist. These magicks will always be related to metals, stones, or gems, and the price for them being usable even far from the Mountain is that they require large amounts of energy which are drawn directly from the spell-caster. Other examples of talents one might see are metalcrafting to make ornamentation, such as Direidi has; stone-skin, a temporary armor usually granted to an individual with strong hunter potential or sometimes to especially fragile individuals; or crystal-heart, which allows one to see truth from lies clearly. This last skill is rarely granted and requires massive amounts of energy because of the indirectness of the connection to actual earth.

The Tail: A vital part of the hobgoblin and its culture, the tail has many uses. Like the ears, it tends to be sensitive to the point of ticklish, and some even find both an erogenous zone, though the majority do not. It is used for balancing, hanging, lifting small things, and most importantly - for touching. A social creature, the hobgoblin is forever touching. When around others, it is common to see tails wrapped around each other's wrists, ankles, and even waists, though waists are reserved primarily for couples. It is through this habit of touching that the name tail-twining came to be synonymous with the ceremony for binding lifemates. Only lifemates will actually wrap their tails together, instead of around another body part, and it is rare to see such a couple standing near each other and not be touching. Children will frequently have a parent's tail wrapped around their hand both for security and as a sort of "leash" to keep the child close. A hobgoblin alone will use its tail as a source of comfort, rather the way a human holds a pet or a stuffed animal. If there is no one else to touch when such touching is needed, a hob might wrap their tail around their own ankle.

**If any of our musically talented people wishes to try and create this sound, or anyone has a suggestion of a music that already sounds like it, go for it, and I'll tell you if you're on the right track.
"Charm is a way of getting the answer yes without asking a clear question."

"You can't have everything. Where would you put it?"

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