Hobgoblyn

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Hobgoblin shaman.jpgSkull-insect.jpgElemental Heptagon.jpgNight mare fen.jpgTheFirstWork.jpg


Contents

Welcome Terka'd

The Path is open to you......But you must first become Awakened.


The script herein is thick and drips with the wisdoms and wicked arts of what the underworld could not hold in its belly and has retched out. A story of how a worthy soul claws out from under the permanence of death. It contains the methods to connect and hear the whispers of lethal acumen and is a reliquary to the most potent arcana. It is also the fulfilment of Horde prophecy and the ingredients that will usher in the next age.

These are the steps that bind you to the mist and from the mist to form and from the form to the cycle and so the cycle to the path and so the path to the pendulum.

Take your first step

The first of thousands


"Make his heart a stone, drop it into darkness and let his eyes see this happen."


"Let it hollow you out and let it fill you with itself." Gorgas



Description

Hobgoblyns are a form to most that evokes fear and are the earthen representations of Phobettus the God of nightmares. They are broody and aggressive and are seemingly disconnected to their surrounds as they listen to the whispers in their ears. Hobgoblyns are known to take many shapes and easily fit into the a range races of the Horde. They are taller than goblins and shorter than Bugbears. Their skin is usually any earthen tone but they may paint themselves or apply tattoos to better integrate into their chosen monsterly broods. Most forms of Hobs exhibit beastly adornment on their body that reflect an instance within their early lifecycle. These can be can be any number of apparatus but can include: horns or antlers on the head, tusks as teeth, claws on the hands or armour plating on the body. They are known to have bristles of hairy patches on their body such as along the forearms and have a mantle on the broad areas of their shoulders which is as different as every Hobs who has this adornment.


A telling characteristic of Hobs is their legs which have serrated tibias. They have extended metatarsals in their feet and can walk on their balls of their feet quite comfortably. Their shins are covered to prevent accidental maiming of others and to keep nicknames like "Saw shanks" and "Fur shins" minimized. They are usually described as quite menacing as their garments and gear is enhanced by deep magicks. They are described by the fair and monster races alike to be the boogeymen/fen to scare their younglings with.



Character

The presence of the hobgoblyn race can evoke both confidence in their fighting ability and worry about what they might do next. They are prone to the effects of otherworldly connections and exhibit behaviors that most around them usually find confusing. From their daily rituals to "dig in deep" to screaming chants and incantations, they are complex and volatile members even for the standards in the ranks of monsterdom. They are well read but can be frantic. They are steady fighters but are prone to charge into the enemy without warning.



Goals

The versatility of Hobgoblyns makes them an invaluable asset to the Horde. They can be deployed as shock troops, skirmishers, as part of a shield wall, as archers, they exude magick arts and actively curse enemies without any effort. They have their own individual goals since every hob have uniquely specific paths to follow. Saying this, the paths they take are almost always aspire to help the Horde succeed and are particularly protective of their goblyn compatriots. As grunts, they fight with fierce dedication to their leaders. As leaders, they command with undying loyalty to their charges.



The Hobben Path

The Hobgoblyn creation map

The hobgoblyn race is a very unique one of the horde. Its lore is thick and will take some time to absorb. To assist newcombers to Hobben character creation I have provided an easy to follow and comprehensive guide to help one get started and to become at long last awakened!

The map is a checklist of sorts to help our Terka'd understand the order of the awakening and the constituent parts that make a Hob connected to the material plane and a completely individualised persona.


1. The Name as a Scream.

You must first select a name. This is a simple task but also profound in its halmark as an identifier and is the sound made as a sleeping monster wakes from a nightmare and brings your essence finally out of the mist. Note: If your name has a "S" sound in its pronunciation it will have implications later as you travel among those that utter it.



2. The First Stitch and The Work


All monsters dress in garb and have their own form of fasioning it but for Hobs it is bears more meaning and significance. Since we are from the under world there must be intense magics that bind us to this plane. These magics are started with The First Stitch and are continued with The Work of the Tsarak-yyll.


The First Stitch is a symbolic act that represents the moment that our form becomes bound to the land we will fight in and explore. This act will require a needle that has been threaded. First tie a knot in the thread. Then make a stitch in the knot. And then repeat this stitch seven times. "For each stitch is seven" and it is done! This is your first stitch of many many more. This magical stitching in Hob-speak is called "Cunnanannt" This stitching is to be on Every visible seam that holds Every patch of material that makes a Hobs garments.


The Work as it is called is really just another way of saying creating great garb. Hobgoblins are bound to this plane with patches of garb (and the remains of false believers) that is sewn together with Cunnanannt stitching. A hobs garb is therefore very important to it and is called its Tsarak-yyll. Creating your garb will be an ongoing process as you add layers and continue to add character and depth to your Hobben identity. Hobben garb is meant to exude complexity, intimidation and menace.


Garb identifiers for Hobgoblins are:


The Mantle. The mantle is a covering on the shoulders and/or on the back that are covered with bristles, fur or feathers.


The Shtulk-Khep.This is Chainmail or metal wire to cover the groin.


Hobben Greaves. Most Hobs will wear protection around their shins. Not to protect themselves, but to protect others from their shins. This is because the tibia bones of a Hob are serrated and very sharp. It is said that this is from the ascension walk from the other side. The greaves might be made of leather, hide or other rigid material.


Hobgoblins can fill every role on the field of battle and so will be equipped to reflect this. Everything else relating to your Tsarak-yyll will be up to your preference and affinity.



3. Select your Kussts

This is the selection of your Kussts type. These will act as the foundation of your primal fighting drive. The Kussts are any Plague insect like the Locust Mormon Cricket or the Cicada. They inhabit their Hobben host and are the reason that all Hobs wear chain mail or wire mesh over the groin. It keeps the Kussts from tearing away and vicimising those you band and fight with.



4. Select Your Speaking Beetle.

This is the selection of your Ghoor-Shu. This animal is also the Guardian of the Kussts and acts as a messenger for you. This animal will be a beetle that can fly great distances. This animal should be truly special and its selection be treated reverently.



5. Select Your Primary Animal

This is the selection of the beast of your first hunt or Kabhal. This animal will be special as it will "mark" you with some of its characteristics and abilities. It will also imbue your Hobben form with its animal apparatus. An example might be the selection of a Deer. This would over time as you evolve give grace to your movements as a deer has. It might also in the case of a deer give you antlers that start to grow. Additionally, you will have the eyes of the animal you select. This is the act that allows you to see in this plane and follow the paths of it. This description is revealed in the 4th sub cycle of "Unbinding Fear" and the 5th sub cycle of "The First Kabhal"



6. Select Your Attratus

This is a selection of your bird of carrion. This bird will follow your arc and even become a part of you as it dies above the hollow and is sewn into your shoulders. This act is where we get the sub cycle name of "Mantling" as the bird will cover you first with bristles and then plume and become like a mantle on your shoulders as you become the mature form in the sixth cycle. This bird may be buzzard or vulture, condor, carrion crow or similar.



7. Select Your Earthly Make

This is the selection of your primal particles. You must select 7 elements (periodic) and 7 minerals. These will reflect the parts of the mantle that have bonded to make your form. And they will be the particles represented in the iconography and personalized sigil of your Hobben Heptagon of the Ground.

Some of these tasks may seem tedious at a glance but they set the basis of what separates us from the chaff.


A good "in-game" overview of what a Hobs focus and systemic Hobben factors that will help you understand the life of this race, go to "Mantling" the 6th cycle of "The Hobben Lifecycle".




Role Playing


A well played Hob can be more of a physical factor than any bugbear, have more dark insight than any witchdoctor and can create more spectacle than any pre-molted snotling. Strength of charactarization is formed on foundations of how you identify as a Hobgoblyn. From your name to your vocalizations to your many layers of garb, they all help create believability. This page is full of insight and is designed as a template to incorporate the "That Within" that is inside you into your awakened Hobben form. Do your mantle justice.

Hobs are not the same as the limitless tides of greenskin masses that will swarm around them. We are on particular paths and serve more than goblin amygdalin processes. Even though we work closely with the "brood" and have participant roles in the culture and the societal tides of them, our path is resolutely ours. And this is for very good reasons.



Hobben Rituals

Fighting for a Hob is a ritual.There will need to be ritual killing done every day that you cast shadow on a battlefield. This means to engage in your Tsat'tu and feed the Koracle. To do this you must open your awareness and find at least one Worthy target. Worth may be defined in many ways so to keep it simple, it must be a challenge and, it must be "at the end of the others eye". Once a selection is made you go about the ritual:



The Ritual of Tsat'tu- Kinn-Tsat'tu


1. Find your worthy target and meet their gaze.

2. Use your Corpser or Hobben toe to "Dig in deep" and connect with the ground.

3. Use a gesture of conveyance and send your Ghoor-Shu to the quary.

4. Make your intentions known by screaming the incant Kabhal Yyshann! (pronounced: Caabaah-Eeshan)

5. Kill them dead.

6. If there is a trophy, have it.


If there is no death from this instance, the ritual must be done again until it succeeds. With this is done you have kept the Kussts sedate and can be comforted knowing this.


Hunting as a Hob is a ritual.During events that allow night fighting and role play it will call you to hunt for sport. In this ritual the hunt is led by you the Hob and can include henchmen as hounds and again a clearly identified and Worthy prey. The reasons can be any that induce the hunt but the method is set.


The Ritual of the Kabhal- Kinn-Kabhal


1. Select your quarry. This can be an individual or an entire group. (The reason for selection can be a slight against you or a point of retribution for an ally. Be vigilant for an excuse to hunt!)

2. After the second hour that dusk has fallen, gather your team or prepare yourself.

3. Use a gesture of conveyance and send your Ghoor-Shu to the quarry.

4. Scream that the hunt has begun with the incant "Kabhal!"(pronounced Caabaah!).

5. Hunt the game down.

6. When the prey is seen for the first time you must again scream the Kabhal! to ensure it is a worthy encounter. Kill them dead.

7. If there is a trophy, have it.



Ritual of Shackling -Kinn-Klycabrynn


Shackling- “Klycahbrynn”

Titling: Kort’ybhannt (Pronounced Kor-eh-bhan) or its shortened form; Korrynn

Kort'ybhannt: A being (usually hobben) that has been called to be a neophyte to the Erudition of the Hollow. There can be seven total neophytes per worthy Hob "Kort'" that has moved into and is within the 7th cycle. These students are sent down the paths of the ordeal to secure a title appropriate to the judgement of their Kort'tsepharrah. These initiants are usually instructed also to act as surrogate for the principal Kort' to do material biddings during this relationship.

“Sickle finger, shackle stare, making irons tight. Slaving you to crescent moon who eats your eyes for sight”

From the chant of sticks and stones

The Erudition of the Hollow: A process of a begotten learner to have better access and explanation for the meanings of Hobben acumen. It is started only when the learner or “Bhannt” has offered to be a subject and responsible to their Kort’. The Kort shall require the Bhannt to be reverent in their regard to Hobben lore, histories and ritual practices in Hobgoblyn culture.


The Ritual of Shackling (Kinn-Klycahbrynn): (Pronounced: Kin-Click-a-brin)

1. The prospective neophyte is called to attend duty and offered to accept a blended path with the Kort’sepherrah.

2. A shackle is made or otherwise elected to be carried by the neophyte as a representation of the bond between them and their Kort’. This item will not be able to be bent or broken. Its integrity and strength are imperative to the rite.

3. The Ritual of Klycahbrynn manifests between the Kort’ and the prospective Bhannt. It is a meeting where the Kort inspects the shackle and tests its suitability for its use in the rite. The shackle is then held by the learner and a series of words are uttered by the Kort’ as the Kort’ stares unblinking through the shackle and onto the neophyte.

The verses of the rite-


“Khep Videmm d’Bhannt” I am now seen as a servant


“Ssurass Nunnk O’videmm” I cannot from now be unseen


“D’Munn Shiiv Deverram E’Occullust” I allow the crescent moon to consume my eyes


“Bek Aktull Emmnnant Resyn Muun" There will be Absolution if I become as the new moon


“Surr T’arch d’Novem, Nape, Talus Interum Pettis Animus” Not bound by septum, neck or ankle but by that within


“Klycahbrynn T’arch Tyk Ssurass Unfekt” This shackle now binds and cannot be undone


"(Subjects name) Kovex T’(Principals name uttering 'S' at the end) Yennyth Kinn-Klycahbrynn” (Subjects name) is now accounted to (Principals name uttering 'S' at the end) through this rite.


4. The neophyte will then find unknown ground and perform the ritual of Digging-In. On that spot, the shackle is placed inside ground under three days and nights during the cycle of the crescent moon. The shackle should after this time be uncovered and removed under the unseen light of the new moon.

5. The shackle is recovered under the new moon and will now never leave the subject.

6. The shackle is hung openly and displayed and is now a representation of the rite for the subject.

7. The rite concludes and the neophyte will begin the journey on the Path of Ordeals as instructed by their principal. The neophyte will now be called “Korryn” or “Kort’ybhannt” by the principal. The principal will be called “Kort” by the student.


Chants

Stick and Stone


Goblyn live by stick and stone

and shelter in the night.


My fire is a human's home

whose soul burns long and bright.


Sickle-finger Shackle-stare

making irons tight.


Slaving you to crescent moon

who eats your eyes for sight.


Goblyn live by stick and stone

the shelter in the night.


We can kill by will alone

but we prefer to fight.



I Burn


Driftin' upward

Gently lifting

Lazy on the wind


Rollin' over

Turnin' slowly

Beginning and the end


Fire is bright

Fire is clean

Never so alive


Smoke is freedom

Flame is mercy

I am free tonight


And I burn

I burn


Stoke the embers

Cleanse the spirit

A prayer in every spark


Feel the lick of

Bad religion

The finish and the start


In the beginning

We were smarter

And the flame was heaven-sent


Through the ages

We got stupid

Now we must repent


And I burn

I burn


Sift the ashes

For reminders

Stony things remain


Tooth and bone

Unimpressive

I have left these things


Because fire is bright

Fire is clean

Efficient and divine


Tooth and bone

Charms and dolls

I am free tonight


I burn

The air

You breathe (X3)


I burn

I burn

I burn (Toadies)



Tak'levash


This is for crimes

This something inside of me

Goes into your minds

Three hundred and forty three

Panic come - Panic keep

The takers toe begins top dig in deep

To raise heads and stomp the blood

Draven'yy'kesh'yynn fett


I'm alive and I've got the sliver

And I wonder; What will you follow

When your head is not in order?

And I'm stomping your little.....


Hevatant hive

Bremmen Kinn Tsat-tu tset

Tsarasen Tsi Kort'kullis Kinn Tsat-tu fett

Tak'levash Deverram

Kesyyn karreth kore' Kort Kort'yyrrah

Tak kalah Marrah ddrom

Draven'yy'kesh'yynn fett


Emmnnant dreg korpser shiven

Tsen yyvash yynn, Bek aktuul videm

Virrum kovex ssurass tsarasen

Kyerrah Khovyyn

Rhett

Jeer

Fett



Monster Anatomy 1.jpgChakra.jpgAlchemy-Hob 1.jpgThe Hobs Heart 1.jpg


Hobben Anatomy and Artifice

There are Seven Points on a hobs form that are divinal and important to their lifecycle processes. The list below are how they appear on the body in order starting inferior (bottom of the feet) and will end Superior (top of the head).


The Heptagon of the Ground: This is called by a Hob its "shadow". Located on the bottom of the feet and is presented under the Hob along the ground. It is a living sigil with seven sides and angles that have been imbued with the Hobs unique earthen make-up of elements and minerals and other prime constituents. It was manifested during the Alchemy in the Hollow and appears under the Hob as an ever present and deep shadow. This shadow has weight and mass as if it were a physical object. This weight increases as the Hob fulfill unholy providence and is directly proportional to their victims attributable worth.


The Shtulk: This is the center for a Hobs primal fighting energy and is the home of The Cloud. It is located in the area that lies just behind the sexual organ and in the hollow of the pelvic cavity. There are 343 living insects that inhabit this area called Kussts and these are the source of the Hobs libido and drive to fight. The brood as they are also known have an interest of their own to escape the cavity within the Hob and Fasten or to reproduce. This is always a concern for the Hob and so the groin of a Hob is very often covered to prevent the escape of any within the brood.


The Koracle:The Koracle is an opening in the Hobs abdomen to consume the souls of worthy beings. These are processed by the Koracle the same way a crucible might be used to liquify metals and other ferrous materials. The process of consuming condenses the spirit and it is absorbed by the Hob. Its specific harbour while it inhabits the Hob is along the socketed mass that is the Kusst hive (see Shtulk) and is found in the accruing layers of the Hobs shadow. The process of consuming these souls resembles the soul being pulled through an opened forge door and into colorful firelight.


The Vessittant: This is the horrible heart of a Hob. It is located in the middle of the chest between the stomach and the throat. It resembles a tightly bound series of tangled vines with wickedly sharp thorns and spikes coming from the center and it drips with poisonous ichor. Although a Hobben heart does not beat on its own as a part of a biological process, it has an audible beat that sounds like a drum with rhythms that mimic the beating heart of its intended prey. This helps the Hob to measure the index of fear within its enemy and can relish in it.


Ghoor-Shu:The Speaking Beetle acts as a part of the Hobs body and covers the throat of its hob while it lays in situ. It can be perceived as flesh or can be seen as a chitonous covering with decorations resembling the Beetles own markings. While the Beetle is in this position it acts as the Hobs speaking voice and it acts as the guardian to the brood within the Shtulk. While the Beetle is sent out to be the Hobs messanger as (one of its duties) the place where it usually resides either becomes covered with flesh or can seem hollow and voided.


Kort'yyrrah (The Excandescent Light): A channel point of perception that is located in the middle of the forehead. There is no discerning physical identifier to this channel but may be marked in a special way by the Hob. This is the Hobs direct connection to the cauldron of dark wisdoms and the periscope into the vast compendium of knowledge outside the earthen realms. The light cannot be seen by those without the perception of Darker Visions.


Omicron (of Weight): The Omicrom of Weight is located on the top of the Hobs head and is the blessing of free movement to them. As a Hob gathers weight by the art of the Tsat'tu his form becomes laden and heavy. The Omicron allows the Hob to keep its movements unhindered because of the weight of the souls burden but this does not effect a hob shadow. A hobs shadow will become increasingly heavy during the sixth cycle and as he adds spirits to the Koracle.This channel point is also known as the "Patheonic Crown" although this is only poetically descriptive.


History


Hobgoblyns are created from the spirits of fallen heroes. Typically they are spirits of the strongest of monsters who have earned the favour and respect of the Gods in their lifetime; but in the end died valiantly in battle and failed in a solemn oath. Because of this they are not able to join their fallen brothers in the afterlife but are given a second chance through powerful magicks.


These spirits are reborn from one of the most sacred and powerful of all Goblyn rituals. The Goblyn High Priestess combines her mystical energy with that of the land's dominant Shaman to call the heroes' fallen spirits to the womb where they combine and are reborn into the world as a much more powerful creature, having the best traits of the spirits' original forms.


Because of this Hobgoblyns come in all shapes and sizes. A Hobgoblyn is usually brought together by mixing with a goblyn but can be awakened from any combination of the monster races: Bugbear, Lizardmen, Kobold, Goblin, Skaven, Trolls, Gnolls, Orcs, etc. Because they cannot know for sure who they were in their past lives, they grow up with respect for all of the monster races and educate themselves on the histories, cultures, and Gods of them all.


When a Hobgoblyn is awakened, the first couple years of their earthen form they are taught by the Priestess and/or the Shaman after entering the village. Growing up around the wielders of magick makes them more likely to recognize other magick users and they become much more resistant to the their effects. It is said that no Hobgoblyn has ever fallen to the effects of magick in battle. This is a short stage in their life, aside from learning about magick and culture from their guardians they also learn how to read, write, track, navigate, gather, and trap. When they kill their first unbeliever, they are able to start their next phase of life as tools of war or move to whatever path that they need follow.


The Hobgoblyn then enters the fighting of the land. They often become adept at many weapons, reflecting their past lives abilities. It is not uncommon for a Hobgoblyn to suffer from nightmares, flashes of images from lives past.


== The Hobben God ==


HobGod Phobettus.jpgGod Tree.jpg

Kort'tsepharrah'phobettus

"Phobettus"

Mothered by Nyym (Goddess of Night) Fathered by Koretheix (God of vicious nature)

Koretheix wanted Nyym but she was forbidden. He used the angry wilds to snare Nyym. And they had a son.

Phobettus was orphaned by them and placed in the hollow of a tree. He grew in wilderness. and sought to find identity himself. And learned to hunt and make fire and to commune with nature. He wondered where he came from and asked the question but received no answer. So he returned to the hollow and it was inhabited by creatures. He captured the life inside it to fill his own void and instructed them to be his sight and his voice. Then sent them out to find answers.

He found his mother And she was forbidden to allow him to know her. But she allowed him to understand the night and the sleep and the states inside dreams.

He found his father and this enraged Koretheix and so he in snared Phobettus in the angry wilds and left him to perrish. This caused pain in Phobettus.

Phobettus could not escape so he calmed himself and slept. And found his father sleeping and in a dream. And he tormented Koretheix. and brought him to the angry wilds and bent his will. He forced Koretheix to teach him to escape the wilds and to be vicious and to curse


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The Hobgoblyn Dictionary (Guide to Hobben Locution)

Abhorrent Wisdoms: The combined and incorporated knowledges of both the Hobben Dalamus and the Hobben Engram.

Alchemy in the Hollow: The process that occurs in the hollow by which the hob enters elemental maturity. There are Seven stages.


1: Minerals from the earth mix with Zynicynt

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