The hobgoblins of Eberron originated in Khorvaire. They are called the ghaal’dar, or “mighty people”, in their own tongue. They are a clever, strong and disciplined race with perhaps a tendency to cruelty. Their intelligence and strength, as well as their organizational skills make them the natural leaders of the goblinoid races. How Hobgoblins came to Argonnessen is lost to history, but there is no doubt that they have lived in the more inhospitable reaches of the continent for almost as long as there have been Dragons. These Hobgoblins know little of the Empires of their cousins on Khovaire but retain the strong military mindedness and flair for both order and control over the goblinoid races.

There are two major factions of hobgoblins in Argonesson – those that live in the Light working to fight against the hordes of Tiamut and those living in the relative safety of Dakka Falls in the Tapestry. They have little physically in common – the hobgoblins of the Light are much taller and more robust.

Hailing back to their Dhakkani heritage, hobgoblins tend to be marital minded and choose martial classes such as Fighter, Monk, Barbarian and Cavalier. Any squadron of hobgoblins in the Light also have a Skald in attendance and there are always a smattering of witches and shamans which are the closest thing to religion that most hobgoblins ever get.

Physical Description: Burly and muscled, hobgoblins stand a few inches shorter than the average human, and their long arms, thick torsos, and relatively short legs give them an almost apelike stature. Hobgoblins’ skin is a sickly gray-green that darkens to mossy green after long exposure to the sun. Their eyes burn fiery orange or red, and their broad faces and sharply pointed ears give their features a somewhat feline cast. Hobgoblins lack facial hair, and even hobgoblin women are bald. Except for their size, hobgoblins bear a strong physical resemblance to their goblin cousins.

Alignment and Religion: hobgoblin life is nothing if not ordered and hierarchical, and hobgoblins lean strongly toward the lawful alignments. While not innately evil, the callous and brutal training that fills the too-short childhood of hobgoblins leaves most embittered and full of hate. Hobgoblins of good alignment number the fewest, and almost exclusively consist of individuals raised in other cultures. More numerous but still rare are hobgoblins of chaotic bent, most often exiles cast out by the despots of their homelands. Religion, like most non-militaristic pursuits, matters little to the majority of hobgoblins. Most pay lip-service to one or more gods and occasionally make offerings to curry favor or turn aside ill fortune. Those hobgoblins who feel a stronger religious calling venerate the Dark Six of the Sovereign Host. Those Hobgoblins that lean towards a Good alignment worship Dol Dorn.

Especially evil Hobgoblins may choose to worship The Dragon Below, though this is hightly frowned upon in all Goblinoid societies in Argonnessen. This attracted unwanted ire from the Light of Siberys and any town or city state known to harbor cultist to Khyber or her daughter Tiamat are destroyed sooner rather than later.

Adventurers: hobgoblin adventurers tend to be iconoclasts, loners who chafe under the strict hierarchy of military life. Others have fled or been exiled in disgrace for showing weakness or cowardice. Some harbor dreams of one day returning to the hobgoblin flock flush with wealth and tales of great deeds. A few serve farsighted hobgoblin generals, who send the most promising youths out into the world that they might someday return as mighty heroes for the hobgoblin cause. Hobgoblins lean toward martial classes, particularly cavaliers, fighters, monks, and rogues. The arcane arts are distrusted in hobgoblin society and consequently their practitioners are rare, save for alchemists, who gain grudging praise and admiration for their pyrotechnic talents.

Notable Zones: The Light
Notable Cities: Rav Magar, New Sharn

Standard Racial Traits

Ability Score Racial Traits: Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
Type: Hobgoblins are humanoids with the goblinoid subtype.
Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Hobgoblins have a base speed of 30 feet.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.

Senses Racial Traits

Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.


Argonnessen: A Draconic Exaltation jenniless jenniless