I'm in the middle of revising some of the racial origins for the Lands of Harqual. Right now I'm mainly working on demographic details for the various peoples brought to Kulan from Maran during the magical event known as The Transformation. That work is being
posted on The Piazza, but I figured I should delve into the native Harqual racial origins as well. I'm figuring out a new "short" format for these origin in contrast to the long format I've been doing for the
dwarves and
elves, so far. I'm starting with the goblinfolk of Harqual. I prefer not to use the term goblinoid any more.
KRUG MISCREANT (CR 1)
Male Krug Rogue 1
CN Small Humanoid (Goblinfolk, Harqualian)
Init +3;
Senses Darkvision (60 ft.), Listen +4, Spot +4
Languages Goblin, Harqualian
AC 16, touch 14, flat-footed 13, Dodge
hp 7 (1HD)
Fort +1,
Ref +5,
Will +1
Speed 30 ft. (6 squares)
Ranged small hand crossbow +4 (1d3/19-20)
Melee small short sword +2 (1d4+1/19-20)
Space 5 ft.;
Reach 5 ft.
Base Atk +0;
Grp -3
Special Actions Sneak Attack +1d6
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Abilities Str 12 (+1), Dex 17 (+3), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Special Qualities Darkvision, Trapfinding
Feats Dodge
Skills Balance +3, Bluff -1, Climb +3, Concentration +1, Craft (trapmaking) +4, Disable Device +4, Disguise -1, Escape Artist +4, Gather Information -1, Heal +1, Hide +11, Intimidate -1, Jump +3, Listen +4, Move Silently +9, Open Lock +7, Ride +5, Sense Motive +1, Spot +4, Survival +1, Swim +2, Use Rope +3
Gear short sword (small); leather armour (small); traveller’s outfit (small); hand crossbow (small); quiver w/20 bolts (small)
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Darkvision (Ex) Darkvision is the extraordinary ability to see with no light source at all. Darkvision is black and white only (colours cannot be discerned). It does not allow a krug miscreant to see anything that they could not see otherwise — invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a miscreant to gaze attacks normally. The presence of light does not spoil darkvision.
Skills A krug miscreant has a +2 racial bonus on Move Silently and Ride checks.
Sneak Attack (Ex) A krug miscreant’s attacks deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when a miscreant flanks their target. Should a miscreant score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a krug miscreant can make a sneak attack that deals nonlethal damage instead of lethal damage. A miscreant cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A krug miscreant can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. A miscreant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A miscreant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex) As a rogue, a krug miscreant can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
A krug miscreant can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A krug miscreant who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.
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Environment Temperate and warm plains or marsh
Organization Gang (2–6), band (5–50 plus 50% noncombatants plus one 2nd-level sergeant per 25 adults and one leader of 3rd–5th level), warband (5–12 with worg mounts and one goblin orc leader of 4th–6th level), or tribe (20–200 plus 50% noncombatants plus one 2nd-level sergeant per 25 adults, one lieutenant of 3rd or 4th level, one leader of 5th–7th level, 5–12 dire wolves, and 1 or 2 bearhounds)
Treasure Standard
Suggested Alignment Often chaotic neutral
Advancement By character class
The rarest of the goblinfolk are the small humanoids known as krugs. They are considered very rare as a species in the Lands of Harqual, as they have trouble competing with gnolls, orcs, and bugbears. Krugs are sometimes referred to as ‘goblins’ by humans, but it is a name they hate. Krugs tend to be taller and more lithe than goblins found elsewhere on Kulan (mainly on Kanpur). Krugs typically stand 3-½ to 4 feet in height and weigh 45 to 50 pounds.
Krugs typically have eye colours that range from red to yellow, but black and violet eyes are considered uncommon. Krugs tend to have unusual skin tones that range from burnt orange to deep crimson red, but they can also have skin that is mottled with browns, greens, and yellows. Krugs with any sort of hair tend to have dark green or black body hair and only krug females have hair on their heads. Males and females can grow facial hair but rarely do so when living in warm environments.
Krugs who wear clothing (and not all do) tend to wear tanned leathers and clothing that allows them to blend in with their home environments.
Krug Miscreants
Krugs prefer not to get into fights with other peoples, if it can be avoided. There are so few of them left in the world, so they prefer to keep to themselves and try to survive on the fringes of the societies of other peoples or in their isolated tribes or villages. However, when pressed to defend themselves, it is the krug miscreants who take the lead in any fight. They prefer to use guerrilla tactics against larger foes, but will fight toe-to-toe against enemies of the same size as them (typically kobolds or rockwood gnomes).
When not fighting to protect their people from incursions into their limited territories, krug miscreants tend to spend their time sneaking through the streets of (primarily) human communities taking whatever they can to help their people survive.
Organization and Society
Krugs aren’t cowardly, but they are cautious. Centuries of warfare and strife in the Lands of Harqual has been extremely hard on their people. They have been bullied by large races for centuries with goblin orcs, Gorgoth bugbears, and humanity being the worst offenders. For generations, many krugs languished as slaves as part of the Empire of Swords. Even now, the Ragik Peninsula is a dangerous place for them. In other places in the northern lands, they are often belittled or run out of communities due to this past connection. They are more accepted in the southern lands of Harqual, but they are considerably rarer in those lands.
When left on their own, krugs tend to keep to themselves and try not to interact with larger peoples (when possible). They do have a wild streak, however, so they sometimes get into trouble with their neighbours over the concept of property. Krugs are high communal, and they tend to share everything equally (unless bullied into behaving differently), so they find other peoples’ rules about property and theft to be strange. If a human farmer has cows, pigs, or other animals, he should share them with his neighbours when times are tough. (And for krugs, times are almost always tough.) Krugs don’t see stealing as crime, which really irritates dwarves and humans.
Krugs primarily organize themselves into tribes (or sometimes villages) of around 30 to 300 individuals with around 10 to 100 of those being noncombatants. Their leaders tend to be high-level miscreants, but krug adepts or warriors aren’t uncommon as leaders. True krug clerics or fighters are quite rare, and they to lead krugs down a dark path, especially clerics devoted to Vriokviel. Krugs will organize into gangs of thieves, roving bands of hunters, or even warbands that are usually led by a goblin orc who has taken over leadership of the krugs. Such warbands are considered very dangerous not only by other peoples but also by other krugs.
Krugs have a fondness for wolves and other wolf-like animals. They often keep dire wolves as pets or to use as mounts and they will sometimes have a few bearhounds that their leaders ride. They prefer not to have worgs around but do respect and fear their strength. Krug warbands under the command of a goblin orc or bugbear will always ride worgs, however.
Krug females are rarely encountered outside of their tribes or communities. This has more to do with protecting the future of their people than any restriction on gender. There are so few of them left on Harqual that their leaders teach their young females to
try to remain hidden from the world, as much as possible. Krug leaders fear that human slavers from the Old Sword Lands will find and take away their women to be used in breeding programs to create savage krugs loyal only to the rulers of those lands. (The Empire of Swords did this in the past, so the fear is real.) Krug leaders can be both male or female with females being slightly more common. Such matriarchs tend to be adepts or shamans. A female krug druid is highly prized as a leader by any krug tribe.
Krug Traits
- +2 Dexterity, -2 Strength. While krugs are quick on their feet, they sacrifice muscle mass for agility.
- Krug are considered humanoids with the Goblinfolk and Harqualian subtypes.
- Small. Krugs have a +1 bonus to AC, +1 bonus on attack rolls, and +4 bonus on Hide checks. However, krugs have a -4 penalty on grapple checks, and their lifting and carrying limits are ¾ of those of Medium characters.
- A krug’s base land speed is 30 feet.
- Darkvision out to 60 feet.
- +2 racial bonus on Move Silently checks and Ride checks.
- Campaign Restriction: The odds of a krug PC is 10% (a roll of a 1 to 2 on a d20).
- Automatic Languages: Goblin. Bonus Languages: Elven, Giant, Gnoll, Halfling, Harqualian (or Suar), Orc, or Tabaxi.
- Favoured Class: Rogue.
- Level Adjustment: +0.