Hobgoblin names [Archive] - Wizards Community

Post/Author/DateTimePost
AMGriffin

03-05-07, 11:50 AM
I'm playing a hobgoblin Ranger/Fighter in an upcoming campaign and I was wondering what Hobgoblin (or goblins in general) names were like.

Any ideas?
Melpomene

03-05-07, 11:59 AM
Goblin names have an unfortunate trend towards [Single Sylable Onamonapia] [Possible 'The'] [Verb][Noun].

Thus: Throt Elfpuncher, Gork Bonegnawer, Squee the Clever...

Hobgoblins, being more orderly, would likely have more clever names...
KavonRa

03-05-07, 12:00 PM
Well i guess they would be named along the line of orcs. Most of them would probably call eachother by rank, since they are militairistic. Also note that they life in a tribal system so special titles like "the manslayer" or "the headhunter" would also be given.
Darth Syntax

03-05-07, 01:51 PM
I have constructed a language spoken by goblinoids, including names.


Some Male Hobgoblin Names with meanings

Harannashyolan: Meaning "Revenge Begets Him", short form Harann, "revenge"

Tlöönakt: meaning "book guardian" or "sage" short form, Tlöön, "book"

Aktlagataan: meaning "guardian of the Law", short form, Aktlaan "guardian"

Yaigyaatan: meaning "he of the cunning or devious designs", short form, Yaigya, "devious"

Some Female Hobgoblin names with meanings

Hlaarai: meaning "she of the perpetual sorrow"

Määyähnne meaning "she of the wise council", short form Määyä, "councilor"

Iäyälkïkïleän meaning "the wheels of judgment" short form, Iäyäl "judge"

Saalmeshaarakatle meaning "silence of knives" short form, Saalme "quite"
Naderion

03-05-07, 02:24 PM
I'd use a lot of hart and clanging sounds, and so use primarily a, b, g, k, l, o, r, t, and u.
They are disciplined fighters and very martial orientated, but still goblins.
AMGriffin

03-05-07, 03:02 PM
While we're on the topic of hobgoblins. I was talking with my DM about making Hobgoblins a bit more playable as a PC race. So I whipped up this variety... is it balanced?

Hobgoblins
• +2 Dexterity +2 Constitution. Hobgoblins are lean coordinated creatures simply made of tougher stuff then humans.
• Medium size.
• 30 feet base land speed
• Darkvision. Hobgoblins can see in the dark up to sixty feet.
• +4 racial bonus on move silently checks. Like all goblinoids, hobgoblins have an uncanny aptitude for moving stealthily.
• Arms training: living under a strict military type government, hobgoblins train in the use of a wide variety of weapons. All hobgoblins may select ANY weapon to be proficient in.
• +2 racial bonus on craft checks related to weapons or armor. In hobgoblin society everybody is a soldier and is trained to prepare their own equipment.
• +1 natural armor. Hobgoblins are thick skinned and durable.
• Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc. A hobgoblin learns the languages of potential allies or enemies, but they will not learn elven under any circumstance, any hobgoblin caught speaking elven within the presence of a hobgoblin society will be punished.
• Favored class: Fighter. Hobgoblins are disciplined soldiers.
• LA: +1
Evil DM Mk3

03-05-07, 03:12 PM
I just ran a hobgoblin war campain! Names:

[Single/double sylable unique name][Two sylable clan name][One sylable caste designation][rank]. Inferiour or superiour Hobgoblins are refered to by rank, or unique name and rank if confusion might occur. Clan and Caste designations are only used in very formal ocasions or if they are not the smae as the user's own. Example:

Hurga-Gartorg-Gor-Kiff.

(or Hurga, a Kiff rank (about leutennant) warrior of the Gartorg clan)

Preilg-Felrmik-Krok-Foost.

(or Preilg, a Froost rank (lowest) relegeous caste or the Felrmik clan)

The latter is likely to adress the former as Gartorg-Kiff (caste is a non issue as they are differant clans). The former is likely to use simply Felrmik (his rank doen't matter, he is only a Froost, you only ever use that as an insult or to remind an upstart of his place) or the Hobgoblin equivelant of "hey you!"
Darth Syntax

03-05-07, 03:25 PM
While we're on the topic of hobgoblins. I was talking with my DM about making Hobgoblins a bit more playable as a PC race. So I whipped up this variety... is it balanced?

Hobgoblins
• +2 Dexterity +2 Constitution. Hobgoblins are lean coordinated creatures simply made of tougher stuff then humans.
• Medium size.
• 30 feet base land speed
• Darkvision. Hobgoblins can see in the dark up to sixty feet.
• +4 racial bonus on move silently checks. Like all goblinoids, hobgoblins have an uncanny aptitude for moving stealthily.
• Arms training: living under a strict military type government, hobgoblins train in the use of a wide variety of weapons. All hobgoblins may select ANY weapon to be proficient in.
• +2 racial bonus on craft checks related to weapons or armor. In hobgoblin society everybody is a soldier and is trained to prepare their own equipment.
• +1 natural armor. Hobgoblins are thick skinned and durable.
• Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc. A hobgoblin learns the languages of potential allies or enemies, but they will not learn elven under any circumstance, any hobgoblin caught speaking elven within the presence of a hobgoblin society will be punished.
• Favored class: Fighter. Hobgoblins are disciplined soldiers.
• LA: +1

Personally, I'd loose the natural armour and give them a nice listen bonus (goblinoids tend to have good hearing it seems).

And the weapon bit seems a bit much.


I'd also loose the darkvision (I remove it from all goblinoids) and go with low light vision. It helps differentiate them from orcs and every other "evil" humanoid. Sorry, I loath the ubiquity of darkvision
Elrusco

03-05-07, 05:54 PM
i though if anybody would know, it would be the goblin guys

could a 1st lvl. goblin fighter use two morningstars with two-weapon fighting and oversized-two weapon fighting?
AMGriffin

03-05-07, 07:08 PM
Personally, I'd loose the natural armour and give them a nice listen bonus (goblinoids tend to have good hearing it seems).

potentially, but it takes away from their ability as a soldier.

And the weapon bit seems a bit much.

Why? It's basically the exotic weapon proficiency.

I'd also loose the darkvision (I remove it from all goblinoids) and go with low light vision. It helps differentiate them from orcs and every other "evil" humanoid. Sorry, I loath the ubiquity of darkvision.

The darkvision is a byproduct of goblinoids and the like usually dwelling in caves I'd think. Removing it really taxes their flavor as "stealthy nightstalkers" too. I would consider bumping it down to low-light vision however.
Darth Syntax

03-05-07, 07:37 PM
The Natural armour just dosen't make a lot of sense, goblinoids don't have armour plating, or bony protrusions, they're primates (one would assume). The CON bonus is more than enough to make them physically tough.

Also, I have always interpreted the hobgoblin martial prowess as coming from superior training and an inherently tactical mind. They are good soldiers because they know how to fight strategically and when to not fight at all. Now, this segues rather nicely into the whole weapon bit . . .

I would be more inclined to give the Hobgoblins some kind of moral bonus in combat, something to represent the fact that they are not likely to break. Additionally, giving them access to all exotic weapons seems a bit overdoing it.

On the issue of vision, the low light vision might, in fact, serve them better as stealthy raiders and the like. Rarely do you find pitch blackness on the surface, what with moon(s), stars, and all, and everything that lives underground already has darkvision, so that dosen't do you any good. Darkvision is so ubiquitous that is has lost any useful value. Lowlight vision gives the hobgoblins an advantage on the surface, they can see perfectly fine at night, and so better deal with their enemies. Furthermore a nice listen bonus would make them very hard to sneak up on, something worth noting.
AMGriffin

03-05-07, 08:44 PM
The Natural armour just dosen't make a lot of sense, goblinoids don't have armour plating, or bony protrusions, they're primates (one would assume). The CON bonus is more than enough to make them physically tough.

Bugbears have +3 natural armor. The DMG says that +1 NA is basically the equivilant of having thick or tough skin. Gnolls for example have +1 NA.

Also, I have always interpreted the hobgoblin martial prowess as coming from superior training and an inherently tactical mind. They are good soldiers because they know how to fight strategically and when to not fight at all. Now, this segues rather nicely into the whole weapon bit . . .

Thank you.

I would be more inclined to give the Hobgoblins some kind of moral bonus in combat, something to represent the fact that they are not likely to break. Additionally, giving them access to all exotic weapons seems a bit overdoing it.

1.) not all, just one of their choice.
2.) Orcs (and half-orcs) have a save against fear, so I don't want to crop them into that group.

On the issue of vision, the low light vision might, in fact, serve them better as stealthy raiders and the like. Rarely do you find pitch blackness on the surface, what with moon(s), stars, and all, and everything that lives underground already has darkvision, so that dosen't do you any good. Darkvision is so ubiquitous that is has lost any useful value. Lowlight vision gives the hobgoblins an advantage on the surface, they can see perfectly fine at night, and so better deal with their enemies. Furthermore a nice listen bonus would make them very hard to sneak up on, something worth noting.

Okay. That said. I have revised hobgoblins (and all goblinoids as such)

They now get low-light vision and a +2 on all listen checks instead of darkvision.
Mark_Plemmons

03-06-07, 09:16 AM
I'm playing a hobgoblin Ranger/Fighter in an upcoming campaign and I was wondering what Hobgoblin (or goblins in general) names were like.

Any ideas?

Here's a snippet from the Player's Guide to the Sovereign Lands (http://www.kenzerco.com/product_info.php?cPath=25_28_43&products_id=368):
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Both Kargi and Krangi hobgoblins use personal names and surnames. Smaller hobgoblin tribes, such as the Dazlak, Kors and Rankki, usually follow this practice as well.

When creating a new name, note that Hobgoblin does not use the letters “C,” “Q,” “X,” or “Y” but does contain single letters that sound like “GG,” “KK,” “RR,” and “TT,” and translate this way into Merchant’s Tongue.

Surnames: Akdrenned, Diaddun, Gabrazel, Grazlak, Grond, Haadrik, Kolredden, Krolovik, Kubannik, Kurgar, Malzurek, Stirnog, Terenkol, Thulhak, Vakhtan

Male: Azzak, Dolmak, Ganakh, Gornatt, Graz-Naz, Grezat, Gulak, Herkuul, Kargran, Kelghaz, Kelrand, Kinshag, Koron, Kurgaz, Patukhar, Raitagh, Shagraz, Thaltak, Thanagazh, Tuvagh

Female: Akagh, Brogarz, Brogatu, Dazulka, Guldaz, Gulkumek, Gulmabek, Kaghaz, Kanaraz, Kathal, Krokamel, Makkel, Makranmek, Mukli, Nagraz, Randarz, Silkathal, Thakarz, Tubrak, Tukrome
-----------

I'd strongly suggest you pick up a copy of Strength and Honor (http://www.kenzerco.com/product_info.php?cPath=25_28_44&products_id=282) if you want tons of detail on hobgoblins and their culture. It's easy to convert to another setting.