Kors (Hobgoblin)

The Kors are the only hobgoblin subrace whose population center is part of another nation. They live as citizens of the Kalamaran Empire, the largest human empire on the continent, and the humans have had a profound influence on their culture, their tribes, and their military. Though the Kors have made tremendous progress in the social and governmental arenas, they are biding their time until they are sophisticated enough to overthrow their Kalamaran masters and take the Empire for themselves.

Because their subservient role to the Kalamaran Empire, the Kors have developed a modified understanding of the traditional hobgoblin values of strength and honor. While every action a Kargi takes shows his strength in some way, the Kors allow for one to plan and bide his time, preparing for eventual dominance. They understand that they need the Kalamarans in many ways, but they have learned to rationalize their inferior position by convincing themselves they are preparing for their removal. This has split the Kors into two camps, each with a different way of thinking.

The majority of the Kors believe in accepting what Kabori has done for them, and participating in their agreement for the purpose of corrupting the system from the inside. Because they cannot really dominate the Kalamarans above them, they take their natural tendency to dominate out on those below them. This means that these Kors see position in a hierarchy as a direct indication of ones dominance. Similarly, the more humans that such a Kors dominates, the more prestigious his position is, for he has used the Kalamaran system against its creators. These Kors also view honor from a different perspective. As with the other subraces, one gains honor through winning competitions and dominating others, but these Kors give extra emphasis to dominating humans, especially Kalamarans. Dominating a Kalamaran indicates that a Kors hobgoblin has turned the human’s system against him.

A vocal minority of the population, generally described as hard-liners or traditionalists, does not believe that a subservient position is at all acceptable. The hard-liners define honor as staying true to one’s heritage. In this way, honor often becomes the only solace for these Kors. Because they are rarely in positions of power, they assuage their egos by maintaining their rebellious spirit and acting in ways that they believe are more fitting for hobgoblins. This often means resorting to guerrilla attacks or terrorist acts. The traditionalists have also adopted a warped view of strength. To them, dominance means disrupting the actions of the accepting Kors and the Kalamaran system.

Their skin color ranges from a light brown to a light maroon, with a clay red-orange color being the most common. They have large amounts of body hair, ranging in color from a light gray to black (usually brown). Their facial hair is very bushy and long. Their eyes come in all colors, but most are dark browns and reds. Females are as hairy as males, but they braid or groom their hair according to convenience or fashion. They average the same height as the males, but weigh less.
Gender: Base Height: Height Mod.: Base Weight: Weight Mod.:
Male 5'1" +2d12 (inches) 150 lbs x (2d4) lbs
Female 4'8" +2d12 (inches) 135 lbs x (2d4) lbs
Adulthood: Middle Age: Old: Venerable: Maximum:
15 yrs 80 yrs 120 yrs 160 yrs +2d20 yrs

Because none of the surrounding human lands is at war with the Kalamaran Empire, the Kors do not fight organized battles against other humans. The exception is those Kors that are part of the Kalamaran army, and fight the Pekalese or other former members of the empire. The Kors army will raid settlements of human bandits living in the hills, but only when they do not have a more attractive dwarven target.

The hatred between the dwarves and Kors runs deep. When the hobgoblins were first settling in Tarisato, the dwarves helped the disorganized humans repel the hobgoblin invaders. The result was that the humans force the Kors to retreat higher into the hills and away from the fertile hunting and farming areas. In addition, they manufacture and trade superior weapons to the enemies of the hobgoblins, making it harder to conquer them. At every turn the dwarves thwart the hobgoblins, and vice versa. The Kors see few elves, gnomes or halflings, and have no special prejudices towards these races.

The Kors have always called the P’Tikor Hills (east of the Obakasek Jungle and the lands of Tarisato) their home. Within these hills, the Kors can operate mostly as they please. As long as they do not attack any Kalamaran holdings and keep raids on Kalamaran merchants to a minimum, they can deal with others in any way they choose. They speak the Hobgoblin language and at least one other. They are very adept at speaking other low, guttural languages, like Orcish, Dwarven, and others, and with time can speak these languages without an accent. Other languages do not give them physical problems, but the Kors do feel uncomfortable talking in a high or smooth voice, and thus avoid languages like Reanaarian, Halfling, or Elven.

The Kors do believe that the Blacksoul created them like the other hobgoblin subraces, and make sacrifices to him for guidance and protection. However, they do not usually worship one god exclusively, nor do they spend a great deal of time or effort in worship. To the average Kors, the gods are to be appeased when they need something, but the gods are best left out of everyday life. The Kors do not believe that the gods can do anything for them, and thus they do little for the gods. They may pray to The Old Man before going into battle, or to the Creator of Strife before a large storm.

There is one exception, however. The Kors that reject the Kalamaran cooperation are fanatics. They worship the Blacksoul exclusively, and they make sacrifices to him at least once a day. They also make an effort to convert their fellows to worship of the Blacksoul. They believe that most Kors have lost their faith and their religious direction, and that through conversion they can return the Kors to their rightful position as kings of the world.

Barbarians are quite common, as are brigands and druids. Rogues are also common, but outside of tribal boundaries. While fighter is a much sought-after class, the Kors themselves are unable to provide the training, so Kors must either receive fighter training from the Kalamarans or learn through experience. Basiran dancers, Clerics, monks, rangers and shamans are uncommon. Bards, gladiators, infiltrators, paladins, sorcerers, spellsingers and wizards are unheard of or, at best, extremely rare.

The humans’ greatest concern is that the Kors will unite and begin fighting for their independence, so any class that wields magical power is discouraged. Primarily this means that the Kalamarans harass or arrest arcane spellcasters (even to the extent of forbidding the Kors from pursuing music), but they also discourage rogues and infiltrators. On the other hand, the humans have fostered typically unusual classes such as the Basiran dancer and druid. The result is that the Kors possess a unique mix of classes within their society.


DANgerous Kalamar 4 Kallak