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    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
  • Store
    • The Eternal Quest
    • Apocolyps Squad
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    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • Delsinar
        • Dirnor
        • Distisil
        • Donisil
        • Elsinor
        • Istinis
        • Notirot
        • Sintison
        • Sournous
        • Taninor
        • Tifingor
        • Tornor
      • Primary Races >
        • Aqahartis
        • Avians
        • Dwarves
        • Dark Elves
        • High Elves
        • Humans
        • Orcs
      • Secondary Races >
        • Crysilin
        • Dragons
        • Fairies
        • Firingar
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Rootwalkers
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Elementals
        • Fifthala
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Sarcil
        • Sorosin
        • Thornsaldsarn
        • Tirronfin
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
  • News
  • About
  • Online Content
    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • Delsinar
        • Dirnor
        • Distisil
        • Donisil
        • Elsinor
        • Istinis
        • Notirot
        • Sintison
        • Sournous
        • Taninor
        • Tifingor
        • Tornor
      • Primary Races >
        • Aqahartis
        • Avians
        • Dwarves
        • Dark Elves
        • High Elves
        • Humans
        • Orcs
      • Secondary Races >
        • Crysilin
        • Dragons
        • Fairies
        • Firingar
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Rootwalkers
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Elementals
        • Fifthala
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Sarcil
        • Sorosin
        • Thornsaldsarn
        • Tirronfin
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact

Hobgoblins

Creatures of pure destruction, hobgoblins are one of the most deadly beasts alive. Once loosed, they are nearly impossible to stop, often requiring dozens if not hundreds of individuals all cooperating together. With their ability to fly, they can evade nearly all pursuit, and have a taste for blood that is nearly insatiable.

Hobgoblins, unlike other species, aren't simply born that way. When an imp crosses over from the Dark Realm and is subsequently touched by sunlight, the being will go insane. This happens without fail, though the reason for it has never been properly understood. Physically, the imp will not change form at all, but will begin using blood magic to go on a destructive rampage, slaying everything in its path.


Height:
- 3-4 feet, with a wingspan of 6-7 feet.

Characteristics:
- Lacking all reason, this being will attack any living creature it sees.
- Enormous ears and eyes, allowing the creature to see in the dark.

Habitat:
- Anywhere it happens to be.

Weaknesses:
- Hobgoblins will often die of exhaustion or from the negative effects of blood magic.

Threat Level:
- Yellow

Other notes:
- Sentient imps will attack any hobgoblin that they see on sight, even if the creature hasn't shown any signs of hostility.
- Because of their superiority at night, if a hobgoblin survives a full day until nightfall, it will often manage to kill off entire cities before morning. This fact will often cause residents to abandon cities as night falls, in the hopes that the hobgoblin simply won't be able to find everyone if they're separate.
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