Goblin Miners

Goblin Miners are hobgoblins who mine “dreamstones” from their host.

Overview
"Work work work. Ya wont uz ta stap? Tark ta Boss. Work work work." The presence of these incubi may be felt by way of strange, disjointed dreams that offer inadequate rest (mechanically, the host does not gain Willpower from rest and suffers a -2 penalty to mental dice pools). On close examination of the dreamscape, an oneiromancer may find a mining complex that bores through the strata of previous dreams. Here, the Goblin Miners work, bringing what they call “dreamstones” from the host’s dreams through a gateway that the hobgoblins open directly into the Hedge. Each batch of these dreamstones removed, representing a week’s worth of mining, reduces the dreamer’s permanent Willpower by one — luckily, replacements can be bought at Goblin Markets.

The hobgoblins, individually weak, move in large groups led by a large miner whom the group will refer to as “Boss”. The miners move much like chimpanzees, hunched and knuckle-walking, dressed in a parody of real miners’ clothing.

Dream Combat
Note: Goblin Miners’ mining tools, while not truly 'iron', are close enough to ignore fae defenses in combat. Power Attributes: Strength 4, Intelligence 2, Presence 3 Finesse Attributes: Wits 3, Dexterity 3, Manipulation 2 Resistance Attributes: Resolve 4, Stamina 3, Composure 3 Oneiromancy Skill: Crafts 3 Willpower: 7 Virtue: Fortitude Vice: Lust Initiative: 6 Speed: 12 Wyrd: 3 Glamour/per turn: 13/4

Oneiromachy
Personal: (Strength + Weaponry 3 + Wyrd) 10 Environmental: (Wits + Crafts + Wyrd) 10 Dream Defense: 3 (Dexterity) Dream Armor: 4 (Resolve)