Koalinth
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The hobgoblins of Manus left the world long ago, but their kin, the sea-faring Koalinth remain as testament to their legacy. Fiercely tribal, the Koalinth flotillas and pirate tribes dominate the seas of Manus.

Self-Name: Koalinth (singular), Koalinth (plural), Koalinth (attributive)
Stereotypes: Ruthless, Piratical, Crude, Cunning.
Alignment: Chaotic Evil / Neutral Evil

Brutish Seafarers


Standing between six and seven feet tall, koalinth have well developed muscles, from a lifetime climbing in riggings and swinging weapons, and they are surprisingly agile for their stature. Their flattened noses, pointed ears and almost feline faces mark them as unmistakably a member of the goblinoid race, its last remnant on the face of Manus in fact save for the rare barghest. But their pronounced tusks and jutting lower jaws deprive their visages of any grace of elegance. Their skin is smooth, almost slippery, and often has a grey slimy sheen to it, allowing them to slip easily in and out of the water, and the webbing of their fingers and toes goes up to the second knuckle, being just partially webbed. Hair is coarse and oily, and beards are common in males, bot body hair tends to be sparse and nearly invisible.

Being marine creatures, koalinth are excellent swimmers, though they are more at home on land than in the water, they are able to hold their breath for hours at a time when submerged in water. Their skin becomes dry and begins to crack and flake when they are out of water for too long a period. They prefer salt water to fresh, leading to their rarity in inland regions, but many koalinth forced to travel inland will learn to tolerate fresh water. They are excellent swimmers, totally at home in the water, but usually surface to fight, because while they can use their short-bladed swords and harpoons proficiently under water, their javelins and nets are almost useless, and perhaps this is why they avoid competing with sahuagin, or else draw them to the surface when conflict between the two occurs.

Privateers of Fortune


Though koalinth have a poor reputation overall, not all koalinth are dim-witted or evil. Some koalinth have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good races. Those koalinth who seek this path may find it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who do often find it can be more rewarding, in the long run at least, to serve good than to serve evil. Many koalinth who leave for a life among other races are females, driven away by the rigidly structured role of motherhood they are expected to play. Other expatriate koalinth will try to recreate the circumstances of their culture, preying on the weaknesses of others in non-koalinth communities.

The Reaver Clans


Koalinth live in reaver-clans; large extended families that sail together and pirate together, roaming the coastlines of settled lands, watching for a ripe target, then striking and sailing straight out to sea. Their way is to take what they want, and the only thing they really every make for themselves are their ships, which are unmatched for their speed and manoeuvrability. These are built at sea, suspended between their fellows, and even the timber from which they are made is often taken from other vessels, and incorporates the bones of large aquatic creatures and other opportunistically acquired materials. The family unit's role is to work together, keeping the ships in repair and knowing exactly their role in the event of a strike against a target, performing their roles with lethal efficiency as if they were of a single mind. Females are rare in koalinth society, and so only the most respected of the males are allowed to reproduce, and females live their lives below deck, repairing the sails and being protected from combat, and have little choice in how they will live. Daughters are generally traded with other clans as a way to forge alliances, and also stop clans from becoming overly in-bred.

Floating Cities


Koalinth live their lives in great flotillas, usually several dozen vessels strong, with each vessel in a flotilla crewed by members of an extended family, and each flotilla a loosely related clan. Their mobile floating homes are lashed together when out at sea, forming a single massive town on the water, they are designed to fit together, and every member of the reaver-clan knows exactly where his ship belongs. A clan might stay drifting like this on the currents for months, but when they unlash their vessels they are some of the quickest things in the sea, striking like lightening and being gone before an alarm can be raised. Sometimes particularly successful reaver-clans will spend a few month lashed to a big Venedozan merchant hulk, or some other larger vessel they have taken as a prize, but it is usually not long before they cut the larger, clumsier vessel loose, to drift and perhaps one day wash up on distant shores, or else tear it apart to extend their own fleet.

Koalinth Names


Hailing from small reaver bands, koalinth have only a single name, which was likely passed down from the parent of the same sex. The koalinth tongue has a guttural, heavy sound that is especially intimidating but usually uncomplicated. When a koalinth slays a particularly powerful or favour enemy he might take on the name of that foe as a sort of family name in celebration of that distinction.

Male Names: Dakk, Drench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Nrakk, Ront, Shump, Thrott.
Female Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda.

Koalinth Traits


Koalinth characters have the following traits:
Ability Score Increase. A koalinth character's Strength score increases by 2, and your Constitution score increases by 2. Your Intelligence and Wisdom scores each decrease by 1.
Age. Koalinth reach maturity at 16 and live nearly a century if not killed in combat.
Alignment. Koalinth are naturally drawn to order and structure, but have a cruel streak that is difficult for them to fight. As such they are most often lawful and evil, though neutral koalinth are not uncommon. Koalinth PCs likely separated from their culture for reasons born of a difference of temperament or morality and may be of any alignment.
Size. Koalinth range from 6’-7’ in height. Their size is Medium.
Speed. Koalinth have a base walking speed of 30ft. and a swimming speed of 40ft.
Darkvision. Koalinth have darkvision to a range of 60 feet.
Reaver Brotherhood. Koalinth live or die by their brethren and learn to take advantage of distracted opponents. They deal an additional 1d6 damage to any opponent that has one of their allies within 5 feet of as long as that ally isn’t incapacitated.
Koalinth Weaponry. Koalinth characters have proficiency with short swords, rendbows, and nets.
Limited Amphibiousness. All koalinth can breath both air and water. They may exist normally out of water for up to 2 days depending on heat and humidity. After 48 hours, if a koalinth does not submerge in water for at least 1 hour, its hit point maximum is reduced by 5 every hour it remains out of water.
Languages. Koalinth speak Koalin, which is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dolendrum script. In addition Koalinth speak one other language (typically Dolendrum or Mulhandi).

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