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.

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

Splinter Race Feats: none
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: +2 Strength, +2 to any, –2 to any
  • Base Speed: 30 ft., swim 40 ft.
  • Aquatic I: You may hold your breath for a number of minutes equal to 15 × your Constitution score.
  • Darkvision I: You ignore the effects of dim and faint light.
  • Keen Sight: Your visual range increments are equal to your Wisdom score × 50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re Aiming.
  • Sure Footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to ×5).
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