Koalinth
KoaLinth (marine hobgoblins)
Sea marauders, murk-dwellers, Khapak (locathah for "scourge")
Koalinth appear as common surface-world hobgob¬lins adapted for undersea life: Brawny and powerful (even while being sleeker than the hobgoblin) with massive limbs that belie their speed in the water, koalinth have light green skin, and their wide ears are scalloped to allow for better directional hearing. Hands and feet are webbed with a darker shade of green, and the coarse hair dominant on the scalp and limbs (though present all over the bodies of some) runs from black to emerald green.
The koalinth were once a prouder, more advanced race in Seros, akin to what the locathah are today. How¬ever, the sea elves purposely visited genocide upon the koalinth tribes, which long ago tried to rise above their barbaric status and join the civilized races. Due to these attacks, the marine hobgoblins went into hiding among the caverns and cliffs and seamounts far away from the civilized lands, where they thrive today but as a barbaric shadow of what they once were.
Koalinth, unlike all other Serosian races save the sea elves, can breathe both fresh- and saltwater without dif¬ficulty (see "Undersea Facts of Life"). This ability to "breathe the murk" provides them the safety of freshwa¬ter outlets along the coasts into which they can retreat and not be easily pursued by other Serosians.
Koalinth, like the orcs, ogres, and hobgoblins of the surface-world, are barbaric, relying on physical might to determine status among themselves and sheer might of numbers to assert their status on other tribes and other peoples. Koalinth, as a rule, dislike and distrust every¬thing, including other koalinth, as one only has what one can keep others from taking. The tribes loosely or¬ganize around the concept that, once established, the rulers of a tribe protect their tribe from other tribes with only minimal fighting within a tribe itself. Challenges for leadership happen often among the koalinth, unlike some surface races, so the chiefs are rarely idle and soft but always in fighting trim. The koalinth might rise again to nearly a civilized status, but the infighting among the tribes as well as with other races keeps them from any real successes at developing skills beyond raid¬ing, hunting, gathering, and crude tool-making.
Even during pitched battles, the koalinth hatred of one particular race will provoke special attentions to¬ward sea elves. During raids and hordes, while they mow everything else down in their paths, koalinth attempt to capture any sea elves alive to be brought back to their caverns for torture and food. A popular superstition among the koalinth is that a chief's eating the heart of a sea elf both brings good luck to the tribe and it could grant magical powers to the chief (though no actual record of such occurrences has ever been found). They also reserve this kind of attention to any single or col¬lective foes that has fought them repeatedly (such as ad¬venturers).
Koalinth tactics are quite simple: Overwhelm a foe by strength of numbers and ravage everything in your cur-rent. Only their great hatred for sea elves will change the path of a koalinth raiding party or horde. When raiding, koalinth travel in bands of eight, all lined up to hide their numbers from those listening to or watching cur¬rents. The leader of any band is a sergeant, though sub¬chiefs lead larger companies of four to six bands. Chiefs only leave the tribal caverns when the whole tribe has gone into horde status (either by overpopulation and the threat of starvation or by coercion by other koalinth tribes or merrow) and lead their tribe into battle.
These aquatic cousins of the hobgoblin are the hordlings of the Inner Sea. As plentiful as orcs in the north or goblins in the south of Faerun, there are few coastal caves that have not seen evidence of koalinth occupation. Luckily for the other races of Serös,, they are as apt to attack each other as they are to attack the lands and peoples of Xedran Reefs, As'arem, or Eadraal. They are more plentiful in the southern seas than along the outer coastlines, but their largest holding is among the caverns and tunnels within the Hmur Plateau. While not welcome there, they have adapted quite well to the warrens therein and they are impossible to eradicate from the tunnels.
There are well over 100 tribes of koalinth, but the four largest are the Spider Crab clan (named for their typical use of shields and weapons made from the hard, rounded shells of the spider crab (known above water as the horseshoe crab), which hunts and lairs among the shipwrecks above the Haunted Plains; the Severed Fin tribe (led by Chief Hurok) which lairs 20 miles east and beneath Westgate; and the Sharkstooth and Kraken's Rage tribes (led by Chiefs Guax and Affam) down within the Haunted Plains. Each of these tribes numbers well into the hundreds, and wherever they tread, they leave blooded currents in their wakes.
See Also: Orilidren
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