Libertad
Legend
Official Site
Edition Note: Koboa was designed for the 2014 version of 5th Edition D&D, as well as the 2nd Edition of Pathfinder and Kobold Press’ Tales of the Valiant. All such versions are planned to be available in English, Spanish, and Portuguese. I’m reviewing the English 5th Edition version.
The Open Gaming License, crowdfunded projects, digitization of tabletop RPGs, and the mainstreaming of Dungeons & Dragons into non-nerd spaces have ushered in a new golden age of sorts for the hobby for fan participation. One such result was the publication of independent and third-party books utilizing popular rulesets for ideas that were normally shied away from. One such example is more authentic, mindful takes on fantasy counterpart cultures that differ from traditional Medieval Western Europe tropes.
Koboa is one such fantasy world, portraying a continent of the same name that fought successful wars of independence against the far-reaching Larensian Empire. The design team includes many authors drawn from a variety of peoples and cultures from South America, seeking to build a setting that draws on traditional D&D/Pathfinder rules and tropes, but reimagined in a more progressive way. In fact, the first Appendix of this book lists the various Real World Inspirations for its content, which is very helpful for readers who want to delve deeper.
Koboa received quite a bit of attention, getting a shout-out article on D&D Beyond* and the lead designer obtaining an interview with Forbes magazine. The project isn’t yet for sale to the general public as of this post, but barring some conversion material for Pathfinder 2e we do have a complete setting for backers.
*Although I am unsure as to whether or not there are plans to host the product on said site.
The first thing I notice when opening up the PDF is a lack of bookmarks. While there is a table of contents, the lengthiness of particular chapters (5 chapters and 4 appendices in a 314 page book) makes it harder than usual to navigate in picking up where one left off. Additionally, Koboa differs in naming conventions for chapter titles. Chapters 1 and 3 have the numbers as preceding entries via “Chapter X: Title” format, while 2, 4, and 5 simply present the name without the prior designator.
Welcome to Koboa serves as the general introduction to the world. Koboa is a continent home to many people, and in the distant prehistory everyone shared the same form. The Jutgot Empire created a magical innovation known as a Form Map, which allowed people to transform their bodies, with the Map of the Giant being the first known of its kind. Other Maps and Forms were made, not just in Koboa but also in farflung realms. One such realm was the continent of Larensia, the majority of which came under control of the Larensian Empire. The Larensians had the form of the Elf, and their initial contact with Koboa was via fleets of ships that sought to conquer the Koboans and exploit their people and resources. A series of events known as the Liberation Wars eventually saw the Larensian Empire pushed out, with freedom fighters made up of indigenous Koboans, Larensian-descended Koboans, and Sotashkans who also came from a continent across the sea that fought their own independence wars against Larensia.
Koboa as it stands today is made up of five major geo-political blocs: Novpo (a mountainous country home to vast gold reserves and is the headquarters of the Stoneseekers, a prominent adventurer's guild/scholarly society), Atsatray (a city-state whose districts encompass far-flung places across the continent via a series of magical portals), the Mallgot Accords (a confederacy of Indigenous Koboan nations who mostly live in the Talá Rainforest), Gran Marcelia (the southernmost nation that is a blend of Koboan and Larensian culture), and Nueva Vardia (the northernmost nation that until 30 years ago regarded itself as the extension of the Larensian Empire, but whose government now seeks peaceful trade with its neighbors). All but the last were part of a unified military front known as the Coalition of the Three Armies, and Nueva Vardia was the last holdout of the Larensian Empire’s influence on Koboa. Post-war treaties and agreements saw the division of territory between the various lands, although there are Indigenous people who resent the land that they lost as a result of these formalities. Each country’s entry provides some adventure hooks: for example, the Talá Rainforest’s ecosystem was heavily damaged and corrupted by Larensian magic, resulting in no small amount of new and transformed creatures threatening people. While in Nueva Vardia, there’s a rising fascist movement known as the Neo-Conquistadores, conducting border raids justified by the claim of “taking back their rightful destiny.” And a series of violence in Gran Maercelia are unusual in that they were apparently resurrected Larensian soldiers making use of now-extinct magic.
There’s a sidebar for other major lands beyond the continent of Koboa. There is Larensia, as mentioned before (Fantasy Europe, but if Spain controlled most of it), but also Sotashka (Fantasy Africa), Sojeín (Fantasy North and Central America), and Viringerion (Fantasy Asia). People from all these lands came to settle in Koboa for a variety of reasons, although a magical storm that lasted for 100 years known as La Tormenta effectively shut contact from the rest of the world during the tail end of the Liberation Wars. La Tormenta is known as the Northern Storm and only recently began to calm down to allow for more reliable travel. The storm’s origin is unknown although the more popular theories claim that it was either an unintended side effect of the Larensian Empire’s magical terraforming, or was deliberately created by independence fighters to cut off Larensian supply lines from Sojeín and across the sea.
Thoughts: Koboa’s introductory chapter lays out the major places and themes of the setting. The Laurensian Empire and Liberation Wars bear strong echoes of the Spanish Empire’s colonization of South America and the aftereffects, with the continent’s now-autonomous people picking up the pieces and deciding what kind of world they now want to build. Having five nations might feel few for a setting, but I feel that they cover a broad enough ground to make up for this.
This next chapter is the longest part of the book, and is divided into several sections. The largest three sections are Forms, Classes, and Subclasses, with the remaining mechanical options such as Backgrounds and Spells being much smaller in individual page count.
Forms are Koboa’s equivalent of Race/Species, representing physical features associated with potent magical items known as Form Maps, or Maps for short. Maps serve as important cultural centers and pilgrimage sites throughout history. It is possible to pass on a Form to another without a Map, which usually requires the two parties to have strong emotional bonds with each other. But only some features can be passed on this way without the magic of a fully-intact or present Map, so the theft or damage of a Map is a great loss.
The book is unclear to what extent that Forms are inherited. Initially the text implies that it’s gained by undertaking a ritual in the presence of a Form Map, although later on there’s a sample questionnaire for one of the Forms (the Chanov, to be specific) that says that one can be born with that Form.
The Larensian Empire stole and destroyed many Maps, to say nothing of those that were outright lost during the chaos of war, and many adventurers are hired to find and reclaim Maps. While Maps are an artificial creation, they aren’t unique to Koboa, as civilizations on other continents developed their own Maps before first contact.
Forms traditionally serve both practical purposes, such as gaining traits and features ideal for particular terrain, as well as cultural and self-expressive purposes in tying oneself to a particular ideal or joining/reinforcing bonds with a community.
There are 15 Forms, each of which has their own full-page artwork and unique page borders. Forms slightly from the base 5e mechanics: ability score bonuses adhere to the Tasha’s Cauldron of Everything standard in that the player chooses either +2/+1 or +1/+1/+1 to ability scores of their choice, and characters start out knowing Common plus one additional language of their choice.
Most Forms have Major and Minor Manifestations, and a character can choose any 1 of each Major/Minor combination to represent the myriad varieties of influences from Forms. Some Forms only have either Major Manifestations or Minor Manifestations, which is usually due to the result of the Form Map being lost or incomplete in some way. Such Maps are known as half-Maps, which number 5 out of the 15 available Forms. The Size and walking speed of a character is determined by their Major Manifestation, although 6 of the Forms let you choose whether you’re Medium or Small.
The Bakemoh are humanoids who can have a wide variety of animal features. The original Map is from Viringerion, and it was only after La Tormenta’s cessation that reliable contact was restored with that continent. The Bakemoh is a half-Map that only has Major Manifestations, which include a decent range of Ancestor’s Blessings representing traits of particular animals that they can choose up to 2 of. For example, bunnies can Dash as a bonus action 1/long rest, Mice can add +5 to an Intelligence/Wisdom ability check or save 1/long rest, and so on. Their other traits include being able to communicate with such animals providing they’re not hostile to the Bakemoh, proficiency in cook’s utensils, and can prepare 3 pieces of edible food 1/long rest which can be eaten as a bonus and have different beneficial effects such as temporary hit points.
Thoughts: The Bakemoh is quite versatile, and the buffs from the magical food remain useful during all levels of play. The animal-based Ancestor’s Blessings are a mixed bag, as several replicate the partial features of the Rogue’s Cunning Action and thus means that Bakemoh of that class are going to gravitate more towards other animal types. Of them all, the Dog looks the most broadly useful, as they get advantage on scent-based Perception checks all the time and and 1/Long Rest can determine the exact position of all creatures within 60 feet, which is great for pinpointing concealed and invisible foes.
The Bakol is a serpentine Form that was granted to the people of the Mallgot Accords by the Elder Serpents, descendants of gods tasked with wide-ranging jobs such as caring for all aquatic creatures or acting as a messenger between divine pantheons. There are several Maps for the Bakol, each representing the traits of one of the six Elder Serpents. They are quite similar to Dragonborn in this way, where the Map’s Major Manifestation determines the shape and damage type of their breath weapon (which uses a d10 instead of a d6 for damage die and its uses are Proficiency Bonus/long rest) as well as their Resistance to a certain damage type. Their Minor Manifestation grants them the Druidcraft cantrip as well as a swimming speed of 15 feet and the ability to hold their breath for extended periods.
Thoughts: The Bakol is very similar to Dragonborn, although that race’s underwhelming breath weapon gets a useful boost in both damage and usability. That being said, the damage type and resistance still vary in general usability. For example, the Map of Jaka is related to Fire, which is good for players who want to resist one of the most common damage types but not so much for an ideal breath weapon. Meanwhile, the Map of Maka Malgh is associated with Thunder, so that breath weapon doesn’t have to worry about Resistance and Immunity all that much.
The Chanov isn’t associated with any one Map, being a catch-all term for people who have the traits of many Maps at once. They grew in number during the Larensian Occupation, when the theft and destruction of Maps caused Koboans to rely on mixing and matching various Forms with incomplete Maps and rituals. Chanov are most common in Gran Marcelia, as that nation prizes multicultural values and Chanov from that region were instrumental in the Liberation Wars. Chanov technically have only a Major Manifestation, which lets them choose three Minor Manifestations instead of the 1 each of Major/Minor default options. The text is clear that this is an alternative rather than an addition, so you cannot have a Major Chanov and a Minor [Other Form] to get 4 Minor Manifestations total.
Thoughts: The Chanov is a clear call to real-world South America’s multicultural nature. Dungeons & Dragons has a rather imperfect relationship when it comes to fantasy races of mixed heritage, be it Wizards of the Coast’s poor handling of it in 5.5 via their outright removal or the longer-standing default of the “perpetual outsider” trope. While said latter trope can still still be done, the Chanov provides an alternative take that is more encompassing and provides the Chanov with a more specific grounding and distinct history of their own.
The Elf is a Form that is strongly associated with Larensia. It is most common in Nueva Vardia, but elves can be found across Koboa, with most who fought against imperialism during the Liberation Wars settling in Gran Marcelia. This setting’s elves are unique in that they have bull horns and tails, giving them another pair of iconic pointy things on their head!
Elves are one of the only 2 Forms that can grant Darkvision, which is 60 feet as part of its Major Manifestation. Their other Major trait is the potentially exploitable Unrelenting, where if they get a natural 1 on an attack roll then their next attack on the same target (within a timespan of until the end of the elf’s next turn) will automatically hit. Their Minor trait lets them engage in telepathic contact with a single plant 1/Long Rest, learning of any events that happened in the plant’s vicinity as though they were personally there for the past 12 hours.
Thoughts: In default 5e, darkvision is a very common trait. But making it rare in Koboa elevates those who have it to being ideal scouts and dungeon-crawlers given that they don’t need a light source to avoid blindness in total darkness and said light source can easily give away one’s position. The Unrelenting’s auto-hit may seem powerful, but given how rare a natural 1 is for probability it is effectively making up for a prior missed attack. The plant-telepathy power is situational, but given how common plants are it’s the kind of thing that should trigger in most environments that aren’t underground or in open waters.
The Etel are humanoids with insect features, notably a prominent proboscis. Their Major Manifestations revolve around this particular body part, which can be used as a natural weapon that deals 1d6 + Strength modifier by default. The proboscis’ more supernatural powers include either recovering a number hit points equal to the damage dealt from a target struck by the proboscis plus experiencing up to 5 minutes worth of past memories, or grant proficiency in a skill/tool the Etel’s proficient with to the target for 10 minutes. Both abilities can be used a number of times equal to Proficiency Bonus/Long Rest. Their other Major feature is an exoskeleton that sets their base AC to 13 + Dexterity modifier if their default unarmored AC is less, while their Minor features include gaining a climbing speed and preventing hidden enemies from gaining advantage on attack rolls against the Etel provided that they’re not invisible.
Thoughts: The health-draining capability of the Proboscis is most useful for Etel who can stack a lot of damage on top of their base attack, notably Paladins and Rogues, but is less useful for other classes. Being able to experience the past 5 minutes of another person’s memories and grant proficiencies to other characters is pretty cool thematically speaking, while the exoskeleton is quite ideal for squishy unarmored characters and lets them effectively forgo Mage Armor. I do like how the Form plays upon specializing in collecting knowledge but isn’t pigeonholed to Wizard and Intelligence-based builds. My main complaint is that its flavor/cultural text is extremely brief, basically being created by the Etelgot, who do get more fleshed out later in this book but there isn’t much about them besides being a culture in the rainforest known for scientific innovations.
The Ghintak is a Form that was created by the Ghintakgot, a people who were one of the major founders of the Mallgot Accords. The Form is immediately recognizable for having hair that can be lit on fire for self-defense and for their backwards-facing feet. Their Major features include a faster-than-normal walking speed at 35 feet, a 1/Long Rest AoE where their hair deals fire damage to creatures within 10 feet, and others have disadvantage while tracking them in natural terrain. Their Minor features include learning Minor Illusion and a swappable bonus language that can be changed with an hour of interaction with a creature speaking a language that they don’t know.
Thoughts: The Ghintak feels rather underwhelming to me. The AoE hair is of more limited use and deals less damage than the Bakol’s breath weapon, and is a commonly-resisted energy type. Disadvantage on tracking and the bonus language are things that won't come up that frequently in most campaigns, either.
The Guveng is a Form that is actually a hive-mind swarm of insects capable of taking a roughly humanoid shape. Who created the Map is unknown, although the most popular theory is that it was created by a Watakgot druid as a gift to the gods and used their magic as well as the Form’s abilities to found the Gosán Empire, a mountainous civilization occupying much of what is now Novpo. The Map was stolen by the Larensian Empire and taken back to their home continent, meaning that the Form in modern-day Koboa is rare in that it must be taught to others on an individual level. The Major Manifestation feature is the Swamp Shape, which lets the Guveng become a swarm of Tiny creatures as a bonus action (and the same bonus action to become humanoid again), gaining a fly speed and ability to squeeze into tight spaces along with immunity to the Grappled, Prone, and Restrained conditions. However, being in Swarm Form prevents them from carrying more than 10 pounds, attacking or casting spells, and their equipment falls to the ground when they go from humanoid to Swarm Shape. Their Minor features teach them either the Message or Mage Hand cantrip and can use the Help action on allies within 60 feet. Both of these are flavored as the Guveng sending out individual insects beyond their main body.
Thoughts: I really like this Form’s concept, as it’s not that often where you get to play a hive-mind/mob of tiny creatures. The Swarm Form can be potentially abusable as it lets the character potentially circumvent a lot of obstacles, to say nothing of the power of an at-will fly speed. It is limited in that the swarm cannot attack or cast spells and cannot carry all but the lightest equipment with them, so it doesn’t have the “Aarokocra warlock with Eldritch Spear” vibe that sends many a DM into a panic attack. But I can see this Form possibly needing a closer eye on it in actual play.
The Human is often held to be the ur-Form, in that before Maps were created it was commonly believed that all people were human. The major piece of evidence for this is the existence of a ritual that can dispel a Form’s influence from someone, effectively turning them into a human. The powerful magic of a Form Map causes one to lose their resistance to magic, meaning that those who are human are particularly hardy when it comes to enduring hostile spells. Their Major feature grants them advantage on Intelligence/Wisdom/Charisma saves vs spells as well as their choice of one physical save against spells as well. Their Minor feature grants them advantage on saves vs the Charmed condition and resistance to Psychic damage.
Thoughts: I like what Koboa did with humans on both a flavor and mechanical level. 5.0 humans tended to be hardly worth taking or too good to pass up depending on whether or not the Variant Human rules were in place, and in most settings they rarely had any distinct lore or place in the world besides “they’re numerous and don’t have an explicit original civilization/creation story.” Koboan humans mostly have defensive vs active features unlike many other Forms, but given how common magic is in D&D their features feel very worthwhile for most character concepts.
The Jut is also known as the Giant due to their towering size, being generally 6 to 8 feet tall. It is said that a civilization of giants once lived in western Koboa long ago, predating the Gosán Empire. They are a half-Map in that a shard of the original Map was recently rediscovered by the Stoneseekers, and while still rare more people are taking the Form. It only has Major Manifestation features, which include being able to use a Versatile weapon’s two-handed damage even in one hand, increase the range of thrown weapons by 10/20 feet for short/long range, are proficient in improvised thrown weapons which deal 1d6 damage, and treat themselves as one size category larger for how much they can carry/push/etc.
Thoughts: The Jut is tailor-made for martial builds, particularly melee given that they will be able to deal 1d10 damage with most Versatile weapons while also benefiting from a shield. Sadly, they don’t have much in the way of useful options for other character concepts, which pigeon-holes them.
The Kadwot is a Form that is Small in size, typically appearing as people with large eyes and ears whose skin often displays energy coursing just beneath the surface when they become very emotional. Their Map was created by the Kadwotgot people who traditionally live in the southern Gosán Mountains. They became incorporated into the Gosán Empire, not via invasion like many others but via voluntary exchange, as they possessed advanced architectural and mining knowledge which they used to build massive underground chambers. The Form’s Major features include immunity to difficult terrain from mountain and underground environments, and 1/Long Rest can change into a bright form of energy as a bonus action for Proficiency Bonus + 1 rounds. While in this form, they emit energy associated with a certain damage type (cold, fire, lightning, or radiant) that can manifest as a ranged attack that deals 1d10 damage and is modified by Dexterity. Additionally while in this form they have Resistance to that energy, and as a bonus action can Fly up to double their movement speed. Their Minor feature grants superior Darkvision at 120 feet (or +120 feet if they already have it from a Major feature).
Thoughts: The Energy Form is too infrequent to be a reliable tactic, with its duration being ideally suited for combat or brief moments. The long-range energy attack is nifty in granting an effective cantrip-like attack that can be used in conjunction with Multiattack, but is outclassed in range by longbows and heavy crossbows as well as characters with Sharpshooter, as the energy has a maximum range of 100 and no short/long range distances. The Superior Darkvision is going to be the most attractive choice for most builds, both for that sense type’s aforementioned rarity and for being easily chosen as a Minor feature.
The Kaliwaya is a half-Map Form originating from Sotashka. When freedom fighters from that continent ventured to Koboa to fight the Larensian Empire in the Liberation Wars, they took a copy of their Map with them, which was broken into many pieces by the Larensians. Those bearing the Kaliwaya Form display a variety of traits, ranging from an additional arm to having a supernatural knack for storytelling. This Form has only Minor features, where they choose from 2 out of 5 options, and an option can be chosen twice for more potent effects. They include Eloquent Form (proficiency in a Charisma skill, then double proficiency with said skill while storytelling) Encouraging Tales (those who listen to you during a rest gain buffs), Oral Tradition (proficiency in one of several Intelligence/Wisdom skills, then replace rolls using said skill with Charisma modifier), Spider Touched (proficiency with artisan’s tools, then gain a third arm that is capable of fine manipulation and can wield a shield and or non-two-handed weapon), and Web of Words (learn either Message or Vicious Mockery, then can cast either Disguise Self, Silent Image, or Healing Word using only verbal components 1/Long Rest or with spell slots).
Thoughts: The Kaliwaya has quite the number of potent choices for Minor features. Spider Touched’s third arm is similar to the Jut in being able to use shields in conjunction with damaging two-handed weapons, and Web of Words is the other top-ranking one due to the usefulness of Silent Image and Healing Word at all levels of play. Eloquent Form and Oral Tradition rank a bit lower in being optimal for social builds. Encouraging Tales feels less powerful than the others, given that the temporary hit point buff can be replicated and exceeded by many other features, and its second-time-taken buff is a one-time Proficiency Bonus roll to a single d20 check for each listener.
The Quehual is a rare form, originating from the northern continent of Sojeín, and in Koboa it is mostly found among Sojeínian immigrants and their descendants. Their physical traits are that of colorful humanoid birds, and as one must undertake intense spiritual rituals to gain the Form those who have it are often sought out as advisors. Their Major features include a faster base walking speed of 35 feet, can transform into a quetzal bird or dwarf gecko (both are Tiny animals with new stats in this book) once per day that uses Druid Wild Shape rules for mechanics, and a limited fly speed where they fall if they end their turn in the air. Their Minor feature grants advantage on Persuasion and Performance checks to inspire or convince others, which for the purposes of the former skill is enough to cover most uses of it.
Thoughts: Advantage on most Persuasion checks makes this Form’s Minor feature ideal for most party face builds, and IMO is too good a choice. Their limited flight and transformation help with scouting purposes, although whether or not they’re superior to the Guveng depends on how necessary it is for the PC to still be able to carry their equipment (Quehual wins out) or maintain the form for prolonged periods (Guveng wins out).
The Raug is a new Form that resulted from elves fighting on the Liberator side against the Larensian Empire, some of whom were desperate enough to make deals with otherworldly forces in order to gain an edge. It is believed that such forces are either devils or creatures from Kiboa, a plane of existence that also doubles as Koboa’s Underdark equivalent. The specifics of the deal are unknown, but some believe that the payment will occur once the Larensians are driven from Koboa entirely, and that letting Nueva Vardia be their last outpost was a means of the elves finding a loophole in the contract. While the Raug’s Map is easily available in Gran Marcelia, few people intentionally seek out the Form. It is a half-Map, whose Major Manifestation features include knowing Infernal or Undercommon as a bonus language and learning Thaumaturgy, Thunderwave, and Darkness at 1st, 3rd and 5th levels and can cast the latter two 1/Long Rest or with spell slots.
Thoughts: The Raug is quite obviously inspired by the tiefling, particularly in regards to its bonus spells. That being said, the Form feels a bit underwhelming even if it is a half-Map, as the best spell kicks in at 5th level.
The Sial is another Form that originated in Sotashka, specifically from the Sialgot people. The people of this nation helped found the city-state of Atsatray, which is Koboa’s foremost location for magical research. Its inhabitants created a new Map of the Sial, making that Form quite common. The Form’s Major features are a Small size, the ability to move through the spaces of larger creatures, can cast Gust of Wind 1/Long Rest or with spell slots, and has a limited form of fly speed where they fall if they end their turn in the air. Their Minor feature teaches them the Light Cantrip and lets them cast Faerie Fire 1/Long Rest or with spell slots.
Thoughts: Flight plus ability to move through the hostile spaces of most creatures makes the Sial ideal for various mobility builds, such as the Monk and Rogue. Gust of Wind is a bit situational for a spell, but Faerie Fire is very useful. Thus, this Form rates rather highly for me.
The Watak is a hybrid plant-humanoid Form created by the Watakgot people and thus strongly associated with the Gosán Empire’s legacy. The Watak form was favored by soldiers and druids, using their powers to bring other civilizations into the fold, voluntarily or by force. The Gosán Empire was destroyed by the Larensian Empire, as was the Map of the Watak, which was recreated in Novpo’s capital city. While functional, many wish to locate the original Map’s fragments to piece it back together.
The Form’s Major features include a Small size, having both the Humanoid and Plant type, resistance to Poison damage and advantage vs the Poisoned condition, adding double proficiency to Nature and Survival checks to find and identify trees and flowers, and finally an Animal Limb that can either take the form of a 1d6 natural weapon attack, +5 walking speed, or an extra limb capable of simple manipulation although it is unable to make attacks or hold weapons or shields. Their Minor Feature teaches them both Disguise Self and the new Plant Eyes spell, both castable 1/Long Rest or with spell slots.
The Plant Eyes spell is a 1st level ritual that instantly grows a plant with eye-shaped fruits that the caster can see through, provided that they are within 200 feet and close their normal eyes while seeing through them this way. Plant Eyes last for 4 hours (+8 hours per spell slot above 1st level), and only one can be in existence per casting.
Thoughts: The resistance to Poison is the most useful trait of the Major features, with the others being a sprinkling of more situational stuff. For the Minor Feature, the Disguise Self feels better, as the Plant Eyes spell feels like a less powerful version of Alarm.
Thoughts So Far: I really like the concept of Forms and Maps, as they’re a deliberate move away from the more essentialist concepts of Race/Species in D&D that would feel discordant with a Latin American-inspired fantasy setting. That being said, Forms are not a social construct, which is a common thing that other progressive-minded game designers might default to, in that they still provide explicit physical and supernatural abilities which were used by many of the societies for particular roles and occupations. While Forms are more fluid than the default Race/Species in D&D, they still are meant to inform a character’s backstory and social ties, particularly given that changing it requires via venturing to another Map or via a strong friendship with someone who has the desired Form in question.
All in all, I think that the idea of Forms is a good way of taking a common fantasy element that can have unfortunate implications and making it work for this particular world.
Join us next time as we review the two new classes of Koba, the Bruje and Rhythmatist!
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