D&D 5E (2014) [Let's Read] Koboa: a South American-inspired fantasy setting for D&D/Pathfinder/Tales of the Valiant

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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.

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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.

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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.

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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.

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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.

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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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This next section covers new classes and subclasses enmeshed in the world of Koboa, and we get a lot more than the usual standard for 3rd party settings. There's 2 subclasses for every Player's Handbook class, and 2 new classes altogether with 7 subclasses total between the two. While the new classes get quite a bit of lore for how they fit into the setting, we don't get equivalent explanations for existing classes. The book does talk about them briefly in places, particularly for the magical traditions, but there's no explicit entries on subjects such as what differentiates a patron deity from a warlock patron, why druids have a unified language, and so on.

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The Bruje is our first new class. They are a hybrid arcane/divine magician who gain their powers from a variety of sources, based off of half-remembered knowledge and blended traditions of native Koboan practices which were persecuted during the Larensian Occupation. Brujes are known for being more approachable to the common folk, in that other classes such as clerics and wizards require money, social connections, or both, in order to learn.

In terms of mechanics, the Bruje has a d8 Hit Die, proficiency in light armor, simple weapons, chooses two skills from a list of knowledge and social ones, and their spell power is based off of Wisdom. They do not use typical spells-per-day Vancian limitations, instead channeling the supernatural through what are known as encantos. A Bruje has a certain number of Encanto Slots they can use per Short or Long Rest, and their slot levels progress like those of a Warlock's. When an encanto is called upon, a 1d4 + the slot level is rolled, whose result determines what spell is cast, with higher results being more powerful spells. There are five different tables for Encanto spells based around the broadly-desired outcome. For instance, the Bring Aid and Restoration table specializes in healing and abjuration magic, Embrace Harm and Destruction grants a variety of damaging spells, and Change the Body is a mixture of illusion, transmutation, and some offbeat results such as Shocking Grasp and Etherealness. While there's a low-level scaling class feature that lets them voluntarily lower the result to use another spell on the table and (the converse at 11th and higher levels grant spendable Power Points to add bonuses to the roll), generally speaking they must cast the spell that the roll determines but otherwise control other major decisions such as targets. Cantrips are known as chiquillos and can be cast without expending a slot level, but must still be rolled for in order to use barring one particular feature from the Charm Master subclass.

What is notable is that encanto aren't classified as spells, so a Bruje can cast more than one in a single turn provided they have enough actions to do so.

Regarding other class features, the Bruje can cast Find Familiar by expending an Encanto Slot, but the bulk of their non-encanto abilities comes from their Traditions, or subclasses. The Tradition of the Bakenllé are those who use their magic to defend their communities through martial might, and get stuff such as Extra Attack, learning ritual spells from other classes' spell lists, and gaining Combat Magic dice to add to saving throws, attack rolls, and increasing the die type of an encanto roll.

The Charm Master Tradition comes from both native Koboan and other-continental magical and religious practices. The gain power from patterns found in nature as well as particular combinations of colors, numbers, and shapes. After finishing a Long Rest they can choose a Lucky Number and encanto spell to be their Lucky Spell, the latter of which may be triggered on top of the existing encanto spell they can cast when they roll said number on the encanto die. Their other features include being able to cast a chiquillo of their choice as a bonus action Proficiency Bonus/Long Rest, adding +15 to the result of a d20 roll when the die comes up as their Lucky Number, and get two Lucky Numbers as their 14th-level capstone.

The Tradition of the Spirit Talker represents Brujes who specialize in the affairs of spirits, initially gaining the ability to cast Encanto spells with a 1d6 instead of a 1d4 Proficiency Bonus/Long Rest. Later features include a protective spirit coming to their aid when they roll a natural one in the form of up to two benefits (grant another temporary hit points, deal force damage to nearby creatures, or short-range teleportation), the ability to add their Wisdom modifier to a rolled ability check Proficiency Bonus/Long Rest, and as their 14th-level capstone can roll two bonus d6s for Encanto spells and choose the die result they want for their initial feature.

Thoughts: I am not really feeling the Bruje's alternate spellcasting. The randomness of the Encanto Roll means that the character might not get the spell they want at the time, and given that even tightly-themed tables can have very different effects, you can end up in situations where your higher-level spell may not be right for the occasion. While spells of similar effect are bunched up closer together, there can still be times when you get something like Meld Into Stone when you wanted to cast Disguise or Alter Self, or Guidance when you wanted to go for an enchanting debuff like Vicious Mockery or Charm Person. Additionally, some of the higher-end results get more wide-reaching possibilities in terms of spell effects (ex. Polymorph and Mislead are 1 result away from each other on Change the Body), and the Divination spells for Reach Through Space and Time can end up being entirely inappropriate to the situation at hand. The good news is that the spells on an Encanto table all share the same casting time (typically 1 action, or 10 minutes for the divination-heavy Reach Through Space and Time) so you don't need to worry about not being able to cast your result in case you get a bonus action spell when you already used that up for the round. However, I feel that many players will balk at not having total control over what spells they can cast, which can limit the Bruje's appeal.

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The Rhythmatist is our other new Koboan class, a distinctly martial one in contrast to the magical Bruje. The class represents those who are in touch with the First Rhythm, an omnipresent energy that runs throughout the Material Plane and is most commonly interpreted as a single song that can be heard in a variety of ways, from the movement of the sun to the breaths of living creatures. By listening to this song, a Rhythmatist can learn of hidden things similar to a magical diviner, perform feats of amazing physical prowess, and even imbue food they cook with potent powers.

As a class, the Rhythmatist is non-magical in the sense that it doesn't use spell slots but can still get rest-based spells to cast and generally supernatural features. They are very much in the nimble martial role with a d8 Hit Die, proficiency in one musical instrument, light armor, shields, simple weapons, rapiers, shortswords, and choose three skills from a mixture of physical and knowledge. They initially get the Performance skill for free, Unarmored Defense that keys off of their Charisma, and can perform a Rhythmic Strike where they add bonus damage to melee attacks once per turn after moving at least 10 feet in a straight line. At further levels they get such features like Extra Attack and Evasion, can add various debuffs to their Rhythmic Strikes that are known as Disrupt Rhythm a number of times equal to their Proficiency Bonus/Short or Long Rest, double/triple their speed on their first turn when initiative is rolled, can cast spells such as Augury, Counterspell, and Dispel Magic 1/Long Rest, and their 20th level capstone lets them enter a super-fast state 1/Short Rest for one turn that lets them fly, attack four times, and can apply a free debuff to their Rhythmic Strike on top of a nifty +100 foot bonus to all their speeds.

The Rhythmatist has four subclasses, which are known as Masteries. Mastery of the Blade Dancer represents those who specialize in two-weapon fighting, and not just with swords. They are pretty front-loaded in gaining proficiency/expertise in Acrobatics, can add their ability modifier to off-hand attacks, and can drop to 1 hit points instead of 0 like the Half-Orc 1 to 3 times per Long Rest depending on their level. Their higher-level features include the ability to make Rhythmic Strikes not in a straight line by bouncing and jumping off of walls Charisma modifier/Short or Long Rest, can cast Fire Shield 1/Long Rest, and can enter a tough stance for 1 minute as their capstone which grants a variety of buffs such as Strength/Constitution save proficiency and immunity to the stunned and prone conditions. The Mastery of the Triple Step uses the art of duet dancing to enhance the fighting prowess of their allies and confound their enemies, with their initial feature allowing them and a willing creature to "pair up" in the same space where they can move automatically as the other moves and take oncoming damage meant for each other as a reaction. Their higher-level features include being able to grapple a target in a more offensive form of "pairing up" where they can move their full speed and substitute Acrobatics instead of Athletics for grappling checks, cast Telepathic Bond 1/Long Rest, and can let their dance partner get off a free attack or spell when the Rythmatist uses their debuff ability for Rhythmic Strikes.

Mastery of the Kapo'era should be recognizable to martial arts enthusiasts, originating among the Sialgot people. Much like in the real world, its practitioners learned to fight without weapons against the Larensian Occupation and disguised it as a dance when the colonists outlawed its teaching. The initial features grant an increased damage die with unarmed attacks and can make Rhythmic Strikes without the 10 foot requirement when using it with unarmed strikes, and can impose debuffs on targets struck with an unarmed attack in the form of dance moves. There are four such moves: Step Forward (advantage on next unarmed strike), Step to the Side (struck enemy has disadvantage on next attack), Step Back (move up to 10 feet and avoid AoOs), and Catch Them Off Rhythm (struck target is knocked prone). Such dance moves have no rest-based refresh rate, but any individual move cannot be used again until every other move is performed. Their higher-level features revolve around entering a flow state as a bonus action that provides various buffs such as one additional reaction and being able to Dash and Disengage at the same time Charisma modifier/Short or Long Rest. Their 15th level capstone teaches them the valued Corpo Fechado (closed body) move that is a defensive state which lasts for 1 minute and refreshes on Charisma modifier/Long Rest, granting Resistance to all damage types save one chosen by the player, immunity to critical hits, and proficiency in Wisdom saving throws.

The Mastery of Endless Hospitality is our final subclass, where the First Rhythm is used for less martial pursuits such as preparing good food and setting an easygoing atmosphere. Their initial features grant proficiency in cook's utensils and a food-based cone-shaped breath weapon usable equal to Proficiency Bonus/Long Rest. Said breath weapon can take one of 4 forms when activated, such as spring water that heals those affected or strong garlic that imposes the Poisoned condition on a failed Constitution save. Their 6th-level features are pretty broad, including a Hospitalier's Pouch that serves as an all-purpose alchemist/brewer/herbalism tools they are proficient with and grants double proficiency if already proficient. The Rhythmatist can prepare food with it for themselves and up to 8 people as part of a Short or Long Rest that grants one of four possible buffs for up to an hour such as advantage on all mental saving throws (save for Telepathic Bond, which lasts for 8 hours). At 10th level they can 1/Long Rest remember up to 2 days' worth of past events when spending at least a half hour cooking and eating there, and as their 15th level capstone can double the effects of their breath weapon and grant up to two buffs via their food preparation buff.

Thoughts: On a conceptual level, the Rhythmatist is quite similar to a Bard in making use of a supernatural musical effect, although unlike Bards their utility stuff is much more focused on particular spells and tighter themes, with much of their class features coming in the form of moving around the battlefield and imposing damage and debuffs on targets. They are quite squishy in comparison to most existing martial classes, and unlike the Monk they aren't as likely to be mentally resilient in not having Wisdom as a primary ability or proficient save. The Disrupt Rhythm debuff comes in early at 2nd level and is available to the base class, and has some pretty potent abilities at all levels of play such as halved movement speed and no reaction or the target suffering inability to speak until their next turn. Said class feature doesn't specify if such debuffs end at the start or end of said turns, which is an oversight and can greatly change its overall power based on DM Fiat.

When it comes to the subclasses, the Kapo'era is unfortunately low on account that its unarmed strikes (its main method of offense) don't get the "treated as a magical weapon" that the Monk and other unarmed subclasses typically get, which will force such a character to rely on magic items and spells to stay competitive at middle to higher levels. The Triple Step looks the overall strongest to me as it is a very convenient method of battlefield control and action economy use. For instance, they can take wounded and fragile PCs out from an exposed position, be a viable Dexterity-based grappler that can move grabbed foes appreciable distances, and their capstone can help other PCs get off multiple full Attacks and spells in the same round. Blade Dance and Endless Hospitality feel in the middle, with the former feeling a bit front-loaded in having some of the most generally-useful features right off the bat, and Endless Hospitality has some beneficial utility stuff but feels like an odd match for a highly combat-focused class.

Thoughts So Far: The two new classes are distinct in flavor as well as mechanics to the point that from my initial reading they look like they'll play very differently than their closest approximations: the Bruje for Warlocks and Rhythmatist for Valor/Swords Bards. I think that they could use some more reworking of the mechanics, such as more reliable methods of ideal spell choices for the Bruje, and perhaps making the Rhythmatist a bit less squishy and giving the Kapo'era a magic unarmed strike.

Join us next time as we cover the first half of Koboa's new Subclasses!
 
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Now that we covered the Bruje and Rhythmatist, we'll see what's available for existing classes in Koboa. The good news is that while most of them have history and a place in the world, their mechanics are setting-neutral enough to be easily adaptable to other realms of D&D.

Barbarian Path of the Viral Bond has its origins among Larensian soldiers who used magical germ warfare to decimate Koboans who resisted them. Those of the Viral Bond reverse-engineered this dreadful technique into a more defensive form of magic, creating beneficial "diseases" to instead empower their allies. Much of this subclass revolves around a unique state known as a Bond that can be entered as part of a Rage, which can pass on to adjacent allies to grant them benefits such as increased speed, Armor Class bonuses, and the Barbarian being able to move to up to and attack a target that struck a Bondmate. Their other features include proficiency in Medicine and being able to cast Lesser Restoration Constitution modifier/Long Rest.

Thoughts: As there is no upper limit to the amount of creatures that can be part of the same Bond, this subclass really shines in larger party groups and those which make use of secondary and summoned allies. The major limiting factor is that the Bond ends when the Rage does and the pseudo-disease can only be passed on to adjacent targets. Medicine is a rather situational skill, albeit appropriate for flavor, and as most Barbarians are going to have high Constitution the Lesser Restoration lets them be an effective backup healer and lets the Cleric/Druid/Paladin/etc save their spell slots for other things. It also helps the class rid themselves of many kinds of debuffs rather than relying on another party member or magic items to do so.

Barbarian Path of the Dirty Brawler is a Larensian sport that was banned by the Church of Triskus (Fantasy Counterpart Christianity), although it experienced a revival in Nueva Vardia and Gran Marcelia. The subclass is rather front-loaded, letting them reroll a failed Athletics/Acrobatics/Performance result; a Captain's Call which commands an ally with a bonus action to use their reaction to move closer to or attack an enemy the Barbarian just struck a number of times Proficiency Bonus/Long Rest; and can enter one of two Stances when raging, which either turn surrounding squares into difficult terrain for enemies and the Barbarian's opportunity attacks immobilize them, or a stance that lets them move at normal speed in difficult terrain and grants an ally advantage on their next attack against a Captain's Call target. Higher level features include double proficiency in Athletics and counting as +1 size category for carrying capacity and grappling, can put allies through a training regimen as part of a rest that grants temporary hit points and can sacrifice said health in exchange for advantage on one Strength/Dexterity ability check, and improved uses of their Stances such as disarming and grabbing a target's held item or the granting the benefits of one bonus weapon damage dice and Brutal Critical to a Captain's Call ally.

Thoughts: This looks to be a very strong subclass. Automatically gaining double proficiency in Athletics and +1 size for grappling has great synergy with the default Barbarian, and the Captain's Call is great to use in conjunction with Paladins and Rogues who can use the reaction attack for even more bonus damage.

Bard College of Guardianship was a tradition among folk heroes fighting against the Larensian Empire, who got together and formed a proper college after Koboa's autonomy. They're a gish-style bard, gaining proficiency in medium armor, shields, and can use shields as spellcasting foci. They also learn the Command spell and can cast it Proficiency Bonus/Long Rest, and cast a modified form of it in Elven which is the word "atácame" ("attack me") which has a longer than usual duration. Their 6th-level feature lets them spend Bardic Inspiration as a reaction to subtract the result from an enemy's attack roll, and their 14th-level feature lets them sing a Battlesong that lets the bard and their allies make melee counterattacks against enemies who miss them.

Thoughts: This reminds me of an online discussion where 5th Edition fans fluent in non-English languages discussed potent opportunities for words-based spells in their native speech. This book even mentions in the first Appendix, how "attack me" in Spanish is one word, allowing for tanking potential with the Suggestion spell. Obviously this is a typo as they meant Command, since Suggestion is limited to 1-2 sentences, not 1 word.

In contrast to official Bard subclasses, Guardianship is more defensive-minded, being better able to defend their allies. Their "Bardic Inspiration to reduce attack roll" is a bit more restrictive than the College of Lore's Cutting Words, but Guardianship has more staying power with medium armor and shield proficiency and can use the modified Command to redirect enemy attention. And with Mirror Image being easily-accessible, the Guardianship Bard should be able to weather a multi-enemy storm should they provoke multiple foes with Command.

Bard College of the Storyteller originated in the Mallgot Accords but was quickly adapted by people of other lands. They chronicle and share all manner of stories both fiction and fact, although their most potent magic comes from spinning tales with dark and macabre themes. Their initial features include proficiency with one artisan tool and medium armor, can reroll a D20 roll and use the better result Proficiency Bonus/Short or Long Rest by calling upon the magic of an imp in a bottle, and Proficiency Bonus/Long Rest can bring a 1-2 sentence tale to life in the form of an illusion lasting one minute. This illusory story causes affected targets to be incapable of moving farther away from the illusion (if an exciting tale) or closer to it (if a terrifying tale) on a failed Wisdom save. Their 6th-level feature can make the tale illusions more potent as a bonus action, causing forced movement towards or away from the illusion until the start of the bard's next turn, and their 14th-level feature is a multi-target AoE that can paralyze targets who fail a save via a truly terrifying sound 1/Short or Long Rest.

I should note that in spite of this subclass' features making mention of fear, the illusions and capstone ability make no mention of the Frightened condition, so by a strict reading of the rules they can even work on foes immune to such a condition.

Thoughts: The Bard class already has forced movement/battlefield control potential via spells such as Antagonize, Enthrall, and Fear, but as this subclass features are technically neither spells nor Frighten-inducing effects, they cannot be so easily foiled by usual countermeasures such as Dispel Magic and Calm Emotions. The bottled imp's "reroll and take the better result" is both easily replenishable and multi-use, which combined with Bardic Inspiration will greatly increase the overall amount of successes the party has. This rates as a very strong subclass.

Cleric Hospitality Domain is found in many cultures, and such clerics hold trusted authority positions in their local communities. Their bonus domain spells are mostly defensive and beneficial such as Goodberry, Revivify, and Guardian of Faith, although they do have Unseen Servant and Fear for some variety. They also have proficiency in Medicine, cooking utensils, their Unseen Servant can make tool checks for cooking, and when spending at least 10 minutes eating a meal with up to 6 creatures can create a bond. This bond takes the form of temporary hit points, granting the Cleric advantage on Deception and Persuasion checks against them, and the Cleric can perform Help as a bonus action if within 30 feet of their bondmates. Their Channel Divinity grants a touched ally advantage on attacks and saves while within 10 feet of the Cleric for the next minute, their 6th-level feature imposes disadvantage on an incoming attack as a reaction, their 8th level feature adds their Wisdom modifier to cantrip damage, and their 17th-level feature allows their Channel Divinity to affect targets equal to their Wisdom modifier instead of one.

Thoughts: Quite a bit of the bonus spells are ones the Cleric already has on their spell list, so in terms of raw spells the Hospitality Domain doesn't encourage a very different playstyle than the default class. The meal-based buff is most useful for campaigns that emphasize the Social pillar, given that Deception/Persuasion cannot be used on fellow PCs, while the Help as a bonus action at short range grants the Cleric something to use said action type on when they're not dropping Healing Words or Spiritual Weapons. The Channel Divinity is a bit situational, as the advantage requires a character to be in close contact, so it's ideal if the Cleric is willing to wade into melee with a martial character or has an archer/ranged caster who can afford to stay next to them.

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Cleric Martyr Domain is not unique to any one culture or pantheon, but the deity Triskus is most well-known for it. Deities with this domain share tales of how they were once mortals but ascended to godhood after a great sacrifice that resulted in their deaths. Additionally, deities who were killed by Triskus and his followers were able to empower their worshipers with this domain, an act of utter selflessness that let their religion survive without their gods.

This subclass lets the Cleric make holy symbols for themselves out of their own flesh and blood, which can be as minor as a lock of hair or as major as magically-removed bones and body parts. They are also proficient in Constitution saves and add double their proficiency bonus on this save for maintaining concentration on spells. Their bonus spells revolve around defense and endurance such as Warding Bond, Stoneskin, and Hellish Rebuke, with some restorative and utility ones like Beacon of Hope, Raise Dead, and Legend Lore. Their Channel Divinity lets them spend a reaction to turn their own pain into healing magic, gaining a pool of hit points worth of the damage they just took to heal other creatures within 30 feet. Their 6th-level feature lets them touch someone suffering from a disease, condition, or similar negative effect and take it upon themselves Proficiency Bonus/Short or Long Rest.* Their 8th and 14th level feature adds bonus necrotic damage to their weapon attacks, and their 17th level feature lets them perform an act of Martyrdom when they reach 0 hit points. For this last feature, they are still aware of their surroundings and gain blindsight, and can choose to auto-fail a death save to choose from one of 3 effects: heal an ally for 50 hit points, deal 10d6 necrotic damage on a single target, or create a divine energy radius that deals 3d10 radiant damage to otherworldly creature types that remain or pass through it.

*The Cleric can also immediately spend 2 Hit Dice to heal and gain the benefits of Bless for the affliction's duration.

Thoughts: This is a very strong domain. First off, given that Cleric is a class heavy with Concentration spells, double proficiency in Constitution saves for that purpose is very helpful, and it also makes for a good 1-level multiclass dip for Paladins, Warlocks, and other characters reliant upon such magic. The subclass heavily pushes the Cleric into taking risky activities, such as the buffs gained from taking on other's suffering to the Channel Energy that is triggered by them taking damage. If the Cleric is the only reliable healer in the party this might be counterproductive, as their martyrdom can end up robbing the party of an important resource. The 17th level feature feels rather underwhelming for this reason, as enemies at this Tier of play are very dangerous, and one failed death saving throw for the party healer really needs to be worth it, which I don't feel the default effects are.

Druid Circle of the Feral is a Larensian tradition based on the survival of the fittest, where their Druids learn a unique form of Wild Shape that lets them take on the traits of multiple creatures rather than one. Their initial features allow them to substitute their Strength score for spellcasting in place of Wisdom, and can enter a modified Wild Shape known as a Feral Shape that is a humanoid form but with animalistic features. Said Shape uses their default game stats instead of a new animal stat block, but they get temporary hit points equal to 5 x their level,* the Shape lasts for 1 minute rather than a number of hours as the default Wild Shape, and can grant one of four types of natural weapon attacks with different damage types and debuff effects. For example, Vampire Bat Fangs deal 1d4 piercing damage and restore hit points equal to the number rolled on the die to the Druid, or Horns that deal 1d8 piercing damage or 2d8 if they first move 20 feet in a straight line to the target. At 6th level they can grow claws while in a Feral Shape, one of which can be used automatically in conjunction with other natural weapons once per turn. Their other features grant increasingly-powerful choices on top of the bonus natural weapons, such as breathing underwater and a swim speed, spinnerets which deal no damage but can restrain targets as a ranged attack, or bioluminescent antlers that fire damaging beams of blinding light.

*The text just says level, so I don't know if it's meant to be the Druid's total level or their class level in the event of multiclassing. Presumably the former.

Thoughts: In being a big, beefy Strength-focused subclass reliant upon natural weapons, the Feral Druid is competing with the Moon Druid, which already has some very potent abilities. While the Feral Druid gets an appreciable amount of temporary hit points, their Feral form is much shorter-lasting than the default Wild Shape, they don't get access to the Moon Druid's large damage dice and reach that comes from larger creatures such as dinosaurs, and substituting their Strength for Wisdom is not all that good on account that the 2014 Druid doesn't have access to good medium armor given their non-metal restriction. Combined with their d8 Hit Die, this makes them rather fragile in melee even with the temporary hit points. Finally, their natural weapons aren't treated as magical, unlike the Moon Druid which gets this at 6th level. For these reasons, the Feral Druid rates low and is a hard sell over other subclasses.

Druid Circle of the Sacred Transformation is another subclass heavily associated with Triskus, based upon those inspired by the god's legendary abilities to transform his enemies. Their gain bonus spells akin to the Circle of the Land Subclass, heavily themed on Conjuration and Transmutation such as Create Food and Water, Polymorph, Animate Objects, and includes new spells from this book such as Flesh to Bread and Untether Shadow. Their initial feature grants them the ability to perform a Dire Transformation on an enemy at range Proficiency Bonus/Long Rest, dealing necrotic damage plus one of three debuffs: vital transference which grants the druid temporary hit points, afflicts the prone condition, or sews the target's mouth shut until the Druid's next turn.* Their higher-level features include acidic blood triggered as a reaction that damages foes who strike them in melee, can cast Flesh to Bread 1/Long Rest without a spell slot, and their 14th-level capstone is a 1/Long Rest version of Polymorph that is concentration-free, can be used on a recently-dead target, and the target retains their mental ability scores.

*Again in this book, this mechanic doesn't specify if it's the start or end of said turn.

Thoughts: Necrotic is one of the most commonly-resisted and immune damage types, which limits their Dire Transformation's utility for straightforward offense. Being able to automatically knock a target prone can be a good means of softening them up for an ally in melee, while the mouth-sewing is a great way to temporarily shut down an enemy spellcaster as it removes their ability to speak. The acidic counterattack is of limited utility on account that it requires the druid to be in melee and damage.

As for the new spells, Flesh to Bread is a 4th level spell that deals a rather low amount of necrotic damage for its level and can be maintained via Concentration, but a target who dies while the spell is active turns into magically nourishing bread rations which can be eaten and provide nourishment. The hit points restored are 1d8 per ration and a corpse provides 4 rations +1 per size above Medium, so it's not that powerful of a spell for either damage or healing. Untether Shadow is a 5th level spell that is also Concentration, where it initially deals psychic damage and untethers a target's shadow on a failed Charisma save. Said shadow uses the stats of a veklibe, a new CR 1 creature in this book which is allied to the caster, and a shadowless creature cannot regain hit points until the veklibe is defeated. As most fights in D&D are to the death, the inability to restore hit points isn't that big of a debuff for most enemies. Furthermore, a CR 1 monster is going to go down fast against most enemies suitable for a 9th level and higher party.

All in all, this subclass needs more oomph to be worthwhile.

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Fighter Baraúma Martial Archetype are warriors who fought against the Larensians by imbuing their weapons with unique Sialgot magic. Their initial 3rd-level feature lets them turn a spear, trident, or javelin into an Umba, a weapon that can animate and fight on its own. An Umba is capable of hovering in place in the air after being thrown and can teleport back into the Fighter's hands and they can teleport to their weapon (provided they're within 30 feet) as a bonus action Proficiency Bonus/Long Rest. Their higher-level features include making an opportunity attack with their Umba against a creature adjacent to the weapon who misses an attack, the Umba counts as a magical weapon for damage resistance/immunity purposes, gain advantage and bonus damage on their next attack when teleporting to their Umba, can have two Umba at once, and their 18th-level capstone increases the Umba's damage die to a d10, grants them the reach property, and the Fighter can swap places with their Umba as a free action at will.

Thoughts: The hovering weapon plus teleport trick opens up many possibilities for maneuverability and exploration, and being able to perform opportunity attacks at range with the Umba also opens up some good battlefield control capabilities with the Sentinel feat. The 18th-level capstone features feel like they come in a bit late, as the d10 damage die is great for a one-handed weapon, but the 3 weapons associated with this subclass are rather low when it comes to damage for most of the campaign. I am happy to see that this martial class gets a "treat your signature weapon as magical" boon, although this should be a standard going forward rather than an exception, like we've seen with prior martial subclasses utilizing particular weapon types.

Fighter Bladehand Martial Archetype represents those inspired by a mythical hero known as the Blade Hand. These Fighters learn to wield two weapons at once, gaining exemplary and supernatural powers with them. Their initial 3rd-level feature lets them bond with a pair of melee weapons as part of a Long Rest, dealing an extra 1d4 to 1d8 bonus damage based on Fighter level for the first attack in a turn, the weapons be magically teleported into the Fighter's hands if within 150 feet, and they are treated as magical for damage resistance/immunity purposes. The Fighter also gets +1 AC when two-weapon fighting and can use Second Wind as part of an off-hand attack. Their higher-level features include being able to add the Thrown property to their bonded weapons, gaining blindsight 15 feet and can speak through their weapons, and can treat a roll of 1 or 2 on a bonded weapon's damage die as a 3. Their 18th level capstone lets them enter a Blade Whirlwind stance for 1 minute 1/Long Rest, increasing their reach to 15 feet if said reach is lower, deal 1d8 bonus damage with bonded weapons, are immune to being disarmed, and can make a selective multi-target AoE as an action that damages affected creatures and moves them up to 30 feet closer to the fighter

Thoughts: I really like this subclass. For one, their +1 AC when fighting with two weapons can stack with the Dual Wielder feat, effectively granting the benefits of a shield to the fighter. Additionally, it has some nice features that help the fighter against many types of foes at middle to higher levels without the aid of magic, such as the magical weapon boost and the short-range blindsight against hidden and invisible enemies. And the multi-target AoE capstone is really cool, too.

Monk Way of the Lines represents members of an old organization called the Leyweavers, who drew giant figures in the sand known as the Great Lines which make use of leylines to channel power through the land. This subclass' initial 3rd-level feature lets them summon a Tiny intangible creature known as a Leyline companion for 1 minute Proficiency Bonus/Long Rest or with 1 Ki Point, which can pass through creatures but not objects. At the end of the Monk's turn and if they and their companion are in the same space, they can either deal fire damage or the restrained condition against every target the companion passed through. Their 6th-level feature allows the monk to attune to one of three Great Lines which grant a persistent benefit until the next Long Rest, such as the Parrot allowing them to be universally understood and understand all languages, the Condor which grants a flying speed, or the Monkey which lets the Monk move through the space of any creature and gain immunity to opportunity attacks against a creature they make a melee attack against whether they hit or miss. Their 11th-level feature lets them make their own melee attacks originate from their leyline companion, and their 17th-level capstone grants double speed to their Leyline companion and can channel a leyline through their companion at the end of every turn even if they don't share the same space.

Thoughts: The fire damage doesn't scale well, given that it's equal to the Monk's proficiency bonus, but the Restrained condition remains useful throughout most levels of play. Gaining at-will flight at 6th level is such a great boon that it makes the other Great Lines meager in comparison. Being able to make long-range melee attacks through their Leyline companion can be useful, particularly as said companion doesn't have any real stats besides a speed and Tiny size and thus cannot be easily defeated or dismissed. This looks to be a pretty strong subclass for the Monk.

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Monk Way of the Spirit Sphere represents those who can summon spheres made of ki, and they follow a way of life known as the Great Game which encourages personal improvement through many kinds of competition. Their initial features include proficiency in History and Performance and double proficiency in all checks involving sports culture and Spirit Spheres. Their trademark ability includes being able to summon a unique ranged monk weapon known as a Spirit Sphere as a bonus action, which uses the damage of their unarmed strike and has 20/60 foot range. Spirit Spheres boomerang back to the Monk on a hit, but must be resummoned on a miss, and the Monk ignores difficult terrain and imposes disadvantage on opportunity attacks while they have a Spirit Sphere manifested (and not necessarily on their person). Their higher-level features include dealing necrotic damage when entering and exiting an enemy's reach while they have a Spirit Sphere, can regain 1 expended Ki Point per turn when an enemy misses an opportunity attack against them, can spend 1 Ki point to pass their Spirit Sphere to an ally which lets them Dodge as a bonus action, an ally can pick up a Spirit Sphere that misses an attack and gain its benefits as if it was passed to them, and they can send the Sphere back to the Monk as a bonus action which deals necrotic damage to all enemies in the AoE line between them and the Monk. Their 17th-level capstone lets them spend 2 Ki points as a reaction upon an ally returning their Spirit Sphere, letting the Monk kick it to another point within 60 feet where it explodes in an AoE blast dealing radiant damage equal to the combined damage of a single melee attack of the Monk and the ally.

Thoughts: This is a very cool subclass. First off, it plays to the Monk's strengths, in that it encourages them to dip and dive around enemies to deal damage and ignores difficult terrain, letting them serve as highly mobile combatants. The Spirit Sphere lets them effectively perform unarmed attacks at range, and they grant some very potent buffs to allies who receive the weapon. The capstone can be really powerful depending upon whether or not their ally has good striker potential, such as a Paladin or Rogue. My major criticism is that Dodge as a bonus action is extremely powerful; while the trade-off is that the Monk doesn't have access to their signature weapon, it might still be too potent with certain characters.

Thoughts So Far: I'm pleasantly surprised at how many martial subclasses get good things, as said archetypes are all too often underserved in 5th Edition products in general, be they official or 3rd party. The Dirty Brawler Barbarian, Guardianship Bard, Bladehand Fighter, and Spirit Sphere Monk are some clear standouts and among my favorites. As for ones that could use improvement, I wasn't much impressed with the Druid subclasses, the Martyr is at once a bit too dip-friendly for multiclassing and has a lackluster capstone, and the choosable options of the Lines Monk have some very clear winners which makes them not much of a choice.

Join us next time as we finish up the rest of the Koboan subclasses!
 

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In case anyone’s wondering, yes there are stats for capybaras in Koboa. However, as they are Small animals, anyone seeking to ride them needs to be Tiny, so unfortunately it’s not ridable by default with the existing Forms.

Oath of the Liberator Paladins belong to an organization founded by a Koboan military leader known as the Liberator, who fought against the Larensian Empire. These paladins know that the fight against tyranny never ends and seek to fight against oppression wherever it’s found. Their paladin tenets are very much in line with stereotypical Chaotic Good ideals,* and their bonus spells revolve around mobility such as Levitate, Phantom Steed, and Freedom of Movement, plus they can cast Find Steed as though it were a 1st level spell. Their Channel Divinity can be used to let allies replace their movement speed with the paladin’s or their mounts and gain advantage on their next attack, or let their mount make an attack as a bonus action in conjunction with a Divine Smite. Their 7th-level aura grants advantage on spells and effects that debilitate movement as well as granting immunity to natural difficult terrain. Their 15th level feature grants increased benefits for mounted combat such as casting Find Greater Steed without expending a spell slot (although it doesn’t say how often this refreshes), and their 20th level capstone feature lets them transform their mount into one of three impressive types of beast (tyrannosaurus, roc, or Dragoro which is a new monster) Proficiency Bonus/Long Rest.

*Koboa gets rid of alignment, covered later in Chapter 4, but I’m making a shorthand reference for comparison.

Thoughts: Gaining access to Find Steed 3 levels early can net the Paladin a fine warhorse much earlier in the campaign, and given how reliant this subclass is for mounted combat it certainly helps reinforce the theme. The bonus spells are rather difficult to choose over the paladin’s typical allotment, although Freedom of Movement is a pretty good choice at the later levels. While effects which cause restricted movement are relatively common, it’s competing with other potent auras such as Crown and Redemption’s damage diversion and Devotion’s charm immunity. Being able to transform their mount into a much stronger feature helps grant them a lot more staying power at 20th level, but given that most campaigns don’t get that high, a typical mount (even with Find Greater Steed) is going to be rather vulnerable at Master and Epic Tier so this is more of a band-aid than a wholesale fix. This subclass has potential, but it could be a lot better.

Paladins of the Oath of the Red Grasshopper originated among a knight of the same name from foreign shores who came by sea, possessing a variety of amazing inventions. Others who followed in her footsteps dress in red and yellow armor, and are renowned for their perseverance. Their paladin tenets encourage being the last to give up and make use of their talents to come to the aid of others, particularly the marginalized and oppressed. They gain proficiency in a variety of tools: tinkerer’s, armorsmith, and weaponsmith. The latter two don’t exist in 5e, so I presume that the designers meant smith’s tools. Their bonus spells are quite heavy on utility, including divination spells such as Tongues and Scrying, along with more direct use ones such as Feather Fall, Hold Person, and Confusion. Their Channel Divinity takes the form of gadget customizations to their equipment: the first being a howling echo that replaces a single attack with an attack against every enemy within their reach, and armor that can teleport the paladin as a bonus action to any creature who pleads for the paladin’s help provided that the paladin can hear them.

Their 7th-level armor grants the paladin and their allies immunity to being surprised, immunity to hidden enemy’s advantage on attack rolls, and advantage on Dexterity saves against sources the paladin can see. Their 15th level feature lets them double their speed and take an additional Action on their turn whenever they roll a Natural 1 on an attack roll, but suffer the Prone condition at the end. Their 20th level capstone is an alternate form where they shrink to Tiny size, they and their allies gain immunity to fear and charm effects, the paladin can reroll a failed saving throw of themselves or an ally’s as a reaction, and they can cast Haste and Time Stop once each during the transformation period.

Thoughts: This subclass is inspired by the Red Grasshopper, a superhero comedy show of Mexican origin that has a big fanbase in South America. The subclass is pretty cerebral for a paladin, emphasizing knowledge in artisanship and divination spells, along with a potent aura whose immunity to surprises and hidden attacks is extremely useful at all levels of play. The teleporting armor explicitly has no range beyond the paladin’s capabilities to hear, meaning that combined with the Clairvoyance spell can be a clever means of long-range travel for the paladin. And since this subclass gains Telepathic Bond, I can see a player arguing whether or not telepathy counts as “hearing” for this particular Channel Divinity. The 15th-level feature is powerful but rarely triggers, and the 20th-level capstone looks to be appropriately powerful in comparison to other existing subclasses. Combined with the nifty flavor text, I like this subclass a lot.

The Sacred Below Ranger Conclave represents warriors of nature who guard subterranean realms from threats both native and foreign, using the confusing passageways to outsmart and ambush foes. They gain bonus spells heavily focusing on battlefield control and debuffs such as Entangle, Stinking Cloud, and Wall of Stone. Their initial 3rd-level features include the ability to Dash or Disengage as a bonus action, deal bonus psychic damage on the first successful attack in a turn, and can cause a creature they can see to experience a sense of disorientation where they can only move in the direction designated by the ranger until the beginning of the ranger’s next turn (while in combat) or until they come to a situation where they need to decide which way to go again (outside of combat, DM’s discretion). This last ability has a range of the ranger’s sight, can be used at will, and is undetectable by the afflicted whether they succeed or fail on a save, which makes it pretty powerful. Their higher-level features include advantage against illusions, charm, and fear effects at 7th level, at 11th level can cast Cloudkill 1/Short or Long Rest and can modify it to not require concentration by reducing its duration to 1 minute, and their 15th-level capstone lets them spend a reaction to halve incoming damage Proficiency Bonus/Long Rest, after which they can move up to their speed and impose disadvantage on the attacker’s next attack or ability check.

Thoughts: This is similar thematically to the Gloomstalker Ranger, but more reliant upon magical battlefield control over physical combat. Their bonus psychic damage is reminiscent of the Fey Wanderer’s bonus damage, but Sacred Below is superior in that it starts at 1d6 and ends at 3d6, whereas the Fey begins at 1d4 and only tops out at 1d6. The misdirection/forced movement is incredibly potent, and while it costs an action it’s a great way to maneuver enemies into positions advantageous to the party. Concentration-free Cloudkill is also pretty powerful, too. This looks to be a very strong subclass; personally speaking I’d tone down some of their more powerful abilities, but I’d have to test them in play given that the 2014 Ranger isn’t that powerful anyway.

Spirit Tracker Tracker Conclave represents one who formed a strong bond with a friendly nature spirit. Their bonus spells relate to subtle “unseen fairy/spirit helpers” type of stuff like Sending, Hallucinatory Terrain, and Animate Objects. Their spirit companion is akin to an “animal companion” class feature equivalent in being a fully-statted creature whose various features increase with the ranger’s level and Proficiency Bonus. But unlike most such companions, the spirit isn’t directly offensive, existing in the Ethereal Plane by default, can be ordered to track other creatures up to 1,000 feet away, and has a telepathic link with the ranger. The spirit grant various benefits to the ranger while tracking a creature, the, such as constant awareness of the quarry’s location, ignoring any benefits of cover the quarry has, and turning their weapons briefly ethereal to deal psychic damage and hit a second non-tracked target within reach or in a line behind them depending on if the weapon used is melee or ranged. Their higher-level features include seeing through their quarry’s senses if they fail a Wisdom save Proficiency Bonus/Long Rest, short-range teleportation towards a quarried target or blinding them Proficiency Bonus/Long Rest, and their 15th level capstone lets their spirit companion join with the ranger 1/Long Rest. In this state they cannot track other creatures, but the spirit grants the ranger a variety of enhanced senses such as being able to cast Augury as a bonus action, can see into the Ethereal Plane and through illusions and walls, and weapons deal bonus psychic damage and move through cover and physical barriers to hit their target.

Thoughts: While the spirit companion cannot fly nor does it have or gain alternative movement types, it still makes for an excellent scout. There are not many ways to gain a long-term ethereal state at low to mid levels, nor are there ways to effectively counter it, as enemies need to be able to see into the Ethereal Plane to target the companion. Being able to ignore cover on ranged attacks plus knowing what square a quarry is in makes this a surefire option for archer and sniper builds, and the middle and higher-level features are none too shabby either.

City Soul Roguish Archetype represents someone who gains a nigh-supernatural bond with the very concept of cities as a community. Most of their subclass features revolve around City Aspects, special abilities which are learned as the rogue gains levels and can be replaced like retraining spells. Aspects make use of City Dice which are akin to a Battle Master’s Superiority Dice in adding to various checks. Their die size starts out at d8, but increases in both die size and total number with level. Their non-Aspect class features include double proficiency on Deception and Performance checks to blend into crowds at 3rd level, and can cast Disguise Self at will at 13th level.

There are 17 different City Aspects to choose from, none of which are gated off by level. Five of them have to be used as part of a Short Rest, but the others are more generous in requiring an action type or under certain conditions such as being made as part of an attack. They’re a good mixture of combat-centric and utility stuff, with some of the more standout ones being Amarres (magic ritual requiring an item the target interacted with within the cast week, casts Charm Person on the target and can see and hear through their senses, both of which last a number of hours equal to City Die), Chulla Vida (add City Die to AC until start of next turn, gain advantage on next attack roll), Demographics (expend a City Die and choose a specific creature type, which until the rogue’s next Long Rest are vulnerable to the rogue’s Sneak Attack even if they don’t have advantage on the attack roll), Drinks On Me (grant moral support to an ally during a Short Rest, healing them with 3 x City Die worth of hit points and end any charm or frighten condition effects), Palanca (choose to forego upcoming turn, can spend a reaction to take their turn after whoever just acted in the initiative order and add the City Die to one ability check or attack roll), Red Tape (rogue’s weapon attack adds City Die and foe who fails an Intelligence save can only move or take an action on their next turn but not both), Syncretic Rituals (spend a City Die to cast either Lesser Restoration or Dispel Magic, add City Die to spellcasting ability check if necessary), and Traffic Infrastructure (cast Entangle, spell takes form of illusionary city traffic and City Die adds to saving throws of allies caught in the AoE).

Thoughts: I like this class in terms of both flavor and mechanics. There’s a lot of good Aspects to choose from which can help the rogue out in a variety of ways, and scale well through all levels of play.

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Seeker of the Hand Roguish Archetype represents souls chosen by Manghom, an imprisoned goddess of geomancy and earthquakes. The circumstances of her imprisonment by other deities is hotly debated, and her followers are typically people who seek knowledge and power at any cost. Sometimes, a seventh child is chosen by Manghom to be her champion, whether they want it or not, with the goddess sending out a divine emissary taking the form of a severed seven-fingered hand to aid them.

The subclass’ initial features include no longer needing the benefits of sleep due to spiritual possession, and said spirit is known as a Deadly Avenger that can take the material form of a severed hand which is an allied creature in the vein of an Animal Companion. The Avenger is undead and capable of climbing upside down and on ceilings, has blindsight 30 feet, and can cling to targets it attacks in melee and prevent them from regaining hit points while so attached. As part of the Avenger’s reaction, the rogue can make a melee weapon attack from the Deadly Avenger’s space. The subclass’ higher-level features include being able to command the Deadly Avenger automatically while also performing a Cunning Action, gaining a climbing speed and seeing through the Avenger’s senses for one hour, can hold their breath indefinitely, and their 17th-level capstone lets the Deadly Avenger go further than 100 feet from the rogue without vanishing and the rogue’s soul can inhabit the Deadly Avenger upon death and regrow a new body after 7 days. But if the Deadly Avenger is killed during this week, then the Rogue is dead for real.

Thoughts: The Deadly Avenger’s tiny size, blindsight, and climbing capabilities make it a good scout, and as the Rogue can make their own Sneak Attacks through it, it can be a useful way to get the drop on and take out enemies a larger rogue may not be able to reach. Triggering on another creature’s reaction also lets the Rogue be able to deal Sneak Attack twice in one turn without outside aid, which really boosts this class in overall power. The Avenger’s immune to some very common conditions due to its undead nature, but given creepy form such an entity is the kind that will cause mistrust at best, panic at worst, in many places. The subclass starts out quite strong, although its capstone is a bit more situational in that only triggering upon death isn’t something that may occur frequently. It may even be less of a hassle if the party has access to resurrection magic.

Riversong Sorcerers are those who are in tune with natural wind and water. Their bodies contain many holes which air can move through, making them function as living harmonicas that can be enhanced with magic. Their bonus spells lean heavily on enchantment and nature motifs, and can create a 15 foot radius of magical silence around them for one minute (but sounds the sorcerer makes can still be heard) Proficiency Bonus/Short or Long Rest . At 6th level they can use air passing through their body to perform a ranged AoE that imposes a stacking number of conditions on targets who fail a Wisdom save Proficiency Bonus/Long Rest. The conditions are charmed, stunned if already charmed, and paralyzed if already stunned, until the end of the sorcerer’s next turn. Their 14th-level feature produces a sheet of water as an AoE that is difficult terrain which knocks creatures prone save the Sorcerer and designated creatures, who gain double speed instead. The 18th level capstone causes them to summon a pair of magical streams of water that deal force damage, forced movement, and the prone condition. Both of the latter two are usable 1/Long Rest but can be replenished with Sorcery Points

Thoughts: The bonus spells make this sorcerer feel druid-lite with some nifty enchantment spells thrown in for good measure. At higher levels, such spells can pair very nicely with metamagic, such as Twinned Otto’s Irresistible Dance. The selective silence can be a good way for shutting down enemy spellcasters, although I feel that the sheet of water is a bit high level for its purpose as there are a lot of mobility-reducing spells with an AoE available at much lower levels. The charming song with stackable conditions feels much more generally useful given how many sources and spells can impose said condition for a stun/paralyze setup combo. This subclass feels situationally useful, but doesn’t really have enough to grab me over other choices.

Stone-Touched Sorcerer is tied into the history of geomancy, which is of unknown origin but has many theories. The subclass’ bonus spells are heavily themed around earth such as Heat Metal and Stone Shape, plus several new spells in this book such as Detect Treasure and Commune with Ancestors. They also gain proficiency with war slings (a new ranged weapon in this book) and a persistent tremorsense out of 20 feet as part of their initial subclass features.

The subclass’ 6th-level feature lets them spend 2 Sorcery Points to summon a swarm of construct known as a Stone Army, which has companion-style progression and requires commands to take actions of its own. Said swarm has an awful lot of condition immunities plus tremorsense out to 60 feet, turns the ground in a 10 foot radius into difficult terrain, and their main melee attack deals piercing damage and either immobilizes* or knocks prone targets depending on whether they have more than half their hit points remaining. At 14th level the sorcerer can create a multi-round tremor as an AoE which can be selective in its targets, knocking prone creatures and causing them to break spell concentration on failed saving throws. Their 18th-level capstone increases the size of their Stone Army along with additional buffs such as 100 temporary hit points, deal much more base damage, and can make any number of attacks in a round as long as each attack hits a different creature. Both of the latter two class features can be used 1/Long Rest but can be replenished via Sorcery Points.

*Immobilize isn’t a condition in 5th Edition, so I don’t know what the rules text means by this.

Regarding the new spells, Detect Treasure is a 2nd-level ritual that can detect precious metals of the 4 iconic coin types within 30 feet. Commune with Ancestors is a 3rd-level spell that is akin to a smarter and more interactive Speak with Dead spell (5 minutes, more knowledge, not limited by number of questions) and can be used on a target’s possessions instead of their remains to summon their spirit. But the spell is limited in that the caster must be related to the target by ancestry or family history, and it cannot be cast on the same person again for a year. Earthen Step is a 4th-level spell that is effectively a more powerful version of Meld Into Stone: it lets the caster merge into a cube of natural ground, where they can still cast spells and are aware of their senses, can move up to 100 feet each round (duration is one minute), and gain tremorsense of 75 feet. Finally, Mangavi’s Touch is a 1st level spell that enchants 3 stones to serve as magical sling ammunition, adding +100 feet to range and +1d8 bonus damage along with allowing substitution of one’s spellcasting ability for attack and damage rolls plus imposing the prone condition on a failed Constitution save.

Thoughts: While the tremorsense is short-ranged, it can help the sorcerer sense movement of nearby invisible creatures and around corners and through walls. The war sling proficiency initially feels unsuitable, as their lack of Extra Attack and still making use of physical scores for attack and damage means that it’s a hard sell over the tried-and-true cantrips. However, it is meant to be used in conjunction with the Mangavi’s Touch spell detailed above. While Mangavi’s Touch can be cast with a bonus action, it’s a bit of a hard sell over existing 1st-level damage-dealers such as Catapult which deals a lot more damage, or Ray of Sickness with an overall better debuff in the form of the poisoned condition.

I really like the Stone Army class feature, although it’s meant to be a trick that the sorcerer has up their sleeve rather than an iconic ability given that they go away after 10 minutes (or earlier if they or the sorcerer are destroyed first). Additionally, the Stone Army’s Armor Class is a static figure at a very low 12, meaning that they won’t be as resilient against creatures who can get past their typical resistances and swarm advantages. The multi-round tremor looks very powerful in being able to break spell concentration on top of its wide AoE and selective nature. As for their new spells, Earthen Step looks really powerful (it’s otherwise Cleric-only) in that it lets them still cast spells while within the stone, allowing the sorcerer to perform hit and run spell shots and can detect enemies up to several rooms away via tremorsense if in a dungeon crawl.

But even besides these balance concerns, overall the subclass has cool flavor and features. Overall, I like it.

Awakened City Warlock Pact represents a mage who taps into the collective consciousness of an urban community that has gained a magical awareness of its own. The warlock’s expanded spell list and certain class features are dependent on a City Focus, representing what the city is best known for: Administrative, Cultural, Financial, or Religious. For example, the Administrative spells are themed around abjuration and enchantment, Financial relies on conjuration and divination, and Religious has quite a bit of Cleric and healing spells. The warlock’s initial features involve carrying a token representing the city as a spellcasting focus which constantly radiates a shard of their patron city in a radius which keys off of various city-based class features. The focus can also change into artisan tools which grant proficiency and advantage with their use, and alternatively they can increase the radius of city-based class features by 100 feet for 1 minute. Their 1st and 6th level features involve calling upon their city’s consciousness for aid, the former of which is a one-turn long debuff based on the Focus plus Proficiency Bonus damage (this can be used at will), with the latter being one of three more overt effects for battlefield control 1/Long Rest per effect (music that lets allies move up to 10 feet as a reaction without provoking opportunity attacks, shifting ground that imposes forced movement on a limited number of creatures, or a 30 foot tall pillar shooting out from the ground that deals damage to those who are launched into the air by it). Their 10th level features can extend their city-based features even further, and the warlock can commune once per week to ask 3 facts about their patron city or phenomena within the AoE of their token-based radius. Their 14th-level capstone lets them turn into a walking fortress for 1 minute 1/Long Rest, granting them +3 Armor Class, powerful Slam attacks that can use their Strength, Dexterity, or Charisma modifier, and an additional ability based on their Focus. For example, a Cultural City grants a concentration-free Otto’s Irresistible Dance, while a Religious City grants 5 allies advantage on all saves vs magic while within the city shard radius.

Thoughts: Based on their City Focus, this subclass can help the warlock branch out from being a blaster-caster to other magical roles such as a healer or diviner. The 1st-level debuffs include frighten, charm, and prone, although Cultural causes Immobilize which as mentioned in Stone-Touched isn’t a condition that exists in 5th Edition. Presumably they meant Restrained. In such a case, that makes it better than the Religious’ Prone condition. As for the capstone feature, while more Armor Class is always appreciated, the granting of Slam attacks is rather lackluster on account that most warlocks are going to be using eldritch blasts. Even those with Pact of the Blade likely already have an existing magic weapon which they’ll favor over the Slams. The 6th-level features make for some nice battlefield control, and in each different kind having its own separate use rate makes it quite an attractive feature.

This subclass is average, in that its low points (the unclear immobilization effect and Slams) could be improved. Additionally, there are other existing subclasses who have bonus spells that can replicate the “be a healer/diviner/etc” role such as Celestial, so it doesn’t feel all that unique in terms of subclasses.

Elder Serpent Warlock Pact are those who choose to represent one of these great beings in the world. Such warlocks are just as likely to be benevolent stewards as selfish tyrants. Two examples are given, with the serpent Vav Waka preferring warlocks who help safeguard the natural world, while Kika’s warlocks act as violent sleeper cells waiting for orders to go out and eliminate the elder serpent’s foes.

The subclass’ bonus spells are weather-themed with a preference for battlefield control such as Black Tentacles (which manifest as serpents), Sleet Storm, and Command. Their initial features include being able to hold their breath for 4 hours and gaining a swim speed “equal to your movement speed” (presume they meant walking speed), and Proficiency Bonus/Long Rest can summon a snake made out of water that can elongate as a ranged spell attack as a bonus action that can Restrain a target within 60 feet. Their higher-level features include gaining resistance to one of six damage types (psychic and thunder plus the cold/fire/poison/lightning elemental quad), can shed their skin as a bonus action 1/Long Rest which automatically frees them of grapples and similar restrains and the skin can be eaten to restore hit points, and impose disadvantage on a creature’s saving throw against an enchantment spell they just cast Proficiency Bonus/Long Rest. Their 14th-level capstone lets them summon a 1-mile radius storm 1/Long Rest that requires concentration and each round can cause one of 3 effects as a bonus action: AoE energy damage in line with their resistance, a gust of wind that causes forced movement and the prone condition, and clouds that cause the area to be heavily obscured.

Thoughts: The restraining water snake is sure to be a popular one. Many warlocks often rely on Hex as a bonus action at lower levels, but given that its necrotic damage is commonly resisted this class feature provides a viable alternative in the form of a good debuff. The swimming speed and breath holding is more situational, and the resistance for energy types is also variable in usability given how widely varying the 6 types are in commonality. The skin-shedding is a good way for the warlock to get out of situations unsuitable to a squishy arcane caster, and given that the class and subclass have access to quite the number of enchantment spells, the disadvantage-imposing ability is pretty good, too. All in all, this comes off as an attractive subclass.

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Lawmage Wizard School represents arcanists who study legal norms among all kinds of cultures, both mortal and immortal, which makes them in high demand across Koboa and beyond. They can just as easily be used to reinforce tyranny and oppression as to oppose it, as during the Liberation Wars they argued and drafted edicts to reinforce rights and freedoms for other people.

The subclass’ initial features include learning the Command spell, can consult their spellbook to gain advantage on an Investigation or Persuasion check Proficiency Bonus/Long Rest, and 2/Long Rest can cast spells that inflict the charmed condition on creatures that would otherwise be immune to it or alternatively remove their advantage on saves vs enchantment against such a spell. Their 6th-level class features are more support-based in nature, being able to cause targets in an AoE spell to spend their reaction to move up to their speed, adding Healing Word, Sanctuary, and Zone of Truth to their spellbook, and can 1/Short Rest heal 1d4 + Proficiency Bonus hit points to a touched target. At 10th level they can have a persistent form of magical sense which can be swapped out every Long Rest, including seeing invisible creatures within 10 feet, being able to read any language, or substituting passive Investigation for passive Insight to detect lies. Their 14th-level capstone lets them spend a reaction when a creature they perceive is about to make an attack, save, or ability check, declaring before the roll whether it will succeed or fail. This feature can be used once,* after which each additional use imposes a level of exhaustion that can be removed only via a Long Rest.

*Doesn’t specify if it’s once per short or long rest or indefinite.

Thoughts: When it comes to the sources of inspiration in the back, the Lawmage has the lengthiest writeup for the subclasses. It talks about how Latin America’s multicultural society drew upon many different legal norms, plus how many Republics relied heavily upon legality to define, formulate, and preserve various rights.

This is a very powerful subclass. Being able to ignore a creature’s immunity to the charmed condition opens up all sorts of potent and downright abusive capabilities, like casting Dominate Monster on a golem. While Healing Word and Command might not have the most synergy with the Wizard, Sanctuary works quite nicely given that the class can afford to be less blasty than the Sorcerer or Warlock with all their utility magic. The capstone is very powerful, although it needs some clearer text on the refresh rate.

Sun and Moon Wizard School originated in the Gosán Empire, its understanding refined via deep observation of the heavens. The subclass’ features revolve around the concept of “opposing directions” of magic: enchantment and divination are “above,” and thus oppose illusion and necromancy which are “below.” Similarly, abjuration and conjuration are “behind,” which is opposed by the “ahead” schools of evocation and transmutation.

The subclass’ initial features include always knowing what time it is and the next sunrise or sunset as long as they can see the sun or moon, and they gain one of three selectable buffs until their next turn* if they cast a spell which is in the opposing direction of a spell on which they’re concentrating. One of their 6th-level features lets them add a spell to their spellbook from another class’ spell list and this spell can be switched out once per month. The other feature lets them cast two spells of opposing directions at the same time Proficiency Bonus/Long Rest, provided that they both have a casting time of one action or one bonus action, and also doing this automatically breaks concentration on any existing spells or effects. Their 10th-level feature lets them double the duration of a concentration spell 1/Short or Long Rest, and they get not one, but two 14th-level capstones! The first lets them maintain concentration on two different spells at once provided they are of opposite directions, and saves to maintain them must be made individually. Their other feature lets them learn and maintain an additional non-wizard spell, provided it’s of an opposing direction and different level than the 10th-level one.

*It doesn’t specify if it’s until the start or end of their next turn.

Thoughts: I like the idea of wizards who research and examine spells in a different way than conventional methods and gain power from this alternative interpretation. This subclass’ overall usability depends upon the individual wizard’s spell selection, but the sheer amount of spells the class gets plus the general broadness of the opposing directions being two schools each encourages many potential combos. Of the various features, the 10th level one that can double duration seems the most usable and abusable for most campaigns. While the 14th-level one that lets them concentrate on two spells at once has no rest-based limitation, given how few campaigns reach that level, it won’t see play as often as the lower-level features.

Thoughts So Far: The latter half of Koboa’s subclasses are more of a mixed bag for me. We do have some fun-looking and creative ones such as Red Grasshopper Paladins and City Soul Rogues, but there’s quite a bit of either situational or potentially abusable features. There’s also the regular appearance of unclear rules language, such as the nonexistent immobilize condition or not specifying whether certain buffs run out at the start or end of the PC’s next turn.

Join us next time as we finish up Chapter 2 in covering all manner of options, from backgrounds and feats to new magic and equipment!
 

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This post covers the remaining player-facing content of Chapter 2.

We first start out with 6 new Backgrounds corresponding to occupations in line with the setting. What’s notable about them is that all but one of their Features come with explicit mechanical benefits. The backgrounds are Atsatray Portal Keeper (a gate guard for Atsatray’s teleporting gateways), Gran Marcelian Student (academic and many of them are at the forefront of progressive political changes), Linetouched (lived near and studied the Great Lines), Mallgot Healer (doctor who forages the rainforest’s flora for natural medicine), Nueva Vardian Raider (deniable paramilitary groups who attack and steal from neighboring territories, the personality traits can range from an amends-seeking former bandit to unrepentant nationalist), and Stoneseeker (adventuring archaeologist). All of the backgrounds follow the standard granting of skill, tool/language, and bonus equipment proficiencies, although some Features bear special mention: Linetouched can spend 8 hours drawing upon leyline energy to empower a chosen ability score, adding 1d4 to skill checks until the next Short Rest. The Gran Marcelian Student grants +1d4 bonus on top of advantage to a creature that the character uses the Help action on. Finally, Nueva Vardian Raider imposes disadvantage on people tracking them in the wilderness and they can automatically find fresh food and water for themselves and 5 other people each day.

Thoughts: Overall the backgrounds are all worthwhile choices, although Gran Marcelian Student’s feature is rather overpowered on account that it’s effectively Guidance and can stack with said cantrip to more easily break bounded accuracy. The Linetouched has a similar exploitable ability, but the fact that it requires an 8 hour ritual heavily cuts into the typical adventuring day, and on top of its short duration may not make it worth it for most adventures.

Languages are split into Common and Rare categories. The Common tongue is also known as Larensian or Low Elvish, serving as a lingua franca of the continent due to everyone being forced to learn it during the Larensian Occupation, although there are some communities in the Mallgot Accords’ rainforests who aren’t fluent in it on account of being sufficiently isolated from colonization. There’s 3 different kinds of Sign Languages originating from indigenous Koboans and immigrant communities, while each of the five regions save for Gran Marcelia has a popular regional tongue spoken by one or more prominent cultures. Notably, the indigenous people of western Koboa did not possess a paper-based writing system, instead making use of a complicated system of knot types, colors, and string material to form a language known as Novpoan Knot Writing. It is most often taught to scholars, clergy, and government officials in Novpo. The Etelgot people have their own language, Eteli, which is known for originating many important scientific concepts.

The book provides options for PCs who speak a western Koboan language to be capable of having literacy with either paper writing, knots, or both. They can also choose to be illiterate and rely on oral knowledge for learning, where they can 1/Long Rest roll a single Medicine, Survival, or Intelligence-based skill with advantage to represent their strengthened memory.

Koboa’s Rare languages include the typical supernatural/extraplanar options such as Celestial and Sylvan plus Undercommon, with two new languages known as Juti (spoken by the giants of old) and Serpentine (spoken by the Elder Serpents and other Great Serpents, the latter term not being referred to anywhere else in the book judging from a CTRL + F search).

Thoughts: The new languages are both flavorful and have rather detailed writeups on their place in the world. I also like the discussion on the knot-based writing system. The idea of granting a buff in exchange for illiteracy is an interesting option, but it may be a hard sell as so many gaming groups are used to a standard where their characters can read and write.

Equipment includes 6 new weapons plus reflavored armor and a new item. There’s a sidebar on Novpoan alternatives to metal due to said culture viewing such material as sacred and is thus reserved for special items. The new weapons are heavy on the martial and ranged side, with only 1 simple weapon, 5 martial weapons, and 4 of the 6 weapons being ranged. The simple weapon is a Llekish, effectively a mace long enough to be a one-handed polearm and thus has the Versatile and Reach properties. The Llan is the martial melee weapon, a club covered with obsidian spikes coming from Sojeín and can deal the wielder’s choice of bludgeoning or piercing damage per swing. The four ranged weapons include the Bolas (thrown weapon that can restrain struck targets that are SMall to Large size), the Mallgotian Blowgun (superior range and damage to a normal Blowgun but is more expensive at a pricey 40 gp), the Spear Thrower (extends the range of javelins to 50/200 but has the loading and two-handed properties), and finally the War Sling. The War Sling is the most damaging weapon of them all, with a d10 damage die being equivalent to a Heavy Crossbow, but with superior range at 300/800 and doesn’t have the Loading property. The drawback is that the War Sling requires a lot of room to use, imposing disadvantage on attack rolls with it while adjacent to a Medium or larger creature/object.

The armor types in the Player’s Handbook exist, although several have been changed around to reflect non-metal and particular types. For example, armor woven from wool thread and leather strips is equal to hide armor, while layered armor with hardened wood in the center functions as a chain shirt. There’s a Swim Assistance Suit that is a new equipment type on its own that negates disadvantage on checks made to swim, but no gold piece amount is given for its cost.

Thoughts: The PHB blowgun was a gimmick weapon at best, meaning that it rarely saw use at most tables. The Mallgotian variant is much better, although it’s still suboptimal in comparison to bows and crossbows which have superior range, and having the Loading property on top of the low 1d6 damage die will have most PCs looking at other ranged weapons. The Llekish being a one-handed reach weapon makes it akin to a more damaging whip, but again most reach weapon users will likely be eyeing the higher damage dice of actual polearms. The War Sling wins out in being incredibly powerful, being equivalent to a Heavy Crossbow that doesn’t need to be reloaded between shots as well as having an unparalleled range.

I should note that there are 2 upcoming feats that are optimized for being used with blowguns and war slings. This can make the Mallgotian Blowgun more viable as a weapon for poison user builds, while the War Sling one makes an already-powerful weapon even moreso.

There are 7 new Feats for Koboa, and this being 2014 era D&D none of them have any prerequisites. They include Blowgun Master (can create 3 different types of custom-crafted poisons that impose debuffs and/or poison damage at the end of every Long Rest, attacks made with blowguns ignore resistance to poison damage), Coalition Training (you fought in the Liberation War, can spend your reaction when using Help to make a weapon attack if the helped ally successfully performed a spell attack, or cast a 1 action/bonus action spell if they used a weapon attack instead), Expert Negotiator (+1 Wisdom or Charisma, proficiency in Persuasion, advantage on Insight to determine goals and desires, double proficiency on Persuasion when you know a creature’s desire while negotiating with them), Judge of Character (+1 Wisdom or Charisma, can use Insight to learn a target’s Ideal, Bond, Flaw, and/or their Intelligence or Wisdom modifier depending on check result), Master of Distraction (+1 Intelligence or Charisma, spend an action to impose on creatures who can see or hear you disadvantage on Perception checks against others besides you, allies within 50 feet of you count as being unseen and advantage on Stealth for hiding, and 2 creatures within 15 feet gain advantage on attacks against distracted target), River Fighter (+1 Strength or Constitution, gain swimming speed equal to movement speed, can hold breath longer than usual, 1/turn can forcefully move a target struck in melee up to 5 feet if you’re both in water), and War Sling Master (gain proficiency with war sling, add both Strength and Dexterity modifiers to war sling damage, critical hits knock a target prone, and can bounce ammo off of solid surfaces to avoid cover and corners but text reminds you that you have disadvantage on attacks you cannot see).

Thoughts: Blowgun Master has some pretty nice debuffs, and makes builds reliant on poisons much more useful given how often Poison resistance comes up in play. Coalition Training is quite useful on account that the loss of a potential attack from the Help action can be made up with a reaction should the helped ally hit. Expert Negotiator and Judge of Character are more situational, being more relevant in campaigns which play up the Social pillar, and River Fighter is also reliant upon the DM making encounters in aquatic environments common enough to justify its purchase. Master of Distraction can be useful for parties relying upon ambushes for surprise, particularly if combined with Pass Without Trace and certain features such as Sneak Attack. War Sling Master is outright overpowered in adding both Strength and Dexterity to damage. As the War Sling isn’t a Thrown weapon, it uses Dexterity by default, so most builds specializing in it will get a 20 Dexterity by middle to high levels. Combined with Potions and Belts of Giant Strength along with Sharpshooter, this can deal an insane amount of damage per hit.

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We get 22 new Magic Items in this chapter. In terms of rarity they are strongly focused around the “middle” categories, with 8 Uncommon, 12 Rare, and 2 Very Rare items, with 6 requiring attunement and 1 of those attuned items only allowing bards or rhythmatists to do so. The item types are even more uniform, with 19 being Wondrous Items, 2 being Potions, and 1 being any Sword type weapon. I will not cover every item here for the sake of brevity, instead highlighting the more interesting ones to me. They include Beetle’s Berimbau (a bow-like string instrument used to send coded messages through music during the wars against Larensia, whose charges can be used to play one of 3 different songs to cast particular spells or advantage on the next attack/save), Cachaça Bomb (box full of 12 alcoholic beverages, can be thrown and explode as an improvised weapon causing one of 10 randomly-rolled debuffs, including diarrhea which causes a creature to flee the combat in embarrassment on a failed Constitution save), Chivacana (actually a giant armadillo with a palanquin-style platform favored by traveling entertainers powered by positive emotions, can be used as a vehicle and can be granted and hold multiple uses of Inspiration which can magically manifest as feelings of joy and optimism), Crystalline Healing Orb (strongly based off of Pokeballs from Pokemon, is favored by animal rights types transporting animals out of dangerous areas or at risk of being poached, can be used to transport creatures into a comfortable extradimensional demiplane that lets them heal wounds at a faster and greater rate), Frog King’s Coin Purse (can turn gold coins put inside it to bear frog visage on each side, which if thrown into a body of water can summon a frog to eat the coin and repay the item holder with 1 of 4 boons ranging from food to advantage on checks made to jump), Garrafada (potions whose creation is secretly taught from tutor to apprentice, grant increasingly-powerful temporary effects based on the amount of daily doses are taken over a week’s time, such as resistance to eventual immunity to poison damage), Snake Eye (petrified snake eyes used by Stoneseekers to better search for lost relics, can be used 1/day to gain advantage in initiative, Investigation, or Perception roll but can grant various siturbing visions via DM Fiat), Sword of San Ioni (sword blades which are grown from the leaves of giant plants named after the hero Ioni who slayed a giant serpent, the “sword” deals additional lightning damage and can cast Goodberry 1/day), and Zef’s Large Pot of Legumes (pot which can create up to 5 types of legumes which can replicate a variety of low-level spells, such as Porto Beans which can be used to play a game during a Short Rest to cast an hour-long Bless spell or Haba beans which if planted in the ground can cast the Alarm spell).

Thoughts: These magic items are very cool in terms of world-building and function. My favorite is the Chivacana, as I can see many gaming groups turning the giant armadillo party bus into their mascot. This section also provides some sidebars for particular campaign uses, such as a PC learning a Garrafuda recipe and what rules would be required to do so, or the DM using the Snake Eye as a narrative tool for creepy foreshadowing.

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Continuing with our magic-heavy content, we get 18 new Spells. In terms of level, they’re pretty uniformly centered around the first two Tiers of play, with 3 each of 1st through 3rd level, 4 each for 4th and 5th, and 1 7th level spell. For classes they’re very evenly-spread out: Bards, Clerics, Druids, and Sorcerers get access to 6 spells, Warlocks 4, and Wizards 8. Paladins only get access to 1 spell, and Ranger 3.

I covered nearly half of the spells in the prior chapters, those being Commune with Ancestors, Detect Treasure, Earthen Step, Flesh to Bread, Mangavi’s Touch, Plant Eyes, and Untether Shadow. Of the remaining ones here, they include Abstract Vision (cause a target to perceive the world as an abstract picture which grants advantage on Perception checks and can see through 30 feet of solid objects, but gains disadvantage on Investigation checks), Channel Acha (summons the rainy season early, can be either healing rains or damaging hail as an action or bonus action respectively), Channel Arra (channel the dry season, which can deal fire or radiant damage in much the same way), Decree of Distance (use a stamped seal and paper to forbid a target from willingly moving in the direction of one other creature, effective a magical restraining order), Earth to Flesh (the 7th-level spell, a creepy one that turns the surrounding landscape into a fleshy nightmare of flailing limbs, biting mouths, and other random effects that can damage and debuff), Flying Head (caster’s head detaches from the body to become a unique monster known as a Tijinganach, can cast spells of the original caster and maintains skill proficiencies, original body is unconscious for duration), Mark of the Lines (inscribe marks on a target to instill them with the power of one of the 6 Great Lines, granting them unique buffs such as the Tree which makes their Armor Class unable to be less than 20, or the Sun which lets them cause a one-time AoE burst dealing radiant damage), Redirecting Portal (cast as a reaction against an attack, redirects the attack to another creature), Serpent Bite (grow fangs that deal poison damage and inflict the poisoned condition), Stone Shards (can enchant a stone to explode when thrown or used as sling ammunition, dealing AoE damage instead of default damage), and Zef’s Compulsive Counting (throw a handful of rice into a space, target must go up to and count the rice on a failed Wisdom save).

Thoughts: As mentioned before, several of these spells are over or underpowered in comparison with existing official material. For the ones not covered in prior posts, Abstract Vision is going to be a dungeon delver’s dream, for being able to see through 30 feet worth of solid objects plus an hour duration with no Concentration can turn anyone who has it into a walking encounter detector by seeing at least one room ahead. The Flying Head is a 3rd level spell that lasts for 10 minutes, and due to leaving the caster’s body in a motionless, vulnerable position would make it inferior to similar summon spells of equivalent level. Its saving grace is that it can be cast as a ritual, and the caster can grow a new head if the transformation ends, so it’s good for scouting but not as a combat buddy.

Mark of the Lines is neat in flavor, but the 6 forms vary in overall usability. While most have good uses, some are more broadly useful than others. Compare the Spider, who gains a climb speed and a restraining ranged attack, to the Parrot, who gains a constant fly speed and can understand and speak all languages. Or the Sun, which has a one-use AoE vs the Tree’s continual minimum 20 AC for the spell’s duration. Mark of the Lines is also Concentration-free unlike most buffs, which IMO makes it too good.

On the plus side, I do wish to mention that virtually every spell has some origin in folklore. For instance, the Mark of the Lines and Great Lines in general are referencing the Nazca Lines, Commune with Ancestors is inspired by traditions on the holiday known as Día de los Difuntos (or All Souls’ Day in English), and the Flying Head is based off of the Chonchon of the Mapuche people.

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Magic Options rounds out our chapter, talking about how the people of Koboa employ magic in ways different from other settings. We first get a list of new familiar types drawn from the mundane animals in this book such as hummingbirds and armadillos. The next section talks about wizard spellbooks, which can include the typical books but also knot writing and oral tradition. Knot writing is functionally identical in mechanics to written spellbooks, using knots and cords tied around a wizard’s limb or staff when not being read out. Oral tradition, on the other hand, is more complex, where the wizard makes use of repetitive memory tools to inscribe knowledge of a spell into their mind. Oral “spellbooks” are thus more varied and personalized than their paper and knot counterparts, and has the advantage of the wizard’s spells not being lost or stolen in the conventional manner. On the other hand, oral spells are more time-consuming to learn, taking double the amount of time and effectively require an increased level of trust, for the wizard teacher must volunteer their knowledge which cannot be stolen just from observing them casting spells.

The last part of this section discusses the natural resource known as magegold. While the book briefly hinted at it in prior sections, this is the first time we get a detailed explanation. Magegold is an underground mineral that forms on the borders of the Material Plane and Kiboa, the underworld. Magegold is naturally magical, and can be used to create all manner of magic items. It is widely believed that magegold anchors the two planes of existence together, and if too much is removed from the ground, then Kiboa will detach and fall, replaced by an evil void. As the Larensian continent has no magegold deposits of its own, it is believed by Koboans that the Larensian origin of demons and devils came from their civilizations taking too much.

Unlike other minerals, magegold is a renewable resource, so most Koboan civilizations learned to engage in sustainable mining to take just enough and let it “regrow” over time. It is also not unique to Koboa, although that continent has much more than the Larensian continent. When the Larensian Empire discovered the deposits on Koboa, they had no such care about long-term use, greedily mining it from the earth at unsustainable rates and shipping much of it across the sea. Nueva Vardia holds the lion’s share of processed magegold on Koba, but the country doesn’t have enough of its own reserves for long-term survival.

In terms of game mechanics, magegold is measured as magegold pieces, or mp. Such units can be used to create magic items, which have a crafting DC, time, and magegold amount based on item rarity, with consumable items halving everything but the crafting DC. PCs can pay an NPC artisan a commission cost in gold pieces if they don’t want to craft it themselves. The time and DC scale exponentially: for example, Common items are trivial, requiring 1 day of work, a DC 10 check, 1 magegold piece, and a 4 gp commission cost, while Rare items require 7 days, DC 20, 30 mp, and 180 gp. Legendary items are extremely difficult to make, requiring 31 days, a whopping DC 30, and 1,000 mp and a 10,000 gp commission for an NPC artisan.

Magegold is rarely exchanged for regular gold, as the magegold sellers aren’t individuals but very powerful institutions such as guilds and the Stoneseekers. Additionally, there are strict laws put in place preventing the material from leaving Koboan shores. Said groups still offer magegold as reward payments to favored individuals, but it would be too vulgar to sell on the open market.

Speaking of reward payments, the end of this chapter talks about how Koboa’s civilizations lost access to many relics, cities, and other important pieces of culture during Larensian colonization. The typical D&D method of treasure-hunting in ruins and taking the valuables off slain foes to sell the contents to wealthy patrons is viewed as grave-robbing. That being said, finding items in dungeon delves can still reward PCs via some reflavoring. Organizations such as the Stoneseekers and the descendants of civilizations can give money and items to PCs for returning important cultural touchstones and clearing out dungeons so that they can be safely repopulated and eventually put to their original use. We also get a table of suggested magegold pieces to be given to PCs based on their party level for finding a magic item, representing them being paid for returning such a relic. As magegold can be then used to craft particular items, this rewards players acting ethically with greater choice. That being said, magic item access can still be gated via DM Fiat by limiting what kinds of items can be crafted based on formulas, noting that granting the ability to craft every magic item out there might be daunting for players. I’d personally argue that most gaming groups would love having such power at their fingertips rather than feeling daunted, but I do agree with restricting some options.

Thoughts: I do like the book expanding on the choosable familiars for characters wanting South American-appropriate magical pets/companions, and the oral knowledge spellbook is a cool idea with its own mechanical tradeoffs. The concept of magegold is really cool, both from a mechanical perspective and a worldbuilding one. The DC checks for crafting magic items feel a bit too high at the Very Rare and Legendary scale. There aren’t many ways to gain double proficiency in tool checks, and the duration for crafting is such that most buff spells won’t last long enough to help. This means that barring certain items the PCs really, really want and have magegold to burn, most gaming groups are better off using their funds to craft Uncommon and Rare magic items which are much more reliably guaranteed. While the text doesn’t explicitly spell it out, the crafting DC is called for when PCs make the item themselves, with the Commission cost for gold pieces being for NPC artisans. So this begs the question of whether or not the commission cost obviates the need for a die roll, or is more for convenience for parties that don’t have the appropriate proficiencies. If the former, gaming groups may instead prefer to craft the items themselves, but if the latter then most won’t mind forking over extra dough to “auto-succeed” on the crafting check than risk failure.

Thoughts So Far: There’s a lot of neat things in these sections, although quite a bit of mechanics need some reworking for balance purposes. The rules for magegold and magic item crafting both help solve the common 5e problem of not having enough to spend gold on while also making tool proficiencies more important. The additional and alternative rulesets are interwoven with the world in a way that they don’t feel like an afterthought, such as the knot writing and oral knowledge affecting the practice of wizard spells or discussing how certain magic items were used in the Liberation Wars.

Join us next time as we take a tour of Koboa in Chapter 3: the World!
 
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Covering the setting and its people, Chapter 3 starts off with a brief timeline, followed up by Gazetteers for the five major regions of Koboa. This post will cover history and religion first, saving the Gazetteers for a post or two of their own.

Unlike many other D&D settings, Koboa doesn’t have a cosmic origin story spelt out, nor does it explain the ultimate origin of gods. While the various deities and their followers do have such explanations for the inevitable existential questions, the book’s narration leaves such things up to debate and matters of faith subject to mortal interpretation.

Koboan History begins about 5,000 years ago, a time when scholars say that the gods created the first people. The Jutgot were among such people, creating the first Form Map to become giants and build a mighty empire that lasted for millennia. Their civilization was destroyed by an unknown disaster, leaving few survivors, with the corpses of petrified giants can be found across the continent. Various other civilizations were created in the aftermath, building their own Form Maps and expansive networks of trade and conquest, such as the Ghintakgot and the Gosán Empire. A little over 600 years ago, Larensian soldiers arrived on Koboan shores, taking over territories by force. After nearly a century of on-again and off-again alliances and wars, the Larensians landed a decisive victory and ruled over Koboa for the next 4 centuries. The colonization was a dark time for Koboans: the natives were forced to adopt Larensian customs, turned into an expendable labor force, courts favored Larensian nobility, and magegold and other natural resources were harvested with no thought to long-term environmental welfare. It was inevitable that resistance movements would spring up. Three notable independence groups were the Marcelian Movement of various towns and cities that sought independence from the Empire, the Koboan Resistance who were guerilla fighters, and Sialgot soldiers who came over from Sotashka. Together they formed the Coalition of Three Armies. The Coalition reclaimed more and more territory until the Larensian army had only the territory of Nueva Vardia. Since the Larensians suffered a great loss of manpower and supply lines due to the formation of La Tormenta, they called for peace. This occurred around 100 years ago, with the Common Era designator placed on the official end of the Larensian Occupation. Much of the next century is dedicated towards rebuilding and reclaiming what was lost, and the Stoneseekers were formed for this purpose.

Thoughts: This history all fits comfortably in two pages, making it quite short in comparison to a lot of other D&D settings out there. But I think this is a plus, not a minus, as when it comes to new settings it is better to focus on broad strokes rather than overloading readers with information. It also allows the DM to better fill in missing gaps and specifics with their own content, rather than worrying about their homebrew causing unforeseen butterfly effects with the wider lore.

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Most religious practices in Koboa employ the use of pantheons, groups of related deities holding dominion over various aspects of reality. Every physical feature of the world, living and nonliving, also has a spirit, which mortals can call upon and make deals with in exchange for various gifts and blessings. The dividing line between a spirit and a god is a semantic issue, usually dependent on the particular beliefs of a community. The Larensian Pantheon’s antagonistic nature towards other faiths view spirits as wicked entities, with the Church of Triskus maintaining that all spirits on the Larensian continent were killed off.

Koboa doesn’t assign cleric domains to gods or other such mechanical designations, instead focusing more on their role in the world. Additionally, there are many other gods besides the ones in this book; the deities covered here are the most prominent ones in Koboa.

The Koboan Pantheon contains nine deities. Hegh is the ruler of the underworld of Kiboa and helps guide dead souls to their place in the afterlife. He and his followers have a lot of work to do, as many deaths during the Liberation Wars left corpses without proper burial rites, thus preventing their souls’ passage. Hovchu (they/them) is the ruler of the night sky and is known for appearing emotionally distant on account of taking a “big picture” approach to most problems, and their faithful create and maintain libraries and complicated projects for future generations. Jatel is a vengeful goddess of storms, volcanoes, and chaos, and was one of the more active deities in helping fight the Larensian Empire during the Liberation Wars. Jul (they/them) is the leader of the Koboan Pantheon and their physical manifestation is the sun in the sky. Kamau is a goddess who defends the forest and appears as a winged jaguar in the sky, and her adoption of the city-state of Atsatray makes her one of the most popular deities there. Kamau and Jul are enemies, and her attempts at eating the sun deity is what causes solar eclipses. Mangavi is a bigender deity of dualities, a builder and destroyer, warmonger and peacebringer. The death of her sister during the battle against the Larensians filled him with fury, causing Mangavi to strongly favor her wartime aspect in recent times. Manghom is the goddess of earthquakes, geomancy, and secrets. She was one of the original deities who helped build the world, only to be imprisoned by the others due to some conflict whose true cause is unknown but hotly debated by the faithful of the gods. Vavkob is the goddess of the earth, and is responsible for the blossoming of plants through fertile soil and is very popular for her role in agricultural harvesting. Vavkob regularly sends trusted worshipers to lands in greatest need of healing, where unnatural forces and dark magic hold sway. Lastly, Veng is the goddess of cities, where the balance between stability and chaos is reflected in the frequent fights between Jatel and Veng, the former seeking to destroy all that Veng builds. While angry at the destruction caused by the Larensian Empire, Veng has been willing to work with some of their gods for a lasting peace, and helped found the city of Pompetak as neutral territory.

The Elder Serpents are not gods, but do have divine parentage. Their parents tasked them with overseeing broad aspects of nature. Four of them still abide by this duty, while two others eventually gave up to pursue their own agendas. The four faithful serpents are Vas Ghemka (rainforest creatures and plants), Vav Jaka (messenger of the Koboan deities), Vav Ñaka (all creatures that fly), and Vav Waka (all aquatic creatures and plants). The two unfaithful serpents are Kika (uses psychic powers to invade mortal minds and control them or learn their secrets) and Maka Malgh (originally tasked with caring for subterranean creatures but became a thrill-seeking hunter).

The gods of the Atsatrayan Pantheon are usually called Xiaori, and they and their followers originally came from the continent of Sotashka. Knowledge of them came to Koboa via Sotashkan soldiers volunteering to fight in the Liberation Wars, and as part of their journey were granted physical objects by their gods containing slivers of their essence. There are hundreds of Xiaori out there, but the following six are the most popular on Koboa. Dandara is a war goddess who approaches conflict with a cerebral attitude, causing her followers to remark upon her as a “general of generals.” Fesdir (they/them) is the deity of imperfection, unorthodox thinking, and a patron of those on society’s fringes, encouraging people to learn to love themselves in spite of their real or imagined flaws. Their followers focus on various kinds of charitable drives. Tirey is a god who seeks to turn society into a pacifistic utopia where even the threat of death has been alleviated. In the here and now, Tirey’s faithful focus on policies where as many people as possible have access to food and housing. They are usually pacifists, but some believe in the necessity of violence to achieve utopia and frequently argue with the mainstream faithful. Titernik (they/them) is the deity of impermanence and endings, believing that nothing lasts forever and encourages people to make the most of their time by finding goals that give them meaning. Tivek is the goddess of vengeance, encouraging people to track down those who did them harm. Most of her followers care much more about making their tormentors suffer than protecting the suffering. Yoeng (they/them) is the deity of travel, light, and destiny, who focuses on helping guide people through life to fruitful endeavors, with a focus on building communities of found families and challenging one’s own preconceptions to change for the better. Yoeng’s followers are known as being champions of the disenfranchised by rooting out government corruption, and were instrumental in building the magical portals of Atsatray.

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The Larensian Pantheon is effectively Fantasy Counterpart Christianity. Long ago, there was a druid known as Triskus who lived during a time where the gods of Larensia were tyrants. Triskus dedicated his life to fighting them, causing him to be captured and executed. However, one of his followers used magic to not only resurrect him, but turned him into a god. With this power, Triskus could turn mortals into angels and fellow deities, the latter of whom became known as Saints.

Triskus was right in rebelling against the cruel pantheon of his upbringing, but he soon became a tyrant himself. Believing that all other deities not under his control were destined for wickedness, he commanded his followers to slay all other “rogue” gods. Virtually all other deities of the Larensian continent were exterminated by the Church of Triskus, and the rise of the Larensian Empire would export this war to other lands. Worship of the Larensian Pantheon is most popular in Gran Marcelia and Nueva Vardia, and his worshipers seek to live virtuous lives in hope of Triskus granting them angelhood or even sainthood in the afterlife. Druidism is a major aspect of the faith in making use of terraforming in sculpting the land, so many of their cities are filled with trees as well as flora and fauna native to their home continent.

Besides Triskus, there are six notable deities who gained the title of Sainthood. Santa Telina captured the Forge of the Heavens to build weapons and turn dead mortals into angels. The recent conflict in Koboa has disillusioned her with Triskus’ war and she is starting to work with the gods of other pantheons. This has recently earned Triskus' distrust. Santa Nuntia worked with Saint Sinsivia to turn Triskus into a god, and was angry that he granted sainthood to Telina first. So she blackmailed him into doing the same for her, lest she share the secrets of ascension with others. Nuntia is effectively the fantasy form of a modern day intelligence agency, gathering all kinds of secrets to use against others and elevate her status, and some tales claim that she leaked information that could destroy Triskus for good as a contingency plan. Santa Sinsivia was a former bard turned oracle who acts as the Voice of Triskus, using rhetoric to raise armies. Santo Morantis was the final mortal general in the war against Larensia’s old gods, who takes an “ends justify the means” approach to war and is willing to sacrifice as many mortals as possible in the quest for nigh-universal deicide. San Dani was a mortal of mixed Larensian/Koboan heritage who lived during the initial years of the Larensian Invasion. Triskus promised godhood to anyone who could clear the land of Tiku of Koboans, so Dani told the indigenous people to voluntarily evacuate the area so that he could become a god and thus have leverage in the invader’s pantheon. Triskus honored the deal, but has hated him ever since. Dani acts as a more progressive and moderating influence in the pantheon, even forming alliances with outsider deities. Finally, Santo Julián is the newest Saint, having ascended after the Liberation War for using weather magic to help fleeing Larensian soldiers. He did this with the covert aid of Dani, and as such Santo Julián is unsure of whether to side with Dani’s faction or Triskus’, which often manifests as contradicting messages in weather patterns to his followers.

Spirits is a catch-all term for animist entities that have a symbiotic nature with aspects of the world. Traditional Koboan religions encourage maintaining respectful ties with these spirits, and by caring for the land they are rewarded with fortuitous turns of fate such as bountiful harvests and agreeable weather. Conversely, those who fail to uphold bargains their community made with spirits (or merely acting in ways said spirits find offensive) causes them to afflict all kinds of misfortune on mortals. Typically, this is proportionate, with minor infractions causing sickness and inconveniences. More major violations can escalate to natural disasters. Spirits have many means of communicating with mortals, from dreams and visions to taking physical shapes of humanoids and particular animals.

For the purposes of gameplay, the book says to treat spirits as NPCs who can act in various roles, such as being the patron deity/warlock pact-holder/etc for a magical class, or as a patron for adventure hooks and rewards. They don’t have to have a positive role, either, as spirits can act at cross-purposes with each other and may attempt to mislead and manipulate PCs into proxy wars with other spirits. The book cautions against deploying spirits in combat and to not be given stat blocks. The book doesn’t exactly explain why this is, and even contradicts itself later on in the chapter. There are adventure hooks in the Gazetteers sections where some spirits have an adversarial relationship with mortals, and in some cases even suggest stat blocks for them like earth elementals or spirit nagas.

Thoughts: I really like that the various deities of Koboa are written with active roles to play in the world. Several have made their mark in recent history rather than in time immemorial, and even those of the same pantheon have individuals who are rivals and don’t see eye to eye. In some cases there is sectarianism among the faithful, such as Tirey’s worshipers disagreeing on the means of achieving utopia, or the Larensian pantheon having divides between moderates willing to tolerate the existence of other religions and fundamentalist warmongers.

One thing I find rather novel is Koboa’s treatment of Fantasy Counterpart Christianity, specifically its Jesus Christ equivalent. The portrayal of pseudo-Christianity as a warmongering and authoritarian religion is hardly unique, but a lot of media which does this usually has the Jesus equivalent being absent and long-dead. Or has it so that the faith was founded with noble goals, but got corrupted by mortal hubris over time.

Not so with Koboa. Its Fantasy Jesus isn’t a pacifist hippy whose teachings got twisted. Even when he was fighting to liberate mortals from wicked gods, he was willing to use violence. His own Saints contain people of uncertain loyalties or wish to follow a different path, and even in more modern times he was fine with war crimes and even attempted genocide in the case of the people of Tiku. Besides the trickster deity Dani, there’s also a movement known as Triskan Liberationism that we’ll cover in Nueva Vardia proper. It is explicitly modeled after real-world Liberation Theology, where the mainline of said movement believes that Triskus was and is a freedom fighter and emphasize progressive and egalitarian causes. But there’s a radical sect among them who know that their god is now a tyrant, and believe that he must be killed to be “born again” into a more benevolent deity.

The casting of Fantasy Jesus in an explicitly antagonistic light is quite surprising to me. While I understand that the Spanish Empire committed many atrocities in the name of Jesus in the Americas, many Latin Americans are devoutly religious Christians. As mentioned with the Liberation Theology reference above, there are even Christians who condemn the colonialism of prior eras, so I was expecting to see a more moderate “I like your Christ, I don’t like your Christians” interpretation of its Fantasy Christianity.

Thoughts So Far: As covered above, I like the history section’s brevity and focusing on major turning points, and I also appreciate how the deities are simultaneously active and fractious. This helps create adventuring material, while ensuring that they don’t feel like a distant afterthought.

Join us next time as we explore the first three Gazetteers: the city-state of Atsatray, the nation of Gran Marcelia, and the rainforest confederation of the Mallgot Accords!
 

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Given that there are only five territories, several are inspired by multiple nations and cultures rather than being one-for-one counterparts of modern South American countries. Atsatray is inspired by Quilombos and Afro-Latine cultures in Salvador and Rio de Janeiro; Gran Marcelia is inspired by Gran Colombia and various major South American cities; the Mallgot Accords are loosely inspired by the Muisca Confederation; Novpo takes inspiration from various Andes Mountain civilizations; and Neuva Vardia is inspired by the Coronelismo era of Brazil and gold and silver mines at Ouro Preto and Potosi (the latter a Bolivian city). The entry for Novpo is very detailed in discussing what real-world inspirations line up with its various fantasy counterpart cultures, such as the Merchant Principalities being based off of the Moche people and other coastal Peruvian civilizations, the immigrants of Little Larensia being based off of crypto-Jews/crypto-Muslims who fled Spanish and Portuguese persecution, and New Gosán and the Free Tribes based off of the Incan Empire.

Each of the five territories is 12 pages long and follows a regimented format of topics. Features, History, and Demographics are the first topics covered, giving a general overview of the territory’s regional features and people. They’re followed up by Politics, Factions, and Religions which detail the movers and shakers of society. Culture, along with Gender and Sexuality, provide common attitudes and practices along with artwork, typical family units, and so on. Places of Interest and People of Interest are self-explanatory, while “Characters From [Territory]” provides a list of questions to the player to think upon their PC’s place in society and the world. We conclude with common names and naming conventions along with a d10 table of Adventure Hooks.

Each territory bears a large number of illustrations, including two two-page spreads of a settlement landscape at the beginning and a typical dwelling at the end, along with images of traditional meals and portraits of common garments based on occupation and social class.

Starting our tour proper, Atsatray is a city bearing unique architecture known as encruzilhadas, portals that magically link each two points in space to allow for instantaneous long-distance travel. They were grown from branches of entru trees native to Sotashka and are currently maintained by druids working for the government. Originally they were used for transporting soldiers and maintaining supply lines during the Liberation Wars, but have been reappropriated for trade in the new era of peace.

Twenty such portals are scattered throughout Koboa, making the city a vital trade hub, and entire neighborhoods literally have their own geographical ecologies. Most of Atsatray is located in the Talá Rainforest, and its longest-inhabited populations are the Indigenous Koroakgot and Sialgot descended from freedom-fighters in the Liberation Wars, although all kinds of people and cultures across Koboa can be found here. Via a mutual defense pact, the two cultures grew their numbers and set up portals across the continent to create the city as it is known today, evolving from military fortifications to fully-fledged communities.

Atsatrayan government is democratic in nature, electing a Ganga who acts as the leader, and there are six other elected figures who form a Council. Atsatraya uses a complex system in the regulation of travel and trade for its portals, partly so as to avoid ecological devastation from invasive species and partly for more conventional security measures. The current Ganga is Zumba, whose controversial new policy will allow for other Koboan cities to join the encruzilhada network. In exchange, they will share the knowledge and innovations of their academics and mages with the Grand Atsatrayan University. More purist citizens unhappy with the potential chaos from newcomers “coming and going as they please.”

The most popular gods are the Xioari of the Sotashkan cultures, with Yoeng being the most popular by far. Yoeng’s followers in the city are decentralized, meaning that their methods of worship and hierarchy can differ widely between neighborhoods. The Espadas are an elite order of warrior-mages who worship Yoeng and serve as portal guardians and police, having exclusive magical knowledge that lets them teleport across the city at will. The Espada has its critics, partly due to the fact that they don’t always follow the dogma of their patron god, and other nations are wary of the Espada using their powers for spycraft.

There are several other organizations ripe with adventure hooks. The first is the anarchist group Kabana, who advocate for getting rid of all bureaucracy regarding the encruzilhada and citizenship restrictions in favor of uniting with greater Koboa in the spirit of universal kinship, as well as dissolving the current representative democratic model in favor of total decentralization of power. One of their leaders recently escaped an extradimensional prison known as the Well and alleges that “unspeakable secrets” are held within. The second group is the Tepoho, a supremacist group that favors making the city-state more isolated from foreign trade and travel and claims that Atsatrayan and Sotashkan culture is superior to all others. The group recently seized control of an encruzilhada deep in the rainforest, and plans to revive a drogoro (chimerical bull-dragons used by the Larensian Empire) that was vanquished in a decisive battle against the Larensian Empire for unknown reasons. They also plan on hiring adventurers to recover treasure and other valuable items for them that can be put to use.

Regarding interesting people and places as well as more potential adventure hooks, the surrounding Talá Rainforest is home to aberrations created from war and dark magic enacted by the Larensians. Magic cords known as patu allow citizens greater control over the encruzilhada. Some people used them to create illegal portals prone to danger, such as structural accidents and doorways leading into dangerous places and even other time periods. And the aforementioned Well serves as the city-state’s prison, originally used to house Larensian soldiers captured in war awaiting trial. It is now used to house dangerous people, although precious few know what its interiors are like.

A labyrinthine network of alleyways known as the Endless Street imports all kinds of items, and many of its doorways are magically shielded from Espada patrols. The Stoneseekers and the Resistance Museum (which houses various items of historical value regarding those who fought against colonization) hire adventurers to recover lost relics from the jungle and other areas. The Merchant’s Guild is another prominent patron who frequently hires adventurers to locate and help reactivate lost encruzilhadas.

One thing some readers might notice is that the Fantasy Counterpart African cultures in this setting came to Koboa voluntarily, rather than being kidnapped and enslaved like in the real-world history. One of the writers discusses this in a sidebar which I think is worth quoting in full:

No Slavery on Atsatrayan History?

When I was creating Atsatryan history, I knew it was gonna have tons of references from my culture and my people. As an Afro-Brazilian, I grew up with stories about the quilombos and all of the heroes who fought slavery so that we could be free: Zumbi, Dandara, Luis da Gama, and many others throughout Brazilian history.

The opportunity to incorporate those stories in a South American setting like Koboa was a dream come true. So, I’ve decided to make a hard decision: I won’t use all the slavery background in creating that place.

It was a great challenge. After all, all those things existed because of slavery, right? Well, I’ve chosen to maintain our fight, resilience, legacy, and culture in a fantastical setting but to give it another angle to observe besides the lens of slavery. In the end, all those people were who they were not because of slavery but in spite of it.

— Conti

Thoughts: Atsatray easily fits the City of Adventure trope, and its widespread portal network means that it doesn’t take much effort for the DM to put it within easy travel distance of the PCs. We have several groups and individuals ready-made for adventure material, such as the political strife between conservative and isolationist factions vs those who want to further open up the city to international trade and exchange, to more traditional dungeon/wilderness crawls in locating lost portals and relics beyond the city’s walls.

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This nation occupies Koboa’s far south, and a large portion of its citizenry are chanovs along with various other traditional forms thanks to strong diplomatic ties with other nations and their Map access. Traditional Larensian society looked down upon chanovs for not being “pure-blood” and restricted their access to Maps, but after gaining autonomy many Gran Marcelians are more prideful of their diverse heritage. Marcelian chanovs took inspiration from multiple Maps and ancestries in what is known as chanaovgot cultures. This diversity extends to various other aspects as well: temples and worshipers of Koboan, Sotashkan, and Larensian gods can be found across the land, and there’s even a rare yet growing amount of divine casters who have no patron deities thanks to the Mortalist movement. The government recognizes about a dozen languages, with many more Indigenous and Sotashkan ones also being spoken. Adherence to Larensian customs is not seen as a contradiction, as many who fought in the Liberation Wars desired freedom from a tyrannical King Beyond the Sea rather than a wholesale rejection of their culture.

The poor treatment of chanov Larensians helped fuel the fires for the Independence Movement, growing in numbers and popularity the harder the Empire cracked down on dissidents. After attaining independence, the Coalition Armies let the Movement retain the lands of southern Koboa as the new nation of Gran Marcelia, with land divisions consulted with Indigenous Koboans. Said divisions are still adjusted to this day due to various disputes and reorganizations over land, along with various Indigenous factions who advocate for varying degrees of independence/closeness with Gran Marcelia.

Like Atsatray, Gran Marcelia is a democracy, with a President serving as national leader. A more peculiar aspect is its various political parties, who seek votes via speeches and campaign promises. The nation’s history has not been a smooth one, as there were several notable attempts at overthrowing democracy, such as a failed military coup known as the Night of the Three Sovereigns. Or the more recent Tomoque Protests, where the President attempted to crush a gathering of Indigenous farmers unsatisfied with austerity measures via an alliance with an extraplanar aberration known as Shan’esmit and its white dragon minion experiments. In both cases, the authoritarians lost due to eventual infighting or uniting their enemies against them, and the Marcelians created and reinforced new and existing laws to further strengthen democracy and worker’s rights. Shan’esmit, however, is far from gone, still occupying a foreboding island fortress that most people keep well away from to this day.

The various entries on people, culture, religion, and factions are popping with opportunities for adventure and conflict. Many politicians are eager to do anything to win elections, and aren’t above resorting to shady and outright illegal methods. And speaking of corruption, a group known as the Guild of Light was originally a paladin order* formed to fight government corruption, and often rely upon hiring outside actors given that many Marcelians in power closely monitor them. Similarly, a socialist group known as the Transkoboan Laborist Movement fights against exploitation of laborers and hires adventurers to protect unions and workers against retaliation from robber barons.

*The paladins adhere to the Oath of Light, which isn’t a subclass in either this book or any official 5e materials to my knowledge.

The Ñutekgot are the largest Indigenous group in Gran Marcelia, and while they have much in the way of autonomy their lands are small. Their society is split between factions who want to integrate more fully, keep the status quo, or call for secession, with the last group advocating for full autonomy and control of all lands they had before the Larensian Invasion. Ranching is a huge industry due to the country’s bountiful grasslands, with ranching families known as tomoques being self-governing. One hook in the d10 table involves such a family running off a tax collector they claim is crooked, which can possibly lead to a government crackdown in retaliation if the PCs don’t get to the bottom of things.

A philosophical movement known as the Mortalists advocates for breaking off from reliance upon deities in favor of greater mortal self-determination. While largely peaceful, there are violent rogue elements that vandalize temples and attack priests. On the more secular side of things, a growing political movement known as La Grandeza argues that the sacrifices made during the Liberation Wars should absolve their country of debt to the rest of the continent, and resort to historical revisionism that downplays the role of other civilizations who fought against the Larensian Empire. Constructs stored in a Larensian weapons vault were reprogrammed to more efficiently oversee the use and regulation of its contents, but the constructs created such a hopelessly complex set of procedures that they effectively banned everyone else from access. Finally, a pair of NPCs known as Segismundo and María hound each other on opposite sides of the law. The former is a prominent lawmage who believes that Gran Marcelia’s achievements come from its strong laws, and the latter feels that the baroque bureaucracy is more of a hindrance than a help to the common folk and specializes in spells and services that can disrupt law magic.

We even have hooks in the form of unconfirmed rumors that may or may not be true. The city of Nuevo Fernando once held a prominent portal linking to the Larensian continent, and while it was destroyed during the Liberation Wars, it came at great cost as its collapsed destroyed the ground below it as well as several surrounding neighborhoods. Some fear that the portal still exists and might even be functional. Additionally, the museum in the governmental palace is rumored to contain the living heart of the King Beyond the Sea in its most well-secured vault, and its destruction may very well lead to another war with Larensia.

Thoughts: Gran Marcelia is another strong entry, evoking themes of an urbanized Latin American republic that still holds to noble ideals of democracy and self-determination. Yet it faces troubles in the form of bad actors and the inevitable conflicts between people who feel that their mutually exclusive ways are what’s best for the country. I love the variety of people, places, and the accompanying plot threads that are helpful in coming up with interesting adventures. A dungeon crawl in an aberration mad scientist’s island fortress? Check! How about one in a construct-operated weapons vault? Check! Fighting for the underdog against crooked politicians and greedy business owners? Check! Acting as outside mediators or sides-takers between lawmen and ranchers or bureaucrats and forgers? Check! It feels like every page in this section has something that can provide a session or more worth of material, which along with the illustrations and cultural details makes this a very strong entry.

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With its territory comprising much of central and eastern Koboa, the Mallgot Accords were originally many different independent Indigenous nations. The Larensian invaders forced many of them into a unified front to better defend themselves, and today the Accords is a confederation of hundreds of distinct groups. Every nation can rule itself autonomously when it comes to local government, religion, and customs, with a Mallgot Grand Council passing decisions for the Accords as a whole. There’s a huge variety in languages, with most deriving from a singular Mallgoti trunk. A patois tongue known as “modern Mallgoti” is made up of several languages along with High Larensian, serving as a lingua franca for inter-Malgoti communication.

Most people of the Accords are Indigenous, and most of the lands are part of the Talá Rainforest. While the Grand Council does its best to prevent foreign actors from exploiting the rainforest’s resources, some factions take a more xenophobic approach in expelling all outsiders. But in spite of the latter’s efforts, some foreigners have settled in the Accords relatively peacefully. Localized forms of government run the gamut of types. Some nations might pass on rulership via patrilineal descent of first-born males; others may heed the advice of matrilineal clans who call upon spirits, or determine their leaders via trial by hand-to-hand combat. Some may function democratically or instead consult gods to appoint mortal rulers. When it comes to religion, almost every culture honors the goddess Vavkob, who is recognized for her role in maintaining the earth itself and the forest that grows upon it. That said, there is room for the honoring of other deities, with different nations prioritizing different gods and spirits. Environmental devastation, plagues, and dark magic that arose from Larensian colonization wounded the land in innumerable ways, and many people of the Mallgot Accords work tirelessly to heal the land.

In regards to adventure hooks, the Etelgot people operated many scientific complexes throughout the rainforest. Larensian invaders destroyed many of them, although a prominent one known as the Garden is still operational and hires adventurers to test new theories, gather materials, or step in to end an out-of-control experiment. One complex seized by the Larensians resulted in a disaster known as the Wild Growth, where the invaders accidentally unleashed an invasive growing strain of a hive-minded plant colony. Kept in check by a massive ring of salt, the Wild Growth holds Etelgot ruins as well as the colony’s central intelligence.

A trio of prominent NPCs can serve as allies or enemies: Raoni is a folk hero who has protected villages from foreign marauders and leads a group of vigilantes known as Los Garekóva, although they are xenophobic to the point that they’re against contact with all outsiders. He knows many hidden places of the Talá Rainforest, but is hard to reach as he has many enemies who want him dead. Kahawa’ri is a military commander who adopted an alternate persona to conduct guerilla raids against Neuva Vardian forts, and her skill in brewing potions and medicine is said to be second-to-none. Finally, Old Mauarî is a Council member who is committed to the Mallgot Accords’ purposes, but is known for being ruthless and never helps out for free, as any aid given comes with a price in the form of a favor. He also supports Los Garekóva and with some reservation the more radical Hãirakwin, who view all non-Indigenous governments in Koboa as illegitimate and seek their overthrow. The Hãirakwin have cells throughout Koboa, although not all Indigenous groups align with their goals or view them as allies, and vice versa.

Thoughts: The Mallgot Accords had some comparatively longer entries than the prior territories, such as Politics, which helps the people feel more fleshed out in order to acknowledge their diversely complex societies. However, this section had less material that felt easily gameable in comparison to Atsatray or Gran Marcelia. And the material that does exist tends to feel rather samey, with a focus on finding lost places in the wilderness or fighting monsters that came about from environmental contamination. While tightly-themed hooks can help make the region feel thematic, I would’ve liked to see more stuff naturally interwoven into the cultural details like we got with Gran Marcelia.

Thoughts So Far: The first three territories are highly flavorful, brief in terms of page count but packed with material. They do a good job in highlighting how its people live and what is important to them, and there’s plenty of communities and individuals in need of adventuring PCs to help them out. The illustrations are both detailed and meaningful, with the focus on “everyday” things like housing and clothing. This helps provide gamers a detailed mental construct of what the party might see going down the streets of a typical settlement or staying in a home.

Join us next time as we finish up the Gazetteers with the nations of Novpo and Nueva Vardia!
 


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Note: While every section has a lot of things I cannot cover due to maintaining a reasonable length, I did want to briefly go over Koboa’s treatment of gender and sex. Overall, most of the setting adheres to rather progressive customs, with general acceptance of LGBT and non-binary people. For example, many Mallgotians believe that the concept of identity in general is more aligned with the spirit than the body, and while marriage and lineage inheritance can still emphasize heterosexual and patrilineal/matrilineal customs, a Mallgotian who finds themselves identifying with another gender are usually accepted and reassigned to another social role. In regards to Atsatrayans, they are accepting of non-monogamous relationships, and children are raised by the surrounding community as well as their parents. More conservative sexual mores mostly come from Larensian influence and persist in Nueva Vardia and Gran Marcelia’s upper class. But even in Nueva Vardia there is change, with younger generations finding value in more open and free roles. A major sign of shifting times is the governor-regent’s daughter coming out as a transgender woman, announcing her new name as Princess Doralinda.

Regarding Novpo, this territory runs across western Koboa, the center of the former Gosán Empire. Dominated by mountains, it is also home to deserts in the west and forests in the east. Novpo is a confederacy of various Indigenous groups united by an extremely complicated bureaucracy, with the Wataki language being nigh-universally understood with Common/Larensian a close second. Novpo’s people are majority Indigenous, with the Watakgot and Tupchigot being the most numerous and who share much in common due to generations of close interactions. The region is the continent’s breadbasket and can adequately feed its citizens, with mountain communities making use of terrace farms.

A unique aspect of Novpoan societies are their views of precious metal being sacred, and thus the material is almost entirely reserved for the creation of religious artwork. This mean that metal currency is not used, with people either favoring barter or the use of stone-carved letters of credit.* Magegold is viewed as the holiest metal of all, and magic items made from them are only used for sacred purposes, a definition that can differ based on individuals and communities. A system is set up for foreign travelers to deposit metal currency at a governmental storehouse in a local community, where they will receive letters of credit to be used for domestic spending. A common cause of contention with other nations is the Novpoan practice of melting down metal coins to be repurposed for religious artwork, although Novpoans argue that money voluntarily given to them is no longer owned by the complainers. The book goes into detail on how this impacts character classes and equipment, mentioning that martial characters typically favor war slings and bows as ranged weapons, and classes that don’t rely upon heavier armor such as Barbarians, Monks, and Dexterity-based Fighters are more common here.

*There’s a sidebar talking about how involved the process should be based on what’s ideal for the group. For example, the exchange of currency for stone credits could be simply handled offscreen and treated as another form of gold/silver/etc pieces. Alternatively it can be played up for cultural immersion, by having the PCs interact with locals and presenting their letters of credit to receive goods and services, all the while making sure that they don’t overpay before leaving the community lest they run into legal trouble.

Another unique feature of Novpoan civilizations is the presence of mummies. The book doesn’t say much about them other than that they are associated with the god Hegh and often serve in leadership roles in communities that have them. In modern times many mummies are either lost or destroyed, and an organization known as the Fellowship of the Grave is dedicated to finding and unearthing them in hopes of learning more about the past. They hope that awakening enough of them will help bring about a new Golden Age for the continent.

The Gosán Mountains held many ancient civilizations. The discovery and smithing of magegold was first done here, and in recent history the Gosán Empire was the mightiest political unit in the region, incorporating other groups via a mixture of voluntary association and forced conquest. Like elsewhere on the continent, Novpo was colonized by the Larensian Empire, and the Gosán Empire was taken over and dissolved. The Indigenous groups won their freedom during the Liberation Wars, forming a new government known as the Novpo Confederacy. Smaller political units are known as Federations, which can range in size from a single village to a sprawling region. Federations differ widely in forms of governments, ranging from community consensus to rulership determined by hereditary bloodlines or a social class such as priests or mummies. Each Federation appoints a representative to the Great Assembly, which serves as Novpo’s central government which focuses on tasks beyond the scope and reach of any one community. Novpo’s government is complex yet efficient, providing free food and blankets for all residents, has well-maintained and patrolled highways that help connect even otherwise remote communities, and long-distance communication makes use of both relay runners and a new system of Atsatrayan portals for transmitting messages via knot strings between receiving stations.

Novpoan religion is heavily influenced by a mix of Indigenous practices and Larensian influence, with people incorporating the rituals and deities of multiple faiths and belief systems. The dearly departed are given burials, although portions of land are reserved for the dead as residences for their afterlife. Such places are particularly massive in urban areas, and have been known to contain passages to the underworld Kiboa.

The Stoneseekers maintain their headquarters in this country in the capital city of Tiku. The two other prominent political organizations are dedicated towards restoring the region to its former greatness, or at least their interpretation of it. The Army of the Last King seeks the revival of the Gosán Empire and operates military cells for attacking Nueva Vardia, while the Restorationists are less Gosán-centric and are instead dedicated to restoring as much of Novpo to its precolonial state as possible. This often takes the form of demolishing buildings with Larensian architecture, terraforming elven forests back to their prior natural status, and hiring adventurers to protect animals, items, and habitats which are threatened by Larensian magic and creatures.

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Interesting places brimming with adventure opportunities include the city of Tiku, which in addition to being a thriving metropolis is also home to an observatory whose archmage owner funds quests for adventurers to investigate and bring back items and findings for magical and scientific research. The city’s also built atop the monster-filled ruins of Rotku, and the Stoneseekers and government are eager to lead expeditions into reclaiming the old city. Other prominent communities include the Autonomous Pueblos which prize their independence despite their proximity to Tiku and heavily disagree with city-dwellers on what is best for the country. Then there’s the Free Tribes to the north, who serve as a buffer zone between Nueva Vardia and the rest of Novpo. They are enemies of the Army of the Last King on account that one of the Tribes is New Gosán, a theocracy dedicated to the god Jul whose ruler is a descendant of the last Gosán Emperor. Others believe that his polity isn’t content with being a mere Confederacy member. The Turam Desert is home to city-states known as the Merchant Principalities that run along the coast. Out in the desert are lingering spirits who lived in now-destroyed cities that fell during the Larensian Invasion, and on some nights entire structures arise as transparent shadows of their former selves. The Salskan Great Lines are massive mounds that act as an epicenter for magical ley lines, and the region is also home to Uruwascha, the largest subterranean city in Koboa. A notable community in the southeast are the Watuchus of Little Larensia, immigrants from the Larensian continent whose gods were said to have been killed by Triskus, and whose worshipers moved to Koboa to escape religious persecution. Mauricio Twice Blessed lives in a small pueblo, whose unmatched skill in the healing arts comes from empowerment of nearby spirits of the land, meaning that those seeking cures for the incurable must brave the journey to him.

Thoughts: It’s inevitable that a Fantasy South American setting would have an Incan/Andes equivalent. The cultural taboos against conventional uses for metal, efficient bureaucracy, and the knot writing system help make the place feel distinct from the rest of the setting. Having it be the main headquarters for the adventurer’s guild equivalent in the Stoneseekers can be a good way to introduce PCs to a world very different from the typical fantasy setting. There are a bit more sources of conflict and adventure hooks here than the Mallgot Accords, with the ruins of Rotiku and desert ghosts with entire cities appearing by night for more traditional dungeon crawls. The Free Tribes’ militaristic footing and Army of the Last King provides for political conflicts, and the Restorationists and Fellowship of the Grave easily serve as adventurer patrons for times when the Stoneseeker’s archeological expeditions feel too cliche. The legendary healer Mauricio Twice Blessed is a great plot device for parties in need of removing a dire disease, curse, or magical enchantment beyond their capabilities. I would’ve liked to see more detail on the mummies and the Great Lines, the latter of which doesn’t have much going on for them besides being “a site of great magical power.” I figured that its ties to one of the subclasses should merit something more explicit.

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We finally arrive at the final territory in the book, the last spiritual bastion of the Larensian Empire on the continent. Comprising much of the land of Koboa’s north, the region was the primary port of call for newcomers to the continent along with naval exports of magegold and other precious resources. Heavy use of druidic terraforming makes the climate distinctly different from the rest of Koboa: the forests are more European-style temperate ones, and the weather adheres to the four seasons of spring, summer, fall, and winter instead of the rainy and dry seasons common in much of the rest of the continent. This means that plants and crops unknown in Koboa can be found and grown here, such as apricots, olives, and wheat. Nueva Vardia’s government traditionally remained an aristocratic colony presided over by regents, and even after the Liberation Wars maintained that it was part of the Larensian Empire until up to three decades ago when it became clear that the Empire wasn’t coming back.

Most Nueva Vardians are Larensian-descended, and heavily prefer the Form of the Elf. Non-elven Forms are often taken as rebellious or fashion statements, with the human and other horned Forms being tolerated for similarities to the elf’s. There’s a small minority of Indigenous people, as most of their number fled south during the Invasion or assimilated into society. The Tairiú are the most prominent in number, notable for steadfastly maintaining their traditional customs.

The book’s text contradicts earlier entries regarding the storm La Tormenta, which initially portrayed it as of unknown origin. This chapter and section in particular says that the Resistance fighters repurposed the Larensian’s weather magic to create the storm to cut off other civilizations’ access to Koboa, forcing the Larensian holdouts into acquiescing to peace. Today, Nueva Vardia is still aristocratic, although its status of governor-regent is fully hereditary, as during the days of colonization the King Beyond the Sea appointed regents directly instead. Supplementing the regent’s rule is a parliament where two political parties hold sway. The Loyalists are conservative reactionaries who pine for the old imperial days and are heavily made up of nobles and noble descendants. The Reformist Party instead looks to the future and seeks more positive relations with its neighbors and is made up of nouveau riche. The Reformists still have many conservatives among them, they just think that open trade with the rest of Koboa is a better path to riches. And while they regret the past, they mostly view it through a lens of “how could we have avoided war to maintain Larensian supremacy” rather than approaching other cultures on equal footing.

Beyond the governor-regent and Parliament, Nueva Vardia’s other prominent political groups include wealthy rural landowners who gained more power and autonomy during the Liberation Wars, as there was increased demand to feed the waves of arriving Larensian soldiers. Jagunços are mercenaries hired to guard these farms, who became the de facto law after the power vacuum from the Liberation Army’s disbanding and being cut off from Larensia proper. The Weather Bureau is a governmental body made up of druids who primarily live in the capital city, and are tasked with the continued maintenance of terraformed nature. The City Bureau is primarily made up of wizards responsible for the upkeep of magical infrastructure in the cities, along with managing scholarly resources such as historical records and libraries.

Besides farming and terraforming, Nueva Vardia’s other major industry is mining, with the city of Auramaior traditionally holding the major veins. But the magegold is largely tapped, and excessive mining has disrupted the boundaries between Koboa and Kiboa, causing monsters and angry spirits to rise to the surface and indiscriminately attack people. Additionally, the abandoned port city of Puertoviejo was the site of a desperate attempt to construct a new portal to the Larensian continent, but instead caused a necromantic explosion that turned the people into undead as well as bringing forth once-extinct undead sea monsters to shore. But while nobody officially claims rulership over Puertoviejo, its dangerous reputation makes it a favored haven for criminals on the run and anti-government rebels. A more subtle source of conflict comes from the city of Puertonuevo, a coastal port built by Reformists that provides economic incentives for Koboans outside the country to sail to it and trade there. While this city is more diverse and home to people from across the continent, there is a tense and fragile peace.

Unsurprisingly, worship of Triskus and his saints is the most popular faith, and society idolizes saints who helped subjugate the rest of Koboa and killed their deities. However, there is a small yet growing divergent sect known as Triskan Liberationism, who follow San Dani’s more reformist example and believe that Triskus’ most important teachings are to fight against tyranny as he did during his mortal life and early years of godhood. A more radical portion acknowledge that their god has become the very sort of tyrant he swore to destroy, and believe that Triskus must be slain and reincarnated again to become someone other than a warmonger.

There’s a higher than usual number of NPCs of note in this section, totalling seven. Some of the more interesting ones include the current governor-regent Don Domingo II, a Reformist sympathizer who seeks peaceful coexistence with the rest of Koboa, but many Loyalists are starting to refuse to recognize him as a legitimate ruler. Sergeant Cevallosis a veteran and prominent neo-Conquistador who refused to disband at the end of the Liberation War and still leads border raids. Bruma is a smuggler who runs a profitable fleet out of the ruins of Puertoviejo, having set up a haven for various people rejected by mainstream Nueva Vardian society.

Thoughts: Given the Larensian Empire’s antagonistic role in Koboan history, it wouldn’t be unusual for a reader to expect this to be the Token Evil Nation ruled under an iron-fisted dictatorship. But Koboa partially averts this: Nueva Vardia’s government is made up of resentful nationalists who viewed the subjugation of the continent as a good thing, and the Neo-Conquistadores serve as ready-made “fascist bandits” for PCs to fight without staining their conscience. But the book notes that Nueva Vardian life is slowly but surely changing, particularly among the younger crowds. While the Reformists are still bigoted and elitist, they do want peace with the wider world even if for selfish reasons.

However, this country feels a lot more mundane than the earlier territories, and thus rather lacking in comparison for typical D&D adventurer stuff. Sure we’ve got haunted mines and a city filled with undead and crime syndicates, but most antagonists and conflict are harder to work with in coming up with adventure hooks, and what is there feels less unique and can be easily replicated in the prior realms. While the former realms have political factions with shades of gray (and some outright villains), some of the groups have more clear good-guy or sympathetic ideals, like Gran Marcelia’s Guild of Light or Novpo’s Fellowship of the Grave. Whereas in Nueva Vardia, you are choosing between bigoted elitists who miss treating Koboans as second-class citizens, and bigoted elitists who put on a show of tolerance but really just want your money. And the Bureaus are primarily in service to the government and out of touch with how the common folk live.

What I do think that makes Nueva Vardia unique is how it represents the more down-to-earth, "relatable" form of evil. The antagonists aren’t unnatural monsters attacking settlements, nor are they fanatics with high-minded schemes such as overthrowing the gods or reviving a long-dead bull-dragon in order to take over a city. They’re the aloof druidic noble who lounges in an enclosed greenhouse-zoo and doesn’t have to live with the consequences of unnatural weather manipulation. They’re the bandit leader in charge of violent racists who would sacrifice peace just for the chance to “take back what’s ours.” They’re the private armies who style themselves as noble knights, lording over farmers who cannot fight back. Nueva Vardia’s uniqueness isn’t in what kinds of adventures it can give, but in how it differentiates the opposition from more conventional villainy elsewhere in the setting. This might be harder for newer DMs to work with, but I do think it is reflective of a realm that is still grappling with its past status of imperialism.

Thoughts So Far: All in all, I really like the five territories, with Gran Marcelia as my favorite. Atsatray is a close second, although I felt that the Mallgot Accords and Nueva Vardia could’ve used some more “oomph.” I like how each of the five realms easily distinguishes itself from the others, and while Koboa is a very beautiful book, I have high praise for this chapter’s use of illustrations for world-building purposes. It makes me want to see more content made for this setting so we can better explore the places that are only covered in broad strokes.

Join us next time as we check out a variety of in-character and out-of-character essays in Chapter 4: Wisdoms!
 

As a south american, this immediately got my attention. Thanks for letting me know about it.


You're very welcome! I'm nearly done with this review; there's only a chapter on Essays and a chapter on new monsters and NPCs, both of which I can see completing in 2 posts, 3 at most.
 

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