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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This chapter's different from the others on account that it's a series of essays and one short story focusing on different aspects of Koboa. Organized into eight essays by various authors, two of them primarily talk about in-universe events, while the remainder primarily cover design decisions and DMing advice for various aspects of Koboa.

The Boa and the Albatross is a two-part short story covering a brief history of the Tairiú people, an Indigenous group who the Larensians ruthlessly attacked and gradually conquered. The story centers on Kaēriop, who had visions of a serpent devouring an albatross, which was taken to be a bad omen. He undergoes training under the Nakren, a religious seer who can commune with spirits. Kaēriop is initially reluctant, wanting instead to be a more secular leader like his father, but eventually finds himself fulfilling the prophetic vision and helping safeguard his people. This is when he takes the form of a serpent spirit in death, killing the chief of the Albatross Clan who had betrayed his people by working with the Larensians.

Thoughts: Notable in being entirely in-character and the longest of the essays, the Boa and the Albatross provides us with a more personal, "street-level view" of the Larensian colonization and the subsequent wars. Giving names to the people and showing the negative effects of the invasion makes the circumstances of this fictional history feel more impactful beyond just what one might get via the typical omniscient third-person narration.

Can I Play Koboa If I'm Not Latine? is our first out of character essay and much shorter than the prior entry, posing a common question in some progressive communities who have an overly-broad definition of "cultural appropriation." The essay's answer is an unequivocal yes, going into detail on how Latin America itself draws upon many cultures, and the common sentiment of "you shouldn't engage with media made by PoC/marginalized people" is primarily done to guilt people which doesn't make for good politics and avoids the fact that the First World built a lot of itself off the exploitation of others and that one's decision on whether or not to play a game doesn't change this.

Thoughts: Personally speaking, while I agree with the core argument, I feel that it either ignores or is unaware of the larger problematic trend of bad actors in progressive spaces using the aesthetic talking points to advance reactionary and bigoted agendas.

Cultural appropriation can be reasonable in regards to elements in minority communities that get inappropriately used by outsiders who don't know or care of its meaning or purpose. For example, there are Lakota Native Americans who don't want outsiders and civilians to wear the war bonnet, which is only reserved for those among their number who've seen combat.

Such understandable sentiments are then extended by both misinformed do-gooders and ill-intentioned bigots to say "adopting any element from a minority culture is cultural appropriation, and therefore bad." This happened when some such people engaged in shaming non-Japanese buying kimonos and wearing them. In reality, the vast majority of Japanese are fine with outsiders doing this, as the kimono doesn't hold the same level of sacred influence as a religious insignia, nor is it similar to the concerns over stolen valor regarding misuse of something like the war bonnet. But the practical effect is that the kimono industry makes a lot of overseas sales, and discouraging people from engaging with a cultural element that its creators are happy with sharing will harm sales for PoC-owned businesses. I personally feel like the kind of person who would be asking the question posed by the essay is the kind of person who is reluctant to buy this kind of book in the first place, and is most likely being influenced by regressives larping as progressives. Which I feel is the deeper root of the problem, as opposed to just white liberal guilt.

Centering Indigenous Joy & Healing from Colonization in Collaborative Storytelling talks about how one can run Koboa to be different from the standards in fantasy gaming that can reinforce narratives which downplay or even inadvertently justify colonialism. For example, the essay counters the idea that Indigenous cultures are now "lost" and cannot be practiced in the modern day, that in both the real world and Koboa there are Indigenous practices and beliefs that are still being upheld and have adapted with the times as well as once-inactive practitioners fostering reconnections. Another example is the use of spirits, magical creatures, and other such "monsters" to not exist primarily to be fought and slain. Suggestions are given for quests where they're aided or healed, as it wasn't just mortals who suffered from colonization. The writer strongly advises against giving the idea that Indigenous people will adopt the same oppressive patterns as their colonizers if allowed to regain sovereignty, as well as objecting to the "oppressed becoming oppressors" as a media trope in and of itself. The essayist claims that it indirectly states that such narratives in fiction advance ideas that oppression shouldn't be condemned, that Indigenous people are inherently unfit to govern themselves, and that land sovereignty would lead to war and chaos "when in reality, nothing could be further from the truth."

Additionally, the discussion of the dungeon-delving adventuring trope is one that at its core has some parallels with colonialism: people exploring the remnants of a civilization and gathering its art, wealth, and knowledge to sell to rich patrons. The essayist posits that the core of dungeon-delving can be preserved in Koboa, but that the primary aim should be to help reclaim them for communities who had to abandon them due to war, forced resettlement, and other calamities. The Stoneseekers organization was made with this in mind, of directing adventuring towards a more ethical goal. An example given in their own campaign was the Temple of Joy, where various clues pieced together songs and other artwork produced by the former inhabitants, showing that this place was once a lively realm where people lived and thrived.

Thoughts: There's quite a bit of good advice here, and I like the idea of "ethical adventuring" via restoring dungeons to their former roles, showing that they once had more practical uses beyond "deathtrap fortress full of monsters and obstacles."

I don't agree with the idea that "oppressed becoming oppressors" is a bad and inaccurate trope in and of itself. While the essayist is primarily talking about Indigenous rights groups, there is an unfortunate precedent that suffering and trauma don't inherently make one more aware and empathetic. There's also the fact that in both past history as well as in modern times, there's multiple instances of marginalized groups allying with the very same people who oppressed them for a variety of reasons. None of which are good reasons, by the way, but there are still progressives who act like they see a unicorn whenever they encounter a person of color or queer person who is a Neo-Nazi, reactionary, or otherwise a fellow traveler.

There's also the fact that in this sourcebook, there are some majority-Indigenous groups that pursue violent ends and even terrorism that puts them at odds with other Indigenous people. Notably the Hãirakwin in the Mallgot Accords, and their sympathizer in the Council being portrayed as a ruthless politician. Or the Army of the Last King in Novpo, who wants to restore the Gosán Empire (which itself engaged in conquest) and are opposed to the kingdom of New Gosán due to having mutually-exclusive views on who is the legitimate inheritor of that empire's legacy. While the book of Koboa as a whole unequivocally portrays Larensian colonialism as bad and that Koboa is better off without it, the setting's portrayal of Indigenous people (as well as other groups) is more multi-faceted in showing that they have many ideas and ideals on what they want society to look like. And thus can be heroes, villains, and everything in between.

Forms: a Decolonial Analogy for Transness opens up with discussing how contemporary fantasy frequently echoes biological determinism, the idea that one's social and cultural views and behaviors are rooted in biology. It goes further in discussing how even moral frameworks in such fiction build off of racial divisions. The Koboan concept of Form Maps was a framing of the European idea of race by having one's, well, Form be both changeable and an expression of bonds with wider communities. The journey of self-reflection and transforming one's body to better reflect a new identity has parallels to the experiences of many queer people, and also reflects how many Latin American cultures had broader ideas of sex and gender than that which Western colonization imposed upon them. For one example, the essayist talks about how the chanov Form in particular can be an allegory for Latin Americans who reject such rigid categories, such as the travestis and muxes. The book does mention that yes, Maps can be one way of transitioning in regards to gender identities.

Thoughts: This essay does a great job of highlighting the strengths of Form Maps as a thematic tool in the setting, and showing how it works as a multi-purpose metaphor. That of finding a role or inner self that one is at peace with, as well as the fluid views of race, ethnicity, and culture in Latin America that stand in contrast to the more unchangeable nature of Tolkienish fantasy races.

One thing I do want to touch on is that the book does contradict itself later on the "biological determinism informs morality" aspect for some monsters in the following chapter. But that will be better explained in the post after this one.

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Healing Rituals in Koboa talks about how people of the continent deal with diseases, injuries, and other afflictions. There's a variety of nonmagical and magical forms of healing: folk cures and remedies passed between generations reinforced by herbalism and pharmacies being the most common kinds, with mundane surgeons and physicians and spellcasters being more professional forms. For those with conditions that cannot benefit from such help, there's a third type of practitioners known as ritual healers. This occupation draws their training from a variety of techniques which can differ widely between communities, but what it shares in common is the use of proscribed behavior and repetitions that make the healing ritual in nature. Most ritual healers do not accept payment for their services, instead being compensated by their communities with more indirect forms of social currency and coming to their aid when the healer falls on hard times.

Ritual healing is mostly a plot device in terms of game mechanics, serving as adventure hooks like an NPC needing a certain MacGuffin or quest undertaken in order to perform the ritual. For more direct use in gameplay, the book suggests having the DM reflavor the verbal and/or material components of healing spells to be in line with the above.

Thoughts: This is a neat form of worldbuilding, although I feel that the suggested game mechanics try and fail to bridge the "plot device vs actual rules" gap. I would've preferred to see something more concrete like a house rule, optional feat, or the like.

On Playing Indigenous Characters is another metacommentary taking the form of advice for Koboan campaigns. This time it has guidelines for players as well as DMs. The book mentions that while some groups in the setting are based off of real-world people, they have been careful to do their best in both avoiding harmful stereotypes and not including culturally sensitive information.

This essay starts out with a discussion about the players and DM collaborating on the creation of Indigenous PCs. For example, being aware that a lot of fiction made by non-Natives can harbor stereotypes of Indigenous people, listening to concerns from Indigenous players/GMs, for Indigenous players to bring up elements that "don't feel right" with someone in the group to ensure it doesn't keep happening, and a Session Zero style discussion on what aspects regarding colonization and other heavy subject should occur in the campaign. This essay also talks about striking a balance in the portrayals of Indigenous cultures and NPCs, such as avoiding making the majority passive victims who need others to solve all their problems, or having most Indigenous NPCs be antagonists to be killed and looted for gold and experience points.

Thoughts: Quite a bit of this advice is stuff that I've heard as part of broader subjects beyond just Indigenous issues, like Session Zero, but is applicable here. One thing that I liked, even if only delved into briefly, was the discussion on "culturally sensitive information." While not the only cultures this applies to, there are many Indigenous Americans groups who are wary of certain aspects of their history, folklore, and/or religions being adopted into entertainment media. There's a variety of reasons for this which vary depending on the group, but it is an issue I see pop up frequently in regards to portrayal of Fantasy Counterpart Indigenous Americans. So it's good to see that Koboa's writers were aware of that.

Physical Disability in Koboa is a short essay talking about societal views on disabilities, as well as the inevitable Session Zero suggestion for group discussion. The essay discusses how Koboan society was and is generally accommodating for people with physical disabilities, and the Larensian Empire was much less so due to having eugenics-style views. The book notes that even this isn't universal. Ableism in modern Koboa comes not only from the specter of Larensian influence, but also from the inevitable questions of how much give and take there should be for accommodations and how this should be done. For example, some people believe that disabilities are a non-issue due to the view that one could "simply use Form Maps to change their bodies," which in turn ignores how some disabled people might not wish to do this on account that their disabilities inform a large part on how they sense and interact with the world. There's much more social pressure and less accommodations for disabled people in the rainforest and mountainous environments, on account that these environments are quite restrictive and require much more resources to be accommodating. For campaigns that wish to include ableism as a social problem to fight against, neo-Conquistadores and Nueva Vardia are listed as particularly appropriate, although it acknowledges that such prejudice can and does appear anywhere.

Thoughts: Given the huge scope and spectrum of physical disabilities out there, it is hard for me to say how useful this essay is beyond the broadest of strokes. It does raise inevitable questions of to what extent Form changing can be used to heal physical maladies. Can adopting a new Form regrow a lost limb, or cure an incurable affliction? What if someone switches back to their "original" Form upon adopting another for a cure? Do they become disabled again? This essay doesn't really answer that, which I feel is a missed opportunity as I can see this coming up in gaming sessions.

Running a Game with Forms is our final essay, talking about the implementation of Forms and Form Maps and how it makes the setting different from ones where race/physical features are more set in stone. First off, most Koboan civilizations have taken on the ideal that Forms should be accessible to all people. This arose due to the Larensian Empire restricting, destroying, and stealing Form Maps as a means of removing important pieces of cultural identities from the people they conquered. While nations engage in a lot of wheeling and dealing for international trade and movement, no nation in recent history has ever outright banned access to any of its Maps. Nueva Vardia was the most recent exception, allowing full access to the Elf Map around 60 years ago. Pilgrimages to Maps are a common form of travel, and Maps that can be moved are often taken on tour across the continent to allow for easier access to those who cannot travel.

That being said, there are cases where this ideal doesn't match up to reality. In the case of the Elf Map, one still needs to go through lots of paperwork for access, and there are some smaller groups who grant access to Maps via some task, trial, or test. Sometimes this can be trivial or otherwise done by most people who put in the effort, such as someone choosing their Map as a coming-of-age celebration; gathering materials of special significance to the Map or culture; or contributing something of value to the community, such as a scientific discovery or a poem or story for the Etelgot. Other trials can be tougher, such as surviving by yourself in the Talá Rainforest for 3 days, or hunting down a corrupted monster and capturing or killing it.

Thoughts: I do like settings that provide a societal ideal that is hard to live up to, but isn't consistently adhered to for a variety of reasons. It feels both plausible due to being a consistent thing in the real world, while also showcasing how the worthiest goals take effort to emulate. That being said, I got the feeling that the essayist wasn't aware of or didn't really emphasize this. The use of Larensians and Nueva Vardians as being more conservative and restrictive than the rest of the continent is a common element, but the Elf Map bureaucracy was the only thing showcased as a failure of the ideal via its text, which noted that calling the process unrestricted "is a bit of a stretch." The sample trials for Form Map access isn't spoken of in the same manner, instead being part of another section discussing how different cultures attach metaphorical weight to Forms. Going back to the prior essay on discussion of ableism, having some Maps requiring surviving in the wilderness for days on end or hunting down a dangerous monster does mean that for some people, some Forms are off the table. Personally speaking I don't have a problem with this, as societies are hypocritical, but I get the vibe that the text wasn't aware of this or explicitly acknowledged how this runs up against "Forms should be accessible to everyone" as a universal ideal.

Thoughts So Far: The essays have a good mix of useful advice and world-building, although I've noticed quite a few cases where such advice and statements contradict other aspects of the book. I can only guess, but I imagine that having a large number of writers and designers means that certain individual visions are going to run against each other. This is inevitable for any large project, but ideally such visions get smoothed out into something more unified to avoid confusing readers. This might be easily explained away should one see the essays of this chapter as individual takes. But as several of these essays speak of the world of Koboa in a more omniscient narration vs "this is my own personal take on the setting," such discordance pops out to me.

Join us next time as we finish this review in Chapter 5: Creatures!
 
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Over on RPGnet, the user igelixo had an interesting interpretation regarding the Baraúma Fighter subclass. Posting it in full below:

I think this is a reference to the song "Umbabarauma (Ponta de Lança Africano)" by Jorge Ben Jor.

The song.

The song itself is about soccer, more specifically about a Black center-forward (one meaning of ponta de lança in Portuguese), portrayed as an almost mythical figure. In the title, "African" is used metonymically to mean "Black", not merely as a description of ancestry or origin, but as a broader symbolic term, evoking a mythical, heroic, and diasporic identity.

It's regarded as one of the greatest soccer songs ever written.

The expression ponta de lança literally means the tip of a spear in Portuguese. However, it also has other meanings: as mentioned above, it can refer to a center-forward in soccer, and it can also mean the spearhead or vanguard force of an army.

The fact that the magical weapon can animate and fight on its own could be interpreted as a reflection of the extraordinary ball control and agency expected of a great center-forward, making the ball (edit) seem almost alive.

Likewise, the ability to teleport to the spear's location evokes the way an elite striker always seems to appear exactly where the ball is, seemingly materializing out of nowhere to finish a play. The weapon's ability to return to its wielder also brings to mind the old saying that "the ball seeks out the good player."

The ability to swap places with the spear recalls the way a great dribbler can deceive defenders, leaving them wrong-footed and unsure of where he (or the ball) will be next.

The opportunity attack can be seen as a reflection of a great striker's instinct for recognizing openings that others miss, seizing scoring opportunities the moment they appear.

It's all very clever.
 

I just saw this thread and am very interested. Thank you for providing this information. I am always on the lookout for TTRPG products that do not center on traditional Medieval European inspired settings. Please excuse me if you have already answered this in your review as I have not finished reading it yet, but is the PDF you are discussing the finished product, or is it still in development?
 

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The final chapter of Koboa serves as a bestiary filled with monsters and NPCs, containing nearly 50 unique stat blocks in total and artwork for the majority of them. This chapter is alphabetical, with a mini-section at the end for various mundane (mostly real-world) animals. We don't have any tables sorting creatures by type or Challenge Rating, but I did compile two similar lists showing the numbers for each category.

If we organize the bestiary by type, we get:

Aberration: 5

Beast: 14

Celestial: 1

Dragon: 2

Fey: 5

Fiend: 2

Giant: 2

Humanoid: 4

Monstrosity: 4

Plant: 1

Serpent: 1

Undead: 4

And in terms of Challenge Rating, we get:

0: 11

⅛: 4

¼: 3

½: 4

1: 4

2: 3

3: 1

4: 1

5: 2

6: 1

7: 1

8: 1

9: 1

11: 1

12: 3

13: 1

14: 1

15: 1

25: 1

The bestiary's spread of creatures is pretty even across the Challenge Rating spectrum, but with a good amount within the first Tier of play and only one for the fourth Tier. For creature types the lion's share goes to Beast, followed by Aberrations, Fey, Humanoids, Monstrosities, and Undead. That said, 12 of the 14 Beasts and the overwhelming majority of CR 0 creatures are mundane Animals, which skews the results. Additionally, one of the monsters has a non-existent creature type: Serpent. Due to it speaking Draconic and being the descendant of a dead Elder Serpent, my guess is that it's meant to be of the dragon type.

Additionally, one thing I'd like to note is that a few of the creatures here are accompanied by small tables of Encounters, usually a d4 or d6 table. These serve as adventure hooks as lead-ups to greater events, and some even involve putting the monster in a non-hostile/combat role. They are the ahogade, anillere, campeón, delfín encantade, and trakolup serpent.

An Ahogade is an undead spirit who drowned in an algae-filled pool whose plant matter obscures it from being seen by the gods of death. Caught in a pain-filled existence, the corpse acts much as it did in life, albeit with daily routines and hobbies repurposed towards causing harm to others. It is a very powerful undead at CR 11, specializing in melee but can also launch a Chill Bolt that deals cold damage, along with a rechargeable gaze attack that charms others. Its spells specialize in misdirection, represented by it taking control of the surrounding misty waters to conjure illusions and thick fog.

The Ajuyay are fey who primarily live underground and frequently visit other communities to party and have fun, whether or not they were invited. Their supernatural potency causes their movements to generate shockwaves that can cause natural disasters, so a lot of people take pains to keep an ajuyay entertained, distracted, or otherwise sent on their way in a speedy manner. They are resilient CR 15 creatures whose melee attacks deal thunder damage in an AoE as a secondary effect, and they can play music that causes others to dance uncontrollably. They can also take on an advanced form of invisibility where they can only be tracked by magic. In spite of the flavor text noting that their partying can cause natural disasters, the ajuyay has no actual ability to cause earthquakes or hostile weather effects.

An Anillere is an aberration, taking the form of a humanoid leech with many-fingered hands wearing various magic rings. The ones in the Material Plane are part of an invasion force from an alien realm known as the Beyond, and serve mysterious creatures they call the Ellos which they claim will eventually come to Koboa to rule over it. Anilleres on the Material Plane are too few in number to form large groups, so most make use of mind-controlled creatures via the use of special magical rings. They are CR 12 monsters who have life-draining lamprey bite attacks and a variety of magic rings, some of which can only be used by the anillere and others which can be looted as treasure via a d8 table. They have a peculiar weakness to fear, where if they have the Frightened condition they take poison damage and can only move or take an action each round.

There are some things I'd like to note about this particular monster. While Koboa dispenses with alignment, the mind-control rings are described as "evil items," and the text describes them pretty universally as invaders. One such exception is from a d6 table of adventure hooks where an anillere asks the PCs to help the entity become free of their Ellos master.

Shan'esmit, the scientist who worked to supply a former Marcelian President with white dragons, is an anillere. He managed to overcome the President's initial reservations by arguing that it's not like the rest of its kin, and that the species as a whole should be judged as individuals rather than a few bad actors. While the text overall speaks of them as threatening invaders, it doesn't really confirm one way or another if the anilleres in Koboa are more akin to vanguard soldiers and the rest of their kind are more or less "normal people," or if this represents the norm. And thus to what extent Shan'esmit is being genuine vs manipulative in its intentions.

The Banshiaco are fey who hunt and kill humanoids to consume their body fat in the form of grease, and have three different stat blocks based on the stage of their life. The katsiri appear as large flying insects with wings in the shape of humanoid heads that become more realistic and skull-like as they mature; they're CR ½ monsters that primarily focus on hit-and-run tactics, with high movement speeds, can Disengage or Hide as bonus actions, and advantage on Stealth checks while motionless. The bosiri takes on a humanoid form, with the original insect body appearing as the head which now bears startling resemblance to a real person. They are CR 3 and have more supernatural features such as low-level enchantment spells, the capability of polymorphing into humanoids they extracted body fat from, can teleport next to lit tallow candles, and fight with syringe claws that can drain the life from others, but are sensitive to sunlight. The kinsiri is the final stage in this monster's evolution, which is only attained by learning dark magic. They appear as corpulent monsters with vague humanoid features, capable of birthing katsiris to go out into the world and bring back grease extracted from victims. Statwise they're a CR 12 monster with legendary actions and resistance and generally more powerful versions of the Bosiri, but can throw bombs of burning grease as an AoE attack, and can explode upon death as a more powerful AoE.

The text notes that the banshiaco's use of tallow candles means that it is taboo to give candles as gifts in Koboa, as the monsters use them to infiltrate peoples' homes. Borisi can also use candles to communicate with their reigning kinsiri, but this link is severed should a bosiri start upon the path to transform into a kinsiri. This means that kinsiri view each other as competitors, and there's always that concern of minions growing too ambitious for their station.

The Bíob are servants of Hegh, the Kiboan god of the underworld. Their origin lies before the Larensian Invasion, where a long-vanished nation was rewarded with passage to Kiboa for their loyalty to the god. There, they gained access to a new Map to better act as stewards of the dead. The bíob maintain friendly relations with certain communities in the Gosán Mountains, where they have a means of calling upon the creatures to take their dead as part of ancient pacts. This relationship isn't always positive, as bíob are as folly as mortals and can demand more than what is bargained for, such as people who aren't yet dead or whose corpses were intended to be taken elsewhere. Towns who renege on pacts are often attacked by bíob in order to enforce compliance. Their stat block are CR 1 plants who are pretty fragile in melee, with 11 AC and a pair of claws as their primary attack, but they can sense dead creatures within 120 feet and cast Gentle Repose at will.

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A Campeón* is an angelic servitor of Triskus and the saints, celestials who were mortal athletes deemed to adequately represent Larensian ideals of physical prowess. These angels often host tournaments between each other to entertain the gods and mortals. Invitations to such an event make one the envy of everyone else in Larensian society, as such a privilege is doled out by Triskus himself. Campeónes are very powerful CR 13 celestials, possessing Legendary Actions and extremely high modifiers in Athletics and Acrobatics at +14 each, along with the typical surfeit of angelic features. Their primary weapons are banderillas which can be attached to a target and lit on fire as a legendary action, and they also can bait enemies into attacking them by imposing disadvantage on attacks and ability checks against other targets on a failed Wisdom save. On the more utility side of things, the angel can touch a target twice per day, granting one of three buff effects for the next hour such as truesight, and their innate spellcasting includes Detect Evil and Good, Commune, and Freedom of Movement.

*The text is inconsistent as to whether it's campeon or campeón.

A Clucluclev is a colorful creature that lives in rainforests, possessing the magical ability to control water which they use to trap prey. They are CR 7 Monstrosities that can swim and breathe in water, magically create whirlpools that deal bludgeoning damage and forced movement, and a rechargeable ability to transform cubes of soil into water.

A Cwallón is small and cute-looking that looks like a lizard-mouse hybrid, yet it's a dangerous aberration. They sneak into homes and feed off of people's psychic energy. While a gradual process, over time this causes a victim to die of exhaustion, so whenever the monster or its eggs are found this causes a widespread hunt for the rest of the creatures. Such pest control is a steady source of income for adventurers. Statwise they are CR ⅛ aberrations that aren't threats in straightforward combat, but their psychic drain is a ranged attack that not only reduces a target's Strength by 1, but can be used on creatures without disturbing their sleep. Victims don't gain the benefits of a Short or Long Rest when so afflicted. Interestingly, the psychic drain deals damage on top of the Strength drain at 4 points average (1d4+2), meaning that it has a chance of outright killing the average Commoner.

The Delfín Encantade is a merfolk-like fey creature that can take the form of a humanoid or a river dolphin, but their humanoid forms always have a blowhole which they usually disguise with headwear. They come from a place of such luxury that nobody wants for anything, but some visit the mortal world out of curiosity in hopes of inspiring some creative endeavor. They are especially entranced by poverty and suffering, and they don't really comprehend the gravity of such circumstances. In terms of stats the delfín encantade is a CR 5 fey whose only directly offensive feature is a snout ram melee attack, with the majority of other abilities more utility in nature: Incorporeal movement, changing shape, some enchantment and illusion spells plus Control Water, and an extremely high Deception modifier at +12.

A Dragoro is a dragon-bull hybrid and artificial creation of the Larensian Empire during the Occupation. Initially bred to have the power of dragons but could be tamed like animals, their purpose was to crack down on insurrectionist movements. This was unsuccessful as the dragoro were just as hostile to their handlers and couldn't be used as a deterring feature for they inevitably used unrestrained violence to escalate situations. The governor of Nueva Vardia released them into the wilderness in the belief that they'll primarily be a problem for other territories, but they've since increased in number and are a dangerous presence across Koboa. Statwise they are CR 5 dragons with limited flight (fall if they end their turn in midair), and their offense is primarily melee but also have a rechargeable breath weapon dealing cold damage.

We also get 2 adventure hooks pertaining to the monster. The first is a prominent archdruid who experimented on some in captivity to be more docile, and are recently deployed as cavalry for knights. The second is that on the Larensian continent, actual dragons took umbrage to the Empire creating them, and the Neuva Vardian government is trying to keep the dragoro's presence a relative secret for fear that dragons will go to Koboa for vengeance.

Goong (both singular and plural) are beings that suffer from neverending hunger, appearing as giant-sized humanoids whose bellies are lined with tooth-filled maws. Their origins are unknown, with some believing that they're the giants of the Jutgot civilization warped by Larensian magic, while others believe that they're the giants' predecessors who managed to survive whatever event destroyed their descendants. The presence of a goong can be easily ascertained by the lack of plant and animal life, with everything but rocks and tree bark consumed. Despite their dangerous nature, a goong's heart can cure nearly anything, but it loses such properties 3 days after being harvested and its essence attracts and compels all manner of animals and monsters to consume it. Statwise the goong is a CR 14 giant with legendary actions and heavily specializes in melee combat, with slams, a tongue reach weapon that can grapple and restrain, and a bite attack that can swallow smaller creatures. Its notable weak spot is its low Dexterity and mental ability scores, and being proficient only in Strength, Constitution, and Wisdom saves means that attacks which target the other 3 saves have a good chance at succeeding.

A Jakam Serpent is a child of the Elder Serpent Jaka, and like their mother they perform a similar role as interplanar messengers. They appear as massive winged serpents with feathered wings and a llama and cougar head. They are almost always busy, moving between the various planes of existence, and their two heads have individual personalities which have differing perspectives. The cougar head cares mostly for the short-term, and the llama prefers to look towards the future. They are known for their vast wisdom and knowledge of history, so those who can get the creature to converse with them can learn quite a bit even in just a short time. And as their History skill is +21, they're probably the most-learned monster when it comes to the past.

In terms of stats a Jakam Serpent is a CR 25 dragon, the strongest creature in this book. It has legendary actions and resistance along with lair actions, and has similar features to dragons in having powerful melee multiattacks with a pair of rechargeable breath weapons: one which is a cone of fire, the other a cone of water and thunder that also imposes the stunned condition on a failed save. Given their roles as messengers, they are immune to any effects that would reduce their movement speed or force them to another plane of existence. Their lair actions and regional effects draw on the energies of other planes, such as summoning hostile magical weather or whispers from creatures of other realms that can benefit one who listens to them as per the Augury spell.

The Keweltelén (both singular and plural) are mutated giants from a now-gone civilization. The surviving ancestors were part of a cult that granted eternal life as long as they feed on others as a form of vampirism. This failed, and over time they became creatures who live solely to hunt and devour animals and humanoids. Statwise they are CR 3 giants who have slam attacks that can grapple, can throw bags of meat that explode as a rechargeable AoE, and their lack of knees means that they must succeed on an Athletics check in order to recover from the prone condition.

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Kijur (both singular and plural) are creatures that look like turtles, but typically live in mountains and caves rather than near bodies of water. Their shells naturally grow metals that appear similar to coins and gems. They live near mineral veins, especially gold deposits, and only burrow underground to feed, preferring to sun themselves on the surface. Many Koboan mages who have a fondness for showing off often take one as a familiar. Rock Queens are larger, more powerful versions who lead smaller kijur as part of a telepathic hive mind. They scavenge minerals and other treasures to gather into a hoard, although their ability to cause cave-ins makes such delves extremely dangerous.

In terms of stats the regular kijur is a harmless CR 0 beast who can produce 1 gold worth of minerals every month, and their tremorsense of 50 feet makes them pretty good at sensing oncoming hidden enemies. The rock queen is a CR 6 monstrosity with lair actions that focus on battlefield control. The monster itself can fight with a bite in melee and spikes as ranged attacks. But 1/day, when it's at 50% or less hit points, the rock queen can cause a cave-in that occurs 2d4 rounds later. Those who cannot get out in time are automatically restrained and remain so until dug out by another person, which can lead to a TPK if a party is unlucky enough to all be caught together, as the book says that running out of air is a potential threat.

Kwechuu (both singular and plural) are large frogs who can turn the front halves of their body into pumas, making them ideal as ambush predators who lure prey by appearing as harmless amphibians. Their croaking songs are so bad that they can cause uncontrollable laughter in others who fail a Wisdom save, but the croaking is in fact a language that informs those who understand it of notable features and creatures in the surrounding environment. Those who resist laughing can listen to it and discern such information via a DC 12 Nature check. Statwise they are a CR ½ monstrosity who has natural weapons and the Pounce ability like that of a predatory feline but the amphibiousness of a frog, and its laughter-inducing croak can be used 1/day.

A Laocha looks like a cross between a puma, serpent, and elk, with a serpentine furred body, the face and claws of a feline, and the horns of an elk. They are ambush hunters who can mimic sounds it's heard to lure in prey. Those who live near settlements can learn to mimic actual speech, and the sound of a crying child is a favored tactic for hunting humanoids. Statwise they are a CR 2 beast whose mimicked sounds require an Insight check to recognize them as imitations, and its physical attacks are a mixture of biting, a restraining constrict, and a ram attack with its horns.

A Manomuerta is a disembodied undead hand or larger limb, originating from unburied corpses killed by divine magic. They gather in packs and strangle humanoids to death. They have 3 stat blocks depending on how many hands have combined together. The default manomuerta is a CR ⅛ undead who has a scratch attack that can attach itself to the neck of a target to deal further damage over time. The mediamano is a CR ¼ undead with a more powerful slam attack that instead gradually crushes the head of a target, and upon death it splits into two manomuertas. The garramuerta is a CR 1 undead that can attack via a grappling "tentacle" of hands and can "summon" individual manomeurta by detaching them from itself as a rechargeable ability.

A Nagratal is a piglike being covered in rock-like substances made from consumed non-organic material. They are capable of being tamed, and while they can safely eat just about anything they do have preferences in what they eat. Nagratals that eat particularly valuable objects are often hunted in the hope that the item (or a portion of it) can be reclaimed. Statwise they are CR 2 monstrosities that are entirely melee-focused, although they can swallow grappled targets.

Neo-Conquistadores are members of a militant Larensian supremacist movement that seeks to "reconquer Koboa in the name of progress and equity." In reality, they wish to return to the old colonial standard of Larensian-descended people at the top and the rest of Koboans as second-class citizens. Their organization is led by four archdruids who survived the Liberation War and are in hiding. In addition to martial and druidic power, neo-conquistadores are making progress in reverse-engineering the magical plagues the Empire used in times of old.

We get 4 statblocks representing various specialties, all of which have the humanoid (elf) type. The Knight is CR 4 and straightforwardly melee-focused, which in addition to a greatsword attack can release a Virulent Plague as a bonus action that deals necrotic damage as a close-range AoE. The Archdruid is a much more powerful CR 12 that makes heavy use of spells for battlefield control and utility such as Entangle, Earth to Flesh, Dominate Beast, and Tree Stride, and also has some features of the Sacred Transformation subclass. The Scout is a CR ½ combatant who has similar stats to the generic Scout stat block, but has a Virulent Longbow that can inflict the poisoned condition on top of damage and 1/day can use the "divine past events near plants" of the Elf Form but only 2 hours' worth. Finally the Squire is a CR ½ NPC who is basically a less-powerful version of the knight, along with cheaper weapons and armor.

A Patrone is an aberration from the Beyond, who named after the descriptor that Larensian nobility made Koboan workers call them. A patrone anatomy is made up of swarms of smaller leech-like creatures known as sanguilizas, which individually can detach from the swarm and invade the homes of sleeping people to lay eggs in their heads. The victims are then mentally controlled, remodeling the town to the comforts of alien mindsets, and a telltale sign of their presence are nonsensical construction and remodeling projects. Once the patrone establishes control over a community, the victims are turned into monsters known as siervos who are initially loyal to the patrone but become more independent as they mature into patrones of their own.

We get 3 stat blocks for this entry. The default patrone is a CR 9 aberration that primarily fights with melee attacks, and creatures slain while swallowed are expelled as siervos. As a rechargeable reaction they can also slough off pieces of their body when hit by an attack, effectively "summoning" a swarm of sanguilizas. A siervo is a CR ¼ monster that only has a slam attack, but if "killed" by acid or fire then it transforms back into the original creature and makes death saving throws if applicable. The sanguiliza swarm is also CR ¼, and its primary attack is a swarm-based bite that also causes victims who fail a Wisdom save to end up with the charmed condition in regards to the patrone. While so charmed, they are treated as being magically dominated and in telepathic contact with the patrone.

A Sincabeza is a horse-like fiend formed from the bodies of dead mortals who signed their souls away as part of an infernal contract. The corpse turns into a sincabeza over the course of a week if not buried in holy ground by time, and when they find their way to hell via portals inevitably serve as shock troops for devils. Statwise they are CR 1 fiends who can see in magical darkness, have magic resistance, and a bite attack and rechargeable breath weapon that both deal fire damage. They have a fast walking speed of 70 feet, making them great skirmishers, although their Medium size means that only Small creatures can use them as mounts.

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A Trakolup Serpent is a descendant of the dead trickster god Epepo and the dead Elder Serpent Trakurup. They have the bodies of snakes and the heads of foxes, and while possessing only a shadow of their ancestral power, they are still a force to be reckoned with. Many of their kind serve a powerful individual of their species known as the Riverwinder, who sends his followers across Koboa for rare materials in hopes of reviving their deceased ancestors. Trakolup serpents working for the Riverwinder vary in morality and methods: some might steal from or attack humanoids to gain such materials, while others might hire explorers and adventurers to find them instead, doling out payment in the form of secret knowledge and rare items. Statwise they are CR 8 creatures with the nonexistent serpent type, which I'm certain is an error. They can move on land but are faster in water and amphibious to boot, primarily fighting with natural weapons in melee. They have a rechargeable whirlpool breath weapon that causes bludgeoning damage and forced movement that is halved with a Strength save, not a Dexterity save as is usual for breath weapons.

A Veklibe is a type of fiend that was created from humanoid fears of dangerous and uncontrollable magic. They "reproduce" via a plague that spreads via humanoids touching objects, which are then cursed to further spread to the next humanoid that touches it. This was part of a failed healing attempt by a Ghintakgot wizard who sought to pull veklibes out of mortal minds by putting them in a deep sleep. In terms of stats the veklibe is a CR 1 creature that is rather slow with a walking speed of 25 feet, and a claw attack that is rather meager with 5 average damage. But their strong suit is the ability to sense shadows within 40 feet and everything within them, can teleport between such shadows as a rechargeable ability, and can wrap illusory flames around a target as a rechargeable attack that deals psychic damage.

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Animals represent a dozen mundane animals of CR 0 to ⅛. They predictably are harmless to all but the greenest adventurers, and most can be taken as familiars. They include the lovable capybara, who can swim and has a good nose in advantage on Perception for scent-based senses, the armadillo which has a rechargeable roll up ability that increases its walking speed by 20 feet (60 feet total) and Armor Class by 1, the llama which is trained in Intimidation and gains advantage on said skill against smaller animals as well as a rechargeable spit attack that deals acid damage and the poisoned condition on a failed Constitution save, monkeys which can Disengage or Hide as bonus actions and can be trained to manipulate tools, the quetzal which is trained in Performance and has advantage on such checks when displaying its feathers, and the sloth which has advantage on saves against forced movement and becoming poisoned.

One thing I find particularly amusing is that due to dealing a damage type that isn't resisted by most materials, llama spit is strong enough to break glass at 1d4+1 acid damage. It can also kill a Commoner if it rolls the maximum die result.

Thoughts: It would take too long to give thoughts for every individual monster, so instead I held off until the end. This bestiary is a great mix in terms of both creature types and Challenge Ratings, containing at least several creatures for all but the highest Tiers of play. I also like how quite a few monsters and NPCs have weaknesses for canny PCs to exploit, mostly as built-in effects but some are more indirect and implied, like the Goong's clumsy and weak-willed nature. I also like how even the creatures that aren't ideal for straightforward combat still provide some world-building, such as the bíob's capabilities to magically preserve and protect corpses or the cwallón's ability to sap the rest-based benefits of sleeping targets. I also like how several monsters have lore aspects that lend themselves well to adventure hooks, such as Nueva Vardia's breeding of dragoro mounts possibly risking an invasion of true dragons, the trakolup serpents gathering rare materials, or the ajuyay showing up unannounced during a celebration and the PCs needing to find ways to keep them happy while getting them to leave.

My one real criticism of this chapter is in regards to certain monsters and their dissonance with earlier material in the book. Notably the prior chapter's essay criticizing the bio-essentialist take on the innate nature of some creatures and races informing their morality in fantasy. To the book's credit, many of the intelligent creatures capable of language aren't inevitably antagonistic or villainous. The delfín encantade are sheltered and pampered to the point that they don't really comprehend what it's like to struggle, while monsters such as the bíob and trakolup serpents can have similar end-goals which can be put towards helpful or harmful means depending on circumstance and individual mindset. The monsters that are classically dangerous in the "if you see one, run or fight" tend to be explicitly supernatural such as fiends or undead, or are animalistic predators.

There's a notable exception in regards to the giant types, the goong and keweltelén, both of whom are written to be in a cursed existence which inevitably puts them in violent conflict with others. While the goong's origins are left for debate, the keweltelén is more explicitly defined as being the result of their ancestors trafficking in dark magic. And as giants are more natural in effectively being really tall humanoids, it doesn't have the same degree of separation as aberrations (whose morality and perspectives may be entirely alien) or celestials and fiends (who are typically made, not born, and sometimes are the souls of former mortals).

I have similar feelings in regards to the anillere, albeit not to the same extent. It's mostly due to the fact that Shan'esmit's rhetoric inevitably brings the question of "are all anillere wicked?" to the forefront and thus begs if the rejection of bio-essentialism also applies to aberrations and more alien creatures. Again the book is vague on their origins and home world, but as the rest of the text paints them firmly as antagonists and describes their signature magic item as "evil" (even if described moreso for dramatic effect), it makes me wonder how much is a contradiction of prior writings vs how much is meant to be deliberately left vague.

Appendices is the final part of the book, and pretty self-explanatory. Appendix 1 covers Real World Inspirations, organizing aspects in this book by subject (territories, Forms, classes/subclasses, etc) and listing what real-world elements and/or fictional source material helped bring about their creation. Appendix 2 is the Koboa Team, a more detailed form of Credits that lists every contributor to the book, providing short bios along with their cultures of origin, pronouns, and social media handles if applicable. Lastly is Illustration Credits, which lists a chapter-by-chapter rundown of every piece of art in this book and its accompanying artists, and finally we end with a blank 3-page character sheet.

Final Thoughts: Koboa is a worthy addition to the growing collection of third party settings. Its concept focuses on and showcases the history and folklore of cultures that are underrepresented in contemporary RPGs, and the world can easily support a variety of campaign styles. Finally, it manages to find alternatives to traditional fantasy tropes that would be problematic in a Latin American-inspired setting but reworks them into something more thoughtful and authentic rather than going for outright removal as the path of least resistance. The team did their due diligence in crediting contributors and listing sources of inspiration, going above and beyond basic credits: stuff like listing individual artist names for specific pieces of artwork, or including social media handles of writers and designers for those who want to follow them online. It's clear that a lot of love and labor was put into this book.

However, Koboa does have quite a bit of errors or examples of questionable balance, which I demonstrated during this Let's Read. Such as references to a condition that doesn't exist, or a martial subclass whose signature unarmed strike doesn't get a "treat as magic" ability to keep it relevant at higher levels of play. These aren't numerous enough to bring down the work as a whole, and much of the material looks perfectly playable. As far as I know, this is the first sourcebook published by the project lead, so chances are this can be chalked up to the bumpy road of a first-time publisher.

Overall, I recommend Koboa to anybody that is interested in seeing an authentic, respectful take on fantasy-flavored South America which also manages to preserve engaging aspects of D&D-style adventuring. The book is not yet for sale to the general public, but when it is I will be sure to link it here in this thread!
 
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I just saw this thread and am very interested. Thank you for providing this information. I am always on the lookout for TTRPG products that do not center on traditional Medieval European inspired settings. Please excuse me if you have already answered this in your review as I have not finished reading it yet, but is the PDF you are discussing the finished product, or is it still in development?

The PDF is pretty much the final version for English 5e, barring errata. It isn't listed as an alpha/beta/0.X file.

The Koboa team is still working on the creation and shipping of physical books, and still need to finalize the non-English and non-5e versions.

If you're curious, you can follow the progress on the KickStarter page.

Or join the Discord here!
 

The PDF is pretty much the final version for English 5e, barring errata. It isn't listed as an alpha/beta/0.X file.

The Koboa team is still working on the creation and shipping of physical books, and still need to finalize the non-English and non-5e versions.

If you're curious, you can follow the progress on the KickStarter page.

Or join the Discord here!
Thank you for sharing all this information. You performed a great service for anyone searching for products like this.
 

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