Koalinth: Difference between revisions

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[[Dungeons & Dragons]] has often struggled with coming up with unique humanoid races to use in their aquatic regions. After [[merfolk]] and [[triton]]s, their general tendency is to take an existing race and just put it underwater.
The designers of [[Dungeons & Dragons]] have often struggled with inventing unique humanoid races to use in aquatic regions. After [[merfolk]] and [[triton|tritons]], the general tendency is to take an existing race and just put it underwater.


'''Koalinths''' are a perfect example of this process, as they literally not defined as anything more than "amphibious [[hobgoblin]]s". That's it, that's the end-sum of their entire existence; common hobgobbos who just happen to breathe water and swim like fish, who want to conquer the seas the way their kinsfolk want to conquer the land.
'''Koalinth''' are a perfect example of this process, as they are literally not defined as anything more than "amphibious [[hobgoblin|hobgoblins]]". That's it, that's the end-sum of their entire existence; common hobgobbos who just happen to breathe water and swim like fish, who want to conquer the seas the way their kinsfolk want to conquer the land.


[[Category: Dungeons & Dragons]] [[Category: Monsters]]
[[Category: Dungeons & Dragons]] [[Category: Monsters]]

Revision as of 12:43, 23 July 2019

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The designers of Dungeons & Dragons have often struggled with inventing unique humanoid races to use in aquatic regions. After merfolk and tritons, the general tendency is to take an existing race and just put it underwater.

Koalinth are a perfect example of this process, as they are literally not defined as anything more than "amphibious hobgoblins". That's it, that's the end-sum of their entire existence; common hobgobbos who just happen to breathe water and swim like fish, who want to conquer the seas the way their kinsfolk want to conquer the land.