An Original (Quasi) race. Ok I will be honest here. There is a story behind this one, and it starts with me discovering the “Original” Known World Notes from Moldvay, Schick & Wilkerson. There were a lot of custom races in there including the “Kzinti” (Originally from Larry Niven’s “The Warriors”, and later from Star Trek: The Animated Series).
During my game with my coworkers last year, they traveled into the far past of Mystara to a pre-Blackmoor era, and I thought it would be cool to introduce some of these old-old-school races, but in a way that wouldn’t screw with the timeline too much, so I introduced these races (Tharks, Kzinti, and a few others) as a downed spaceship that predated the FSS Beagle. I make the Kzin different from Rakasta by making them short. (Like halfling sized.) Their Ship had been converted to a metallic city on command of the military defense leader of the ship. (The ship’s name sounded like “Coot” which translated to “Buzzard”, but the commander sat in an egg shaped command chair, making him the “Egg of Coot”…) Anyways. Hijinks occur, and they move back to the present (New Timeline, because of the Hijinx), and then they travel to Myoshima, the invisible moon.
I was using the Old 1st Edition “Oriental Adventures” to try and flesh out the moon. In there is a race of dwarves called the Korobokuru, but the closest to the humans on the moon are Rakasta, a cat-person race. So it clicked, my shortened Kzin, could have moved to the Moon to be the short Korobokuru there. (I am looking at ways to integrate some of the other races from that Old-Known World into my Myoshima.
So anyways, here they are.
Korobokuru (Kzinti)

Korobokuru are a race of short cat-men. Living in vast jungles, snowy mountain forests, or barren wilderness areas, they seldom come into contact with the predominant rakasta of Myoshima. Korobokuru prefer remote and forbidding sites of great natural beauty. There they live in simple villages or camps, moving only when forced to by the advance of rakasta settlements.
In appearance korobokuru are about four feet tall, with arms and legs slightly longer in proportion to their bodies than a rakasta’s. Most are bowlegged. They have a wild, unkempt appearance.
In the Korobokuru language they call themselves the Kzinti, and they have legends of a homeland far away, among the stars.
Wild-Cats: Culturally, korobokuru are much less advanced than most of their rakasta neighbors. They hunt and tend small farms in secluded areas and create simple pieces of art and craft. They normally avoid outside contact. Because of this (and the general conceit of rakasta), rakasta consider korobokuru to be backward primitives, and rarely accept them as full members of society. They are typically seen as rude, pugnacious, boastful, and somewhat comical by the rest of the moon.
Clan-Cats: Korobokuru organize themselves into families and clans much the same way rakasta do. Player characters must belong to a family, either assigned by the DM or designed by the player.
Korobokuru Traits.
Ability Score Increase: Your Strength and Constitution scores increase by 1 each.
Age: Korobokuru reach maturity around 15 years old. They live on average 150 years.
Alignment: The majority are chaotic or neutral, although they have no alignment restrictions.
Size. Korobokuru are from 3-5 feet tall and weigh from 70 to 350 lbs. You are a medium creature.
Speed. Your speed is 35 feet.
Languages. You can speak, read, and write korobokuru, rakasta, spirit-folk and hengeyokai.
Darkvision. You can see in the dark 120 feet.
Fear of Water. If you are on a boat or completely wet, you have disadvantage on skill checks until you get on solid ground or dry off.
Catfall. You have resistance to damage taken from falling.
Natural Weapons. Your claws deal 1d4 slashing damage on an unarmed strike and have the finesse property.
Resistance: You are by nature less susceptible to magic than the other races. You are able to add your constitution bonus to any saving throw against magic. You also receive the same bonus when saving vs. any type of poison.
Additional Skills: You gain proficiency in Herbalism and survival.
Weapon Limitations: Because of your small size, you cannot use the go-daichi (two-handed sword), any polearm other than the naginata, or any bow but the horsebow. In general, korobokuru favor spears, bows, blowguns, and short swords.

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