In our world, the kongamato is a cryptid from the heart of Africa. In your world, it might be
the missing link between dino/pterosaurs and dragons, an evolutionary offshoot
or throwback, or just another sign that “true dragons” aren’t the only rulers
of the skies, especially deep in the jungle…
Because of their
great power, the kongamatos of the Yukarumbi River Delta are worshipped as
heralds of the gods. To the
region’s serval-spotted catfolk, they are seen as avatars of doom, used in
their carvings and trail signs to represent danger and death. But to the neighboring Draconic-speaking
werecrocodiles, they are demigods to be emulated. Some of crocs’ faith is so strong they receive clerical
spells from worship of the kongamatos alone. And sages eager to dismiss werecrocodiles as brutes would be
surprised at the number of dragon disciple sorcerers in their ranks. For their part, the kongamatos are
pleased with the worship, as it sometimes yields them meals in the form of
sacrifices. Thus they are prone to
regard anything near their sacred altars—including nosy explorers—as offerings.
A mapping expedition
to Behemoth Island, a huge land mass populated by giant beasts and monsters,
is going surprisingly well. The
adventurers’ miraculous gnomish submersible (miraculous in that it works) carries
them to the island underwater without attracting attention. Upon arrival, it beaches itself upright,
transforming into a steel tower meant to serve as a safe redoubt from which to
explore. “Meant” being the
operative word, because almost immediately the structure is punctured by the
adamantine beaks of a pair of hungry nesting kongamatos.
Kongamatos have one
advantage true dragons lack: sonic breath weapons and bites. This makes them valuable allies against
fiends, almost all of whom are vulnerable to such attacks. Of the celestial races though, only the burliest
chaotic azatas (bralanis with class levels or less courtly ghaeles) can stomach
riding the primeval beasts. Not
always able to leave their posts, they sometimes hire mortal adventurers to
hire—or capture and subdue—kongamatos to serve as steeds and breeding stock.
—Pathfinder Bestiary 3
169
Don’t laugh at Behemoth Island. If Godzilla had Monster Island and Transformers had Dinobot Island, I get Behemoth Island.
Also, does anyone remember the island of Gargantua in
D&D? Yeah, that was a thing.
You’ll note that I tapped into the old
Dragonlance/Spelljammer stereotype of gnomes making flawed inventions. Both settings so thoroughly mined that
territory that in 3.0/3.5 we seemed to avoid it reflexively. But here’s the thing: it worked. Gnomes + machines was always a great
way to set them apart from dwarves (also miners), halflings (also tricksters), and
even elves (also tied to nature).
Take machinery away, and gnomes have a hard time finding their
place. Making them practically fey
was a good move on Pathfinder’s part, though I think we still need some
supplements/adventures/strong gnome-centered novels to make the
characterization stick.
There’s a larger point here—one maybe that I’ve made before?—about
thinking about hard-to-define monsters/characters/classes when you create your
own worlds. It’s never hard to
make a world where elves or gnomes or thieves have a place. But try starting with the gnomes…or the
druids…or the monks…or the halflings…or the half-orcs. When your world has a convincing place
for them, it’s a convincing world.
(Or alternately, there is always the case to be made for
leaving a race/class out. Maybe
you ditch gnomes and half-orcs in favor of wayangs and hobgoblins? How does that change your assumptions
about what your fantasy RPG looks like?...)
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