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Kobolds

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  • -2 Strength, +2 Dexterity, -2 Constitution.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A kobold’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
  • +1 natural armor bonus.
  • Automatic Languages: Kobold. Bonus Languages: Common, Draconic, Dwarven.
Kobolds once lived in a large theocratic empire, confident in the protection of the great wyrm, Krang, who lived as their Lord. Until he was slain. Now the lands they took from the dwarves are being seized by anyone who can take them.

History and Myth
During the rule of Krang the theocracy dedicated to him manipulated all information available to the Kobold population. Scholars agree that their records and histories are all but worthless. Their nearest neighbors are the dwarves, but their centuries long war with the Kobolds also makes them an unreliable source.
Kobold lore holds that they were created by the dragon gods, as servants for their mighty cousins, the dragons. The war between the dragon gods and titans moved on, leaving only the dragons and kobolds to battle the giants, servants of the titans. Kobolds believe that they were the first of the modern races to walk the planet, the others usurped their home later on. The church buried the next part of the myth, that the giants defeated the great dragons, only recently has it begun to circulate again. They claimed that the dragons left after defeating the giants, that the tales of the Giantwar are lies and heresy. Without the dragons, kobolds were in poor shape. They had no protector and the other races were moving throughout the world. They hid deep in the mountains, on the fringe of Dwarven territory, feebly striking out when their lands were again seized by expanding dwarf clans.
Church dogma holds that Krang, greatest of the dragons, returned to lead the Kobolds in taking back the world that was rightly theirs. Dwarf lore, however, tells that after Krang took their homes it amused him to see the kobolds grasp the land he had no use for and trinkets that were beneath his notice. Krang, they say, allowed the kobolds to live in the old dwarf lands because their petty worship fed his ego as their sacrifices fed his belly. From what is known of Krang even some kobolds agree that the later is more likely.
However they got it, the kobolds quickly learned to mimic what they found in the dwarven ruins; quickly learning to produce bronze and iron goods, improve their tunneling and engineering, and going so far as to use dwarven design as the basis for their art and architecture. Building on the old dwarf settlements, the kobolds built their kingdom around the ancient hold of Clan Drokel, and new lair of Krang. Kobolds pushed constantly on the dwarven border, always pushing the edge of their kingdom out just a little more. They set up a government ruled by the priests of Krang, who had made their prosperity possible.
And the kobolds thrived for a time. Until a few years ago, when the Dragonslayers managed to enter Krang's lair and slay him. What they left of Krang's body was discovered and, although the church tried to keep the matter secret, news quickly spread through the kingdom: Krang was dead. There was chaos in the kingdom. Soldiers deserted their posts, people rioted in the streets, everything their society had been built on seemed to have vanished with the news.
Underground elements of Kobold society had long disagreed with church rule. They had kept alive the older stories suppressed by the church and desired to see its fall. The scholars and intellectuals new the church to be abusive and Krang to be a fraud, but could not possibly have done anything about it as long as the church was supported by the populace. They took advantage of the chaos Krang left behind in his death, directed the fury of the mob against the church, took control of the military, and formed a new government. Church officials and their supporters fled, while the leadership was made to pay for anger of the people.

Kobold Government Today
Initially the kobold intellectuals tried to found a new form of government that would put the people in a position of power. Having come to power through the mob, they believed it just that they should rule only in its name. The government of the people they founded was short lived. It could react to none of the problems facing it. The chaos still ruling much of the kingdom, counter-revolutionary elements still loyal to the old ways, and the dwarven armies now coming to take back their homes.
The people chose as their new leader Commissioner Drak, a stirring orator who conjured fears of the return of the despotic church, the crushing onset of the dwarves and humans, and rode to power on their belief that he could lead them to new glory over these dangers. He soon filled all positions with his supporters, gained the loyalty of the military leadership, and soon dismissed the Directorate that had been the ruling body. Most of the original revolutionary leaders were put to death, along with any who opposed Drak. He swelled the military with a massive draft, and had them ruthlessly put down any and all dissension in the kingdom. With most of the angered mob now dead, drafted, placated, or terrified of him; Drak is able to focus the military to defending their diminished territory. He has converted the old Inquisition into a loyal police force that secretly monitors the populace, dissenters simply vanish.
How long Drak will be able to maintain his reign of terror in the name of revolution is uncertain. He has wisely disposed of both the intellectual and religious elements, many of whom have fled to the frontier, who would most certainly oppose him. Most of the populace is too concerned now with defending their border or preserving their own lives to consider revolution. But the government now is largely based on Drak's personal charisma and the power of fear.

Modern Kobold Religion
With the church and its dogma toppled by revolution many kobolds are uncertain what to believe. The original revolutionaries (at least, those who survive) have said they wanted to form a new society based on rational debate and observation. They believe, much like the Loremasters of the Traveling People, that one should weigh all sides before coming to any conclusion. Drak himself has little use for religion, and just as little care for what anyone believes, provided they are no threat to his regime. He speaks of the glory of Kobold-kind, and conjures images of a united, powerful, and draconic kobold race. Perhaps he wishes to instill this nationalistic dream in place of religion.
What has become increasingly popular amongst the kobold populace is a combination of all of these. Most kobolds cling to the old legends, and worship of the dragon-gods, instead of the dragons or Krang, has become increasingly popular. Drak's vision of a draconic ideal is also becoming popular, and his supporters are pushing the old church myths that claim kobolds were the first race. The intellectual ideal of rational thought has little support, probably because it makes a poor rallying cry. Still it has had an impact in how the kobolds look at the world, as Drak and his government are still careful to claim that all they do is done in the name of the people for their protection, and to keep the fear of outside threats greater than the threat of themselves.

Culture
Kobolds built their early society in imitation of the dwarves, including the dwarven communalism. In time this dedication to the clan that was kobold society morphed into devotion for Krang. Drak has taken control because he knew that deep down kobolds are still looking for gods to worship, it's all they've done for centuries. Too much of their make-up is based on loyalty and service to make them instantly free. But like dwarves this dedication is belied by a thirst for power that all kobolds also share. Whether they served Krang or their draconic ideal, they still squabbled amongst each other for petty powers while the smartest took control of the whole race through manipulation. These two traits are what the idealists failed to consider while trying to develop a perfect kobold nation.

Naming Convention
When a kobold hatches (for they lay eggs) he is given a name by his parents, usually named for a significant ancestor, though sometimes they are named for desirable traits in whatever language the parents think sounds best. In addition to his name, a kobold also has a title or position to distinguish from anyone else who might have that name. Their title might be a military rank, government position, their profession, or just something made up that sounds good and is reasonably descriptive. Although a kobold can have any number of titles, it is appropriate to use only one unless there is another kobold with exactly the same name and title that is frequently encountered, in which case both use an additional title to distinguish themselves.
For example Crom the Baker is normally sufficient, but if two bakers named Crom should meet then they would go on to call themselves Crom the Baker of Lev and Crom the Baker of Tihm.

Relations With Other Races
The church held that all other races were heathens and thieves, having taken land that rightfully belonged to the dragons and their kin. Drak has revived something of this belief with his draconic ideal. He refers to the non-dragonkin as "lesser species." For their time the idealist republic tried to change this opinion, but accomplished little.
With dwarves kobolds are particularly aggressive, reflecting centuries of constant war. Now that they are suffering losses these feelings have been even further aggravated. Humans, too, have taken land the kobolds once held but the kobolds can't afford a two front war, which would inevitably result from any attempt to retake that land.

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May 2012

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