Describe Kobolds in Your World

The kobolds of Imperial Keth are a depressed group of creatures. Enslaved centuries ago by the dwarves, the kobolds were used exclusively as laborers in mines due mainly to their natural ability for climbing. There they lived and died by the iron-tipped whips of their dwarven masters, scurrying to survive and propagate their weak and dying race.

After Keth had risen and became a main power on the continent, the dwarves eagerly went to war and the poor kobolds were driven along at the forefront. During the war, the dwarves used the kobolds as sappers, technicians, and engineers, and without them, the dwarves would never have held out against the unstoppable warmachine of Keth as long as they did. Yet, alas, the dwarven empire crumbled, due to both pressure from Keth and from infighting amongst the dwarven clans.

With the dwarven empire conquered and Keth establishing itself as the main power on the continent, the kobolds were given their freedom. Slavery was outlawed within the empire and while the dwarves grumbled and complained they could do nothing, although, to this day, some dwarven nobles still keep kobold slaves for doing day-to-day work within their manors.

The kobolds, now free after centuries of enslavement, began to eke out a meager existence within the empire. Though they were by no means an evil people by birth, many of the other races looked down upon them. Most humans saw them as weak and useless creatures. The dwarves saw them as a reminder of their lost glory and much animosity still exists between the two races. Elves see them as nothing more than just another short-lived race not worthy of their attention. Gnomes, however, are intruiged by the kobold's propensity for becoming sorcerers and their obvious arcane talents. As such, gnomes and kobolds get along wonderfully... usually.

Still, kobolds find it hard to exist in the Empire of Keth. They often live in either the slums or the ghettos of the larger cities. They make their living as alchemists, technicians, miners, or working-class arcane casters. Large groups of kobolds can also be found living within gnomish areas, sewers, or frontier towns. Kobolds lean towards a variety of faiths, although few worship at the Imperial Church of Keth. Many, surprisingly, lean toward the druidic faiths or worship of the archomentals. Many archfiend cells also contain a number of kobold worshippers, namely those tired of life beneath the heel of the other races. Others wish vengeance upon the dwarves for centuries of slavery and persecution.
 

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Kobolds on Harqual

Here's the short version...

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Kobolds
Kobolds are rare on Harqual. Those that do live on the continent proper, are often found serving a Majestic Dragon. The Black Sand Tribe serving Adamanditar, The Majestic Blue Dragon of Harqual, are the most famous tribe of kobolds. Like their master, they are true neutral in alignment and worship the All-Mother, Mirella.

However, most kobolds living on one of the many islands surrounding the continent are more like your typical kobold. They tend towards evil and law and rarely welcome outsiders. There exists a few neutral evil tribes that live within the Tenets of the Balance, but they are extremely rare.

Regardless of alignment, kobolds have all the racial traits as per that listed on page 162 of D&D Monster Manual v.3.5.
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Cheers!

KF72
 

Recently I saw some maps of Viet Cong tunnels and came up with the idea of kobolds as uplifted rats that make tunnels and dens in the soil. They are pests that raid at night and their tunnels are filled with traps- maybe one out of ten return from an attempt at erradicating them. A complex can be 100 feet deep (where the soil depth allows) and several square miles in area, enough for the maximum of 400 stated in the MM.

The only way to truely be rid of them is to dig out all the tunnels and that can be impossible without magical assistance. When excavation begins, the kobolds start digging faster in all directions to avoid death.

They grow fungi and rats for food and will eat those stupid enough to invade their home and raid the surface only for tools, weapons and wood (for frames to keep the dens from collapsing). Gold doesn't mean much to them since they rarely trade with anyone.
 

Kobolds are three-feet tall, intelligent velociraptors with opposable thumbs and a penchant for magic. Their faces are utterly emotionless, like a reptile's, and they have truly no remorse.

Plus they get two exclusive Prestige Classes (both from Counter Pack 3, and which will soon be updated to 3.5):

- Drakeknight: the other side of the "dragonlaying knight", this mighty kobold swears allegiance to a dragon sponsor. Clad in heavy armor, casting spells and capable of channeling the might of a dragon, he's a fearsome foe indeed.

- Shadowfang: stealthy, fast and deadly. They can hide and they can cast spells. They can also spit poison and cut your tendons so you don't run. If it could be summed up in two words, it'd be "reptilian ninja!" (with a slight increase in volume for the word "ninja!" :) ).
 



Taken right from my campaign notes:

Kobolds are neutral aligned, more dog-like than lizard-like, although they do have some lizard traits. They tend to look like scaly dog men more than anything else. They run in packs in the wild, although some have been domesticated and live with humans and other humanoids as servants or as entertainers.


They are closer in appearance to the kobolds from 1e than from 3e. I have them as low intelligence servents of the working class in some parts of the world. They are more than a dog, but not quite as smart as the average person. They are used to run errands, clean, provide entertainment (juggling, simple music, betting on races, etc). In the wild, they sometimes gravitate towards neutral evil in large packs, but most stay in the true neutral range. They usually roam in the foothills of large mountain ranges, avoiding the plains where gnolls are the dominant species.
 

mythusmage said:
Continuing with a trend, I present a thread on what kobolds look like in your setting.

I haven't used any kobolds yet, but if/when I do, I'll probably break away from the 3.0/3.5 description and present them as sort of like tiny, burrowing, evil gnomes. Like svirfneblin without the cool abilities.

Jason
 


Let's see. The kobolds of my Talyr campaign are actually relatives of the Lizardfolk. And the Lizardfolk are one of the dominant races of the world. so kobolds are pretty common. The Lizardfolk tend to see the kobolds as rather child-like relatives; sometimes they can be embarrassing, and they often need saving from themselves. But the Lizardfolk feel fraternal about them. On the other hand, everyone else thinks the kobolds are a bunch of sly, dangerous barbarians, that you must never take your eyes off. The fact that their magic proficiency shows that they are related to the dragons (as the Lizardfolk too say they are) makes them a whole lot more tricksy.

In my Shattered World campaign it's easy: they are all dead! (Along with most other intelligent races). Their niche, such as it is, is generally filled by goblins, particularly my reworked spellcasting hobgoblins.
 
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