Today, as promised....Kobolds.
Kobolds
Kobolds, like goblins, are among the smallest and least physically intimidating of the humanoid races. Also somewhat like goblins, they are less prone to the sort of intertribe violence which marks relations among the larger humanoids. Beyond that, though, they are very different.
Kobolds consider themselves "Children of the Dragon", the first sentient humanoids to exist on Arith, created by the Emperor Dragons at the time of the World's Dawning. They believe they are more ancient than any race save their creators, and that they are, thus, destined to rule over all "lesser" species. The fact that they do not is evidence, they feel, of a great sin and shame they committed at some point in their own distant past. Their racial name is a corruption of the draconic word for 'outcast' or 'shamed ones'.
Other scholars consider this to be bilge, of course. They claim kobolds are no older than any other humanoid race, and that while they may have once been slaves of dragons (the mythical 'Emperor Dragons' never existed), they differ not at all from many other species who spent time in such servitude. Kobolds, it is said, have egos in inverse proportion to their size.
Lifestyle
Kobolds value cunning and skill. They believe the best way to do a job is to have someone else do it. They are not by nature lazy or irresponsible -- indeed, they are masters at certain devious crafts -- but they prefer to put their efforts towards making other people do the work. Unlike goblins, they actively seek out slaves and put prisoners to work. They also organize raids on caravans, storehouses, or cattle farms, as well as more profitable assaults on the treasure vaults of the dwarves or the hidden caches of the hill gnomes.
Kobold lairs are always deep in cave or tunnel systems, and well protected by layer after layer of traps and alarms. Trapmaking is a special art to the kobolds, and many compete to create the most ingenious -- yet still functional -- traps. While goblins will swarm an enemy, kobolds will kill foes without the enemy ever getting sight of them. They have many large, open, tunnels which larger species can easily navigate, surrounded by tiny crawlspaces used by the kobolds themselves. Only in the very deepest, best protected parts of the lair are there large open spaces for rooms, workshops, and farms (often tended by captives).
While kobolds have few wizards, they do produce a large number of sorcerers -- allegedly 'proof' of their draconic heritage. Such sorcerers are important, but they do not occupy the instant leadership position of 'blues' among goblins; there are simply too many born. Indeed, there is often vicious rivalry among them, leading to few surviving to become anything more than nuiscances.
Kobolds are polygamous, with males seeking multiple spouses based on their ability to provide -- ideally via someone else's labors. Unmarried kobolds are the ones most likely to be found outside the safety of the lair, as a single successful raid can produce enough wealth to lure a wife. All of the wives of a single kobold lay their eggs in a communal hatchery, and the children are raised by the family as a whole; only fatherhood matters.
Kobold tribes trace their origins to one of the five great Emperor Dragons, and rivalry between tribes of different Emperors is vicious, much more so than rivalry between tribes of the same emperor. Tribes always include their ancestor in their names -- the Crimson Knives, the Black Fangs, the Azure Blades. There is no (socially approved) mating or trade between tribes of different ancestors. A small number of tribes, disdained by the larger Kobold population, claim to be the outcast servants of other, stranger, dragons. While the existence of many 'lesser' or 'exotic' dragon species is known, few kobolds believe that any but the Five Emperors created them.
Religion
Kobold faith mirrors their history. The dragon gods made the kobold gods; the kobold gods made mortal kobolds to serve mortal dragons. Each of the five main branches has a different pantheon, though many non-kobold scholars insist that all of the gods are just aspects of the same root deity. The truth may never be known. Kobold clerics offer the usual wisdom, guidance, protection, and healing, as well as serving in war. Many clerics are cleric/sorcerors, and the most skilled become Mystic Theurges.
Post Crush
Kobolds have done, overall, very well since the Crush. Their few great cities were badly damaged, but none were utterly ruined. They found a new world filled with wonder which their devious little minds quickly mastered -- especially once they captured Earthborn humans to teach them what to do. Now, there are kobold cities glistening with strings of mismatched electric lights, and oddly configured stereo systems blare music throughout the cave systems. Trapmakers have learned to use electric eyes and pressure plates to enhance their art, and the elite kobold guards carry heavy pistols as two-handed weapons. Further, some of the most ingenious kobolds have begun to learn to manufacture gunpowder and have produced fairly reliable black-powder arms. Battles with other underground races, most notably goblins and orcs, are swinging in the kobolds' favor.
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