Overview
Kobolds are a small but intelligent and tricky people, whom archetypically look scaled and like a miniature humanoid dragon. In reality, kobolds are an adaptive species which, while always reptilian underneath, magically adopt various characteristics of a powerful and magical creature nearby while in their eggs. “Wild” Kobolds as such have historically sought safety in being submissive to and serving such creatures. In Mogxa however, since the end of Dragon Rule, Kobolds have sat on the throne and staffed the imperial government, and as such have developed a culture of superiority. Inverting the typical power relation, Mogxan kobolds made the Dragonbloods subservient as labourers and soldiers, and used them to ensure they retained their draconic look.
You might…
- See yourself as a thinker, whose ideas are worth more than for you to do mere labour.
- Naturally end up taking charge, and efficiently managing the people around you.
- Analyse your surroundings, always looking for ambushes, advantageous terrain, and escape routes.
Others probably…
- Assume that you are cowardly and won’t stick around in the face of danger.
- Think you can’t handle work that requires getting your hands dirty.
- Appreciate your ingenuity and resourcefulness, especially when it comes to leadership and building defences.
Physical Description
Kobolds are reptilian in appearance and nature. The most well known archetype of kobold shares a draconic appearance, though they can end up taking various forms. Some grow feathers, and a very few can grow both scales and fur.
Society
Kobolds tend to either occupy a very high position in society, usually found in cities, or they end up almost entirely outside of society, usually in highly rural areas. The former tend to be from dynasties with aristocratic roots, or which have served bureaucracy over generations. Despite no longer enjoying a privileged legal role in Mogxa, many Mogxan Kobolds still enjoy a high position with accrued wealth and prestige, and they often end up taking up high positions in government, secret societies or guilds. Others may resent them for this, including many Dragonbloods whom still see the Kobolds as usurpers. Noble kobolds, for their part, see themselves not as having served dragons but as having taken up their best features and discarded their worst side.
The other type of kobold is those which may have lost everything or chosen to ‘go native’ in more rural regions, and who end up side-lined by societies that resent them or find their comparatively ‘uncivilised’ behaviour uncomfortable. Some of these have formed kobold tribes in the mountainsides. The most infamous are those inhabiting old mines, forced into there by periodic periods of unrest in which rural populations hunt kobolds to take out their frustrations against. Some of these wild kobolds end up ‘reverting’ to serving or worshipping powerful creatures for protection, which can lead to newly hatched kobolds taking on new appearances and characteristics again.
Noble kobolds have on occasion debated and touched on the “wild kobold question,” sometimes also calling them “wildlings,” though many also avoid it entirely due to the embarrassment by association.
Beliefs
Most kobolds, whether wild or civilised, tend to put a lot of value into ingenuity.
Popular Edicts work smarter not harder, find your place in any power structure Popular Anathema face a threat alone, throw caution to the wind
Adventurers
Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. Many end up acting like they’re the leader of an adventuring party. A number are drawn to the appeal of commanding a ship, becoming captains and admirals. Wildling kobolds may take up adventure as the only way to escape their paradoxical situation of being marginalised whilst belonging to an often privileged group, during which they can either rise to become a noble kobold or try to redeem the good name of or otherwise serve their previous wildling communities.
Names
Civilised kobolds tend to have given names resembling ideals the family cherishes, and take great pride in honouring their family names by living up to it. Meanwhile, a young wildling kobold’s given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, they might add more syllables to their names. Wildling kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.
Sample Names Victory, Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Kholek, Mirkol, Minky, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz
Mechanics
Vendrith Kobolds retain official kobolds’ 6 hit points, small size, 25 speed, dexterity, charisma and free attribute boosts, constitution attribute flaw, darkvision, and the common and sakvroth language.
Heritages
Climber Kobold
You’ve taken up a physical hobby that actually enjoys a great deal of respect amongst kobolds - that of climbing. You gain the Combat Climber skill feat, even if you don’t meet the prerequisites. You can use your clawed feet and tail to Climb, leaving your hands free. Additionally, if you succeed at an Athletics check to Climb, you critically succeed instead.
Heavenscribe Kobold
Your connection to wise and celestial imperial dragons has led others to seek your advice. You can speak Draconic. Whenever you critically fail a Diplomacy check to Make an Impression or Request, you get a failure instead.
Dragonscaled Kobold
Thanks to your warren’s association with a dragon, your scales are sturdier than other kobolds’. You gain 10 Hit Points from your ancestry instead of 6. You gain a +1 circumstance bonus to saves against dragon breath, effects with the sleep trait, and effects that would make you paralyzed.
Elementalheart Kobold
When you hatched, you imprinted on a creature strongly associated with one of the Elemental Planes, such as an elemental or genie. Choose air, earth, fire, metal, water, or wood for your elemental benefactor. You gain resistance equal to half your level (minimum 1) to the damage type associated with your elemental benefactor: cold for air, electricity for earth, fire for fire, sonic for metal, acid for water, or poison for wood.
Spellhorn Kobold
Since hatching in the vicinity of a powerful source of magic, a trace of it flows through your veins. Choose one common cantrip from the arcane spell list. You can Cast this Spell as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You are trained in the spell attack modifier and spell DC statistics, and your spellcasting ability is Charisma.
Strongjaw Kobold
Your warren is noted for their powerful jaws and sharp teeth, either to help protect against natural predators or due to reverence of a mighty beast. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Seaborne Kobold
You gain a swim speed of 15 feet.
Venomtail Kobold
Thanks to the proximity of a venomous creature to your warren, you were born with a vestigial spur in your tail that secretes deadly venom. You gain the Tail Toxin action.
Tail Toxin [one-action] (manipulate) Frequency once per day; Requirements You are wielding a piercing or slashing weapon; Effect You apply your tail’s venom to a piercing or slashing weapon. If your next Strike with that weapon before the end of your next turn hits and deals damage, you deal persistent poison damage equal to your level to the target
Ancestry Feats
Notes
Many things are taken directly from the official kobold lore and mechanics.
— Ilija