KOBOLDS
Found exclusively in and around the nation of Borkondof, Kobolds
exist only because races like the Hobgoblins and drow elves allow them
too. Pitiful and weak, the Kobolds perform every task that they
are forced to do. Generations of slavery and mistreatment have led
to a culture of beaten and broken creatures. They are the perfect
fodder for experiments and war. Kobolds breed quickly, offer
little resistance to the commands of larger races, and few have any
self-motivation.
With tens of thousands upon thousands of Kobolds born every year, there
are bound to be some that break the mold. These few are clearly
distinguishable by the lack of scars from being whipped by a master or
beaten for sport. They are smart enough to know how to avoid the
larger races’ wrath. When one of these Kobolds looks for a purpose
or a way out, he is left with only two options. Some learn the
secrets of sorcery, or the Way of Blood as the Kobolds call it.
Others tap into an innate link that their race possesses with the race
of owlbears. These Kobolds join as an elite group as a Kobald can
find, the Bearbacks, who ride owlbears into combat. Although these
Kobolds can match the power of the larger races, they are few in number.
Most choose to fight for their masters instead of against them, simply
because it’s easier.
APPEARANCE: Kobolds are
small versions of lizardfolk or Troglodytes. They have purple to
black scales, which are thin compared to their larger cousins.
They have no hair. Females and males are distinguishable by the
amount of horns and spikes. Males have more horns, females more
spikes. They are short, rarely growing to more than three and a
half feet tall. They are not heavy, usually weighing under 30
pounds. They dress in whatever is given to them by their masters.
Freed Kobolds prefer to wear leathers. They dislike hats and
helmets and any footwear. Powerful Kobolds are known to wear lots
of gold and platinum jewelry.
ALIGNMENT:
Kobolds are beaten and bred into neutrality.
Most slaves become bitter and malicious and evil through their life.
The few that escape the harsh life of slavery usually take on the
alignment dominant to the area. Usually this is Lawful Evil, in
Borkondof; Neutral Good, in the Kingdom of Yellowia; or Neutral Neutral,
in the Great Forest.
RELIGION:
The Kobolds tend to fall into the worship of Tyrogatore, a
neutral deity of Lizardfolk and harsh justice. Many take to the
worship of their owner or master, which in Borkondof is often Corahakar,
Sutyr, or Loomashyn. Freed Kobolds tend to find Habastly.
WHAT
MAKES KOBOLDS DIFFERENT:
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Kobolds
are small-sized |
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Kobolds have a base speed of
20ft |
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Kobolds
have 60ft darkvision |
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Kobolds
receive a +2 bonus on all Climb skill checks |
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Kobolds receive a +2 competency bonus to all Craft (Trapmaking)
skill checks |
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Kobolds
favored class is Crafter, Rogue, or Sorcerer; which must be selected
at first level |
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Kobolds
receive a +2 bonus to Dexterity and a –2 penalty to Wisdom and
Intelligence |
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Kobolds
may select from the following racial feats: Low Profile, Near to
Monsters, Tiny
Fighting |
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For purposes of gaining experience, a Kobold is always considered to
be two levels lower than it actually is. |