The Kobolds of Aetolia
The Kobolds of Sapience have a long and tumultuous history, seen as early as the First Epoch. Along with the Goblins, they are the children of the former Goddess Khepri, the Trickster, prototypes to Her favored Imps, and had been driven from the land of Sehal early on due to perceived inferiority.
Through to the Second Epoch, the Kobolds served as mercenaries and lackeys to the powerful dark mages of the Indoron Empire. Today's Kobolds retain their skill at casting spells, though to find a descendant of the Indoron Empire among them is rare.
Working close with their sister race, the Goblins, Kobolds tended to more spiritual and creative forays, being expert stone and gemcutters, as well as tinkerers. In the distant past, they were often seen as far south as El'Jazira, and as far north as the Great Rock, where they would war against the Ophidians. This was the case up until they were united and compelled to dig what is known today as the underground castle of Azdun.
Kobold Racial Skills
- Dig (Level 25)
- Scavenging (Level 50)
- Tinkering (Level 75)
Base Statistics & Advantages
- Strength: 14
- Dexterity: 11
- Intelligence: 14
- Constitution: 13
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Eyes: golds, browns, greys, rarely green
Pelts: ivory, greys, browns, russets, blacks
Size: 4 - 4.5 feet / 1.1 - 1.4 meters
Kobolds resemble tailless, humanoid canines, bipedal with a distinct hunch to their backs. Over the Epochs, the race has developed more diversity in their facial structure, ranging from dog or hyena-like to rat-like.
Kobolds are traditionally innovative, if dangerous, who seek to improve and alter their surroundings with whatever bright idea they are fixated upon at the moment. They care about practical application rather than aesthetics. Food incorporates things grown under ground, particularly tubers and burrowing rodents.
These Kobold trend rat-like faces and an increased focus upon tinkering and experimenting with rudimentary and magical contraptions. Rock Bottom is a village built within the shadow of the Great Rock in unity with the Ophidians, under the leadership of Kobold Empress Agra and Ophidian Emperor Pa'akth. Associated with Bloodloch and Spinesreach after the war of the Liruma. (Events 234)
The Kobold of Siha Dilys trend dog-like faces and magery with the elements and spirituality. In the caverns beneath Azdun, the Kobolds and Goblins have formed an alliance against the encroaching Chiav. They are associated with Enorian, many having trained with the Beacon's guilds. (Events 145)
Tips for Roleplaying a Kobold
The following tips were compiled by Kobold roleplayers:
Similar to Imps in the naturally mischievous, very similar idea. They’re also creations of Khepri! Prototypes, after all. Their mischief just has a tendency to be a touch more destructive and involves playing around with what they likely shouldn’t be messing with. Kobold ingenuity often is hare-brained and just absurd. When it works though, without blowing up someones home, it’s pretty neat. The race is full of tinkerers and mischief-makers, with lots of energy, ambition, and curiosity!
Kobolds are often really offended by being compared to dogs and rats. They might look at them, but call them puppies or rats, you might get a very grumpy Kobold on your hands. Other derogatory terms for Kobolds can include calling them vermin, yappers, fogs, and be careful with petting Kobolds, even if they look like dogs. Not all of them are affable like that. They can and will smack you if they feel like that’s disrespectful.
I’ve been playing Kobold as very outgoing and extroverted, endlessly curious and poking everyone about everything and no brain-to-mouth filter whatsoever, and she’s probably annoyed or offended a few people that way. Still very young though, so it may change a little as my character ages. I imagine baby Kobolds are like that though, even less of a brain to mouth filter than she does.