Kobolds
Of the diminutive races, the kobolds have adapted best to
the changing world. Enslaved long ago by reaver dwarves,
kobolds quickly carved a niche for themselves as miners, scouts, and tinkerers—small enough to be useful and
small enough to be dismissed as a threat. At first they
were tolerated, then largely ignored. As a result, the
shadows of dwarven society are rife with kobold rogues
and entrepreneurs (many of them secret worshippers of
Loki), seemingly subservient but busily trading dwarven
goods for resources extracted from the dwarves’ own
mines and storehouses, right under the noses of their
alleged “masters.”
Free kobolds defend their mines viciously, but otherwise
maintain the ruse of a harmless and subservient little
folk—at least until the opportunity to sheathe a knife in
someone’s kidneys presents itself. Other small races
have adopted the kobolds’ strategy, including the
worship of Loki, embracing his cunning ways and
the advantages of guile and cunning over brawn and
bravado.
More than anything, kobolds are survivors.
Their scaly skin and keen night vision as well as
their dexterous claws and sensitive snouts make
them quick to sense danger, and their clawed
feet move them out of peril with a cowardly
speed. They fight on their own terms, small
and fierce, and their weight of numbers helps
them survive in places where larger but less
numerous races cannot sustain a settlement. They are
great miners, good gearsmiths, and modest alchemists,
and exhibit a curiosity about the world that frequently
gets them into trouble. They serve as merchants to both
the Underdark and the surface world, with their greatest
cities hidden deep below the earth. Their enemies are the
diabolical gnomes and the dwarves, competing mining
races that seek to overthrow the kobold dominance of
dark, rich territories.
The kobold queen of queens—in all her radiant
dragon‑blooded perfection—rules from Harkesh,
the capital of the Dragon Empire. Kobold society is
exceedingly social and built around the clan, matriarchal
lines of descent, everchanging male kings, and the crucial
importance of clutch-mates (those who hatched about
the same time, since kobolds are reptilian and hatch from
eggs). Relatively few kobolds become adventurers, but
those who do generally have either offended a kobold
king (and been exiled from the mines as punishment) or
have lost their clutch-mates. Adventuring kobolds wish to
leave their homes to grieve and find new friends. In many
cases, a kobold will “adopt” an adventuring party as new
clutch‑mates.
Kobolds are deeply enamored of their tools and spend
a great deal of effort to improve them. Mining picks, a
mason’s hammer or jeweler’s loupe, and even simple items
like a spear or dagger are all named and cherished. At the
same time, kobolds tend to gnaw on tool handles, forget
to oil blades, or even pry out inlays or decorative gems to
improve them. As a result, most kobold items are entirely
distinctive and unlikely to be mistaken for anyone else’s
possessions. Some believe this decorative urge may be a
form of defense against theft.
One category of tool deserves special note: traps.
Kobolds create wildly impractical traps and simple, deadly
ones as a hobby, and few leave home without string,
springs, or other triggers for their traps. Kobolds are the
only race that recognizes “trapsmith” as a profession.
The kobolds are closely allied with and related to the
dragonkin, drakes, and dragons. The kobold kings (and
there are many kobold kings, since no kobold ruler is ever
satisfied with being merely a chieftain) admire the dragons
as the sources of wisdom, power, and proper behavior.
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