Kobolds

Kobolds are small, weak dragon-like people who claim descent from dragons. There are as many myths about their origins as there are for the origins of dragons, but the myth they tell is that the first kobold, Kurtulmak, "arose unbidden" from the remnants of a divine dragon's hatching. Variations of this myth variously say that they arose from an egg lain by or which hatched Tiamat, a haploid egg lain by Io, Chronepsis, or Astilabor, or the murdered eggs of Ghidan's stolen siblings. Further variations posit differing reactions from the dragon gods and Kurtulmak themselves on this event. Those who say that Kurtulmak arose from Tiamat's egg say that Tiamat immediately subjugated the kobold godling, while those who believe Kurtulmak to be the inadvertant child of one of the greater dragon deities say they were charged with looking over those who were not as strong as their siblings, and those who claim Kurtulmak was a divine consequence of Ghidan's first crime say that the godling snuck away immediately to make their own way in the cosmos.

## Physical Description

Kobolds are scaly, dragon-like humans who stand about 2'4" on average, but seldom less than about 2' or more than just under 3', and have slight builds that exaggerate this smallness. However, this belies the true size of kobolds, as all kobolds save those who have lost them possess tails that are at least as long as they are tall, and powerful enough to make them a decent weapon. More than one adventurer has seen a fought they thought already won turn against them in an instant as they lingered on the killing blow and their disregarded foe sweeping their feet from under them to drop them into an unseen trap.

In their natural state, a kobold is covered only in scales, and possess neither hair nor feathers, but their amorphous genetics allow many to cultivate feathers or thin hair-like membranes which they frequently style like hair. Both these chosen integuments and their natural scales can occur in a vast array of colors, though their scales tend to share the color of a dragon, and any chosen integuments usually share their color with the specimen that they took it from.

Kobolds are a natural neuter race, and possess no primary or secondary sexual characteristics, but are well-versed in alchemy which can alter their bodies as they see fit.

## Personality

As a race, kobolds are curious, confident, and industrious. That's not to say there are no homebody kobolds, kobolds with self-esteem issues, or kobolds who would rather lounge in front of a fire with a bowl of creamy tomato curry chicken and a the largest stein of spiced bitter warren style coffee they can lift over a day in the mines, but taken as a whole, those are the traits common to the kobold people. Like, in truth, most peoples, kobolds love a joke, but kobold humor can be off-putting to non-kobolds. Even non-evil kobolds have a certain tendency to gallows humor and dark comedy, born of being so commonly hunted and demonized by other races.

Kobolds are mostly commonly associated with sorcery, and in truth, there are many kobold sorcerers, and their natural forces of personality makes them quite able sorcerers, but they excel at any form of magic that is driven by their charisma, and are quite taken with artifice as a natural melding of their mechanical aptitude and the power of arcane magic.

### Sex, Gender and Sexuality Among Kobolds

#### Sex

Naturally, kobolds are neuters, possessing no genitalia, instead simply possessing a reptilian cloaca. However, they do generally experience something close enough to a sex drive, save that it is more about pleasure than reproduction. While they cannot, naturally, reproduce or engage in "typical" penetrative sex between themselves, they possess plentiful sensitive areas, and quite enjoy other forms of sex.

In order to reproduce, kobolds must make an alchemical substance that includes crushed dragon egg shells as a primary ingredient. Which this substance, a kobold can gain genitalia, which can take a variety of forms, but allow two kobolds to engage in procreative sex. The search for unhatched dragon eggs and discarded shells occupies quite a bit of their society's time, as this is the only way they currently know to continue their race without high level magic. When the necessary ingredients are found, what is done depends on the warren. Some warrens, typically those of a more lawful or evil bent, will reserve the right to reproduce for their most honored individuals, while those of a more chaotic or good bent will allow many of the warren to take the substance, with a grand orgiastic festival. This latter tactic tends to make for slightly more viable warrens, as it ensures a greater genetic diversity and means that the most powerful kobolds of the warren are not all taken out of commission at the same time, a situation that has seen many more rigid warrens destroyed when an enemy attacks at such a delicate time.

#### Gender

As natural neuters who require alchemy to sexually reproduce, and as that alchemy allows a kobold to change their sexual characteristics as they desire, kobold society has no concept of genders tied to biological sex without exposure to other cultures. Even when they are exposed to such concepts, they don't quite understand it. Kobold society has a five common genders, and quite a few more that, while uncommon, are about as uncommon as red hair in humans. These genders are tied to the elements and types of the dragons they descend from-

##### Uvelu

Uvelu is the gender tied to acid. Uvelu kobolds tend to be gaunt and thin, storing fat in flaps of skin that hang from their extremities. They commonly have long frills, singly or in pairs down their back, and horns that either sweep back framing their forehead or extend out of the temples and arc forward. They are frequently acerbic, and approach life with a “through is quicker” philosophy, preferring to take the quickest, easiest method to dealing with their problems, regardless of how destructive it might be. Uveluc are commonly expected to be tactical thinkers, and a great many kobold raidmongers were uveluc. Their scales are frequently black, green, copper, or a mottled patina of all three. **Uv/Uvem/Uver**

##### Xarzi

Xarzi kobolds are tied to cold and ice. They are usually stocky and thick, covered in dense muscle under an eternal layer of fat stored evenly over their bodies. Xarzi have some of the shortest frills of kobolds, seldom taller than a few inches and almost always running only the length of the back of their skull. If they have horns at all, they protrude directly back from their heads behind the ears. They are quiet loomers, preferring to stay unseen and take in the whole situation before acting or speaking. The sappers, trappers and snipers of kobold history are frequently xarzin. Xarzi scales are usually white or silver, but they also commonly have pearlescent scales of white with a silvery gleam. **Xa/Xar/Xarm**

##### Aluji

Aluji, or lightning gender, kobolds tend to be thickly muscled in the chest and neck, with thin abdomens and legs but powerful tails, which is also where most fat is stored. They often have almost no frill, and very short horns, either singular spikes on their snouts or a pair of short horns atop their heads between brow and ears. They tend towards absolutism, either being mercilessly tyrannical, or intolerant of anything with even a whiff of injustice. Alujin kobolds are frequently expected to be oracles, diviners, and riddlemongers, putting their minds to the greatest puzzles their tribes uncover. Alujin have scales of blue, bronze, or a mixture of the two. **Al/Aluj/Aljem**

##### Ixa

Ixa could also be called fire-gender. Ixa kobolds tend to be willowy and wiry, storing fat mainly in frills and their tails. They usually have impressive crests, pairs of long horns emerging from the tops of their heads or broad plates from the sides. The most notable trait of ixa kobolds is their jaw and chin spikes and whiskers. They can be quick to anger, but also charismatic. Some of the most renowned sorcerers of kobold history were ixan. Their scales are commonly red, gold, brass, or a mixture of the three. **Ix/Ixes/Ixem**

##### Miiri

The rarest of the elemental genders, miirin kobolds are tied to sonic energy. Miirin kobolds often have horns and spikes like crystal growths, and scales of deep emerald, sapphire, or a glassy black with inner orange glow, being linked to emerald, sapphire and pyroclastic dragons. They are known most for their singing voices, but also for their secrecy and isolationism. **Mii/Mir/Miirs**

##### Other Genders

Kobolds are innately tied to dragon kind, but not all dragons have an elemental breath weapon, or any breath weapon at all. As well, kobolds can easily alter their gender presentation through the use of alchemical elixirs. The above genders are simply the most common, but there are kobolds who resemble planar dragons, faerie dragons, dragons known for their light or force breath weapons, and even mixtures of genders. These kobolds are essentially the equivalent of nonbinary humans, and frequently choose their own pronouns. The default, however, is **Te/Ter/Teim.** Kobolds who exhibit connection to fiendish dragons frequently us the pronouns **De/Der/Daem**, while those connected to celestial dragons commonly use **Ae/Aer/Aen.**

##### Kobold Gender Out of the Warren

Within the warrens, elemental and lineage genders are almost all that kobolds know. Those kobolds who leave the warren and travel amongst the other races are exposed to sex-based genders, and comprehend them to various degrees, but tend to simply choose to present as the gender that they feel fits them best, which kobolds refer to as their "Common Gender," ie, the gender they use in the common tongue, regardless of whether it "matches" their genitalia, especially as it's not uncommon for these warrenless kobolds to have no genitals at all. As they lack secondary sex characteristics, and fit into humanoid sex genders in only the most general terms, non-kobolds tend to just accept and go with whatever gender a kobold presents themselves as.

#### Sexuality

As natural neuters, asexuality is more prevalent among kobolds than other races, but as they still, as a race, possess a form of sexual drive, asexuality is not the norm among kobolds, just more common than in other races. To an outsider, pansexuality and bisexuality seem to be particularly common among kobolds, but as they do not have genders as other races do, it's difficult to evaluate them on such terms. On an individual level, a kobold might be any possible sexuality, with no bearing on their kobold gender, their common gender, or their sexual characteristics. That said, there is a slight tendency for kobolds to be pansexual for all intents and purposes outside the warren.

## Society

### Kobold Cuisine

Sages who know perhaps too much about reptiles than is healthy frequently believe that, being reptilian, kobolds cannot taste the compounds that give food spice and heat. These same sages are surprised then, if they ever find out, that kobolds not only can taste these compounds, but enjoy them immensely, with spice being a *heavy* feature in kobold cuisine. To the human tongue, kobold food is inedibly spice-hot, while kobolds find human food to be incredibly bland.

Kobold cuisine makes ubiquitous use of chilis and peppers, and whereas many other races will discard the stems and seeds of these plants, using only their flesh, kobolds incorporate the whole plants, and those who have the luxury of stability and supplies, make a hobby of cultivating ever hotter chilis and peppers.

Beyond this preference for spice and heat, kobold cuisine is also very versatile, as the physiologies of different kobold genders incline them to have fairly diverse palates. The fiery ixan prefer rich and fatty foods, as fuel for their hot and fast metabolisms, while xarzin, which their cool, slow metabolisms, eat little and prefer to focus on complex and strong flavors. The acerbic uveluc find the flavors of fruit and vegetables to react oddly to their corrosive saliva. Fruits and sweetness in general tend to be lost on uveluc kobolds as their saliva quickly degrades the sugars, and they tend to find all vegetables taste like they've been fermented. The electric alujin find they prefer highly acidic foods, the conductivity of their saliva accenting the flavors, and they have been the greatest innovators in kobold brewing and culinary alchemy. Miirin kobolds have the palate closest to that of other humanoids, but even they find they have a fondness for salt that is much greater than other races', and moreover, use many minerals and metals as seasonings that would kill non-dragonblooded individuals. It is quite common for a miirin kobold's wine to contain lead shavings.

## Relations

Kobolds find their easiest relationships with goblins, as they are fellow small, nearly universally maligned people who must focus on survival first and foremost, and rarely have the luxury to seek, well, luxury, or diversion. Kobolds who express metallic dragon heritage can find awkward friendship with dwarves and gnomes, with whom they can share mining talk, and elves, with whom they can talk about magic, but metallic kobolds are rare, and many think of kobolds as being inherently tied to chromatic dragons.

Humans and halflings are the members of the fellowship races which kobolds can find an uneasy peace with most commonly, simply due to diversity of humans and their general tendency, as a people, to live and let live until there's an actual problem, and the trust halflings often have of the potential for goodness in all peoples' hearts.

But the vast majority of close, meaningful relationships kobolds will have outside their own people are with other marginalized and maligned people. Tieflings frequently will deal with kobolds quite readily, and it's not uncommon for aasimar to likewise meet a kobold with a cautious amicability, as so many aasimar have been treated quite cruelly for their mere appearance in their lives. Orcs and kobolds can have courteous relations, too, but nothing like the easy kinship of kobolds and goblins. Orcs understand a portion of the kobold experience, but their larger frames and more able bodies mean they don't *quite* get the whole picture. Along with the fact that many kobolds subjugated by dragons and tyrants have been lorded over by orc taskmasters means that it is very common for the mere sight of an orc to be triggering for those kobolds with experiences as slaves.

While they seldom meet, simply due to their different native environments, kobolds and lizardfolk can be quite fast friends when they do meet.

## Alignment

There is some general tendency for a kobold's alignment to reflect the draconic heritage they express. Gold-scaled kobolds are quite commonly lawful good, and red-scaled kobolds quite commonly chaotic evil. But this is merely a tendency, and the individual nature and experiences are at least as much influence on their morals and ethics as their particular draconic heritage.

As a whole, kobolds have the strongest tendency to the free-thinking individuality of chaos, with no particular inborn inclination towards the selflessness of good or selfishness of evil.

## Kobold Lands

Kobold lands are wrought through their own blood and sweat in a way few other peoples lands truly are. Every warren is the product of long, hard labor by people who have the strength of human children, and a model of engineering by people long denied the stability to formalize the art. Many warrens are tantamount to war trophies, dug into land that these same people had to fight against incredible odds to win. And every single warren that still breathes with the life of hundreds of kobolds is a testament to their will to not be forced out or dragged away. Every kobold is proud of their warren in some measure, either as a representation of what their people can endure and create, or as something they had a direct hand in, even if they do not like how it is run.

It is rare to find kobolds in large numbers outside these scattered mine-like warrens. Occasionally a small warren will be forced to die for what they built, or live for what they may build to come, and make the impossible decision to move to a human city, where as long as they keep their heads down (easy for people so short), they can get by.

The final form of "kobold lands" are the lands of tyrants and slavers who have bound kobolds to their service and displaced them, and these are no lands of kobolds at all.

## Religion

The diversity of kobolds and diaspora of their warrens means that there are nearly as many forms of kobold religion as their are warrens, if not as there are kobolds. In general, however, kobolds recognize Kurtulmak as the first kobold, who arose unbidden from the cast away eggs, or eggshells, of a dragon god. Never intended to be made, but vitally extant nonetheless, answering to no call made.

Some say that Kurtulmak was immediately subjugated by one of the dragon gods, to serve as their minion and treasure-hound, and in this state, Kurtulmak worked the magics that created the first kobold community, whenever they were able to steal more eggs or eggshells, until there was sufficient numbers and the right opportunity to overcome their would-be master.

Others say that Kurtulmak slipped away before they were noticed, and took with them the necessary material to create their own people, ever to be distrusted, but often to be employed by the dragons when thought useful, and always to the benefit of the kobolds.

Still others say that Kurtulmak arose from an egg laid by Io, and in their benign disinterest, Io was bemused by the striving of life that was not summoned, and charged Kurtulmak to be a champion of those who were weaker than their fellows, to counter with numbers and guile what is done with unthinking brute strength.

In truth, the only people who know the real origin of Kurtulmak and the kobold people, the dragon gods and Kurtulmak themselves, are not saying, or if they do, they give different answers depending on their whims, and kobolds, for their part, have in some way embraced this mercurial origin myth. Kobolds use the myth today that is necessary today, and another myth tomorrow if needed. Kobolds enslaved by tyrants speak of Kurtulmak the cunning fugitive slave. Kobolds besieged by forces of greater physical might speak of Kurtulmak the self-creating champion of those who would be oppressed. Kobolds who seek to get what they need from under the notice of others and away before their winnings are noticed missing speak of the Kurtulmak who stole even Ghidan's own theft and had made their own people and home before Ghidan knew what had been taken from them.

The many faces of the kobold people speak with many tongues, and always whatever story is suited to the situation.

## Language

Kobolds speak their own dialect of draconic, gleefully chopping words short and changing parts of speech to suit the intent they are trying to convey, with heavy use of reference, allusion, innuendo and sarcasm. Dragons often decry the kobold use of language as virtually a crime, or even a sin, but kobolds tend to just reply "Axn, Vayemturasjir" (sure, book-ash), which tends to just infuriate dragons even more, but gives the kobolds time to get away while they pour out their rage.

## Adventurers

In some senses, to be a kobold is inherently to be an adventurer, as the chief labor of the kobold people is digging through the earth and delving into dangerous places in search of precious treasure. In the more typical, sense, however, kobolds are quite inclined to the adventurer's life as one usually thinks of it, too. Indeed, many warrens are primarily composed of kobolds who are too young or inexperienced to strike out on their own, and kobolds who, having won experience from a lifetime of delving into dungeons with a small band of companions, have returned to their people to be a mentor and guardian, with no kobolds between the ranks of juvenile and old, who are, instead, living their wyrmlinghood dreams that they might be the old ssifisvturasjir (rested book) who returns to the warn and toddles around making sure everyone is fed and has what they need to dig. And defend the warren with powerful abilities when outside forces think it meek and vulnerable.

## Kobold Traits

* -4 Strength, +4 Dexterity, -2 Constitution, +2 Charisma: Kobolds are physically weak, but have amazing dexterity. The draconic blood which flows within them also gives them a stronger mastery over the world around them.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. However, see Slight Build for more.
* Humanoid (Kobold, Dragonblood)
* Slight build: Kobolds are closer to Tiny creatures than other small creatures, and gain +4 racial bonus on Stealth checks, but suffer a -4 racial penalty to Grapple checks.
* A kobold’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Perception checks. Craft and Profession are always class skills for a kobold, and trapmaking and miner are always their first specializations for these skills.
* Dragonblooded: For all effects related to race, a kobold is considered an dragon, and kobolds age as dragons do. In particular, this means that kobolds qualify for draconic feats (but must the other prerequisites of a given feat). In addition, Kobolds may take Draconic and Draconic Heritage feats as Regional Feats. Finally, kobolds gain Draconic Heritage as a bonus feat.
* +1 natural armor bonus.
* Natural tail attack: Kobolds may use their tails as natural attacks which deal 1d4 plus twice their strength modifier (if positive). If a kobold connects with their tail, they may make a trip attack as a free action that does not provoke an attack of opportunity.
* Light sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
* Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
* Favored Class: Sorcerer or Rogue.

#### Dragonwrought Kobolds

Dragonwrought kobolds are those touched by Tiamat and given a greater connection to dragon-kind.

* -2 Strength, +2 Dexterity, -2 Constitution, +4 Charisma: Dragonwrought kobolds are still small and fragile compared to the larger races, but they are stronger than their fellows, and their enhanced draconic connection makes the kobold force of will even stronger.
* Small size
* Dragon: Dragonwrought kobolds are full dragons, and benefit from the immunity to paralysis effects and magical sleep of being a dragon. They also do not accrue physical penalties for aging, just like a dragon. A dragonwrought kobold who reaches the Great Wyrm age category must still qualify for Epic feats as normal in order to take them (including having 21+ HD).
* Base Speed 30 ft.
* Gliding: The small draconic wings of a dragonwrought kobold allow them to glide. This allows them to negate most damage from falling (only 1d6 points of damage, ever), and "fly" at a rate of 30 ft of forward movement for every 5' they descend. At 3rd level, this becomes true flight, with a speed of 30 ft. with average maneuverability. However, dragonwrought kobolds cannot fly while carrying more than a light load. While flying, a dragonwrought kobold below 5th level cannot use spells, special abilities, activated items or attack.
* Darkvision 60 ft, Low-light vision
* Racial Skills: A dragonwrought kobold has a +2 racial bonus on Craft (trapmaking), Profession (miner) and Perception checks, as well as another skill dependent on their specific draconic heritage. Craft and profession are always class skills for a kobold, and trapmaking and miner are always their first specializations for these skills.
* Scales of the Dragon: Dragonwrought kobolds' scales are always tinted with a color that suggests their draconic heritage, and they thicken as the kobold grows more powerful. Dragonwrought kobolds have a Natural Armor bonus equal to 1/3 their character level (round up), which is considered to already benefit from an enhancement bonus.
* Racial Hit Die: Dragonwrought kobolds possess a single racial dragon hit die, making their first hit die a d12 (giving them 12 plus con modifier hp), and giving them +1 base attack bonus, +2 base fortitude, reflex and will saves, and 6+int mod times four skill points. The class skills of a dragonwrought kobold are Acrobatics, Athletics, Craft, Knowledge (all), Linguistics, Perception, Persuasion, Security, and Use Device.
* Automatic Languages: Draconic, Common. Bonus Languages: Any
* Favored Class: Sorcerer or Cleric
* Effective Character Level: A dragonwrought kobold is effectively a first level character.

## Feat: Draconic Heritage

You have an inherent connection to dragons.

**Prerequisite:** Sorcerer 1st level (if this feat is gained as a bonus feat, this prerequisite is waived)

**Benefit:** You gain the dragonblood subtype if you do not already have it. Choose one kind of dragon from the following table to represent your specific heritage. When you declare your draconic heritage, you gain the skill indicated on the table as a class skill. In addition, you gain a bonus equal to the number of draconic feats you possess on saves against magical sleep and paralysis, as well as against spells and abilities with a descriptor given by your chosen heritage.

## Common Kobold Regional Traits

Kobold warrens may be found in any region. The below feats are those which Kobolds may treat as Regional Feats.

**Draconic Grace** *Kobold--* You may convert arcane energy into greater fortitude, faster reflexes, and stronger will. (RoDr102)

**Draconic Breath** *Kobold--* You may convert arcane energy into a breath weapon dealing damage based on your heritage and the level of spell converted. (RoDr102)

**Draconic Claws** *Kobold--* You gain a pair of claw attacks which deal damage as if you were two sizes larger, and you may make a single claw attack as part of casting a spell. (RoDr102)

**Draconic Flight** *Kobold--* When casting an arcane spell, some of the energy of it lingers within you, granting you a flight speed based on the level of the spell. (RoDr102)

**Draconic Legacy** *Kobold--* Your heritage strengthens, manifesting as increased spell knowledge. (RpDr104)

**Draconic Persuasion** *Kobold--* When casting an arcane spell, some of the energy of it lingers, granting a bonus on your next Persuasion check based on the level of the spell. (RoDr104)

**Draconic Power** *Kobold--* Your caster level and the save DC for spells of the descriptor associated with your heritage increase. (RoDr104)

**Draconic Presence** *Kobold--* When you cast an arcane spell, some of the energy becomes a burst of frightfulness, frightening opponents within 10 feet. (RoDr104)

**Draconic Resistance** *Kobold--* You gain resistance to the energy associated with your heritage equal to three times the number of draconic feats you possess. (RoDr105)

**Draconic Scales** *Kobold--* You gain a natural armor bonus equal to the number of draconic feats you possess.

**Draconic Toughness** *Kobold--* You gain 2 hit points per draconic feat you possess.

**Dragon's Exhalation** *Kobold--* You gain a breath weapon based on your heritage.

**Dragon's Wings** *Kobold--* You gain a pair of large, scaly wings.