Before even a single mechanic can go down, it helps to understand the lore of the kobolds in our setting. The idea behind them is something that we've had for a long time and something I'm quite pleased with if you forgive the ego in that.
Kobolds in Deminar are NOT draconian, nor have any dragon heritage, instead they embrace their "dogmen" roots and have much more in common with them. They are not, however, simply anthropomorphic dogs, neither in look or personality.
While kobolds do have canine like faces and are covered in short fur, there are some fundamental differences in their look. First, the males have two small vestigial horns on top of their heads. Second, all kobolds have enlarged feet that rest at an angle, like kangaroos, and also have long thick tails to support them. Because of that, they have the them hopping gait of a kangaroo and sometimes even maneuver around on all fours, especially in tight places.
Personality wise, kobolds yearn to be accepted by all other intelligent species. They are much like rats, found everywhere civilized species are found (including goblin and dwarven holdings). Their doesn't seem to be a settlement, no matter how small, that doesn't have atleast one kobold in it. However, unlike rats, kobolds are not seen as pests (atleast, not by everyone), because in their bids to fit in, they'll accept any role assigned to them. They often have the lowest jobs, charcoal burners, rat catchers, sewer cleaners, all which they take with pride, because they know this means they are part of society. Kobolds emulate the dress style and mannerisms of those closest to them, and many a kobold hero was born after listen to adventurers tales while serving tables and decided he needed to join a party as well.
Kobolds have an odd sense of species unity as well. Where as in most mixed settlements, such as Ashford Bay, you would find places that would be considered a gnomish district or lizard folk district (much like ethnic subsections in a city), there are no gatherings of kobolds. As far as anyone knows, kobolds don't gather into settlements on their own and only live among other species. Sure, some kobolds may live together and small groups may gather socially, but they don't seem to gather together into communities, perhaps due to their desire to fit in with others, there would be no guidance among a large group of kobolds on how to act. However, kobolds are fiercely protective of each other if they feel threatened, to a frightening degree. A single kobold harassed in a town may draw no repercussions, but someone purposely targeting all kobolds in a town may find the entire kobold population in the town (and several nearby towns) at his home at night, carving up his family without remorse and gleefully dancing around the house they just set on fire with the offender still tied up inside. Horror stories exist of kobolds attempting to integrate themselves with early gatherings of humans and goblins while they were still recovering from The Sorrow. These kobolds were killed for fear of attack or perhaps as food for the surviving masses, only to have a great horde of kobolds descend from the darkness and slaughter every man, woman, and child and simple disperse again calmly. These claims may be exaggerated, but always sits in the back of the minds of any settlement who thinks about driving out their local kobold population.
So, interesting take on a race?
Now, how to work that information into crunchy bits for a species write-up?
I love our kobolds. I only worry about them as a PC race when it comes to party chemistry, but if they can pull it off, it'd make for some rockin' RP fodder.
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