Argonnessen: A Draconic Exaltation
As the saying goes, where the Chromatic Dragons go, so do the Kobolds.
According to their own mythos, the kobolds of Eberron originated at the very dawn of the world of Eberron. When blood was shed during the battle among the progenitor dragons, Siberys, Eberron and Khyber, the kobolds emerged from the sacred fluids which fell.
Most non-kobold scholars discount this view since it would make kobolds even older than the races of true dragons, which descended from Siberys, but among kobolds it is considered fact.
Kobolds have a natural ability with magic, a factor which they claim lends credibility to their beliefs of origin. Many kobolds become sorcerers or have a minor capability with magic.
Kobolds also have a natural ability with mining and because of their small size are able to get to veins of ore that even dwarves might have trouble reaching. They seem to like to set traps, perhaps a natural instinctive defense mechanism; they often enhance the traps protecting their mines and homes with minor magic.
There are three subspecies of kobold on Eberron: iredar or “ones of earth”, irvhir or "ones below, and irsvern or “ones above”. Kobolds can detect the subrace of another kobold by scent within 15 feet and are attracted to the smell of their own kind (subrace), even becoming discontent or melancholy when absent for long periods.
The iredar kobolds are held to be descended from the dragon Eberron. They tend toward magics of defense and binding (abjurations and conjurations).
The irvhir kobolds are held to be descended from the dragon Khyber. They tend toward magics linked to corruption and darkness (i.e. fear, darkness, necromantic magics).
The irsvern kobolds are held to be descended from the dragon Siberys and dwell in the highest mountain peaks. It is unknown of they truly exist or ever did. The Wayfinder, Tolas Koln, in 867 YK, claimed in a journal entry to have seen winged kobolds with amazing powers of sorcery. Many consider it to have been a hoax, though other kobolds are firm in their belief of the existence of irsvern kobolds.
Physical Description: Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds’ faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds’ thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual’s status in the eyes of his fellows.
Ternmolik, or “stonescales” in the common Galifaran tongue, are the kobolds who perform the prosaic tasks such as farming, gathering and crafting for the community.
Gix, or “claws” in the common Galifaran tongue, are the soldiers and hunters of the kobold community.
Iejirastrix, or “blood seers” fulfill the role of priests, prophets and magic-men for the community, claiming to hear the voices of the progenitor dragons, and leading the clans.
Alignment and Religion : Kobolds readily knuckle under to superior force but rarely stop scheming to gain an edge over their oppressors. Most kobolds are lawful evil, though some, more concerned with procedure than their own personal advantage, become lawful neutral instead. Kobolds often pray to the Dark Six of the Sovereign Host in hopes of bringing ruin to their foes or power to themselves. In addition to these deities, kobolds, supremely opportunistic, also sometimes worship nearby Dragons as a way of placating them or earning their favor.
Standard Racial Traits
Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Kobolds have a base speed of 30 feet.
Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
Feat and Skill Racial Traits
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Senses Racial Traits
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
Weakness Racial Traits
Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.