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Kobolds

 

Kobolds are clearly a derivation from Halflings: there are notable similarities in the two race's bone structure, facial features and musculature.  However, Kobolds are easily distinguishable from their Unbroken counterparts, due to their coloration (various shades of blue), smaller size and perpetually stupid expressions.  While Halflings and Kobolds can, technically, interbreed, such pairings are exceptionally rare.  Kobolds can apparently live anywhere.

 

Kobolds owe their debased state to Haagenti: the Prince of Gluttony wanted a fast-breeding, intelligent food source, and he got one.  Kobal has left his mark on this race, as well: the blue color was intentional (Haagenti likes to eat blue things - it makes his tongue go interesting colors), but the Kobold's racial predilection for low humor and practical jokes was not.

 

Characteristics, Bonuses and Flaws

 

Kobold characters begin play with only 3 Forces: they get a +2 to, and must have a minimum of 4 (after the previous racial bonus) in Agility.  There is no recorded instance of a Kobold who naturally possessed 5 Forces in life; even 4 Force individuals are exceedingly rare.  Kobolds simply are not Soldier material.  While, theoretically, a blessed-soul Kobold would be able to reach a mortal entity's normal potential of 15 Forces, those few that have managed to make it to Heaven are even less likely to ever return to the corporeal plane than those of other races. Kobals have the racial skills Move Silently/1 and Running/1.  Lifespan is approximately 45-50 years, but essentially irrelevant: few Kobolds live much past sexual maturity (12 years). Cost: 8 points.

 

Being a Kobold isn't easy, not least because no one can take them seriously.  They suffer from a racial -3 to reactions as being crude, abysmally stupid, and eminently kickable (their love of obnoxious practical jokes doesn't help, either).  Kobolds also start with Gluttony/2, thanks to their 'sponsor'. Cost: -12 pt.

 

Total Cost: -4 pt.

 

Psychology

 

About what one would expect from a sentient food animal in thrall to the forces of Darkness, alas: as a rule, Kobolds are nasty, brutish and short.  They have very little interest in anything except physical survival, food and paying back some small fraction of the torment that is their lot.  While not, strictly speaking, cowards, they are often perceived as being so.  Kobolds see things differently. From their perspective, the universe is full of things that they cannot hope to overcome: many things that a Human or Orc could face with ease are certain death for this species.  It's not cowardice to avoid certain death, right?

 

Aside from the above reluctance to court destruction, the other psychological factor most commented on by other races is the incredibly low sense of humor that is apparently ubiquitous to all Kobolds.  Practical jokes (of the most crude types) are their favorite activity, and they engage in them whenever possible.  This does nothing to endear them to other races, but Kobolds would continue their habits even if they actually cared about the opinions of other races.  It's the only real weapon they have against the universe.

 

Ecology

 

Kobolds can live anywhere and can (and will) eat just about everything, no matter how disgusting or dangerous.  They also reproduce in frightening numbers, to the point where if left alone they can overload a particular ecology within half a decade.  They are not often left alone to that extent.

 

Role In The War

 

To be consumed.  Ogres and Orcs need to eat, as do various sorts of monsters.  Sorcerers need blood and guts and screams to power their sadistic rituals.  The Dark Legions need bodies to soak up arrows and charges.  Everybody serving Hell needs someone to idly kick, maim and/or abuse.  The Kobolds can always be counted on to make more: indeed, a continual amount of culling is necessary to keep the numbers down.

 

Hell does not permit Kobolds to just wander around unsupervised.  They are kept in large pens until needed and the majority of them make only one trip in their entire lives.  The ones that are not immediately slated for slaughter are usually personal slaves to one entity or another; they live longer, but usually not better, lives.

 

Wild Kobolds

 

Some Kobolds do manage to escape captivity, most commonly after a battle where the forces of Hell were routed.  They slip off into whatever cover they can find and do their best to disappear from Hell's sight completely.  Most die very quickly; the survivors can sometimes band together and eke out a precarious existence until their numbers build up enough to let them swamp predators through sheer weight of bodies.  Wild Kobold tribes usually suddenly cease to exist not long after either side of the War discovers them: the Host is much more reluctant to do this than the Horde, but the fundamental problem is that Kobolds are an ecological menace unwilling and usually unable to learn better.

 

Kobolds and Heaven

 

The Host is, of course, very interested in solving the problem of the Kobolds, but the very scale of the warping of the race makes solutions difficult.  The fact that Hell goes to great lengths to make angels objects of terror to Infernal slaves (the details of which are unprintable, all to easy to imagine after a perusal of various Band abilities, not to mention the connotations of most Prince-level Words) is a further complication.  Kobolds have been known to die literally of fright when captured by the Host.

 

There are Kobolds serving Heaven, but hardly ever on anything remotely approaching a front line.  Flowers and Lightning have researchers attempting to reintegrate Kobold bloodlines back into the Halfling race (or, failing that, at least improving and stabilizing the species into something more stable), and War has the usual unusual recruit acting as scouts, but for the most part a Kobold lucky enough to be protected by the Host spends the remainder of his or her lifespan doing the same sort of work as would a 'favored' Kobold slave of Hell, only minus the kicks and casual abuse.

 

It is disturbing to see how pathetically grateful they usually are for that.

 

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