Kobold (Dungeons & Dragons)

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Dungeons & Dragons creature
Kobold
Alignment Lawful Evil
Type Humanoid
Subtype Reptilian, Dragonblood
Source books
First appearance
Mythological origins Kobold
Image Wizards.com image
Stats OGL stats

Kobolds are a fictional species featured In the Dungeons & Dragons roleplaying game. Aggressive, xenophobic, yet industrious small humanoid creatures, kobolds are noted for their skill at building traps and preparing ambushes. In the original Dungeons & Dragons game, Kobolds were considered goblinoids but they have been depicted as reptilian humanoids since the release of the first edition Advanced Dungeons & Dragons game.

Contents

[edit] Ecology

In newer versions of the game, Kobolds are distantly related to dragons,[1] and are often found serving them as minions. Kobolds speak a version of the Draconic tongue, with a yipping accent. In their original appearance in the canon, kobolds were described as doglike humanoids with ratlike tails, horns and hairless scaly skin, and not associated with dragons. They were called goblinoids, although the word didn't have the strict meaning it acquired in the third edition of the game. Besides goblins, hobgoblins, and bugbears, orcs, xvarts, and gremlins were also called goblinoids in the Monstrous Compendium series and Monster Mythology. In newer editions, the term "goblinoid" is reserved for goblins, hobgoblins, norkers, and similar creatures only. Kobolds are much more explicitly reptilian in current editions, though they were egg-layers in previous editions as well.

In earlier editions of the game, there were also winged kobolds known as urds, who otherwise maintained separate societies from standard kobolds. These seem to have been replaced with a subset of Kobolds known as the Dragonwrought Kobolds, who occasionally have wings or other draconic qualities, and hold an elevated status in kobold society.

[edit] Environment

Kobolds are found in all climates and seem to prefer underground lairs. They are industrious miners and if left to their own devices can carve out massive tunnel complexes, which they rapidly fill to accommodate thanks to their rapid rate of reproduction - which would explain their use as cannon fodder enemies.

[edit] Typical physical characteristics

Kobolds stand about 3' tall, with scaly hides, reptilian heads, and tails. Their hides are typically a rust-brown color, with ivory-colored horns. Their heads are described as doglike, but in recent editions they are illustrated looking more like crocodiles.

[edit] Alignment

Kobolds are usually but not always lawful evil.

[edit] Society

Kobold society is influenced by their lawful evil alignment. They will plan and dig mines industriously, while laying cruel traps for interlopers. If they must confront an enemy, they will mass their troops for an ambush. Among the monstrous humanoids, they are known for cunning plans; unlike many, they also share those plans among the tribe. General plans and goals are common knowledge, and detailed plans are shared with all who ask, to allow them to work fruitfully for the good of the tribe.

Kobolds have specialized laborers, yet the majority of Kobolds are miners. Kobolds prefer exile to execution, and in some disputes, Kobolds will split tribes in order to spread their kind over a larger region. Kobolds are also extremely fecund egg layers, having the highest birth rate among humanoids, and mature quickly, in 6 years. They often lay eggs in a common nest, with specialized foster parents to watch over the eggs and wyrmlings (young under 1 year).

[edit] Religion

The main deity of the Kobolds is Kurtulmak, the god of war and mining. The other main god worshipped by the Kobolds is Gaknulak the god of protection, stealth, trickery, and traps. A lesser-known Kobold demigod is Dakarnok.

[edit] Notable kobolds

  • Kol XIV was the high doge of Kol in the Broken Lands region of the Mystara campaign setting. Born Constantin Diocletius, he inherited his rulership from his parents. As a skilled politician he prevented the domination of Kol by King Thar making Kol an ally of Thar's. After the Wrath of the Immortals he became the prince of New Kolland in Glantri, the first humanoid to become a prince in that country. Kol XIV is middle aged and stands at four and a half. He has a thin white mustache. Usually he wears a red Toga and a crown made of fungi.
  • Tucker's kobolds were a tribe of kobolds featured in Roger E. Moore's editorial in Dragon issue 127.[4] They were used by a Dungeon Master, Tucker, who ran an adventure for high level characters featuring an ordinary tribe of kobolds who utilised traps, ambushes and local knowledge to significantly challenge the party, going against the stereotype of kobolds posing no significant threat. Tucker's kobolds became a famous part of Dungeons & Dragons lore[5], often referred to as an example of how cunning and local knowledge can be used by physically weak opponents to overcome much more powerful adversaries.

[edit] Creative origins

The kobolds of Dungeons & Dragons were inspired by the Kobold sprites of German folklore, but, aside from their shared association with mining and their small stature, the creatures have little in common.

[edit] See also

[edit] Notes

  • The RPGA Living Greyhawk campaign recently allowed PCs to play kobold characters with the appropriate player reward card. The exact details of this card are not available at present, although it is expected to heavily utilize the Races of the Dragon supplement.

Kobolds are also featured in Blizzard's MMORPG Worlds Of Warcraft.

  1. ^ Kestrel, Gwendolyn F.M., Wilkes, Jennifer Clarke, Liquette, Kolja Raven. Races of the Dragon (Wizards of the Coast, 2006).
  2. ^ Neverwinter Nights: Deekin's Big Adventure. Bioware. Retrieved on 2006-06-25.
  3. ^ Wiese, Robert. Meepo the Kobold Dragon-Keeper. Retrieved on 2006-06-25.
  4. ^ Moore, Roger E. (November 1987). "Tucker's kobolds". Dragon (127): 3. 
  5. ^ EN World (2004-05-25). Tucker's Kobolds. discussion. EN World. Retrieved on 2008-03-07.

[edit] References