Difference between revisions of "Kobald"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
(19 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{Bestiarychart | {{Bestiarychart | ||
| name = Kobald | | name = Kobald | ||
− | | species = [[Humanoid|humanoid]] ([[Goblinish | + | | species = [[Humanoid|humanoid]] ([[Goblinish (race)|goblinish]]) |
| noapp = 5–50 | | noapp = 5–50 | ||
− | | behaviour = clan | + | | behaviour = [[Clan (group)|clan]] |
| range = [[Alpine (range)|alpine]], [[Subterranean (range)|subterranean]], [[Taiga (range)|taiga]],<br>[[Tundra (range)|tundra]], [[Urban (range)|urban]] | | range = [[Alpine (range)|alpine]], [[Subterranean (range)|subterranean]], [[Taiga (range)|taiga]],<br>[[Tundra (range)|tundra]], [[Urban (range)|urban]] | ||
| size = 3 ft. 6 in. tall | | size = 3 ft. 6 in. tall | ||
Line 14: | Line 14: | ||
| stride = 4 | | stride = 4 | ||
| hpdie = d4 | | hpdie = d4 | ||
− | | attack = claw | + | | attack = '''1''': [[Claw (attack)|claw]] or by weapon type |
− | | dmg = | + | | dmg = 1-3 (claw), variable |
| special = [[Infravision|infravision]] | | special = [[Infravision|infravision]] | ||
}} | }} | ||
+ | '''Kobalds''' are diminutive humanoid creatures bearing reptilian traits, believed to share a distant lineage with [[goblin|goblins]], though they diverge sharply in both physiology and social structure. Their bodies are wiry and hunched, with a long, serpentine tail that trails behind them, typically longer than their legs. Their heads resemble those of small lizards, featuring flat, elongated skulls often adorned with natural bony ridges, hornlets or backward-curving spines. These features vary widely between local populations, suggesting adaptation to environment or ancestry with region-specific monstrous strains. | ||
+ | __TOC__ | ||
+ | [[File:Kobald.jpg|left|350px|thumb]] | ||
+ | Though cunning in matters of traps, sabotage and subterfuge, kobalds lack the broader intellect or imagination found in other humanoid races. They are reactive, territorial and communal, but not particularly innovative. Unlike most humanoid peoples, kobalds have no recognized homeland or native region. Instead, they exist in scattered, subterranean or forested enclaves across the breadth of the Eurasian continent. They have been reported in the alpine passes of Anatolia, the pine valleys of Rus, beneath ruined temples in the Hindu Kush, and even in the forests and coastal cliffs of Madagaskara, where small, feral colonies have taken root. | ||
− | + | They survive through secrecy and swarming tactics, often attaching themselves parasitically to larger societies by inhabiting sewers, ruins or the outer fringes of rural settlements. Their language is crude and highly localised, though most learn a smattering of whatever common tongue is spoken nearest to them. Though rarely welcomed, their presence is endured where they serve as scavengers, tunnelers or expendable mercenaries — provided they are kept under watch. | |
== History == | == History == | ||
− | + | Kobalds are believed to have first emerged from the [[Kodar Mountains|Kodar Gate]] during its final years of accessibility, following the earlier spread of hobgoblins, goblins and norkers. Upon arrival, they were quickly subjugated — preyed upon for sport, enslaved in large numbers and eventually assimilated into subordinate positions within the military and administrative structures of the [[Empire of Vostoch|Vostoch]], [[Empire of Trakkatch Dran|Trakkatch Dran]] and the [[Kingdom of Magloshkagok|Magloshkagok]]. Despite their treatment, kobalds proved themselves useful in auxiliary roles, particularly where expendable labor or inconspicuous movement was required. | |
− | Kobalds | ||
− | + | By the 2nd century, they began appearing in western campaigns as hired slingers, skirmishers and camp followers, gradually establishing themselves as a common feature of borderland conflict. Roman records refer to them as "lizard-rats," noting their habit of trailing larger forces in swarms, scavenging what they could and fleeing en masse when pressed. In large numbers, kobalds serve well as archers, especially when provided simple cover or elevation. Their small frames and agility make them well-suited to the roles of scout, runner or infiltrator; they are frequently tasked with reconnaissance or rapid communication between divisions, as they can move unseen and unchallenged in difficult terrain. Their talents in '''[[Concealment (sage study)|concealment]]''' make them a persistent nuisance in military supply chains and siege works. | |
− | + | In present days, kobalds are widely regarded as a nuisance species, particularly in urban regions. They are known to colonise sewers, forgotten tunnels, abandoned crypts and other neglected infrastructure beneath cities, where they multiply unchecked. Surface dwellers rarely see them in daylight, but rumours and tales of stolen goods, gnawed corpses and eerie night sounds are common. In more remote regions, kobalds sometimes establish crude, well-defended [[Village|villages]], often dug into cliff-sides, ruins or riverbanks, from which they conduct raids on livestock, farms and vulnerable travelers. Efforts to dislodge them are usually only temporary, as kobalds rarely fight for territory — they vanish and return like vermin, persistent and watchful. | |
− | |||
− | == | + | === Jankent === |
− | + | The deserted ruin of '''Jankent''' lies east of the Aral Sea, within the bounds of the [[Orkhanate of Orza-Ko|Orza-Ko]], and is recognised as the largest known kobald settlement in recorded history. It is referenced in Arab sources from the 10th century as a fortified city of unusual construction and secretive inhabitants. Situated on the left bank of the Syr Darya, approximately sixteen miles southwest of the present-day [[Jagatai Empire|Jagatai]] [[Town|town]] of Vozzak, the site remains a subject of study and speculation among historians and adventurers alike. | |
+ | |||
+ | The ruins consist of towering mudbrick walls, still standing up to 23 feet in height in some places, enclosing a roughly rectangular compound stretching across forty acres. The city's layout reveals a planned structure: an east-west orientation, interrupted by a perpendicular southern extension that lends the complex a distinctive T-shape. Within the northwest quarter, a heavily fortified citadel occupies the highest ground, likely serving both administrative and defensive functions. Outside the eastern gate lies a shallow, overgrown mound once used for religious observances and sacrifices, now partially buried under windblown silt and grass. | ||
+ | |||
+ | At its peak, Jankent is believed to have held a population of nearly 20,000 kobalds, a remarkable concentration for a race typically scattered in small, subterranean bands. The city fell in 1221, during Genghis Khan's brutal campaign against the Khwarezmian Empire, its walls torn down and its tunnels collapsed beneath the weight of war engines and fire. While the Mongol chronicles do not mention kobalds directly, later accounts suggest the defenders fought with stubborn, trap-laden resistance, slowing the Mongol advance for days. Since that time, no similar gathering of kobalds has ever occurred, and Jankent remains a lost apex in their scattered history. | ||
== Behaviour == | == Behaviour == | ||
− | + | Kobalds are structured into matrilineal broods, with each brood consisting of one dominant female attended by three males. These broods form the core of kobald society, and nearly all aspects of their social organisation and survival revolve around them. Reproduction is difficult and unpredictable; broods may go years without a successful spawn. When a clutch takes, it typically yields between 6 and 18 eggs, though survival rates are lower — only 3 to 12 hatchlings will usually live to adolescence, with early [[Cannibalism|cannibalism]] among the young not only expected but encouraged, as a method of culling the weak and accelerating the maturation of the strong. | |
+ | |||
+ | Kobalds grow quickly by humanoid standards. They are capable of functioning as combatants within 6 to 10 months of hatching, and become sexually mature by two years of age. Their lifespans are short, ranging from 12 to 20 years, and as a result, their culture is marked by rapid generational turnover. They possess [[Infravision (ability)|infravision]] and rely more heavily on olfactory and thermal senses than on sight. Though they are more sluggish during daylight hours, they suffer no combat penalties from sunlight. Kobalds thrive in hot climates and remain highly active until temperatures fall below [[Wintry Temperature|wintry]] levels, at which point they begin to show signs of torpor and strategic withdrawal. | ||
− | + | Socially, kobalds prefer the intimacy and control of small units. Most will remain within a single brood for their entire lives. In the wilderness, multiple broods — typically three or four — may form a roaming clan for the purposes of hunting and gathering. When two clans act together, their operations remain mobile. However, once three clans gather in proximity, they will instinctively seek out a [[Cave|cave]] or tunnel system, which they will then begin to excavate and fortify into a permanent subterranean lair. In isolated [[Hinterland|hinterland]] regions, however, they may instead construct above-ground villages. These settlements are usually crude but defensible, with low palisades, narrow towers and round, yurt-like cloth dwellings no more than five feet in diameter. Each brood will occupy two such shelters placed directly against one another, with males sleeping in one and the female in the other — this arrangement is maintained even when there are no children present. | |
− | |||
− | [[ | + | === Organisation === |
+ | When more than one clan is present, leadership is assigned through a council of [[Leader|leaders]], though most decisions are made communally and enforced through brood-based hierarchy. Any collection of more than three clans is rare and considered a temporary condition unless the kobalds are subordinated to a more powerful, non-kobald authority. In such cases, each triad of clans is typically managed by a designated [[Sub-chief|sub-chief]], under the overarching authority of a [[Chieftain|chieftain]] of another race — usually goblinish or hobgoblin. Under this structure, kobalds are often used as auxiliary forces, engineers or shock troops in larger conflicts, valued for their ability to move, swarm and construct fortifications with alarming speed. | ||
+ | |||
+ | Subterranean lairs are cramped, intricate networks of passageways and chambers, designed to be impassable or at least extremely difficult for larger humanoids to navigate. Living quarters consist of spherical rooms no more than 15 feet in diameter, linked by earthen tunnels no higher than 3½ feet, and no wider than 11 to 15 inches. Any creature taller than 4 feet 3 inches will be unable to stand, and heavier creatures — typically over 160 pounds — may find themselves entirely unable to proceed. As such, [[Gnome Race & Physiology|gnomes]] and female [[Dwarf Race & Physiology|dwarves]] are the most effective parties for clearing out entrenched kobald infestations. Each lair will also feature a central meeting chamber between 30 and 40 feet wide, and a similarly sized sunken pit, often covered with damp earth, where the kobalds will raise a few [[Rothe|rothe]] for meat. | ||
+ | |||
+ | Kobalds are rarely seen in numbers greater than a few dozen unless they are operating under the discipline of an outside force. Nonetheless, their efficiency, numbers and adaptability have made them a persistent presence across many regions, whether as scavengers, tunnelers, raiders or tools of another's ambition. | ||
== Fighting == | == Fighting == | ||
− | '''Common kobalds''' | + | '''Common kobalds''' are [[Weapon Proficiencies|proficient]] with only a single weapon. When dwelling underground, they most often wield a simple wooden [[Club (weapon)|club]], crudely carved and easy to replace. Above ground, they favour spears for their reach and versatility, which also allow them to keep dangerous opponents at a distance. Their armour is minimal — typically no more than [[Padded Armour|padded armour]] or a wicker [[Shield (armour)|shield]], but never both. When equipped, this raises their natural [[Armour Class|armour class]] to 6. Wicker shields are prone to failure; when an attack misses a kobald by only 1, the shield must [[Saving Throws for Items|save vs. crushing blow]]. If the save fails, the shield breaks and the attack strikes as though it had hit directly, dealing damage as normal. |
− | '''Leaders & Sub-chiefs''' | + | '''Leaders & Sub-chiefs''' possess a deeper understanding of the natural world and are '''[[Sage Study|trained]]''' in the handling of [[Boar (wild)|wild boars]] and [[Weasel (giant)|giant weasels]], creatures with which kobalds share an instinctive affinity. There is a 65% chance that these higher-ranking kobalds will be mounted on wild boars equipped with saddle, stirrups and bridle, using their [[Spear (weapon)|spear]] as a [[Lance (weapon)|lance]] capable of delivering [[Fighting with Lance|double damage]] on a charging [[Roll to Hit|hit]] (1–6 base damage). If not mounted, there is a 70% chance that the kobald will instead be accompanied by a loyal giant weasel acting as a personal [[Working Animal|guard]]. |
− | All | + | All leaders and sub-chiefs are proficient in two weapons. The first is always a [[Short Sword (weapon)|short sword]], which they have mastered through practice and necessity. The second is either a [[Javelin (weapon)|javelin]] or a [[Hand Axe (weapon)|hand axe]], selected based on access to suitable materials. Due to their preference for maneuverability and quick-strike tactics, these kobalds do not carry shields. Their armour is more robust than that of common kobalds: leaders wear [[Leather Armour|leather armour]] (AC 5), while sub-chiefs are equipped with [[Studded Leather (armour)|studded leather]] (AC 4), offering improved protection without impeding mobility. |
+ | |||
+ | All weapons listed above, excluding the lance, deal 1–4 damage as modified by the kobald's small stature. Kobalds are adept at using terrain, surprise and numbers to maximise the effectiveness of these otherwise modest tools of war. | ||
See [[Bestiary]] | See [[Bestiary]] | ||
+ | |||
+ | [[Category: Reviewed]] |
Latest revision as of 15:01, 16 April 2025
Species | humanoid (goblinish) |
No. Appearing | 5–50 |
Behaviour | clan |
Range | alpine, subterranean, taiga, tundra, urban |
Size | 3 ft. 6 in. tall |
Weight | 35 lbs. |
Intelligence | 7–8 |
Armour Class | 7 |
Hit Dice | 1 |
Action Points | 4 |
Max. Stride | 4 |
THAC0 | 20 |
Hp/Die | d4 |
Attack Forms | 1: claw or by weapon type |
Damage | 1-3 (claw), variable |
Special Attacks | infravision |
Kobalds are diminutive humanoid creatures bearing reptilian traits, believed to share a distant lineage with goblins, though they diverge sharply in both physiology and social structure. Their bodies are wiry and hunched, with a long, serpentine tail that trails behind them, typically longer than their legs. Their heads resemble those of small lizards, featuring flat, elongated skulls often adorned with natural bony ridges, hornlets or backward-curving spines. These features vary widely between local populations, suggesting adaptation to environment or ancestry with region-specific monstrous strains.
Though cunning in matters of traps, sabotage and subterfuge, kobalds lack the broader intellect or imagination found in other humanoid races. They are reactive, territorial and communal, but not particularly innovative. Unlike most humanoid peoples, kobalds have no recognized homeland or native region. Instead, they exist in scattered, subterranean or forested enclaves across the breadth of the Eurasian continent. They have been reported in the alpine passes of Anatolia, the pine valleys of Rus, beneath ruined temples in the Hindu Kush, and even in the forests and coastal cliffs of Madagaskara, where small, feral colonies have taken root.
They survive through secrecy and swarming tactics, often attaching themselves parasitically to larger societies by inhabiting sewers, ruins or the outer fringes of rural settlements. Their language is crude and highly localised, though most learn a smattering of whatever common tongue is spoken nearest to them. Though rarely welcomed, their presence is endured where they serve as scavengers, tunnelers or expendable mercenaries — provided they are kept under watch.
History
Kobalds are believed to have first emerged from the Kodar Gate during its final years of accessibility, following the earlier spread of hobgoblins, goblins and norkers. Upon arrival, they were quickly subjugated — preyed upon for sport, enslaved in large numbers and eventually assimilated into subordinate positions within the military and administrative structures of the Vostoch, Trakkatch Dran and the Magloshkagok. Despite their treatment, kobalds proved themselves useful in auxiliary roles, particularly where expendable labor or inconspicuous movement was required.
By the 2nd century, they began appearing in western campaigns as hired slingers, skirmishers and camp followers, gradually establishing themselves as a common feature of borderland conflict. Roman records refer to them as "lizard-rats," noting their habit of trailing larger forces in swarms, scavenging what they could and fleeing en masse when pressed. In large numbers, kobalds serve well as archers, especially when provided simple cover or elevation. Their small frames and agility make them well-suited to the roles of scout, runner or infiltrator; they are frequently tasked with reconnaissance or rapid communication between divisions, as they can move unseen and unchallenged in difficult terrain. Their talents in concealment make them a persistent nuisance in military supply chains and siege works.
In present days, kobalds are widely regarded as a nuisance species, particularly in urban regions. They are known to colonise sewers, forgotten tunnels, abandoned crypts and other neglected infrastructure beneath cities, where they multiply unchecked. Surface dwellers rarely see them in daylight, but rumours and tales of stolen goods, gnawed corpses and eerie night sounds are common. In more remote regions, kobalds sometimes establish crude, well-defended villages, often dug into cliff-sides, ruins or riverbanks, from which they conduct raids on livestock, farms and vulnerable travelers. Efforts to dislodge them are usually only temporary, as kobalds rarely fight for territory — they vanish and return like vermin, persistent and watchful.
Jankent
The deserted ruin of Jankent lies east of the Aral Sea, within the bounds of the Orza-Ko, and is recognised as the largest known kobald settlement in recorded history. It is referenced in Arab sources from the 10th century as a fortified city of unusual construction and secretive inhabitants. Situated on the left bank of the Syr Darya, approximately sixteen miles southwest of the present-day Jagatai town of Vozzak, the site remains a subject of study and speculation among historians and adventurers alike.
The ruins consist of towering mudbrick walls, still standing up to 23 feet in height in some places, enclosing a roughly rectangular compound stretching across forty acres. The city's layout reveals a planned structure: an east-west orientation, interrupted by a perpendicular southern extension that lends the complex a distinctive T-shape. Within the northwest quarter, a heavily fortified citadel occupies the highest ground, likely serving both administrative and defensive functions. Outside the eastern gate lies a shallow, overgrown mound once used for religious observances and sacrifices, now partially buried under windblown silt and grass.
At its peak, Jankent is believed to have held a population of nearly 20,000 kobalds, a remarkable concentration for a race typically scattered in small, subterranean bands. The city fell in 1221, during Genghis Khan's brutal campaign against the Khwarezmian Empire, its walls torn down and its tunnels collapsed beneath the weight of war engines and fire. While the Mongol chronicles do not mention kobalds directly, later accounts suggest the defenders fought with stubborn, trap-laden resistance, slowing the Mongol advance for days. Since that time, no similar gathering of kobalds has ever occurred, and Jankent remains a lost apex in their scattered history.
Behaviour
Kobalds are structured into matrilineal broods, with each brood consisting of one dominant female attended by three males. These broods form the core of kobald society, and nearly all aspects of their social organisation and survival revolve around them. Reproduction is difficult and unpredictable; broods may go years without a successful spawn. When a clutch takes, it typically yields between 6 and 18 eggs, though survival rates are lower — only 3 to 12 hatchlings will usually live to adolescence, with early cannibalism among the young not only expected but encouraged, as a method of culling the weak and accelerating the maturation of the strong.
Kobalds grow quickly by humanoid standards. They are capable of functioning as combatants within 6 to 10 months of hatching, and become sexually mature by two years of age. Their lifespans are short, ranging from 12 to 20 years, and as a result, their culture is marked by rapid generational turnover. They possess infravision and rely more heavily on olfactory and thermal senses than on sight. Though they are more sluggish during daylight hours, they suffer no combat penalties from sunlight. Kobalds thrive in hot climates and remain highly active until temperatures fall below wintry levels, at which point they begin to show signs of torpor and strategic withdrawal.
Socially, kobalds prefer the intimacy and control of small units. Most will remain within a single brood for their entire lives. In the wilderness, multiple broods — typically three or four — may form a roaming clan for the purposes of hunting and gathering. When two clans act together, their operations remain mobile. However, once three clans gather in proximity, they will instinctively seek out a cave or tunnel system, which they will then begin to excavate and fortify into a permanent subterranean lair. In isolated hinterland regions, however, they may instead construct above-ground villages. These settlements are usually crude but defensible, with low palisades, narrow towers and round, yurt-like cloth dwellings no more than five feet in diameter. Each brood will occupy two such shelters placed directly against one another, with males sleeping in one and the female in the other — this arrangement is maintained even when there are no children present.
Organisation
When more than one clan is present, leadership is assigned through a council of leaders, though most decisions are made communally and enforced through brood-based hierarchy. Any collection of more than three clans is rare and considered a temporary condition unless the kobalds are subordinated to a more powerful, non-kobald authority. In such cases, each triad of clans is typically managed by a designated sub-chief, under the overarching authority of a chieftain of another race — usually goblinish or hobgoblin. Under this structure, kobalds are often used as auxiliary forces, engineers or shock troops in larger conflicts, valued for their ability to move, swarm and construct fortifications with alarming speed.
Subterranean lairs are cramped, intricate networks of passageways and chambers, designed to be impassable or at least extremely difficult for larger humanoids to navigate. Living quarters consist of spherical rooms no more than 15 feet in diameter, linked by earthen tunnels no higher than 3½ feet, and no wider than 11 to 15 inches. Any creature taller than 4 feet 3 inches will be unable to stand, and heavier creatures — typically over 160 pounds — may find themselves entirely unable to proceed. As such, gnomes and female dwarves are the most effective parties for clearing out entrenched kobald infestations. Each lair will also feature a central meeting chamber between 30 and 40 feet wide, and a similarly sized sunken pit, often covered with damp earth, where the kobalds will raise a few rothe for meat.
Kobalds are rarely seen in numbers greater than a few dozen unless they are operating under the discipline of an outside force. Nonetheless, their efficiency, numbers and adaptability have made them a persistent presence across many regions, whether as scavengers, tunnelers, raiders or tools of another's ambition.
Fighting
Common kobalds are proficient with only a single weapon. When dwelling underground, they most often wield a simple wooden club, crudely carved and easy to replace. Above ground, they favour spears for their reach and versatility, which also allow them to keep dangerous opponents at a distance. Their armour is minimal — typically no more than padded armour or a wicker shield, but never both. When equipped, this raises their natural armour class to 6. Wicker shields are prone to failure; when an attack misses a kobald by only 1, the shield must save vs. crushing blow. If the save fails, the shield breaks and the attack strikes as though it had hit directly, dealing damage as normal.
Leaders & Sub-chiefs possess a deeper understanding of the natural world and are trained in the handling of wild boars and giant weasels, creatures with which kobalds share an instinctive affinity. There is a 65% chance that these higher-ranking kobalds will be mounted on wild boars equipped with saddle, stirrups and bridle, using their spear as a lance capable of delivering double damage on a charging hit (1–6 base damage). If not mounted, there is a 70% chance that the kobald will instead be accompanied by a loyal giant weasel acting as a personal guard.
All leaders and sub-chiefs are proficient in two weapons. The first is always a short sword, which they have mastered through practice and necessity. The second is either a javelin or a hand axe, selected based on access to suitable materials. Due to their preference for maneuverability and quick-strike tactics, these kobalds do not carry shields. Their armour is more robust than that of common kobalds: leaders wear leather armour (AC 5), while sub-chiefs are equipped with studded leather (AC 4), offering improved protection without impeding mobility.
All weapons listed above, excluding the lance, deal 1–4 damage as modified by the kobald's small stature. Kobalds are adept at using terrain, surprise and numbers to maximise the effectiveness of these otherwise modest tools of war.
See Bestiary