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Pathways LORE Compendium
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Overview

Though the Burgunn word “kobold” means goblin, this race is as far from the goblins as the Rinn are. The Kobold race originated from a time long ago. Before the Terrans populated their worlds, before the Rinn’s Wanderers started seeding Pathways, before the Burgunns had their beloved Builder, the Kobolds ruled a planet.

This period of prosperity was brought down by a fairly standard means, invasion. Many large reptilian monstrosities came from the sky, sowing chaos and death where their shadows fell… or so the ancient stories go. What is known is that the Kobolds were forced underground to survive. Over the course of centuries the Kobolds lost their wings and most of their height in order to adapt to the cramped conditions of their refuges. They also became very xenophobic, hating non-Kobold life forms for their bitter loss of grandeur. When the Wanderers came through they found a silent planet of ruins… with a seething mass of brutal fallen demi-gods beneath. The newly formed Pathways were not discovered by Kobolds until after the Wanderers left. Kobolds had never lost their arcane and technical aptitudes, so they quickly mastered the Pathways and headed out from their ravaged world, always wondering where exactly their ancestor’s adversary had gone to...

Upon arriving on new planets the xenophobic mindset of the Kobolds led to the collapse of communication between colonies and a tendency to stay apart from other societies. This lack of collectivity tends to insure that no two Kobold tribes are the same. Those who put up with a Kobold’s suspicious demeanor can very well get them to drop their barriers and mature. Those who vindicate the belief that outsiders are evil will find themselves facing a diminished but still potent elder race.

History:

Though much of the Kobold’s history has been lost, that which is known can sound both incredulous and fantastic. To hear it from several of the Kobold’s oral traditions, theirs was a world of splendor.

The race started out like many races; cold, starving, and huddled in caves. Through their ingenuity and natural adeptness with the mystic arts though, the Kobolds quickly carved a niche for themselves on the main continent of their home world of Riji. Though there were wars, plagues, and famines, the Kobolds stayed together against all other races on their planet and won through.

Two other races had grown strong on Riji, hailing from the other continents scattered across the planet. The Silt, a race of large ape-like creatures who’s ferocity would put Orcs to shame and with a nasty habit of consuming entire villages whole, came across the oceans in hollowed out logs, aided by their ability to hibernate. The other race that contested Kobold dominion is spoken of less, but seem to have been some sort of living shadow that only mystical arts could affect. The invention of atomic power ushered in the end of these two races, as the Kobolds irradiated the Silt breeding grounds, and a mystically enhanced nuclear missile destroyed the artifact that had been spawning the living shadows. The survivors of both races disappeared from the stage to leave it wide and open for the Kobolds.

What came next was an unprecedented time of discovery and renewal. The other continents of Riji were brought to heel, life expectancies shot through the roof, and the Kobolds had yet to lose their racial unity that persecution brings. During this time a brilliant magist (Kobold term for one who mixes the sciences and magic) discovered the first inklings of dimensional travel. Though his first faltering steps went largely unnoticed, his research would later pave the way for something far greater.

Hundreds of years later, this research was once more discovered. By then the Kobold race had fractured into many separate political houses, but open warfare had miraculously been averted. To avoid racial strife, the leading houses knew that new lands must be found for expansion. Space had been searched and found wanting. All the surrounding planets in the system were cold and lifeless rocks, and most without even mineral worth. While faster-than-light travel was looked into, it was deemed unattainable at the time and the Kobolds needed growing room immediately. A young magist named Talhyn rediscovered research on dimension traveling, and became lauded as the nations’ greatest hero. The infrastructure was laid in place, the initial testing complete, and the dawning of a new era was at hand.

Until They struck.

Kobold lore can’t identify what the creatures were, but horrible scaled monstrosities manifested all around the intended test site for the portal and destroyed the forces arrayed there. Then they moved on to the capitals, systematically leveling each population center in descending order. The only survivors were those who fled underground and stayed there. For years these creatures remained above ground, destroying any who tried to venture to the surface again. The once proud civilization was buried, and the kobold race degenerated into small bands of paranoid survivors who told horror stories to their children.

Centuries passed and the stories of Them went from cautionary tales into myths and legends. For the first time, Kobolds were able to tread upon their planet without fear. Though the planet was ravaged, no sign of the invaders remained. Some tried digging up the scant remains of their technology, but it was too advanced for them to understand. However, during their travels, they did discover something that wasn’t on their planet before. The discovery of Pathways brought a new fear to the Kobolds. Thinking them to be the means by which They traveled to their planet initially, the greatest shamans were brought in to try to seal away the magical artifacts. If they were successful or if no one simply tried to pass through the Pathways is unknown. Eventually, the Kobolds deemed their planet uninhabitable and used the Pathways to leave in a massive diaspora.

From there history becomes a blur of individual tribal traditions. No attempt at returning to their home world has been documented, and indeed, none seem to know the coordinates. If the planet was rediscovered, it could be a treasure trove of hidden technology. Or, it could re-awaken whatever it was that struck the Kobolds from their pedestal in the beginning.

Physiology:

Most Kobolds stand between 3 to 4 feet tall. They have scaled skin of various colors, tails, and clawed hands. However variety exists on this template. Many Kobolds are taller with more refined features. Their voices have gone from angry high-pitched yips to deep growls and hisses. There are even rumors of tall Kobolds achieving near their ancient forms, vestigial wings and regal manner setting them apart from the others. In contrast to these, there are the truly degenerate. Some Kobolds have passed from their reptile-like lineage into mammals. These most reviled of mutants are very short and appear canine. True Kobolds try to destroy nests of these creatures whenever found, but since Kobolds don’t travel outside of their own territories much, the degenerate breeds spread and confuse other race’s perception of the Kobold race.

Diet for Kobolds includes large amount of meat, and little attention is given to the source. While they are omnivorous, Kobolds prefer meat to plant matter. They also have an aversion to alcohol; it seems to more readily affect them than other races. Spices are much enjoyed by most Kobolds, and most sugary foods are greatly enjoyed as well. Certain tribes of Kobolds refuse to eat birds or eggs however, owing either to superstitions about their origins or to the general phobia the race has of creatures that can fly.

True Kobolds are warm-blooded creatures that give birth via eggs in clutches. They defy reptile or mammalian descriptions, leading researchers to believe they are placed more in saurian or even “draconic” type sets. Research into links between them and “dragons” is sketchy, owing both to the rarity of finding dragons willing to contribute to science, and the morass that the Kobold gene pool has become, with such variety from small pocket to pocket. While no dragon would ever confirm a tie, amongst the more advanced Kobolds, matches have been made not from their blood, but by the mystical resonance that each species gives off. The ramifications of this discovery have yet to be fully explored, and may never, as neither species seems well disposed towards the other.

Society:

The governing bodies amongst the Kobolds are about as varied as the race itself. While most simply mimic whatever prevailing governments surround them by more advanced races, the most debase and the most advanced of the race hold to their own styles.

Degenerate bloodlines are closest to Orcs in their ruling style. The strongest and biggest Kobold rules, but unlike Orcs, combat is often not done in a gladiatorial struggle. Kobold hopefuls poison opponents, hold rival family members hostage, and steal food to weaken the opposition. Sometimes a contender will lose a straight up fight, just to stab his too merciful opponent in the back during his victory speech. Other Kobolds do not frown upon this behavior, they believe a leader should be willing to do anything to achieve power, and thus would be willing to do anything to make sure the tribe achieves it as well.

The more advanced Kobolds hold something of a senate to make their decisions. Based high in their treetop aeries, they meet to discuss the problems facing them. Meetings are quick and orderly, based off of seniority and generally accepted merit. This system of meritocracy works surprisingly well amongst these Kobolds, who seem free from the infighting that their lessers exhibit. When a more skilled member is noticed, many Kobolds will simply step down from their position to allow the new member in. Often times one will notice a skilled underling and make him or her their protégé. Great prestige is given in Kobold society not necessarily for what you accomplished during your life, but what the one you trained accomplishes. A skilled apprentice is a ticket to virtual immortality not only in politics, but also in all other crafts.

Kobolds are often driven to obsession in one area of learning or crafting. While the Rinn may perfect one skill and share it with others, Kobolds often perfect one area, and then move on to the next. By working on each facet in turn, they hope to build themselves perfectly. While that is often denied in one lifetime, the apprentice, known as an Orwan, is seen as an extension of his teacher. Should he become perfect, his teacher will be known as such, and up the line of remembrance.

Kobold society is mostly gender-neutral, with males and females filling the same roles. The only time this changes is during nesting cycles, when the female must tend to the eggs and the male becomes greatly protective. In more advanced Kobold cultures, the couple are excused from their duties to society to keep the births from being interfered with, and the male from being around others when so irritable.

In combat Kobolds try to weaken an opponent with ingenious traps and fortifications. When pressed into actual combat they ambush and then unleash their mystical powers and seek out an enemy’s weak point… usually their back right behind the heart or lung. They hold a great interest still in everything mystical and scientific, and more than perhaps any other race bridge the two into a frighteningly effective hybrid. The Magist tradition still lives on throughout all versions of the Kobold race. Some use it ethically, other times the horrors that have been inflicted upon other races through its use warranted orbital bombardment.

Most Kobolds are xenophobic. Their race still mourns the loss of their home world, and centuries of seclusion make them mistrustful of anything else. Adages abound throughout their culture warning against trusting any non-Kobold, and often times, against trusting their own race too. Even the more advanced Kobolds tend to minimize their exposure to other races, fearful of the small seed of hope they have planted being destroyed again. Those who prove a Kobold’s mistrust to be wise will face a foe capable of immense depths of hate, while those who win them as an ally will have a fanatical friend.

Religion:

Kobolds have lost their old religion, which seems to have been based upon a deified version of a Kobold who battled nightly against unforeseen evils. The few who try to practice this still claim the loss of their world must’ve happened the same night that their god fell in battle, letting the horde of evils through.

Most Kobolds are very pragmatic about their religion, and simply adopt the religion of the new planet they found themselves on. After all, most gods seem to be confined to a certain culture or planet, so why not pray to the one who pays attention to this certain area? A Kobold will make sacrifices and prayers to local gods when starting an endeavor, or when in the presence of its worshippers. While hardly any have a deep seated faith in any one god, they do feel like giving credit where it is due, and if it turns out that there is a spirit watching their location, it would always be best to keep them happy.

Role-playing:

When role-playing a Kobold, you will be one of the few Kobolds to have risen above the degenerate tribes. Yours is a once proud legacy simply waiting for you to be worthy of it. Once princes, your people have suffered a long time under ignorance’s heel. But now is the time to rebuild, to relearn what was lost. But be careful, your enemy is still out there, and Fate always stands ready to rob you of your rightful glory.

You will do whatever it takes to protect yourself. Coldly logical, but with emotions as well unlike the bland Technoid, you can make the hard decisions that must be made where the other races simper and cower.

Clothing is often stylized and suitably unique. While this doesn’t help to blend in, why hide your true ancestry? The make-up requirements can get tricky, either requiring skill in the use of face paints and sequins, or simply using preferred color of face paint. “Scale” like fabrics can be perfect for arms and legs, while any costuming shop will have fangs. The smaller your wings the better to keep them from being damaged, but if you want the full effect, go for as large as you can get.

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