Years ago, a band of adventurers named Seal Team 6, led by the legendary Terrab, subjugated the surviving kobolds of The Warrens. These nine sly and crafty dragon folk joined the population of Goodberry, bringing to bear their cleverness and magical prowess. Over the years, many more Kobolds joined up with New Valoria and have become an integral part of society.
What do Kobolds know?
Because of their lowly status as "minions for hire", kobolds do not "know" much. But they do know this:
Kobolds are only on friendly terms with a creature they feel they cannot easily defeat or bully into submission; thus, they frequently in relationships with larger and more abusive monsters. Lawful evil by nature kobolds struggle to understand random acts of kindness, selfless behavior, and the logic behind "being good."
Kobolds are a playable race in Paradise Vale.
Here are examples of traditional kobold names: Naming Conventions. Kobolds also enjoying naming their offspring using the curse words of other races, with interesting spellings of course.
Here are some pictures of kobolds. And here are some more pictures of kobolds!
Standard kobolds, also referred to as Warrens Kobolds, were the first to join the Valorians of Goodberry. Not long after a tribe of Nightscale Kobolds joined after their living god Radicry the black dragon, was bested by Valorian heroes. Then the Fireclaw Kobolds. The Terra'bolds seem to be a result of various subraces of Kobolds interbreeding and creating a new subculture together.
Races do not provide stat bonuses or penalties. Instead add +2 to one stat, +1 to a second stat, and -1 to a third stat after performing point buy. Valorians can instead choose to add +1 to all six stats.
Nearly all Valorian Kobolds have forsaken the darkness! They lose sunlight sensitivity but also have lost their darkvision/low light vision as well.
This is the standard Kobold listed in Volo's Guide. Their scales have a range of blues, purples, and browns. Generally cowardly and sniveling, kobolds appreciate being bossed around by stronger, meaner creatures, like Valorians! These kobolds were originally members of the Azure Empire that long ago moved into the Cursed Valley. They were the first kobolds to join up with New Valoria.
There is a subrace of Kobolds, now loyal to New Valoria, who hail from the eastern marshes. Nightscales have colorations of darkest blue, purple, indigo, and black with close ties to black dragons and the Shadowfell. They favor shadows, acid, and poison. Sorcerers and Assassins are the noblest classes in their society. It is a common belief among their kind that the more fear you can create, the more powerful you become.
Special: Retain their low light vision, but not darkvision!
These Kobolds lose the ability: "Grovel, Cower, Beg" and instead gain the following ability:
“Smoke Bomb” - as an action you may disengage and move up to your speed. Once you use this trait, you can’t use it again until you finish a short or long rest. You have to yell smoke bomb! or it does not work.
There is a subrace of Kobolds, now loyal to New Valoria, who originally hail from the northeastern mountains. Fireclaws have colorations of various reds, purples, oranges, and browns, with close ties to Red Dragons and a love of traps. They favor traps, alchemy, and fire. Sorcerers and Trapmakers are the noblest classes in their society. It is their common belief that working for the biggest, strongest monster you can find is the best way to stay on top.
These Kobolds lose the ability: "Grovel, Cower, Beg" and instead gain the following ability:
Advanced Trap Sense: Traps making attack rolls on Fireclaw Kobolds do so at disadvantage, Fireclaw Kobolds always have advantage on saves against traps, even unknown ones.
The Terra’bolds are the smartest kobolds there are. Seeing the great intellect and massive balls of Terrab, they decided to join forces with him as underlings. They know that, under Terrab, they are safer than anywhere else. They love to party in their free time, but they are no strangers to hard work, as Terrab will kill them if they fuck around.
These kobolds lose the ability Grovel, Cower and Beg, but gain:
Party Animals: You can cast the Friends cantrip at will using this trait. Starting at 3rd level, you can cast Hideous Laughter once using this trait. Starting at 5th level, you can cast the Suggestion spell once using this trait. You regain all expended uses of this trait when you complete a long rest. Charisma is your spellcasting ability for these spells. These spells require no material components.
Over the past 2 decades, more and more kobolds are shedding their cowardly ways, perhaps inspired by their Valorian allies. They have begun to explore their dragon ancestry and harness latent arcane powers from their blood. Not many kobolds can do this, but the ones who do are expected to go out into the world and make a big impact.
Mechanically these kobold work differently than all the others, see below:
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet
Low-light vision. You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Draconic Legacy. The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options when you select this race:
You have advantage on saving throws to avoid or end the frightened condition on yourself.
You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Draconic Roar. As a bonus action, you let out a draconic roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobolds revere dragons. The greatest of which is called Tiamat, queen of Dragons. Any deity of mischief, sneakiness, greed, or wealth would appeal to them though. The Nightscales have become fascinated with the Valorian deity Bane.
For more information please checkout The Gods of Paradise Vale.
Kobolds excel at sneaky or magical pursuits and favor the lawful evil alignment. Most of their spellcasters are sorcerers of the draconic persuasion, with a few clerics. They also enjoy tinkering and engineering.
In most case kobolds would be operating out of The Outpost because someone more powerful than they are has told them too. Others might be pursuing better opportunities to join up with powerful creatures and organizations.