Post by Ashurr on May 14, 2011 0:57:56 GMT -5
The Kobolds of Khorvaire
Several draconic races were born from the essence of the Progenitor wyrms—the celestial couatl from the pure essence of Siberys, the mortal dragons from the merging of Siberys’ essence with that of Eberron and the humanoid kobolds who trace their lineage to a merging of the essences
of Khyber and Eberron during the battle between the Progenitors. True or not, this myth is the driving force behind kobold psychology and culture. Two subraces of kobold exist in Khorvaire: the iredar (Draconic for “ones of earth”), who trace their ancestry to Eberron, and the irvhir (Draconic for “ones below”) that descend from Khyber.
These two races share a common appearance, but each race has a distinctive body odor that kobolds can instantly detect. Beyond scent, the key distinction between the kobold subraces is supernatural. Kobolds produce a surprising number of sorcerers and warlocks, which is a phenomenon they attribute to their supposed bond to the Progenitor dragons. Irvhir sorcerers typically possess spells tied to corruption and darkness, while iredar sorcerers usually have powers of defense and binding. This is not an absolute rule, and a kobold character can take any types of spell that he desires. However, an iredar kobold that makes use of spells of a more aggressive nature may
be viewed with suspicion by his companions, who see these as the powers of the Dragon Below. Stories are told of a third subrace of kobolds: the irsvern (Draconic for “ones above”), the children of Siberys. According to legend, these kobolds have wings and live in hidden communities on the peaks
of the tallest mountains.
Outsiders often assume that kobolds are primitive and savage since they live in unmodified caverns and rely on oral tradition instead of written records. Also, they live in small tribal communities and have never come together to create cities, nations, or empires. However, kobolds are just as sophisticated as humans or gnomes. While they prefer to live in natural environments
instead of creating artificial structures, kobolds have a great gift for mining and stoneworking, and they often fill their lairs with cunning traps. But their culture is driven by rigid adherence to tradition and the kobolds have never sought to change or progress. They are the children of the dragons,
vessels of the Progenitors’ will; change will come when the great dragons mandate it.
The kobolds of Eberron prefer to live in natural caverns. The irvhir kobolds make their homes deep beneath the surface, while the iredar kobolds usually live in mountain caves. The kobolds believe that these caverns are the veins of the Progenitor dragons, and they often carve elaborate draconic designs on the walls. Kobolds prefer to live in tribes containing approximately 100 adults. The largest communities can have up to 600 adults. Generally, though, a community splits once its population rises too far above 100 adults, with younger kobolds moving away to found a new community.
Kobolds often bond with horrid animals. Horrid creatures—especially burrowing animals such as rats, weasels, and badgers—are frequently found in kobold communities. Kobold culture revolves around three castes. The stonescales (or ternmolik, in Draconic) perform the day-to-day
tasks required for the survival of a community: crafts, agriculture, and the gathering of food when agriculture will not suffice. The claws (gix) are soldiers and hunters. And the blood seers (iejirastrix) are mystics who hear the voices of the Progenitor dragons—sorcerers, druids, and warlocks whose
magical powers are seen as proof of the kobolds’ divine ancestry. Typically the chieftain of a village is an old claw, though in a peaceful region a stonescale can hold the post. The chieftain manages the daily affairs of the community while the blood seers link the communities together. Seers often travel from village to village to meet with other blood seers, discussing their visions and issues affecting the race as a whole.
Mainstream kobold culture is oriented around the worship of a particular Progenitor wyrm. The irvhir tradition is one of the oldest Cults of the Dragon Below, though it has no connection with the aberration-oriented cults of the Shadow Marches. The iredar kobolds revere Eberron as the source of life and nature; this is a unique druidic tradition with no ties to the sects of the Eldeen Reaches. The kobolds see themselves as the hands of the Progenitors in the modern age. And in the past, visions of the blood seers have often been tied to the draconic Prophecy. It is a mystery, since the kobolds themselves rarely understand the significance of their actions—but even the Chamber
respects this uncanny gift. Of course, not all kobolds are bound to these beliefs. A few tribes have split off from these traditions, ignoring the words of the blood seers. Irvhir kobolds often turn to the worship of the Shadow or the Mockery, while independent iredar revere Boldrei and Olladra. Most kobolds prefer to avoid contact with the outside world. Irvhir kobolds are especially xenophobic, and the gnomish miners of Zilargo have been fighting irvhir kobolds for centuries. Iredar kobolds are more moderate in their views. They have little interest in foreign cultures and fight irvhir kobolds as often as they battle gnomes or humans. In the wake of the Last War, kobolds have had a more active presence on the surface of Khorvaire. Kobold scavengers often rummage through battlefields and ruined villages. Previously unknown irvhir communities have risen from the depths to strike at weakened thorps and hamlets along the borders of the Mournland. Whether these are random attacks of opportunity or driven by the seers of Khyber remains to be seen.
Several draconic races were born from the essence of the Progenitor wyrms—the celestial couatl from the pure essence of Siberys, the mortal dragons from the merging of Siberys’ essence with that of Eberron and the humanoid kobolds who trace their lineage to a merging of the essences
of Khyber and Eberron during the battle between the Progenitors. True or not, this myth is the driving force behind kobold psychology and culture. Two subraces of kobold exist in Khorvaire: the iredar (Draconic for “ones of earth”), who trace their ancestry to Eberron, and the irvhir (Draconic for “ones below”) that descend from Khyber.
These two races share a common appearance, but each race has a distinctive body odor that kobolds can instantly detect. Beyond scent, the key distinction between the kobold subraces is supernatural. Kobolds produce a surprising number of sorcerers and warlocks, which is a phenomenon they attribute to their supposed bond to the Progenitor dragons. Irvhir sorcerers typically possess spells tied to corruption and darkness, while iredar sorcerers usually have powers of defense and binding. This is not an absolute rule, and a kobold character can take any types of spell that he desires. However, an iredar kobold that makes use of spells of a more aggressive nature may
be viewed with suspicion by his companions, who see these as the powers of the Dragon Below. Stories are told of a third subrace of kobolds: the irsvern (Draconic for “ones above”), the children of Siberys. According to legend, these kobolds have wings and live in hidden communities on the peaks
of the tallest mountains.
Outsiders often assume that kobolds are primitive and savage since they live in unmodified caverns and rely on oral tradition instead of written records. Also, they live in small tribal communities and have never come together to create cities, nations, or empires. However, kobolds are just as sophisticated as humans or gnomes. While they prefer to live in natural environments
instead of creating artificial structures, kobolds have a great gift for mining and stoneworking, and they often fill their lairs with cunning traps. But their culture is driven by rigid adherence to tradition and the kobolds have never sought to change or progress. They are the children of the dragons,
vessels of the Progenitors’ will; change will come when the great dragons mandate it.
The kobolds of Eberron prefer to live in natural caverns. The irvhir kobolds make their homes deep beneath the surface, while the iredar kobolds usually live in mountain caves. The kobolds believe that these caverns are the veins of the Progenitor dragons, and they often carve elaborate draconic designs on the walls. Kobolds prefer to live in tribes containing approximately 100 adults. The largest communities can have up to 600 adults. Generally, though, a community splits once its population rises too far above 100 adults, with younger kobolds moving away to found a new community.
Kobolds often bond with horrid animals. Horrid creatures—especially burrowing animals such as rats, weasels, and badgers—are frequently found in kobold communities. Kobold culture revolves around three castes. The stonescales (or ternmolik, in Draconic) perform the day-to-day
tasks required for the survival of a community: crafts, agriculture, and the gathering of food when agriculture will not suffice. The claws (gix) are soldiers and hunters. And the blood seers (iejirastrix) are mystics who hear the voices of the Progenitor dragons—sorcerers, druids, and warlocks whose
magical powers are seen as proof of the kobolds’ divine ancestry. Typically the chieftain of a village is an old claw, though in a peaceful region a stonescale can hold the post. The chieftain manages the daily affairs of the community while the blood seers link the communities together. Seers often travel from village to village to meet with other blood seers, discussing their visions and issues affecting the race as a whole.
Mainstream kobold culture is oriented around the worship of a particular Progenitor wyrm. The irvhir tradition is one of the oldest Cults of the Dragon Below, though it has no connection with the aberration-oriented cults of the Shadow Marches. The iredar kobolds revere Eberron as the source of life and nature; this is a unique druidic tradition with no ties to the sects of the Eldeen Reaches. The kobolds see themselves as the hands of the Progenitors in the modern age. And in the past, visions of the blood seers have often been tied to the draconic Prophecy. It is a mystery, since the kobolds themselves rarely understand the significance of their actions—but even the Chamber
respects this uncanny gift. Of course, not all kobolds are bound to these beliefs. A few tribes have split off from these traditions, ignoring the words of the blood seers. Irvhir kobolds often turn to the worship of the Shadow or the Mockery, while independent iredar revere Boldrei and Olladra. Most kobolds prefer to avoid contact with the outside world. Irvhir kobolds are especially xenophobic, and the gnomish miners of Zilargo have been fighting irvhir kobolds for centuries. Iredar kobolds are more moderate in their views. They have little interest in foreign cultures and fight irvhir kobolds as often as they battle gnomes or humans. In the wake of the Last War, kobolds have had a more active presence on the surface of Khorvaire. Kobold scavengers often rummage through battlefields and ruined villages. Previously unknown irvhir communities have risen from the depths to strike at weakened thorps and hamlets along the borders of the Mournland. Whether these are random attacks of opportunity or driven by the seers of Khyber remains to be seen.