RETHSTUDIOS
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Kobold

Dragonkin

Kobold

Aldordre

Background Questions

What clan raised you, and what was your duty?

What treasure pile did you once guard or covet?

What made you leave your warren?

What larger creature do you secretly admire or fear?

Connection Questions

Who treats you with surprising respect?

Who underestimates you most?

Lore

Kobolds are warren-people. small, clever, and built for survival in the places bigger folk ignore. They live in volcanic vents, cliffside burrows, broken mines, collapsed tunnels, and old stoneworks nobody else wants. Outsiders call them "underfoot" because outsiders only notice Kobolds when something goes missing or a tunnel becomes inconvenient. Kobolds notice everything all the time.

They emphasize Azirosh in the way workers and survivors do. Fire is not poetry to them. It is cooking, warning, light, and the thing you protect when the wind turns and the stone gets cold. Most warrens keep a guarded spark-source - coal beds, vent flames, or forge bowls - treated like a living necessity. A warren that loses its fire becomes desperate fast.

Warren Structure

A warren is organized around duty. The common roles show up everywhere, even when the names change:

Watchers. keep ears on surface movement and tunnel echoes.

Patchers. shore beams, re-pack walls, stop leaks, prevent cave-ins.

Runners. fast messengers and scavengers; the ones who bring home tools and food.

Minders. egg and hatchling keepers; the warren's real authority in daily life.

Trappers. route-control specialists; they decide where outsiders are allowed to step.

Many warrens have a "chief," but it's usually not a throne. Leadership is whoever keeps the warren alive: the best planner, the steadiest negotiator, or the one who can hold the clan together after a loss.

What Their Homes Look Like

Kobold tunnels are built in layers, on purpose:

False lanes that lead intruders in circles.

Quiet lanes where hatchlings sleep (never near entrances).

Cache pockets for food and salvage, split up so one raid can't starve the warren.

Choke points that only Kobolds can move through quickly.

Mark language scratched into stone - warnings, ownership, "safe step" lines, and trap boundaries.

A well-made warren feels empty to outsiders right up until it doesn't.

Taboos (the ones that get you cast out)

Don't lead danger home. If you bring miners, predators, or a feud back to the warren, you're treated as reckless at best, traitor at worst.

Don't steal from the warren cache. Stealing from outsiders is one thing. Taking from hatchling stores is unforgivable.

Don't break warning marks. Marks exist because someone already got hurt.

Don't bargain away the spark-source. Any deal that endangers the warren's fire is seen as selling everyone's future.

How They Treat Outsiders

Kobolds aren't automatically hostile. They're cautious and transactional. If you come respectfully, you'll get a test before trust: a simple job, a small trade, a boundary to obey. If you pass, you can earn access to controlled lanes and real negotiation.

If you come arrogant, they rarely fight you head-on. They make the ground unsafe. Tools vanish. Supports loosen. Night alarms don't stop. A "safe" tunnel becomes a lesson. They call it letting the stone speak.

Outsider Escalation: (typical warren pattern):

watch silently → misdirect → warn with marks → trap zone → coordinated ambush → seal/collapse lanes and evacuate hatchlings if outmatched

Relationship With Dragonborn

Kobolds often live near Druaedre holdings because a strong neighbor can keep worse predators away. That doesn't mean the relationship is equal. Some Dragonborn treat them like useful pests; some treat them like protected small-kin; some warrens refuse any Dragonborn presence at all. Kobolds remember how they're treated, and they repay it in kind - either with loyalty or with long-term, quiet sabotage.

Story Hooks / Internal Conflicts

Old mine, new claim. a human crew reopens a mine that connects to a Glitter Warren lane.

Cache theft accusation. someone stole from hatchling stores; the warren is about to tear itself apart.

The spark is failing. vent gases shift; the sacred fire is dying; the warren needs help fast.

Pack vs pride. a young Kobold wants to be seen as "big enough" and keeps taking risks that endanger everyone.

Homeland: Rocky tunnels, volcanic vents, cliffside burrows

Principal Cities: Scale-Fissure, Ember-Tunnel, Glitter Warren

Exports: Metal scraps, alchemical reactants, trapcraft, salvage work

Imports: Larger tools, sturdy lumber, bulk food stores

Diet: Mushrooms, insects, scavenged meats

Allies: Dragonborn, other tunnel peoples

Enemies: Draegul packs, human miners, anyone who tries to purge warrens

Lore & Background

Kobolds are warren-people. small, clever, and built for survival in the places bigger folk ignore. They live in volcanic vents, cliffside burrows, broken mines, collapsed tunnels, and old stoneworks nobody else wants. Outsiders call them "underfoot" because outsiders only notice Kobolds when something goes missing or a tunnel becomes inconvenient. Kobolds notice everything all the time.

They emphasize Azirosh in the way workers and survivors do. Fire is not poetry to them. It is cooking, warning, light, and the thing you protect when the wind turns and the stone gets cold. Most warrens keep a guarded spark-source - coal beds, vent flames, or forge bowls - treated like a living necessity. A warren that loses its fire becomes desperate fast.

Warren Structure

A warren is organized around duty. The common roles show up everywhere, even when the names change:

Watchers. keep ears on surface movement and tunnel echoes.

Patchers. shore beams, re-pack walls, stop leaks, prevent cave-ins.

Runners. fast messengers and scavengers; the ones who bring home tools and food.

Minders. egg and hatchling keepers; the warren's real authority in daily life.

Trappers. route-control specialists; they decide where outsiders are allowed to step.

Many warrens have a "chief," but it's usually not a throne. Leadership is whoever keeps the warren alive: the best planner, the steadiest negotiator, or the one who can hold the clan together after a loss.

What Their Homes Look Like

Kobold tunnels are built in layers, on purpose:

False lanes that lead intruders in circles.

Quiet lanes where hatchlings sleep (never near entrances).

Cache pockets for food and salvage, split up so one raid can't starve the warren.

Choke points that only Kobolds can move through quickly.

Mark language scratched into stone - warnings, ownership, "safe step" lines, and trap boundaries.

A well-made warren feels empty to outsiders right up until it doesn't.

Taboos (the ones that get you cast out)

Don't lead danger home. If you bring miners, predators, or a feud back to the warren, you're treated as reckless at best, traitor at worst.

Don't steal from the warren cache. Stealing from outsiders is one thing. Taking from hatchling stores is unforgivable.

Don't break warning marks. Marks exist because someone already got hurt.

Don't bargain away the spark-source. Any deal that endangers the warren's fire is seen as selling everyone's future.

How They Treat Outsiders

Kobolds aren't automatically hostile. They're cautious and transactional. If you come respectfully, you'll get a test before trust: a simple job, a small trade, a boundary to obey. If you pass, you can earn access to controlled lanes and real negotiation.

If you come arrogant, they rarely fight you head-on. They make the ground unsafe. Tools vanish. Supports loosen. Night alarms don't stop. A "safe" tunnel becomes a lesson. They call it letting the stone speak.

Outsider Escalation: (typical warren pattern):

Relationship With Dragonborn

Kobolds often live near Druaedre holdings because a strong neighbor can keep worse predators away. That doesn't mean the relationship is equal. Some Dragonborn treat them like useful pests; some treat them like protected small-kin; some warrens refuse any Dragonborn presence at all. Kobolds remember how they're treated, and they repay it in kind - either with loyalty or with long-term, quiet sabotage.

Story Hooks / Internal Conflicts

Old mine, new claim. a human crew reopens a mine that connects to a Glitter Warren lane.

Cache theft accusation. someone stole from hatchling stores; the warren is about to tear itself apart.

The spark is failing. vent gases shift; the sacred fire is dying; the warren needs help fast.

Pack vs pride. a young Kobold wants to be seen as "big enough" and keeps taking risks that endanger everyone.

Homeland: Rocky tunnels, volcanic vents, cliffside burrows

Principal Cities: Scale-Fissure, Ember-Tunnel, Glitter Warren

Exports: Metal scraps, alchemical reactants, trapcraft, salvage work

Imports: Larger tools, sturdy lumber, bulk food stores

Diet: Mushrooms, insects, scavenged meats

Allies: Dragonborn, other tunnel peoples

Enemies: Draegul packs, human miners, anyone who tries to purge warrens

Checking your codex…

From the Reth Ancestries (Daggerheart) compendium. Ancestry mechanics unlock when you collect this lineage in Hoard and link your account.