Kobold (Almish)

Small but tenacious, proud warriors and pioneers of invention

Almish Kobold Heritage Traits

Game rules for the Almish kobold are identical to the kobold race detailed in the D&D 4e official rulebooks, except as noted below.

Ability Scores: +2 Intelligence, +2 Constitution or Dexterity
Languages: Draconic, plus either Common or Bestial.
Beast Kin: Your ancestors were amongst the many beast-kin who once ruled Alm. You are considered both a beast and a humanoid for the purpose of effects that relate to creature type.

Far from cowardly reptiles, the kobolds of Alm are an inventive and enterprising people. Once the poorest of the beast-kin, the downtrodden slaves of their tyrannical “god“, kobolds changed the course of history through their ingenuity and courage. Learning from the relics left by the precursors, the kobolds discovered gunpowder and went on to destroy their god, revealing his divinity—perhaps all divinity—to be a ruse. This world-shaking event changed the way religion was perceived forever, and made the kobolds the pioneers of the what would later become known as “technology“.

After their emancipation, the Almish kobolds sent a band of heroes to the surface world to seek a new homeland. Each of these “Seven Seekers” formed their own mining colony, and they became the forebears of the seven kobold clans.

Play a kobold if you want…

  • to have draconic and canine traits.
  • to have helped overthrow a tyrannical divine overlord.
  • to be an inventor of machines and magecraft.

Physical Qualities

Almish kobolds draw their ancestry as much from mammalian ancestors as reptilian, making them a curious mix of traits. They are small and thin creatures, long-bodied like a weasel, whose natural stance is sitting over their haunches. Though they stand flat-footed, they can use this natural crouch for a remarkable burst of speed when necessary. Their tails are long and surprisingly musular, eventually tapering to a point from a thick base that aids their balance.

Their long, toothy snouts are distinctly reptilian; some are broad and rounded like a crocodile’s, while others are pointed like a skink’s or even beaked like a tortoise’s. Their long, floppy ears, however, are distinctly more dog-like—as are their fur coats ranging from long and shaggy to short and bristly. Beneath their fur, tough scales are a testament to their draconic heritage; some have barely any fur at all, and even sport reptilian crests or fins.

An Almish kobold has a slightly shorter lifespan than a human, though they also mature somewhat more quickly. They exhibit no reliable sexual dimorphism—indeed, their sexual characteristics are not normally visible under their fur, meaning they care little for clothing beyond useful or pretty accessories.

Playing an Almish Kobold

Used to being looked down upon, Almish kobolds are typically stubborn and slow to trust, and distinctly uncomfortable with authority. However, this contrary streak makes them fiercely protective of their kin, including those outsiders they consider family. As adventurers, they are tough, determined creatures whose courage belies their small size.

Possessed of a frenetic energy, Almish kobolds are difficult to control or keep up with. They are renowned for a sort of bizarre sideways-thinking that leads them to ideas other races might never reach. Their off-the-wall solutions often seem incomprehensible to others—even moreso the disquieting devices they create—but it’s difficult to argue that they aren’t effective. Not all kobolds are gadgeteers, of course, but even those who are not typically share this creativity and unconventional outlook.

Philosophy is not a traditional area of interest for kobolds, but since the death of their ”god“, it has become a point of much curiosity. If the god is a lie, what of his promised afterlife? Much debate moves through kobold communities regarding this topic, though much of it seems a simple contest of exaggeration. It is broadly believed that they will eventually vote in the most outrageous theory.

Almish Kobolds are perceived as… Inventive, impulsive, inquisitive, energetic, irreverent, courageous, industrious, tough, skeptical, stubborn.

Names: Arytiss, Chicahua, Edar, Leirith, Manauia, Mejir, Nanixtl, Neitl, Skeltr, Talz, Tihuirl, Vaess.

Almish kobold names are taken from the draconic tongue as a mark of pride, and it is a common practice for a young kobold to choose a new name for themselves when they reach adulthood.

Significant Revisions

1.0—Legacy version
  • 14 years ago Update Original version published for D&D 3.5e
2.0—Initial 4e version
  • 11 years ago Update Game mechanics overhauled for 4e. First 4e version published to gamebrief.wikidot.com
  • 4 years ago Update Published to original Skies of Escarnum website.
2.1—Current 4e version
  • 2 years ago Update Moved to current Skies of Escarnum website. Various language changes; no significant rules changes
Last updated: March 17, 2021
First added: April 27, 2019