Homebrew Kobblin Species Details

In short: a wizard did it.

To expand on that, from his journals and documentation, it has been learned that after a major magical breakthrough, the magician Uskius became aware of the limitations of his body and mortality: he was already accomplished and prolific, but so much more was in now sight those works paled in comparison. To aid in his work and production, he turned to the age-old tradition of his kind and meddled in nature. He immediately started in dangerous territory that would often draw the ire of the gods, and began modifying intelligent adventuring races, kobolds and goblins at first, and then also with gnomes. It is suspected that this period is also when he first gained knowledge of temporal magic, for many generations and failures were recorded in his journals with the exact same ink. Eventually, the experimentation stopped, although it is unknown whether it was from perfection or exhaustion; there is an abrupt transition to mentions of kobblin assisting Uskius in various tasks.

But, beyond their beginnings, kobblin have developed into a race of their own. Though originally created and raised by the enigmatic and eccentric wizard Uskius, kobblin have since spread throughout the planes and worlds, living alongside many other races. They are highly adaptable, quick of body and mind, and are an expressive race that takes on their tasks and lives with joy.

They originally had a where in the Uskius' secluded tower, but many suspect he used his magic to give them various whens as well as wheres: they have been depicted in art centuries before his birth, their bones found in foreboding dragon lairs, and artifacts of their creation in long-forgotten elven ruins. Though never dominant, kobblin are resourceful and have been highly successful, however conspicuous their arrival or spread.

Kobblin are gregarious and have a strong sense of community, among their own as well as with the neighboring races and creatures of their regions. They are not the bravest of beings, but their curiosity and loyalty leads them to go on many adventures, near and far.


Hearkening back to their tower beginnings, kobblin seem to be most comfortable in environments that are either enclosed or have cover, such as in a cave, or among the trees and undergrowth of a forest or wood. They have been found to thrive in various climates both hot and cold, wet and dry, but prefer their homes to have some sort of stability to the temperature. In the wilds they make burrows underground when not occupying a cave, usually with a few large multi-purpose rooms that can accommodate several members of the family and guests. They are omnivorous(and fortunately they have the strong stomachs and resistance to poison to go with that), and have furs and pelts for beddings and rugs, and they keep various roots and tubers stored up to snack on and cook with.

Their native crafts are not luxurious to most adventuring races, but they can be detailed and intricate in their own way. This on most counts is due to the materials readily available, as urban kobblin have made stunning pieces of jewelry. And though not as common in cities, kobblin have found places in them, often becoming bakers and cooks, craftsmen of various kinds, and assistants in libraries and conservatories. But, it seems they are uneasy around many larger races- especially in high numbers- and they are quick to dash around and away from them when danger arises. Try as they might to avoid conflict, kobblin are nevertheless fiercely hated by goblins, and looked down on by gnomes and many other races; as such some kobblin communities do have a warrior culture, which focuses on guerilla fighting and raiding.

Kobblin can become deeply attached to a craft, to the point of what some might label obsession, and turn their ingenuity to exploring it and learning all about it. Many will carry a small trinket related to their passion around with them, it being a highly prized possession. Their first purpose of industrious collaboration still runs strong in them, and they love to help others with tasks, whether that help is wanted or not.


Appearance

Kobblin are Small in size, standing around 3'2"-3'8" tall, and weighing from 40-60 lbs. They are scaly, with their scales taking on a variety of colors, usually depending on their region of birth. A kobblin born in the forest might have dark brown and some green scales; a cave-dwelling kobblin might have scales of a range of browns similar to the rocks of their cave; a city living kobblin might have scales of browns and grays. However, kobblin scales have also been seen in many other colors, such as lavender and pastel blues, to leaf red and golden. On their stomachs and chests kobblin have larger scales, which are usually cream, or at least lighter colored than their other scales. They stand on two feet and have short tails that go down to the backs of their knees.

They have claws on their three-toed feet, and their four-fingered hands have retractable claws, though these are more for grip and traction than combat. Their heads are overall humanoid in shape, though they do have reptilian noses, and a single line of bony raised bumps from their forehead towards the backs of their heads. They have large pointed ears, which consist of a scaly cartilage appendage that has a pale membrane attached to it that connects back to the base of the ear; their ears are expressive and can be wiggled around. Kobblin eyes have vertical pupils, with irises that are a shade of either brown, yellow, or green, but usually green.

Kobblin mature faster than humans, at around 10-13, and also can live longer in good conditions, around 120-150 years. Their scales lose a little luster and color with age, and the ends of their ears droop downwards slightly.


Kobblin Names

Virtually all kobblin take their names and language from the surrounding cultures, and it is very rare that a kobblin dialect of a language progresses to the point that it is no longer intelligible to a speaker of the mother tongue(though sometimes kobblin have their own distinct word for an object). But, that being said, there is one very glaring exception to this rule, conspicuously blatant in its spread: wherever kobblin appear, across various continents and planes throughout the ages, some variation of the name Remmy appears with them.


Alignment

By and large, kobblin are a peaceful race that tends to avoid conflict when they can, and even some times they shouldn't. While not out and out cowards as some may paint them, they are by nature genuinely friendly and dislike to injure and harm. This and their loyalty leads to many kobblin being of lawful, taking strength from having structures to build their lives around. Many kobblin also tend towards Good, their warm dispositions leading them to aid those in need.

Their also exist some records of kobblin turning toward Evil and Chaos, becoming consumed with pursuing their magic or riches at any cost, but these instances are not the norm at all. Evil does not come easily to the kobblin, with less severe acts such as petty thefts and sometimes more serious crimes typically having an ulterior motive that benefits those close to the kobblin.

Kobblin Traits

Kobblin have great potential and adaptability.

Darkvision

Kobblin have excellent sight, and are able to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Flight or Flight

The sharp reflexes of kobblin combine well with their innate agility, allowing you to move through the space of any creature that is of a size larger than yours.

Adaptability

The potential kobblin were created with and for is easily seen in how they take to whatever environment they are placed in. You gain proficiency with one skill of your choice.

Creativity

Kobblin are quite expressive and natural artists, using even the simplest of means to enrich their lives and the lives of those around them. You gain proficiency with an artisan's tool of your choice.

Ability Increase

The kobblin were born from agile and intelligent races, taking those features from them. You have +1 Dexterity and Intelligence.

Trance

Kobblin are tireless workers, and don’t need to sleep. Instead, they enter a deep trance, remaining semiconscious and aware of their surroundings, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Toxin Resilience

Thanks to their varied diets and anatomy, kobblin display a vigorous constitution that gives them resilience against a variety of toxins. You have advantage on saving throws against Poison damage, and resistance to Poison damage.

Colorful Language

The capacity for learning instilled in kobblin extends not only towards their tools and talents, but also their language, as well. All kobblin know Common, but also they will have picked up a language from the place they call home, such as Gnomish, Orcish, Elven, or something else.

Comments

Posts Quoted:
Reply
Clear All Quotes