Kobold

Kobolds
Though often seen as a form of Lesser Draconic Race, they are more of a cross between sharks and Draconic people. They are a vicious, pest, that has been nearly driven entirely from Templehelm due to their original persecution by settlers. They are widespread in the Orci-Desert due to its heat and a few other locals. They are quick to breed and adapt to their surroundings within a few generations, only a few remain or have scurried back into the dangerous Continent of Templehelm.

Physiology
Kobolds are a race commonly mistaken for Draconic or other bi-pedal dragon races, though they are less intelligent and more primal. Kobolds are much more closely related to Sharks, and Wyverns then Dragons. They have skin and scales often similar to that of a Dragon or a Aquatic creature, a rainbow of colors are possible but usually it is dependent on their habitat, sometimes as a mutation they will manifest the color of an element they have some magical aptitude with instead but this is very uncommon. Kobolds have the ability to withstand more heat then the average Bi-Ped, and have harder scales then most creatures due to an extra factor in their diets which is usually rocks of their natural habitat. They do grow hair on rare occasions but it is usually only to negate the effects of extreme cold, claws are a common feature among most, and teeth are usual that of a carnivore but some variations exist. In some very rare cases they can have normal fingers and or wings, but this is not a defining trait as, though it is not common, it is not entirely uncommon either. One notable trait is that Kobolds are much more resistant to plagues and sickness, their bodies have developed due to their poor and sometimes scavenger diets to negate the effects of eating carrion.

Reproduction
Kobolds have been known to be able to procreate with many other races, including most bi-peds and the majority of Draconic Quadrupeds and many other beings. It usually results in a blend dependent on the maternal race, they cannot breed with quadrupedal mammals. As is common sense Kobolds are egg layers by nature, they lay eggs in clutches of 1-8 on average and usually produce a new clutch every fourteen days.

This being said Kobolds have one of the highest Mortality and Birth Rates of any race in Anteon.

Genetic Mutations & Traits
Kobolds main genetic prerogative is genetic variance and adaption, as a result here are some known Mutations/Adaption Kobolds display.

Disclaimer: Due to Kobolds Genetic Variance the more genetic mutations a single kobold or family may have put further strain on the body always in other area, their ability to mutate is impressive but not perfect, with more mutations comes more birth defects.

Spark Box- A small organ inside the throat of some Kobolds that stores and expresses heat from the surroundings, it is usually used to help negate negative effects of being cold blooded, When the body must heat it expresses the head to the skin and head area like a form of diaphragm.

Wings- This is often developed to negate predators or threats on the ground, though uncommon this is a viable mutation. Wings are fused to the arms and hips and can cause complications with balance.

Vascular Regulation- In this mutation the body is still cold blooded but uses force from various muscles to express energy, this energy produces friction and heats the blood, it is as close as Kobolds are know to get to being Warm Blooded.

Tri-Gripping Limbs- A rare mutation thought to be developed for increased balance and variability, the tail of the Kobold forms another hand with functioning claws upon it. It makes it difficult for Kobolds to send nerves correctly through their body in some cases. This mutation gives them the use of the third hand but makes it as though they must constantly learn how to use all three.

Double Joints- When a Kobolds surroundings require it to climb or cling to something and not stick in it, this adaptation allows for better gripping and holding of things.

Wyrmjaw- This is a rare and unique trait which is a manifestation of their Dragon Blood in the form of a larger more Draconic jaw and teeth, this gives the Kobold the Elemental Bite that a Chromatic Dragon similar to its scale color would have.

Wyrm Birth
Warning! ''Wyrm Birthed Kobolds are mentally unstable and either Manic, or Murderous. Usually the only person who can communicate and, or direct these Egocentrically Beings, are longtime friends, the tribes Great Watcher (or Elder Chief.) and finally of course their patron dragon. Currently the genetic variance of all Kobolds in Ateon would leave the chances of a Wyrm Birthed being born at 0.0003% Contemplate this before making a character who is a Wyrm Birthed Kobolds.''

The most unique and rare trait available in the Genetic Variance of Kobolds, these kobolds are born with a amazing likeness to Dragons, they have the ability to use breath related to their color. They have wings of a different caliber to that of standard Kobolds, thicker scales, and long horns. These Kobolds are so much more powerful that they are seen as either a leader automatically or the most liable to be a Dragon's Herald. (think of them as banner carrier of their patron dragon who sings and performs, gathers intelligence, loot, or spreads the words of malice of their Dragon.)

Footnote: The Rate of birth of Wyrm Birthed Kobolds, is for some odd reason increased when a clutch is raised in the save caves as a Dragon.

Kobolds Lore & Culture
Speculation dictates that they may have some form of centralized belief system or culture, but due to striking differences between some kobolds this is up for debate. There is no evidence to support or negate the idea of a central Culture or Belief System as most Kobolds that do speak the common tongue do not usually wish to speak of faith. Other than that their culture varies intensely. Kobolds are found all across Ateon and they are actually most often found in crowded cities, as well as areas hit by plague and where carrion may be easy to obtain. Very few Kobolds are seen as civilized enough to even commune or spend time with other races without causing some form of strife, as such it is doubted that any famous or notable Kobolds have been recorded in the known annals of history.

Kobolds usually flock around a tribe system, but if a tribe reaches a certain size an interesting occurrence always happens. One they either fall into absolute anarchy and fight among themselves until the tribe slips into smaller warring tribes, or in some rare cases they will centralize unite and become a town with unified laws and beliefs. This is so rare that only two such settlements exist; The first is Motra Hashaka in the Orci Desert, and the second lies in the area known as the Far East it is called Taka Tomash.

Myth of Origin
Each tribe usually develops its own theory of how Kobolds came to be, the following are Myths of Past and Present Kobold Society.

The First Born Myth

In this myth Kobolds had been hiding within the soil when the first songs of life flowed into the ground, some of these Kobolds curious exited their burrows and listened to the melody. As they did these Kobolds grew into the first descendants of dragons, those that did not listen emerged to see what had become of their brethren only to see their transformation and hide back again in shock. This Myth states that Kobolds came before dragons, but as dragons are acknowledged to be more powerful beings by most Kobolds this Myth was not the most popular.

The Traps

In this myth Dragons birthed by the queen are trapped by Zeolix firmly. they writhed to escape but they had been to large to do so, in order to survive the dragons condensed their consciousness and from their corpses burst the first Kobolds. This allowed the dragons to survive in a new smaller Draconic Form. This Myth States that Kobolds are a Different Evolved form of Dragons but only so that dragons could survive Zeolix's wrath. this was a theory birthed by the tribe that thrived before the Dragon Wars.

The Unknown

This is the newest and most widely accepted theory currently in Templehelm by Kobolds, that it is unknown that only through finding the origins of their creation will Kobolds survive this time in Templehelm and learn from their progenitors mistakes. This Theory is that Kobolds simply don't know yet but will have to find out for themselves not from the past scriptures of others.

Language
Kobolds are raised to speak Draconic, some sub-divisions of Kobolds teach each different languages. Fairly intelligent Kobolds can learn many languages in one life time.

Kobold Archetypes
Most Kobolds who have not undergone many adaptations will fall into one of the following Archetypes, an Archetype if a Kobold is not a extreme varient will be visible usually by adolescence.

Dwarfed Kobolds- Usually of a smaller size then the rest of the tribe these Kobolds focus on one of two key traits; Intelligence, or Agility. They are Gorilla Fighters and Tacticians when feeling threatened, traps are their specialty.

Gargantuan Kobolds- These Kobolds are an oddity, they are usually huge and strong. Most Kobolds will end their foes by way of death by a thousand cuts, but Gargantuan Kobolds are pure muscle size and anger. They are the only Kobolds know to wear heavy full-plate metal armor, and rely on brute strength to get their points across. As such they often use blunt or axe styled weapons and rely on brute strength with little tactic.

Egg Layer Kobolds- Most races frown upon this, but the fact of the matter is some Kobolds are born to lay eggs. They are not chosen to do this but through their own wishes to have children and nurture them they adapt to do just that. Usually an Egg Layer Kobold does not fight but when they do it is usually in defense of the tribes pups, and they fight viciously.

Winged Kobolds- These Kobolds are uncommon but not unheard of, they usually focus on agility and are sometimes considered a subtype of Dwarfed Kobolds. They are vicious beings who usually pick up enemies using sheer numbers and drop them again after a sufficient height. For some unknown reason they are extremely mentally unstable, most other Kobolds simply chalk it up to "Birdbrains." As such it is possible this is a Genetic Degeneration of the brain.

Known Kobolds
Kassatha Te' (Taiepol) Alive

Brief Description: He is a unmatured Kobold with a Omnivore Bite Pattern, He is a thinker. His scales are various shades of red.

Makross Rek' (Open Slot) Alive

Brief Description: He is a Gargantuan Kobold with a Carnivore Bite Patter, he is physically resistant. His scales are a nearly black shade of blue.

Yussusa Wer' (Open Slot) Alive

Brief Description: She is an Egg Layer with a Herbivore Bite Pattern, she is a egg layer. Her scales are a light shade of blue with white spots.

Trakom Del' (Open Slot) Alive

Brief Description: He is a Winged Kobolds, and has a Omnivore Bite Pattern. His scales are a dark shade of green with twinges of light blue.

The Kobolds of Unity (200+) Alive

Brief Description: The Shiver of Unity's Undercity is one of two small active communities that live and work in Templehelm.

Starfalls Infestation (14) Alive

Brief Description: These Kobolds have taken up to worshiping Zelphair, they are savage due to the fact that they are all Winged Kobolds, but they do not harm the people of Starfall out of respect and reverence to Zelphair.

Known Kobold Communities
The Undercity, consists of Humans and Kobolds who prefer to live underground and is lead by three Kobolds: Kassatha Te'(Not currently in the City.), Makross Rek', and Yussusa Wer'. This faction is currently the primary holder of the Kobold Race in Templehelm. The Banner of the Undercity is as follows:

http://static.planetminecraft.com/files/banners/minecraft_banner_21i131w1x.png

It is representative of the Kobolds will for individual freedom as a race.