Kobolds are one of the species more encountered in the new world. This small but cunning genus can be broadly divided into two species, the reptilian Kobold Corcodillus Singula and the furred dog-like Kobold Canem. Although they seem broadly different this species can trace their ancestry back to a common hereditor, a fact that has been proven by dna samples and extensive testing on both species, although the reasoning for the completely different appearances and structure of the two is a puzzle for scientists. Some idea of their heritage may be taken from the two species religion, something they both share, and from myths and legends recorded in the oldest annals of the New World. Both species worship the Father Dragon, and although the names vary from clan to clan they all proclaim to be the same god. According to the holy texts the Father Dragon spawned the Kobolds from his own flesh and blood and both species lived side by side for a time before a schism between them caused a major conflict and a brutal civil war. This can be correlated with some of the oldest records of the first Dwarf Lords and is mentioned in ‘The Rapture of Ulweiren’, an Elvish scripture from the earliest times that relates to the slaying of “The World Drake” by mighty heroes. The books mention that where the flesh and blood of the Dragon touched the ground there formed new life that thrived despite the best efforts of the armies to hunt them down. Whatever the origins both species are relatively short animalistic humanoids, standing between 3’6” and 4’6” tall on average with tails. Scaled Kobolds are hunched with draconic heads and thicker lizard tales, Furry Kobolds stand upright with a head that is more human although they have more paw-like hands and feet and thinner dogs tails. The two separate species show an animosity towards one another, apparently a centuries long rivalry. The two species habitats are notably different. Scaled Kobolds prefer shallow burrows and underground homes with the surface areas consisting of low roofs and entrance tunnels whereas the Furry Kobolds prefer to live in built shelters on the surface. Scaled kobolds typically live in a well furnished burrow with several rooms and a good store of food, whilst the Furry kobolds prefer simple two or three room houses or huts built onto the surface, sometimes with a small cellar. Neither species has a strong agricultural tradition although this seems to have been growing recently as can be seen in many settlements where surface areas are devoted to crops. Typically Furry Kobolds prefer to grow crops on the surface and show a better inclination towards agriculture than the Scaled Kobolds that are a little behind them and also farm underground as well as on the surface, growing mushrooms and algae. Both species prefer to have a well fortified settlement, usually surrounded by many traps. Here Scaled Kobolds have the advantage, showing a better inclination towards setting traps than their furry cousins. Settlements usually have a palisade and Scaled Kobolds often use caves to form part of the settlement, anchoring their defenses against a cliff face. Both species show a strong inclination towards mercantile pursuits, trading with travellers for goods that they cannot produce themselves in return for ores, gems and crafts. Both also show a good inclination towards information gathering and are known to trade information for trinkets, seeming to value knowledge as another weapon in their arsenal. Both species also show an inclination towards innovation and new technology and have a firm grasp for new ideas. When presented with modern technology both species showed a rapid and easy adaptation, learning to use most things in no more than a couple of minutes and showing mastery in under an hour. Both species are known to be eager to trade for new technology. Kobolds have a well deserved reputation for being sneaky, something they are very good at and seem to have adopted as a way to equal the balance of power against their larger and stronger foes. Kobolds like to have the upper hand in any situation and nowhere is this more obvious than when Kobolds go to war. Kobolds prefer to prepare the battlefield in advance and often lead enemy armies to a site they prefer, either by leading them on a merry dance or by placing bait in the desired area. When the battlefield is decided Kobolds act fast, placing traps across the field to thin the enemies numbers and herd them into killzones. Field fortifications are raised to give shelter whilst flanks are secured with a nightmarish web of traps and trained skirmishers who harass the enemy with missile fire. The enemy is funneled into a killzone of interlaced crossbow fire and then finally, when they have dealt with all this, they are met with the heart of the Kobold army, the pikemen. Kobolds in armour carrying pikes form firm blocks and throw the enemy back, out into the missile fire and trap fields. Both species differ here, with the Scaled Kobolds preferring hard blocks of heavy infantry and polearms whilst the Furred Kobolds prefer more skirmishers and faster moving light infantry to harass the enemy, mislead their charges into traps and exhaust them. Other times kobolds will attack at night, specially trained commando units sneaking into the enemy camp and poisoning the food and water, slicing throats and creating disruption, often opening the way to an aggressive nocturnal assault. If they are confident of victory the Kobolds will surround all sides bar their entrance with traps, making escape near impossible. In sieges Kobolds are no less scary, tunneling under walls and burrowing into the heart of the enemy fortress, letting commando teams sneak in and wreak havoc, poisoning wells and burning food and weapon caches. Kobolds rarely assault the walls, even the Furry Kobolds prefer to dig underneath the walls instead of launching attacks on well defended fortresses. In both species society is semi tribalistic, and often shows a strong religious bearing. Most settlements have a mage of sorts, a village shaman and many have several. These casters are usually more primitive than the Elven or Dwarven examples but are capable of strong magic when required. Every settlement has a shrine or temple to The Father Dragon and has at least one temple ‘Paladin’ to guard it, although these are sometimes called away on holy quests. Every temple has a number of sacred relics and artefacts, many apparently magical. Kobolds observe several holy days, The First Day (when Kobolds first came to be), Maws Meet (Something to do with the devouring of a great foe), Shatterkin (The start of the war that split the two species), Dragons Passing (The death of the Father Dragon) and Day of Plenty (A harvest festival of sorts). The dates of these are assumed as one might guess, but all are holy days and observed by all kobolds regardless of species.