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Kobold

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Part of a series on Dungeons and Dragons. [View Related Entries]


About

Kobolds are a race of fantasy creatures that can be found in many works of fiction, notably Dungeons & Dragons, created around 1967 and officially published in 1987 by Forgotten Realms. They are often depicted as small and weak, relying on their wits, large numbers and traps to fight their foes.

Origins

Kobolds originated in Germanic folklore as mischievous household spirits who would help with chores, but hide farm tools and objects around homes, as well as trick people.[1] They were depicted as temperamental and often desired food from their hosts. They have also been called spirits of the caves or mines. The metal "cobalt"[2] was named after them, and it is believed that miners at the time conflated the foul-smelling poisonous fumes from the material with the mischievous spirits. Kobolds would later be adapted to fit the setting of the first Dungeons and Dragons books as goblin-like monsters, later spreading to other fantasy franchises.


Spread

In 1974, kobolds appeared in the first Dungeons & Dragons roleplaying guide as small, weak humanoids that compensated for their physical weakness with cunning and traps. They are depicted as dog-like and labeled as goblinoids from the first edition to the second edition, but from the third edition onwards, they've been depicted as more reptilian and lizard-like. They can be found in the service of dragons inside caves. In later editions, they've become player characters,[3] with many systems no longer confining them to the niche of subterranean minions or limiting them to any one alignment.


Examples in Dungeons & Dragons

Tucker's Kobolds

Tucker's Kobolds refer to the kobolds controlled by a DM named "Tucker," originally referenced in issue #127 of Dragon Magazine (1987) in an editorial about encounter building.[4] The kobolds became infamous for their tenacity and resourcefulness. In the editorial, the author describes various tactics the kobolds would use to terrorize the mid-level party, despite being nothing more than the base kobolds that appeared in the monster manual, which are normally considered very weak.

Dragon 127 Tucker's Kobolds By Roger E. Moore This month's editorial is about Tucker's kobolds. We ever seen were often weaker than the characters who fought them. They were simply well-armed and intelligent beings who were played by the DM to be utterly ruthless and clever. Tucker's kobolds were like that. get letters on occasion asking for advice on creating high-level AD&D® game adventures, and Tucker's kobolds seem to fit the bill. Many high-level characters have little to do because they're not challenged. They yawn at tar- rasques and must be forcibly kept awake when a lich appears. The DMs involved don't know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse. Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dun- geon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wien- ies compared to kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They gradu- ated magna c-- laude from the Sauron Institute for the Criminally Vicious. When I joined the gaming group, some of the PCs had already met Tucker's kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not kobolds on Level One. Thes One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concen- trate its firepower on the target until the target falls down dead and wiggles its little feet in the air. Designing monsters more powerful than a tar- rasque is self-defeating; if the group kills your super-monster, what will you do next-send in its mother? That didn't work on Beowulf, and it probably won't work here. possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight "okay" monsters like huge flaming demons. It didn't work. The kobolds caught us about 60 feet into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it. Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad. We turned to our group leader for advice. Worse yet, singular super-monsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn't be the measure of a campaign. These games fall apart because there's no challenge to them, no mental stimulation-no danger. In all the games that I've seen, the worst, most horrible, most awful-beyond-comparison opponents "NOO0000!" screamed the party leader. "It's THEM! Run!!!"
"We still have to go out the way we came in," "AAAAAAGH!!" he cried, hands clasped over his face to shut out the tactical situation. "What, in these narrow corridors?" he yelled back. "You want I should burn us all up instead of them?" he said as he gloomily prepared to divide up the We abandoned most of our carried items and treasure. donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we dis- covered that these kobolds had honeycombed the first level with small tunnels to speed their move- ments. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next. I recall we had a 12th-level magic-user with us, and we asked him to throw a spell or something. "Blast 'em!" we yelled as we ran. “Fireball 'em! Get those little @#+$%*&!" Our panicked flight suddenly took us to a dead- end corridor, where a giant airshaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds. Tucker's kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring. If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few orcs and some low- level NPCS could do to a 12th-16th level group, or a gang of mid-level NPCS and monsters to groups of up to 20th level. Then give it a try. Sometimes, it's the little things-used well-that count. We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good-but the group leader could not be cheered up.

Pun-Pun the Kobold

Pun-Pun the Kobold is a kobold build[5] for Dungeons & Dragons 3.5e that uses various exploits in the system to attain theoretically unlimited power, even going as far as to attain divinity. Many have criticized this build as only being possible using rules as written, pointing out that very few dungeon masters would let a Pun-Pun-like kobold come to fruition.

PUN PUN THE GAME IS OVER. I AM THE DM Now. DIY. DE SPAIR.COM

In The Furry Community

Kobolds are widespread in the furry community as a race for fursonas and original characters. Some view their popularity as part of the overlap between tabletop roleplaying and scaly communities. Due to their goblin-like stature, kobolds are often used in fan art to create shortstack characters.

SORC
Wh

Yip Yap/Yipyak

Yip yap is a noise many internet users relate to kobolds or joke about kobolds making. In the Forgotten Realms books, "Yipyak" is a variation of draconic spoken by kobolds.[6] It is described to sound similar to the yipping of a small dog. Due to the endearing nature of this, noises such as "yip" and "yap" have become widely associated with kobolds. In 2018, a trend circulated the internet where artists would put their kobold original characters in shirts saying "Wide Hips, Loud Yips" in reference to this.

Yip! yip! yeet! Yap! чар! Yap! yap! yip! yip! yip!
WIDE HIPS LOUD YIPS Wie 22

Kobolds in Japan

Due to a translation error in the original Dungeon & Dragons book in its Japanese release, the mention of them having a dog-like nose and snout in their original appearance was taken to mean that they were dog people in Japan. This was further cemented by their appearance in the popular game Wizardry[7] as dog-like. Examples of these kobolds in popular media include Gengen from the Suikoden series,[8] Kuro from the Dungeon Meshi manga [9] and Polt[10] from Monster Musume, although she is widely considered to be an anthropomorphized monster girl of a kobold rather than a traditional kobold.

Now that's a Coincidence! OHO?! OF ALL PEOPLE, WE RUN INTO YOU!

Kobolds in Video Games

Kobold Garden

Kobold Garden is an early access virtual pet RPG in which the player plays as a knight who raises and protects a growing community of kobolds.[11] The gameplay has been compared to that of the Chao gardens from the Sonic Adventure games.


Warcraft

Kobolds appear in Warcraft 3 and its MMORPG successor World of Warcraft as commonly encountered enemy creatures. They are portrayed as primitive, rat-like beings who primarily reside in underground caves, relying on candles placed atop their heads to see in the darkness of their dwellings. They speak short phrases of broken English, the most famous of which is "You no take candle!" in reference to their reliance on them.

Search Interest

External References

[1] Britannica – Kobold

[2] Wikipedia – Cobalt

[3] DnD5e Wiki – Kobolds as PCs

[4] Dragon Magazine 127 PDF

[5] Dandwiki – Pun Pun build.

[6] Forgotten Realms Wiki – YipYak

[7] Wizardry Wiki – Kobolds:

[8] Suikoden Wiki – Gengen

[9] Dungeon Meshi Wiki – Kuro

[10] Monster Musume Wiki – Polt

[11] Itch.io – Kobold Garden



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Kobolds

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About

Kobolds are a race of fantasy creatures that can be found in many works of fiction, notably Dungeons & Dragons, created around 1967 and officially published in 1987 by Forgotten Realms. They are often depicted as small and weak, relying on their wits, large numbers and traps to fight their foes.

Origins

Kobolds originated in Germanic folklore as mischievous household spirits who would help with chores, but hide farm tools and objects around homes, as well as trick people.[1] They were depicted as temperamental and often desired food from their hosts. They have also been called spirits of the caves or mines. The metal "cobalt"[2] was named after them, and it is believed that miners at the time conflated the foul-smelling poisonous fumes from the material with the mischievous spirits. Kobolds would later be adapted to fit the setting of the first Dungeons and Dragons books as goblin-like monsters, later spreading to other fantasy franchises.



Spread

In 1974, kobolds appeared in the first Dungeons & Dragons roleplaying guide as small, weak humanoids that compensated for their physical weakness with cunning and traps. They are depicted as dog-like and labeled as goblinoids from the first edition to the second edition, but from the third edition onwards, they've been depicted as more reptilian and lizard-like. They can be found in the service of dragons inside caves. In later editions, they've become player characters,[3] with many systems no longer confining them to the niche of subterranean minions or limiting them to any one alignment.



Examples in Dungeons & Dragons

Tucker's Kobolds

Tucker's Kobolds refer to the kobolds controlled by a DM named "Tucker," originally referenced in issue #127 of Dragon Magazine (1987) in an editorial about encounter building.[4] The kobolds became infamous for their tenacity and resourcefulness. In the editorial, the author describes various tactics the kobolds would use to terrorize the mid-level party, despite being nothing more than the base kobolds that appeared in the monster manual, which are normally considered very weak.


Dragon 127 Tucker's Kobolds By Roger E. Moore This month's editorial is about Tucker's kobolds. We ever seen were often weaker than the characters who fought them. They were simply well-armed and intelligent beings who were played by the DM to be utterly ruthless and clever. Tucker's kobolds were like that. get letters on occasion asking for advice on creating high-level AD&D® game adventures, and Tucker's kobolds seem to fit the bill. Many high-level characters have little to do because they're not challenged. They yawn at tar- rasques and must be forcibly kept awake when a lich appears. The DMs involved don't know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse. Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dun- geon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wien- ies compared to kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They gradu- ated magna c-- laude from the Sauron Institute for the Criminally Vicious. When I joined the gaming group, some of the PCs had already met Tucker's kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not kobolds on Level One. Thes One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concen- trate its firepower on the target until the target falls down dead and wiggles its little feet in the air. Designing monsters more powerful than a tar- rasque is self-defeating; if the group kills your super-monster, what will you do next-send in its mother? That didn't work on Beowulf, and it probably won't work here. possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight "okay" monsters like huge flaming demons. It didn't work. The kobolds caught us about 60 feet into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it. Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad. We turned to our group leader for advice. Worse yet, singular super-monsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn't be the measure of a campaign. These games fall apart because there's no challenge to them, no mental stimulation-no danger. In all the games that I've seen, the worst, most horrible, most awful-beyond-comparison opponents "NOO0000!" screamed the party leader. "It's THEM! Run!!!" "We still have to go out the way we came in," "AAAAAAGH!!" he cried, hands clasped over his face to shut out the tactical situation. "What, in these narrow corridors?" he yelled back. "You want I should burn us all up instead of them?" he said as he gloomily prepared to divide up the We abandoned most of our carried items and treasure. donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we dis- covered that these kobolds had honeycombed the first level with small tunnels to speed their move- ments. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next. I recall we had a 12th-level magic-user with us, and we asked him to throw a spell or something. "Blast 'em!" we yelled as we ran. “Fireball 'em! Get those little @#+$%*&!" Our panicked flight suddenly took us to a dead- end corridor, where a giant airshaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds. Tucker's kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring. If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few orcs and some low- level NPCS could do to a 12th-16th level group, or a gang of mid-level NPCS and monsters to groups of up to 20th level. Then give it a try. Sometimes, it's the little things-used well-that count. We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good-but the group leader could not be cheered up.

Pun-Pun the Kobold

Pun-Pun the Kobold is a kobold build[5] for Dungeons & Dragons 3.5e that uses various exploits in the system to attain theoretically unlimited power, even going as far as to attain divinity. Many have criticized this build as only being possible using rules as written, pointing out that very few dungeon masters would let a Pun-Pun-like kobold come to fruition.


PUN PUN THE GAME IS OVER. I AM THE DM Now. DIY. DE SPAIR.COM

In The Furry Community

Kobolds are widespread in the furry community as a race for fursonas and original characters. Some view their popularity as part of the overlap between tabletop roleplaying and scaly communities. Due to their goblin-like stature, kobolds are often used in fan art to create shortstack characters.


SORC Wh

Yip Yap/Yipyak

Yip yap is a noise many internet users relate to kobolds or joke about kobolds making. In the Forgotten Realms books, "Yipyak" is a variation of draconic spoken by kobolds.[6] It is described to sound similar to the yipping of a small dog. Due to the endearing nature of this, noises such as "yip" and "yap" have become widely associated with kobolds. In 2018, a trend circulated the internet where artists would put their kobold original characters in shirts saying "Wide Hips, Loud Yips" in reference to this.


Yip! yip! yeet! Yap! чар! Yap! yap! yip! yip! yip! WIDE HIPS LOUD YIPS Wie 22

Kobolds in Japan

Due to a translation error in the original Dungeon & Dragons book in its Japanese release, the mention of them having a dog-like nose and snout in their original appearance was taken to mean that they were dog people in Japan. This was further cemented by their appearance in the popular game Wizardry[7] as dog-like. Examples of these kobolds in popular media include Gengen from the Suikoden series,[8] Kuro from the Dungeon Meshi manga [9] and Polt[10] from Monster Musume, although she is widely considered to be an anthropomorphized monster girl of a kobold rather than a traditional kobold.


Now that's a Coincidence! OHO?! OF ALL PEOPLE, WE RUN INTO YOU!

Kobolds in Video Games

Kobold Garden

Kobold Garden is an early access virtual pet RPG in which the player plays as a knight who raises and protects a growing community of kobolds.[11] The gameplay has been compared to that of the Chao gardens from the Sonic Adventure games.



Warcraft

Kobolds appear in Warcraft 3 and its MMORPG successor World of Warcraft as commonly encountered enemy creatures. They are portrayed as primitive, rat-like beings who primarily reside in underground caves, relying on candles placed atop their heads to see in the darkness of their dwellings. They speak short phrases of broken English, the most famous of which is "You no take candle!" in reference to their reliance on them.



Search Interest

External References

[1] Britannica – Kobold

[2] Wikipedia – Cobalt

[3] DnD5e Wiki – Kobolds as PCs

[4] Dragon Magazine 127 PDF

[5] Dandwiki – Pun Pun build.

[6] Forgotten Realms Wiki – YipYak

[7] Wizardry Wiki – Kobolds:

[8] Suikoden Wiki – Gengen

[9] Dungeon Meshi Wiki – Kuro

[10] Monster Musume Wiki – Polt

[11] Itch.io – Kobold Garden

Recent Videos 18 total

Recent Images 138 total


Top Comments

Kupoman — ♪♫
Kupoman — ♪♫

I think that there should be a section about the Japanese interpretation of kobolds as dogmen seemingly due to an old translation error.

(Note that not all Japanese kobolds are dog, and that there even are some rare instances of dogmen kobolds in western media too)

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