Kobold

Kobolds are a race of violent avian-folk native to underground regions such as caves and mountains. They have a fondness for industry, mining, and warfare. Kobolds reproduce in large numbers and infest virtually every mountain on Nivarra. Their exact numbers are next to impossible to pin-point. Some scholars believe they number in the millions, though others argue the true extent of their population measures on the uncountable.

Overview
Kobolds are a supremely prolific race, capable of inhabiting virtually region given enough time to adapt. The extent of their territory is unknown, though many assume they stretch across the known world. In truth, koboldkind inhabits a vast array of caves, mountains, under-mountains, and crevasses all interconnected via a series of artificially dug tunnels. Their mighty 'empire' stretches all the way into Deep Mountain, where they wage a near infinite war for control of the realm against its other denizens.

The kobold appetite for war is second only to its appetite for arcyte, a magical crystal located only within Deep Mountain, that forms the backbone of the entire kobold economy. It is with arcyte that the kobolds develop twisted and fantastical technologies, plagues, mutants, and other "scientific" experiments rivaling that of the gnomes and goblins. The sheer volume of kobolds that inhabit Nivarra could very easily overrun the entire known world.

Fortunately, kobolds are a wholly unstable race prone to enormous civil strife. Their desire to rule uncontested is at odds with their rebellious nature. Kobolds are divided along clan lines known as Clutches lead by primarchs, and each Clutch wages unending war with the other and those on the surface. A few warlords have risen up in an attempt to unite the disparate factions, with some success. Still, betrayal, deceit, politicking, and simple jealousy prevent any one warlord from uniting the others.

Kobolds have an innate distrust of cooperation ─ they view it as a sign of upcoming betrayal, and work together only when ordered to by the Seven Crests. Each clutch is held together only by fear of those above them, as the higher rankings understand the importance of cooperation.

History
There is little written record of kobold history. Most history is isolated to the individual, who recounts his or her own achievements, rather than that of koboldkind. As kobolds do not succumb to age as humans or dwarves might, it is possible there exists kobolds with memories stretching back hundreds ─ if not thousands of years. The kobolds who sit upon the Council of Seven Crests are counted among these ancients, and possess knowledge stretching back through time.

However, given the selfish nature of kobolds, the Seven Crests have not cared enough to chronicle the exploits of the race, but rather themselves. So historical record for kobolds is spotty at best, and must be pieced together from different sources to achieve any accurate information. Attempts to do this have been made by scholars in Daramaar, though its accuracy is dubious at best.

Organization
Kobolds are organized into Clutches which are structured similar to kingdoms. Each Clutch is its own entity, unique from the rest of koboldkind, possessing its own culture, traditions, and outlook. There exist countless minor Clutches, but only Seven Great Clutches. At the top of it all sits the Seven Crests, a council of the greatest warlords known to any kobold.
 * Clutchlings are slaves, servants, and other dregs of kobold society that sit on the lowest possible ladder. They are used to maintain the vast and unending industrial empires of koboldkind. In times of war they are the first to be organized into vast swarms and sent at their enemies, spurned forward only by fear of whats behind them. They are meek, malnourished, and trampled on by those above them. Life is cheap at this level.
 * Fledgelings are warriors of the clutch, and serve a variety of functions from swordsmen to spearmen to great weapon wielders, and even rangers. Fledgelings are more respected and given better quarters, food, and pick of the spoils. Especially skilled Fledgelings are granted the rank of Scourge.
 * Scourge are the elite warriors of the clutch, outfitted with heavier armor, arms, and given first pick (after the archs) of loot. They are larger, more vicious, and are most likely to be promoted to the rank of lordling. It is at the Scourge stage, that new kobold leaders made. They're the first in and first out in major engagements, acting as shock troops to overwhelm the enemy.
 * Halcyons are bodyguard retinues for lordlings, demiarchs, and primarchs. Halcyons are bred specifically for bodyguard duty, and are instilled with an unerring sense of loyalty to those they protect. They are likened to little more then guard dogs, whose thoughts and feelings are designed entirely to defense those they are tasked with, and little else.
 * Lordlings are minor kobold leaders, usually drawn from the Scourge, to rule over small territories beneath a demiarch. They are likened to a baron in that they control a single place such as a fort or town.
 * Demiarchs are major kobold leaders who are made up entirely of lordlings who have plotted, schemed, and stabbed their way into the position. Demiarchs rule over large swathes of territory, each with many lordlings beneath them. They administer all territory in the name of their primarch, who they both fear and love.
 * Primarchs are the kobold leaders who have conquered and murdered their way to the top, and commands the respect and admiration of all those beneath them. Primarchs care for only one thing: more territory. They are prided on how far and how wide their territories are, and they are more than happy to go to war with other Clutches over petty differences and minor territorial disputes.
 * Warlords are primarchs who have earned the loyalty of several Clutches, each with their own primarchs. Warlords are rare, and there exist only a handful at any given time.
 * Seven Crests are the seven greatest warlords in existence, each known as a Crest. They have existed for as long as any living kobold can remember, and have guided and directed the race as a whole for millennia. However, the Seven Crests are no less prone to politicking and backstabbing, and have a habit of coming into conflict with one another. While a member of the Seven Crests would never dare personally harm the other, that does not stop proxies, assassins, and intermediary wars from happening.

Known Clutches
The following is a list of known major Clutches, each with their own Crest sitting on the council.
 * Clutch Ashin
 * Clutch Flayre
 * Clutch Vulcen
 * Clutch Mharu
 * Clutch Baakus
 * Clutch Mordys
 * Clutch Nosos