Playable Kobold Species (v70)
Have you ever wanted to play as a tribe of small, weak kobolds? You haven’t? Well, don’t leave yet; at least they make good slaves.
This mod will add kobolds to your game, but maybe give it a try anyway.
New species: Kobolds Yes, we covered that already. They’re small, they’re annoying, they like to dig. A lot. They work hard, but they also play hard, and playful kobolds have loose morals and a penchant for doing crimes. Hopefully you find a way to nip that in the bud before the murders start. To stop that from becoming A Problem™, luckily, we have…
New religion: Draconism Kobolds believe that true dragons were the progenitors of their species, and they just will not shut up about it. Fanatics worship the idea of a Great Dragon and the as-yet-unfounded belief that if they work hard and are well behaved, some day soon that very dragon will swoop down and liberate them from the oppression of being the smallest, weakest species in Syx. That belief will keep them mostly in line, but you’d better not let anyone convince them to renounce their faith. Like any good cult, they have a dress code, and theirs involves wearing dragon talismans. Kobolds have tiny, steady hands that make them good at crafting intricate things at the…
New workshop: Artificer A place for crafting the talismans they insist on wearing. The little trinkets are a constant reminder that the Great Dragon could be watching them at any moment, and it helps remind them not to steal or murder, but it also reminds them that they should be spending more time at the temple, prostrating themselves before the effigy of the Dragon, so you’ll have to put up with that. Luckily, kobold artificers are quite resourceful and have also learned to make some prayer bracelets. Kobolds know they’re worthless but they’ve managed to convince some of the other species to wear them, so maybe you can sell some to them. In fact, you should probably do that, because you’ll need the money when the raiders come. Good luck fighting them off, but luckily, kobolds have a few tricks up their sleeves in the form of…
A small kobold-centric tech tree, where you can teach your little hellions some tricks to defend themselves. Mostly, this involves filling the territory around your settlement with more traps than you can count, in hopes that you can deter the raids before they become a problem. Speaking of problems, you’re going to have a lot of kobolds, and that’s a lot of mouths to feed. They’re so small, herding is a scary task for them, and they don’t like farming, either. Good thing they’re skilled hunters, and good thing they’ve got…
New building: Trapper, an improved hunter with higher yields. Furthermore, since they’re going further afield to set traps that they can check on later, they can co-exist with hunters without causing a prey animal extinction event. So at least there’s that. You’ll need furniture to build these buildings, though, and did I mention that kobolds really don’t like chopping wood? Luckily for them, they have…
New workshop: Chiseler, wherein kobolds craft furniture out of stone. It’s inefficient, but if you give them some leather, too, they can make more comfortable furniture faster. Good thing you’ve got hunters galore.
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Author’s note: I am no artist, and unfortunately it shows in places. Sorry about that. Please enjoy the kobolds anyway. Due to the nature of Songs of Syx, there’s no reasonable way to have tested everything, and I’m sure there’s some unintended interactions and game states you can reach. If you find anything that’s clearly unintended, or imbalanced, especially in the mid-late game, please let me know, and I’ll see about fixing it. I’m doing my best here, okay? 🙁
Revisions:
Old revisions of this mod are available below. Click the link to download.