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From: Night_Druid <Night_Druid@??????????.net> Date: Mon, 13 Sep 2004 16:06:08 -0500 Subject: Re: Goblin Gear: Kobold Angelship Part I
Part I of this article
Adam
Unhuman Wars
Angel Cartel
Centuries ago, many goblin-kin tribes made into wildspace. By far
the
most successful of these tribes was the Angel Tribe, a tribe of kobolds
(1). The Angel tribe origins are a mystery, but some historical records
indicate that they were first encountered in Realmspace and quickly
spread to Greyspace and Winterspace. They had a small base in Refuge by
4200 OC on a small city block they leased from the Arcane. By 4250 OC,
the Angel Tribe had become the largest kobold tribe in wildspace. Only
the elves had a larger fleet than the Angel Tribe. After 4250 OC, the
Angel Tribe ceased to grow rapidly and its fleet size stabilized.
The secret to the Angels' success was in their attitude. When they
first took to the spheres in their first porcupine spelljammers, they
were much like every other goblin-kin tribe in wildspace. In other
words, they were pirates and raiders. After suffering several defeats,
the kobolds retreated to a small asteroid or lifeworld that they came
across. When they arrived, they discovered a stranded blue skinned
giant, who begged for mercy. Not a particularly cruel bunch, the
kobolds spared the Arcane's life and were willing to return him to his
home once the issue of a reward was brought up. In gratitude, the
Arcane explained the principles of commerce and trade to the kobolds.
Though most of the lessens were lost on the less than bright kobolds,
they took many of those lessens to heart.
What the kobolds realized was that they were physically weaker than
most of the other races of wildspace, orcs and ogres were not. Such
creatures were capturing countless merchant ships and raiding towns and
villages everywhere. Because of their raids, they took a great amount
of booty, most of which was useless to the creatures and most often
tossed aside. If the kobolds could offer goods the orcs did need in
exchange for those that they would discard, the kobolds could turn a
profit. Though it took over a century, the kobolds eventually won orc
and ogre respect as merchants and black market dealers in stolen wares.
Though considered disreputable junk merchants and black market dealers
at best by the rest of the wildspace communities, at least kobolds
weren't hated or attacked on sight by humans or elves. Even orcs and
ogres were reluctant to attack them, in fear of losing valuable trade
partners.
The kobolds became the Angel Tribe after the development of the
angelship, which became the backbone of their fleets. The ancient name
of the tribe has been lost to the ages. Later still, as splinter tribes
developed as the kobold tribe grew larger and expanded to many spheres,
the whole became known as the Angel Cartel. The Angel Cartel held the
majority of such ships and were the only nation of kobolds at the time
capable of building them. Some were lost to other races and rouge
kobolds over the centuries, but the majority remained firmly in the
hands of the Angel Cartel.
Angelships
Once the kobolds have secured their first trade routes, they began
work
on a new design of ship. Working with the Arcane, the Angelship was
developed after decades of hard work and hard coin. The ship served
their purposes well, as it was a squat but broad trade ship. Most were
trade ships and bulk cargo carriers, but a few were converted to
warships to defend other angelships or serve as mercenaries. They were
named angelships because they appeared as angels when viewed from above
or below in bad light. Some angelships were decorated with feathered
wings and a human-like figurehead for a ram.
The ship had a strong keel that ran down the bottom of the craft,
with
thick gunwales curving up and out from that keel. Wings were added to
increase the ship's stability and maneuvering capabilities. The wings
were constructed from kindori rib bones, used for the frame, with a thin
wooden bottom and a top typically made from the skin of brown scavvars.
The wings were strong enough to support quite a bit of weight overall,
but excessive amounts of cargo caused them to sag or snap off. The
common practice was to use the wings as sleeping quarters for kobold
crewmen, who would curl up in the numerous cubby holes. The skin top of
the wings were sometimes cut in places to air them out.
The lowest level of the ship, between the main deck and the keel,
was a
very narrow space where much of the ship's cargo was stored. Most
angelships had cargo doors cut into the sides of the gunwales, allowing
access to this area. While those doors offered easy access to the
cargo, it ruined the ship's ability to land in water. Thus, most
angelships could not land in the water.
The interior of the angelship had few rooms. The kobolds had a
strong
sense of community and pack-like instincts, so individual quarters were
unknown. Separate rooms were assigned for basic functions, such as a
galley, mess, and bridge, but quarters for captains, helmsmen, and
officers were unknown. The leaders of the ship slept together in the
forward most chamber, directly behind the metal-tipped blunt ram. In
battle, they would be found in the bridge, behind their quarters.
Because their main role was as trade ships, angelships were rarely
heavily armed. The kobolds added enough weapons to deter pirates and
scavvars from attacking their vessels, but far too few to fend off a
determined warship. Instead, the kobolds relied upon their trade
agreements with pirates and sheer tenacity to get them through. Rich
kobold captains would sometimes hire a wizard to help protect his ship.
In the rare instances that the kobolds would build a warship angelship,
they would triple the number of weapons and plate their ships in metal.
All such ships would have several wizards and shaman aboard to provide
magical support, including hired human mages. Because they were painted
black and often cloaked by darkness spells, these warships became known
as nightangels.
The Fleet
The size of the Angels' fleet varied greatly from decade to decade,
but
after 4250 OC, it rarely fell below 400 trade ships and sometimes
numbered over 500 trade ships. There was a considerable fluctuation
from year to year as ships were lost to pirates or disaster and new
ships were built to replace them. Once the nightangel had been
developed, the kobolds kept about 50 or so of the ships on hand as
escorts and mercenary ships to protect their merchant fleet. Once the
Unhuman Wars began, many trade ships were lost to elvish raids to
destroy orcish and ogre supply lines. Many survived by pulling out of
the war and refusing to trade with orcs and ogres, but by that time the
war was over and the Great Hunt had begun. Those few kobolds that
managed to hang onto their ships were forced to join the orcs and ogres
in exile at the edge of Known Space.
The actual number of ships in any given sphere was fairly small, as
the
kobolds were highly dispersed over most of the Known Spheres. Many
small fleets were sphere traders, travelling from sphere to sphere to
unload particularly "hot" goods on unsuspecting buyers. Locally, each
fleet had a great deal of individual freedom and thus were virtually
autonomous from each other. Most individual fleets held their own trade
routes and traded with certain orc and ogre tribes. Tribal fleets
sometimes competed against each other, but rarely did they come to
blows.
Society
Many wonder how the Angel Cartel, with fleets dispersed across
dozens
of spheres, could keep the various tribes together. The answer was
two-fold. First, the Cartel had a central headquarters in the thorny
branches of the lifeworld called Bramble. Inside the branches, the
kobolds held a small city, nestled inside of a gigantic, curled leaf.
The secret to the city's importance was that it was the only place where
kobolds could build their angelships. It served as a trade center for
the kobolds, where they could unload anything for sale in other
spheres. Even the Arcane kept open an office at the city, advising the
kobolds and skimming a healthy profit off their clients.
Secondly, and most importantly, what held the vastly dispersed
tribes
together was a common cultural heritage. Almost all of the kobolds in
the Cartel could trace their lineage back to the original kobold tribe.
Even space-bound dwarves were impressed by how strongly the kobolds held
their heritage.
Kobold society centered around their tribes, to the surprise of
many.
Tribal pride is first and foremost among kobolds, and with many ways to
achieve that pride. The most common method is through wealth, which the
kobolds flaunt through well-built and well-decorated ships. The kobolds
were cagey enough to avoid becoming targets for pirates, preferring fine
but dingy weapons, rich tapestries of tribal histories, clothes,
expertly-trained animals, and a well-fed tribe. Many tribes paint the
insides of their ships with intricate pictures of life in wildspace,
space creatures, and lessens for kobold children.
A typical tribe held a monopoly on the junk trade in a given sphere.
A
tribe would hold a number of trade ships, usually 5-40 ships. Each ship
would be owned by a single clan, who owed fealty to a great chief. As
the Angel kobolds considered wit and skill in trade as more important
than brute strength, the great chief would be the richest kobold in the
sphere. To enforce their will over the other clans, the great chiefs
each kept a nightangel to protect their home asteroid or outpost. Such
outposts were cluttered with piles of junk and stolen merchandise, which
they try to sell to anyone that shows up. While the quality of such
goods were often in question, the outposts were popular ports because
one could find almost anything for sale with no questions asked.
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Month Index: September, 2004