Creation Ok, so you decide you want to make a goblin or a kobold! Yay! but the problem is, you think "I don't want to go through the damn application process, just to be killed off so quickly!" Well, good news. You do not need a application to make a goblin or kobold that are a evil alignment. (Your rp could change their alignment over time, or you could apply to make your gob or kob start out say, CG or LG.)
And for classes. If you are a goblin or a kobold, the racial perfered class is rogue. This actually works well for them, since they are both good at hiding and such, and they usually have the guile and cunning the class entails. But deversity is a good idea, since Goblins and kobalds, under no circumstances, should travel alone. They cannot really trust other races to fill in the class gaps for them, so they must do so themselves. I am not sure about Kobolds as of yet, but here is some good Non rogue builds which work well for them.
The Goblin patron deity is a diety of trickery and evil, so that means that a shaman could be a very capable fighter and good at the art of stealth. Of course, they have to be manic with their religon (which is to be expected) but they should usually be welcomed into a group of goblins going out into the dangerous sewers.
Though both Goblins and Kobolds tend to be small, some of them grow to be way larger, muscle and mass wise, then their racial norms. They are usually considered the soilders, troopers and protecters of their tribe. This would mean that they would probably be a fighter class. Only circumstance of which a goblin or kobald is a barbarians is if they are loners, since the races as a whole tend to live in tribes or clans.
Though arcane classes are very unusual, they are not impossible occurances. In their soceity, a arcanist who is skilled enough (Wizards for goblins and Sorcerers for Koblds is the norm.) Usually dominate in their soceities, unless there is a really big-assed goblin or kobald that can take on their spells and manage to kill them.
Survival
Never travel alone first rule for being a goblin or kobolds, never travel alone. If you travel alone, a players charater will just random kill you with no rp just for being a goblin or kobold (Since from what I have heard, this is allowed -_-). If you can outnumber the people three to one, they will not mess with you. So it is probably a good idea to get a freind or two to play with you.
Avoid partying with non monster races I swear, they will just try to use you, then kill you off. Even if this is not true, you should assume it rp wise. So it is best to not to mess with them. But because of this, you must rely on the races limited skills outside of guile and cunning to tackle tasks and quests.
Know your lands better then outsiders do The numourus dwarves, elves, humans have pushed you down into the many sewers and tunnels under lower. Then the next thing you know, they are coming into your domain, trying act like they are going to rule you. You have to know the sewers and tunnels better. Where the traps are, where the dangerous creatures lurk and where to go if you need to hide. Once you know how to do these things, it will be much easier to escape pursueing PCs or better yet, lure them into their doom at the hands of a bigger predator who could easily finish them. (Such as Chosen or the many Animatrons.)
Taking the fight to the kind who slays yours. It is true, most people who make goblins or kobolds do get slain very quickly after being made. But the fact many people forget is that they are more then capable of doing the same. Point I am getting to is that once you are strong enough, you should not be focused on solely surviving. You should get with your kin and start to kill them if they go into the sewers alone. Try setting up random traps in the sewers for them to trip over and die (Since they are of course, tresspassing in your lands.)
But importantly to go with this, is that if the person you are going to kill wants to rp with them, you should very much oblige them to it.
More to come.