Kobold

A slave race freed
Kobolds were once slaves to the chromatic dragons, their lives consisted of being ordered around, mostly being told to raid villages and steal their valuables. The dragons have long since disappeared from celadir and so the kobolds were left on their own, rather than resort to raiding they started taking after the other races and began to farm and to fish. Unwelcome in most lands they now inhabit the frontiers of celadir, the prairies of the Westerlands, the frozen wastes of Pulosha, or the western continent are home to kobold settlements.

Halt criminal scum
While the kobolds have attempted to settle and be like the other races their tendency to steal anything that isn't bolted down, the very reason they were enslaved by the dragons, works against them. While there are very few reports of kobold raids human settlements now have trouble with things going missing, pots and pans, cooking utensils, and any other loose items that can be used by the kobolds will go missing. Some villages actually embrace this giving the kobolds their unwanted junk which they gladly take.

Imitation is the highest form of flattery
Kobolds have very little knowledge in craftsmanship and so will often improvise weapons and armor using their stolen goods as a crude imitation of the other races. Kobold villages are run as an imitation of the other races often having no real understanding of politics or management, similarly those kobolds that try to become merchants will sell things that are shiny but have little value such as scrap metal or silverware. Their writing system is made up of a mishmash of other races characters with no relation to their original meanings, their literature is often a knockoff of the better known tales of other races.

Ability Score Increase
Your Dexterity score increases by 2, and your Strength score is reduced by 2.

Grovel, Cower, and Be
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.