Annexing the Sootscales


Kingmaker


My players have begun discussing annexing the kobolds. I'm wondering if anyone else has run into that, and if so how you handled it?


General Chaos wrote:
My players have begun discussing annexing the kobolds. I'm wondering if anyone else has run into that, and if so how you handled it?

My players have a good relationship with the Sootscale kobolds.

They began by a peaceful standoff at the radish patch and that led to later helping them against the mites and freeing them from their false leader.

Now they have an agreement with the kobolds. They have allowed them to occupy both mines and the hex in between (where the mite cave was). The kobolds work the mine and turn over the ore, and in exchange, they receive their own lands (held by the kingdom) and trade goods, supplies, and food.

My players have worked to integrate the local creatures into their kingdom in order to maintain a balance of nature and progress. They have a ranger of Erastil and a Cleric of Abadar, and they have come to many compromises.


annother discussion

My group tricked the chief into thinking that Tartuk worked for the Stag Lord and was sent to eliminate this great threat to him. As such, the kobolds are now going to help storm the castle. I plan on having the kobolds demand autonomy, but willing to set up trade for the resources. Eventually, the PCs will have to deal with having a growing kobold tribe on their boarders, and may want to annex it and grant them rights, or do something else. Who knows with players.


My PCs also had a peaceful encounter with the kobolds in the radish patch, and went on to free them and restore their leader to .. leadership. In the (game) years that have followed, the kobolds have been granted full citizenship. It seemed like every other random event was a group of kobolds coming to join the city and pledge fealty to the baron (now duke). They are now considering adding a separate district, just for the kobolds, with no houses - only tenements. They don't care about the additional unrest, they know they can offset that with strategic building, and the use of the royal assassin.

So yes, the Sootscales are a valued addition. We just started Rivers Run Red, and they are getting ready to raise their first army. At first I tried to talk them out of it, since they are not supposed to do mass combat until the fifth adventure. But, it is, after all, their kingdom, so I'll be modifying RRR to allow for a battle between the kobold army and the barbarians.

Grand Lodge

Our KingMaker Campaign

[Protected by Spoiler Buttons Inc]

The Rise of Clan MikMek:

My group of players, now referred as ‘The Founders’, came upon the Old Sycamore location first.
During the exploration and clearing of the evil fey living under the tree, they came upon the tortured Kobold prisoner of war, MikMek.
Feeling genuine pity, they saved him. Hearing his tales of the war and his mission to return his tribe’s holy relic, the party decides to aid him (and eventually adopt him!).
They returned the relic, dealt with the purple shaman and influenced the placement of the hero MikMek into a position of power, second only to the chieftain.
A further deal was negotiated to have the Soothscales begin mining the gold vein discovered to the North, giving them half of the mine’s yield.
In exchange for this mass wealth, the Kobolds agree to cease all aggression toward the growing civilization in the Greenbelt.

Later that year, the party met a group of nomadic Ulfen-Kobolds seeking a new home.
Our wizard’s familiarity with Kobold customs and his command of their native language allowed him to win them over and convince them to join the Soothscale Clan,
under the direct command of MikMek.
This expanded his power further and finally the Chief named him his successor. Another year passes and the venerable Kobold Chief passes quietly into the Darkscales.

The Barony of Ceros now recognizes ‘Clan MikMek’ as rightful inhabitants of this region and royal appointed miners.
The Leader of the Nomad Kobolds, their Champion named Bre-Tek, took a shine to the Red Wizard and pledged his life-loyal to him.
Later, Bre-tek would take the role of Royal Assassin to the Barony.

Liberty's Edge

Caineach wrote:

annother discussion

My group tricked the chief into thinking that Tartuk worked for the Stag Lord and was sent to eliminate this great threat to him. As such, the kobolds are now going to help storm the castle. I plan on having the kobolds demand autonomy, but willing to set up trade for the resources. Eventually, the PCs will have to deal with having a growing kobold tribe on their boarders, and may want to annex it and grant them rights, or do something else. Who knows with players.

I would have merely chimed in and added the same link that Caineach did. Thanks for that.

Ultimately, many of us have had groups that have good relations w/ the kobolds w/ good results and good opportunities to have story and roleplaying flourish.

I recommend letting this flourish with the players and go with it.

Robert

The Exchange

My players have also befriended the kobolds and have asked them to mine both the silver and gold. The freeing of the tribe was where we left off, so we haven't gotten any further than that. I plan on having a full agreement written up and if the PCs want to keep the kobolds in the kingdom, they will gain some unrest. My theory is that the unrest will start medium, then increase as more "civilized" individuals populate the kingdom, and then decrease (while always having some unrest) when the population becomes adjusted to having kobolds around all the time. I'm even considering having a kobold (or general) unrest due to a mistrust over an incident with the mines or the tribe.

Anyway you look at it, it adds a lot of Roleplaying and possible encounters in the future.


While we don't have a formal treaty in place we had both a contingent of kobolds and elves show up at our kingdom asking to become citizens. My character does not trust elves but oddly he's taken a shining to the little reptiles. I've even started to convert some of them to worship Abadar!


Our group made peace with the Sootscales (IMC the Rustwormer Goblins), and offered to have them mine the silver in exchange for beer. They also exacted a promise that they would not harm people.

So ... I'm thinking that the goblins will be galvanized by the PCs, and will turn the mine into a goblin city. And if the PCs take too long, I'll have them start building a road towards the PCs home.

I see my goblins like Labyrinth goblins ... but do the PCs let them move into their kingdom? If they annex the Goblin city, goblins will run amok and cause 2d6 unrest in the kingdom. If they don't, they can't have the mine. And the goblins want their BEER!

To make things more interesting, they are going to have their warriors follow the PC half-orc paladin in his ways. The PC paladin *knows* they are evil, but they will worship him and call him their hero ...

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