1. Quests

Unite the Archipelago

Nascent Sovereignty


Mohala Kama has a mission for the kobolds he's assigned to exploring the islands: Establish trade posts on a diplomatic mission to unite the Churning Archipelago against potential invaders. Along the way, he encourages the party to drive out invaders from the Mainland, to discourage them from settling among the islands in the future.

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Goals and Intel

Diplomacy: The party must convince the various chieftains of the islands that uniting is in their best interest. It's best to speak with them candidly on the issue, and get their input on what a good system of governance would be, as well as invite them to a round-table meet at Petisse Tolgalen to ratify some kind of official documentation for overarching rules and expectations.

Islands/Settlements:

  • Twin-Stone Isles: A large population dwells on this pair of islands, where an enormous bridge connects the two and the settlement is divided into two sides on top of the bridge. The bridge itself is a ruin that isn't fully explored and extends deep underwater, so most travel is done along the top to avoid the dangers found within such as ancient draconic security measures and lingering monstrosities. One side is governed by Sea Kobolds, the other by Tilsin (lizardfolk). This would be a vital strategic location, as it possesses the potential to be the capital of a new nation.
  • Triplet Isles: This set of islands has been settled by Glass Kobolds, and is currently being overtaken by their way of government, with local sea kobolds that disagree with their ways being forced out or captured as slaves for the mines. Stability has been disrupted, however, by the defeat of Lord Uvu, who has not been seen since he attacked Petisse Tolgalen. It may be possible to convince the Glass Kobolds to join, but they have a different religion and set of ethics and may be difficult to sway. The Sea Kobold population outnumbers them, but their access to industry and firearms makes a full uprising unlikely to succeed.
  • The Kothar Flotilla: The main problem in reaching the Kothar is locating their flotilla. It can be located anywhere in the Archipelago, and acts as a floating township for these strange demon-like people. It may require a long-term search across the islands to find them. And then there's the issue of their warrior culture, where sea kobolds are generally seen as feeble due to their more peaceful ways. The Kothar hoard large amounts of treasure and ancient artifacts of the time of dragons, and would be a massive military and/or economic boon if they can be convinced.
  • Drumstick Island: Convincing the chieftain of Drumstick would not be hard... Instead, it would be difficult to defend the island, as it possesses very little military strength. While it is the easiest to settle a trade post and the most likely ally, there aren't many practical benefits besides sheer kobold-power... Oh, and the abundant magically-compatible gemstones found under the stone.
  • Gateway Island: This is where the Sky Kobolds enter the Archipelago, and would be a vital location to control if the party wishes to prevent potential Sky Kobold aggression in the future, considering their xenophobia. Gateway Village is already allied with Petisse Tolgalen, however! The actions of the party has formed a strong religious and diplomatic bond, and so their masonry skills and access to strong hunters and trackers is available. A trade post doesn't exist here yet, but can be trivially established.
  • Other Islands: Some islands have yet to be explored, and may contain more allies, resources, and adventure.

Defense: The party is encouraged to behave aggressively against perceived threats to the archipelago. As of yet, there are a couple of major concerns to worry about...

Potential Threats

  • Sky Kobolds: These flying kobolds are xenophobic and aggressive, and may see the organization of the Sea Kobolds as a threat. Attention must be carefully placed on their activities. They haven't been a problem yet, but with the appearance of Glass Kobold invaders, it shouldn't be ruled out.
  • Glass Kobolds: Known as 'Ibarians,' the Glass Kobolds are a nation of theocratic, harsh individuals that solve their problems forcefully and possess a fierce industry and access to the secrets of firearms far more advanced than any other nation can build. Their designs are arcane and hard to reverse-engineer, which has maintained their superiority and territory for decades. They seem intent on harvesting the land and resources of the Churning Archipelago, making them an existential threat to the cultures of the islands.
  • Unified Kingdom of Wind: The UKW is a so-far-unknown factor. Considered Ibaria's major rival, they're a medieval empire ruled by a king said to be granted divine mandate. They're known to subsume smaller neighbors into their borders, but are also fairly egalitarian for a major nation. The concern with the UKW is that they may see the young country forming in the Archipelago as ripe for control, and may leverage political resources ... but they have no way to cross the Eternal Storm and so it's unlikely they will be a problem soon.
  • Remnants of the Dragons: Many islands cannot be fully civilized until the ruins that still linger on them are cleared out. Some contain ancient automatons and magical threats, while others have ravening undead or monsters. As long as these places continue to be so dangerous, the Archipelago will remain weakened from the inside... and these ruins also contain many practical and historical secrets of magic and draconic industry that have yet to be discovered, which could give the Archipelago an edge.