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Solethania

It Sounded Better In My Head

Kobold’s Run

Kobold’s Run

This is the main page for the Kobold Campaign idea, it contains the background information that any random group of Kobolds would know.

Here’s the blurb for the campaign I wrote back in this blog.

Every five years the Kobold clans present the wealth they’ve amassed to their Dragon ruler, whom they revere as a god, and the clan with the most wealth gains the Dragon’s blessings for 5 years. Kobolds, being a minor monster race, have very few ways of generating wealth on their own. So they steal, pillage, plunder, and rob their way through more civilized societies (and/or rival clans) beyond their great Dragon’s realm and return near the end of the 5th year. When they return, they do so carrying, dragging, or otherwise transporting their fat loot as best they can -either individually, or in groups of a couple up to full blown warbands. People realized this, and began forming groups to take down these returning Kobolds and take the loot either as their own or to return to their rightful owners.

Thus Adventuring was born as a profession. 
But nobody cares about those guys.

You and your party are a Kobolds, all the parties sent beyond the borders from your clan have been killed or missing. You’ve got 6 months to collect and return with the most treasure or die trying.

The Lands

Dragon lands to the southwest, dwarven kingdoms to the north, human lands to the northwest, and the elven empire to the east. It’d be up to the players to decide which direction to venture forth.

Kobolds know very very little about the world beyond their clan, but they do have an idea about the level of wealth and the ease of access around. It gets broken down mostly like this:

Dragon lands: They are home, don’t steal from home unless god dragon says.
Dwarf kingdoms: have metals and minerals of great wealth in mines deep underground. But the dwarves are greedy and alert and do not abide Kobold nonsense in their lands.
Human lands: there’s magic there. lots of enchantments, crafted items, and trade, all worth their weight in gold, and humans are not against trying to use the Kobolds as pawns in their political games.
The Elven Empire: Kobolds know the least of this land, because few of them go and fewer return. Those that do return however, are laden down with the most valuable materials and items, the survivors becoming legends.

The Kobold Life
In this world Kobolds are the larval stage of Dragon. As they grow, if they survive long enough they become Dragonborn. Those that survive beyond that grow into true Dragons. In D&D terms Kobold from level 1-10, Dragonborn from 10-20, full on Dragon 21+. Greed and conflict drive their growth into adulthood. The more conflict and wealth created the faster they can ‘grow up’. Which means Kobolds are considered exceptionally and readily expendable because they’re innately driven to high risk/reward endeavors, and they’re considered about as common as rats in the Dragon lands.

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