Crucible

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The Lair has mostly good relations with orcs, going back to their shared history. Orc shipping along Clearwater Lake and Silver River provides the Lair with a lifeline of trade and markets for its rich natural resources and locally produced weapons. They are less friendly with the elves, admiring their crafts but being generally distrustful of their lack of organization. They have no problem with gnomes, as they have no sovereign territory, and even permit them into positions of authority, as the gnomes don’t play the kobold game of power. Kobolds see dwarves as manufacturing and trade rivals and often try to undermine their mining operations, and view humans as immature savages.<br>
The Lair has mostly good relations with orcs, going back to their shared history. Orc shipping along Clearwater Lake and Silver River provides the Lair with a lifeline of trade and markets for its rich natural resources and locally produced weapons. They are less friendly with the elves, admiring their crafts but being generally distrustful of their lack of organization. They have no problem with gnomes, as they have no sovereign territory, and even permit them into positions of authority, as the gnomes don’t play the kobold game of power. Kobolds see dwarves as manufacturing and trade rivals and often try to undermine their mining operations, and view humans as immature savages.<br>
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====Adventuring in the Stone Lair====
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There are few monsters in the region, and it is exceedingly difficult to so much as draw a weapon without having to get eleven different permits first. There is, however, demand for pawns to be used in the political game. Mercenaries, especially non-kobold ones, are often kept on retainer for an indefinite length of time, after which they receive orders to go and do a seemingly inconsequential thing without being told why. Those adept in social graces, on the other hand, will find it more profitable to enter the game as players instead of pieces. Alliances with other players are possible as long as you only seek to obtain resources, but the moment someone thinks you're making a grab for power, prepare to meet some of the mercenaries from earlier in this paragraph.
===Stone Lair Culture===
===Stone Lair Culture===
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Rivers to the east and west allow the Tail to maintain trade with humans, dwarves, and orcs, and thereby ensure a continued survival of the colony. Racial prejudice is all but forgotten in the face of adversity, and for this reason, the Tail is the best springboard for an expedition into the unexplored South due to its considerable goblin population. Likewise, there is no tolerance for the political games of the Stone Lair here, and few even make the attempt, because being even the patriarch of the Tail is not worthy of very much respect by the standards of the Lair.<br>
Rivers to the east and west allow the Tail to maintain trade with humans, dwarves, and orcs, and thereby ensure a continued survival of the colony. Racial prejudice is all but forgotten in the face of adversity, and for this reason, the Tail is the best springboard for an expedition into the unexplored South due to its considerable goblin population. Likewise, there is no tolerance for the political games of the Stone Lair here, and few even make the attempt, because being even the patriarch of the Tail is not worthy of very much respect by the standards of the Lair.<br>
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====Adventuring in the Tail====
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Dragons and goblins are a constant source of problems for the local administration, which is generally much more open about its affairs than the Stone Lair's various patriarchies are. There is very little crime here, mostly because there is nothing to steal. It is understood that trade is the lifeblood of the Tail, and all efforts that do not go towards fighting off monsters from the south go into securing trade routes, scouting for new trade routes, arranging more trade, reclaiming lost supplies, and more trade-related things.
==The Great Host (Orcs)==
==The Great Host (Orcs)==

Revision as of 19:30, 20 January 2013

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