I am working on a campaign for my rpg group, and am trying to expand The Smoking Ruins adventure recently published in The Smoking Ruins & Other Stories book to the start of the campaign where the PCs work to rebuild Korolstead as a human town. The PCs are Orlanthi champions seeking to build a new home for and strengthen their clan. Their clan has been driven out of their old home for reasons yet undetermined and start play as guests or rather refugees at Clearwine. The first adventure will basically follow the book. After that the PCs will work on exploring the Smoking Ruins and clear out the troll spirits and other nasties. As they do, the ruins will stop smoking. I figure I can have the PCs bring other warriors from their clan in to help secure the place during expeditions and as the smoke clears perhaps start settling the area. However the smoke clearing will be noticed and I'm trying to figure out what reactions would come.
From what I can tell the factions would be:
Local Vendref - Neutral to warm to the new settlers. From what I figure they'd be happy to have the ruins cleared and the smoke no longer drifting down their valley. There may be conflict as they move into the areas that were previously too smokey for habitation. They would also be the first to notice.
Pure Horse People - Informed by the local vendref, they would consider the PCs new settlement to be more vendref in their territory. Happy to no longer have a haunted ruins as long as the new settlement plays along. This relationship would be up to the PCs and negotiation. The Smoking Ruins have been abandoned for a long time they probably would be content to let the newcomers deal with the lingering hauntings as long as they didn't become too powerful.
The Dragonnewts - ???
The Beastmen - As long as their shrine is honored and not desecrated they probably don't care too much. Hiaa's Valley is not in their territory (I think).
The Uz - Ancestor spirits are contactable now.
Tarsj Exiles - New trading partners/not concerned initially.
I want to figure out what would likely happen, and how quickly.
For a theme in the game I am working on ideas for the PC's clan to have been pushed out of their old home, probably not knowing exactly why. Perhaps with the idea that they did something wrong to mirror the theme of atonement that the first adventure has. Also I can't set too much in stone here as I'd work this up with my group. Currently we're running in a game run by another GM so I've got a couple months probably. I've been reading other threads going over what might really have happened and the history of the place.
Any ideas, suggestions or notes?