![]() About Wrath DMPlayers in the campaign Current xp per player 9,415 Next level 15,000(4th) NPC's of note Lord Chancellor Devetion and also his bodyguard Tristan. Recovered from the forest having survived winter with a wolf and the aid of the fey Images and maps so far Exploration map - This new map is slightly different. Yelly starbursts mean the hex has been explored. typical woodlands in greenbelt The cabin This isn't exactly the same size as the one that's haunted, but the image captures the feel i'm after Contracts and wanted posters The Charter
Spoiler:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne. Wanted! Bandits (Partially completed)
Spoiler:
The Swordlords offer a reward of 400 gold to anyone capable of stopping or significantly slowing bandit activity in the Greenbelt. Evidence of your activities must be noted for reward to be issued Wanted! Tuskgutter
Spoiler:
The damned boar near took me leg. Ifn' ye can kill it, bring the head to Oleg's and next time I'm in I'll see ye gets rewarded. Vekkel Benzen. Kobold Troubles (Completed)
Spoiler:
Captain Trevank of the Outland Militia requests aid from able bodied folk in pacifying the local Kobolds. Any methods necessary to prevent them casuing such troubles on the roads as has been happening of late. Reward offered when kobold activity ceases
The group was forced to destroy the entire kobold clan after the clans Arcunum took over and animated the chief as a zombie. Wanted! Tatzlwyrm Head
Spoiler:
I'd like a nice centre piece above the gate to let folk know this place is safe for trade. If folk see a powerful creatures head like this stufed and mounted here, they're more likely to relax and trade well, knowing we can police and tame our lands. Reward offered for first group to bring me an intact head in good condition for stuffing and mounting. Oleg Bokken's Sprogget(completed)
Spoiler:
The old hermit Bokken wants you to recover a missing sprogget from his potion making device that a group of Fey have stolen from him. This is in payment for him providing you a potion of lesser restoration for Bergan's injuries. Bokken was very thankful when the party recovered his sprogget from the Mites lair. Jhod Kavken's Temple to Erastil (Completed)
Spoiler:
Father Kavken has come to Oleg's to seek aid in returning a ruined temple of Erastil to the worship of his god. The party have agreed to find this in the hopes of securing Kavkens support against the increasingly tyranical Captain Garess.
Having destroyed the corrupted priest at the temple, the group have now allowed Kevken to take some of the new settlers to the temple and establish a settlement thereabouts. Undermine Kesten Garess and his Men (Completed)
Spoiler:
Anya has taken it on herself to destroy Captain Garess's reputation before he gains too big a powerbase in teh stolen lands. So far the group have managed to organsie for a new troup of mercenaries to arrive under their payment to protect Oleg's place. Whether this is enough or not remains to be seen.
Garess eventually succumbed to a madness when he challenged some of the fey in the region. He tried to kill the group when they came back from finding Father Kevken's temple. Return the Godstone for the Sootscale kobolds (Completed)
Spoiler:
The group have negotiated to return the "Godstone" to the chief of the sootscale Kobolds. It was stolen by the blue Fey men, and they need to journey to their lair in the hills in order to retrieve it. Chief Sootscale says they are to give it to him, not their Arcunum, which has prompted some thought as to a possible rift in the clan.
Unfortunately, delays in completing this quest due to Garess and other factors, the Arcunum staged a coup and defeated the chief. The group returned the godstone to the cavern but were forced to slay everything there. Not the ending some were hoping for. Possible Rulership roles Ruler - Charisma helps with certain rolls (essential role) Councilor - Ensures will of citizenry is represented. (Wis or Cha). Loyalty penalty if not filled General - Controls armies (Str or Cha). Stability penalty if not filled. Grand Diplomat - Oversees international reltions (Int or Cha). Penalty to stability if not filled High Priest - Guides kingdoms religious needs and growth (Wis or Cha). Penalty to stability if nto filled. Magister - Guides kingdoms higher learning and magic (Int or Cha). Economy suffers if not filled. Marshal - Organises patrols and enforces justice in rural areas and wilderness. (Dex or Wis). Penalty to economy if not filled. Royal Assassin - Public executions, headsman or shadowy justice. No penalty if not filled. Spy master - Observes kingdoms underworld and criminal element, spies on other kingdoms. (Dex or Int). Penalty to Economy if vacant, also more unrest. Treasurer -Organises tax collection and manages treasury. (Int or Wis). Economy penalty if not filled. Can't collect taxes if not filled. Possible NPC's that may be convinced to fill some roles
Building kingdoms
Spoiler:
Kingdoms are built using an abstract idea known as build points. Build points are spent on such things as claiming land ready for settlement, preparing sites for towns and cities, building infrastructure such as roads, and later on building armies. You are going to start with 15 build points each, to spend on what you feel is needed based on discussion amongst yourselves. After the initial input, you'll earn build points from your foundling kingdom and go from there. By giving each of you build points this way, it will help you shape the kingdom in its initial phases, letting you have a hand in how it operates. While the mechanisms behind kingdom building and running are abstract, I shall be taking rolls you make and weaving them into the story thread to at least make it more story like in its approach. Claiming land
City Building
Once you have the area prepared, it costs build points to construct buildings. I'll provide costs for that soon. Farmlands and roads
Farmlands cost 2 buildpoints in grassland, and 4 buildpoints in hills. Roads cost 1 build point for hill and grassland, 2 for forests, and 4 for swamps and mountains. If a road has to cross a river it doubles its cost.Roads increase merchant trade. The initial city Once the land is cleared and ready to build on, you get to start on your new township. Since it already has a partial for there, it will only cost 27 build points to convert this to a castle suitable for ruling and defense. Types of Buildings Adding buildings to a city is one of the most efficient ways
Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below. The building’s BP cost and any prerequisite buildings that
Academy (52 BP): An institution of higher learning
Alchemist (18 BP; must be adjacent to 1 house): The
Arena (40 BP): A large public structure for competitions,
Barracks (12 BP): A building to house city guards,
Black Market (50 BP; must be adjacent to 2 houses):
Brewery (6 BP): A building for beermaking, winemaking,
Brothel (4 BP; must be adjacent to 1 house): A place to
Caster’s Tower (30 BP): The home and laboratory for a
Castle (54 BP): The home of the city’s leader or the heart
Cathedral (58 BP): The focal point of the city’s religion
City Wall (8 BP): City walls do not occupy a city block—
Dump (4 BP): A centralized place to dispose of refuse.
Exotic Craftsman (10 BP; must be adjacent to 1 house):
Garrison (28 BP): A large building to house armies, train
Granary (12 BP): A place to store grain and food. Loyalty +1,
Graveyard (4 BP): A plot of land to honor and bury the
Guildhall (34 BP; must be adjacent to 1 house): A large
Herbalist (10 BP; must be adjacent to 1 house): The
House (3 BP): A number of mid-sized houses for citizens.
Inn (10 BP; must be adjacent to 1 house): A place for
Jail (14 BP): A fortified structure for housing criminals.
Library (6 BP): A large building containing books, often
Luxury Store (28 BP; must be adjacent to 1 house): A
Magic Shop (68 BP; must be adjacent to 2 houses): A shop
Mansion (10 BP): A single huge manor housing a rich
Market (48 BP; must be adjacent to 2 houses): An open area
Mill (6 BP; must be next to a water border): A building
Monument (6 BP): A monument can be a statue of a city
Noble Villa (24 BP): A sprawling manor with luxurious
Park (4 BP): A plot of land set aside for its natural beauty.
Piers (16 BP; must be adjacent to a water border):
Shop (8 BP; must be adjacent to 1 house): A general store.
Shrine (8 BP): A small shrine or similar holy site. 1 minor
Smith (6 BP): An armor smith, blacksmith, or weapon
Stable (10 BP; must be adjacent to 1 house): A structure
Tannery (6 BP; cannot be adjacent to a house): A structure
Tavern (12 BP; must be adjacent to 1 house): An eatery or
Temple (32 BP): A large place of worship dedicated to a
tenement (1 BP): A staggering number of low-rent,
Theater (24 BP): A venue for providing
Town Hall (22 BP): A public venue for town meetings
Tradesman (10 BP; must be adjacent to 1 house): A
Watchtower (6 BP): A tall structure that serves as a
Waterfront (90 BP; must be adjacent to a water border):
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