Mandraivus the Lost

Wrath DM's page

786 posts. Alias of Wrath.


About Wrath DM

Players in the campaign

Lev Feybane

Anya Medyved

Elsbeth Volarius

Alandra

Alannah Silverbow

Current xp per player

9,415

Next level

15,000(4th)

NPC's of note

Svetlana Leveton

Oleg Leveton

Lord Chancellor Devetion and also his bodyguard

Captain Kresten Garess

Tristan. Recovered from the forest having survived winter with a wolf and the aid of the fey

Father Kevken

Images and maps so far

Exploration map - This new map is slightly different. Yelly starbursts mean the hex has been explored.

Trading post map

Trading post

The Greenbelt

typical woodlands in greenbelt

More woodlands

the hill lands

Thorn River

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
Oleg, Svetlana, Father Kavken, Bergan, Captain Brovoy (the captain of the cavalry unit you last met at Oleg's). Some of these folk are better than others at filling roles, I leave it up to you to decide who to ask and for what 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
You can claim land at the rate of 1 hex per month intially. This invovles clearing the hex of threats and exploring new hexes. It costs one BP each hex in order to do this. In one year, it is possible to claim 12 hexes. Note that you will need to do the initial exploration yourselves though, as the frontiersmen settling the region most likely wouldn't survive the process.

City Building
Your initial city is going to be in the hill zone around the staglords fort. This takes two months to prepare and will cost you 3bp. (1 for claiming the hex, 2 for preparing the city land). This means you'll be building the city throughout summer and Autumn so should have plenty of shelter throughout the bitter cold winters in this region.

Once you have the area prepared, it costs build points to construct buildings. I'll provide costs for that soon.

Farmlands and roads
Once a section of land is claimedand has a road built through it, you can convert it farms. Grassland and hills are the only types that can be used for this. Forests have their own benefits, mostly in exportable items.

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
to enhance your kingdom’s statistics, as each block of
buildings added to a city in your kingdom grants a specific
bonus. I'll provide a link for an image that shows icons for 31 one-block buildings,eight two-block buildings, and four four-block buildings.

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
must be built first are listed in parentheses after its name.
The building’s benefit to the city and kingdom once it is
constructed is listed last in italics. If a building affects
Unrest, it does so only once, when it is first constructed.
A fair amount of additional residential structures are
common amid most one- and two-block structures.

Academy (52 BP): An institution of higher learning
that can focus on any area of knowledge or education,
including magic. Halves cost of Caster’s Tower, Library,
and Magic Shop in same city; 3 minor items, 2 medium items;
Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The
laboratory and home of a creator of potions, poisons, and
alchemical items. City base value +1,000 gp; 1 minor item;
Economy +1.

Arena (40 BP): A large public structure for competitions,
demonstrations, team sports, or bloodsports. Halves cost of
Garrison or Theater in same city; halves Consumption increase
penalty for festival edicts; Stability +4; limit one per city.

Barracks (12 BP): A building to house city guards,
militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses):
A number of shops with secret and usually illegal or
dangerous wares. City base value +2,000; 2 minor items, 1
medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beermaking, winemaking,
or similar use. Loyalty +1, Stability +1.

Brothel (4 BP; must be adjacent to 1 house): A place to
pay for companionship of any sort. Economy +1, Loyalty +2;
Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a
spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP): The home of the city’s leader or the heart
of its defenses. Halves cost of Noble Villa or Town Hall in same
city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8;
Unrest –4; limit one per city.

Cathedral (58 BP): The focal point of the city’s religion
and spiritual leadership. Halves cost of Temple or Academy
in same city; halves Consumption increase penalty for promotion
edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4;
limit one per city.

City Wall (8 BP): City walls do not occupy a city block—
rather, purchasing a city wall fortifies one of a district’s
four outer borders. A city wall cannot be built on a water
border. Defense Modifier +4; Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse.
Loyalty +1, Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house):
The workshop and home of an exotic craftsman, such as
a creator of magic items, a tinker, a fireworks maker, or a
glassblower. 1 minor item; Loyalty +1, Stability +1.

Garrison (28 BP): A large building to house armies, train
guards, and recruit militia. Halves cost of City Wall, Granary,
and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Granary (12 BP): A place to store grain and food. Loyalty +1,
Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the
dead. Economy +1, Loyalty +1.

Guildhall (34 BP; must be adjacent to 1 house): A large
building that serves as headquarters for a guild or similar
organization. City base value +1,000 gp; halves cost of Pier,
Stable, and Tradesman in same city; Economy +2, Loyalty +2.

Herbalist (10 BP; must be adjacent to 1 house): The
workshop and home of a gardener, healer, poisoner, or
creator of potions. 1 minor item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens.
Houses serve as prerequisites for many other buildings.
The first house you build during any Improvement Phase
does not count against the total number of buildings you
can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for
visitors to spend the night. City base value +500 gp; Economy +1,
Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals.
Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often
presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A
shop that specializes in expensive wares and luxuries. City
base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop
that specializes in magic items and spells. City base value +2,000
gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich
family and its servants. Stability +1.

Market (48 BP; must be adjacent to 2 houses): An open area
for mercantile pursuits, traveling merchants, and bargain
hunters. City base value +2,000 gp; halves cost of Black Market, Inn,
and Shop in same city; 2 minor items; Economy +2, Stability +2.

Mill (6 BP; must be next to a water border): A building
used to cut lumber or grind grain. Economy +1, Stability +1.

Monument (6 BP): A monument can be a statue of a city
founder, a bell tower, a large tomb, or a public display of
art. Loyalty +3; Unrest –1.

Noble Villa (24 BP): A sprawling manor with luxurious
grounds that houses a noble. Halves cost of Exotic Craftsman,
Luxury Store, and Mansion in same city; Economy +1, Loyalty +1,
Stability +1.

Park (4 BP): A plot of land set aside for its natural beauty.
Loyalty +1; Unrest –1.

Piers (16 BP; must be adjacent to a water border):
Warehouses and workshops for docking ships and
handling cargo and passengers. City base value +1,000 gp; +1
Economy, +1 Stability.

Shop (8 BP; must be adjacent to 1 house): A general store.
City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor
item; Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon
smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure
for housing or selling horses and other mounts. City base
value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure
that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or
drinking establishment. City base value +500 gp; Economy +1,
Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a
deity. Halves cost of Graveyard, Monument, and Shrine in same
city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

tenement (1 BP): A staggering number of low-rent,
cheap housing units. Tenements count as houses for
the purpose of fulfilling building requirements, but
building too many tenements can increase
a kingdom’s Unrest quickly. You can
build a house over an existing tenement
for 2 BP. Unrest +2.

Theater (24 BP): A venue for providing
entertainment such as plays, operas,
concerts, and the like. Halves cost of Brothel, Park, and
Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings
and repository for town records. Halves cost of Barracks,
Dump, and Watchtower in same city; Economy +1, Loyalty +1,
Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A
shopfront for a tradesman, such as a baker, butcher, candle
maker, cooper, or rope maker. City base value +500 gp; +1
Economy, +1 Stability.

Watchtower (6 BP): A tall structure that serves as a
guard post and landmark. +1 Stability; +2 Defense Modifier;
Unrest –1.

Waterfront (90 BP; must be adjacent to a water border):
A port for arrival and departure when traveling by water,
facilities for building ships, and a center of commerce. City
base value +4,000 gp; 3 minor items, 2 medium items, 1 major
item; halves cost of Guildhall and Market in same city, halves
Loyalty penalty for tax edicts; Economy +4; limit one per city.