| The Black Bard |
In the span of Tides of Dread, it seems as though Farshore has some serious capacity for growth, assuming PCs do some work. As far as I can calculate, it looks like Farshore can eventually achieve a GP limit of 5300 and assets of roughly 44600.
Are these totals correct? I'm assuming that Farshore is officially going "off the beaten path" in regards to it's development by virtue of it's "unique circumstances" regarding the Isle of Dread, PC involvement, and such. How much of the DMG rules should be adhered to as Farshore develops?
For instance, when Amelia returns with more colonists, how does the increase in population affect the GP limit and Assets?
Finally, how do events of Lightless Depths affect Farshore. As far as I could tell, not much is detailed regarding the events of that Arc's interacting with Farshore. And the "Concluding the Adventure" section was rather abrupt, at least in comparison to each previous section.
James Jacobs
Creative Director
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Farshore's development is indeed off the beaten path; it begins with the rules in the DMG, but since the DMG doesn't really address dynamic city growth, I decided it was best to come up with a new system. Farshore's final GP limit and assets are going to be something unique, as a result. If enough new people move to the colony to move it from hamlet to village, increase its GP limit by the difference between these two categories (ie. by +100 gp). That's a pretty tiny change in the grand scheme of things, which is fine with me. Keeps the PCs actual improvement acomplishments all the more impressive and important.
The events of Lightless Depths are so far removed from Farshore that they don't really have any affect at all, with the exception of a possible treaty with Emraag. That won't have any monetary effect, but it WILL make trade routes safer.
| The Black Bard |
Yeah, I swapped a 13th level bonded fire summoner elementalich (homebrew variant lich powered by elemental energy, in this case, fire) for the Yuan-Ti sorceror as a "rival" for my party's Frost Mage. After "loosing" the battle, the lich is coming back to Farshore to move in for a while and try and convince the Frost Mage to become an elementalich as well. He's even going to offer to help build the phylactery!
I did have another question for James or other Savage Tide authors. Will Farshore be stopping at the total sum of GP limit and assets as listed in Tides of Dread and the Farshore Backdrop in the same issue? Or is it capable of going even further?
I know my players might try to continue it's growth after the boom they've just helped create, but if it doesn't actually have any further potential left, I guess I should subtly hint that they won't make much progress and could probably find better things to do with their time.