
Sol |

So my campaign is quickly approaching the end (they are on the Kings of the Rift adventure right now), and the players have decided that they wish to build a kingdom of their own. They have even figured out the perfect spot, the isle of Tilagos! I am not seen that anyone has written about their players taking this particular course of action, but it would seem to make sense.
In the adventure it writes that the Isle of Tilagos, upon their return is:
"An uninteresting, barren island in the Nyr Dyv....the barren rocks are covered with grass and a few copses of trees..."
Now in the adventure map, the isle of Tilagos, is approximately 40-50 miles wide and 70-80 miles long. An estimate of it's total area then would be from 1,800 to 4,000 sq. miles, with it probably being around 2,800 sq. miles or so or 7,250 sq. kilometers. According to wikipedia this would make Tilagos a larger area than the 63 smallest countries in the modern world, just somewhat larger than Brunei and somewhat smaller than Puerto Rico. As far as islands, it would be just a little smaller than Corsica or Crete, and larger than Hawaii's Big Island (the island of Hawaii that is) or Prince Edward Island. Thus it is a rather large land mass, as presented.
My players figured, why not build a kingdom on it?
I mean here it is, located 100 miles from Alhaster, in the middle of everything (that is the Nyr Dyv) and totally uninhabited. Plus even though there are other powers that will immediately be interested in it, it's not like the players are push overs, they are both 18th or 19th level now, and have leadership, thus small personal armies, as well as the resources of their respective churches (Wee Jas and Hextor that is).
Luckily I anticipated this, and made it such that the Island of Tilagos shrunk when it returned to the material plane, such that it was 'only' 10 miles wide and 20 miles long, in total 200 sq. miles or 500sq. km, of land (still larger than Andorra, and the 38 smallest countries in the modern world). Thus they have laid claim to the island and are beginning to build towns and watch towers upon it, both with muscle and magic.
Of course I was not going make everything easy for them. The druids of the Bronzewood lodge arrived, and promptly blackmailed them for 1/3 of the entire island, as a untouched preserve. They said they would collect the large and most dangerous beasts and try and keep them in this area, in return for promises of no human interference or destruction of habitat/forests/animals, within that area. My one player, the Paladin of Hextor, was all for killing the druids, until it was pointed out that with the number of beasts that had survived transit from the demiplane, they were terribly outnumbered, and that there were some rather powerful druids backing the bronzewood lodge up, druids that could make life rather difficult on Tilagos, if they so choose.
Thus the tri-nation of Tilagos was born, 1/3 Hextorian, 1/3 Wee Jasian, and 1/3 druidic. Long live the Isle of Law (as they christened it)!

Cynical_Lurker |
Personally, I wouldn't shrink the island itself, but I'd rather limit the amount of land sutable for building things on. If the total area is around 3,000 sq mi, I don't think it would be unreasonable to say that between the mountains, coasts and the effects of erosion on the mostly barren land that less than 10% of the land is usable as-is.
Certainly high level PC could, over time, increase that area alot, but that would be in post game, as it's the kind of project that would occupy them for years to come.
I do like the idea of Druids coming in and flat-out strong-arming their way to a huge chunk of the land. ;)

Sol |

Personally, I wouldn't shrink the island itself, but I'd rather limit the amount of land sutable for building things on. If the total area is around 3,000 sq mi, I don't think it would be unreasonable to say that between the mountains, coasts and the effects of erosion on the mostly barren land that less than 10% of the land is usable as-is.
Certainly high level PC could, over time, increase that area alot, but that would be in post game, as it's the kind of project that would occupy them for years to come.
I do like the idea of Druids coming in and flat-out strong-arming their way to a huge chunk of the land. ;)
Thanks I enjoyed running this part of the AoW. In the end I shrunk the island, but not too much, and had the druids take a good solid third of the island. The players used their uber high magic to build a few watchtowers on each cardinal point and then spent most of their time either rebuilding the Fortress of Titan's Fall (Krathanos's keep), building Tilagos City from scratch, or delving deep into the mountain to create a hidden mountain fortress devoted to Hextor. Of course now that Hextor is dead in 4.0 I guess that will have to be some sort of ancient tunnel-dungeon complex devoted to some long dead god.

Rob Bastard |

Cynical_Lurker wrote:Thanks I enjoyed running this part of the AoW. In the end I shrunk the island, but not too much, and had the druids take a good solid third of the island. The players used their uber high magic to build a few watchtowers on each cardinal point and then spent most of their time either rebuilding the Fortress of Titan's Fall (Krathanos's keep), building Tilagos City from scratch, or delving deep into the mountain to create a hidden mountain fortress devoted to Hextor. Of course now that Hextor is dead in 4.0 I guess that will have to be some sort of ancient tunnel-dungeon complex devoted to some long dead god.Personally, I wouldn't shrink the island itself, but I'd rather limit the amount of land sutable for building things on. If the total area is around 3,000 sq mi, I don't think it would be unreasonable to say that between the mountains, coasts and the effects of erosion on the mostly barren land that less than 10% of the land is usable as-is.
Certainly high level PC could, over time, increase that area alot, but that would be in post game, as it's the kind of project that would occupy them for years to come.
I do like the idea of Druids coming in and flat-out strong-arming their way to a huge chunk of the land. ;)
Ummm, I don't think Hextor "died"--he just isn't going to be part of 4E's pantheon.

Sol |

Ummm, I don't think Hextor "died"--he just isn't going to be part of 4E's pantheon.
Never was born...Dead....Does not exist in the current cosmology....Dead......Bane killed him and took his stuff....Dead.....
Isn't it all the same really.
I mean, if they mix metaphors/settings enough, we can get a nice melting pot effect and end up with a big gooey mess. Maybe we could dip into it with D&D figures of the past, like Hextor, Hironeons, others that did not make the cut, and put them on small spike ended wooden dowels, you know make fondue out of it.
I guess the whole axing of the hateful twin gods and messing of the cosmology, kinda lessens the joy I get out of building off my old settings. Not sure why.