Fort Rannick Aftermath and City Building


Rise of the Runelords

Liberty's Edge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

My ROTR group has cleared about 2/3 of the Kreeg infestation from Fort Rannick. So I sent out an email to get them thinking about what they were going to want to do with the Fort after they were successful. (I wanted them thinking ahead for this new twist in the game, since it was most likely going to take place this next game.) Kaven has run off, and Vale was killed in the last attack. So Shalelu and her father are the only two rangers left; the party is aware that the decision of what to do with it is obviously in their hands.

So I got more than I bargained for in a couple of email responses from one of my players (a college Business Law professor by trade!). I am unsure how to proceed, so I thought I'd include them here. I was planning on using the old "Stronghold Builders Guide" 3.0 book for repair and construction costs; but are there any resources on city or town building? I think that my player is underestimating the costs involved (he plans to spend his 9,000 gp), and the time involved (I think this will take years, not days) to accomplish it. Looks like I may actually have to do some serious work on this stuff (rubs hands in excitement). Any advice, help, or resources I don't know about is appreciated!

Below are his emails:

I want to build a trading post on the river, then lay out a village in a square or rectangular pattern just outside the wall. The village will have a low earthen wall eventually developing into a wooden palisade and then a stone wall. This defended and planned community will attract settlers due to the safety offered by the fort and the commercial opportunities. A saw mill and a stone mason as well as a blacksmith will have to be early priorties. (I may well finance that myself as well as the initial trading facilities. I have about 9,000 to invest in these ventures.) There are plentiful supplies of stone and lumber nearby.
The areas near the fortress will be surveyed and laid out for more roads and farmland as well as grazing areas.
I intend to seek formal recognition of our possession of the fort from Magnamar as well as a formal town charter with its attendant privileges.

There should also be a church. I might be interested in donating land for a monastery although I would very much want a fighting order. My conditions for the donation of the land, wood and stone would be the establishment of a school and the development of manufacturing, probably weaving after sufficient sheep have been established in grazing areas.
For defense I want a militia drawn from my new inhabitants but it will be unfortunately necessary to develop a full fledged garrison of professionals. At the beginning only a small contingent will be necessary to defend the inner keep but with community development larger numbers will be necessary and the defenses of the outer wall will have to be substantially increased.


Since Turtleback Ferry was built under the protection of Fort Rannick (if memory serves correctly), I wouldn't think that Magnimar would issue a charter for another community so close to it. They would probably order the PC to take care of improving Turtleback rather than building a whole new community (especially after the events following Rannick's reclamation take place, assuming you're running the adventure as written).

Someone else's player laid out a detailed, well-thought out set of plans for the rebuilding/renovation of Fort Rannick at this link. (Click the Hidden Content/Spoiler button in the first post.)

I think that your PC's cost estimate is way too low for what's truly needed, and Rannick needs to be brought back to full operation before anything else is done. If he does otherwise, bad things need to come down from Hook Mountain to remind him why you secure an area before developing it. ;)

As always, just my humble 2 cp...I hope it helps! :)

Your Friendly Neighborhood Dalesman
Bringing Big D**n Justice to the Bad Guys Since 1369 DR


dmchucky69 wrote:
but are there any resources on city or town building?

Indeed there are. Some of the best 3.x sources:

- the aforementioned Stronghold Builder's Guidebook (WotC): while not liked by some, it has the best building costs and system in d20

- Fields of Blood (Eden): not just a book on mass battle, but has a comprehensive system for building and governing a small thorp to large country. The best system, IMO, and the assumptions can be tweaked to fit your needs/views.

- Strongholds & Dynasties (Mongoose): not bad if you stick with small scale projects (thorps, etc); has problems when scaling to larger regions.

- Empire (AEG): okay, but somewhat high level. Best used for stealable ideas.

Aside:
I believe you are absolutely correct in that 9,000 will do not much (read: piss-all), and we are indeed talking years (and years). A good side-venture while he spends the majority of his time adventuring. Just getting the region slightly populated (mason, blacksmith, etc) will take a significant amount of time, energy, and resources.


A Magical Medieval Society: Western Europe is a very good sourcebook for structure- and city-building. Expeditious Retreat Press.

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