| Caius |
My character has been aiming for Hellknight since we started the AP and recently attained it. Down the line I have been planning to add a Hellknight Citadel through the kingdom building but have been really unsure as to how to stat it. I figure that Stability would be its major stat but am unsure what else may be appropriate such as cost. The order I joined is Godclaw if that gives anyone ideas.
| tonyz |
The easy way: build a castle or a keep and call it a Hellknight Citadel.
The hard way: the Hellknights don't just want a few buildings inside a city; they want an entire complex of their own, with smithies they control to make Hellknight armor, barracks for troops, temples (or at least shrines) to each of the five deities the Godclaw worships (or maybe a cathedral for their own lot), a jail to hold malefactors until their trial (and a graveyard for them afterward), a granary for hard times, etc., etc.
Build an entire city, and _that_'s the new citadel.
That's what I did in my campaign. The Hellknights own the island of Candelmere and are going to build their own troops. And a navy, eventually.
I'd probably do something like +X Stability, -X Loyalty for a Hellknight citadel on top of everything else, depending on how big it is. (They keep crime down. But the people don't like them and grumble a lot. This doesn't matter so much as long as nothing else disturbs the peace, but at some point the citizens are going to be annoyed that the ruler is depending on a bunch of foreign mercenaries...)
| Caius |
Thanks a bunch. will definitely run it by as a prototype idea at least. Funnily enough the part had already thought the island would make a good location for it.
The easy way: build a castle or a keep and call it a Hellknight Citadel.
The hard way: the Hellknights don't just want a few buildings inside a city; they want an entire complex of their own, with smithies they control to make Hellknight armor, barracks for troops, temples (or at least shrines) to each of the five deities the Godclaw worships (or maybe a cathedral for their own lot), a jail to hold malefactors until their trial (and a graveyard for them afterward), a granary for hard times, etc., etc.
Build an entire city, and _that_'s the new citadel.That's what I did in my campaign. The Hellknights own the island of Candelmere and are going to build their own troops. And a navy, eventually.
I'd probably do something like +X Stability, -X Loyalty for a Hellknight citadel on top of everything else, depending on how big it is. (They keep crime down. But the people don't like them and grumble a lot. This doesn't matter so much as long as nothing else disturbs the peace, but at some point the citizens are going to be annoyed that the ruler is depending on a bunch of foreign mercenaries...)
| tonyz |
In my game, the Hellknights have a longterm goal, which is to establish an independent order in the River Kingdoms to slowly reduce that chaotic mess to lawfulness. This could be a major threat somewhere down the line (for instance, if I ever run a sequel campaign) as they will try to get steadily independent and nail down more and more rights and stuff. The island is a great base for a river-control power with lots of boats, and there's plenty of wood nearby for shipyards...
| Caius |
Not approaching that as hardcore yet. In character I know the schism between the river kingdoms and the order of the chain so not gonna start recruiting wholesale, though as general the military will take most of the ethos in their training. operating on the idea that if not able to fully establish a hold, at least a friendly base to keep an eye on and supply forces in Galt and Mendev is acceptable.
In my game, the Hellknights have a longterm goal, which is to establish an independent order in the River Kingdoms to slowly reduce that chaotic mess to lawfulness. This could be a major threat somewhere down the line (for instance, if I ever run a sequel campaign) as they will try to get steadily independent and nail down more and more rights and stuff. The island is a great base for a river-control power with lots of boats, and there's plenty of wood nearby for shipyards...