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| yellowdingo07-25-07, 09:48 PM | The DMG isnt exactly a libram of creativity when it comes to knocking out Campaign worlds, kingdoms, and cities. So we combine what little is in the DMG (Thus anything we create relates to the DMG) with a one of the more useful articles to grace the pages of Dragon Magazine. So we crack open with Dragon #259 and examine Mark A. Hart's "Designer Demenses". It is a bit inconveniently laid out to be entirely useful so it needs a bit of modification. We modify the available sizes so you go to: Part 1: Size and age Size 2d6 category approximate size pt bonus 2 Fine 56 square miles (1hex) -10pt 3 Diminutive 2 hexes -5pt 4 Tiny 3 hexes 0pt 5 Small 4 hexes +5pt 6-8 Medium 9 hexes +10pt 9 Large 16 hexes +15pt 10 Huge 81 hexes +20pt 11 Gargantuan 256 hexes +25pt 12 Colossal 3,670,016 square miles +30pt Age 1d4 category age pt bonus 1 Young <100 years +5pt 2 mature 100-500 years +10pt 3 Old 501-2000 years +15pt 4 Ancient >2000 years +20pt This is followed by: Part 2: Disadvantages (+15pt limit) You remember to check off the kingdom types prohibited by you disadvantages. 1d10+1d8-1 category pt bonus 1 MINOR CURSE +5pt 2 MAJOR CURSE +10pt 3 DECADENT RULER +5pt 4 DESPISED +5pt 5 DEVASTATED +5pt 6 EXPOSED LOCATION +5pt 7 FRONTIER +5pt 8 IMPOVERISHED +10pt 9 INTERNAL STRIFE +10pt 10 METAL POOR +10pt 11 MIXED POPULATION +5pt 12 MONSTER INFESTED +5pt 13 OCCUPIED +10pt 14 POWERFUL ENEMY +10pt 15 BAD REPUTATION +5pt 16 MINOR RESOURCE DEPENDANCY +5pt 17 MAJOR RESOURCE DEPENDANCY +10pt So you tally the points to a total providing you with a points expenditiure on Advantages Part 3: Advantages next you subtract advantages from your available points until you reach zero (also remembering to check of prohibited kingdom types). 2d6+1d8-2 category pt bonus 1 ABUNDANT NATURAL RESOURCES -5pt 2 ABUNDANT POPULATION -10pt 3 MINOR ALLIANCE -5pt 4 MAJOR ALLIANCE -10pt 5 BLESSED -5pt 6 CENTER OF LEARNING/CULTURE -5pt 7 EXCEPTIONAL PRODUCT -5pt 8 FEARED -10pt 9 GREAT MAGIC +15pt 10 METAL RICH -10pt 11 POWERFUL ARMY -10pt 12 POWERFUL NAVY -10pt 13 PRIEST SUPPORT -10pt 14 PROSPEROUS -10pt 15 PROTECTED LOCATION -10pt 16 GOOD REPUTATION -5pt 17 TECHNOLOGICAL EDGE -5pt 18 WONDER OF THE WORLD -10pt Part 4: Select a Kingdom Type Ancient Kingdom Barbaric/Savage Lands Borderlands Chivalric Kingdom Conquered Nation Decadent Empire Demihuman/Humanoid Kingdom Desolate Land Expanding Kingdom Merchant Power Mystical Realm Nation under Siege Pastoral Homeland Religious Land Villainous Domain LIST OF RESTRICTIONS DISADVANTAGES Cursed (+5/+10): Restricted: None. Decadent Ruler (+5): Restricted: Pastoral homeland. Despised (+5): Restricted: Merchant power, pastoral homeland. Devastated (+5): Restricted: Pastoral homeland. Exposed Location (+5): Restricted: Demihuman kingdom, mystical realm, pastoral homeland. Frontier (+5): Restricted: Ancient kingdom, decadent empire, pastoral homeland. Impoverished (+10): Restricted: Barbaric lands, expanding kingdom, merchant power. Internal Strife (+10): Restricted: Desolate land, nation under siege, pastoral homeland. Metal Poor (+10): Restricted: Chivalric nation, merchant power. Mixed Population (+5): Restricted: Ancient kingdom, desolate nation. Monster-Infested (+5): Restricted: Pastoral homeland. Occupied (+10): Restricted: Pastoral homeland. Powerful Enemy (+10): Restricted: None Reputation (+5): Restricted: None. Resource Dependency (+5/+10): Restricted: None. ADVANTAGES Abundant Natural Resources (-5/-5): Restricted: Borderlands, desolate land. Abundant Population (-10): Restricted: Desolate land, mystical realm, pastoral homeland. Alliances (-5/-10): Restricted: Desolate land. Blessed (-5): Restricted: Conquered nation, decadent empire, desolate land. Centre of Learning/Culture (-5): Restricted: Barbaric lands, desolate land, mystical realm, pastoral homeland, villainous domain. Exceptional Product (-5): Restricted: Barbaric land, desolate land, pastoral homeland. Feared (-10): Restricted: Conquered nation, nation under siege, pastoral homeland Great Magic (-15): Restricted: Barbaric lands, conquered nation, desolate land, pastoral homeland. Metal Rich (-10): Restricted: Pastoral homeland. Powerful Army (-10): Restricted: Borderlands, conquered nation, desolate land, pastoral homeland. A barbaric nation will not usually have a powerful army unless a great leader unites the tribes; such a force typically survives only as long as its leader remains alive and active. Powerful Navy (-10): Restricted: Conquered nation, desolate land, pastoral homeland. Priest Support (-10): Restricted: Borderlands, conquered nation, decadent empire, desolate nation. Prosperous (-10): Restricted: Conquered nation, desolate land, nation under siege. Protected Location (-10): Restricted: Expanding kingdom, merchant power. Reputation (-5): Restricted: (as other) Technological Edge (-5): Restricted: Barbaric lands, desolate nation. Wonder of the World (-10): Restricted: Barbaric lands, and pastoral homeland. And there you have it- a selection of available kingdom types to choose from. example: 1. (a) Size (medium, 504 square miles)+10pt (b) Age (mature, 100-500 years) +10pt 2. Disadvantages Decadent Ruler (restricted: Pastoral) +5pt Devastated (restricted: Pastoral) +5pt next roll rejected because it exceeds the +15pt subtotal limit Total=+30pt 3. Advantages Metal Rich (restricted: Pastoral) -10pt Major Alliance (restricted: Desolate) -10pt Powerful Navy (restricted: Pastoral, Desolate, Conquered) -10Pt So we pick Merchant Power. The City-State of Indismar Geographical Area: 500 square Miles Rulers: The Warcouncil Governing Alignment: Chaotic Neutral Population: 184 (96%dwarf, 2%human, 1%elf, 1%other) Limit: 100gp (Ready Cash 900gp) Previous limit: 40,000gp ( 30,000,000gp-this is important because it defines the wealth to be found amongst the ruins of the necropolis and the washed away debris on the harbour floor-think of it as the treasure limit) Description: The Island is a narrow strip of forest walled on its western side by over fourty miles of Mountains. The City and Port is located at the southern most end. Once a merchant Power, Indismar with its mines worked by Dwarf slaves, and its navy of Wargalleys rowed by Dwarf Slaves, it had in its 473 years become a naval power and a rich source of Metals. In CY1023 a prophecy amongst the slave community spoke of the destruction of the kingdom by Tsunami. Too late, the rulers of Indismar ordered its fleet to return to evacuate the populace. A few ships came and were caught in the harbour by desperate mobs while the majority of the fleet found themselves in a revolt by their rowers. The Dwarves took the fleet to saftey and left the City and its masters to perish. While the Mines in the mountains and the fleet were spared, the city was swept away. The Dwarves returned and claimed the Port district which they have rebuilt allowing their continued status as a nation and they continue to exploit the mines, but beyond the rebuilt Port is a necropolis of ruin. A once great city is now picked over by looters and fortune hunters. The Dwarves have however established an allliance with several small kingdoms, providing them with Naval transportation of their troops, and they have re-established trade links as metal is exported. Yet the Warcouncil has become as decadent as the masters who once ruled them. The Necropolis is slowly being reclaimed by a new influx of citizens looking for loot but it is also drawing in a large population of Predators. So there you go- a quick Kingdom Build. |
| GoriceXII07-26-07, 04:54 AM | Not bad, thanks for posting this. |
| die07-26-07, 09:52 PM | I was bored so I made one too... 1. Size and Age Huge 81 hexes (4,536 sq miles) +20 Ancient +2,000 years +20 2. Disadvantages Metal Poor +10pt Mixed Population +5 3. Advantages Center of Learning -5pt Powerful Navy -10pt Good Reputation -5pt Blessed -5 pt Great Magic -15pt Exceptional Product -5pt Powerful Army -10pt 4. Kingdom Type Chivalric Kingdom The Chillknot Mountains Geographical Area: 4,536 sq miles (756 settled, 3,780 unsettled) Ruler: King Danzar Governing Alignment: Lawful Good Population: 136,000 (40% dwarf, 20% human, 20% gnome, 5% stone giant, 5% goliath, 10% other) Citadel of Fire - 10,900 Oroport - 5,360 Limit: 52,000,000 gp (Ready Cash 95,000 gp) Description: 4,000 years ago the ancestors of the king battled the fire giants of Chillknot for decades, the war went back and forth until gnome, goliath, stone giant and human mercenaries swayed the odds. The mercenaries didn't want gold, they wanted a place to settle... The King lives in his Citadel of Fire on the edge of a caldera lake, famed for its enormous Temple of Dugmaren Brightmantle University, which is open to all those wishing to study arcane lore, inventors and clerics of dwarven dieties. There are several orders of knights in the kingdom... Entrance into the Knights of Azul, an elite order of religious knights devoted to Clanggedin Silverbeard requires slaying a blue dragon and is open to any race, their fortress monastery is in the ruins of a fire giant temple. The Order of the Sacred Flame is comprised of eldritch knights specialized in fire magic Isolated by rugged canyonlands that open out into desert flats on three sides, the mountains form a "sky island" with a mild climate that escapes the intense heat of the deserts. The central region located between the two great caldera lakes that gave birth to these mountains left rich volcanic soils that support vast grasslands and small farmsteads and wineries in the lower foothills up to the vast forests in the higher elevations. The coast is mostly mangrove swamp and the town of Oroport is known for its rich oyster reefs, safe dockside taverns and famous for the skilled gnome shipbuilders and the gnomish pirate-hunter Admiral Locksea. The kingdom imports iron ore and gold in exchange for wine, honey, emeralds, pearls, ships and finely crafted silver items. The rugged canyons are home to hill giants, bandits and kobolds. Below the surrounding deserts are numerous limestone caves, the lairs of several blue dragons and their minions, which invariably make their way into the mountains on occasional raids. The clan of stone giants is still on good terms with the king and run a huge quarry and work as masons constantly repairing the lands many towers and walls. I did a google search for 4,536 sq miles and apparently thats the size of the Davis Mountains (http://www.peakbagger.com/range.aspx?rid=13565) in Texas so I used that for the physical description of the area |
| yellowdingo07-27-07, 04:35 AM | Sorry to hit you over the head but I just added the restricted listings-Chivalric Kingdoms apparently cant be metal poor...I do love what you have done though. You can keep the metal poor if you like but Major resource Dependancy might be better (constantly needing to import certain resources). |
| yellowdingo07-27-07, 07:01 AM | Size: Colossal (3,670,016 square miles) +30pt Age: Young (<100 years) +5pt Disadvantages Decadent Ruler (R: Pastoral) +5pt Impoverished (R: Barbaric/Expanding/Merchant) +10pt PT Total: +50pt Advantages Feared (R: Pastoral) -5pt Protected Location -10pt Minor Alliance (R: Desolate) -5pt Priest Support (R: Decadent/Borderland) -10pt Metal Rich -10pt Centre of Learning (R: Mystical/Villainous) -5pt Abundant Natural Resource -5pt Options: Ancient Kingdom, Chivalrous Kingdom, Demi-human/Humanoid Kingdom, Religious Land The Thearchy of Tuhan et Hukum Ruler: Thearch Tuhan et Hukum Government: The Synod of Perpetual Deliberation Population: 6,110,000 (87% Halfling, 12% Gnome, 1% Other) Geographical Area: 3,670,016 square miles Description: Dominating half of a Continent dominated by good forests. The Thearchy of Tuhan et Hukum was established 96 years ago during the Crisis of Faith in which the Tuhan et Hukum (God of Law) descended to the world and took one of his Priestesses as wife before dying. Their Son (Tuhan et Hukum) was established as the Heir of the divine house of Tuhan et Hukum. The Tuhan et Hukum has been forced to inbreed with the sisters of his line and despite the divine nature of the Tuhan et Hukum, the inbreeding increases with each generation. As such the current Tuhan et Hukum is the third in the line (and oddly decadent and corrupt-his carnal tastes amongst them). Clerics from across the region were drawn by the event to establish a Thearchy (A nation ruled directly by their God). The Synod of Perpetual Deliberation was convened as a forum of Lesser Governance. The Synod is perpetual while Priests/Priestesses come and go with whatever complaint, petty rivalry, or commentary they desire. The Thearchy is divided amongst some seven thousand Clerical estates known as Uskups (each 500 square miles) governed by a Cleric of 7th level or greater. The Strong Clergy has allowed for the compulsory education of every citizen becoming a cleric. As the only surviving nation with Clerics, the Thearchy is feared by many. It has a minor alliance with a Merchant Kingdom through which it exports all its silver (there are vast deposits across the entire nation) to the rest of the world. There was a massive Lycanthropy outbreak after the Crisis of Faith and the rest of the world fell into chaos. Its people however are impoverished thanks to the situation they find themselves trapped in (at the bottom of a Thearchy with a decadent God-King, a clerical Senate- and no prospect for self determination or equality). Unless you are a Cleric, you are nothing - only a Cleric can hold an Uskup (Estate). You should like this one: Its only slightly smaller than the USA. |
| yellowdingo07-27-07, 07:16 AM | So it really should provide the DM with the capacity to create a campaign world of many kingdoms that can then be expanded on as the Campaign progresses. |
| die07-28-07, 02:02 AM | Sorry to hit you over the head but I just added the restricted listings-Chivalric Kingdoms apparently cant be metal poor...I do love what you have done though. You can keep the metal poor if you like but Major resource Dependancy might be better (constantly needing to import certain resources). Doesn't bother me any, I was just killing time, I figure its a guideline anyway :D Edit - forgot to say I like the idea and it inspired me to make a kingdom on the spot :) |
| Araciel07-28-07, 02:57 AM | Are you struggling to build Kingdoms? Nope. |
| yellowdingo07-29-07, 10:16 PM | Are you struggling to build Kingdoms? Nope. Conceivably you could apply that Kingdom builder to City building. What would you have (Size in acres-640 acres per square mile, so eventually it could be as large as 56 square miles (for those who play on hexgrids). Disadvantages might be, Resource Shortages, Street Gangs, Disease, Advantages might be Stone walls, Centre of Trade, stuff like that. Finally you select from a Coastal Port, a Guild Town, ect. |