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| deanruel04-27-07, 06:14 PM | A while back a poster named Abbacabba made a "Build a City" thread that lasted for some time and made quite an impression on some of us. The premise was to let the posters create a town bit by bit using the D&D rules so that eventually a truly organic city would be made. One that actually felt like a town bred in a land of magic rather than a medieval European hamlet thrust into a world it didn't belong in. Unfortunately the end result was a town so overflooded with doomsday artifacts, undead, wizards, and villains that an average day in town was like a Flamethrower fight in a fireworks factory. My intention in this thread is to repeat what Abbacabba did so long ago but with a little more planning for the long term. Essentially I have created a short series of simple rules designed to stop -this- town from becoming a haven of villainy and undeath, while still preserving the aerage posters ability to write and create imaginatively. So, here's how the thread works- Each poster (that wishes to) may post a "Chronicle". An account of the activities and the going's on of the town and it's members. A "Chronicle" typically covers between a 1 month and a 3 month period but they may be longer under some circumstances. You may make anything occur that you wish but please obey the following guidelines before chronicling. 1) No artifacts. Artifacts are unbelievably rare in the DnD universe. Most adventurers will go their entire careers without ever seeing one. EXAMPLE-RIGHT: Bob buys a periapt of wisdom from the mage EXAMPLE-WRONG- Bob kills the evil mage and pries the Sword of Kas from his dead hands 2) Major events (zombie invasions, dragon razings, disintegration of major characters) should be proposed, rather than enacted. You would post a "proposition" at the end of your post if you wanted to do something huge with a rough outline of what you wanted to happen. The NEXT poster would then be able to decide if they thought your major even was truly warranted. Thusly for any event to occur it would have to be seconded, which would hopefully severely reduce (if not eliminate) the need to debate canon. EXAMPLE-RIGHT: "Proposition" I think it would be interesting for Bobville to be raided by a squad of Hobgoblins EXAMPLE-WRONG: Bobville is raided by Hobgoblins and dozens die in the ensuing melee. Also, everyone is now a Vampire. 3) Any poster may preceed the body of his post with the word "STOP". This means that he has taken serious issue with some event posted in the last chronicle. Further posts should not be made directly chronicling the town's events until the issue has been decided as either canon or non-canon. Without my posting an event can be considered "decided" if three consecutive posts are made in agreement as to whether or not the event is canon excluding the original poster of the event. EXAMPLE-RIGHT: Poster 1: Everyone is now a Vampire Poster 2: STOP. That is ridiculous Poster 3: I agree. The vampire thing is stupid as hell. Poster 4: I agree. And thats three of us so it's out. Next person can chronicle without it. EXAMPLE-WRONG: Poster 1: Everyone is now a Vampire Poster 2: STOP. That is Ridiculous. Poster 1 again: VAMPIRES ROCK IT's CANON! Poster 1 again: It's Canon! Poster 1 again: It's Canon! Poster 1 again: OK. Now that everyone's a Vampire........ Ok! You can get posting. Those are the only rules. However there were a few things which led to difficulties in the last thread. And while they're not against the "rules" I would like to make note of them all the same. If you just plan on posting once or twice you don't need to know them. But if you plan on being a regular contributor to this thread then at least give them a glance. Ok. Here's the thing. D&D is about PC's. It just is. However this thread here is not. If you plan on adding a character you made to the town then problems arise. You see if you spend a few hours making a character you have already invested effort into him. You feel some sense of ownership to him and that means you want to -control- him. The problem is that if you control an NPC he is no longer an NPC, he's a a PC. This thread is about letting as many people as possible input their ideas and use them to shape the City at large, and if you have a character that you don't want others to control then the thread stops being about Building a City and becomes about your character. If you ever make a character, item, group, or event that you consider to be specifically -yours- then it is likely that you have done something that is not conducive to the continuation of this thread. EXAMPLE-RIGHT: I think the town needs an experienced Blacksmith. I'll make a 5th level Expert move in this season, I'll say he's a dwarf. EXAMPLE-WRONG: I want to make a town Blacksmith. I'll make Gart Stonenose the 9th level former rogue retiree. He'll be a level 2 Fighter/Level 5 Rogue/Level 2 Dwarf Paragon* and he'll have only one eye. *As a note multiclassing characters in general is bad. If you want to make a PC that's fine but there's nothing you can do with a Swashbuckler 2/Elven Paragon 3/Fighter 1 that you can't do with a 6th level Fighter How many stuntmen do you know? How about professional bastketball players? How about astronauts, celebrities, CIA agents, Rap stars, or SWAT commanders? The answer is probably "not a lot" and the reason I ask is to give you an idea of the general rarity of PC's in the world. You see in the D20 system the above mentioned people are the folks you play as PC's and in the D&D system "Adventurers" are no more common. As such while it's perfectly acceptable to have people with PC classes move into the town they should not generally be more than 2% of the population. Most should be NPC classes of the appropriate type and when PC's DO come into town they should generally be of the 1st-5th level kind. An arrival of a 10th level PC into town would be like if Ludacris bought a house down the street from you. It's rare. Above I said that "Major Events" should be proposed rather than enacted so I've complied a quick list of Major Events that can be used as guidelines. These are to be used with common sense so if your Satyr invasion only kills 4% of the population then It's still probably not that cool to just do it. -Any event that kills 5% of the population or more (Zombie invasion) -The introduction of an individual of equal or higher level than the highest level person in town (King arrives in town) -The introduction of a "Character" (The Wizard Zell arives in town) -The introduction of a group or organization (A member of the "Black Thieves Guild" arrives in town) -Any event which irrevocably changes the way the town will function for the foreseeable future (The Wizard Zell builds an enormous Magic Academy) -The death or permanent altering of any "Character" in town (The Wizard Zell gets disintegrated in a duel) -The introduction of any monster or group of monsters which cannot be reasonably defeated by the town (A Black Dragon takes up residence in the nearby hills) And there we are. If you'd prefer to read through all the chronicles that follow feel free. They are almost all very well written and ALL entertaining. However if you want a shotcut "Ecklands History" is kept updated on post #9 (Thank you Sylvaroth!) |
| deanruel04-27-07, 06:17 PM | -PRELUDE- Gregory Eckson came from a long line of adventurers. As far back as his family history went they were sword slingers and dragon slayers and Gregory was no different. As a 10th level Fighter Gregory was considering retiring and found the perfect opportunity for a "last hurrah" when he was hired to slay the orcs inhabiting a keep on the outskirts of the land. He took the job, killed the orcs and after speaking with the local lord agreed to decline payment for the job in return for the ability to call the keep and the surrounding land his own. Gregory spent some of his "nest egg" of adventurer money refurbishing the small keep and used his most precious family heirloom a "Lyre of Building" to make any needed repairs to the building. Looking out at the surrounding land he saw forests, a river, and much farm-ready soil. The Lord that Gregory made a deal with would soon send some small number of initial families to inhabit the county, and then it would be up to Gregory to ensure the future success of the town on his own. -END PRELUDE- YEAR 1, 1st half A small number of commoners trickled in to take up residence in "Eckland" as Gregory half-jokingly titled it. Greg would make homes for the peasantry using his lyre and any that arrived in the week interum before it's "recharge" he would allow to stay with him. By the end of six months 8 families had moved in totalling 22 people and as the good weather continued crops were able to be sown and even some stored in the "Grainhouse" that Gregory added on to his keep. It appeared as if things were progressing nicely. TOTAL POPULATION - 23 Families- 8 Characters- Gregory Eckson (10th Fighter) BUILDINGS- Eckland Keep Grainhouse 8 Homes |
| Return of the Flumph04-27-07, 06:29 PM | Hang on, only one person dictates each six month period? There are some problems with that. Like, what if more than one person wants to add their input? Couldn't everyone talk about what's going to happen beforehand, work out between themselves what will happen in this half a year, and then designate someone to write it up? |
| deanruel04-27-07, 06:37 PM | That was proposed and talked about. It essentially didn't lead to anything actually getting done. I recommend at least giving this a try as I believe that you'll see that everyone gets their chance for input. Basically while you might not get to actually put words down for what happens every six months whatever you decide to put as happening in YOUR six months will undoubtably affect what the next person writes and the next and the next and so on. As such it is still a community effort but it allows for things to actually happen. As an additional if you believe six months is too "heavy" or you just have something you'd like to post that wouldn't take that long then feel free to add in a Three month chronicle, or maybe even a one month chronicle. It's more about contributing to the whole than sticking to a rigid format. :-) In fact if people would prefer we could simply say that we ALL simply post 1-3 month writeups instead of 6 month. But lets at least start with the 6 month to get things rolling and we'll move from there. Basically whatever you write is cool, just write. |
| Return of the Flumph04-27-07, 06:41 PM | With this structure, I think one month increments would be best. That said, I will be posting my first month today or tommorow. Kudos for restarting this project. |
| TimelordSimone04-27-07, 06:55 PM | I think next, we need an old travelling merchant decide to settle in the town. Tired of his roaming lifestyle sort of thing. |
| Anuvrix04-28-07, 07:17 AM | i'd love to join, ill post right after RotF. |
| Heros_Backpack04-28-07, 08:50 AM | I propose a small Temple to All Gods to take care of the religous needs of the community. This would have a separate worship niche for each of the major gods/ goddesses where people could go to pray and/ or leave offerings. Perhaps to be tended by a 1st level adept. |
| Sylvaroth04-28-07, 12:01 PM | CHRONICLES of ECKLAND by Heros_Backpack Oh, Eckson was the first man And he lived all alone, 'Til farmers came and settled Round the keep that was his home. The farmers grew a harvest, Some shepherds came to stay, Until their flocks were savaged By wolves so big and grey! So Lord Eckson took the wolves on, And Bro' Atil he did pray, That Eckson would come through the fight, And with them all would stay. Well, Eckson killed and skinned the wolves, And trappers came in twos, And Branzig started up the guard, All nasty things to shoo! But strange things were a-happening, The woods were on the move! But then you found 'twas Ezra, And fixed up Nature's groove! Beer and wine came pouring From fields and vines home-grown And dwarves then came a-mining, And Iluven's face first shown! A ring was found, a bear was slain, Old friends came and talked. Fantus rid you of your mice, And the Eckland Games were sought. Danger threatened - orcs and dragon - But Eckland had no fear! Through fear and fire and flame you had New heroes you could cheer! Then Nature rose up from its groove, The Foregathering was held, With druids from 'most everywhere And their beasts - furred, feathered and shelled! New mages and a sheriff, And Dragon slaying plans, And Eckson went a-courting, The fair maid Marian's hand! A Greenhouse and a Bathhouse built, The Dragon Eckson slew! Then Eckland had a wedding - And perhaps a babe or two! But ships they were a-sinking, And bridges falling down, And nobody could find out What had come to Eckland town. So mighty Tuaim cast a spell, Discovered elves and elemental, Now the elves are Daniel's friends, And nothing's detrimental! A paladin, a priestly man, Whose matched dislike is plain, And Eckland's only murder Which really was a shame. Then light fountained And Forttown fell, Bringing pilgrims to stay And some young lords as well! There are now guilds And a Council that rules A detective, a lawyer - None of them fools. A bank and an army - Sir Keegan's their man - And finally us - Your bountiful band! January to June by deanruel Gregory Eckson moves into Eckson Keep, the 8 founder families make their home in Eckland, a grainhouse is added to Eckland Keep. July by Return of the Flumph First harvest, Fall Equinox is celebrated, Lord Eckson visits Whatsistown. Some shepherd families come to live in Eckland. August by Dufaeth The dock is constructed, 1 new shepherd family comes to Eckland, Brother Atil arrives in the town. September by deanruel Marya Camotille arrives to assist Lord Eckson in administrating the growing town, a shrine is built. October by Dufaeth The common house and mill are built. November by Sylvaroth Winter makes all streets impassable, the town is attacked by a wolf pack. December by turalisj Lord Eckson goes into the woods and kills the wolves. January by Heros_Backpack Callieth and his fellow-half-elven fur-trapper arrive in town. February by Anuvrix A fur trading business is established by the trappers and the apothecary opens its doors. March by deanruel With a leatherworking shop, Brother Atil's healing service at the apothecary, and the common house, the town is now "adventurer ready". A new family arrives. April by StarDrifter Torvald Branzig arrives and starts to manage the 'Branzig's Inn'-common house. May by deanruel Planting season is in full effect. A town guard is established with Branzig as its leader (and for now its only member). New families arrive, one of which starts to run the grain house and mill. June by Heros_Backpack Callieth joins the guards. A brewer family arrives and establishes the brewery. New cowherds arrive. July by deanruel Lord Eckson and Marya visit Whatsittown and return with new settlers (farmers, a smith, and the merchant Cotter Magin). The smithy is built near the leatherworkers. August by Return of the Flumph The two first Ecklanders are born. September by Heros_Backpack Cotter Magin's general store is built. The weaver and his tailor wive arrives and establishes a combined business. October by Araes The harvest is completed and preparations for winter are made. The harvest festival Eckday is celebrated. The traveling entertainer Gibli Zooklishin visits the town. November by armeniantwins The copper trade route as well as the farmer's market is established in Eckland. A few laid-off copper miners settle in Eckland as farmers/workers. December by deanruel The 'Saucy Rabbit'-tavern is opened. Daniel Gregory Sadras is born to the founder family Sadras. Lord Eckson goes into the woods to confront a new threat to the town. January by vegetalss4 A party of adventurers moves through the town. Branzig establishes a slinger militia. February by deanruel Brother Atil is sent to Whatsittown to ask the local clergy for help in Lord Eckson's search for the new threat in the woods. This is how Lord Eckson and Ezra the Awakened met. An agreement is made for the benefit of all Eckland both civilized and wild. March by HK-47 II An adventurer widow and her daughter, Sara Archer, arrive. April by armeniantwins Vera Dryer is sent from Whatsittown to study under Brother Atil. New families move from Whatsittown to Eckland. May by Heros_Backpack The town dairy is opened and starts to produce 'Eckland Cheese'. Some copper prospectors and a gnome entertainer arrive. June by deanruel The road toll and the general tithe are established. Cotter Magin's shop flourishes. New farmers arrives. July by Solian Summer comes into full swing, and the prospectors settle next to the river Winding and begin to try and find some copper. August by vegetalss4 A wave of refugees from the great fire in Forttown moves through Eckland, some of the refugees decide to settle in Eckland. September by HK-47 II Architect and city-planner Sam Thompson and crime boss Dagger-Ears move through town. The militia post is built. October by Solian Some Forttowners return to Eckland and decide to settle here. The prospectors and Marya decide to go to the mountains for mining. November by Araes Eckday is celebrated late this year and Gibli Zooklishin returns along with a spellcasting friend. An old friend of Lord Eckson's, Elrohir Silimaurė, announces his visit by the middle of the next year. December by shavna Thanatos, one of the farmer children gets ill and is being visited by Lord Eckson, who brings along some reading material for the boy. January to March by HK-47 II An elven monk is seen training upriver by the Cascading Falls. April to June by deanruel Again new Forttowners return to Eckland to settle here. Lord Eckson receives word that Elrohir's arrival is adjourned indefinitely. Along with the message, Lord Eckson receives an elven grape root and instructions how to plant it. First steps are taken to establish a functional town militia. July to September by Heros_Backpack The brewery adds a wine-section in anticipation of the coming wine harvest. Carpenters, masons, herbalists, and perfumers, as well as some dwarven prospectors, and a jeweler arrive, as does Charlemagne Silverleaf a con-man and swindler. October to December by Return of the Flumph The eccentric businessman Lyelis Wynthad commissions the construction of a large house and new farmer families (including family Ashoff) and a dwarven miner family settle in Eckland. Some local girls are married to miners who settle down in Eckland as well. A merchant sets up a new shop. Eckday is celebrated. The elven monk Ilśvėn Silimaurė moves into town for winter. January to March by deanruel Lyelis Wynthad arrives and moves into his new house. Elrohir Silimaurė and his company arrive. They bring with them an entire bushel of Elven grape root. Due to Elrohir and Lord Eckson recounting their adventuring stories, the rest of the month is spent by the majority of the town in the Tavern. April to June by Rockjaw A mysterious ring is found on the land of family Ashoff. A small portion of Eckland is reserved for growing medicinal herbs. The young half-elven cooper Hirundo Grus sets up shop in Eckland. July to September by HK-47 II The town's first death occurs. Several new families move to Eckland. The catacombs are built. Architect and city-planner Sam Thompson returns. October to December by Rockjaw Weddings are celebrated and some newborn are welcomed to Eckland. With the introduction of 'Ice Root', Eckland has a new signature delicacy. Nimbal Firejack returns from Southcity and brings along new draft animals called 'Chernagors'. Jack Heppert slays a bear. The grainhouse is infested with mice. Branzig oversees the militia training for several of the town's young men. January to March by Heros_Backpack Eckday is renamed Frostfair in a naming contest between the town's children. The prospectors begin frequent bar brawls. The 'Saucy Rabbit'-tavern hires Kieran, a female half-orc bouncer. Ezra sends the pseudodragon Fantus to the grain house to take care of the recent rodent infestation. Journal Entry: Roland Ashoff by Rockjaw Eckland Winter Ale is introduced. April to June by Rockjaw Use of the Chernagors greatly increases efficiency of field work. Due to the continuously bad behavior of the prospectors, Eckland's jail sees first use. Lord Eckson and Marya write the Town Charter. Brother Atil returns. New laborers arrive. On their way to Mt. Generic, a group of adventurers move through Eckland only to return barely alive. July to September by Solian Some newborn Ecklanders are welcomed. A great discovery of gold ore is made by the prospectors. October to December by Argo Lord Eckson launches the Eck's Games. Young Dell Sherwyn wins the Eckson's Sprint. Brother Atil and Vera start to teach the towns children reading, writing, and religion. Ezra takes some of the older children to a camping trip to introduce them to the ways of nature. New prospectors arrive. January to March by Rockjaw The sorcerer of the beaten adventurer party dies, but not before he introduced Thanatos to the ways of the arcane arts. Rumors about a new threat in Mt. Generic spread. Lord Eckson receives a summons from Whatsittown. The 'Ample Basket'-bakery is opened. The merchants found the '5 Coppers Trading Company' with Cotter Magin as its head. April to June by DwarvenArcher The lords Eckson and Whatsisname meet. A system of emergency runners is arranged. Orc raids occur near the town. Mercenaries are hired to secure the roads. A Potter, and a fishermen family arrive. The construction of a tradeship begins. Journal Entry: Gragon the Orc by Rockjaw The Great Battle by Araes Orcs, lead by the half-dragon Trogdax, attack the town, killing several Ecklanders (including the trapper Callieth and Vera) and setting afire parts of the city's buildings. July to September by DwarvenArcher The town slowly recovers from the orc attack. A memorial place is established in the glade where the casualties were buried. A traveling carnival visits Eckland. The famous playwright and songwriter Marinev decides to stay in Eckland. Whatsittown stations over a dozen trained men at arms, as a temporary security force in Eckland. The first tradeships are completed. The developing mineral veins start a gold-rush, resulting in the opening of new mines and the arrival of several new miners. October to December by Rockjaw Mining continues to flourish. Roland Ashoff is announced spokesman of the 'Birchwood Farming Guild'. The Guard Barracks Hall is built. Following Lord Eckson's summons, two of his old adventuring friends, Grakos Tigersoul and Curbin Milner, arrive in town. January to March by Heros_Backpack Frostfair is celebrated, culminating in the symbolic burning of a cloth dragon. A second tavern and boarding house, as well as a pawnbroker set up business. The temple in Whatsittown send two novices and Kayti Deanas, a minor priest, to support Brother Atil. April to June by deanruel Lord Eckson orders random patrols, also known as monster hunts, through Eckland, to thin out the monster populations. Eckson Keep is upgraded with the Town Hall where the meetings of Eckland's guilds. The 'Mages Guild' is established. July to September by Rockjaw A Forgathering of nature worshipers in spring is pronounced by the arrival of Ranger Lord Dorn Ragain. The money changer/mint is established. The collaborative work on the town square is proceeding quickly. Elrohir sends a dozen waywardens and their elven dogs to help patrol the outskirts of the town. Many new farmer families, a glass blower, a cartwright and a silversmith arrive. October to December by Argo Frostfair is celebrated. Eckland's crime rate increases. The Golden Lily Economist's Guild lead by the money changer Master Markul Gentlecoin attends its first guild meeting in the Town Hall. January to March by Rockjaw The two orc prisoners of war Gunk and Boog become investigators supervised by Ilśvėn. A merchant from Southcity sets up office in Eckland. April by Rockjaw The Gathering of the White Stag. The Forgathering of nature worshipers is held in Ezra's woods. Many villagers visit this event. Ezra reveals his secret. The Guardians of the Grove are founded. May to June by HK-47 II Lord Eckson is revealed to court Marian Gardner. Ilśvėn accepts promotion to full-time sheriff of Eckland. Sara Archer discovers her sorcerous talents. July to September by deanruel Due to the efforts of Sam Thompson, several new families move to Eckland. Dolon Werrak of the High Mountain Clan arrives and becomes royal smith. Brother Atil and his apprentice Kayti start teach the ways of magic to several interested villagers. It is revealed, that Lord Eckson is making war plans to slay Trogdax. October to December by Rockjaw Several new farmers, miners, masons, and other draftsmen arrive. Among them are an alchemist, a master locksmith, engineers, architects, a librarian, a painter, and sixteen teamster. Elrohir sends Morren Dah'mir as a chamberlain to manage Lord Eckson's busy schedule. A widow from Seatown opens a new general mercantile. Dell starts to develop the lookout guard's system of light signals. Branzig purchases some mastiffs to be trained as guard dogs. January to March by deanruel The wizard Tuim Ban arrives. The granite quarry is opened. Lord Eckson starts to makes preparations for a great celebration at the end of the year. April to June by Rockjaw New buildings are constructed, old ones are updated and some shops expand. The construction of the Greenhouse begins. Preparations for the celebration continue. A cartographer sets up shop, three businessmen from Southcity open a cheese shop, several new farmer families arrive from far away Eastland, a butcher and a candle maker arrive from Seatown, a timber framer business moves from Forttown to Eckland. Fiona Kerriton arrives from Southcity and opens Eckland's first bathhouse. 'The Golden Waters'. July to September Part I by deanruel Lord Eckson, Tuaim, Grakos, and Ezra head off towards Mt. Generic to slay Trogdax. The Battle at Mt. Generic results in the death of the monster. Part II by Rockjaw The aftermath of the Battle at Mt. Generic. October to December by deanruel The Eckland arena is built and both Frostfair and the wedding of Lord and Lady Eckson are celebratet there. January to March by Argo The kobold miners discover a tunnel full of gems. Ilśvėn, Gunk, and Boog leave Eckland to train on Mt. Generic. A trading ship sinks under mysterious circumstances. April to June by Rockjaw Sir Bellamin Lighttouch and Goodman Panros Trickfoot arrive in Eckland. Six more docks are constructed. Two new grain houses, a cold storage house are built. The house guard is hired. Tuaim Ban's tower is built. New families arrive. July to September by deanruel Lord Eckson and Tuaim Ban investigate the course of events that lead to the sinking of the trading ship. October to December by deanruel After finding out, that a huge water elemental sunk the ship, Lord Eckson gathers his best man to confront the creature. He manages to bind it to his service and to prevent it from further aggressive acts. Marian gives birth to the twin-brothers Michael and Jerald. January to March by Rockjaw Ilśvėn, Gunk, and Boog return to Eckland and report of a community of stone giants that moved into the area round Mt. Generic. They do also bring along five new deputies, all kobolds. Ditsy's 'The Sleeping Minotaur'-tavern is built. Some locale females join Ilśvėn as deputies. Several new families arrive. The temple of Ehlonna is built. April to June by tharivol266 Heavy rain washes away a dock and waters down the elven wine. July to September by HK-47 II Quarion Silimaurė, husband of Ilśvėn, and their daughter Lia arrive. October to December by Rockjaw Lord Eckson is now a Knight of the Realm, promoted by the king himself. The house guards become the 'Red Dragoons'. Grakos and Handrell hire the 'River Dogs'. 'The Loyal House of Stone and Beam'-guild of stonemasons and the timber wrights is established. Sam Thompson begins the construction of a bridge. The progress is slowed down by a seres of mysterious acts of sabotage. January to March by Rockjaw Ilśvėn and Tuaim discover a gang of adolescent aquatic elves to be the cause of the sabotage and take care of them. Soon afterwards the 'Crimson Maple Bridge' is finished. A cobbler family arrives. A rancher family from the far north establish a bison ranch. A canvas shop, and 'The Flawless Carriage & Transport Company' lead by Fetroar Rivandia are opened. Garret Ravenhorn, and the inventor Orsun Irongear arrive. Jack Heppart returns from a mission for Lord Eckson and reports about the slavery ring called the 'Red Hand'. Sir Bellamin takes in three new squires. The total population of Eckland can be divided into two parts: Working Population: The working population comprises of every productive individual of at least starting age, but younger than venerable age. The size of this group equals 2/3 of the total population. Non-Working Population: The remaining 1/3 of the total population is defined as non-working population and can be even further divided into... ...Children: About 30% of the total population comprises of individuals below starting age (children). ...Elderly: About 3% of the total population comprises of individuals of venerable age and older (elderly). Since the number of working individuals of Eckland is the value that sees the most use (e.g. to calculate the town's size, gp limit, amount of ready cash, etc.), the number of non-working individuals is not included in the town stat block. The below formulas, however, can be used to calculate the total population, the non-working population, the number of children, and the number of elderly, if the need or desire should arise: Total Population = Working Population x 1 1/2 Non-Working Population = Working Population x 1/2 Number of Children = Working Population x 45 / 100 Number of Elderly = Working Population x 5 / 100 Refer to DMG, p. 137, Table 5-2: Random Town Generation, column GP Limit, to determine the price of the most expensive items available for purchase in Eckland. To determine the amount of ready cash of Eckland, or the total value of any given item of equipment for sale at any given time, use below formula: Assets = Working Population x gp limit / 20 Income It is assumed that, on average, each member of the working population earns 384 gp a year (32 gp a month or 8 gp a week). This sum may increase due to various circumstances, such as spells, magical effects, or items enhancing the overall productivity of Eckland's community. Note: The non-working population is not included in all of the below calculations. As particular individuals might earn (much) more than 32 gp a month, it is simply assumed that the average tax per capita will be representative for the whole community. Tithes 5% of this annual income will be paid as a tax to the ruler of Eckland (currently Lord Gregory Eckson). For ease of calculation, however, the tithes will be calculated, as if they were payed each month, thus allowing to factor in increases in town population. In general, the monthly sum a citizen of Eckland will pay in taxes is 1.6 gp (32 gp x 5% / 100). However, as mentioned above, certain circumstances may increase the income per capita, resulting in a higher tax sum (see Tax Per Capita below). To calculate the total amount of taxes payed per month, multiply the tax per capita by the total population of Eckland. Circumstance Tax Per Capita Normal 1.6 gp Blessed Land 1.75 gp Magically Enhanced 2 gp Variant: The founder of Eckland, Lord Gregory Eckson, constructed a toll road. To use this road, a person has to pay a fee of 1 cp. This toll should provide the funds needed to finance construction and maintenance. For ease of calculation, and since bigger settlements see a greater number of visitors, it is assumed that the toll road will yield a monthly total amount, based on the size of Eckland (see Toll Modifier below). Town Size Toll Modifier Thorp 0 Hamlet 1 gp Village 5 gp Small Town 10 gp Large Town 25 gp Small City 50 gp Large City 150 gp Metropolis 300 gp The sum from tithes and toll result in the monthly total amount to be added to Eckland's town coffers. Other Multiply the result by the number of months a chronicle entry covers and subtract or add any unusual expenses or receipts from this period (such as from purchases of equipment or donations). Formula: Total Income per Chronicle Entry = (Tax Per Capita x Town Population x Months Chronicled) + (Receipts – Expenses) For every 50 individuals of the working town population 1 PC-slot becomes available, i.e. one additional individual with a player class can be added to Ecklands population. http://i179.photobucket.com/albums/w317/EffigyOfFaith/Seasons.jpg Frostfair A harvest festival celebrated in mid-winter. Important part of Frostfair's celebrations are the Eck's Games, a tournament of strength and skill, featuring several contests (see below), over the course of a tenday. Each day sees one tournament and ends in a ceremony, celebrating the tournament champion of the day. Since the orc attack in year 7, frostfair does also include a display of tactics and drill of the town's guard, which culminates in the symbolic burning of a cloth dragon. Winner: Lord Eckson: 29 ft. Normal Jump check with a 20 ft. running start. The distance jumped is equal to the result of your Jump check. Winner: A centaur. A sprint from one of the lookout towers at the edge of Eckland all the way to Eckland Keep. Though some may get a running start, while others begin the sprint with a laid-back hustle, over the course of the first minute, each participant finds his or her own speed. To determine your position, makes a Constitution check. Those with the highest results take the lead. Over the course of the sprint you may attempt up to five Dexterity checks (DC equals the Constitution check result of your current position). The result of these checks determine whether you fall back one position (failing your Dexterity check) or catch up one position (matching or exceeding the Constitution check result of the next highest position). Winner: Dyrtok Stonehold Anvil: 100 lbs. Determine your base distance and apply the multiplier appropriate to your Strength score. Base Distance Make a Strength check. The base distance is 5 ft. + 1 ft. for every 2 points by which your Strength check result exceeds 10. Total Distance Thrown Strength Base Distance Score Multiplier 10 to 12 x1 13 to 17 x2 18+ x3 Winner: Lord Eckson Make a ranged attack roll. Hitting an AC of 10 results in a 30 ft. toss. For every two points by which your attack roll result exceeds 10, your toss covers an additional 30 ft. Winner: Daniel "Ditzy" Korel Drink Sizes Drinking Vessel Servings Shot glass/mouthful 1 Small glass (cup) 2 Mug/glass (pint) 4 Wineskin (pint) 4 Large Flagon (quart) 8 Jug (two quarts) 16 Large Pitcher (gallon) 32 Keg (3 gallons) 96 Small Barrel (10 gallons) 320 Large Barrel (40 gallons) 1,280 Drink Strengths Drink Strength Water 0 Weak Beer 1 Regular Beer 2 Wine 4 Strong Wine 6 Spirit 10 Strong Spirit 12 Dwarf Spirits 14 Alcohol Units (AU) Number of Shots x Drink Strength Effect of Alcohol Once you reach your Alcohol Threshold, you become Tipsy. As you drink more, you progress through the various levels of intoxication, with a number of AU equal to your threshold increasing your drunkeness to the next category. Tipsy: Judgment slightly impaired, but no noticeable effects. -1 penalty to attack rolls, skill checks, ability checks, and Reflex saves. No effect on movement or hit points. Must make a Concentration check (DC 10 +spell level)* to cast spells or take similar actions. Merry: Inhibitions lower, voices raise, and balance wavers slightly. -2 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +1 temporary hit point per hit die. No effect on movement. Must make a Concentration check (DC 10 +spell level)* to cast spells or take similar actions. Drunk: Dizzy and disoriented, words slurred. -4 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +2 temporary hit points per hit die. Can safely take one partial action each round, but must make a Balance check (DC 10)* to both move and take an action. Falls down on a failure. Must make a Concentration check (DC 10 + spell level)* to cast spells or take similar actions. Hammered: Can’t walk in a straight line, generally incoherent. -8 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +3 temporary hit points per hit die. Can safely take one partial action per round, but must make a Balance check (DC 10)* to both move and take an action. Falls down on a failure. Must make a Concentration check (DC 10 +spell level)* to cast spells or take similar actions. Plastered: Communication is nearly impossible, as is standing up. -16 penalty to attack rolls, skill checks, ability checks, and Reflex saves (though the character can take no actions, so it usually doesn’t matter). +4 temporary hit points per hit die (but usually unable to take advantage of this). He must make a Concentration check (DC 10)* to cast spells or take similar actions. Character is nauseated, and the only action he can normally take is a single move or move-equivalent action per round. A character who is plastered can, however, choose to take one partial action other than a movement, but is then stunned for the next 1d6 rounds. Unconscious: Character is unconscious, usually from sickness or extreme dizziness and confusion. *Skill check penalty applies for this level of drunkenness as normal. Alcohol Threshold (AT) Equal to a character’s Constitution score (including racial bonuses, bonuses from feats such as Endurance and Great Fortitude, aso.) x Size Modifier (see below) Drinking Too Fast A medium size character can drink 2 shots as a move-equivalent action. Double this number for each size category above Medium and halve it for each category below Medium as indicated in the table below. A character can drink double the amount indicated in a full round. Size Modifiers Size Drink as Alcohol Threshold move-equivalent action Tiny 1⁄2 1⁄4 Con score Small 1 1⁄2 Con score Medium 2 Con score Large 4 2 × Con score Huge 8 4 × Con score Gargantuan 16 8 × Con score Colossal 32 16 × Con score Attempting to drink more than this in one go requires a Fortitude save (DC 10 +4 per extra multiple or part thereof). A failure means that the character cannot swallow fast enough, and a failure by 5 or more causes the character to also lose his action the next round from gagging. In most drinking contests, this automatically means that the character has lost. Additionally, sometimes an overdose of strong drink can shock a person’s system. If a character drinks too much too quickly, there is a danger of him passing out or getting sick right away. If a charater drinks more AU than twice his Alcohol Threshold in one round, he must make a Fortitude save (DC 20). If he fails the save, he either vomits out what he just drank, or falls unconscious (the GM gets to choose). Recovery & Hangovers A character recovers at a rate of 8 Alcohol Units per hour. Additionally, eight hours of uninterrupted sleep enables him to recover completely. A character who has become Drunk or higher suffers a hangover once he sobers up. A hangover consists of headaches, nausea and other unpleasant side effects. After recovering from drunkeness, a hangover begins. While hung over, a character suffers the same penalty to his attack rolls, skill checks, ability checks, and Reflex saves of the drunkeness category he reached the night before. Every two hours, the severity reduces by one category until the penalties go away. Copyright Notice (http://www.angelfire.com/bug/frondlehum/ttr.pdf) Winner: A royal guard of Lord Elrohir Make a ranged attack to hit the target. The result of your attack roll determines your score: Result Score 0 to 9 miss 10 1 11 5 12 to 13 10 14 to 17 20 18+ 30 The contest lasts until only three competitors remain. Winner: A royal guard of Lord Elrohir Each contestant has three attempts to hit a pole with a horseshoe (improvised thrown weapon, -4 to attack rolls, range increment 10 ft.). Make a ranged touch attack against the pole's AC. Contestants who miss the pole are disqualified. After all attempts have been made, all remaining competitors have to step back 10 ft. This process continues until only one contestant remains. Winner: A ranger A group of three to four contestants has to follow a track through the woods. To follow the track, each group has to solve riddles and complete tasks which point the way. Each riddle can be solved and each task can be completed by succeeding in a check of one of two to three different skills (Balance, Climb, Disable Device, Handle Animal, Jump, Knowledge, Search, Survival, Swim, Use Rope). Winner: Glimrick Gentlecoin The highest Bluff check result wins. Winner: Dyrtok Stonehold The best grappler wins. 80 characters and counting Lord of Eckland, Knight of the Realm, Honoree Ranger Lord, Guardian of the Grove, Dragonslayer Male human Ftr 10 HD: 10d10+20 (79 hp). Init: +2. Speed: 20 ft. AC: 23 (+11 full plate, +2 Dex), touch 12, flat-footed 21. BAB/Grapple: +10/+12. Attack: +14 melee (2d6+5 great sword 19-20/×2) or +13 ranged (1d8+2 MW mighty composite longbow x3). Full Attack: +14/+14/+9 (2d6+5 great sword 19-20/×2) or +11/+11/+6 (1d8+2 MW mighty composite longbow x3) AL: LG. SV: Fortitude +10, Reflex +6, Will +4. Abilities: Strength 15, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 10, Charisma 11. Skills: Jump +10, Intimidate +5, Move Silently +5, Listen +5, Spot +5, Perform (String Instrument) +5 Feats: Power Attack, Cleave, Great Cleave, Weapon Focus (Greatsword) Weapon Specialization (Greatsword), Improved Critical (Greatsword), Point Blank Shot, Rapid Shot, Dodge, Mobility, Spring Attack Possessions: +3 Full plate, Fury (Great Sword of Speed), MW Mighty Composite Long Bow (+3), 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, MW Short Sword, Cloak of resistance +1, Eckson family heirloom (Lyre of Building), Eckson signet ring, Ring of Truth, Ring of the Guardians of the Grove, noble's outfit, jewelery (100 gp), explorer's outfit. Advancement: ..11th: Middle Age (-1 Str, Dex, Cha, +1 Int, Wis, Cha) ring of protection +1. the Awakened Large plant Drd 5 HD: 4d8+5d8 (44 hp). Init: +0. Speed: 20 ft. AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14. BAB/Grapple: +6/+9. Attack: Slam +8 melee (1d8+4). Full Attack: Slam +8 melee (1d8+4). Space/Reach: 10 ft./10 ft. SQ: Animal companion (wolf), link with companion, nature sense, plant traits, resist nature's lure, share spells, trackless step, wild empathy +2, wild shape (Small or Medium animal 1/day), woodland stride. AL: N. SV: Fortitude +8, Reflex +2, Will +8. Abilities: Strength 16, Dexterity 10, Constitution -, Intelligence 12, Wisdom 16, Charisma 8. Skills: Concentration +12, Handle Animal +9, Knowledge (nature) +15, Survival +17. Feats: Extended Spell, Natural Spell, Spell Penetration, Greater Spell Penetration. Spells/Day: 5/3/3/2. Prepared Spells: 0 level: create water, cure minor wounds, detect magic, guidance, light. 1st level: entangle, fairy fire, obscuring mist. 2nd level: bear's endurance, bull's strength, lesser restoration. 3rd level: call lightning, cure moderate wounds. Advancement: ..6th: Chronologist of Eckland Male human Wiz 1 HD: 1d4 +3 (7 hp). Init: +6. Speed: 30 ft. AC: 12 (+2 Dex), touch 12, flat-footed 10. BAB/Grapple: -1/-1. Attack: -1 melee (1d3-1 knife x2) or +2 ranged (1d4-1 sling x2). Full Attack: -1 melee (1d3-1 knife x2) or +2 ranged (1d4-1 sling x2). AL: NG. SV: Fortitude +0, Reflex +2, Will +3. Abilities: Strength 8, Dexterity 14, Constitution 10, Intelligence 16, Wisdom 12, Charisma 14. SQ: Mouse familiar ('Bobil'), empathic link, share spells. Skills: Concentration +4, Spellcraft +7, Move Silently +4, Bluff +4. Feats: Alertness (if familiar within 5 ft.), Toughness, Scribe Scroll, Improved Initiative. Spells Known: All cantrips, disguise self, grease, magic missile, mage armor, alarm, sleep. Spells/Day: 2 Possessions: Knife, sling, commoner's outfit, spell component pouch, Ring of the Guardians of the Grove, spellbook, mysterious amulet. Sara Archer a young sorceress (CN female human sorcerer 1) Clarice Ashoff Roland Ashoff's wive (Adept 1) Roland Ashoff the guildmaster of the 'Birchwood' farmers guild (Expert 3) Asulurr a young orphan (male aquatic elf profession unknown) Brother James Atil Eckland's teacher, priest, member of the mages guild, and a Guardian of the Grove (Adept 1, 2, 3, 4) Tuaim Ban the wise old wizard and guildmaster of the Mages Guild (LN male human wizard 8) Samantha Bladecutter a blacksmith and member of the mages guild (Adept 1) Boog Torkek a deputy and Gunk's brother (male orc Warrior 3, 4) Torvald Branzig one-armed marshal of the town guard, owner of Branzig's Inn, and a Guardian of the Grove (LG male human warrior 3 4, 5) Garth "Trapper" Callieth a town guard (male half-elven Warrior 2) + Marya Camotille an old friend of Lord Eckson, his advisor, and a Guardian of the Grove (LG female gnome expert 4: Perform (string instrument) +7) Gavin Carpenter a little thief from Whatsittown (CN male human rogue 1) Curigh a stone giant (profession unknown) Dagger-Ears aka. Lyelis Wynthad a mysterious crime lord (male elven Rogue 7) Morren Dah'mir Lord Eckson's chamberlain (male elven Warrior 5 / Expert 2) Kayti Deanas a student and apprentice of Brother Atil, and member of the mages guild (Adept 2) Walian Droverson Eckland's dockmaster and an employee of Cotter Magin (Expert 1) Vera Dryer a student and apprentice of Brother Atil (Adept 1) + Lord Gregory Eckson Lord of Eckland, Knight of the Realm, Honoree Ranger Lord, dragonslayer, and a Guardian of the Grove (LG male human fighter 10, 11) Jerald Eckson son of the Lord and Lady of Eckland, and twin-brother of Michael Eckson Lady Marian Eckson formerly Gardner Lady of Eckland and Lord Eckson's wife (LG female human expert 2) Michael Eckson son of the Lord and Lady of Eckland, and twin-brother of Jerald Eckson Ezra the Awakened the ancient guardian of the nearby woods (N awakened tree druid 3, 4, 5, 6) Fantus a pseudodragon pest catcher Vorial Fernkeeper an aged wood elf druid (level unknown) Nimbal Firejack an animal trader (profession unknown) Chance Freeman the Ashoff family's field hand (Warrior 3) Glimrick 'Fingers' Gentlecoin a thief and elder brother of Markul Gentlecoin (CE male gnome rogue 7) Master Markul Gentlecoin the guildmaster of the 'Golden Lily' economists guild (Expert 3 / Aristocrat 2: Knowledge (economics), Knowledge (gem cutting), Appraisal, Diplomacy) Adverbial Goldenwing an intelligent giant owl (Druid 4) Belril Goodberry a mushroom farmer (male gnome profession unknown) Agnes Greenmeadow Clarice Ashoff's mother (Expert 1) Hirundo "Cooper" Grus a craftsman and formidable archer (male half-elven Expert 2) Gunk Torkek a deputy and Boog's brother (male orc Warrior 3, 4) Thorin Hammersong a miner (male dwarf profession unknown) Jack Heppert a lieutenant of the town guard and slayer of bears (Warrior 1, 2, 3) Daisy Illsworth a nice of Lord Whatsisname (Aristocrat 1) Rose Illsworth a nice of Lord Whatsisname (Aristocrat 3) Jerome the Illsworth's bodyguard (Warrior 2) Handrell Justmore a master archer from Whatsistown and lieutenant of the town guard (Warrior 3) Fiona Kerriton owner of 'The Golden Waters'-bathhouse (Aristocrat 3:Charisma 18) Daniel "Ditsy" Korel the local drunkard and legendary winner of the drink off (Commoner 1) Sir Bellamin Lighttouch Protector of the Way and a paladin of Ehlonna (LG male halfling paladin 5) Cotter Magin the guildmaster of the '5 coppers trading company' of merchants (Expert 2, 3) Marinev a playwright and songwriter (Bard 6) Curbin Milner an old friend of Lord Eckson (Warrior 5 / Wizard 2) Molturrick a half-wood elf/half-copper dragon (Cleric 6) Murk Chokemarrow an adventurer and the bouncer of the Sleeping Minotaur-tavern (CN male minotaur barbarian 3) Orn a young smith (profession unknown) Ranger Lord Dorn Ragain the spokesman of the brotherhood of the worshipers of nature (profession unknown) Rolgan a grumpy old shepherd (Commoner 3) + Shara a merchant from Seatown (profession unknown) Dell Sherwyn captain of the lookout guard an the first winner of the Eckson's Sprint (NG male human warrior 1: Run feat) Lia Silimaurė daughter of Ilśvėn and Quarion Lord Elrohir Silimaurė lord of an elven kingdom and an old friend of Lord Eckson (male elven Aristocrat 8) Ilśvėn "Orcbane" Silimaurė wive of Quarion, mother of Lia, Eckland's sheriff and a Guardian of the Grove (LN female elven monk 2, 3, 4) Quarion Silimaurė a far removed cousin of Lord Elohir, husband of Ilśvėn, and father of Lia. (male elf profession unknown) Charlemagne Silverleaf a con man (male elven Aristocrat 4) Curth Stonehammer guildmaster of the Loyal House of Stone and Beam (male human Expert 4) Dyrtok Stonehold the winner of the anvil toss and wrestling tournament from Whatsittown (Warrior 5) The Saucy Rabbit-tavern's entertainer (male gnome Expert 1) Kieran Masters bouncer at the Saucy Rabbit-tavern (female half-orc Warrior 4) Thanatos the Chronologist of Eckland, member of the Mages Guild, and a Guardian of the Grove (LN male human wizard 1) Sam Thompson a city planner (male half-elven Expert 2) Grakos Tigersoul an old friend of Lord Eckson and lieutenant of the town guard (Warrior 7) Tornil Alioth a trapper, and leatherworker (male half-elven Expert 2) Goodman Panros Trickfoot Sir Bellamin Lighttouch's squire (male halfling Warrior 3) Ravanna Waveheart captain of the River Dogs (CG female human warrior 3) Dolon Werrack member of the High Mountain Clan and Lord Eckson's royal smith (male dwarven Expert 9) Lyelis Wynthad an impostor (Warrior 1) Gibli Zooklishin a traveling entertainer (male gnome profession unknown) Title Manner of Address Titleholder king/queen his/her Majesty Thaddolfarth? arch-/grand duke/duchess or crown prince/princess his/her Royal Highness duke/duchess his/her Highness marquess/marquessa or prince/princess his/her Serene Highness count/countess his/her Illustriousness viscount/viscountess your lordship baron lord/lady Whatsisname? knight his/her Highwellborn squire or noble his/her Excellency Page (age 6-15): Usually the son or daughter of a noble, who is sent away to train and serve at an other household to learn about: Courtesy, manners, cleanlyness, religion, making food, basic hunting, falconry, battle skills (weapon and armor proficiencies), and the caring, readying, and riding of horses/mounts. Squire (age 14+): A page who is assigned or picked by a knight, to become his/her personal aide. A squire is taught: battle techniques, to take care of armor, equipment, and horses, and to attend to the wounds of his/her master, who in turn teaches him/her the chivalric code of conduct and the rules of the chivalric order. A squire who is advanced enough in his training is expected to follow his/her master into battle. Knight of the Realm: Lowest ranking member of a chivalric order. A knight of the realm may train squires and may make requests to knight them, when he/she judges their training to be complete. Knight Commander: Elected leader of all knights of a whole realm (usually at least five) and member of the council of the chivalric order. The knight commander assigns squires to knights of his/her realm and decides about requests to knight a squire (either for performing an outstanding deed on the battlefield, or when their training was judged to be complete). Grandmaster: Supreme head of the council and commander of the forces of the chivalric order (sometimes identical with the ruler of e.g. a kingdom). |
| Return of the Flumph04-28-07, 01:12 PM | Year One, Month 7 With the first harvest brought in and a surplus of grain sold at the town of Lord Whatsisname and a bit more paid to him in tribute, the first Fall Equinox is celebrated. A first level adept travels from Whatsitown to lead the rituals in several of the little hamlets, Eckland included. Due to the noticable success of this first harvest, 6 more families make plans to move in and get their houses built before planting season (probably within the next month or two). A traveling merchant who stopped at the town to sell baubles for the Equinox festival notices that the town might be getting a lot bigger in the near future, and makes plans to stop here again regularly. Gregory Eckson makes a brief visit to Whatsitown after the grain sale to see if he can encourage anyone else to come. He gets the attention of a pair of shepherd families who are in search of new pastureland; he tells them about some unirrigated grassland on the far side of the river, and they come to the village. Eckland TOTAL POPULATION - 30 Families- 10 (farmers 8, shepherds 2) Characters- Gregory Eckson (10th Fighter) BUILDINGS- Eckland Keep Grainhouse 10 Homes |
| Dufaeth04-29-07, 02:16 AM | Year One, Month 8 Eckson constructs a small dock near his Keep to facilitate trade along the river as well as allow the shepherds to cross. A new family of farmers arrive and settle across the river. The crotchety old Shepherd Rolgan feels they are infringing on his grazing lands and tensions grow. A young missionary, Brother Atil, also arrives and begins preaching from a portable Shrine mounted in his mule drawn carriage. Eckland TOTAL POPULATION - 36 Families- 11 (farmers 9, shepherds 2) Characters- Gregory Eckson (10th Fighter) Brother Atil(1st Adept) Shepherd Rolgan(3rd Commoner) BUILDINGS- Eckland Keep Grainhouse 11 Homes The dock |
| Return of the Flumph04-29-07, 02:25 AM | But it turns out that Brother Atil is actually a half-fiendish lesser kaorti Shadowmaster 5/Duskblade 5/Obliterator of Xenu 4. In short order, he sneaks into Eckson's house one night, knocks him out, and extracts his blood for a ritual to call down a necrocarnum asteroid on the town, dealing 6d8+4 unholy damage to every being within a five mile radius and animating all the victims as vampires kekekekeke. Sorry, I couldn't resist. Ignore that. |
| JulesCARV04-29-07, 02:59 AM | Increasingly, Gregory realizes that his skills are poorly suited for the administration of the growing village, and he will need assistance until he can adapt himself to administration. He contacts Marya Camotille (gnome expert 3), an old friend and former royal administrator who recently lost her position due to shifts in court politics, asking her to be his seneschal. She accepts, and arrives some time later. (note: it's possible that Marya has ranks in perform (strings) that would allow her to play the lyre of building more effectively than Gregory. She was certainly interested in music while Gregory knew her, although he never actually saw her playing an instrument. It's uncertain.) |
| deanruel04-29-07, 03:22 AM | Brother Atil is actually a half-fiendish lesser kaorti Shadowmaster 5/Duskblade 5/Obliterator of Xenu 4.....sneaks into Eckson's house.....blood for a ritual....asteroid on the town.....five mile radius....vampires. Hilarious. I like how you managed to put basically every bad idea into one uber-stupid super post. Moving on. Year 1, Month 9 With the arrival of Mrs. Camotille in town Gregory finds his friend to have grown significantly in experience from the person he remembered (She is now Expert 4, I have a reason for this). Within the month their "plan meetings" become so frequent that the townfolk consider coming to Marya as being synonymous with meeting Gregory himself. Marya demonstrates some skill with the Lyre (With perform +7, a +3 skill modifier she can regularly hit the DC 18 check the Lyre requires to function optimally) and in doing so nearly doubles the rate at which buildings in town can be constructed. Brother Atil is constructed a small, but functional Shrine where small offerings can be made and even some magical aid given if direly needed (The Brother prefers not to use his tiny capacity of spells per day. He prepares mostly cure spells in case they should ever be needed and he is hesitant to use his powers otherwise). No families arrive in town this month, perhaps kept back by the notion of a winter-to-come. Eckland TOTAL POPULATION - 37 Families- 11 (farmers 9, shepherds 2) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Shrine Dock 11 Homes |
| Dufaeth04-29-07, 03:26 PM | Year 1, Month 10 With Marya's skill with the Lyre, Eckson begins to realize the potential. She can usually construct 2 or 3 buildings a month and he has her set about building a Common House/Inn in near the Keep. He hopes this will attract more traders by giving them a place to stay. Marya also builds a Mill for processing the town's grain. Her gnomsh heritage begins to kick in and she convince Gregory to allow her to search for potential mining in the area. No new families arrive this month as winter closes in. Eckland TOTAL POPULATION - 37 Families- 11 (farmers 9, shepherds 2) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock 11 Homes |
| deanruel04-29-07, 04:24 PM | he has her set about building a Common House/Inn in near the Keep. He hopes this will attract more traders by giving them a place to stay. WOW! Such a good idea! I really can't emphasize how smart that is. It instantly turns the town into a moderate tourist attraction (There's an inn just a few miles down the road). AND makes the town a hub for Adventurer activity. So an INN equals ADVENTURERS which equals GP like crazy! I'm excited to see what happens next. |
| Sylvaroth05-01-07, 05:51 PM | Year 1, Month 11 Winter hits Eckland, all roads are impassable and all of the young nation's populace is preparing for a hard time. As if this were not enough, several farmers discover, that their henhouses have been raided, and some of the shepherds' lambs are missing. Fresh wolf tracks, coming from the nearby woods, leading to the henhouses and back into the forests, give the people a bad feeling. If those beasts are that desperate for food, as to come this near to human settlings, what will happen, if they run out of chicken? Crotchety old Rolgan decides to sit on lookout to catch the wolves red-handed. TOTAL POPULATION - 37 Families- 11 (farmers 9, shepherds 2) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock 11 Homes Reply With Quote Proposition I suggest that Rolgan be severely injured in one of the wolves raids. His farming neighbours, the Icegrims (a widow and her two sons) nurse him back to health, while the oldest son of the family, Aconit, looks after his cattle and house. Some of the farmers should decide to track down and kill the pack (maybe including Aconit). |
| Return of the Flumph05-01-07, 05:57 PM | I further propose that Mr. Eckson, in responce to one of his tenants being injured, slaughters the wolves single handedly. A tenth level fighter could do that with virtually no risk to himself. |
| turalisj05-01-07, 06:36 PM | (I don't know if I'm doing this right, so please don't hurt me *raises arms to face*) Year 1, Month 12 Eckson, having travelled into the woods a week into the month, limped out a week later pulling several dead wolves. With much rejoicing, Eckson was hailed as a hero. cloaks were made of the wolf skin. Rumors soon spread of a stranger with strange powers, able to use his mind as a weapon. The villagers began to worry, and quickly asked Eckson for help. I propose that a druid take vengeance for the death of the wolves, perhaps his animal companion comes from the same pack. |
| Return of the Flumph05-01-07, 06:42 PM | Hmmm, okay. The druid should wait a few months before doing anything though. Take it slow. |
| turalisj05-01-07, 06:43 PM | Sorry. I've been watching the thread on and off, but never got around to posting in it... |
| Heros_Backpack05-01-07, 07:25 PM | Year 2, Month 1 Having heard of the wolves, and eager to find more animals, a pair of half-elven fur-trappers (warrior 2 and expert 2) arrive by river and settle on the outskirts of town. They hear the rumors about the stranger and offer to keep their eyes open while they are in the forest. One of them (the expert) also admits to being able to tan and work ordinary leather as well as furs. Eckland TOTAL POPULATION - 39 Families- 12 (farmers 9, shepherds 2, trappers 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock 12 Homes |
| Anuvrix05-02-07, 09:24 AM | Year 2, month 2 The new trappers in town have been successful, and have started up a small fur trading business. A Family from a neighboring nation arrives in town and opens a small apothecary, with bits and odds for alchemy. Eckland TOTAL POPULATION - 43 Families- 12 (farmers 9, shepherds 2, trappers 1, physicians 2) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock 13 Homes Apothecary |
| deanruel05-02-07, 01:32 PM | Year 2, Month 3 As winter fades away Gregory is seen busying about town on an unprecedented level. Unbeknownst to the peasantry Gregory is trying to make his town "adventurer ready". With an Apothecary and an Inn in place there are only a few more preparations that Gregory need take to allow his town to take in considerable gold from passing adventurers. Gregory makes a deal with the trappers to become permanent members of his town. In return he has Marya make them a home and a fully functional leatherworking shop entirely out of his pocket (And the Lyre's abilities of course). With the Inn now in top-notch shape, and a leatherworkers built Gregory add's the final touch by convincing Brother Atil to sell his limited services as a healer through the Apothecary. With everything available in place Gregory finally has time to relax. One new family arrives in town at the very end of the month. Eckland TOTAL POPULATION - 47 (farmers 34, shepherds 6, trappers 2, physicians 2) Families-14 (Farmers 10, Shepherds 2, Trappers 1, Physicians 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers 14 Homes |
| EffigyOfFaith05-02-07, 02:06 PM | I would suggest that since Eckland promises to be a fairly agrarian village/town in a presumably temperate climate that a standard calendar be adopted. So at least things like seasons planting and harvest can happen in the same month each year. Just a suggestion guys. http://i179.photobucket.com/albums/w317/EffigyOfFaith/Seasons.jpg |
| deanruel05-02-07, 05:35 PM | Thank you Effigy, that indeed is a very good suggestion. I might even take that picture and edit it into the first post at some time if you wouldn't mind. Of course any posters are free to use the chart somewhat liberally. If you would like winter to hit hard and sudden in the middle of the 10th month (doubtlessly causing some food shortage) then feel free even if it's not on the guide. |
| Return of the Flumph05-02-07, 06:41 PM | So its April now. |
| Heros_Backpack05-02-07, 06:49 PM | Just a niggle I can't work out - who is running the mill and the common house/inn? Do we need to look for specialists to move in and do the work there? |
| Araes05-02-07, 07:18 PM | Proposal As a proposal without writing a month, I suggest that in the June - July time frame, the farming inhabitants notice an increase in the number of detrimental crop pests present in their fields. This would be a subtle attack by the druid who is attempting to degrade their harvest and force closure of the town without drawing blatant attention to himself. As a long term goal, I would also suggest some method of diplomacy with the druid and discussing some resolution where both groups can exist, and the druid can potentially become a farming ally rather than hinderance. Particularly since the slaughter of the wolves seemed extreme. And good point on the mill and inn. I guess Gregory or Marya maybe at the moment. Or they may be standing useless until they get someone with the proper skills. Perhaps Gregory should send to his lord sponsor, and ask him if he can recommend or send someone? He could also put out a public notice to lands around him offering some compensation for moving there. |
| Return of the Flumph05-02-07, 07:21 PM | The druid should have known better than to let the wolves repeatedly attack the village. Seriously, what did he think would happen? I suppose its possible that he didn't know the wolves had done that, and that he thought Mr. Eckson had wiped them out simply for sport or profit. That could work...just a big misunderstanding. Either way, though, this has got to be kind of a nutty druid if he lives out in the woods and no one knows he exists. |
| Araes05-02-07, 07:33 PM | A lot of this would depend on your view of druids and how druids operate in the world of this city. If they are like old celtic druids, then they might be a little odd for being out in the woods all by themselves with the animals. However, this could also be near a sacred forest, grove, or land for the group the druid serves, and he feels a need to protect its animal inhabitants from human aggression. Its also likely that the druid doesn't have direct control over the animals at all times, as they are not his thralls, simply his associates, and possibly friends. Since the winter is over, and game is probably somewhat more plentiful, it seems perfectly reasonable that the druid may try to convince the remaining wolves to forage somewhere away from the town. For their own safety if nothing else. I would think he would also try and impede the trappers who venture into his domain. The assumption that no one knows he exists is from a town perspective, which honestly seems perfectly likely. This keep was previously held by forces not associated with the main lord, and it was at the outskirts of his land. The town itself has only been in existence for little over a year, which in terms of medieval information speed could be quite reasonable for secrecy. |
| armeniantwins05-02-07, 08:21 PM | Unrelated Proposal: Not in the typical month-to-month: Recently, a town to the north discovered a nearby supply of copper. Consequently, a metropolis far to the south of our village establishes a trade route that runs through Eckland and ends at the new copper mines. This trade route brings new trade to this agrarian village, and a regualer Farmer's Market is established when a mine caravan comes through. Slightly longer term (maybe over three or more months), a shrewd business man opens another inn, mainly a tavern, to accomadate the increase in travelers, and attracts a few more permanent residents to the town, as a few laid-off copper miners come to farm/work in Eckland. |
| turalisj05-02-07, 08:21 PM | They could be evil druids, believing nature should destroy any form of artificial buildings. Proposal A wandering psion enters the town and discovers a/some villager(s) have potential. If there is more than one, he sets up a place for them to train under the pretense of a school. |
| Return of the Flumph05-02-07, 08:31 PM | They could be evil druids, believing nature should destroy any form of artificial buildings. Proposal A wandering psion enters the town and discovers a/some villager(s) have potential. If there is more than one, he sets up a place for them to train under the pretense of a school. No. This is a town of about forty people. The psionic academies don't start popping up for another few years at least. |
| StarDrifter05-02-07, 08:52 PM | YEAR 2- april An Ageing veteran from a recent war (warrior 3) arrives, suffering from the loss of his left arm, as well as the horrors of the battlefield. Branzig, an ex sergeant is looking to settle down and enjoy some peace, and figuring that a farming community will be nice and quiet, decides to ask Gregory and Marya if he could help by running the common house. Planting begins in earnest, attracting a few drifters looking for labouring work during the planting season. Branzig notes to Gregory that there is no law enforcement as of yet and the town may be vulnerable to thieves as prosperity grows. Eckland TOTAL POPULATION - 48 (farmers 34, shepherds 6, trappers 2, physicians 2) Families-14 (Farmers 10, Shepherds 2, Trappers 1, Physicians 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) Branzig (3rd warrior) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers 14 Homes |
| Araes05-02-07, 08:58 PM | No. This is a town of about forty people. The psionic academies don't start popping up for another few years at least. Agreed, its thinking too big, too quick. We have to remember that for the most part, this is just "some town" among many and shouldn't have crazy things happening all the time. To use the idea though, there is the chance that perhaps one might travel through town. He could test someone, and maybe find out they are psionic. Maybe a kid. He could also get run out of town for trying to take the kid. |
| turalisj05-02-07, 09:04 PM | Psion: Look, he has psionics potential. He could one day grow strong and become a leader in this village. Child's Parents: No. Our priest told us about you psiodricts users. You use power of the damned! Psion: It's psionic, and our power comes from ones own natural talent. Child's Parents: We said no, and that's final. *psion leaves, comes back disquised as a mage* Psion: I was walking though town, and sensed that your child has potential in magic. Child's parents: Ok then! Take him and do as you wish! That's most DM's reaction to psionics... And it could possibly be the villager's reaction to the psion :P |
| Return of the Flumph05-02-07, 09:11 PM | About psionics... Not to step on anyone's toes, but I think we should keep this core only. If people start throwing in lots of psionics or incarnum or weird monsters or anything else from a book no one else owns, things will degenerate quickly. I say we use only the core manuals in building this city, and let any DM who wants to use it adjust the town to fit in with his or her campaign setting. On the boards, we keep it generic. |
| turalisj05-02-07, 09:55 PM | Psionics is in the SRD, psionics is core. Psionics has been in Dnd since what, 1st ed, 2nd ed? It's nothing new to Dnd. I'm not trying to start a fight, but I've had several 'core only' Dm's allow psionics because they feel it's core material. I vote to allow any splatbook to be used in the construction of the city, as long as it isn't campaign specific (so no warforged walking into town, or a harper going through town). |
| deanruel05-02-07, 09:57 PM | YEAR 2- May This month is spent by the majority of the populace in the field as planting season is in full effect. Branzig and Gregory talk and a decision is made to start a "Guard" and perhaps even a town militia at some point. The Guard, at the moment, consists solely of Branzig. He is given the Keep's study to use as an office until the Guard have enough members to warrant a building of their own. Branzig works in the Inn as well providing him with full time employment. Two whole families move in this month and are given homes of their own in short order. The second family takes to running the Grainhouse and Mill. Eckland TOTAL POPULATION - 48 (farmers 34, shepherds 6, trappers 2, physicians 2) Families-16 (Farmers 11, Shepherds 2, Trappers 1, Physicians 1, Miller 1???) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) Branzig (3rd warrior) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers 14 Homes P.S. The druid thing was never officially decided on. Tarislj said that a rumor of one was spread back in december but none was ever seen so as far as canon is momentarily concerned the druid -was- just a rumor. Now someone could obviously change that with a proposal and a post but at the moment there's no Druid. P.S.S And as far as the Psionics thing. I think Return of the Flumph has a point. While personally I really love Psionics I would prefer this to be as generally versatile a thread as possible. So how about a compromise. We'll keep the Psionics under the table for now but when the town start really cracking well talk about if we want to introduce them. What does everyone think? |
| yellowdingo05-03-07, 12:40 AM | The Maze A simple hedge maze occupying a couple of acres. The maze hedges are however infested with vampire moss which is a notorious air feeder. |
| Return of the Flumph05-03-07, 12:58 AM | The Maze A simple hedge maze occupying a couple of acres. The maze hedges are however infested with vampire moss which is a notorious air feeder. Very nice. What's it got to do with anything? |
| deanruel05-03-07, 03:17 PM | It might be some sort of oddly put proposal. I'm not really sure myself. |
| Araes05-03-07, 04:33 PM | The Maze A simple hedge maze occupying a couple of acres. The maze hedges are however infested with vampire moss which is a notorious air feeder. It might be some sort of oddly put proposal. I'm not really sure myself. That's just the way dingo writes. He's enigmatic and has been doing similar things since I got here. I'm fairly certain its a suggestion for an addition to the town in the future or a hazard to find nearby. One of the two. |
| Heros_Backpack05-04-07, 08:12 AM | YEAR 2- June Due to the poor quality of furs caught in summer, and the increasingly uncanny feeling that every time they enter the forest they are being watched, the trappers confine their hunting to the rabbits and hares that keep eating at the crops. One of them (the warrior 2) also offers his services to the fledgling Guard. Meanwhile, the ambitious younger son of a brewer moves his family into this new town to start his own brewery and keep the inn supplied with beer/ale and two families of cowherds take advantage of the recently opened pasture to reduce the grazing pressure on their original lands. Eckland TOTAL POPULATION - 60 (farmers 34, shepherds 6, trappers 2, physicians 2, brewers 4, cowherds 8) Families-19 (Farmers 11, Shepherds 2, Trappers 1, Physicians 1, Miller 1, Brewer 1, Cowherds 2) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Brother Atil(1st Adept) Branzig (3rd warrior) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers Brewery 17 Homes P.S. This is intended to tie into the druid/pest suggestion that was posted a while back, but seeing as it's now unsure if he's there, I've (hopefully) left it vague enough for another solution to fit in. |
| vegetalss405-04-07, 09:42 AM | i think that we once and for all should deside wheter or not there is a druid. so deanruel how many votes for or againts the druid are needed in order to have it desided? |
| Return of the Flumph05-04-07, 09:44 AM | I vote druid. |
| Heros_Backpack05-04-07, 10:17 AM | i think that we once and for all should deside wheter or not there is a druid. so deanruel how many votes for or againts the druid are needed in order to have it desided? According to the first post, we need at least three different people saying the same thing. I vote yes for the druid - but keep his/her actions gradual. |
| deanruel05-04-07, 01:21 PM | YEAR 2- July As a long spot of beautiful weather makes all the residents of Eckland a little happier Gregory has a chat with Branzig and temporarily puts him in charge of running the town's operations. He and Marya pack up and and head over to Whatsittown, the nearby city. A week and two days pass before Gregory is seen coming up the road follow by a veritable caravan of followers! Gregory and Maria have been using Gregory's impressive reputation and Marya's diplomatic skills to recruit followers from the town. Among them there are 4 families of farmers, a smith, and Cotter Magin a former travelling merchant (Wagon included) totalling 15 people. All except the Merchant are built homes by the end of the month but given the excellent weather he is very happy to stay in his Wagon. Gregory builds the smithy next to the leatherworkers and pays the two to begin on making two suits of armor and two sets of weaponry for the town Guard. Eckland TOTAL POPULATION - 75 (farmers 46, shepherds 6, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2) Families-24 (Farmers 15, Shepherds 2, Trappers 1, Physicians 1, Miller 1, Brewer 1, Cowherds 2, Smith 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Branzig (3rd warrior) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery 24 Homes Proposal I propose that the next person decide's what weapons an Eckland Guard is armed with, and put that and some studded leather on Branzig and the trapper. Additionally I propose that since the town has existed over a year we have our first Eckland born child! On the Druid: Yup, if three people want it with no argument being put forth then it's decided. And since I'm the third person right now I'll go with sure. There's a Druid who's animal companion we killed. Lets keep him real low level though so we don't get any kind of mass carnage. He has a wolf so he's probably not over 3rd or else he'd probably get a bigger companion. At most probably something like 5th. Whatever level someone ends up making him just remember this- AOE spells + Commoners = MASSIVE casualties. |
| Return of the Flumph05-04-07, 01:38 PM | I don't think this is an evil druid though. Just eccentric and somewhat irresponsible (he didn't notice that the wolves were raiding the town; had he known, I'm sure he would have told them not to, for their own safety). Year 3-August In addition to two farm children being born, this month sees the daughter of one of the farmers engaged to the son of one of the cowherds; they are scheduled to be married come autumn, as soon as the havest is in and the dowry can be paid. The shepherds' flocks have been multiplying, and its gotten hard to keep track of them all. Thus, they've hired two laborers to clear a bit more of the wild grassland to make room for the new lambs. That didn't go too well. One of the workmen fell into some kind of seemingly natural pit, badly twisting his ankle. The other was bitten by a strange insect, and came down with a debhilitating disease. The week after these incidents, the well in the town dries up partway, making water harder to draw. Eckland TOTAL POPULATION - 77 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2) Families-24 (Farmers 15, Shepherds 2, Trappers 1, Physicians 1, Miller 1, Brewer 1, Cowherds 2, Smith 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Branzig (3rd warrior) Brother Atil(1st Adept) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery 24 Homes Oh, and by the way: Ezra-Awakened tree druid level 3 (comes to a CR of 6). Ezra is a young beech tree-only about twelve feet high-whose shade a powerful druid who used to live in the area once laid under. When the druid knew it was his time, he cast awaken on his favorite tree and taught it to follow in his footsteps. There; our druid has a nice twist. |
| Heros_Backpack05-04-07, 03:36 PM | Year 3-September As autumn draws closer, Marya finishes a small general store and house for the merchant, who moves in at once. Attracted by the expanding flock of sheep, a weaver and her young tailor husband arrive in town and set up a combined business. Due to the strange accidents and occurances, activity at the shrine rises sharply as people pray desperately to the gods for help. Unable to cope with this level of demand, Brother Atil sends a message to the main temple in Whatsittown asking for assistance. The smith and leather workers finally finish the equipment for the Guard and begin making, preparing and repairing harvesting equipment ready for next month. Meanwhile, Ezra is encouraging nearby burrowing animals to undermine the foundations of the Trappers' house (he mistakenly blames them for killing his wolf) and barricading the edges of the forest with fast growing brambles. Eckland TOTAL POPULATION - 79 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1) Families-25 (Farmers 15, Shepherds 2, Trappers 1, Physicians 1, Miller 1, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) ANTAGONISTS Ezra (awakened tree druid 3, CR6) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store 26 Homes |
| Return of the Flumph05-04-07, 03:41 PM | Someone mentioned that Eckson should have a bit of equipment description. Since he is fairly smart and diplomatic for a fighter, I suggest he be one of those Expertise/Improved Disarm guys, who weilds a dwarven urgosh (interesting bit of background for him; adopted by dwarves?). |
| Heros_Backpack05-04-07, 03:55 PM | Proposal - over the winter, Branzig starts recruiting militia slingers from among the farmers and shepherds so that the Guard has some ranged backup. The DMG suggests that a settlement this size could have up to 3 or 4 militia available. (1/20) |
| armeniantwins05-04-07, 04:55 PM | I agree with militia slingers. And no one rejected this proposal earlier: Year 3-November Recently, Whatsitville discovered a nearby supply of copper. Consequently, a metropolis far to the south of Eckland establishes a trade route that runs through Eckland and ends at the new copper mines. This trade route brings new trade to this agrarian village, and a regualer Farmer's Market is established when mine caravans comes through. A shrewd business man opens another inn, mainly a tavern, to accomadate the increase in travelers, and attracts a few more permanent residents to the town, as a few laid-off copper miners come to farm/work in Eckland. 3 more homes are built, and the tavern is started, to be completed next month. Eckland TOTAL POPULATION - 79 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1) Families-28 (Farmers 18, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) ANTAGONISTS Ezra (awakened tree druid 3, CR6) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store 2nd Inn/Tavern 29 Homes |
| Return of the Flumph05-04-07, 05:05 PM | Oh No! What Happened To October?!?!?!?!?!?!?! |
| Sylvaroth05-04-07, 05:06 PM | What happened to October? And isn't it year 2? |
| deanruel05-04-07, 05:17 PM | We'll just assume that he meant to write Year 2, October. No need to fast forward a year cause someone had a typo :-) I began excitedly creating a background and writeup of Eckson based on Flumphs above suggestion for Ecksons gear. However in a moment of clarity I realized that I was about to break one of my cardinal restrictions. That of not creating and deeply involving an NPC. As such my -actual- suggestion is to make Eckson a very generic 10th level Fighter. How about we assume he's got a +3 sword, a +3 bow, +3 armor, and the Lyre and leave it at that. I don't think it will ever come down to a scenario where we absolutely need to know what Eckson took as an 8th level feat y'know. |
| Return of the Flumph05-04-07, 05:24 PM | We'll just assume that he meant to write Year 2, October. No need to fast forward a year cause someone had a typo :-) I began excitedly creating a background and writeup of Eckson based on Flumphs above suggestion for Ecksons gear. However in a moment of clarity I realized that I was about to break one of my cardinal restrictions. That of not creating and deeply involving an NPC. As such my -actual- suggestion is to make Eckson a very generic 10th level Fighter. How about we assume he's got a +3 sword, a +3 bow, +3 armor, and the Lyre and leave it at that. I don't think it will ever come down to a scenario where we absolutely need to know what Eckson took as an 8th level feat y'know. Not TOO generic. We want this town to be distinctive. There's nothing wrong with coming up with details, personalities, and backgrounds for NPC's. Actually, that's exactly what published settings like this one are for; so that the DM doesn't have to. Just don't get attached. |
| deanruel05-04-07, 05:37 PM | I'd still prefer to keep him relatively normal as far as a Fighter goes. You know with things like power attack, weapon focus, rapid shot and spring attack. Basic feats and abilities that let a career Fighter survive, as opposed to something like "negotiatior" because he was raised in a noble family, or something like that. How about this. I'm heading to work now and while I'm there I'll ponder up a few builds for Greg and you can all vote on what you'd like? Or would everyone prefer to input some suggestions first? btw To any non-regular reading this Don't let our side arguments stop you from posting chronicles. We're a talkative bunch :-) |
| Heros_Backpack05-04-07, 06:01 PM | I'd still prefer to keep him relatively normal as far as a Fighter goes. You know with things like power attack, weapon focus, rapid shot and spring attack. Basic feats and abilities that let a career Fighter survive, as opposed to something like "negotiatior" because he was raised in a noble family, or something like that. How about this. I'm heading to work now and while I'm there I'll ponder up a few builds for Greg and you can all vote on what you'd like? Sounds good. I have yet another proposal - Marya uses her racial ability to speak to animals to talk to (and try to stop) the burrowing animals busily undermining the trappers' house. What they say reveals Ezra's presence. |
| Rockjaw05-04-07, 09:24 PM | Wow this is really good, in fact so far excellent storyline. I may have missed some of the structure, can anyone post or not ? If I could I would suggest a community "trade hall" to be built, this could be a central meeting place for the merchants to gather and sell or buy product. Or could be used as a community werehouse. Themed correctly this could be a guild in it's infant stage, or logically a place for the townspeople to gather. I would also suggest even a small watchtower ? |
| armeniantwins05-04-07, 10:03 PM | Hehe... Sorry about October. And I copied from above, and it said Year 3. My mistake. And I agree with Heros_Backback's proposal. It is time for Ezra's presense to be revealed. @Rockjaw: I say no to the watchtower at this point. Or a wooden one... As for a "tradehall", the Farmer's Market set up in October could become more permanent, to serve as a central exchange area. (Off the center of town?) |
| Araes05-04-07, 11:13 PM | I have yet another proposal - Marya uses her racial ability to speak to animals to talk to (and try to stop) the burrowing animals busily undermining the trappers' house. What they say reveals Ezra's presence. In general I think this is a good idea and say "yea" to it as well. However, as a reasoning for why she even thinks to talk to the animals in the first place, perhaps they actually manage to do some damage and collapse or damage the trappers residence. Perhaps also the trappers could decide that this is just too much to deal with living here, and pack up. Much like dean has commented with regards to getting attached to characters, it seems that we also need to avoid getting attached to the town as a whole and thinking of it as something we need to help succeed. Without some downs, there's nothing to compare the ups with. Right now, if they lost the trapper business, it would only be a 3-4% setback to the community, pretty small-time. |
| armeniantwins05-04-07, 11:38 PM | Yeah, I think the trapper should leave also. It would make sense, and be a good developement. Possibly it makes the Druid more cocky, sure she's succeeding, and is accidently discovered by shepards. |
| deanruel05-05-07, 01:55 AM | Year 2-December With the tavern completed it's operator opens the business with overwhelming success. The residents of Eckland eagerly flock to the town tavern as the weather turns frosty and flakes of snow appear, searching both for the outward warmth of the roaring fire and the inner warmth of a mug of ale. The trappers report one day that a wall of their house has begun to groan terribly, and they are in fear of it's collapse. Eckson and Marya go to check it out and find that just inches below the surface a flurry of furry creatures work to sap the foundation of the trappers house. Being no fool Eckson suspects something very amiss and employs Marya to use her gnomish heritage to discern why these animals are doing what they're doing. Marya squeaks and chitters for nearly a minute before reporting Ezra to Eckson. Eckson's adventuring instincts take over and he barrage's Marya with a list of questions concerning the Druid's power, race, and goals but with only a few seconds to speak to the animal (and it's incredibly dim view on the world) all Eckson gets is something about a tree with magic. Eckson becomes immediately concerned for his town and gather up his arms and armor, determined to meet this threat head on before it harms his people any further. He spends the rest of the month on a nearly constant vigil, walking through the nearby woods with civilian clothes put over his armor to conceal his ability and draw his enemy into attacking. In town the Trappers house has collapsed and they have become upset with the amount of troubles put upon the town as of late. Marya fixes their home immediately and spends time putting their concerns to rest but they make it clear that despite the towns hospitalities if things stay so worrisomely "cursed" they may leave. Additionally Mrs. Sadras who was a wife of one of the first 8 men to come to Eckland has given birth to the town's first boy. He is strong and healthy and quickly becomes a source of much entertainment throughout town with his happy demeanor. Mrs. Sadras gives her child the full name of Daniel Gregory Sadras in honor of Gregory Eckson who has taken to visiting the child when he comes out of the woods. Eckland TOTAL POPULATION - 80 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1) Families-28 (Farmers 18, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) ANTAGONISTS Ezra (awakened tree druid 3, CR6) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern 29 Homes The following are three possible chart ups for the town's founder. Gregory Eckson. The Career Fighter Str 16 Dex 14 Con 14 Int 10 Wis 12 Cha 8 Feats: Power Attack, Rapid Shot, Dodge+Mobility+Spring Attack, Weapon Focus:Sword/Weapon Focus:longbow, Weapon Specialization:Sword/Weapon Focus:longbow, Melee Mastery, Ranged Mastery The Tricky Fighter Str 15 Dex 14 Con 13 Int 14 Wis 12 Cha 8 Feats: Combat Reflexes, Combat Expertise, Improved Disarm, Improved Trip, Improved Initiative, Dodge+Mobility+Spring Attack, Whirlwind Attack, Power Attack, Cleave The Super-Tank Str 14 Dex 14 Con 16 Int 10 Wis 12 Cha 8 Feats: Endurance, Diehard, Improved Toughness, Power Attack, Leap Attack, Weapon Focus:Sword, Weapon Specialization:Sword, Greater Weapon Focus:Sword, Greater Weapon Specialization:Sword, Melee Mastery, Cleave The Sword-dancer Str 14 Dex 16 Con 12 Int 14 Wis 8 Cha 10 Feats: Dodge+Mobiliy+Spring Attack, Two Weapon Fighting, IMP Two Weapon Fighting, Two Weapon Defense, Improved Two Weapon Defense, Two Weapon Pounce, Weapon Focus:Sword, Weapon Specialization:Sword, Melee Mastery, Power Attack A NOTE ON ECKSON: You may notice that all of Ecksons weapon focus say sword. I just did that because swords are simple. If anyone has a particularly strong desire to see Greg holding a Dire pick then that's fine by me. Just say it and we'll see about it. P.S. I chose not to have the trappers leave, at least not yet. Just cause it didn't really make sense for two people who are so involved in the town (One's a Guard and the others the town Leatherworker) to just up and leave so quickly. I'm not saying they can't leave. I'm just explaining why -I- didn't make them leave. Proposal: I propose that given his constant watch in the woods Eckson eventually sees Ezra moving and meets it. The way I see it that encounter would probably end one of 3 ways. 1) Ezra's death 2) Ezra's banishment from the area with the threat of death upon return 3) Some sort of diplomatic solution being reached between the two of them |
| Return of the Flumph05-05-07, 04:04 AM | Eckson needs a higher Charisma score. No doubt about it. |
| vegetalss405-05-07, 04:56 AM | i go with danielruels proposal. most with the dipomatic solution |
| vegetalss405-05-07, 05:39 AM | year 3 month 1 so far has Ecksons attempts to find the druid been unsuccesful. late in the month do a group of adventures arreive, nothing big they leave a few days later after, eintertaning everyone with stories of their adventurs and using some gold in the varius shops. the party celric preach about pelor in the shrine. Branzig talks a few of the farmers to join the milita as slingers. TOTAL POPULATION - 80 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1) Families-28 (Farmers 18, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) MILITA (slings and bullets) 3 farmers (1st commoner) 1 shepherd (1st commoner) ANTAGONISTS Ezra (awakened tree druid 3, CR6) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern 29 Homes P.S how do you hide things? proposal that one of the farmers sons are fund to be a sorcerer |
| Heros_Backpack05-05-07, 08:37 AM | Proposal: I propose that given his constant watch in the woods Eckson eventually sees Ezra moving and meets it. The way I see it that encounter would probably end one of 3 ways. 1) Ezra's death 2) Ezra's banishment from the area with the threat of death upon return 3) Some sort of diplomatic solution being reached between the two of them I vote for a diplomatic solution. Eckson needs a higher Charisma score. No doubt about it. But he's smart enough to know that his people/administration skills aren't up to the job. The Tricky Fighter looks good. P.S how do you hide things? Like this, but change the brackets to square ones. {sblock=This is the title I want to give the spoiler}This is what I want to hide.{/sblock} |
| Sylvaroth05-05-07, 10:31 AM | Here is my suggestion for Greg: Gregory "Orcbane" Eckson Male human Ftr 10 HD: 10d10+20 (79 hp). Init: +1. Speed: 20 ft. AC: 23 (+10 full plate, +2 heavy steel shield, +1 Dex), touch 11, flat-footed 22. BAB/Grapple: 10/12. Attack: +14 melee (2d6+5 17-20x2 keen great sword) or +13 ranged (1d6+2 x3 MW mighty composite short bow [+2 Strength bonus]). AL: LG. SV: Fortitude +10, Reflex +5, Will +4. Abilities: Strength 15, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 10, Charisma 12. Skills: Handle Animal +12, Intimidate +14, Move Silently +4, Perform (String Instrument) +4, Ride +10. Feats: Power Attack, Weapon Focus (Great Sword), Weapon Focus (Shortbow), Weapon Specialization (Great Sword), Mounted Combat, Mounted Archery, Point Blank Shot, Rapid Shot, Dodge, Mobility, Spring Attack. Possessions: MW spiked +2 full plate, +1 heavy steel shield, Fury (Keen Great Sword), MW Mighty Composite Short Bow (+3), 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, MW Short Sword, cloak of resistance +1, potion of bear's endurance, potion of cure moderate wounds, Eckson family heirloom (lyre of building), Eckson signet ring, noble's outfit, jewlery (100 gp), explorer's outfit, 3 pp, 52 gp, 64 sp, 35 cp. Since the lyre is his heirloom, I think it makes sense, he did invest at least some of his skill points into Perform (String Instrument). He acquired his magic sword, fury, on a mid-level adventure, since then it served him very well. Though Greg is a master in fighting with his great sword, he does also have a reputation for his skill in mounted archery. |
| Araes05-05-07, 11:03 AM | I agree with Flumph's suggestion that he have a higher Cha than 8. I also contribute a yea vote to the diplomatic solution. So I guess we've basically just lost the month of October to the void here where nothing happened? As everyone just kept going. Actually, here: Year 2 - October (Not the current month / backfilling) Throughout the month, the people of Eckland are busy preparing for the coming of winter. When the final tally of the years are harvests are taken, the result is somewhat short of expectations due to the strange number of animals and pests that have been harrassing the crops this year. However, it is still enough to survive, and the people are happy that the harvests are complete. To celebrate, near the end of the month the people organize a harvest festival. Fortuitously, a travelling entertainer passes through town during the beginning of October, and the people ask him to make another circle through, so that he might entertain at their festival. By most accounts it is a great success and takes their minds off the recent troubles for a short while. Eckland TOTAL POPULATION - 79 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1) Families-25 (Farmers 15, Shepherds 2, Trappers 1, Physicians 1, Miller 1, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) ANTAGONISTS Ezra (awakened tree druid 3, CR6) BUILDINGS- Eckland Keep Grainhouse Mill CommonHouse/Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store 26 Homes |
| Return of the Flumph05-05-07, 12:26 PM | Proposition: The amount of spellcasting Ezra has been using against the town increases his skill and experience. He is now a fourth level druid. Also, when they DO manage to find Ezra, I'm almost sure it should be by means of divination magic. Seriously, they are not going to know which tree out of the millions there are in the forest is him. In propose that in the next month or two, Ezra panicks and tries to pull of something major, which sparks a drastic (magical) responce. Perhaps this major attack will be provoked by something the town does first. That's my love of awakened trees. You can walk right past the BBEG a million times without ever suspecting a thing. |
| deanruel05-05-07, 01:00 PM | I think the kicker would be the fact that it has no known ranks in listen or spot, no way to GET a high rank in either, and no wisdom bonus. As such it's not just -A tree- it's -The 22 foot tall tree that's walking around-. No one could find Ezra if he was hiding but he probably doesn't spend his entire day hiding. And a moving tree would be VERY noticeable and VERY loud And here's my modification of Sylvaroth's Eckson Gregory Eckson (Orcbane sounds almost insulting. They're 1/2 Cr creatures. My mother could kill an orc) HD: 10d10+30 (89 hp). Init: +2. Speed: 20 ft. AC: 23 (+11 full plate, +2 Dex), touch 12, flat-footed 21. BAB/Grapple: 10/12. Attack: +15 melee (2d6+7 great sword) or +13 ranged (1d8+2 MW mighty composite Longbow). Full Attack: +15/+15/+10 (2d6+7 great sword) or +11/+11/+6 (1d8+2 MW mighty composite Longbow) AL: LG. SV: Fortitude +10, Reflex +6, Will +4. Abilities: Strength 15, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 10, Charisma 11. Skills: Jump +10, Intimidate +5, Move Silently +5, Listen +5, Spot +5, Perform (String Instrument) +5 Feats: Power Attack, Leap Attack, Weapon Focus (Great Sword) Weapon Specialization (Great Sword), Melee Mastery, Point Blank Shot, Rapid Shot, Dodge, Mobility, Spring Attack, Improved Toughness Possessions: +3 Full plate, Fury (Great Sword w/ Speed enchantment), MW Mighty Composite Long Bow (+3), 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, MW Short Sword, Cloak of resistance +1, Eckson family heirloom (lyre of building), Eckson signet ring, noble's outfit, jewlery (100 gp), explorer's outfit The above Eckson is my slightly modified version of Sylvaroths. I got rid of Orcbane, moved some skill points around to make him more of a functional adventurer, and threw in some feats that would make him able to hold his own in most situations. He can charge well, fight well, and even shoot moderately decently. I made "Fury" more furious by giving it the Speed enchantment and got rid of the shield as he already had a two handed weapon. I got rid of the mounted feats just because mounts are very situational and being in an urban environment would be just one more situation where they'd be useless. I realize however that three of my feats (Leap Attack, Improved Toughness, and Melee Mastery) are from non core books. If it was decided that Eckson should be core only my suggestion for the replacement of those feats would be Cleave, Manyshot, and Greater Weapon Specialization (Sword) respectively. |
| Return of the Flumph05-05-07, 01:10 PM | 12 foot tree. Not 22. Otherwise his CR would be a bit higher. And seriously, how much does he have to move? |
| Heros_Backpack05-05-07, 01:10 PM | An awakened tree, though, has human like senses, can talk at least one language and gains 3d6 Int, Wis and Cha. Besides, this one is a druid - I'd be astonished if it didn't have a wisdom bonus. I suggest that Ezra moves mostly at night and takes up a position near enough the edge of the forest that he can keep an eye on Eckland. Also, what alignment is Ezra? If he is anything other than TN, Brother Atil would eventually find the right spell to detect him - detect good/evil/law/chaos. |
| Return of the Flumph05-05-07, 01:12 PM | Either TN or CN, I would think. How's this for building up to the climax: This coming month, when the people start cutting down more wood to keep themselves warm (its winter, you know) Ezra panics, for he thinks that they are trying to kill him. He attacks a pair of woodcutters and the militiaman who was guarding them (I'm sure they'd guard their woodcutters if they know a crazy druid is around). He kills the guard and one of the peasants, but the other one escapes. |
| Sylvaroth05-05-07, 01:14 PM | The above Eckson is my slightly modified version of Sylvaroths. I got rid of Orcbane, moved some skill points around to make him more of a functional adventurer, and threw in some feats that would make him able to hold his own in most situations. He can charge well, fight well, and even shoot moderately decently. I made "Fury" more furious by giving it the Speed enchantment and got rid of the shield as he already had a two handed weapon. I got rid of the mounted feats just because mounts are very situational and being in an urban environment would be just one more situation where they'd be useless. I realize however that three of my feats (Leap Attack, Improved Toughness, and Melee Mastery) are from non core books. If it was decided that Eckson should be core only my suggestion for the replacement of those feats would be Cleave, Manyshot, and Greater Weapon Specialization (Sword) respectively.[/sblock] I second this improved build. While I think Gregory is pretty awesome with these improvements, I do agree, however, he should be kept core only (but I suggest to give him another family heirloom, a strange golden jewellery [Amulet of Health +2];)). I'd also suggest to replace manyshot with leadership, what do you say? Also, come and visit the Chronicles of Eckland. To Heros_Backpack and deanruel: I'd love to see a crossover of Commoner Campaign's Joe Wood and the Build a City Thread! |
| armeniantwins05-05-07, 02:17 PM | Wow... Nice job on Eckland's History. I third the imporved build, as well as the addition of the Leadership feat. However, I might give him Charisma 12, instead of 11. |
| deanruel05-05-07, 02:18 PM | I'll be honest. Even with everything mentioned I still think Eckson would find Ezra before too long. Even with max ranks in listen and spot and a -reaally- sweet roll in wisdom he couldn't get above +10, and when it came down to spotting he'd take a -4 because of his size. Even the "moving at night" thing doesn't really work because with "senses like a humans" he can't see at night and wouldn't be able to DO much unless he created a light source which would again get him noticed. However since people seem to want it then people will get it. And I would vote for True Nuetral for Ezra. It fits with the Tree thing. Passive and long lived. Year 3, Month 2 Brother Atil's prayers have been answered, literally. A messenger returns from Whatsittown informing Atil the the Church has agreed to offer their help and Atil may aquire any of their services at 1/4th the cost it would take for an outsider to use them. Gregory is unhappy with the fact that he may need to drain his coffers for something he believes he could do himself but at Brother Atil's insistence he retreats to his keep and comes out with a money chest filled with just over 400 gold. He orders Branzig and Callieth to accompany Atil and to make sure that the trip goes smoothly. Eckson gives specific orders on what spells he would like cast and in which order and makes a list so that nothing can go wrong. Atil leaves town and during his trip Eckson spends his time patrolling the town and personally helping his people work the fields in preparation for planting season. Eckson hopes that this will boost morale and possibly allow him to surprise his foe if he decides to disturb his people while they work. When Brother Atil enters Whatsitown he proceeds directly to the church. Moving to the High Cleric he asks where he may request services and is directed into the back. Atil opens Ecksons note which directs as follows First request Scrying If the Druid is in a place I know request "Sending" and tell me where he is. There is enough money for one scrying and three sendings so you may redirect me up to three times. If the Druid is not in a place you recognize, or the spell fails, then send him the following message- "Go to the ford. My lord wishes to make treaty with you. If this request is not met you will be considered an enemy." Brother Atil does what is required of him and pays the Cleric. (I HAVE DECIDED TO ROLL EZRA's WILL SAVE MYSELF....He saves) Unfortunately the scrying spell fails. Atil grimaces, empties the chest of 125 gold pieces and asks for the second spell. The Sending is made and Atil gives 75 of his remaining gold to the Cleric and leaves. Later that day Eckson waits at the ford of the river. He is fully armed and armored but his sword is sheath and he stands out in the open, helmet off, and waits for the guest he hopes arrives. Ezra spends some time watching him from the woods, staying completely still and only moving inches at a time when he needs to. He finally decides to speak with the Warrior, casts Owl's wisdom and Barkskin on himself and steps into the clearing. The evening turns to night as the two speak with each other. In the first few minutes alone things look as if they will turn to blows twice. The Druid speaks passionately about the merciless death brought upon his companion and Eckson demands recompance for the hardships brought on his people. However it is not Ecksons fierce words, or the Druid's resolve which brings a conclusion to the meeting but instead it's the spell that Ezra cast earlier. His magical aid has brought her to an almost superhuman level of clarity (Wisdom 20) and has allowed her to see that these people wish him no harm, and he in turn would gain nothing from continuing to harm them. Speaking his thoughts he allows the two to come to terms. By the end of the night the two have struck a bargain. Eckson wants the two of them to be partners. Perhaps even friends. Ezra is asked to spend some of hs abilities to aid the towns farming. To move the wood's predators to a place safer for them, and the town's livestock. And to be able to be called upon should the town need him. In return Eckson will consider him a part of Eckland. And will hear any request he brings to his ears concerning regulation of farming, logging, or hunting. Eckland TOTAL POPULATION - 80 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1) Families-28 (Farmers 18, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) Ezra (awakened tree druid 4, CR7) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern 29 Homes |
| deanruel05-05-07, 02:24 PM | Oh and Sylvaroth.. WOW!!! Man that is like 19 different kinds of awesome. Thank you for that. I really just can't convey how cool I think it is. I think I might super-edit my very first post to being that sometime so everyone can see it right off. |
| Return of the Flumph05-05-07, 02:38 PM | You could have run it by us before deciding to end the druid thing yourself. |
| Sylvaroth05-05-07, 02:52 PM | Oh and Sylvaroth.. WOW!!! Man that is like 19 different kinds of awesome. Thank you for that. I really just can't convey how cool I think it is. I think I might super-edit my very first post to being that sometime so everyone can see it right off. I can return the compliment. Great kind of work your last entry, I just love it. The pact between civilization and nature. Awesome! This should be the beginning of Eckland's own Thanksgiving Day: Covenant Day. I'd love to see how some of the youths of Eckland grow up with Ezra as a part of everyday life, eventually deciding to become druids themselves. You gotta love it :love: Oh and in case somebody doesn't like it, here's my vote for the covenant. |
| Dufaeth05-05-07, 02:53 PM | You could have run it by us before deciding to end the druid thing yourself. There were three votes for a diplomatic solution. |
| Return of the Flumph05-05-07, 02:54 PM | There were three votes for a diplomatic solution. Wait...what? I missed that somehow. Never mind. |
| deanruel05-05-07, 02:56 PM | I proposed that Eckson find and confront him, a couple people said they wanted to find him and confront him diplomatically and you proposed that you wanted him to be found by scrying magic. I honestly thought everybody would be really happy with that one, Sorry if it seems like I'm trying to run things, I'm really not. Anyways don't consider it as ending it. He's still very much out there and I would still like him to be very much a part of Eckland's growth. I think having a magic Ent as a friend is about as awesome as it gets. I don't ever want to get rid of Ezra. Additionally. How should we refer to Ezra. He? She? He/She? It? I just kinda wrote without mind to it but I'm not sure what would be the best term for it. |
| Return of the Flumph05-05-07, 03:05 PM | Trees are hermaphrodites, aren't they? It. |
| Sylvaroth05-05-07, 03:05 PM | Seeing how the wolf raid we discussed via pm turned out quite differently than we'd decided, I am still very happy with the direction the thread took since then. It is the roleplaying of a whole country, and as roleplaying goes its course is quite unpredictable. I'm fine with that I must say. As for changing your OP, deanruel, would you mind changing the posting rule of 6-month-chronicles? As off now, I think we are all doing a great job with the monthly chronicles, but I can definitely see situations where semiannual or even decade-wise chronicles are sensible. As for Ezra's sexual orientation, I suggest to have a somewhat irregular tree. Ezra is an 'Allo' (instead of an 'Auto' like every honorable man...erh...tree), so it considers itself as being male oriented. ;) |
| deanruel05-05-07, 03:27 PM | As for changing your OP, deanruel, would you mind changing the posting rule of 6-month-chronicles? As off now, I think we are all doing a great job with the monthly chronicles, but I can definitely see situations where semiannual or even decade-wise chronicles are sensible. Done. Smart idea. As for Ezra's sexual orientation... I agree. I'd consider Ezra a technical "it" but if someone says "This is Ezra, HE's a Druid" I think that that would be OK too. Oh and I have a proposal. Greg just shucked out a few hundred gold to keep his town safe. Now this is his -job- and generally speaking you don't lose money on your job. I propose that Greg does two things to feel better about this. First he enacts a tax for the people living in Eckland. Probably small. But enough so that he has a steady influx of money trickle into his nest egg. And second I think he should redouble his efforts to boost the town's economy. With that trade route headed through Eckland he could do a lot of things to the town to siphon off gold from simple passerby's and adventurers alike. |
| turalisj05-05-07, 03:33 PM | Proposal: While out doing thier work, the trappers find a long hidden and buried palace. The gates are still locked, bt it could prove a adventurer-trap that the villagers can feed from. :D |
| Heros_Backpack05-05-07, 04:02 PM | Oh and I have a proposal. Greg just shucked out a few hundred gold to keep his town safe. Now this is his -job- and generally speaking you don't lose money on your job. I propose that Greg does two things to feel better about this. First he enacts a tax for the people living in Eckland. Probably small. But enough so that he has a steady influx of money trickle into his nest egg. And second I think he should redouble his efforts to boost the town's economy. With that trade route headed through Eckland he could do a lot of things to the town to siphon off gold from simple passerby's and adventurers alike. Why not introduce a road toll for the regular trade caravans to pay when they pass through? I propose that Cotter Magin negotiates the right to buy/sell/order goods from the trade caravans for his general store. As for bringing Joe Wood in, wouldn't that violate the rule about 'no special characters/ones you're attached to'? (No pun intended) :) |
| vegetalss405-05-07, 04:03 PM | my first duble post ever. |
| vegetalss405-05-07, 04:04 PM | i vote for the tax idea. but only a small tax. besides what do anyone think about my sorceror proposal? dont like the buried idea, so i vote ageinst that |
| Return of the Flumph05-05-07, 04:05 PM | Proposal: While out doing thier work, the trappers find a long hidden and buried palace. The gates are still locked, bt it could prove a adventurer-trap that the villagers can feed from. :D Sure. But its just a smallish dungeon with some low-level undead and critters in it and maybe a little bit of treasure, nothing big or melodramatic yet. Perhaps in a few more years, it can be discovered that this was only a "side dungeon" to a massive, ancient underground palace buried a bit further out in the wilderness. |
| HK-47 II05-05-07, 04:11 PM | Just trying my hand at this, tell me if I did something wrong... Year 3, Month 3 A late snow delays building of a house for a new family(an adventurer's widow and her daughter) that decided to move in. They stay in the Inn until the House is finished at the end of the month. The mother plans to make her living running a fortune teller business out of her home. Eckland TOTAL POPULATION - 82 (farmers 46, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 8, smith 2, weaver 1, tailor 1, fortune teller 1) Families-29 (Farmers 18, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 2, Smith 1, Weaver/tailor 1, Fortune Teller 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) Ezra (awakened tree druid 4, CR7) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern 30 Homes Proposal: I propose that a (low-level) wandering monk start training in the woods. Perhaps eventually building a monastary? |
| deanruel05-05-07, 04:12 PM | Why not introduce a road toll for the regular trade caravans to pay when they pass through? I propose that Cotter Magin negotiates the right to buy/sell/order goods from the trade caravans for his general store. As for bringing Joe Wood in, wouldn't that violate the rule about 'no special characters/ones you're attached to'? I like the first two ideas. I orginially brought Cotter in to be the town's go to guy when the economy started moving. So I like it. As to the second. It's probably not a good idea to combine the Joe and Build-a-City threads. But know that Joe is ALWAYS welcome in Eckland. It might even be an amusing inside-joke crossover if Joe ends up travelling a long distance and has a one-night stopover in a place called Eckland. But that's just me babbling at this point. Just trying my hand at this, tell me if I did something wrong... Nope. That was a picture perfect chronicle post. Although I might worry about that woman not making enough to feed her and her daughter. |
| HK-47 II05-05-07, 04:23 PM | *snip* Although I might worry about that woman not making enough to feed her and her daughter. I worried about that too which is why I added being an adventurer's widow, and left her daughter's age vague, so people would have room to alter details to help, or hinder, the family... |
| deanruel05-05-07, 04:37 PM | Good point. The money an average adventurer makes on a single dungeon run is enough to feed a family for years. If this woman put some money away every time her husband sold a +1 bastard sword she's in absolutely no danger of going hungry this decade. Good call HK. Additionally, to your proposal. You may have to wait a bit for the monk. We have two PC character's in town right now and a population of 80. I would like to keep the PC population at about 2% considering their supposed rarity. Once we hit about 150 I would feel more comfortable adding in another PC. For now I suggest we stick with NPC additions unless a particular PC is particularly desired. |
| Solian05-05-07, 04:46 PM | I think this is a cool idea and i may post up my idea for another month tomorrow. Eckland is very great place and i really like it, and i love the idea of Ezra, it may become, because of it's longevity and wisdom, a teacher within the town when the children become of age? just a suggestion and i was thinking maybe Ezra would possibly have more feminine qualities, just the way i envisioned it thats all. -Solian |
| HK-47 II05-05-07, 04:48 PM | Good point. The money an average adventurer makes on a single dungeon run is enough to feed a family for years. If this woman put some money away every time her husband sold a +1 bastard sword she's in absolutely no danger of going hungry this decade. Good call HK. Additionally, to your proposal. You may have to wait a bit for the monk. We have two PC character's in town right now and a population of 80. I would like to keep the PC population at about 2% considering their supposed rarity. Once we hit about 150 I would feel more comfortable adding in another PC. For now I suggest we stick with NPC additions unless a particular PC is particularly desired. I whole-heartedly agree, I just wanted to propose it before I forgot. |
| vegetalss405-05-07, 04:49 PM | i would like to know... which god/ess are Brother Atil devoted to?? |
| turalisj05-05-07, 04:51 PM | Accroding to the DMG, to live high on the hog costs 200gold a month. SLightly below that is the equivilent of going out to a good resturaunt every week, which is 100gp. A +1 B. Sword can be sold for 1167 gold and 5 silver. Assuming she puts away half of that, thats 583 gold, 7 silver, and 5 copper. |
| Return of the Flumph05-05-07, 04:56 PM | Ezra can become a teacher of sorts, but give it a couple years first. It still distrusts the townsfolk at least somewhat; perhaps if Eckson and Ezra defeat a mutual threat together, it will help solidify the friendship. |
| armeniantwins05-05-07, 05:12 PM | Something else needs to happen. Maybe the country Eckland is in comes to Eckland for a draft, knocking down the poulation a little. Who knows? Year 3, Month 4 As the population of eckland grows, Whatsitville debates sending another priest to Eckland, to help Brother Atil. Nothing major is decided, but a 1st level Adept, Vera, is sent as a student to Brother Atil, and as a servant. With the new help, Brother Atil begins plans to expand the Shrine. Two more families move in to excape from the confines of Urban life. Eckland TOTAL POPULATION - 90 (farmers 50, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 12, smith 2, weaver 1, tailor 1, fortune teller 1, adept 1) Families-29 (Farmers 22, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 6, Smith 1, Weaver/tailor 1, Fortune Teller 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) Ezra (awakened tree druid 4, CR7) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern 32 Homes i would like to know... which god/ess are Brother Atil devoted to?? He is devoted to the pantheon as a whole, but mainly Pelor. |
| deanruel05-05-07, 05:26 PM | Accroding to the DMG, to live high on the hog costs 200gold a month. SLightly below that is the equivilent of going out to a good resturaunt every week, which is 100gp. A +1 B. Sword can be sold for 1167 gold and 5 silver. Assuming she puts away half of that, thats 583 gold, 7 silver, and 5 copper. The DMG is clearly a little off on this one. Living at an average Inn every day (5sp) and eating out 3 times a day (3sp) comes to 8 silver pieces a day, or 24 gold a month. And since I think we can all agree that living at a the Four Seasons and eating at the Olive Garden three times a day would be much more expensive than most of the lifestyles we lead I think the DMG is very very high. For further proof consider that an average first level Commoner with max ranks in Proffession (Whatever) and someone to Aid Another his weekly check would make a little more than 8 gold a week. Which is about 35 GP a month. By the DMG's standards every commoner under level 12 would be unable to afford basic living neccesities. This is clearly innacurate. As such, assuming that the average worker is making somewhere around 35 Gp I think it would be VERY safe to assume that basic living expenses would cost at -most- 20 GP a month (remember the Olive Garden lifestyle above came out to about 24) and as such the 580 gold that the wife was able to keep from that single Bastard Sword sale would allow her to live for about 2 and a half years. Long story short: Adventurers are stupid rich and so are the women they're married to. At least until they die. |
| Heros_Backpack05-05-07, 07:11 PM | The 'standard' road toll is, I think, 1cp per person. Low enough? Year 3, Month 5 - May The newly wed farmer/cowherd pair open a town dairy using milk from both the cows and the sheep to produce butter, cream, yoghurt, and the town's very first own brand - Eckland cheese. A young gnome (expert 1) arrives offering to provide full time entertainment in the tavern and is soon offering the patrons a choice of singing, sleight-of-hand magic and (racial) prestigitation shows. He consistantly refuses to talk about his past. Meanwhile, three copper prospectors, fed up with the crowding around the new mine, decide to investigate the river bank and see if any of the copper - or other metals - is washing down the river. Eckland TOTAL POPULATION - 93 (farmers 50, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 12, smith 2, weaver 1, tailor 1, fortune teller 1, adept 1, prospecters 3, entertainer 1) Families-30 (Farmers 22, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 6, Smith 1, Weaver/tailor 1, Fortune Teller 1, Dairy 1) Characters- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) GUARDS (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 32 Homes PS. The entertainer may have a shady past - even be a minor thief - at later posters' discretion. |
| deanruel05-06-07, 02:04 AM | Year 3, Month 6 The start of Summer is the start of an extremely profitable month for Eckland. Eckson institutes both a 1cp per person road toll (which should pull in about 1 gold a month) and a 5% general tithe (which will pull in about 160 gold a month). People dislike losing money but the tax is low enough and Ecksons protection visible enough that no one gets up in arms. Cotter Magin's General store has been getting so much business from the passing caravans that he has twice asked to expand which Marya has taken care of both times. He now even has two horses which he pays the herders a small but regular fee to watch after. Ezra moves around town occasionally at Ecksons request. He wants to get the townspeople accustomed to the Druid especially those new to the town. Including the one new family of Farmers that moves in this month. Eckland TOTAL POPULATION - 93 (farmers 53, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 12, smith 2, weaver 1, tailor 1, fortune teller 1, adept 1, prospecters 3, entertainer 1) Families-31 (Farmers 23, Shepherds 4, Trappers 1, Physicians 1, Millers 2, Brewer 1, Cowherds 6, Smith 1, Weaver/tailor 1, Fortune Teller 1, Dairy 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 33 Homes TOWN COFFERS- 38 Gold 2 Silver 0 Copper I have a few things to say now. Mainly I want to tie the loose ends together of some old conversations and add a few new ones of our own. For everyone's sake I'm sblocking everything according to subject so you can blow right by something you don't care about :-) I agree with Eckson being core only and as such his profile is presented below. I have not included Leadership as a feat in his profile because he does not seem to have it. He would likely have a companion and a sort of travelling entourage. Additionally the towns strength and status is not really based on Ecksons level and more on it's economic growth and notoriety as a good and fair place to be. Gregory Eckson HD: 10d10+20 (79 hp). Init: +2. Speed: 20 ft. AC: 23 (+11 full plate, +2 Dex), touch 12, flat-footed 21. BAB/Grapple: +10/+12. Attack: +14 melee (2d6+5 great sword) or +13 ranged (1d8+2 MW mighty composite Longbow). Full Attack: +14/+14/+9 (2d6+5 great sword) or +11/+11/+6 (1d8+2 MW mighty composite Longbow) AL: LG. SV: Fortitude +10, Reflex +6, Will +4. Abilities: Strength 15, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 10, Charisma 11. Skills: Jump +10, Intimidate +5, Move Silently +5, Listen +5, Spot +5, Perform (String Instrument) +5 Feats: Power Attack, Cleave, Great Cleave, Weapon Focus (Greatsword) Weapon Specialization (Greatsword), Improved Critical (Greatsword), Point Blank Shot, Rapid Shot, Dodge, Mobility, Spring Attack Possessions: +3 Full plate, Fury (Great Sword w/ Speed enchantment), MW Mighty Composite Long Bow (+3), 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, MW Short Sword, Cloak of resistance +1, Eckson family heirloom (Lyre of Building), Eckson signet ring, noble's outfit, jewlery (100 gp), explorer's outfit Wow! Taxes! Exciting! Anyways. So in case anyone is wondering how the taxes thing is worked out I have two answers for you. The short answer is first. We add 40 gold a month from general taxes and 1 gold a month from the road tax. The long aswer is more ocmplicated but if you enjoy that sorta thing then here's how it works. People make 32 gold a month on average and so at a 5% tax every 10 people will pay 16 gold. Thusly with a population of 93 we would make an average of (9.3 X 16) 148 gold and 8 silver. Also some things may bump this up or down. If it's been a great month then maybe things go up by as much as 10-20%, and if it's been a bad month maybe they go down by 10-20% or so. So basically the formula for figuring out how much money to put into the town coffers for taxes goes like so- Town Population/10 X 16 + or - 1-20% Then add roughly one gold from the road tax. OR Just add 161 gold and call it a day. I am pondering a proposition. It is however such a big proposition that I am essentially proposing to propose it. I was considering having Eckland create a policy to require every male of age spend some time in military training. This would essentially allow Eckland to have a mobilizable military of about 50% of it's population. This would obviously allow Eckland to be better defended but it would give it a sort of Spartan feel which I'm not sure what the final result would be or how I even feel about it. Irregardless however please relay your thoughts to me. I'd love to hear em. |
| Heros_Backpack05-06-07, 06:18 AM | Town Militia I am pondering a proposition. It is however such a big proposition that I am essentially proposing to propose it. I was considering having Eckland create a policy to require every male of age spend some time in military training. This would essentially allow Eckland to have a mobilizable military of about 50% of it's population. This would obviously allow Eckland to be better defended but it would give it a sort of Spartan feel which I'm not sure what the final result would be or how I even feel about it. Irregardless however please relay your thoughts to me. I'd love to hear em. My first thought is 'why limit the training to males'? Why not simply say each family needs to provide 1 person to do 1 month's militia duty a year? If you rotated duties, you'd always have a few militia folk on hand to help. |
| Sylvaroth05-06-07, 07:04 AM | I think we should re-calculate the total population. Including Greg, Marya, and Branzig, there should be 100+ people by now. profession individuals/families farmers 31 15 (including the two first Ecklanders) founder families 23 8 (including young Daniel Gregory Sadras) millers 2 1 farmer/cowherd 2 1 (the just married couple) shepherds 8 4 trappers 2 - physichians 2 1 brewers 4 1 cowherds 11 6 smiths 2 1 weaver/tailor 2 1 fortune tellers 2 1 (including the widow's daughter) adepts 2 - (Brother Atil and Vera) prospectors 3 - entertainer 1 - inn keeper 1 - Marya 1 - Gregory 1 - Branzig 1 - Totaling up to 101 individuals and 41 families For the purpose of determining the income of a farmer family (or any of the families) you might find this thread of help. I do also agree, that we should make some decision concerning Eckland's militia. What happened to the slingers anyways? I'd also love to see a map of Eckland. |
| Solian05-06-07, 07:07 AM | My first thought is 'why limit the training to males'? Why not simply say each family needs to provide 1 person to do 1 month's militia duty a year? If you rotated duties, you'd always have a few militia folk on hand to help. I agree with heroes backpack, this is a good idea. We would most likely need to build a barracks with which to train people etc. Year 3 Month 7 - As summer comes into full swing, the weather begins to perk up and people in town start to become happier because of it. because of the constant wandering of Ezra around down, it has started to become a welcomed member of the society and people have started to become accustomed to her prescience. The three copper prospectors found a few pieces of copper washing down river, not much, but enough so as to think that they may be able to get a profit here. They settle next to the river and begin to try and find some copper. The fortune teller also begins to get more business as one of the prospectors start going to her, coming from a superstitious background and so trusting in what she says and her fortune telling ways. Eckland TOTAL POPULATION - 101 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, marya, gregory, banzig) Families-43 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 45 Homes TOWN COFFERS- 322 gold 0 Silver 0 Copper There are 2 adepts now as well because whatsittown sent another as an apprentice to brother atil, i have also added all that sylvaroth has said above into this sblock. |
| Sylvaroth05-06-07, 07:24 AM | I suggest Marya should join the prospectors. Since she was first in looking for a good place for a mine, you'd think she was interested in supporting their endeavors. A nearby mine would open the path to new ideas: Miners settling in Eckland, monsters plaguing the tunnels, creatures and people living in the mountains, etc. |
| Heros_Backpack05-06-07, 09:11 AM | I agree with heroes backpack, this is a good idea. We would most likely need to build a barracks with which to train people etc. We have a military Keep occupied by 2 people - Gregory and Marya? Why don't we dust off one of the barracks inside it and use that? And talking of dusting, who's keeping the Keep clean and tidy? Should Gregory have some servants? |
| TimelordSimone05-06-07, 09:50 AM | Gregory needs an heir. Maybe not yet. But I think he should mentor someone at some point. Maybe a bard. Who he could then pass down the Lyre of building to. *edit* perhaps this could tie in with the farmer's son discovering arcane powers... |
| HK-47 II05-06-07, 10:12 AM | I agree that Gregory Eckson should (eventually) have an heir, or apprentice, if we go the heir route then he should start courting someone soon. (also if he has an heir I'd like it to be a Daughter, out of the 2 pc's we have so far one's a guy and the other is a hermaphrodite that identifies as a guy) |
| Sylvaroth05-06-07, 10:22 AM | Keep in mind that a potential heir would most likely hold up the Eckson family tradition of adventuring. I think it would add some drama if the oldest son/daughter would die while adventuring so that eventually another of his/her siblings could become Lord/Lady of Eckland. Since I might have a pretty cool idea that could tie in with this I'd like to propose, that Gregory will be absent for half a year, returning somewhere in year 4. Any objections? |
| HK-47 II05-06-07, 10:30 AM | none from me. |
| TimelordSimone05-06-07, 10:42 AM | sounds cool. I like it. |
| deanruel05-06-07, 11:03 AM | FIRST OF ALL. I apologize for my last post. As the edit at the bottom will show I was making ti at 2:30 in the morning and I will freely admit to not being at the peak of my mental capacity. Anyway basically I screwed up the taxes thing a little bit. My mistake was that I only counted in one week of earnings per peasant and not 4. And generally speaking there is more than 1 week in a month. So I've fixed all the numbers now and they're in the tax bracket above. Basically it's Average Craft Check(10.5) + Average Modifier to Craft (+6) =16 16/2=8 8 gold is earned by the average worker in a week. 8X4= 32gold earned by the average worker in a month. 32X100(the Town Population)= 3200 Total gold earned by everyone 5% of 3200 is 160 gold gained in taxes every month on average 1-20% alteration based on posters choice So there. Sorry about that but there it is once and for all. We can leave the Town coffers where they are but from now on a substantially greater sum (161gp) will be getting taken in every month. SECONDLY I would object to Gregory leaving for six months. Unless you have a really really good reason you don't generally take half a year off of your job and then walk back in. 6 months is a long time and especially as a Landlord your actually sorta contracted to actually stay on the land you lord over. So at the moment I do object but I suppose if a powerful enough reason was given then it might be acceptable, but not as is. Oh, and I'm cool with having Eckson have a kid eventually, and I'm totally fine with there being cool female characters. I would however want, in a completely sexist way, for Ecksons son to be -a son-. Ecksons daddy was an adventurer who's daddy was an adventurer who's daddy was an adventurer. It's cool to have that kinda tradition. And if it's a female character then all she's got is the "Yes I'm a Woman, but I was raised like a man!" one-line thing and that just doesn't compete with the coolness of a "Legacy" Adventurer |
| HK-47 II05-06-07, 11:22 AM | Since I suggested both the "we need female characters" and "how about a wandering Monk?" scenarios, perhaps we should combine the two ideas? also I have a question... any races other than human in the town? thirdly a proposal: perhaps a nearby town other than whatsittown... (Forttown?) has a major fire and Eckland gets a small portion of the refugees... perhaps some characters go to help the rebuilding? |
| Solian05-06-07, 11:27 AM | i agree with deanruel, he cant leave unless it's of the utmost importance, not for that length of time anyway. And i like HK-47 II's idea of the forttown fire and gaining refugees. I think i'll agree to this and i edited my post to go with deanruel's recalculation of the taxes so no need to worry about that whoever does the next month. |
| Return of the Flumph05-06-07, 12:01 PM | Too much good luck lately. Something needs to happen. |
| HK-47 II05-06-07, 12:24 PM | Perhaps the refugee's coming to town (from my previous suggestion)causes a crime spree? either from a refugee, or another resident? |
| deanruel05-06-07, 12:25 PM | Too much good luck lately. Something needs to happen. Well...not really. I mean how often do explosions rip through your town, or a serial killer cutting through dozens before he's caught, or an cat burglar robbing businesses blind with no evidence. Probably almost never. And that's sorta the way rare occurences should be in my book. Rare. My main intention with Eckland is to create a town that is true to the nature of the D&D universe. One where magic sculps the landscape and adventurers do deeds that the average person can't even envision doing. It detracts from the versimilitude of the setting if exciting and incredible events are occuring on a daily basis. However I do see the need for those very things to happen. Because without them it's Europe and not D&D. But I would like to balance that out with a time buffer to make it so that the average peasant cannot list a half a dozen things that have tried to kill them in the last two dozen months. As such I propose that we begin doing 3-month chronicles. Seasonal Chronicles. This way we'll have 4 posts a year and so that way we can have more -posts- with exciting and dangerous things happening but it will be occuring in a greater span of -time-. Whaddyou think? |
| HK-47 II05-06-07, 12:28 PM | starting at the begginning of the next year, sure... also, fire in Forttown, yay or nay? |
| deanruel05-06-07, 12:31 PM | Yay from me. |
| Return of the Flumph05-06-07, 12:32 PM | Well...not really. I mean how often do explosions rip through your town, or a serial killer cutting through dozens before he's caught, or an cat burglar robbing businesses blind with no evidence. Probably almost never. And that's sorta the way rare occurences should be in my book. Rare. My main intention with Eckland is to create a town that is true to the nature of the D&D universe. One where magic sculps the landscape and adventurers do deeds that the average person can't even envision doing. It detracts from the versimilitude of the setting if exciting and incredible events are occuring on a daily basis. Well yeah, in our world there is only one sentient race (which doesn't have fangs), disease, and natural disasters to worry about. Consequently, humanity covers much of the world. In DND, there are myriad things out to get you in creative ways, and-consequently-much of the world is not civilized (because expansion is prevented by monsters and other weird things). In short, yes, I believe most DnD peasants SHOULD have memories of several monstrous raids and at least one nutso wizard who ran through town while fleeing justice by the end of their lives. DnD is a deadly world. |
| Sylvaroth05-06-07, 12:53 PM | I like the idea about the fire, count me in. As for taxes, I am against an alteration based on good/bad months. In general taxes (even those paid in the middle ages) were paid annually. Now if we want to calculate the taxes per month, we'd have a monthly income of 161 gp, 6 sp per month for 101 Ecklanders. Sure there will most likely be good and bad times, but this averages out over twelve months. If we don't want to overly complicate things, I'd suggest that every new Ecklander will add to this monthly tax income, as if he had lived in Eckland for a year, even if he came to Eckland as late as December. For example, if the population sees a dramatical increase (as from the fire in Forttown), totaling up to, e.g. 150 people in August, this would result in an income of 240 gp starting at this point of time. Of course we could calculate it more precisely, but I don't really see why. As for Greg's absence, I was planning to let him visit a friend from old adventuring days (who lives in a far off elven kingdom). Two things would result from this visit: Gregory brings some offsets of elven grapes along, planning to establish a winery on the hill near Eckland Keep (Eckland Elven Wine?). He is accompanied by some elves who are ordered to help him in this endeavor, as well as by the daughter of his friend, who is his fiancee. |
| Solian05-06-07, 01:07 PM | Fire in forttown - yay for me. That makes 3 of us. Greg's absence should not happen soon though, if it's to happen at all. It should happen maybe sometime late in year 4, maybe even early year 5, when the town can stand on it's own for that amount of time. Thats what i think anyway. |
| vegetalss405-06-07, 01:23 PM | Year 3, Month 4 the next town towards the new mine, Forttown has a gigantic fire, thats burns down almost 50% of the houses, wich causes for a lot of refurges passing trough eckland, most of them contius(how do you speel that?) to whatsitstown but a few stays inculding jack heppert a 1lvl warrior who joins the guards, and a few who becomes gregorys servants. Eckland TOTAL POPULATION - 112 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, gaurds 1, servants 10, marya, gregory, banzig) Families-43 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1, servants 3, guards 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) jack heppert (1st warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 45 Homes TOWN COFFERS- 483 gold 8 Silver 2 Copper |
| Sylvaroth05-06-07, 01:35 PM | Well, that'd be Year 3, Month 8. And going with what I said before, the coffers is now 501 gp, 2 sp. That's 179,2 gp for 112 people. One could even argue that all people moving through town would count, since for this month they bring a factual increase in income per head. As for Greg's journey to the elven kingdom, I don't really see, why he is that important, especially in winter times. Don't you agree that Marya, Branzig and Ezra could manage this themselves for some time? Medieval lords did constantly journey from place to place, only staying in their main manor in winter, until the streets were clear of snow again. |
| deanruel05-06-07, 01:52 PM | I just don't think a Lord could feasilby say "Hey, I'm leaving for half a year. Take care of things for me" and expect that to go over well. If he doesn't have to be on the land then he shouldn't be the lord. He's there to protect people and if he only protects them 50% of the year then they would want their money back. As a comproise why not have his Elven friend in a far off kingdom visit -him- and bring some grapes and presents and stuff. That seems to make a lot more sense. After all when you have a housewarming party for a friend you don't generally have it at your place, you go to their house. If Eckson's saying "Hey I'm a lord now, lets hang" then it seems to make more sense for the non-lord to pack up. |
| Solian05-06-07, 01:57 PM | good idea deanruel, and i love the terminology you used while making your point, made me laugh. |
| HK-47 II05-06-07, 02:09 PM | Year 3, Month 9 Travelers begin heading toward Forttown in an effort to rebuild it. One of these Travelers is the city-planner and architect Sam Thompson (Half-Elf Expert 2), who thinks of heading back to Eckland when the town begins growing. Another is the Crime boss "Dagger-Ears" (Elf Rogue 7) who plans on doing the same. While they both leave quickly and quietly, leaving no lasting impression, as of yet, on Eckland, Eckland sure leaves an impression on them. The last house for refugees that have decided to stay is built, as well as a combination sheriff's office/militia post that will serve as the town's anti-crime center... as soon as they hire a sheriff Eckland TOTAL POPULATION - 112 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, gaurds 1, servants 10, marya, gregory, banzig) Families-46 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1, servants 3, guards 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) jack heppert (1st warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy sheriff's office/militia post 46 Homes TOWN COFFERS- 644 gold 8 Silver 2 Copper The city-planner and crimelord only passed through... they are going to Forttown... If they ever come back is up to future proposals... |
| Solian05-06-07, 02:19 PM | Year 3, month 10 As the days begin to get a little colder and the trees around Eckland start becoming a little less green, a few more people from Forttown, finding whatitstown too overcrowded, return to Eckland, thinking that it was a nice place. The Prospectors also begin to find other metals washing up on the shores of the river, including a few slivers or platinum. They appeal to Marya to go up the mountains and find an appropriate place to begin mining. As the harvesting starts to become more and more, people begin to get in high spirits because of their hardwork and the tavern begins to get more business, with the entertainer giving nightly performances for the locals. The tavern kepper is run off his feet and hires one of the new families from fort town's daughter as a barmaid. Eckland TOTAL POPULATION - 118 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, gaurds 1, servants 13, barmaid 3, marya, gregory, banzig) Families-47 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1, servants 4, guards 1, barmaid 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) jack heppert (1st warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 46 Homes TOWN COFFERS- 836 gold 8 Silver 2 Copper Also, would Ezra be effected by the onset of winter and so become more sluggish? unless he/she's and evergreen? Just asking |
| Return of the Flumph05-06-07, 02:21 PM | I think its about time for another individual with PC class levels. Who was it that suggested an elvish monk? |
| HK-47 II05-06-07, 02:31 PM | I was,... and it was female monk, although I was thinking elf |
| Return of the Flumph05-06-07, 02:33 PM | Elves are the best monk race at low levels because they get automatic proficiency with longsword and longbow. :D |
| Solian05-06-07, 02:43 PM | and elves would fit in with the forest thing, maybe Ezra would trust her more because she's an Elf? who knows |
| turalisj05-06-07, 03:12 PM | There's a feat in Ebberon Campaign Setting called Whirling Steel Strike. Perhaps the monk sets up a monastary in several years called the Whirling Steel Monastary? :D |
| Araes05-06-07, 03:22 PM | Year 3, month 11 The harvest is finished slightly late this year, but with the assistance rather than hinderance of Ezra, and the increased resources of Eckland, the final tally of crop yield for the year is a dramatic increase over the prior. As the festivities surrounding harvest come to a head, once again the people hold a final festival to celebrate the year - this time near the beginning of November. In a way, it also serves as an official welcome for all of the new members of the village who have arrived in the last year. With a permanent entertainer now in residence within Eckland, and no cloud of trouble hanging over the town, the celebration already promises to be better, but with over 100 people now residing here, they think something extra may be in order. Sending out to the surrounding towns, they find the entertainer from the prior year, and he agrees to visit once more. True to his word, on the day of the festivities he rolls up in a wagon, and brings with him a surprise - a friend who happened to be travelling with him. Apparently a magic user of some sort, his friend creates a number of displays throughout the night for an appreciative crowd. The party ends late, with many of the young ones still wanting to play "ring around the beech tree" with Ezra. Later on that month, about midway through, a note arrives from one of Eckson's longtime friends, the elf Elrohir Silimaurė, who requests the opportunity to come and stay with him at his keep, as it has been a long time since they last talked, and he would very much like to see his friend's new lands. The rest of the month is spent by most of the villagers getting prepared for the onset of winter. Ezra also begins to spend a bit more time in the woods, as she feels the effects of the weather and loses her leaves. (being a beech, not an evergreen) Eckland TOTAL POPULATION - 118 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, gaurds 1, servants 13, barmaid 3, marya, gregory, banzig) Families-47 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1, servants 4, guards 1, barmaid 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) jack heppert (1st warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 46 Homes TOWN COFFERS- 1004 gold 11 Silver 4 Copper NOTE: I didn't add any new people this month, as I figured winter is coming and everyone is probably buckling down. The coffers increased a bit more since I figured a few folks might have come into town for the festivities and traffic was good. On the entertainer and the other guy, I purposely don't give them stats. They're just repeat characters that are convenient to use. If people want to develop either to fit some of the previously mentioned propositions, be my guest. I went ahead and started the chain of events for the elf visiting Eckland, as I much prefer that option. And gave him a name, Elrohir Silimaurė. I would have been the third yea vote. If someone else would like to bring the monk with the elf, fire away. As options, Elrohir could himself be the monk, or his daughter could be one. And have him bring the grapes, as I'd like a winery eventually. This area has a Rhōne-Alpes feel to me, and would be cool to have it be a decent wine producer. Could end up being like Lyon or something in the long, long term. Finally, I'm proposing officially setting the festival and giving it a name (something like Ecksday). I was going to do it in October, but got distracted for an hour and missed it - man this thread moves sometimes. Excitement! |
| shavna05-06-07, 03:39 PM | I thought I'd try my hand at this. I've loved what I've read so far, it's a great idea. Year 3 Month 12 During this month on of the farm children, a young boy named Thanatos, begins having trouble with illness. Nothing is life threatening but he tends to stay rather weak. Even after visiting the apothacary and Brother Atil his condition stays the same (nothing life threatening just sickly). Gregory upon hearing about Thanatos drops by the families home and offers to give the boy some material to study, mostly stories and balads that he picked up from bards and traveling minstrils. Visitors are few and far between this month but due to winter coming no one is overly worried. Eckland TOTAL POPULATION - 118 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, gaurds 1, servants 13, barmaid 3, marya, gregory, banzig) Families-47 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1, servants 4, guards 1, barmaid 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) jack heppert (1st warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy 46 Homes TOWN COFFERS- 997 gold 8 Silver 2 Copper I propose to have Thanatos become one of Ecklands first studious occupants, possibly to become some sort of trobadour or bard. |
| HK-47 II05-06-07, 03:59 PM | First off I'm starting what deanruel proposed, having every post be 3 months since no one objected, secondly, you kept forgetting a building I added... the sheriff's office/militia post... Year 4 Month 1-3 Little Happens in this season as winter eventually fades into spring, however, upriver at the waterfall, a elven monk begins her training. Eckland TOTAL POPULATION - 118 (farmers 31, founder families 23, millers 2, farmer/cowherd 2, shepherds 8, trappers 2, physicians 2, brewers 4, cowherds 11, smiths 2, weaver/tailor 2, fortune tellers 2, adepts 2, prospectors 3, entertainer 1, inn keeper 1, gaurds 1, servants 13, barmaid 3, marya, gregory, banzig) Families-47 (farmers 15, founder families 8, millers 1, farmer/cowherd 1, shepherds 4, physicians 1, brewers 1, cowherds 6, smiths 1, weaver/tailor 1, fortune teller 1, prospectors 1, entertainer 1, servants 4, guards 1, barmaid 1) CHARACTERS- Gregory Eckson (10th Fighter) Marya Camotille (4th Expert) Cotter Magin (2nd level expert) Brother Atil(1st Adept) Branzig (3rd warrior) Ezra (awakened tree druid 4, CR7) Vera (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) jack heppert (1st warrior) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor General Store Tavern Dairy Sheriff's office/Militia post 47 Homes TOWN COFFERS- 997 gold 8 Silver 2 Copper I couldn't think of a name for the Female Elven Monk so I leave her contact, naming, whether she joins the village or not, etc. up to you |
| Araes05-06-07, 04:10 PM | Time...moving...so...fast. And to think I was worried at all the discussion. Alright, are we going to have his friend visit, as we basically had nothing happen for 4 straight months except for a kid getting sick? One suggestion is that HK-47 backfill slightly with an edit so his friend visits. The other is that he visits in the April - June range when planting season would be and brings the grapes with him then. Also, I propose Eomane Helyan as the name for the elf. |
| HK-47 II05-06-07, 04:18 PM | I figured that it is a Far-off land so... |
| Rockjaw05-06-07, 04:25 PM | I think we need to revisit the town guard thing, we now have a town with over 100+ people. and by last count only a handful of potential defenders. Even if half the population is able bodied enough (50%)then what... 5% mabey 10% could handle themselves in a fight, this leaves us with only an additional 5-10 defenders. It seems to me a small community like this would have some people with hunting skills, or skills with items such as Long Bow / Short Bow ans Spear, we could even incorperate yearly contests for Archery. This would teach basic skills to normally non-combative residents. As for adding an Ionic character I propose a hermit like individual, who likes to be alone in the woods (read Ranger) You know the classic loaner, exotic weapon, bad attitude, eye-patch. Just a thought PS if the other town burnt down, should'nt we be doing something about Fire Prevention, Like digging an additional well or building an above ground cistern?:lightbulb |
| Return of the Flumph05-06-07, 04:32 PM | Was the monk included in the latest population list? What level is she? Yes, fire prevention should be a concern. |
| HK-47 II05-06-07, 04:37 PM | She's not 'officially' a part of the town yet... she hasn't even visited yet, she happens to be training nearby... level hasn't been decided yet, but I would guess 1 or 2... |
| Return of the Flumph05-06-07, 04:40 PM | I'd like to make a suggestion in the interest of having our soon-to-be monestary be a bit more...unique. While training out in the woods-far from Ezra's grove-Eomane stumbles into a half buried pit in the ground. Exploring the old den, she finds a mysterious, open coccoon or cyst attached to one of the walls. In the back of the cave is an adolescent Aranea, starving to death; its parents were killed by the orcs that Eckson wiped out before founding the town, and it has just recently hatched without anyone to care for it. The first apprentice monk is a spider person. Come on, that kicks ass! |
| Rockjaw05-06-07, 04:41 PM | An Above ground Cistern elevated only about 4ft, constructed of timbers, could in theroy hold about 1,000gal and only have a footprint of approx 8' x 8'. Also just a quick question, if we now have what 2 mines shouldnt we have a foundry? That ore needs to be refined prior to it getting to the Smithies. This could open the door for another "expert" character.... |
| Heros_Backpack05-06-07, 04:42 PM | It seems to me a small community like this would have some people with hunting skills, or skills with items such as Long Bow / Short Bow ans Spear, we could even incorperate yearly contests for Archery. This would teach basic skills to normally non-combative residents. Can we keep that weapon training to the simple weapons that commoners, experts and adepts can use? Slings, spears, quarterstaffs, maces and crossbows would make just as good a display - perhaps to be included in the after harvest celebrations? |
| Sylvaroth05-06-07, 04:48 PM | I am fine with the visit of Elrohir. As for festivals, I already suggested Covenant Day (in February). Ecksday as a name for the harvest festival in October? Any other ideas for names? What about a regular biannual fair with sword fighting and archery contests? As for metals, let it be mostly iron with some mithral shot in. Could attract a little dwarven population. |
| Rockjaw05-06-07, 04:56 PM | Slings, spears, quarterstaffs, maces and crossbows would make just as good a display - perhaps to be included in the after harvest celebrations?[/QUOTE] Any of these would do, I just don't want to see what so far is an excellent idea crushed by a small group of bandits or raiders. I know the townsfolk would give it thier all but pitchforks and frying pans vs. sword and spear ! I just thought that 2 basic "types" of weapons most farmers/townsfolk would have, located in a rural setting would be bows and probably spears. Bows for hunting small game and fish, Spears for larger game like boar and elk I realize that in a pinch anything could be a weapon, but this might also give a start to something for down the road. If we incorperated several archer types and the tradition of great archers and excellent craftsmenship in both bows and arrows that rose up from this village, in a generation it would be "known" for this, and yes mabey a little feared. Again just thinking out loud, this is an excellent post! |
| Return of the Flumph05-06-07, 05:11 PM | I'll take it my idea was too stupid to consider? |
| Rockjaw05-06-07, 05:15 PM | Actually I just re-read it, I like it I just don't know if the town would be ready for it. I know my posts don't have any releavance, but adding a shapechanger into the mix might just be a little ...well wierd. But that was a good twist ! |
| Heros_Backpack05-06-07, 05:20 PM | I'm just trying to think like a commoner. :) Would you rather have an expensive, hard to make, hard to use bow (martial weapon) or a sling (simple weapon) that is free to make, cheap to maintain, easy to use and almost as effective as a (short) bow? If I had to defend Eckland with minimal types of weapons (puts historian's hat on) I'd use spears (mix longspears and standard spears like this: sLLsLLsLLs) with slingers firing over their heads and spellcasters (of whatever type) on the flanks. But that's just me. |
| Rockjaw05-06-07, 05:30 PM | Actually that makes alot of sense, I have and did as a youngling hunt with a bow,I guess that why I went there. Spears would be good and (Historical Hat) did prove decisive in many battles. This being the rural location and all I assume everyone carries some kind of knife, as a tool at least and anybody clearing any land would at least know how to swing an ax. Still think we need to get more members of the guard or at least 1-2 more individuals. Given the size of the town mabey a patrol rout is needed by now, not just within the town but out in the wilds too. |
| Heros_Backpack05-06-07, 05:38 PM | Except that all the axes :rant: are martial weapons too! Sorry, that's one of the things that just gets my goat. :( I dare say most of the farmers are handy with a sickle though... |
| Rockjaw05-06-07, 05:51 PM | Yeah, I know about the axes but even a woodcutters ax could do some damage. You are right I also forgot about the sickle, scyth, and pitchfork and we are forgetitng one of the most important things if these people are attacked by bandits or whatever.. people will fight to protect what is thiers. I guess we can put the weapons isssue to bed:D I was thinking though about weather or not its time for a horse trader to set up shop, town this big needs draft and work animals, and this could be a boon to the trade comming and going. fresh mounts would be a big draw. We could create a new family with a background in Animal Husbandry and I guess in a pinch Herbalisiam, Apothocary skills. Here is what I'm thinking Nimbal Firejack (husband) HM Rgr Lvl-2 Alyissa Firejack (wife) HF Healer / Midwife Tonkin Firejack (son) 13yrd old Animals: 6-draft horses 4-mules 2-light horses 2-dogs (1 mastiff type) (1 bulldog type) |
| SupercrazyDM05-06-07, 05:55 PM | I have been following this thread for quite some time and am very impressed by what has been done here , but i wanted to add am idea for a psion. I know that psionics is considered overpowerd by some people ,but I think it would be a good idea for this town. I know this has been talked about earlier ,however I wanted to put in my 2 coppers. I thought that since this town is rapidly growing it might be considered a good place for a psion to set up. Perhaps a kinecticist (my favorite type of psion) that could help the town guard. He could be a loner in town and just new to his ablilities(lvl 1) and and wants to perfect them. As of right now we have no real magic user in this town and I thought that perhaps that we could use a psion who could be considered a magic user.:P |
| turalisj05-06-07, 05:57 PM | He could even hide his abilities, using fancy waving of the hand and speaking jibberish to make the guards think he is A) Insane or B) A spellcaster Both are true to a degree :P |
| Return of the Flumph05-06-07, 06:01 PM | Araneas have natural spellcasting. :cool: |
| SupercrazyDM05-06-07, 06:03 PM | I think the best option would be for him to act like a spellcaster and eventually Eckson noticing him. It is a small town so maybe he could do something heroic amd if nobody has any objections I want to do the next month with the psion involved.:) |
| Return of the Flumph05-06-07, 06:09 PM | So...if we are doing the psion thing, noncore is allowed? |
| turalisj05-06-07, 06:18 PM | I hope. It will be a pretty bland city if it isn't allowed. There is nothing in the core books that mentions how to create guilds, etc. |
| Araes05-06-07, 07:01 PM | It will be a pretty bland city if it isn't allowed. There is nothing in the core books that mentions how to create guilds, etc. Depends what "core" you're talking about. The official "D&D Core" line of books is monsterous. If you're talking Core PHB, DMG, MM3.5, then yeah, its a little bit smaller. However, as we've talked about before, the intention of this city isn't to make a city that's got everything under the sun. Its to make a city that's fairly useable by anyone who would want to pick it up, without having to grab lots of different books. Magic alone adds so much to the equation, and the addition of various races opens up numerous avenues that weren't available in a medieval world to the creative. I motion that we table the psion thing until we can have a bit more discussion on the subject. Also, I understand the the interest in having lots of special characters running around, but it seems that we ought to focus more on the life of the people we have a bit. Our village is experiencing explosive growth, with a doubling of population every year or so. Things that seem like they'd be good to have happen in the next installment: Elrohir Silimaurė the elf visits and stays with Eckson in time for planting season, bringing with him shoots to start a new line of grape production in Eckland and possibly his daughter. The monk introduces herself to the town. Eckson is interested in one of the femmes - maybe the monk, maybe the daughter. Either way, romance is in the air. We institute something a bit more rigorous for the weapons of the town. Lots of simple weapons and some training. We build a system for fighting fires (great idea). We potentially find the cave with the Aracnea (I have no issue with this and vote yea). In terms of the monk's level, I vote for 2. Its in line with the Hamlet rules (which we are now) and would require the monk to level significantly more, go off on adventures potentially, ect... before she could get around to founding a monastary (which should be out in the future somewhat). Finally, I have a long term story proposition. We appear to have a lot of mining, or possibilities for it, going on in the general viscinity of Eckland. Furthermore, one of the main metals that has so far been mined in the area of Eckland has been copper. Copper is often found in good quanitites with other, more precious metals - like gold. As such, what I propose is that someone find gold in the area around Eckland and we have ourselves a gold rush. The reasoning behind why I propose this is manifold. Foremost, it would provide a wealth of story opportunities, as all manner and color of folks come out to Eckland to try and make it rich (which might appease the need for characterization that people have). Secondly, it would provide a good dichotomy between Eckson's oath that he would help Ezra protect the natural environment around Eckland, and the urge for wealth and urban development, which Gregory has obviously been interested in. Does he let anybody and everybody tear up the area around them looking for it, starting pit mines and the like, or does he restrict the process to a steady flow and try to keep it under control? Finally, it would probably provide for some unsavory elements to make their way into Eckland, of which it has been happily devoid so far. This wouldn't need to happen right away, and might take quite a bit to kick into gear, but I think it would be an interesting way to take the town. |
| TimelordSimone05-06-07, 07:07 PM | I propose to have Thanatos become one of Ecklands first studious occupants, possibly to become some sort of trobadour or bard. Seconded. *edit* I also like the idea of a Psion. Which should by now make enough people in favour. I think. |
| Return of the Flumph05-06-07, 07:19 PM | I also like the idea of a Psion. Which should by now make enough people in favour. I think. No. |
| SupercrazyDM05-06-07, 07:31 PM | Araes i can understand why you want to hold off on the psion thing for a while , but TimelordSimone is right that enough people have said that they like it. As you said the population is doubling each year which means that there is more of a chance that a magic user or someone similar will come along. I can understand your reluctance to want to add magic or psionics to the town, but eventually we will have to introduce it sometime. Also we do already have some magic user's so we are just adding one more. Maybe this psion could have the control fire power and can help stop very small ones. All I want is to incoparate a psion and i know how a lot of people don't like psions ,but I noticed that people were just fine with more adepts and a druid. I can handle the psion by myself if you want. All I want is to be able to add my part in the town now for I already can see how a psion could be very useful to the town.:cool: |
| Return of the Flumph05-06-07, 07:39 PM | Druids and adepts are CORE. Psions aren't. Just because its in the SRD doesn't mean every game uses it; in fact, its absence in the three core books clearly tells us that they do not. I have absolutely nothing against psionics, but I am firmly of the opinion that we should stick to the three core manuals for introducing creatures, spells, and the like. |
| SupercrazyDM05-06-07, 07:46 PM | Actually Psionics is mentionded in the back of the DMG and what about mindflayers,githyanki,and githizarei.Also, all im doing if you think about it is adding one low level magic user to town. All he is doing is helping out the town the same way a wizard would. It does not seem fair that while im trying to implement something benifical and useful to the town that people shoot it down just becasue he is a psion. |
| Return of the Flumph05-06-07, 07:54 PM | Okay. For the last time. I have nothing against psionics. I like psionics. I've had great fun playing a kineticist. But psionics are NOT CORE. Mind flayers and other psionic monsters don't use psionic (XPH) rules; they use PHB spell like abilities with a little tag next to it that says "psionic." It requires no extra rules or supplemental material to use a standard mind flayer or aboleth, but it DOES require such material to use a psion. Stop being a martyr for the poor, oppressed psionics system and understand the purpose of this project, which is to create a general DnD city that can be used in any standard campaign setting. |
| Araes05-06-07, 08:01 PM | Barring the issue of whether its mentioned or not, the reason I feel that we ought to table it for a little bit is that its obviously a contentious issue. On page 2 when this first came up, one of the people who just said yea to it was the proposer. We're currently sitting with three for and two against at the moment (I count myself). I find this to be contention enough that its a problem. If there are even more in favor, fine, but for the moment its almost a half / half split. Diverging from Core deserves some serious discussion. I'm also concerned that some are emotionally vested in the character of a psionic. I don't want to step on your interest for wanting to contribute to the thread, or hamper your ability to make useful characters, but the entire premise of the thread as given in the first post is that major decisions like this deserve the opportunity to "be shot down" as they affect everyone's appreciation and the usefulness of the thread as a whole. |
| SupercrazyDM05-06-07, 08:02 PM | But for those that do have psionics it is core. I can see how this can be 2 sided. For those that have the books however people can use it in this forum. Im going to wait the next month in a few mins. |
| Return of the Flumph05-06-07, 08:07 PM | Yes, for people who have the Expanded Psionics Handbook, psionics are core. And for people who have Lords of Madness (like me), grell fleshwarpers armed with lightning lances and served by an army of half-farspawn elder eidolon neogi defilers are core as well. Therefore, I will in this coming month have the town be visited by a pack of grell fleshwarpers armed with lightning lances and served by an army of half-farspawn elder eidolon neogi defilers, some of whom will stay behind and open shops where they sell elder aboleth symbols and cyrulean signs to the general public. Hey, its core! Stop oppressing me! |
| SupercrazyDM05-06-07, 08:10 PM | I had no intention into turning this into a flame war as it is so cleary becoming. however i respect that you have that book so if you wish to implement it than it is fine with me. |
| HK-47 II05-06-07, 08:36 PM | We have already considered, and dismissed, a Psion coming to town. That is why we have the core only rule, while I absolutely LOVE Psionics, It is the rule that they are not involved in this thread... Unless we overturn that rule in favor of core+XPH.... |
| Araes05-06-07, 08:40 PM | Alright, as a possible resolution for this, as I don't like flame wars any more than the next person, how about this: A 1st level character comes to town who has mystical powers as a permanent resident. The powers are vague enough that if some want to use it as a psion, they may use it as a psion. However, those who don't can instead use it as a sorcerer and call it good. I would personally be in favor of just using the person as a sorcerer, but there is a significant body of the poster's who want a psion. The psion will not be played up for how awesome it is. The psion will not single handedly turn the tide of anything. The psion will not found anything like an academy for a long, long time, and if it does it will be done so in a way that it could be an academy for sorcerers. These restrictions are so that the psion can be removed relatively easily by those who are against psionic characters in their campaigns, as it is a common divide. Does this sound like a reasonable resolution? It is the rule that they are not involved in this thread... Playing devils advocate, this is not exactly correct, the last time anybody spoke on it, it was deanruel with: We'll keep the Psionics under the table for now but when the town start really cracking well talk about if we want to introduce them. Considering this is meant to be a collaboration, I don't view his word as law in the least. However, no one said anything more about the subject, so it was effectively dropped at the time. As mentioned turalisj was the initiator of that prior debate. I am in favor of this ruling, but we have never made it official. |
| Rockjaw05-06-07, 08:42 PM | Proposal: Thread Creator has final say, period. I also don't have anything aginst psions or any other "out-of-core" books or races, but as I saw it we are helping to build a town not create a debate. :fight!: Other than that the conversation has been invorigating and the town storyline quite excellent ! |
| Return of the Flumph05-06-07, 08:43 PM | Yes. That is what I meant all along. We should, however, refer to him as a "sorcerer" because it is less awkward and confusing to write than "special powers user," especially if we end up with more casters later on. However, he (or she) will not do anything class-specific (no familiars). |
| SupercrazyDM05-06-07, 08:47 PM | I say we wait for the thread creator to come back and make a decision. And as he said we would talk about it when the town was booming as it is now. Does that sound ok? |
| Return of the Flumph05-06-07, 08:49 PM | Sure. This is his baby, he has veto power. |
| turalisj05-06-07, 08:53 PM | He was on about noon. Has he forsaken the thread? |
| Araes05-06-07, 08:55 PM | Noon means it has been less than half of a day. Some people have other things to do - even on Sundays. Either way, as the final effect of this motion is that the whole thing gets tabled again, whether he has veto or not, I'm for it. |
| turalisj05-06-07, 08:57 PM | We could take a vote with majority needing atleast 75% of votes... |
| Araes05-06-07, 09:19 PM | No point. We'd have to leave the vote open for a day or so to allow for sufficient response from participants, which would have the same effect anyhow. |
| deanruel05-06-07, 11:04 PM | Allright everyone here I am. First of all before I say anything I want to thank all of you for not only participating in this thread but doing so in such a productive and impressively intelligent manner. The argument you all just had has been enough to tear other threads in half quicker than Superman tears a phonebook. Every step of the debate was done with the intention of bringing things to a consensus and a conclusion and I appreciate that more than many of you may realize. On Psionics. I have given this a lot of thinking over and here's my final decision and the reasoning. No Psionics. I think Psionics could add a ton to this town but the thing that makes me unable to include them in good conscience is that on the back of any D&D book it says you "REQUIRE" three books to play: The PHB, the DMG, and the MM. You are required to own those books to play. As such everyone that is reading this thread has access to those books and NOTHING, not even the 99% core Psionics Handbook can be taken as a sure thing in everyones home. However. I respect that some people really love Psionics. People like -me-. So what I promise my fellow Psionics lovers is this. If the town ever has any major magic users, any powerful and influental casters I will provide alternate optional "House Rule" stats for them as built as a Psionic Character. This way anyone finding the thread can simply hop in, read the history summary, check the latest post and have a cool town they can use. But for those of us that like that extra Psionic spice the rules will already be laid down for you to use at your leisure. |
| Araes05-07-07, 01:02 AM | Sounds fine, and if you're willing to put in the extra work to do that, then more power to you. If this hamlet eventually evolves to a metropolis that could be a signficant time. Anyhow, next up, April-June. I listed some of the points we might want to hit, and if nobody does it, I'll probably hit it tomorrow around noon EST. |
| deanruel05-07-07, 01:46 AM | Now. I'll only be able to check in tomorrow quickly as I have college and work. With that in mind I have made this post as helpful and inclusive as possible to wrap up everything I could. In doing this I have made the following post reaaaaally long, so this is your warning. It's long. I mean really long. Like seriously.......get a snack. I'll start by going over all the propositions I know of. Brackets Galore! I love the elf visit. He'll have to -visit- because if he stays that would upset the 2% max rule on PC's, but I would love the idea of a big elven caravan pulling up and taking up residence for a season. That is undoubtably awesome. I'm totally cool with the Monk girl chilling out around the town for a while. However once winter hits I'd imagine that even a Monk would need a place to stay and I'd really like the population to be at at least 150 before we introduce a third PC. I'm gonna be really big on the 2% rule. That's 50 average people per 1 extraordinary person and I think that's reasonable. Possible solutions for this include her leaving on adventures but remembering the town for later, or simply taking up residence somewhere else for a while. Once again though just for clarity: I love the Elf monk girl, I just think we need more time. Here's something I want to offer as advice for making the town really badass. Add badass characters. Immediately you say "WHAT!? You keep saying not to do that!" and that is a valid reply. I say "Don't add PC's" like a broken record. There is however a loophole here. And that is to make badass people with NPC classes! The badass loner hunter guy in the woods who eeks his own living? Warrior with survival ranks! The Magical spell slinger who can shoot hellfire from his very hands? 3rd Level Adept with burning hands! The sly thief, looking to take his profession to new heights? 4th level expert with sleight of hand, tumble, lock pick, and a whole host of other devious skills! See what I'm doing here. You can make characters. I want you to make characters. Characters with -character- are what makes D&D great, just don't make them Player Character'S. You can introduce 3rd to even 5th level characters until your face blows off but there's no need to make Ranger/Rogue's and Archmages. NPC classes are the name of the game and they should be used to their full extent. I believe I'm going to start simple with the militia and probably end simple. Every family in Eckland is required to have one of it's members spend one weekend (2 days) a month in Militia Training. Training will include basic combat morale excersizes, drills, and most importantly training in the combat use of a Spear. The Spear is undoubtably the best choice for the single Commoner proficiency here. Heroe's Backpack has essentially proved (With his famous Joe Wood articles of which I am a fan) that ranged combat is the name of the game for the Commoner. The spear has a twenty foot range, deals a solid d8 in damage, and allows two handed use to give any commoner with a Strength bonus the chance to put some hurt on, AND it can be used to set against a charge. This thing is a fragile combatants dream. The ability to set against a charge alone is probably it's most important feature considering at first level a charge is an ENORMOUS factor. If the Commoners can get a charge they're fighting at double power and if they can -recieve- a charge they also get to hit at double power. WOW. Honestly a Spear is the only logical choice for a Commoner Militia. I love the idea of fire prevention and this is where the bit about magical inclusion in the world kicks off. We should make a concerted effort to think of things like this to see how the D&D world differs from our own. I'll tell you what system -this- town should create right now. Here it is. About 100 scrolls of "Create Water", which we might not even have to -buy- if Brother Atil were to be trained to have "Scribe Scroll". Cast at even low level these things generate gallons and gallons of water and it can be in as wide an area as you want within about 30 feet. With a few incredibly low leveled adepts you could have a -torrent- of water pouring down on any fire that came your way. Huh? Huh!? Aranea Mage= It's a little too wierd for my taste, makes the town seem a -little- freakshow-ish. However if it just lived near the town and was simply well known about then I'd be totally cool with that. Still counts as a PC so wait on it though. Eckson wedding an Elf= Maybe. I like the idea but remember that elves and half elves grow and age -way- differently than humans do. That's not a problem in itself but lets think on that before anything is decided permanently. Thanatos= Awesome. I love the idea of having a little prodigy adept in town. Like some 15 year old kid who can already shoot off magic missiles or something. If it's greatly desired I'd even honestly be totally cool with him being a PC class, considering he'd only come into being a "character" at least 5 years from now and there ought to be a pretty hefty population by then. Mining near Eckland= Why not. Ecksday= Sure. Allright. On to the chronicle. Year 4, Spring, Months 4-6 The first spring of Ecklands fourth year proves to be an eventful one. Refugee's from old Forttown simply flock to Eckland. With the winter passed and people being finally free to move about the country people come in droves to the promise of free housing and a second chance. So great is the influx of new citizens that Gregory is entirely unable to create houses fast enough for everyone moving in. The town's Inn's rake in a fortune in the interum. For the entire season every room is full every night, only letting up once Summer shows signs of coming. The immigrants are able to pay for their stays partially out of pocket but in good part because Gregory creates a temporary arrangement with the Farming families to hire the currently surplus population as unskilled laborers. This results in a planting season that, combined with Ezra's regular help, promises to make this years harvest an event that may secure Eckland's economic future for years. Gregory recieves word that his Elven friends arrival may be unfortunately waylaid. He promises that he will visit he is just unsure of exactly when he will be able to. In apology Elrohirs send a present via Animal Messenger as recompance for their missed time. A hawk arrives with a single cord of Elven grape root attached to it's leg which Eckson is meticulously instructed to plant so that it may bloom within the year. Finally, as things begin to slowly settle down and the Immigrants become regular members of the town Eckson puts his plan to begin townwide Militia training into it's first phase. He orders large quantities of spears from any source available to him and weeds out any members of the new population for fighting talent. He finds two and joins them into the town guard. He informs Branzig of his intentions and instructs him on what he will be expected to do to have his Guards teaching basic training as soon as possible. Eckland TOTAL POPULATION - 156 (farmers 54, founder families 23, laborers 13, millers 3, cowherds 11, shepherds 8, trappers 6, physicians 2, brewers 4, smiths 3, weaver/tailor 4, fortune tellers 2, adepts 2, prospectors 6, entertainer 1, inn keeper 1, guards 5, barmaid 4, advisor 1, merchant 1, Gregory Eckson, Ezra) Families-66 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Jack Heppert, Guard (1st Warrior) Brother Atil, Adept(1st Adept) Vera, Adept (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 3, 1st level Warrior's (Jack Heppert included) BUILDINGS- Eckland Keep Grainhouse Mill Inn Shrine Dock Apothecary Leatherworkers Smithy Brewery Weaver/ Tailor's General Store Tavern Dairy Sheriff's Office/Militia post 66 Homes TOWN COFFERS- 1144 gold 4 Silver 2 Copper There. Done. You'll all notice I've made some changes to the Eckland stat-block but I think you'll see the sense in them. There is now a seperation between characters. One is included in the population by their jobs and the other's by name only. Additionally you'll notice that despite making an impressive sum these three months the coffers have not changed much. This is because I spent 600 gold to order 300 spears to stock the armory with as they arrive. And finally just because it bears repeating: In case anyone doesn't know the way to calculate taxes is, once again- 32 X Town Population/20 X The number of months you chronicle. So for this chronicle it was 32 X 156 = 4992 /20= 249.6 X 3= 748.8 gold! THATS ALL! |
| Return of the Flumph05-07-07, 02:12 AM | Agreed with all the above. I did not mean for the aranea to join the town as an actual community member until the monastery was built anyway. Before then, the most he will get is a blurb about the monk chick finding him and bringing him somewhere to take care of. When she returns to build her academy, he will return with her. Scrolls are pretty expensive to scribe, even low level ones. Maybe a couple of scrolls of create water (paid for from the town coffers), but there needs to be a cheaper, mundane component as well. |
| Sylvaroth05-07-07, 04:31 AM | The longer this thread becomes, the more awesome it gets. About Eckland's firefighters: I propose that Brother Atil rises to 2nd level and becomes the leader of the Eckland firefighters. His apprentice and maybe some of the people in town could be taught 1 level of adept so they may cast cure spells to heal burns, create water spells to extinguish flames, aso. For example, a house is burning, somebody rings the alarm bell to call for the firefighter squad. Atil and his fellow adepts arrive at the burning house, some of the apprentices start to cast create water, some of them cast cure spells on the victims, while Atil casts resist energy and aid on some of them and on himself so they may enter the house and extinguish the fire and its source from within. As for create water spells: If Atil creates 5 scrolls for each adept including himself (let's say there are nine plus Atil), that sums up to 50 scrolls, 312 gp, 5 sp, 25 XP. A firefighter squat thus armed could effectively create 20 gallons of water per round or 100 gallons in total, which should be quite enough to flood a small house. |
| Sylvaroth05-07-07, 05:59 AM | And finally just because it bears repeating: In case anyone doesn't know the way to calculate taxes is, once again- 32 X Town Population/20 X The number of months you chronicle. So for this chronicle it was 32 X 156 = 4992 /20= 249.6 X 3= 748.8 gold! THATS ALL! It is assumed, that on average each member of the population earns about 8 gp a week or 32 gp a month. 5% or 1.6 gp (32 gp x 5% / 100) of this income will be paid as a tax to the ruler of Eckland (currently Gregory Eckson) For total tax income per month, multiply this number by the total population of Eckland (p). For total income per month, add 1 gp from toll. Multiply the result by the number of months your chronicle entry covers and subtract any unusual expenses from this period: ([1.6 gp x p + 1 gp] x months chronicled) – expenses = Total income per chronicle entry So for April - June it is ([1.6 gp x 156 people + 1 gp] x 3 months) - 600 gp = ([250.6 gp] x 3 months) - 600 gp = (751.8 gp) - 600 gp = 151 gp, 8 sp I did a calculation, giving all of Ecklands population the following skill check modifiers: Ability modifier +2 (+1 per 4 levels), +2 for aid another if more than 1 member of profession, +3 from skill focus, +2 from feat, maxed out ranks. Then I divided the total by 2 and added 10.5 for the skill check result. Divided by 2 this gives the weekly income of a member of each profession group. Then I multiplied the weekly income by four and by the members of the profession group and summed them all up. 5% of the this sum almost equaled the amount of gp we calculate with the above formula (in fact it was even slightly less than this). I'd like to add a chart like the below to Eckland's History. Population Year/Month Expenses Income Total 101 3 / June - 162.6 gp 162.6 gp 101 3 / July - 162.6 gp 325.2 gp 112 3 / August - 180.2 gp 505.4 gp 112 3 / September - 180.2 gp 685.6 gp 118 3 / October - 189.8 gp 875.4 gp 118 3 / November - 189.8 gp 1,065.2 gp 118 3 / December - 189.8 gp 1,255 gp 118 4 / January to March - 569.4 gp 1,824.4 gp 156 4 / April to June 600 gp 151.8 gp 1,976.2 gp Please tell me, if I you find some errors in the above chart. The above formula as well as Gregory's stats, and the latest chronicle entries were added to Eckland's History for future reference. |
| Heros_Backpack05-07-07, 11:19 AM | Year 4, Summer, Months 7-9 Summer brings glorious sunshine and what promises to be a bumper crop. The elven vine sprouts rapidly and the brewers expand to include a wine-making section so that they can make use of the grapes when they grow. The last of the immigrants from Forttown finally receive their houses and a bare area of ground just outside town rings to the clatter and shouts of militia instruction. Because of the building crisis, a family of masons and another of carpenters arrive, seeking work. Two dwarfs join the prospectors, and begin to use their stonecunning to search for the perfect place for a mine. A family of herbalists joins the physicians in the apothecary and another of perfumiers request permission to sell their products through it. A jeweller settles in the middle of town and begin to turn the local river-found copper and silver into delicate braided necklaces and bracelets. Thanatos, feeling brighter and healthier in the warm weather, begins to tag around after Brother Atil all the time, and constantly ask questions. Finally, among the last arrivals from Forttown is Charlemagne Silverleaf (elven aristocrat 4), a languid, utterly charming, charismatic, persuasive con-man and swindler. Eckland TOTAL POPULATION - 173 (adepts 2, advisor 1, barmaid 4, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 54, fortune tellers 2, founder families 23, guards 5, herbalists 3, inn keeper 1, jeweller 1, laborers 13,masons 4, merchant 1, millers 3, perfumiers 3, physicians 2, prospectors 8, shepherds 8, smiths 3, trappers 6, weaver/tailor 4, , Gregory Eckson, Ezra) Families-72 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Jack Heppert, Guard (1st Warrior) Brother Atil, Adept(1st Adept) Vera, Adept (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 3, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Dairy Dock Eckland Keep General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post Shrine Smithy Tavern Weaver/ Tailor's 72 Homes TOWN COFFERS- 1974 gold 8 Silver 2 Copper I've shuffled professions and buildings into alphabetical order for easier reference. |
| Return of the Flumph05-07-07, 11:28 AM | Dibs on 10-12. |
| Sylvaroth05-07-07, 12:20 PM | I'd like to know if Gregory, Marya, and Ezra count (as town population) for the purpose of determining overall income? Charlemagne Silverleaf would most definitely not, right? |
| HK-47 II05-07-07, 12:44 PM | At population 173 I think it's time for the Monk to stumble upon Eckland. also, a proposal: that city planner I mentioned back in my last post, I think they should return when the towns at about 200 occupants... |
| Sylvaroth05-07-07, 12:51 PM | I think that's exactly the point of time when Charlemagne will inform his crime boss Dagger Ears about the opportunities of Eckland, right? We're getting our very own thieves guild, yay! :D |
| shavna05-07-07, 01:12 PM | For the thieves guild, instead of compleatly instigating it right now, how about haveing Dagger Ears come in and pay for a house in town, probably one of the first larger houses since he is a crime boss he could probably afford it as an "investment". This wouldn't be a permanent residence as of yet but it could allow him to drop in and keep tabs on the town as it grows, as well as trying to influence certain aspects of its growth to suit his own means. At first he wouldn't stay in town, that way if someone wants to later present him as another extraordinary person it'll be at a time that can coincide with the 2% average. |
| Return of the Flumph05-07-07, 01:25 PM | Okay. Monk arrives in this coming post...going once...going twice...got it. The population is going to increase a bit as well, but Dagger-Ears shouldn't come in until we hit the 200 mark (I plan to stop short of 180 or 190). I'll let the next poster do that. Any other proposals for these months before I post it? |
| Sylvaroth05-07-07, 01:45 PM | Elrohir Silimaurė should arrive before winter makes all streets impassable again. Please remember, that we celebrate Ecksday in October. :D This is also the time when the traveling entertainer has his annual comeback (think we should give him a name at last?). In November winter is in full charge and Ezra begins to spend a bit more time in the woods, as it feels the effects of the weather and loses her leaves. |
| Return of the Flumph05-07-07, 02:36 PM | Year 4, Fall Months 10-12 As the harvest season rolls around, traffic to and from the nearby mines increases as the miners try to get as much work done before the roads get snowed in. The increased traffic through Eckland brings more money into the inns and shops, but also causes a modest amount of chaos...especially since an unidentified scam artist has been tricking the miners out of their wages when they stop in the town. This scam artist, of course, is the con-man Silverleaf, who has been cashing in on the success and naivety of the little town. Affiliated with a mostly-elvish crime syndacite (mainly robbery and smuggling type stuff), he alerts the boss-a man known only as "Dagger Ears"-about the potential of the little place. Dagger Ears visits the town posing as an eccentric businessman named Lyelis Wynthad, and pays the downpayment for a large house to be constructed there. He plans to move in this coming spring. On a brighter note, two of the miners have married local girls, and move into the town to live (they may relocate their families to the mining town come spring), and one dwarven mining family who have made friends with the masons moves in as well. Additionally, three more farmers purchase small tracts of land with plans of planting as soon as it is feasible, and one of the merchants who came through before decides to set up shop in Eckland permanently. In following with the fire scare, the adepts create 4 scrolls of create water, paid for out of the town treasury. This year's harvest festival (or "Eckday") is a joyous one. The gnome performer (Gibli Zooklishin) brings a pair of musicians this time around, and the newly organized militia holds sparring matches on which the townschildren shamelessly bet their allowances. At the end of the festival, Ezra-who had been watching in his usual, quiet, treelike way-held a brief and courteous conversation with Gregory before retreating off into his grove to shed his leaves for the winter. During the Ecksday festival, a lone, elf girl wanders into town. Dressed simply but warmly, she seems unusually insightful and aware...almost intense. This is the novice monk Elrohir Silimaurė, from the elvish principality that the wineroot came from. An aquaintence of Lord Gregory Eckson's friends there, she came in search of an opportunity to let her monk career develop; a growing town may stand to benefit from one with her capabilities. Starting with a room at one of the inns, she soon assembles a small but confortable little house (more of a well-built shack) for herself at the border of Ezra's forest. She introduces herself formerly to Lord Eckson, but says little else. Greg, for his part, is becoming accutely aware of his own singleness. Approaching his forties now, he knows he should try finding a wife pretty soon. TOTAL POPULATION - 190 (adepts 2, advisor 1, barmaid 4, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 54, fortune tellers 2, founder families 26, guards 5, herbalists 3, inn keeper 1, jeweller 1, laborers 13,masons 4, merchants 2, millers 3, miners 6, perfumiers 3, physicians 2, prospectors 8, shepherds 8, smiths 3, trappers 6, weaver/tailor 4, , Gregory Eckson, Ezra, Elrohir Silimaurė) Families-76 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Elrohir Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Jack Heppert, Guard (1st Warrior) Brother Atil, Adept(1st Adept) Vera, Adept (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 3, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post Shrine Smithy Tavern Weaver/ Tailor's 78 Homes TOWN COFFERS- 2766 gold 16 Silver 2 Copper |
| SupercrazyDM05-07-07, 02:43 PM | I'm sorry if I caused any unrest. I want to thank you for having a great conversation and for your input deanruel. I was wondering that since the psion idea is out, if I could make a town sorc. If so I would make him join the milita so he could help fight. I know other people have talked about it , but I was wondering if I could do it? |
| Araes05-07-07, 03:03 PM | Right now, the only issue with making a sorcerer is that we're a little tight on PC class characters atm, since it is a general guideline that we have 50 normal classes per 1 PC class, or 2% of the population. I think that a Rogue is slotted for the ~200 section, but perhaps a sorcerer could be the 250 contribution? I have no problem with this. Heh, and I hadn't considered the possibility of the travelling entertainer as a gnome Flumph. One of those interesting turns of collaborative fiction. *edit* Lets let him be a rogue, as quite a few people are obviously interested in the idea. At this rate, 250 probably won't be that long of a time (real or game time). If he's a crime boss he's probably also semi-high level for our town. 5-7? Up to 6 would be within DMG recommendations for ECL. |
| Return of the Flumph05-07-07, 03:04 PM | If Dagger Ears is not a Rogue, but instead an Expert or Aristocrat, I'll just add him into my months above and let the sorcerer join next month. I propose that a bank sets itself up in spring as well, in order to help us keep up with all these growing industries. This spring could also herald the monk's departure to adventure for a little while, including her discovery of the Aranea. Also, shouldn't we be deducting the salaries for the watchmen out of the town treasury? |
| SupercrazyDM05-07-07, 03:07 PM | I can wait until we get 250 people and than can I add him? That way we can also keep Dagger Ears. Does anyone object to me adding him at the 250 mark? |
| Return of the Flumph05-07-07, 03:09 PM | Nope. |
| SupercrazyDM05-07-07, 03:14 PM | Ok, i will wait until 6 until we make the decsion final so other people can comment on it. However, I would like to do the month that we have the sorc. come in if nobody objects. I will make up his character later once we are near the 250 mark. I'm going to be rolling dice for his stats by the way. |
| Return of the Flumph05-07-07, 03:31 PM | Don't get TOO attached to him. |
| Heros_Backpack05-07-07, 03:44 PM | Ok, i will wait until 6 until we make the decsion final so other people can comment on it. However, I would like to do the month that we have the sorc. come in if nobody objects. I will make up his character later once we are near the 250 mark. I'm going to be rolling dice for his stats by the way. I'm quite happy to have a sorcerer around, but you should bear in mind that for this, no character needs stats. In fact, the only person that has more stats than race/class/level/(AL) is Gregory Eckson himself. |
| Sylvaroth05-07-07, 03:47 PM | Later on that month, about midway through, a note arrives from one of Eckson's longtime friends, the elf Elrohir Silimaurė, who requests the opportunity to come and stay with him at his keep, as it has been a long time since they last talked, and he would very much like to see his friend's new lands. I love the elf visit. He'll have to -visit- because if he stays that would upset the 2% max rule on PC's, but I would love the idea of a big elven caravan pulling up and taking up residence for a season. That is undoubtably awesome. Gregory recieves word that his Elven friends arrival may be unfortunately waylaid. He promises that he will visit he is just unsure of exactly when he will be able to. In apology Elrohirs send a present via Animal Messenger as recompance for their missed time. The elven monk that was observed near the waterfall in January to March is not Elrohir. Also I am not sure if you made the traveling entertainer who visited the town twice already, into a gnome or if you mix him up with the gnome entertainer from the inn. |
| Return of the Flumph05-07-07, 03:48 PM | Stats are actually good, because they make the town more readily usable. I propose that all the important individuals receive stats, but that they be statted by SOMEONE OTHER than their original creators. For example, if someone brings in a paladin character, someone else has to make the stats for him. That way, we limit the risk of people developing a PC complex with "their" characters. |
| TimelordSimone05-07-07, 03:49 PM | I have no problems with the sorcerer. Sounds cool. I also would like to bring up Thanatos again. Just so no-one forgets about him. A couple of years, and he should get a class. Possibly bard... *edit* Not statting your own characters sounds like a good idea as well. A lot was said while I typed this post.... |
| vegetalss405-07-07, 03:52 PM | How do you hide things again? . Like this, but change the brackets to square ones. {sblock=This is the title I want to give the spoiler}This is what I want to hide.{/sblock}. |
| Return of the Flumph05-07-07, 03:59 PM | Thanks. |
| Sylvaroth05-07-07, 04:04 PM | RotF, I'd like you to clear things up please. |
| Return of the Flumph05-07-07, 04:06 PM | Its not my fault half of the people thought the monk was female and the other half thought she was male; I just went with the first one I saw. |
| Sylvaroth05-07-07, 04:11 PM | Well, you don't get my point. The elven monk is quite definitely female, but she is not identical with Elrohir, who is most definitely male and far from being a novice, for he is an old friend of Gregory Eckson. |
| Return of the Flumph05-07-07, 04:12 PM | Ah, my mistake. Did the female monk ever get a name? |
| Sylvaroth05-07-07, 04:15 PM | No, she didn't. And to not disturb what you got so far, she could well be Elrohir's daughter. Maybe she wanted to meet her father in Eckland, after she had finished her training in a monastery? This way it would make sense she arrived in January to March, for it was very likely Elrohir would arrive this time around (before his arrival was delayed). As for the gnome entertainer. Did you make the traveling entertainer a gnome or did you mix him up with the gnome from the inn? |
| HK-47 II05-07-07, 04:18 PM | Someone suggested a name but we never decided on it one way or the other so... |
| SupercrazyDM05-07-07, 04:21 PM | I know that while we don't need stats I like having detail.:) I'm also going to have her background. (a her because we don't have many female characters) I know we are sticking to core , but i was wondering if i could use a Spell from the Spell Compendium which is greater mage hand. It just lets you lift up to 40lbs instead of 5 lbs. It is a 1st lvl spell. If i could use it that would be great.:cool: |
| turalisj05-07-07, 04:24 PM | Anyone interested in something similar to this, except where you build a nation event by event? |
| HK-47 II05-07-07, 04:27 PM | I am, we could start from a city-state, do it year by year... |
| Sylvaroth05-07-07, 04:30 PM | Proposal: I propose that a (low-level) wandering monk start training in the woods. Perhaps eventually building a monastary? Additionally, to your proposal. You may have to wait a bit for the monk. We have two PC character's in town right now and a population of 80. I would like to keep the PC population at about 2% considering their supposed rarity. Once we hit about 150 I would feel more comfortable adding in another PC. For now I suggest we stick with NPC additions unless a particular PC is particularly desired. Since I suggested both the "we need female characters" and "how about a wandering Monk?" scenarios, perhaps we should combine the two ideas? I went ahead and started the chain of events for the elf visiting Eckland, as I much prefer that option. And gave him a name, Elrohir Silimaurė. I would have been the third yea vote. If someone else would like to bring the monk with the elf, fire away. As options, Elrohir could himself be the monk, or his daughter could be one. And have him bring the grapes, as I'd like a winery eventually. This area has a Rhōne-Alpes feel to me, and would be cool to have it be a decent wine producer. Could end up being like Lyon or something in the long, long term. I couldn't think of a name for the Female Elven Monk so I leave her contact, naming, whether she joins the village or not, etc. up to you Also, I propose Eomane Helyan as the name for the elf. Small history of the female monk. |
| turalisj05-07-07, 04:30 PM | I was thinking that we have at max ten people working on it, each one starting off with a tribe. The tribe description is up to them, but they can't have anything above something like the gaulic tribes. |
| Sylvaroth05-07-07, 04:32 PM | turalisj and HK-47 II, please discuss this idea via pm or email, as to not derailing this thread. |
| turalisj05-07-07, 04:37 PM | Apologies. HK-II sent me a pm already. |
| Araes05-07-07, 04:39 PM | Sylvaroth, you ended up ninjaing me on nearly everything I was going to say. But thank you for the summary on the elven monk, and I am curious about whether the Gnome entertainer was a confusion or an assignment of Gnome to the wandering entertainer. Anyhow, SupercrazyDM, my suspicion is that people will support keeping this highly pure Core. As such, since it is only a 1st level spell, the easiest thing to do is only detail a few of the spells that the sorcerer would know, and then leave some "known spells" slots open for individual DMs to use at their discretion. Therefore, if you want to put the sorc in your own game, you can quickly add in Greater Mage Hand and have it up to spec. |
| Sylvaroth05-07-07, 04:40 PM | No problem, man. I know this so well. I, too, become carried away by a cool idea sometimes ;) |
| Sylvaroth05-07-07, 04:42 PM | Sylvaroth, you ended up ninjaing me on nearly everything I was going to say. But thank you for the summary on the elven monk,... My apologies :D and I am curious about whether the Gnome entertainer was a confusion or an assignment of Gnome to the wandering entertainer. I am curious, too. Anyhow, SupercrazyDM, my suspicion is that people will support keeping this highly pure Core. As such, since it is only a 1st level spell, the easiest thing to do is only detail a few of the spells that the sorcerer would know, and then leave some "known spells" slots open for individual DMs to use at their discretion. Therefore, if you want to put the sorc in your own game, you can quickly add in Greater Mage Hand and have it up to spec. Cool idea. Seconded ;) |
| SupercrazyDM05-07-07, 04:49 PM | That's ok guys the greater mage hand thing was just an idea. I'll be working on his stats and background between 7 and 8 though. |
| deanruel05-07-07, 05:26 PM | Hello everyone. Popping in and hoping to put my vote in on some potentially confusing issues. 1) I say we drop the Gnome entertainer worries like a bad habit. Too many gnomes already and the character barely exists in the first place, the town won't suffer if we just say he doesn't come back. 2) on "Eomane Helyhan", the elf Monk, She is not Elrohir but she could be his son, that only takes an edit to fix. And to address a concern before it becomes one: I like the female monk but I would be opposed to her starting an academy. Now or pretty much ever. Now this is not negating the possiblity of it happening it's just my vote, this being a collaborative project. I just dislike the idea that basically every character needs to have a "following". Introduce a Rogue to make a thieves guild, introduce a wizard to start an academy, introduce a monk to make a dojo. I would prefer it if she were just a Monk who's a monk and leave it at that. 2A) Additionally she doesn't even neccesarily need to be a -Monk- (I know she is, just making a point). If you made the girl a 5th level warrior with improved unarmed strike then she's still hardcore AND she's an NPC. Seriously people start using those NPC classes. They work I promise. 3) Guard salaries. Good point. But for simplicities sake I'd just say to stow it. Will having 40 less gold a month do anything but add another step to the math? I don't believe so. 4) We should make a point of not introducing any more PC's with names that start with E. Eomane and Elrohir meet Eckson and Ezra? |
| HK-47 II05-07-07, 05:34 PM | As for "Daggar-Ears" I made him expecting him not come back until Eckland was a city, so don't look at me... however I agree that we should use NPC levels more, perhaps "Dagger-Ears'" syndacate are all low level experts and warriors? (when the eventually come in) |
| Heros_Backpack05-07-07, 05:41 PM | When stuck for an NPC type, remember that experts can have any 10 skills of your choice as their class skills. I think, ;) that makes them quite customisable... :P |
| Sylvaroth05-07-07, 05:42 PM | Hello everyone. Popping in and hoping to put my vote in on some potentially confusing issues. 1) I say we drop the Gnome entertainer worries like a bad habit. Too many gnomes already and the character barely exists in the first place, the town won't suffer if we just say he doesn't come back. I am against that. He is a recurring character. Not an important one, mind you, but I feel it gives some flavor to Ecksday celebrations. I'm fine with him being a gnome, I just wanted to know, if he was a mix up with the inn gnome. (Why shouldn't gnomes make up for the majority of entertainers?) 2) on "Eomane Helyhan", the elf Monk, She is not Elrohir but she could be his son, that only takes an edit to fix. So changing from Elrohir to Eomane, from her to him, and from daughter to son?:D |
| Return of the Flumph05-07-07, 05:53 PM | The gnome, I was thinking, might be a relative of the inn gnome, who knows to come to Eckland through this connection. The monk I will fix. Dagger Ears, I was thinking, would build a retreat in Eckland so he can get away from the hustle and bustle of city life and also, on occosion, oversee the formation of a new cell of his syndacite as the city grows. He isn't relocating his base of operations to a little town; he is making it one of his many backup bases; that's why he used an alias when buying the house instead of his real name (I mentioned that). |
| Araes05-07-07, 06:01 PM | I am against that. He is a recurring character. Not an important one, mind you, but I feel it gives some flavor to Ecksday celebrations. I'm fine with him being a gnome, I just wanted to know, if he was a mix up with the inn gnome. (Why shouldn't gnomes make up for the majority of entertainers?) I agree, but I also created and updated the entries with the character twice. As such, my input shouldn't be a huge factor on the entertainer. I have no problem with him being a gnome though, as with the illusionist backgrounds, gnomes are natural for the job. 2) on "Eomane Helyhan", the elf Monk, She is not Elrohir but she could be his son, that only takes an edit to fix. And to address a concern before it becomes one: I like the female monk but I would be opposed to her starting an academy. Now or pretty much ever. I think it would be easier to just fix the name (to something else than Eomane if there are too many E's) and leave her as a female monk for the moment. In regards to the question of the academy, I can understand your reasoning, but I'm not opposed to the idea of an academy (maybe by her) at some point in the future. I am only opposed to the idea that every early character needs to be the corner stone for some organization. 3) Guard salaries. Good point. But for simplicities sake I'd just say to stow it. Will having 40 less gold a month do anything but add another step to the math? I don't believe so. I would disagree only in that 40 gp is a significant portion of the town's monthly income currently, and it will probably scale with the size of the town as it does grow. 25% less money could make a difference at some point. 4) We should make a point of not introducing any more PC's with names that start with E. Eomane and Elrohir meet Eckson and Ezra? Agreed, I hadn't noticed the trend. As alternate names for the elvish monk, I would suggest: Sérema Artani Ilśvėn Possibly without all the accents and umlauts for ease of use. *edit* I also like Ilśvėn. Dagger Ears, I was thinking, would build a retreat in Eckland so he can get away from the hustle and bustle of city life and also, on occosion, oversee the formation of a new cell of his syndacite as the city grows. I like this concept and support it. Unless Eckland really explodes, he won't be permanent, just visit every once in a while and have somebody else maintain things day to day. |
| Sylvaroth05-07-07, 06:02 PM | The gnome, I was thinking, might be a relative of the inn gnome, who knows to come to Eckland through this connection. Seeing that the traveling entertainer arrived in Eckland eight months before the inn gnome, it is more likely that he informed his relative of a new growing town. The monk I will fix. So Elrohir and his elven caravan is still on his way? Dagger Ears, I was thinking, would build a retreat in Eckland so he can get away from the hustle and bustle of city life and also, on occosion, oversee the formation of a new cell of his syndacite as the city grows. He isn't relocating his base of operations to a little town; he is making it one of his many backup bases; that's why he used an alias when buying the house instead of his real name (I mentioned that). And I find this to be a very appealing concept. As for the monk's name, my vote is on Ilśvėn (with all the accents and umlauts :D) |
| turalisj05-07-07, 06:21 PM | Could we use diffrent letters of the alphabit for the names of people? |
| Return of the Flumph05-07-07, 06:24 PM | I like Artani. |
| TimelordSimone05-07-07, 06:39 PM | I hate to harp on about it, but... What's happening with Thanatos? |
| shavna05-07-07, 06:50 PM | I won't say much about Thanatos since I proposed him, don't want to double vote. But from what I gathered people seemed to want to keep him more on a back burner since he's young and then have him become some sort of caster or what have you in about 5 years. That way the town will be bigger and better able to accomodate him. Some of that might not be right just an overview from what I remember. |
| turalisj05-07-07, 06:50 PM | The wizard did it. :P |
| Araes05-07-07, 08:37 PM | ...people seemed to want to keep him more on a back burner since he's young and then have him become some sort of caster or what have you in about 5 years. That way the town will be bigger and better able to accomodate him. That's generally what I understand the situation to be as well, and seems perfectly reasonable for the time being. He's too young at the moment to really be an influential member of the community, but give him a few years and I'm sure we'll find some good uses for him. Also, as a point of clarification, the hawk only brought a single shoot of elven vine from his friend right? A hawk arrives with a single cord of Elven grape root attached to it's leg This implies its going to be a little while before we can really get around to having a good plot of grape vines, even with extensive grafts and replantings. Finally, on that subject, are there any good varieties of plants in fantasy universes which can thrive in winterlike conditions, and could serve as a further crop for those months? Might be an interesting twist. |
| SupercrazyDM05-07-07, 08:59 PM | ok here is the new sorc we can introduce later. Name: Samantha Bladecutter Class: Sorc. Level:1 Alignment:Lawful Neutral Height: 5' 7'' Eyes:Green Hair:Blond Skin:White(Tanned) Gender:Female Age:22 Hit Points: 4 Strength:8(-1) Dexterity:14(2) Constitution:10(0) Intelligence:14(2) Wisdom:8(-1) Charisma:18(4) Fortitude Save: 0 Reflex Save:2 Will Save:1 BAB:0 Initiative:2 AC:12 Melee:0 Ranged:2 Weapons: Morning Star, Heavy Crossbow(100 Bolts) Equipment:Spell Componets, Artistans Tools, Explorers Outfit, Backpack, Bedroll, Blanket Winter. 29gp 4sp Feats:Weapon prof. simple(all)Summon Familar,Skill Focus Craft(Weapons) Spell Focus Evocation Skills:Craft (Weapons)+8,Craft (Armor)+6, Concentration +6,Spellcraft +6 Languages known: Common,Elven,Draconic,Drawven,Orc Spells Know: 0 level spells:Mage Hand, Detect Poisin,Light, Arcane Mark. 1 level spells: Magic Missle, Burning Hands, Shocking Grasp Spells per day: 5/4 I will be working on the background later. Comments plz. |
| Araes05-07-07, 09:14 PM | My main point of interest is right here: Strength:13(1) Dexterity:17(3) Constitution:14(2) Intelligence:15(2) Wisdom:9(-1) Charisma:18(4) Using the point buy system put forward by WotC, this character would be a 49 point character. That is staggeringly strong considering High Powered Campaign characters are normally 32. Since this is supposed to be a campaign for everyone to use, my suggestion is that we adopt some standard form of point buy for stats. Currently, the RPGA often uses a 28 point buy system. As such, I think it would be perfectly reasonable to adopt that. Also, Dwarven and Detect Poison are mispelled. Everything else seems pretty reasonable. My suggestion for ability scores following a 28 point buy and conforming to your general trends are: Str - 8 (0 points) Dex - 15 (8 points) Con - 14 (6 points) Int - 12 (4 points) Wis - 8 (0 points) Cha - 16 (10 points) Personally, I would probably try to have her be not quite so unwise, but thats just me. Cha 18 is nearly impossible without hamstringing yourself pointwise. I got rid of her strength because its one of the few places to salvage some points if she's going to have other high abilities. There are obviously tradeoffs that could be made, but with the choices made, the character will have the same AC and HP, and only slightly less skills and spell use. |
| Return of the Flumph05-07-07, 09:17 PM | I like the 28 buy. Let's do it. |
| SupercrazyDM05-07-07, 09:19 PM | OK no problem i can change it later in the morning. I can't change it right now because i have to leave. |
| Rockjaw05-07-07, 10:06 PM | Proposal: Since we are introducing Elven wine, why not go a step further. I propose the arrival of a family of human farmers, an extended family, that arrives with all possesions in tow. Included in these are Elderberry, Rasberry, and Gooseberry vines. This family is more or less only "veggie" growers and has an extensive collection of seeds, as well a vast Knowlege of preservation (canning) that could aid the winter-over for the town. My sense is that the family breaks out something like this: Roland Ashoff (Father) HM (expert lvl-3 farming) Clarice Ashoff (Mother) HF (hedge Druid lvl-1) Dunnin Ashoff (Son age 16) HM (farmer) Jessia Ashoff (daughter age 13) HF Chance Freeman (Field-Hand) HM (Fighter lvl-3, retired professional soldier) Agnes Greenmeadow (Mother of Clarice) HF (expert lvl-1 farmer) Other noteworthy: Roland was and is a very sucessful farmer, but uprooted his family to find a more idealic setting to grow his produce. He was and still is most noteworthy for his growing of Barley and Hopps to make excellent premier Ales. They arrive with 2 teams of horses and a few dogs, big Irish Wolfhound types, but most curious is the small cat that never seems to leave the daughter alone. All everyone remarks about is the cat with the "purple eyes". Just a thought :twitch: |
| Return of the Flumph05-07-07, 10:07 PM | Why do they need a 3rd level PC class guy in tow? |
| Rockjaw05-07-07, 10:13 PM | It leaves an open-ended hook, besides the guy will be in his late 50's and "retired" he has formed a friendship with Roland or mabey a romance with the mother-in-law. Besides if the son or duaghter eventually leave having a field-hand ready to go would be easy. I'm not aginst dropping him a level, but 2nd is as low as I would go, a career fighter should be at least 2nd |
| Return of the Flumph05-07-07, 10:14 PM | No, third level is fine. Third level warrior. |
| shavna05-07-07, 10:18 PM | Finally, on that subject, are there any good varieties of plants in fantasy universes which can thrive in winterlike conditions, and could serve as a further crop for those months? Might be an interesting twist. Good idea. It could be something that the town begins to look into during this next winter, even if they don't come up with anything it leaves options open. I can't remember ever seeing descriptions of plants anywhere that were more or less what you are describing. I think our best bet would be to just use our imaginations. Frostburn might have some possibilities but that would be outside of the relm of core, as such it might work as inspiration if anyone has it. I do like the idea though to have a crop like this. I would suggest some sort of fungi or plant that could grow underground; or berries to go for a more magical/fantasy feel. |
| Rockjaw05-07-07, 10:18 PM | My mistake "warrior" Too bad we don't have Marines, but then who would want to fight them ? LOL |
| Rockjaw05-07-07, 10:29 PM | I have an Old copy of a supplement, let me look for it, all about plants and herbalsim. It should have something very fantasy in it or we could use our collaboration to come up with something really different....? I do like the thought of Fungi, we could even introduce a "mushroom farmer" into the mix. I'll look for that book quick |
| Rockjaw05-07-07, 10:44 PM | OK found the book and a quick look shows this one might be good for our region..... VALERIAN: Rarity:Common Enviroment:Any hills and Low Mountian Harvest:perennial Cost:5cp / 1oz dried root Game Use: Herb/Tea/Medicine (analgesic and sedative) Often found by it's strong scent, Valerian growes on slim but erect stems with long saw-toothed leaves and topped in summer by yellowish combs and bunches. It is among the more useful herbs for apothearies and midwives and commoners, put to use in teas or tonics to ease pain, aid sleep and relax muscles. It's oils are useful in creating sleep potions and can have tranquilizing effects. Looks like we will have to come up with our own food type plant for winter time. |
| Return of the Flumph05-07-07, 10:50 PM | I introduced some dwarven families in my last post. Perhaps some of them know a bit about subterranean (read: lightless) agriculture, or even have seeds. |
| Rockjaw05-07-07, 11:08 PM | Good idea, I forget are they living in town or out ? |
| deanruel05-08-07, 12:31 AM | Year 5, Months 1-3 The town sees an unusual amount of elves this month due to two conincedental events. First Eckson hears that his long time friend Elrohir will finally be able to visit. Preparations are made in the Keep for additional guests and Eckson is not too proud to spend a few hundred gold out of the town coffers in making the place a little more regal. After all, what use is it becoming a Lord if you can't show it off in front of your friends? Amid preparations for the oncoming entourage the businessman who bought a house last season finally arrives and takes to spending most of his time in his home and at the local tavern. Lyelis Wynthad, as he calls himself has no profession that anyone is precisely aware of but this doesn't bother anyone as Elves, with their long lives, often have substantial sums tucked away. This visitor is in fact neither "Lyelis Wynthad" or "Dagger-Ears". He is instead one of Dagger-ears 3 "switchmen". These men are employed full time to disguise themselves via a "Hat of Disguise" as a member of a town who looks exactly like Dagger-ears. This way should the big-time thief need to escape he simply goes to any one of his switchmen and replaces him, sending the switchman into temporary hiding until the heat blows off. After all who would suspect someone who's never left the town borders? Finally near the end of the planting season Elrohir and his company arrive in tow. Elrohir, Aristrocrat 8 2 Servant's, Commoner 1 4 Guards, Warrior 5 1 Diviner, Adept 5 Many people stop working to watch the ostentatious wagon move by, flanked on all sides by noble looking elven warriors armed with the finest non-magical equipment available (masterwork arms and armor). Eckson and Elrohir meet just outside his newly refurbished keep and embrace warmly. Elrohir present Eckson and the town with an entire bushel of Elven grape root which, unfortunately being an early growing vine, will likely not produce until the next year. Still the grapes are planted and tended to gently, after all nature is anything if not unpredictable. The rest of the month is spent by the majority of the town in the Tavern. There Eckson and Elrohir can be seen almost nightly regaling each other, and anyone else who looks interested, with tales of Greg's old adventuring days. Through Elrohir's visit the townsfolk become closer to Gregory. They learn what great beast gave each of Eckson's scars, they laugh at the witty remarks he hurled at opponents, and they share moments of silence for his companions past. They had known full well that he was an adventurer but it was not until the last weeks of this spring that they knew what that truly meant. TOTAL POPULATION - 191 (adepts 2, advisor 1, barmaid 4, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 54, fortune tellers 2, founder families 26, guards 5, herbalists 3, inn keeper 1, jeweller 1, laborers 13,masons 4, merchants 2, millers 3, miners 6, perfumiers 3, physicians 2, prospectors 8, shepherds 8, smiths 3, trappers 6, weaver/tailor 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-76 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Jack Heppert, Guard (1st Warrior) Lyelis Wynthad, Imposter (1st Warrior) Brother Atil, Adept(1st Adept) Vera, Adept (1st Adept) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 3, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post Shrine Smithy Tavern Weaver/ Tailor's 79 Homes TOWN COFFERS- 3218 gold 2 Silver 2 Copper |
| SupercrazyDM05-08-07, 06:50 AM | Hi sry for not making the background sooner, well here goes nothing. Samantha Bladecutter lived in a small villige Whatsistsname where her father was the blacksmith. When she lived there her father taught her to make weapons and armor. She was quite talented making her father very proud of her. She was doing very well at making armor until she was 16. Her father started noticing weird things happening around her, plates lifting in the air, things bursting into flames as well as weird symbols. Her father called the local sorc. to find out what the problem was and he identified her as becoming a sorc. Her father was glad that his daughter could possibly have a soon to be adventuring daughter and than started working on making a morningstar for her. One day when Samantha went to talk to the local tavern owner (about any trouble nearby) she looked out the window and saw smoke in the distance. She ran as hard as she could , but when she got there she saw her father's shop in flames helpless she watched as her father burned to death. As she was nearing the wreckage she saw a figure over her father's body. He was laughing about his revenge. Samantha filled with rage wanted nothing more than to kill this man at that moment. She cast magic missle to her own surprise and it hit the man. He took one look at her and ran. She followed as long as she could , but in the end he escaped. Returning to her burnt remains of a house she went to her father's body. In his hand clutched in a deathly grip was her morningstar. She than took it and what few possesion that were left and came to Ecksland to see if he went there or anywhere nearby. Ok comments plz I can change her stat's later. She's LN because she has a desire for justice of her father's death. However, she is leaning to LG because of her upbringing. |
| Rockjaw05-08-07, 11:37 AM | Ok let me try this: Year 5, months 4-6 As spring moves into summer the plantings are growing strong, all the farmers are hopeful for an abundant crop season. Roland and his family are working hard on thier first crop, potatoes, carrots, vine berries and others. Roland has also planted several varities of Barley and Hopps hoping to harvest and begin working with the brewers in the fall. One noteful event was during the construction of the cold house on thier land the masons found,while excavating the foundation a small leather wrapped bundle. the old leather held 2 small bars of silver and a ring with inscriptions on it. None in the family could read the words and Roland being an honest man decided to give them to Eckson. Eckson was pleased and rewarded Roland with one of the silver bars, and is now very interested in the ring. He is causally attempting to dicern the langauage written upon it. Roland's crop seems to be doing exceptionally well and many passerbys remark how nice the family is, and almost all like to see his wife walking and singing gently in thier fields. An informal meeting of the towns herbalists and Brother Atil has lead to the agreement that small portions of some of the land should be set aside to grow medicinal herbs, these to be dried and stockpiled in the event a emergency. Summer also marks the arrival of a Cooper to the town, he quickly sets up shop and begins building barrels and casks. Cooper: Hirundo Grus Half-Elf Male (craftsman) Hirundo is highly skilled a woodworking and wood carving, also being young and single has a small "following" of some of the young ladies in the town who always seem to need to walk by his shop. |
| shavna05-08-07, 03:40 PM | On the winter type plant how about this. Feel free to change aspects of it at will. Shadow Fruit(working name) The plant itself is very similar to a fern but with solid leaves. The fruit has a dark blue-green colored skin and is about the size of a common peach. It has a pit like a peach but if the pit is exposed to direct sunlight it evaporates into a whisp of smoke. The flesh of the fruit has a firm texture and the flavor is slightly bitter and spicy. It would usually be overlooked as a fruit bearing plant since the fruit grows at the base of the leaves beneath their covering shadow. It could be something Ezra introduces the town to. Even though s/he more or less hibernates during the winter s/he would still probably be familiar with it, from the various animals that would eat it. |
| Rockjaw05-08-07, 04:14 PM | Here is another one I was working on, ICE ROOT (working name) Large root tubers that grow and florish in cold conditions, the plant is thin leafed and spindly usually looking like ground cover. The leaves are thin and seem to have a bluish tint, The leaves a quite bitter and have almost no value. The real part is the large seed underground, sized like a large potato but with a purple/blue tint they taste like a combination of potato and celery root, very useful in stews and flavorful if pan fried. Usually found in the woods growing at the base of maple trees near a water source. Are able to be grown in home fields |
| SupercrazyDM05-08-07, 04:16 PM | I was going to put the sorc. in the blacksmith shop so she can make weapons and armor for the milita. Does anyone have any comments on my background? :cool: |
| Rockjaw05-08-07, 04:25 PM | I like the background story, putting her in the smith is probably best, we'll just need to decide what type of weapons she will make..... |
| SupercrazyDM05-08-07, 04:34 PM | Thank you very much for your kind comments, I usually don't make backgrounds a lot although I enjoy doing them. I thought that swords would be basic for the guard as well as armor. Maybe Eckson could fund the payment(she just wants to help people so she only wants the materials needed to make it)? Also, after a couple of months of her introduction i want to make a small fire in town. This would result in her putting out fire's as well as trying to track down her father's killer. The killer I think would be Eckson's Enemy's son. (Samantha's father gave Eckson his first sword which consiquently killed his archenemy.) So now he wants to kill Eckson and Samantha , by burning them to death. I think he should be a 1st level rouge(father died when he was 6) and should face off with Samantha. Maybe he could join the Thieve's Guild nearby? Comments plz.:cool: |
| Rockjaw05-08-07, 04:47 PM | I like both ideas, the fire is something we sould run with as the next "major" event. We could get everyone in town involved. The only thing I can think of, for weapons and armor would be something basic we shouldn't have the entire town running around in half-plate carrying great swords. Let me check my book for some basic creation times we could adjust these based on her abilities. And we are all going to have to get together on the Thieves guild, this way it can be really awesom ! |
| SupercrazyDM05-08-07, 04:54 PM | What I want to do is for the town guard leader to recieve a masterwork longsword and breastplate from Samantha. They could have a huge ceramoney and than once it is done a house could start burning. While the house is burning the rouge(maybe Rosh Delvest for a name) and a few of his allies rush into town to try to find Eckson and Samantha. This would also give the town guard their first real fight. Also, Samantha is really only going to do the masterwork stuff and that is it. She will help ocassionaly , but she really wants to hone her new power's. Comments plz? |
| Rockjaw05-08-07, 05:03 PM | Very nice.... If I remember correctly dosen't Branzig only have 1 arm...?, Do you think we could mabey use or create a exotic weapon for him...? I like the way you are thinking, using the fire as a distraction is very good and with the panic it will create an attempted homocide during it would work. Would we bring in thugs for hire or just use the few unsavory types we already have...? |
| SupercrazyDM05-08-07, 05:09 PM | I think thugs would be better. And yes i was just going to give the weapons and armor to him. This would show that even though he was injured he can still provide inspiration to the people by his ability to fight. Is that ok I think that we should have people vote on it. I vote yes |
| Rockjaw05-08-07, 05:14 PM | I vote Yes also |
| SupercrazyDM05-08-07, 05:25 PM | By vote yes I meant for everything i mentioned btw. |
| HK-47 II05-08-07, 05:27 PM | Year 5, Months 7-9 Several things happen this summer, the town's first death, several families moving in, the building of several houses and the building of well-fortified catacombs (to avoid Necromancers raising the town's dead), and the city-planner, Sam Thompson, returning to town and asking for employment (believing the town will go places) TOTAL POPULATION - 215 Families-83 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Jack Heppert, Guard (1st Warrior) Lyelis Wynthad, Imposter (1st Warrior) Brother Atil, Adept(1st Adept) Vera, Adept (1st Adept) Roland Ashoff Hirundo "Cooper" Grus Sam Thompson (Half-Elf Expert 2) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 3, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post Shrine Smithy Tavern Weaver/ Tailor's 83 Homes TOWN COFFERS- 4450 gold 2 Silver 2 Copper |
| Araes05-08-07, 06:02 PM | I vote No. This is the exact situation that the rules of the thread are meant to avoid. To me, this feels as though you are attempting to roleplay through the character and take possession of them in the village. She doesn't need to: Be the personal savior of the town Put out the fires Make exotic weapons for the poor, one-armed Branzig and then have a huge ceremony to do so. Have her father be the person who gave Eckson his first sword that killed his archenemy Have a nemesis who happens to be living in the same town and just happens to be Eckson's enemy's son. Have a dead father who just happened to die just before she got there after an arson attempt while holding his last weapon. Be utterly selfless and want to make equipment only for the love of doing it. There are a few of these that I wouldn't mind seeing happen at some point in the future. But they should absolutely not be all tied to Samantha. The fire sounds like a fine idea. It would give us a chance to try out our new fire prevention systems that we've put into place, which in almost no way rely on Samantha. I had a similar thought last night actually as I was working on my own setting. Giving Gregory a bit more backstory himself about his adventuring days...not a horrible idea, although the entire point of this thing is to give the town a history first and foremost. Having Samantha inorexably intertwined within Eckson's past, having a tragically murdered father, a nemesis with a tragically murdered father, and even knowing this much about a 1st level character when we have so many other people in the town.... Now that that's out of the way, onto the suggestions for types of winter crops. Shadow Fruit(working name) The plant itself is very similar to a fern but with solid leaves. The fruit has a dark blue-green colored skin and is about the size of a common peach. It has a pit like a peach but if the pit is exposed to direct sunlight it evaporates into a whisp of smoke. The flesh of the fruit has a firm texture and the flavor is slightly bitter and spicy. It would usually be overlooked as a fruit bearing plant since the fruit grows at the base of the leaves beneath their covering shadow. It could be something Ezra introduces the town to. Even though s/he more or less hibernates during the winter s/he would still probably be familiar with it, from the various animals that would eat it. ICE ROOT (working name) Large root tubers that grow and florish in cold conditions, the plant is thin leafed and spindly usually looking like ground cover. The leaves are thin and seem to have a bluish tint, The leaves a quite bitter and have almost no value. The real part is the large seed underground, sized like a large potato but with a purple/blue tint they taste like a combination of potato and celery root, very useful in stews and flavorful if pan fried. Usually found in the woods growing at the base of maple trees near a water source. Are able to be grown in home fields I like both of these ideas, and I see no reason why both couldn't be introduced, considering the wide variety of spring to fall crops that are generally planted worldwide. The ice roots could be introduced by the dwarves while the shadow fruit could be introduced by Ezra. If it is relatively unknown in the world at large, it could become an interesting export product for Eckland that is nearly unique. For the shadow fruit, I might suggest that it doesn't instantly puff into smoke, but that it does much more quickly than other fruits in warm conditions and direct sunlight. This would provide some explanation for how such a trait could develop, as it would be useful for propogating seeds ahead of other fruit bearing plants and in areas where they couldn't survive. |
| SupercrazyDM05-08-07, 06:17 PM | Ok so we have 2 Yes 1 No We need at least 3 yes. The reason I wanted to introduce Samantha into the town is because since Eckson did found the town certain things should be introduced. Also, we have character's from his past that he know's very well and I think his past is important in the town's history since he founded it. |
| HK-47 II05-08-07, 06:22 PM | I think that Samantha should come, but most of the currant backstory for her will have to be scrapped, due to the issues that Araes mentioned, sorry. |
| Heros_Backpack05-08-07, 06:35 PM | I vote to maybe include the sorcerer, under very strict conditions. I posted on the last Build a City thread, and this is the very type of thing that it sank under. A PC Arcane caster is acceptable, but: They must be generic enough that anybody can include them in an event/season. They must be ordinary enough to fit into an 'ordinary' town such as Eckland and thus into ordinary town life. They must not, under any circumstances, outshine those of higher level or with more fame (such as Eckson himself) They must not have any particular plotline attached to them. They must be free to adapt to whatever happens to them. (These are of course suggestions, to be taken with a large pinch of salt) Please note that this thread is Build A City not Run a Character in it. SuperCrazyDM, Samantha is well written up, but I am concerned that she is too well written up to fit into the town. May I politely point you towards the specific characters (http://boards1.wizards.com/showthread.php?t=837285) section of the opening post and suggest that you reconsider Samantha in the light of it? |
| SupercrazyDM05-08-07, 06:41 PM | Ok so we can scrap most of her history minus her father's death. However, can we still have the fire and ,thug/rouge attack as well as the ceramony.(Branzig can still use a longsword with one arm sry if i wasn't clear on the weapon made for him. I thought that since he would be given new weapons he could show people how to fight thus making more people oficially join the milita. her role in town from my point was as a translator,weapon and armor master as well as good help in a magical fight. Comments? |
| Heros_Backpack05-08-07, 06:53 PM | Branzig (and the rest of the guard) are currently armed with a morningstar, a dagger and wearing studded leather. I picked this combination of weapons (and, anyone, feel free to change it if you want to) because a) they are 1H weapons - and therefore usable by Branzig b) they are simple weapons and therefore usable by non-warriors/fighters c) they give maximum damage for minimum cost and d) with this combination, the guard can deal out damage of all three types - bludgeoning, piercing and slashing. |
| SupercrazyDM05-08-07, 07:12 PM | Also, the weapons and armor are because he is the leader of the town guard and she wants to show her thanks to the community. |
| Araes05-08-07, 07:16 PM | I picked this combination of weapons (and, anyone, feel free to change it if you want to) because a) ... d) Its a little sad that I appreciate this level of optimization for the guard as much as I do. In regards to the sorcerer, I don't mind these points: She's a sorcerer She's an orphan. She spent some of her initial skill points on Craft (Weaponsmithing) or Craft (Armorsmithing) and would like to pursue that as a profession in the town. She is level 1. She needs more levels to even have a decent chance of creating something useable with armor or weapons unless they are relatively simple. Having a big ceremony for the creation of one weapon as a gift is unnecessary. If she wants to give him a gift, then she can give him a gift. In regards to seperate events happening that have nothing whatsoever to do with the sorcerer, I don't mind if there is: A fire Some form of bandit or thug problem Note that we have a keep. Your everyday group of thugs does not assault a town that has a keep. They instead plague the roads near the town and hamper trade. |
| SupercrazyDM05-08-07, 07:23 PM | I want her to still stay as a sorc (no multiclassing) she just has ranks in weapons and crafting becasue of her life. So are we going to scrap the ceramony? Btw I want them to light fire to the town buildings and try to steal things(does that sound reasonable? Also, its a DC15 to make a martial weapon she can take a 10 and get an 18 on her check (more than enough to make it) |
| Araes05-08-07, 07:27 PM | Fair enough, reasonable point on the making a standard weapon issue. For some reason I had it in my head it was masterwork. My personal opinion is no ceremony, but I'm one person. Having a group of travelers come to town, light some fires, and then try to make off with some stuff seems reasonable. I can rationalize it under the theory that word of Eckland's prosperity has probably gotten out a bit. |
| Heros_Backpack05-08-07, 07:41 PM | Yeah, I'm 'no ceremony' as well. SuperCrazyDm, if you want her to give the town a gift, why not have her set to and make leather/padded armor for the militia members? |
| Rockjaw05-08-07, 07:51 PM | Here is something I was toying around with please feel free to change..... ECKLAND: Food sources ant Types Farming 12 family farms - 40 total acres - Grain, wheat, rye, hay, alfalfa 6 family farms - 12 total acres - Corn (summer, indian, sweet) 8 family farms - 12 total acres - Orchard Apple (various) Pear 7 family farms - 9 total acres - Various (potato, carrot, celery root, sweet potato, radish, onion, squash, pumpkins) 1 family farm - 1 acre - tomato/pepper 2 family farms - 2 acres - beans, peas 2 family farms - 16 acres - berries and vines (includes Elven Grape) 2 family farms - 4 acres - Barley & Hopps 2 family farms - 6 acres - all others and herbs Livestock 3 family farms - pasture land - Beef 2 family farms - pasture land - Dairy 2 family farms - corralled area - Hogs 2 family farms - corraled area - Chicken 1 family farm - pasture land - Goat Of course the town also gets food from fishing (Trout, Perch, Bass, Catfish) and from foraging (Walnuts, Watercress) this is just something I started thinking about to add depth to the town. I do realize that most family homes will have some sort of a garden associated with them, the bulk of the populace is still Farmers :thinks: Just something to think on |
| SupercrazyDM05-08-07, 07:59 PM | I was thinking she could make chain shirt for Brazing. So presuming she would take a 10 each week she could make .224 a week or one chain shirt in a little over a month. Perhaps she could go to Eckson have a meeting and have her present it to him. |
| Araes05-08-07, 08:26 PM | I think you misunderstand my opposition to the concept of the present, ceremony, ect... personally. I can't speak for Heros. However, in my case, I think Samantha could give gifts to people all year long if she wanted to. However, it is too minute of a detail to care about for a big picture project such as this. If I am creating a character, I paint that character with minute detail, and things she owns with rough strokes. If I am creating a town, I paint the town itself with detail, but I paint the characters within it with only rough detail, and wouldn't even care about their items unless they were particularly important to the town (Lyre of Building not Bag of Holding). If I were to create a nation, I would paint the nation's characteristics with minute detail, I would paint the towns with rough detail, and I wouldn't paint characters unless they were very important to the nation (King, very high level characters, not every ranger, paladin, or wizard) Its a process of fractal detail. The farther away you get, the larger the details have to be for you to be able to resolve them and vice versa. |
| shavna05-08-07, 08:27 PM | I like the idea of breakdown that Rockjaw made. If nothing else it will allow for figuring roughly how many people will be affected by various crops failing, and how the town as a whole will fare from it. I like it the way it is currently, it seems resonable enough. It does bring up the question of how expansive the town is. With the acreage as listed the main question I have is whether or not the various farming families would live "in town" or on their respective lands. Since the topic of a fire in town has been discussed this will help to determine how many buildings would be at risk and also how much of the populas could be at immediate risk. I'm not saying that the farming families wouldn't help with fighting the fire but their drive would just be town spirit. Granted this is only an issue if the farming families don't live inside the town. Sorry if this seems scattered, just some thoughts. |
| Rockjaw05-08-07, 08:38 PM | I figure like most towns it has a center of activity (tavern, inn, general store) several buildings in town like all the merchants, ect. Out of town would be the farms and similar out-buildings. Mostly I think the individual family farms will have several buildings (house, barn, chicken coop, shed) but any, mostly, common area buildings will be in the town proper. Some exceptions will occur. I don't know if anyone has ever been to a tannery but you NEED to be way downwind of this :mymy: , also some people/occupations will be set further away by nature (example the trappers probably live outside of town, and the smithy is probably on the outskirts. As for Frie prevention I say we leave it up to the individual familys to decide if they erect a cistern or not |
| Gaelathneselis05-08-07, 08:39 PM | I love this thread. I really do.:bow: Ummm... I made some observations. Tell me what you think. I took a look at the Dungeon Master's Guide I&II, and calculated the size of Eckland as follows: [Population] x 1,500 = size in square feet. So, with the current population, Eckland is a Hamlet of 322,500 square feet in size. Looking good. Then I calculated how many buildings Eckland should have, according to the DMG2. The ratio of people to buildings is 10 to 1. So, Eckland should have 21.5 buildings (Eckland Keep not included), effectively 21. In most human communities, most houses are homes to multiple families. According to the book, in each house in Eckland should have 10 families. So... If (and notice the if) you want to keep it realistic, we might need to redo a few things. |
| Araes05-08-07, 08:42 PM | Rockjaw, I think your approximations on acreage are a little low. The general approximations for acreage for a single family that I've seen range from 10 acres to 30 acres for a family. From here (http://www.hyw.com/books/history/Agricult.htm) "the idea farm size for a family was a 'yardland' (24-30 acres) in size." However, only about a quarter of them had this much before the Bubonic Plague. However, in areas like France, where land was more plentiful and the population density was lower, this was relatively common. The Domesday survey supports this, with 4 families often sharing a 'hide', which was 120 acres. For a fairly intense math post on the subject, look at this (http://www.ibiblio.org/london/agriculture/general/1/msg00070.html). We don't have lots of magic in the town yet, and we don't appear to be crammed for space, so we'd probably be fairly close to this range on efficiency. The ratio of people to buildings is 10 to 1. Hi Gaelathneselis, thank you for the post. Not having the DMG2 at hand, is this statistic correlated for village size and type, as it seems that a heavily agrarian community would have a lower population and building density than locales on the upper end of the population scale. Eckland is a Hamlet of 322,500 square feet in size. I hope this is for the village proper, because otherwise that is way too small. 322 500 (sq feet) = 7.40358127 acres |
| Rockjaw05-08-07, 08:51 PM | Like I said "shooting from the hip" we can increase or decrease the acerage as needed, I just thought we should have a list of "types" it may never come up but to the previous point not all blights will effect every type of crop. Plus I thought that having farmers just hanging in a grey space with no detail was unfair to them, as we all know many adventures have started on farms or in farming communities PS anyone who thinks I may have missed a crop or two please add yours in |
| Dufaeth05-08-07, 08:55 PM | Don't forget, with the lyre of building, its easy for everyone to have homes at this population level since they are effectively free. Makes the town all the more attractive. I vote no on the sorcerer, the ceremony and the raid. a fire is fine but shouldn't be the result of a direct bandit raid. |
| SupercrazyDM05-08-07, 09:01 PM | Do you vote no on the sorc as a whole? |
| Dufaeth05-08-07, 09:31 PM | Just on the intensive PC style background. I don't oppose characters with built in adventure hooks, but don't think this should turn into a play by post game with everyone inserting there pcs and chronicling their adventures. Also, as others have said, the effectiveness of a first level sorcerer weapons smith should be limited. Proposal: To help keep everything easily accessible and organized we should use a wiki. http://scratchpad.wikia.com/wiki/Eckland It can be updated along with each post and will make it easier to keep track of characters, holidays, major events, crops, etc without having to scroll through pages of posts. |
| HK-47 II05-08-07, 09:46 PM | I have a proposal to make the town... interesting... perhaps, when food is scarce, a group of foraging Orcs move nearby. The town, being suspicious, attack the Orcs (Against the wishes of Iluven, Ezra, and Brother Atil), in the battle the Chief of the Orcs (Barbarian 3) is killed by Eckson, the Chief says, right before he dies, that the Orcs weren't going to attack. Eckson becomes the new Chief and the Orcs join the village. It's fine if you say it's ridiculous and shouldn't happen. If anyone else said it I probably would say no too... |
| Gaelathneselis05-08-07, 09:53 PM | I'm sorry if I'm destroying anyone's fantasy, but Eckland is still a hamlet. Not even a village. According to the DMG: Town Size........Population Thorp....................20-80 Hamlet..................80-400 Village..................401-900 Small Town...........901-2,000 Large Town...........2,001-5,000 Small City.............5,001-12,000 Large City............12,001-25,000 Metropolis............25,001 or more While there are exceptions, a community with such a low population count covers relatively little land. |
| HK-47 II05-08-07, 09:54 PM | Except that it's a farming hamlet, that kind of needs, you know... farmland... That estimate is probably meant only for the hamlet proper, not the farmland around it... |
| Gaelathneselis05-08-07, 10:00 PM | Can you imagine a hamlet that's not a farming hamlet? ;) |
| HK-47 II05-08-07, 10:01 PM | yes, actually.... a mining hamlet, a fishing hamlet, a trade hamlet, should I go on? |
| Gaelathneselis05-08-07, 10:08 PM | Errr, no. I stand corrected. :embarrass |
| Rockjaw05-08-07, 10:20 PM | As I see it the size and name are relevant only for constructing the infastructure of that size residence. Let me explain, the more people you have the larger the size of unrelated govermental areas. The way I read the sizing guide it says you should have "X" number of "Y" based on the size, almost for the sake of pre-generating a town. Here its different we are growing a place based soley on our input and over a agreed upon timeline. We can call it a Hamlet, Village or whatever we want because for all we Know we are the largest settlement anywhere. When I put up that list of food types it was not to create a sizing debate as to how big it is, just as an elegant backstory element that we would not have to worry about later. I'm already thinking of year 6, jump on in |
| HK-47 II05-08-07, 10:46 PM | http://i194.photobucket.com/albums/z20/T_D_S/EcklandYear5Summer.jpg Someone wanted a pic right? this is not how I picture it either, but it's close enough dark green is Forest Light green is Farmland Yellow is ranchland White is plains with rolling hills the colors don't represent just that though they're just the regions they are in... it is also FAR from being to scale... totally NOT scale... the keep should be smaller for one... |
| deanruel05-08-07, 10:54 PM | Before I got to my post I just wanted to point this out Ok so we have 2 Yes 1 No We need at least 3 yes. While this may be technically true I wanted to address this. While I have said that "3 Votes does it" before what I sort of meant to say was "3 Votes does it with no opposition." If say 100 people voted no and 3 voted yes that is obviously not a proposal that should go through. So....yeah. Anyways, onto people's proposals. The Sorceror: I like the Sorceror but I do agree with basically everything Areas said on this one. I don't think that you need more than 2 short sentences to describe any character's past simply because it's not really neccesary given the scale of the project. Hell even with Eckson all we know is that he's an adventurer like his dad and he apparently has a friend named Elrohir. Size of Eckland/Building Limit of Eckland/Square footage of Eckland: I don't really give two coppers about any of this stuff really. If any one of -you- do then by all means keep looking it up but If the DMG says that a town with 200 people should only have 20 buildings, essentially housing at LEAST a dozen people per home (per home, not building. Not all buildings are houses) or that the town should be so long or so wide then I don't really care. We're just gonna keep on doing our thing the way we feel it should be done. After all that's the point. Fire in Eckland: An Arsonist? Maybe. Seems a bit arbitrarily malicious and even a bit out of place. I mean Eckland is a town with a lot of space between homes. If you really wanted to watch stuff burn you'd do it in a city I'd think. I'm not -against- the idea of an Arsonist I'd just need to understand the "why" of the thing. Use a Wiki? Cool. I dig it hardcore. If I had any idea of how to use a Wiki then I'd be all over that bad boy. Incedentally would whoever makes the next chronicle add the job breakdown back into the population list. I felt it showed a much clearer image of what the town was an how it functioned. Cool Winter crops. Cool! I don't really plan to involve myself on this bit too much not knowing anything about agriculture. But I LOVE that people are doing this kinda stuff. Keep it up I can't wait to see everything you guys come up with. *EDIT! HOLY MEATBAGS HK! That's wicked cool!* |
| Rockjaw05-08-07, 11:09 PM | I dont know how to insert that show/hide thing :confused: |
| Dufaeth05-08-07, 11:33 PM | [*sblock]text[/sblock*] remove *s |
| Rockjaw05-08-07, 11:43 PM | Year 5 , months 9-12 The summer is over and fall slowly turns to winter. The harvest was excellent !! Many farmers have brought in bumper crops, and things look good from a mercantile aspect. Roland brought in a bumper crop of Barley and Hopps and is even now working with the brewers to create a signature ale for Eckland. (he plans to reveal it on new years day) A competition will be held among the children to name a new "winter festival" to be held in the last month of the year, The winner will name the new festivle and will be rewarded with 5 silver pieces presented by Eckson himself! During the fall two new unions were announced as resident younglings continue to fall in love and marry. Several new babies were welcomed and a informal gathering of the mid-wives has started talk of creating a single "naming day" celebration for early spring. The dwarven mining family has introduced a local wild vegatable that translated loosley means "Ice Root" and is seen as a local delicacy. Nimbal Firejack has returned from his trip to Southcity with an amazing dozen new draft animals called "Chernagors", larger than the normal common draft animals and able work faster, these are being looked at keenly by several of the farming familys. While hunting in the deep wood Jack Heppert, had slain a bear ! This elevated Jack to near mythological status among the towns young boys. Jack was given an overcloak made from the hide and the tavernkeep cooked him a special dinner of roast bear. Of note was the concern over the grain store house and the sudden apperance of mice! some familys have "stationed" the family cats there but talk is looming about getting a Rat-Catcher to work full time at this. Sales of the copper braclets and jewelery has been better than expected and there may be a trip to South city planned for the spring. With the new weapons and now that the harvest is over several young men have turned full time to training in defense of the town. The training led by Branzig with help from the hand that works the Ashoff farm has gone very well and most of the boys at least know which end of the spear goes into the other guy........:cool: HopE I didn't put anybody to sleep with that, sometimes the ideas just come rolling ahead. PS sorry I don't know how to put in that thing yet or I would update the town list |
| SupercrazyDM05-09-07, 06:37 AM | Can we still have the sorc. in the town , but just as a a new person in town? We can scrap ,ost of her history we just know she's an orphan and maybe wants to work with the blacksmith? |
| Heros_Backpack05-09-07, 07:02 AM | I find that the easiest way to add the town numbers and the sblock is to quote the previous season's post. But maybe that's just me. |
| a4igeek05-09-07, 10:50 AM | Proposal: A fist full of gold ore is discovered by a human boy at the base of Mt. Generic. |
| deanruel05-09-07, 04:08 PM | Can we still have the sorc. in the town , but just as a a new person in town? We can scrap most of her history we just know she's an orphan and maybe wants to work with the blacksmith? Absolutely. Sorceror who likes blacksmithing and who grew up an orphan. Doesn't seem problematic to me. If you really wanted to completely eliminate any opposition you could even make her a high level adept instead of a low level sorceror. She would become the towns main arcanist then AND (just thought of this!) since she'd be sorta high level she could get a bunch of craft arms and armor type feats and even start making stuff that'd -really- be worth talking about. While nobody really cares if Eckson is given another sword it would be very noteworthy if Eckson got a present of 5 +1longswords to arm his guards with! Now -that's- cause for celebration. |
| SupercrazyDM05-09-07, 04:18 PM | I thougt i should start her off as low level mainly becuase of the fact the town does have some high level chars. So maybe a level 5 sorc. instead that is really good and making armor and smithing ( for weapons it would be +24 and armor +11) I did this by adding int mod and her other ablilites. she would have mainly destructive spells so she can help in battle and that way she can still make a magic weapon really fast (she could make it in about 2 weeks. |
| Sylvaroth05-09-07, 04:56 PM | ...you could even make her a high level adept instead of a low level sorceror. She would become the towns main arcanist then AND (just thought of this!) since she'd be sorta high level she could get a bunch of craft arms and armor type feats and even start making stuff that'd -really- be worth talking about. While nobody really cares if Eckson is given another sword it would be very noteworthy if Eckson got a present of 5 +1longswords to arm his guards with! Now -that's- cause for celebration. If that were a proposition you'd definitely have my yes on that one. Now we'd have Brother Atil (who should definitely be lvl 2 by now), his student Vera, and the magewright Samantha Bladecutter (Adept 6?). As for the next PC class character, since we just hit the 200 mark, I think it was said the next will be a rogue, right? |
| shavna05-09-07, 08:32 PM | I would also agree with making the sorc an adept instead. This, if nothing else, would allow her to join the town sooner. I mean the NPC classes will definatly make it easier to introduce notable figures while still keeping with the 2% formulae as someone mentioned earlier in the thread. About the rogue if one does actually come to the town do you want it to be dagger ears already or another one. I would vote on it not being dagger ears since, as it stands right now, he "exists" through a proxy/switchman designed to give him an escape route. Personally I don't think he sounds like he's quite ready to retire yet and the town is too small to hide a rather noteworthy thief or thieves guild in at least not one that's active. About leveling Brother Atil I would have to agree it's been a couple of years since we first saw him. I'm kind of surprised that this wasn't mentioned earlier. With the finding of the gold ore, would it be someone from the town or it a town actually on the mountain. It would be a good tie in for the previous proposition for a gold rush. It seems like a good way to "get the ball rolling" as it were on that topic and nothing would even have to come of it for a while, letting it's outcome be discussed more. Has anyone had any thoughts on the names of surounding towns and notable locations. I mean Whatittown works but it also seems like everyone has amnesia once they reach Eckland. "Well ya see I came from Whatsittown and didn't care for the fishing on the Whatsit River so I tried Eckland. Come to think of it everything else's kinda fuzzy before I got here." Well just my thoughts on a few topics. |
| deanruel05-09-07, 09:41 PM | I thougt i should start her off as low level mainly becuase of the fact the town does have some high level chars. So maybe a level 5 sorc. instead that is really good and making armor and smithing ( for weapons it would be +24 and armor +11) I did this by adding int mod and her other ablilites. she would have mainly destructive spells so she can help in battle and that way she can still make a magic weapon really fast (she could make it in about 2 weeks. I wasn't suggesting making her a high level sorceror, I was suggesting making her a high level -Adept-, instead of a low level sorceror. An Adept at about level 7 is significantly more powerful than a low level sorceror in every way AND it would allow for cool crafting feats. This way we could keep Samantha's story, her flavour, her capability (in fact improve her capability), and keep her an NPC class. On the next PC class being a rogue, I don't see the need. I think people are just starting to get the "NPC classes are OK too" idea so I'd like to see at least one more post of that before we do the PC thing. And on a general note I don't think we need to plan for the next PC several months in advance. We can just keep doing our thing until someone proposes something that they feel would really need a PC and then vote on it then. Has anyone had any thoughts on the names of surounding towns and notable locations. I mean Whatittown works but it also seems like everyone has amnesia once they reach Eckland. Good idea. I'm up for naming Whatsittown, if just to have a flavoury name to not distract during chronicles. We shouldn't really focus on the town at all. The idea of Eckland being that it can be dropped almost anywhere. So if Whatsitown becomes "Mourtia: The dread city ruled by liches" then that will definitely affect Eckland and make it more difficult to place when a DM wants to use it. |
| Solian05-10-07, 10:25 AM | WOW! i'm away for five days, and look how much has been done already. Well done people, you've been doing well. i think i may have to post another soon, just to keep up :P |
| Heros_Backpack05-10-07, 10:59 AM | Year 6, Months 1-3 The winning festival name is declared to be 'Frostfair' and is duly celebrated at midwinter. The prospectors are growing in numbers and their campfires are noted to be becoming rather too large, sprawling and verging on dangerous, although they do not - yet - set fire to anything else. The prospectors are, though, becoming ever more rowdy in the tavern. So much so, that the tavern owner hires a massive half-orc (warrior 4) to act as peace-keeper and bouncer. Relatively few people dare the winter roads to come to Eckland, although one of the road-clearers that the trade caravans bring with them is assigned to stay in Eckland and keep the nearby paths swept enough for the wagons to get through. The mice continue to invade the grainhouse until one of the trappers mentions it to Ezra in passing. Shortly after that, a pseudodragon leaves the forest and takes up residence in the rafters of the grainhouse, efficently hunting down and eating any mice that stray within 60 feet of it. As spring approaches, it is frequently heard purring back at the local cats. TOTAL POPULATION - 218 (adepts 2, advisor 1, barmaid 4, bouncer 1, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 84, fortune tellers 2, founder families 26, guards 5, herbalists 3, inn keeper 1, jeweller 1, laborers 13, masons 4, merchants 2, millers 3, miners 6, perfumiers 3, pestcatcher 1, physicians 2, prospectors 8, roadsweeper 1, shepherds 8, smiths 3, town planner 1, trappers 6, weaver/tailor 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-83 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Sam Thompson (Half-Elf Expert 2) Jack Heppert, Guard (1st Warrior) Lyelis Wynthad, Imposter (1st Warrior) Brother Atil, Adept(1st Adept) Vera, Adept (1st Adept) Roland Ashoff Hirundo "Cooper" Grus Fantus, pseudodragon pestcatche GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 3, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post Shrine Smithy Tavern Weaver/ Tailor's 83 Homes TOWN COFFERS- 4799 gold 0 Silver 2 Copper |
| Sylvaroth05-10-07, 01:41 PM | Yay, a pseudodragon. Make him the next PC! A pseudodragon wizard at 300 to 350 :D I agree that the need for a rogue has not come yet and I think we should reserve this PC slot for a stunning future idea. Though I agree on renaming Whatsittown, his ruler, etc. I'd like to keep Mt. Generic :D Also I'd like to suggest some updates for the OP rules: 1 No : 3 Yes = No The total of PC classes of characters permanently residing in Eckland may not exceed 2% of the total population or 1 PC for every 50 NPCs. Names (e.g. for nearby settlements and land features) should be decided by voting. If nobody comes up with a small choice of suggested names, the next chronicle entry that features the location/landmark may decide the name. |
| deanruel05-10-07, 03:12 PM | I too had an instant liking, and pervading fondness, for Mt. Generic :P |
| Rockjaw05-10-07, 06:30 PM | Proposal: Is there a way we could add "journal entries" as long as they flow with the exitsing timeline...? Some people may want to add flair and backstory from within the community, about aspects of life and decisions made that may not possiblt impact the town. Journal Roland Ashoff On the night of the turning to a new year, I was ready to unveil the beverage that I wondered hopefully, would be acepted and appreciated by all. The gathering in the Inn was large but I was not worried for I was surrounded by my family and my friends.. The first cask was tapped !! What nerves I had, not only were we attended by Lord Eckson but also Marya, Branzig and even old Cotter were there. Of them I knew that even if this was a rancid draught, there would be no ill-will my nervous tremblings was that in special attendance were three of our friend from the nearby mine, and Dwarves all !! Even I, a simple farmer know of the drinking habits of the Dwarves, it's said to them it is a holy brew. I watched as Thorin Hammersong downed my brew in one large gulp...! He was silent for a minute or three, I confess I lost count, before uttering "Not bad....for a Human" The inn expolded in laughter and I was given many slaps to the back to celebrate. On that night our first signature brew "Eckland Winter Ale" was born..... Roland Ashoff This is completely open to debate but I think if the "journal" follows timelines this may remove the thread becomming a place to play vs. a place to design. |
| Rockjaw05-10-07, 07:45 PM | Eckland Year 6, month 4-6 Spring has come and gone and now Summer sits upon the land, Spring planting went well and many farms were able to expand thier fields with the help of the Chernagor Horses, these animals seeming never tire and have an incredible capacity for work, many farms will have more to sell come harvest time (20%+) thanks to these beasts. The vine of elven grapes given to Lord Eckson last year is growing at an incredible rate, and it's golden colored fruit hangs heavly on the vine, many remark that the vintage this year should be excellent. Many of the merchants sent wares to Southcity in the early summer and it was rewarded with excellent sales and a increasing demand for product from our region. Some of the merchants are talking of creating a unified front to keep negoitations simple and uncluttered with a bidding war. The prospectors in town have continued to become more and more bullish and reckless, and for the first time the "jail" has been needed to be used. Brnazig has been able to keep things in check but secretly talks to Lord Eckson about additional men and equipment. Two of the older town boys have joined the Guard full-time. With the increase of potential law-breaking, however minor, Eckson and Marya have set to task creating a simple "Town Charter" that has a written list of all laws and possible punishments associated with them. Brother Atil was called to renew his oaths and vows and after a month long sabbatical returned refreshed and stronger than ever (2nd-Adept). He brought with him several items for the shrine and some Holy Text to be shared with the community. Several laborers arrive in town (16 total) coming from several places, it seems the prosperity of Eckland is spreading! Noteworthy Events: 1.) A group of Adventures stops in town for a week and then heads away following thier map, over a month later the remains of that party arrive back in town, beaten and bloodied they will not talk of thier ordeal. 2.) Some of the towns youth, on a camping trip to Mt. Generic arrive back in town with stories of "roars and bellows" that "shook the whole mountian" 3.) A carnival has sent runners ahead that they will be stoping in town at the end of the summer, and the children are all very excited. TOTAL POPULATION - 234 (adepts 2, advisor 1, barmaid 4, bouncer 1, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 84, fortune tellers 2, founder families 26, guards 7, herbalists 3, inn keeper 1, jeweller 1, laborers 29, masons 4, merchants 2, millers 3, miners 6, perfumiers 3, pestcatcher 1, physicians 2, prospectors 8, roadsweeper 1, shepherds 8, smiths 3, town planner 1, trappers 6, weaver/tailor 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-83 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Sam Thompson (Half-Elf Expert 2) Jack Heppert, Guard (1st Warrior) Lyelis Wynthad, Imposter (1st Warrior) Brother Atil, Adept(2nd Adept) Vera, Adept (1st Adept) Roland Ashoff Hirundo "Cooper" Grus Fantus, pseudodragon pestcatche GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 5, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Weaver/ Tailor's 87 Homes TOWN COFFERS- 6129 gold 0 Silver (1 silver bar) 1 ring (not yet identified) 2 Copper[/QUOTE] Hope this is ok for everybody :blush: |
| deanruel05-10-07, 10:07 PM | Great actually. I loved it. Very detailed from start to finish. And I'm fine with the journals conceptually. I'll tell you honestly that I will probably never write one or use them but if you like them, want them, and want to make them then why the hell would anyone stop you? :) |
| Rockjaw05-10-07, 10:30 PM | Thanks, This being a community thread and all, I wonder if it would be OK if we could create some backstory for more important characters. I figure we could start with the founding familys, we have 26, and give them some details. nohing to add to our creation timeline but just so this project continues to have some "meat", all subject to review of creator, of course. This way anybody who uses this as a drop in town will have some details for it |
| Dufaeth05-10-07, 11:08 PM | I love the journal idea! We should date them, so we can see where they fit in the timeline easily. |
| Return of the Flumph05-10-07, 11:13 PM | Looks like we've got room for another PC...almost 2 more PC's. |
| Johnny_Angel05-10-07, 11:54 PM | First, I would just like to say that this thread is awesome. I just sat here and read all 11 pages. I'm not a regular, but, if I may be so bold: Proposal Ezra calls upon Greg to hold up his end of the bargain they made. There is some sort of trouble going on which is having a negative impact on the forest. I don't think it should be anything major or earth-shaking, but I think it would be more realistic if it resulted in someone being injured or possibly killed. Perhaps there are some animals that have contracted rabies and have gone rabid; infecting many of the other animals. |
| ProdigalPlayer05-11-07, 01:18 AM | Sorry that I interrupt the flow of your system. Might I recommend looking at the style of another chronicle (http://omacl.org/Anglo/). 1016 is fairly juicy. |
| Sylvaroth05-11-07, 02:22 AM | Thanks, This being a community thread and all, I wonder if it would be OK if we could create some back story for more important characters. I figure we could start with the founding families, we have 26, and give them some details. nothing to add to our creation time line but just so this project continues to have some "meat", all subject to review of creator, of course. This way anybody who uses this as a drop in town will have some details for it Actually we have 8 founder families. While I don't agree that we should give any important character a detailed background story (they rather should develop along with the story of Eckland), I think the time has come that larger profession groups should elect a spokesperson who acts as their contact and representative. For example, for the shepherds this could be crotchety old Rolgan, for the farmers this could be someone from the Sadras family, aso. As for the journal entries, I'd love to see this kind of thing. Please consider to let Thanatos take his first steps as a bard by writing most of those entries. Kind of like the town's own chronologist. http://img.photobucket.com/albums/v213/Farzul/Eckland.jpg According to A Magical Medieval Society Western Europe the average manor comprises of 640 acres (75%-90% arable land, 10%-25% mountains, forests, swamps, hills, etc.). Each farmer has a 10 acres portion of field. Going by these numbers, we'd have room for a total of 47 farmer families. As for the town (is it actually called Eckland or does it really have no name yet?) and the keep, I'd say a 10 acre square provides enough space for 180 to 360 houses (40-by-40 ft. two story houses or 20-by-20 ft. cottages) and 2,000 to 3,000 people. Seems quite enough room to rise from hamlet to large town status, right? I do also suggest to add the communities gp limit (max price of any item found in town) and ready cash/total value of items to either the town's stats or the formulas in Ecklan's History. Being a hamlet (gp limit 100) with a population of 234 people this would look like this: Price of most expensive item: 100 gp. Ready cash/total value of items: 1,170 gp (50 gp x 23.4). This way we could limit crass expenses for e.g. vorpal great swords, even if the coffers or total income would allow them. Seeing that the numbers given above are market prices, we could even half them for self-made products so that no items can be made with single material costs higher than 50 gp (so pretty much every good except for spyglasses, water clocks, royal outfits, every mount except for riding dogs or horses, nothing bigger than a rowboat or a carriage, no magic armor, only padded, (studded) leather, or hide armor, scale mail or shirts and all shields but no magic weapons or repeating crossbows, no magic rings, rods, or staffs, no scrolls above 1st spell level, no potions or oils more expensive than bless weapon oil, and no wondrous items other than universal solvent or anchor feather tokens), and total resource material costs exceeding 585 gp (e.g. for 23 chain shirts or heavy crossbows). |
| DwarvenArcher05-11-07, 08:31 AM | Awesome thread! Some proposals: 1. Active humanoids are rumored/detected in the area, possibly related to the ones that originally inhabited the keep. Outlying farms of Eckland might seem like easy pickings for a small group of hobgoblin raiders(slaves!). There've been no major threats to the town in 6 years, after all. 2. Discovery of a second awakened tree in the forest. Perhaps some of the trees drift in and out of long sleeps, or there is a mysterious plothook in the woods creating them. Could turn into a Ent Organization at some point... 3. Tensions with Whatsittown? Eckland is growing very fast, and a lot of it's population is from Whatsittown(as near as I can tell). At some point, Whatsittown will shrink to a hamlet. They may request that Gregory stop giving away free houses to emigrating Whatsittowners. 4. What caused the fire in Forttown? Perhaps a plothook? Suggest another fire in a different area(Seaville, whatsittown). Provides more refugees for Eckland, and a possible enemy to be expanded on later. Or maybe a magic user prone to "accidents", could turn into a caster PC for the town after some exitement. |
| Rockjaw05-11-07, 11:12 AM | [QUOTE=Sylvaroth;12363562]Actually we have 8 founder families. While I don't agree that we should give any important character a detailed background story (they rather should develop along with the story of Eckland), I think the time has come that larger profession groups should elect a spokesperson who acts as their contact and representative. For example, for the shepherds this could be crotchety old Rolgan, for the farmers this could be someone from the Sadras family, aso. As for the journal entries, I'd love to see this kind of thing. Please consider to let Thanatos take his first steps as a bard by writing most of those entries. Kind of like the town's own chronologist. Sorry I was follwing the list that shows 26 founding familys, but I totally agree we should let the main characters follow the progression of the town to create thier story. What I was considering was that if anyone wanted to fill-in information about the masses that this could be done as a 1-off project. As an example we have listed 3 smiths, now this is very vague and I understand that as a whole they may have little or no impact on the town but if one of us on this posting wanted to add some flavor they cold take the time to "flesh-out" these individuals. Again I'm thinking of the DM who will use this as a drop-in and suddenly needs a name and or other information for the smithy, it could save a moment like we have all had when the PC's ask "What's up with that guy" and we have nothing to add. I think we should title the journal entries differently. The ones about the town done by Thanatos should be titled as a "chronicle" keeping the same year and month timeline, the ones created by the PC's and NPC's should be titled as "journals" in a sense 1 would be public "chronicle" and 1 would be personal "journal" This is just something that I think could add "spice" to an already fantastic setting, I mean really look at what we have created in a short amount of time....!:bow: |
| Sylvaroth05-11-07, 11:37 AM | 1. Active humanoids are rumored/detected in the area, possibly related to the ones that originally inhabited the keep. Outlying farms of Eckland might seem like easy pickings for a small group of hobgoblin raiders(slaves!). There've been no major threats to the town in 6 years, after all. Maybe we could mix the idea with an earlier one, about Gregory becoming an Orc chief. Wouldn't it be great if we gave this plot some kind of a twist? I mean, come on, Big G is a 10th level character, shouldn't he actually be the thing the orcs fear instead of the other way around? Make him the "bugbear" and powerful monster to the remaining orcs in Eckland and around. Then make him their powerful new and legendary leader. This way Eckland has its own orc tribe and army and a starting point for Eckland half-orcs. It has been mentioned before and I'd like to make it a point that, while there may be 'outlying' farmland, most cottages and houses (of farmers as well as of other professions) are in or at least in relative vicinity to the town. One point, why this is important was brought up by DA. Protection. I do agree however, that we really need some action here > major threat. 2. Discovery of a second awakened tree in the forest. Perhaps some of the trees drift in and out of long sleeps, or there is a mysterious plothook in the woods creating them. Could turn into a Ent Organization at some point... I had the idea that Ezra would reveal at some time in the future, that he guards an ancient secret, explaining why he was awakened in the first place. 3. Tensions with Whatsittown? Eckland is growing very fast, and a lot of it's population is from Whatsittown(as near as I can tell). At some point, Whatsittown will shrink to a hamlet. They may request that Gregory stop giving away free houses to emigrating Whatsittowners. May be a nice plot in the future, but for now I don't think Eckland is that much a threat to an established town. 4. What caused the fire in Forttown? Perhaps a plothook? Suggest another fire in a different area(Seaville, whatsittown). Provides more refugees for Eckland, and a possible enemy to be expanded on later. Or maybe a magic user prone to "accidents", could turn into a caster PC for the town after some exitement. Unless somebody has a great idea for a plothook, I am fine with a simple fire. Sorry I was follwing the list that shows 26 founding familys, but I totally agree we should let the main characters follow the progression of the town to create thier story. What I was considering was that if anyone wanted to fill-in information about the masses that this could be done as a 1-off project. As an example we have listed 3 smiths, now this is very vague and I understand that as a whole they may have little or no impact on the town but if one of us on this posting wanted to add some flavor they cold take the time to "flesh-out" these individuals. IIRC there are 22 original members of the 8 founder families. The 4 additional characters are most likely the newborn Ecklanders. I agree that everybody who wants to do this, could add some name and detail to certain people. I would just hate to see people jumping at the opportunity to make e.g. one of the smiths his own personal character (something we are trying to prevent from the very beginning of this thread). So, to put it in a nutshell, detail is good, just don't exaggerate. Again I'm thinking of the DM who will use this as a drop-in and suddenly needs a name and or other information for the smithy, it could save a moment like we have all had when the PC's ask "What's up with that guy" and we have nothing to add. Here's what I mean: Ohan Ironhammer / male dwarf / Com1 / Signature line: 'Beards of me fathers!' / Affiliations... / Outside contacts... / Special... Here is what I don't: Ohan grew up as an exceptionally gifted craftsman. When he was only 12, he created his first masterwork weapon, which earned him the friendship of the kingdom's prince...[goes on for about five pages]...This day he swore to take revenge for the death of his father. He would hunt his murderer down and bring justice so the soul of his victims could have peace at last. I think we should title the journal entries differently. The ones about the town done by Thanatos should be titled as a "chronicle" keeping the same year and month timeline, the ones created by the PC's and NPC's should be titled as "journals" in a sense 1 would be public "chronicle" and 1 would be personal "journal" I wouldn't even have the slightest problem to rename Eckland's History to go along with the name of Thanatos' entries. As for the journals of other characters, I think it is sufficient to end each entry with something like 'From the Journals of ...' |
| Return of the Flumph05-11-07, 12:02 PM | If we need a new threat, and want to tie the orcs into it, then I suggest linking them both back to that adventuring party that had the snot beaten out of them by a mysterious creature at Mt. Generic. Here's my idea: At the foot of Mt. Generic is the tomb of King Ancient, who was buried there a long time ago with some spiffy magic items and treasure. The adventuring party went to his tomb to see if they could recover the items (they needed some better weaponry for an upcoming campaign against evil and couldn't afford to buy their own...or maybe they were just amoral, greedy jerks who like raiding tombs. Either way). When they got there, it turned out the tomb had become the home of a Red Dragon (probably Juvenile, or Young Adult at most), who had taken all the treasures and added them to its hoard. The adventurers were completely outclassed by the dragon and barely escaped with their lives. This disturbance has caused the dragon to pay more attention to the surrounding countryside. It notices Eckland's prosperity, and wishes to either raise the town and take all the wealth, or else subjugate it and force it to pay an annual tribute of gold and, occasionally, the odd virgin. It bullies the orcs (who had been thinking of making peace with the humans) into subservience to help with its plan, but some of the orcs don't want to. To save the town, Gregory must convince the orcs to free themselves from the dragon's leadership, and then either kill the fiend or force it to leave forever. The increased orc activity under the dragon's leadership, btw, could be what has Ezra worried, as they are hunting too many animals. Sound good? |
| TimelordSimone05-11-07, 12:48 PM | I love it. Sounds awesome. You've clearly given it a lot of thought. As a side point... I believe Thanatos must be getting somewhere towards attaining a class? |
| Return of the Flumph05-11-07, 12:50 PM | Made it up as I went along, actually. And yes, as I've already stated, there is ample room for another PC. Thanatos should be it. |
| Solian05-11-07, 01:07 PM | [QUOTE=Rockjaw;12360391]Eckland Year 6, month 7-9 As summer comes into full swing, Ezra begins wandering town more than usual, getting to know more people and learning more about, what seems to Ezra, the weird human culture. Gregory is also seen wandering town with Marya, seeing to anything that needs to be done throughout the town of Eckland. With the town charter set up, people in town begin feeling alot safer, the prospectors adhering to this charter alot more, things begin to settle down. The local Drunkard, known as Daniel "ditsy" Korel (commoner 1), has began taking up residence in the local prison more and more and has begun getting a name for himself because of his drunken ways, though everyone round town loves his upbeat attitude and happy lumbering and singing. Some more children are also born around town. Because of the increase in children, Ezra has begun to teach a few of the older children in things like reading and writing, employing help from some of the women around town. Late into the 8th month, a great discovery of gold ore was made by soem of the prospectors. Though not much, the prospectors are beginning to think that they may be able to start getting more of an income through this new development. As the harvest begins late in the 9th month, people begin buying some more of the local ale and business for the brewers begins to get bigger, seemed to have the effect of warming up those who are out in the fields. TOTAL POPULATION - 234 (adepts 2, advisor 1, barmaid 4, bouncer 1, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 84, fortune tellers 2, founder families 26, guards 7, herbalists 3, inn keeper 1, jeweller 1, laborers 29, masons 4, merchants 2, millers 3, miners 6, perfumiers 3, pestcatcher 1, physicians 2, prospectors 8, roadsweeper 1, shepherds 8, smiths 3, town planner 1, trappers 6, weaver/tailor 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-83 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (2nd Warror) Sam Thompson (Half-Elf Expert 2) Jack Heppert, Guard (1st Warrior) Lyelis Wynthad, Imposter (1st Warrior) Brother Atil, Adept(2nd Adept) Vera, Adept (1st Adept) Roland Ashoff Hirundo "Cooper" Grus Fantus, pseudodragon pestcatcher Daniel "ditsy" Korel, Local Drunkard (1st Commoner) GUARDS- (Morningstar, dagger, studded leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 5, 1st level Warrior's (Jack Heppert included) BUILDINGS- Apothecary Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Weaver/ Tailor's 87 Homes TOWN COFFERS- 7215 gold 0 Silver (1 silver bar) 1 ring (not yet identified) 2 Copper Sounds cool return of the flumph, didn't want to add it into mine though, considering it was your idea, you should get the privilege of that. |
| Return of the Flumph05-11-07, 01:15 PM | You could have still worked in Thanatos. Okay, for the sake of organization, I preemptively call next segment. If anyone has a proposal, or wants to put in a vote for dragon/no dragon, post it. I will also be introducing Thanatos' new career as a bard if no one objects. |
| Sylvaroth05-11-07, 01:42 PM | What if we introduced a little dilemma with your idea, RotF. "In the gloom of dusk a stranger in delicate clothes, accompanied by some bulky, hooded figures, are observed making a visit to Eckson Keep..." It is the disguised red with some of his orc subjects. The dragon wants to discuss his interest in the growing town with Gregory. The alternative to the 'protection money' would be frequent orc raids, surprising blazes (hint!), and other inopportunenesses. Now, what will Gregory do? As for Thanatos being a bard, count me in. Solian, shouldn't Brother Atil be the one who teaches the town's children things like reading and writing? Why should Ezra even know how to read or write (other than automatic literacy for all classes except Barbarian)? Don't get me wrong, the children do obviously love Ezra, but he should be more of the Knowledge (nature) kind of teacher, agree? |
| deanruel05-11-07, 05:35 PM | Allright I have to shoot out to work for the night so I'm gonna have to make this fairly quick. I have a few responses to some things though 1-I think Thanatos would honestly make a better wizard than a bard. Bard's are charismatic, handsome, and charming. Thanatos is a bookworm who, as far as I understand, has more brains than brawn. Keep in mind Bard's have a medium base attack bonus and that just doesn't seem to fit with the Thanatos I've been reading about. Now if he did become a first level wizard he'd need someone to study under and that would be the perfect opening for SupercrazyDM's big Adept. They could have that cool teacher-student relationship where one is better but the younger one has incredible untapped talent. Good stuff. 2-Dragon. I love the idea and everyone that goes along with it with one exception: The Dragon. By my understanding even at the Juvenile stage a Dragon is older than most people ever will live to be and would thusly, in my opinion, already be fairly well known throughout the area. Additionally Dragons are so powerful in so many ways that even a Juvenile one could wipe out the entire town without much effort even IF Eckson tried to stop it. Eckson's a badass and he hits really hard but he can't fly. And about a dozen passes with that breath weapon would end Eckland reaaaaally quickly. Would you consider keeping the storyline but changing the monster to another kind of intelligent "masterming" type monster? Say a Naga or an intelligent undead or a Medusa or even a Half-dragon anything. Essentially the worry I would have is that we would have to create a plot reason why the dragon wouldn't just become the towns owner. Because dragons are ******* awesome and they can do stuff like that. 3-Next PC. I have no direct idea for the next PC but I might even suggest that the Elf monk move on. No one has really used her in anything and no one seems to have any real plans in mind so if we wanted to throw a couple new PC's in we could do it by having her just keep going and doing her monk thing. I think that's it. Anyways, see you all in six hours! |
| TimelordSimone05-11-07, 05:55 PM | The reason I thought Thanatos should be a bard is that he could be mentored by Eckson himself. You see, then Eckson could eventually pass down the Lyre of Building to him. Just my take on it. |
| Sylvaroth05-11-07, 05:56 PM | 1-I think Thanatos would honestly make a better wizard than a bard. Bard's are charismatic, handsome, and charming. Thanatos is a bookworm who, as far as I understand, has more brains than brawn. Keep in mind Bard's have a medium base attack bonus and that just doesn't seem to fit with the Thanatos I've been reading about. Now if he did become a first level wizard he'd need someone to study under and that would be the perfect opening for SupercrazyDM's big Adept. They could have that cool teacher-student relationship where one is better but the younger one has incredible untapped talent. Good stuff. Yes :D Thanatos the Sage of Eckland (Soon-to-be-Wiz1):cool: 2-Dragon. I love the idea and everyone that goes along with it with one exception: The Dragon. By my understanding even at the Juvenile stage a Dragon is older than most people ever will live to be and would thusly, in my opinion, already be fairly well known throughout the area. Additionally Dragons are so powerful in so many ways that even a Juvenile one could wipe out the entire town without much effort even IF Eckson tried to stop it. Eckson's a badass and he hits really hard but he can't fly. And about a dozen passes with that breath weapon would end Eckland reaaaaally quickly. Would you consider keeping the storyline but changing the monster to another kind of intelligent "masterming" type monster? Say a Naga or an intelligent undead or a Medusa or even a Half-dragon anything. Essentially the worry I would have is that we would have to create a plot reason why the dragon wouldn't just become the towns owner. Because dragons are ******* awesome and they can do stuff like that. Why dragons don't take over everything: They don't for the same reason you don't feel compelled to hold dominion over the ant nest in your garden. Sure, if they get in the house you'll find some ant poison, but otherwise it's hardly worth it. Of course, some children buy ant farms to learn about/play with the lesser creatures. Exactly, because they live for Thousands of years their plans usually span a very long time. In my world there are even cases where a player is a decendant of an old character (their ancestor somewhere back in the bloodline) stole something from or killed the kin of a Dragon. Well after plottign and planning for 150 years the Dragon puts his plan into action that takes 5 years its self but which is sured to ruin, torment & probably kill the player. Think of Dragons as the mean kid with the magnifying glass and the players as Ants. Yes they can decimate nations, and which they do. But not so often to rule the world, becuase honestly... Why would they waste that much time. because it takes 1000 years for the dragon to get big enough and strong enough to do that to a town. It takes 30 years for some stupid human to grow up and be strong enough to kick its scaled arse. My thoughts on the topic: (as the wyrm to the callow young dragon who posed the question...) Youngling, you want me to take over the world? Well, I suppose I could bend the lessers to my will and use them, but while I'm out conquering, who will protect my hoard? You? Don't be ridiculous. You couldn't repel an umber hulk, let alone a group of determined adventurers. No, you go conquer the world. I'll stay right here, basking in the glow of my hoard. See how this gem glows, how the light of the moon illuminates its facets? Is it not beautiful? ... |
| HK-47 II05-11-07, 07:28 PM | *snip* 3-Next PC. I have no direct idea for the next PC but I might even suggest that the Elf monk move on. No one has really used her in anything and no one seems to have any real plans in mind so if we wanted to throw a couple new PC's in we could do it by having her just keep going and doing her monk thing. Well, I have a few ideas for the monk.... pick one... 1. The Militia is occupied by something and the Monk becomes the sheriff while they're busy 2. The Monk goes on an adventure for a few few years, then returns... several levels higher... 3. The Orc problem we were talking about? In my original "Eckson becomes an Orc chief" proposal she was the one, along with Brother Atil, who objected to attacking the Orcs... of course, that proposal is changing form now 4. Eckland is invaded and several people die, including Iluven, but others too... a holiday of remembrance called Matyrday starts being celebrated... |
| Argo05-11-07, 07:53 PM | First off -- Wow! Great thread guys. I just read all twelve pages... and I have to say, I wish I had been able to get involved earlier. Proposal: Earlier on in the thread, someone made mention of having an All-Eckland Tournament of skill and strength. Archery competition, Javelin throw, Sprinting, Climbing, that sort of thing. A nice fun fiesta so everyone can have some fun before the harvest. Name? The Ecks Games. (It's grounded in the reality of the town, and -- come on -- it's too funny.) Proposal: The monk. She lives out in the forest, and makes friends with Ezra. And though the going is slow, she starts spending a bit more time in town. People keep trying to get her to warm up, but she just isn't that used to spending much time around others. (I'm not sure if we definitively established that she is Elhorir's daughter, but I'm assuming that she isn't.) In two years, she wins several events in the Ecks Games (the Tree Climb, the River Swim, Eckson's Sprint) and gains some popularity for her athletic prowess. This is also my official vote of 'No' to having the monk leave. This is also my official vote of 'Yes' to making Thanatos a Wizard. |
| DwarvenArcher05-11-07, 08:35 PM | I agree with Thanatos as a lvl1 mage, it fits. The dragon villain sounds good, but I don't see why it would reveal it's race. If word gets out, some more powerfull adventurers will show up and slay it. Propose that the dragon pretends to be an orc chieftain or some such for now. Also, lets give Gregory a love interest already! How about this mysterious new female monk PC. I could see him falling for another adventurer, especially if she aids the town somehow. EDIT: Actually, if the monk's level is bumped up a little, she and Eckson could take the dragon themselves. Now they're orc warlords! ;) |
| Argo05-11-07, 08:55 PM | I like the idea of the dragon just kind of hanging out several miles from town. Close enough where Eckland takes notice, but not so close that people live in fear. Parents to children: Don't finish yer greens? The dragon'll get you! |
| Return of the Flumph05-11-07, 09:05 PM | On second thoughts, I have a paper to write. Someone else can do the next segment. |
| Argo05-11-07, 10:26 PM | There hasn't been any response to my proposals yet, but I've begun writing Year 6 Months 10 - 12 including them. If someone is opposed, I will retract my forthcoming chronicle with no objection. EDIT: So, we agreed on no lookout tower, right? Because if there was one, that would really be great. ... I believe it got shot down back in Year 3 or 4. The town's much bigger now. Can we revive the Lookout Tower suggestion? |
| deanruel05-11-07, 11:35 PM | I wouldn't mind a lookout tower or 3. In the real world sense making 3 watchtowers for a town of 250 would be ludicrously paranoid. But this isn't the real world it's the D&D world. And orc invasions happen like every day to some town somewhere. In response to Sylvaroth's "Why Dragon's don't take over the world" points: Notice that those are why dragons don't take over the WORLD. It's a classic Dragon thing to just take over a town and make it get you money because Dragon's love money and there is nothing an average towns defences can do to deter a Dragon. Let me run down the numbers in a super best case scenario, which means that I will be assuming that the dragon attacking has the worst possible trait of any given dragon in a given category. Even a juvenile Dragon has a 150 foot fly speed and a MINIMUM of a 40 foot breath weapon and a MINIMUM Armor class of 21 and even a very very hardcore Guard is going to have a MAXIMUM BAB of +5. This means that in an absolutely best case, wherien all of the town Guard are prepared for the dragon and armed with longbows and the militia is called to back them up. The Dragon will fly 40 feet above the ground and give everyone attacking with spears a -4 modifier (meaning one out of every 20 attacks will deal 1d8 damage) and the guards no negative (meaning that one out of every 5 guard attacks will deal 1d8 damage). Assuming 100 armed peasants and 5 armed guards you would be able to deal roughly 25 points of damage a turn (assuming the dragon never fought back). This would mean that it would take 4 rounds to seriously threaten the life of even a weak White Dragon which would have, in that time, been able to kill literally dozens of people and any building it came across and then simply fly away once it got seriously worried and come back later. The point is that even in the absolutely best case scenario things only look moderately OK. In an average scenario a Juvenile dragon would fly in at 600 feet a round, torch a few dozen people and buildings and demand payment be left or this would happen again next week. Dragons rock superhardcore and there is no way to talk that away. Even Eckson would get his ass royally kicked by a Juvenile Dragon and I can't really support the existence of a threat that the town cannot legitimately handle even on the best of circumstances. I like Dragons but if we wanted to introduce one we would have to do it the way it would really go down and that would basically end up with the town paying the Dragon protection money every week. *All of Argo's post* Hey thanks for reading and joining in on the fun. Allright lets get to it- The Ecks Games? Hilarious. I don't generally agree with proposals centered around making events or holidays (mostly because if everyone one was allowed to go through Eckland would have 1/4 of it's year in holidays) but a Tournament of some kind might be pretty cool. The Monk leaving is something I suggested not because I don't like her. She's a plenty legitimate character and I'm all kinds of cool with that. But even if we tack on some points of interest to her the fact is that she is fairly uninteresting and bland. And the fact that in the 2 years of chronicling since she arrived NO ONE has even so much as mentioned her proves that I think. We could MAKE her start winning competitions and we could MAKE her go through some sort of ritual and become awesome or important and we could MAKE a lot of things happen to her that would somehow make her cool and fun to talk about but why make beef flavored ramen when you can just make steak. By that I mean why put a lot of effort into making an uninteresting character interesting when we could just MAKE an interesting character and then put the same effort into making -that- character MORE interesting. |
| Argo05-11-07, 11:44 PM | I'm basically done with the next three months. But I'm not sure how to calculate the new tax revenue. And I would really prefer not to have to look back through, like, 600 posts to find it. What was the formula again? Thanks. |
| Rockjaw05-12-07, 12:01 AM | I'm basically done with the next three months. are you doing Year 7, month 1-3 or is yours already up ? |
| Argo05-12-07, 12:03 AM | I'm doing Year 6, 10-12. Flumph rescinded his claim to those months. |
| Argo05-12-07, 12:29 AM | Chronicles of Eckland Year 6, months 10-12 As autumn begins, Gregory decides to mark the joy of the harvest season with a "Tournament of Strength and Skill," that the people of Eckland affectionately call "Eck's Games". The whole town turns out for the first event, a sprint from one of the newly constructed Lookout Towers at the edge of Eckland all the way to the Keep. Many participate, and the rest watch with high spirits. The race comes to be called "Eckson's Sprint," and is handily won by 15-year old Dell Sherwyn (lvl 1 commoner [Run feat]), leaving dozens of older and stronger men in the dust. Dell is the son of one of the farming families who moved to Eckland in July of Year 2. Branzig takes note of the boy's speed, remarking to Jack Heppart "Those young legs could be useful." Ezra watches the games with great interest. "One can always be amazed at the things you humans can do," he laughs. As the games progress (one event every day at noon for a tenday), everyone in town keeps pressing Gregory Eckson himself to participate, and he finally relents, and wins the long jump with a leap of 26 feet, 4 and three quarters inches. Everyone in Eckland has great fun at the games, and the joy from those days carries them through the harvest. Their town pride warming them as they begin the preparations for the cold winter ahead. Brother Atil and Vera have taken to instructing some of the children in the ways of religion, as well as reading and writing. One particularly notable pupil is Samantha Bladecutter (Adept 1), who takes to the teachings like "a gopher to the earth," says Brother Atil. After spending much time in the city, Ezra decides that for the next little while, it would like to be known as a "she". "Why must one stay the same forever, when all of the forest changes color this time of year?" Ezra takes a few of the older children she had been teaching deep into her grove on a four day camping trip. Ezra teaches them how to tell the difference between edible mushrooms and poisonous ones, how to build a shelter, and how to not disturb the other creatures in the forest. She teaches them how to listen--not just hear, but truly listen--to the sounds of nature. When they return, they speak of hearing incredible things deep in the forest at night. (Fey?) Ezra accompanies them to the edge of the forest, but then heads back into her grove to sleep for the coming winter. In the beginning of the 12th month, 6 more prospectors arrive (1 3rd level Expert, 2 level 2 Expert/Warriors and 3 2nd level Commoners), hoping to find gold under Mount Generic. They storm the town, buying up mining equipment as fast as the smiths can make in, filling up the Inn, and drinking ale in the sorts of quantities one drinks when one is expecting to be rich soon. They make fast friends with "Ditzy" Korel, who can (and does) drink them all under the table. The boost to the economy the prospectors bring is not major, but it is noticable, and helps several families pack their stores with cured meats and fishes, and the increase in tax revenue for the town allows Gregory Eckson to begin working on some plans for the future. Just as winter begins at the end of month 12, Dell Sherwyn and a few of the other young men around town officially join the town guard as Lookouts, providing a boost to the town's defenses. ...and just in time, too. TOTAL POPULATION - 240 Adepts 2, Advisors 1, Barmaids 4, Bouncers 1, Brewers 4, Carpenters 3, Con-men 1, Cowherds 11, Entertainer 1, Farmers 84, Fortune Tellers 2, Founder Families 26, Guards 7, Herbalists 3, Inn Keepers 1, Jewellers 1, Laborers 29, Masons 4, Merchants 2, Millers 3, Miners 6, Perfumiers 3, Pestcatcher 1, Physicians 2, Prospectors 14, Roadsweeper 1, Shepherds 8, Smiths 3, Town Planners 1, Trappers 6, Weavers/Tailors 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-83 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Roland Ashoff Brother James Atil, Adept(2nd Adept) Torvald Branzig, Guard (3rd warrior) Samantha Bladecutter (Adept 1) Garth "Trapper" Callieth, Guard (2nd Warror) Vera Dryer, Adept (1st Adept) Marya Camotille, Advisor (4th Expert) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Jack Heppert, Guard (1st Warrior) Daniel "Ditzy" Korel, Local Drunkard (1st Commoner) Cotter Magin, Merchant (2nd Expert) Dell Sherwyn (1st Commoner [Run]) Charlemagne Silverleaf, Con-man (4th Aristocrat) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (1st Warrior) GUARDS- (Morningstar, Dagger, Studded Leather) Branzig (3rd warrior) Trapper Callieth (2nd warrior) 5 First level Warriors (Jack Heppart, and 4 others) LOOKOUTS - (Spear, Leather Armor) 4 First level Commoners (Dell Sherwyn, and 3 others) BUILDINGS Apothecary Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill Perfumiery Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Weaver/ Tailor's 87 Homes TOWN COFFERS- 7602 gold 0 Silver (1 silver bar) 1 ring (not yet identified) 2 Copper Tax formula: {(32 X Town Population)/20} X Number of months I gave some people who didn't have first names first names. Notably Atil and Branzig. I hope nobody minds. I just like people to have first and last names. You don't have to use them. I'm sure everyone in Eckland calls him "Branzig" too. I agreed with Sylvaroth that the Adepts were probably better teachers of the three Rs (Reading, Riting and Religion) than Ezra, but Ezra was probably teaching them more about the natural world. If my method of writing this in was incorrect or in any way improper, I apologize. Proposal for Year 7: Something badass attacks Eckland. Please? Proposal for Year 7: A Halfling caravan comes through. This could be an elegant way to get some racial diversity into Eckland, as well as intorduce that Rogue everybody's been clamoring for. |
| Argo05-12-07, 12:40 AM | The Monk leaving is something I suggested not because I don't like her. She's a plenty legitimate character and I'm all kinds of cool with that. But even if we tack on some points of interest to her the fact is that she is fairly uninteresting and bland. And the fact that in the 2 years of chronicling since she arrived NO ONE has even so much as mentioned her proves that I think. We could MAKE her start winning competitions and we could MAKE her go through some sort of ritual and become awesome or important and we could MAKE a lot of things happen to her that would somehow make her cool and fun to talk about but why make beef flavored ramen when you can just make steak. By that I mean why put a lot of effort into making an uninteresting character interesting when we could just MAKE an interesting character and then put the same effort into making -that- character MORE interesting. Yeah. I actually tried to do something with her. But she is intensely lame. I change my vote. This is my official vote of Yes to the monk leaving. |
| Rockjaw05-12-07, 12:53 AM | Eckland Year 7, months 1-3 Over the turn of the new year a small mournful event befell Eckland, The young and brash adventuring party that went through the town last year, only to return beaten, had lost one of its survivors. The young and niave mage who had accompanied them finall succomed to his wounds. He had been under the care of Brother Atil, who had worked tirelessly to save him. The town mourned him even as his group had disbanded and left months before. Thanatos had spent many hours with him over the months of poor health and that young mage had sensed the raw power within. Slowly Thanatos had worked to first "feel" then manipulate the flows of energy, and how he succeeded...! On his deathbed the young mage had given Thanatos his small, mostly empty spelbook and convinced him to follow the gift he had recieved. Rumors have spread that Mt. Generic is holding dangerous secrets, some of the prospectors have suddenly gone missing, though none of the Dwarven Clan has been touched. Some in town are talking about "bandits" or murderers" living high in the hills, some talk of things more dangerous like giants or even worse...! Lord Eckson is worried and has consulted with Marya, and some of the town elders to see if they should send a group to the mountian when the snow melts. Eckland has seen the formination of two new groups within the town, all the Merchants have agreed to having Cotter Magin as the head of thier council, they are still working on a name for thier organization but "Eckland Merchants Alliance" and "5 Coppers Trading Company" are among the leaders. The Farmers have also come to an agreement (of sorts) and thier yet to be determined leader will probably have his/her hands full. During a long period of heavy snow, one of the more rowdy prospector thugs had a little too much winter ale and challenged Iluven to a fight.....him and his three friends served 2 weeks in jail, and the bruses lasted longer than that...! Jack Heppert and Trapper Callieth, while hunting were beset by bandits over three days walk from Eckland, the fight was savage and both were sorely pressed but through skill at arms won the field. They arrived in town 3 days later with 5 prisioners in tow, Branzig had his first "penal laborers" who spent a lot of time clearing snow and cutting firewood. Spring looks to bring another big trip to Southcity, and this year to Seatown. Events of note: 1.) Lord Eckson has recieved a request from Whatitstown to have a formal meeting come the spring season. 2.) Eckland has opened it's first bakery, run by the married offspring of two of the towns founding families, "The Ample Basket" is a resounding success. 3.) Branzig talks with Lord Eckson several times about "sign" seen in the woods around town, footprints and small dry camps ect. He feels that the rumors of Orcs in the area might be more than just rumors. 4.) After her fight with the bullies, several of the town young ladies have opened up to Iluven, who is shy and not sure how to reciev thier attention 5.) 2 more of age children have chosen to join the guard, marking it's first female recruit. TOTAL POPULATION - 244 (adepts 2, advisor 1, barmaid 4, bouncer 1, brewers 4, carpenters 3, con-man 1, cowherds 11, entertainer 1, farmers 84, fortune tellers 2, founder families 26, guards 7, herbalists 3, inn keeper 1, jeweller 1, laborers 29, masons 4, merchants 2, millers 3, miners 6, perfumiers 3, pestcatcher 1, physicians 2, prospectors 14, roadsweeper 1, shepherds 8, smiths 3, town planner 1, trappers 6, weaver/tailor 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-83 PLAYER CLASS CHARACTERS Gregory Eckson (10th Fighter) Ezra (Awakened tree druid 4, CR7) Ilśvėn Silimaurė (Elven Monk 2) NON-PLAYER CLASS CHARACTERS Marya Camotille, Advisor (4th Expert) Charlemagne Silverleaf, Con-man (4th Aristocrat) Branzig, Guard (3rd warrior) Cotter Magin, Merchant (2nd Expert) "Trapper" Callieth, Guard (3rd Warror) Sam Thompson (Half-Elf Expert 2) Jack Heppert, Guard (2nd Warrior) Lyelis Wynthad, Imposter (1st Warrior) Brother Atil, Adept(2nd Adept) Vera, Adept (1st Adept) Roland Ashoff Hirundo "Cooper" Grus Fantus, pseudodragon pestcatche GUARDS- (Morningstar, dagger, studded leather) Branzig (4th warrior) Trapper Callieth (3rd warrior) Jack Heppert (2nd warrior) 7, 1st level Warrior's LOOKOUT TOWER 4, 1st level commoners (Dell Sherwyn and 3 others) BUILDINGS- Apothecary Bakery Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Masons Mill Perfumiery Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Weaver/ Tailor's 90 Homes TOWN COFFERS- 8124 gold 0 Silver (1 silver bar) 1 ring (not yet identified) 2 Copper[/QUOTE] |
| Rockjaw05-12-07, 01:04 AM | Argo, Nice Job...! |
| Argo05-12-07, 01:17 AM | Thanks, Rockjaw. You too. I particularly like the addition of penal laborers. The town should put them to work doing something that can't be achieved with the lyre of building. Also, the Mysteries in the Mountains. Very cool. Please edit your post to include the formula for how to calculate taxes. I think that should just be kept at the bottom of the post, just so someone who wants to create a chronicle doesn't have to scroll back through the posts to find the formula. EDIT: The name 5 Coppers Trading Company is suggested as a name because the merchants who join must pay a guild dues of 5 coppers per month. Also, I vote for this name. EDIT: Also, I took the trouble of alphabatizing the names in the sblock, as well as naming some of the unnamed people, capitalizing job titles, and bolding the headings. Please use the newly organized version of the sblock. |
| Argo05-12-07, 01:46 AM | Proposal for Year 7: Evil Fey in the forest have grown more powerful in Ezra's prolonged absence. Ezra returned to the forest to hibernate for winter, and she couldn't do much to stop them before she had to sleep. In the early months of Year 7, the fey ran amok in the forest, doing those things that evil fey are wont to do. Then, they start doing things closer to town. I don't know what, I have zero experience with Fey. But somebody in this thread does. And they're going to post about some kind of Fey attack. But knowing Fey (which I don't :D ) they'll wait to attack the town until those Dragon-controlled Orcs launch their first assault. Good thing Dell is so darn fast, Eckland will be able to muster their guards in time to repel the Orcs. But when the Fey attack from the forest? What will Eckland do then? Perhaps press their penal laborers into military service? |
| Sylvaroth05-12-07, 07:22 AM | Eckland's History has been renamed Chronicles of Eckland and updated. Added Latest chronicles First journal entry Frostfair (see Eckland Calendar) Proposal, let Ilśvėn (the FEMALE elven monk) train the town's women in unarmed combat as well as in melee combat with simple weapons, thus relieving Brenzig in his training duties with the town militia. Don't you see that Elrohir's daughter is the perfect match for Greggy? :D I'd also love to see young Daniel Sadras to frequently make visits to Ezra's woods in the next one or two years (he'll be 5 this december), becoming Ecklands first Ranger, resp. Druid in about ten to elven years. |
| Return of the Flumph05-12-07, 07:57 AM | Shouldn't Thanatos be a first level wizard, now? |
| HK-47 II05-12-07, 08:37 AM | Well *I* PROPOSE that the Fortune Teller's Daughter (Sara Archer) gains her first level (perhaps in rogue) at the same time as Thanatos... I further propose that they notice each other's skills and fall in love, but are afraid to tell each other.... |
| Sylvaroth05-12-07, 08:42 AM | Yes, he should. I do also like the idea about him and Sara Archer. Maybe her father was a rogue, too? Remember, rogues don't have to be thieves. She could even expand her fighting skill by training under Ilśvėn. I'll also be doing a revision of past chronicle entries, because I think we have mixed up some of the population numbers (I'd like to know who was the first dead Ecklander, to which families the new babies were born, etc.) And I'd like to keep track of Gregory's XP. Assuming he was at 48,000 XP when he encountered the orcs of Eckson Keep, slaying the wolves, and earning XP for overcoming Ezra by negotiating with it, he might be half-way up to 11th level (this is, of course, assuming, that he gains the same amount of XP, as the average adventuring group would earn it, for single-handedly confronting those encounters). Otherwise (gaining only one fourth of the XP reward) he would have earned 800 to 900 XP by now. |
| DwarvenArcher05-12-07, 10:07 AM | Year 7, month 4-6 As the winter snows melt, Gregory rides out ot meet lord Watits, who is impressed by Gregory's governing and Eckstown's success. They arrange a system of emergency runners such that each town can call upon the other in time of need. Gregory also meets the lord's two neices, Rose and Daisy Illsworth (Aristocrat 3 and 1). They are "of marrying age and want to see your town" according to lord Watits. For the sake of diplomacy, Gregory agrees to take in the girls for a time. With them are 2 servants and their Bodyguard, Jerome(War 2). Spring planting sees the use of new crops introduced from last year's trade caravans. Some minor disagreements over farm boundaries tests the abilities of the newly formed farmers guild. It is decided that farms will be bordered by stone markers, or "Eckstones". Orc raids occur on the roadways out of town, targetting merchants on their way to southcity. Two merchants are killed, their goods and carts stolen or destroyed, the remaining traders too afraid to risk trips on the roadways. Ilśvėn begins training several girls from the village in unarmed combat in a glade just outside of town. During practice, they are attacked by a lone orc. Ilśvėn and the girls slay the creature and return to town as sudden heroes. The people of Eckland stay alert for an attack on the town itself, but so far the raiders choose to attack only travellers. Gregory congratulates Ilśvėn on protecting his town and offers to make her his sheriff. The local children take to calling her "The Orcbane". Around this time, immigrants from Seaville arrive, including a young Potter, a family of fishermen, and a group of mercenaries including a hound-trainer. Gregory builds homes and a pottery for the new arrivals. The mercenaries are apparently friends of Charlemagne Silverleaf and offer to patrol the roadways for a slightly exorbitant fee. To everyone's surprise, the presence of the mercs seems to prevent more raids in the spring. After the excitement, love seems to be in the air. A rumor begins(started by Fantus, most likely) that young Thanatos and the Fortune Teller's Daughter, Sara Archer, are sneaking into the town grainhouse together although no one else ever seems to see them. Gregory is constantly distracted by the attentions of the Illsworth girls, who have no plans of leaving town now that the roads are unsafe for travel and spend an inordinate amount of time scribing out their names ending with "Eckson"! Also, Brother Atil performs 3 marriage ceremonies, blessing the unions to be fruitfull ones. Events of note: 1.) Ezra warns that the camps and other evidence of Orcs in the woods seem to be on the move, gravitating towards town! 2.) Construction begins on a tradeship, the merchants are keen to create a new trade route out of town not relying on the roads. TOTAL POPULATION - 254 Adepts 2, Advisors 1, Aristocrats 2, Barmaids 4, Bodyguard 1, Bouncers 1, Brewers 4, Carpenters 3, Con-men 1, Cowherds 11, Entertainer 1, Farmers 84, Fishermen 3, Fortune Tellers 2, Founder Families 26, Guards 7, Herbalists 3, Inn Keepers 1, Jewellers 1, Laborers 29, Masons 4, Mercenaries 3, Merchants 2, Millers 3, Miners 6, Perfumiers 3, Pestcatcher 1, Physicians 2, Potter 1, Prospectors 14, Roadsweeper 1, Servants 2, Shepherds 8, Smiths 3, Town Planners 1, Trappers 6, Weavers/Tailors 4, Gregory Eckson, Ezra, Ilśvėn Silimaurė) Families-87 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 4, CR7) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) NON-PLAYER CLASS CHARACTERS Roland Ashoff Brother James Atil, Adept(Adept 2) Torvald Branzig, Guard (Warrior 3) Samantha Bladecutter (Adept 1) Garth "Trapper" Callieth, Guard (Warror 2) Vera Dryer, Adept (Adept 1) Marya Camotille, Advisor (Expert 4) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Jack Heppert, Guard (Warrior 1) Rose Illsworth (Aristocrat 3) Daisy Illsworth (Aristocrat 1) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Cotter Magin, Merchant (Expert 2) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) GUARDS- (Morningstar, Dagger, Studded Leather) Branzig (Warrior 3) Trapper Callieth (Warrior 2) 5 First level Warriors (Jack Heppart, and 4 others) LOOKOUTS - (Spear, Leather Armor) 4 First level Commoners (Dell Sherwyn, and 3 others) BUILDINGS Apothecary Bakery Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Weaver/ Tailor's 92 Homes TOWN COFFERS- 8530 gold 4 Silver (1 silver bar) 1 ring (not yet identified) 2 Copper Tax formula: {(32 X Town Population)/20} X Number of months |
| Solian05-12-07, 10:34 AM | nicely done Dwarvenarcher, i like it. It's adding a bit of a twist, but we still haven't figured out whose controlling the orc's. Dragon's out of the window, i'm agreeing with deanruel on this, but i'm not sure what other type of creature could be behind the orc's, any ideas? Proposal The miners have been going missing, maybe make it dueregar because of the dwarves being left alone through reluctant respect of their kin. |
| deanruel05-12-07, 10:45 AM | Great Posts Argo, Rockjaw and Dwarvenarcher! I particularly enjoyed all the little touches you put into yours Rockjaw. I plan to do a little chronicling myself a little later today but I thought I'd use this post to consolidate all of the latest proposals and get them voted on/thrown out/mocked for idiocy/etc. I'll start from the latest Tradeship-I'll vote for that. Good idea. A little dock on the river and Eckland's got a new trade route. Orcs moving in-I'll vote on this one. In fact I will further the proposition and say that Eckson puts out a call for adventurers to quell the orc threat. Sara Archer becoming a Rogue-I vote no. Seems a waste of a PC class. Especially so considering that she wouldn't even be able to do much with it except sneak around the hamlet she lives in and use up a PC slot. Danield Sadras becoming a Ranger-I vote an enthusiastic maybe on this one. I love the idea but it's so far off that I see no need to decide it now. I really really like the idea of him making frequent trips with Ezra to the woods but lets just have that happen and then talk about what class to make Dan in year 15 or so. Evil Fey attacking Eckland-This would be difficult to add in with the orc thing so I'd call it an either/or situation. Either that or make a single moderately powerful Fey in charge of the orcs. Whatev. 5 Coppers Trading Company- I love this name and I vote on it. That's three uncontested votes which means Eckland's economy now has an overseer! Iluven Leaving-I can't vote for this because It is -my- proposal but basically I think Iluven could be replaced by a cooler Fighting class PC. Even given the orcslaying thing that Dwarvenarcher very succesfully put into his post Iluven still feels like a the third wheel among our towns PC's. I think it would make sense to have her help out with the Orc invasion, train some people, kung-fu some baddies and then have her consider her training at the town completed and move on to bigger and better things. As to what could be behind the orcs....Fey, Intelligent Undead, Giants, Bugbears? |
| SupercrazyDM05-12-07, 10:52 AM | Can i do the next month and add the new sorc PC? She can help train Thantos in how to use magic. |
| HK-47 II05-12-07, 11:20 AM | but like was said, not -ALL- rogues are theives, I was thinking she would be a delinquent, with some theiving skills but also diplomatic skills and perception... Listen Bluff Diplomacy Sense Motive Open Lock Search Decipher Script Forgery Hide Are the skills I was thinking. Also, these skills would be useful in dealing with the orcs... Of Course she could be another class, and when I made her family I knew she wouldn't want to follow in her mother's footsteps... but we haven't done anything else with her yet... |
| Sylvaroth05-12-07, 11:39 AM | Orcs moving in-I'll vote on this one. In fact I will further the proposition and say that Eckson puts out a call for adventurers to quell the orc threat. As to what could be behind the orcs....Fey, Intelligent Undead, Giants, Bugbears? Reading DwarvenArcher's chronicle entry, I had the strange idea that the orc raids and the appearence of the elven mercenaries are somehow interconnected. This feeling grew even stronger with this: To everyone's surprise, the presence of the mercs seems to prevent more raids in the spring. Could it be that our mysterious business man Mr. Wynthad is somehow pulling the strings on this one? Speaking of which, DwarvenArcher, I loved how you included Fantus as the possible source of the rumours about the two. Thumbs up. Danield Sadras becoming a Ranger-I vote an enthusiastic maybe on this one. I love the idea but it's so far off that I see no need to decide it now. I really really like the idea of him making frequent trips with Ezra to the woods but lets just have that happen and then talk about what class to make Dan in year 15 or so. Glad you like the idea. I am fine with deciding what or even if we do something with a class to him later (he could even die some day, y'know?). 5 Coppers Trading Company- I love this name and I vote on it. That's three uncontested votes which means Eckland's economy now has an overseer! I'll add this to the Chronicles then. Iluven Leaving-I can't vote for this because It is -my- proposal but basically I think Iluven could be replaced by a cooler Fighting class PC. Even given the orcslaying thing that Dwarvenarcher very succesfully put into his post Iluven still feels like a the third wheel among our towns PC's. I think it would make sense to have her help out with the Orc invasion, train some people, kung-fu some baddies and then have her consider her training at the town completed and move on to bigger and better things. Since I love what DwarvenArcher has done with Ilśvėn, I'd suggest to give her a second chance. Let's see if we can make her into something interesting and worthwhile. Can i do the next month and add the new sorc PC? She can help train Thantos in how to use magic. As you will notice Samantha Bladecutter has already been added as one of Brother Atil's pupils. She's an Adept1. I'd doubt also that a sorcerer could teach a wizard anything. On the contrary I think it would be great to have an arcane couple. Can't we make Sara Archer into a sorceress? This way Thanatos would learn the arcane art and his knowledge would grow alongside Saras talent. They would be so cute, wouldn't they? |
| DwarvenArcher05-12-07, 11:51 AM | Danield Sadras becoming a Ranger- I'm confused what age Sadras is? If he's mid-late teens then fine, otherwise lets hold off. Evil Fey attacking Eckland- No. Fey don't shake mountains and lead bands of Orcs, lets use a bigger monster (dragon, giant, etc) instead. Iluven Leaving- No. Proposals: 1. lets slow the chronicles to one month increments again for the orc stuff. 2. Use these events to level up some of our PC's, or bring in some higher lvl ones. Right now Gregory is 10th, everyone else is lvl 4 or lower. We have room for a 5th PC. EDIT: The Wynthad idea is intriguing, I like it. Archer as a sorc works too, we'll have some rogues soon via the thieves guild anyway. |
| SupercrazyDM05-12-07, 11:55 AM | ok sry for not seeing samantha in there. But yes i do agree that they would be a great couple |
| Sylvaroth05-12-07, 12:04 PM | Danield Sadras becoming a Ranger- I'm confused what age Sadras is? If he's mid-late teens then fine, otherwise lets hold off. He's four years old, aging five in mid winter of this year. Iluven Leaving- No. That's 2 Nos, with mine then. 1. lets slow the chronicles to one month increments again for the orc stuff. You are not straightjacketed to do three month periods (looking at the meager tax income you gave Eckland in your last entry, I thought you knew that ;)). Speaking of which, doesn't Eckland have a toll? Looking at the last town coffer numbers and the formula included at the end of the block it seems we do no longer earn 1 gp per month for toll anymore. Might want to use the formula from the Chronicles: ([1.6 gp x Town Population + 1 gp] x months chronicled) – expenses = Total income per chronicle entry 2. Use these events to level up some of our PC's, or bring in some higher lvl ones. Right now Gregory is 10th, everyone else is lvl 4 or lower. We have room for a 5th PC. I concur. Let's assume that each character involved is at least half way up to leveling. EDIT: The Wynthad idea is intriguing, I like it. Archer as a sorc works too, we'll have some rogues soon via the thieves guild anyway. That's two yes then with mine, any nos? |
| HK-47 II05-12-07, 12:22 PM | I'm fine with Sara becoming a Sorceror, I also like the Idea of Wynthad being the leader of the mercs who are the leader of the orcs... so... "Dagger-Ears" > Wynthad imposter > Mercs > Orcs, Am I getting that right? As for Iluven leaving, a tentative yes... but not now, and with the option of her coming back, should she be needed again... |
| deanruel05-12-07, 12:24 PM | I'll say no to Sara Archer as a PC class again. I just think it's forced. Thanatos as a wizard worked perfectly because there was foreshadowing. Sadras as an eventual Fighter would work because there was foreshadowing. Archer suddenly lighting fire to everything in sight feels like when a family sitcom introduces one of the characters "uncles" as a regular character. It feels cheap and forced and with the exception of the Fonz and Erkle it doesn't work. So unless Sara is gonna start kicking juteboxes or inventing jetpakcs then odds are against her feeling right as a PC. As to Wynthad in charge of the orc thing I'm for it conceptually but someone would have to think long and hard as to why someone who's job it is to maintain a low profile would be leading orc bands to attack the town. Keep in mind this is a world where divination and enchantment magic exist. That means that if you do enough damage people are GOING to find out you did it. |
| HK-47 II05-12-07, 12:28 PM | Her father was an adventurer, besides Sorcery tends to manifest suddenly if I'm not mistaken... I just feel that she wouldn't want to follow in her mother's footsteps (become a fraudulant fortune teller) when her Father was an Adventurer |
| deanruel05-12-07, 12:40 PM | And I'm not saying that she might not want to become someone who's life is a bit more dramatic. She could be a mercenary, a rough and tumble tomboy who turns into a Guard, a magic slinging spellcaster, a nimble witted and silver tongued dillatante or a dozen other things. But I see no reason to make her a PC. Make her a Warrior, an Expert, an Adept, or an Aristrocrat. There is almost nothing that can't be accomplished with those classes. But unless she plans on literally slaying dragons then there is no real need for her to be a PC. NPC class does not mean uninteresting character. In fact I'd bet you that Brother Atil is more written about than anyone except Gregory Eckson himself. The fact that Atil is an adept and not a Cleric doesn't matter to anyone. It's about the character not the class. |
| Sylvaroth05-12-07, 12:42 PM | It's about the character not the class. Reply With Quote Thats perfectly right, even if you turned it the other way around. I think an arcane PC couple is a pretty interesting idea. deanruel, how come you don't trust us to pull an urcle on Sara? :D As for Wynthad, what has keepin a low profile to do with scheming an plotting. Maybe he disguised some of his mercs to impersonate orcs, maybe there are orcs among his organization. In the end he made some money with it, so why is that so incredible? |
| DwarvenArcher05-12-07, 12:45 PM | My estimates for the town treasury assume spending some cash on the mercs. Just having some fun statting out Thanatos: Young Thanatos Male human Wiz1 HD: 1d4 +3 (7 hp). Init: +6. Speed: 30 ft. AC: 12 (+2 Dex), touch 12, flat-footed 10. BAB/Grapple: -1/-1. Attack: -1 melee (1d3-1 knife) or +2 ranged (1d4-1 sling). Full Attack: same AL: NG. SV: Fortitude +0, Reflex +2, Will +3. Abilities: Strength 8, Dexterity 14, Constitution 10, Intelligence 16, Wisdom 12, Charisma 14. Skills: Concentration +4, Spellcraft +7, Move Silently +4, Bluff +4. Feats: Toughness, Scribe Scroll, Improved Initiative. Spells Known: Disguise Self, Grease, Magic Missile, Mage Armor, Alarm, Sleep. Spells/Day: 2 Possessions: Knife, Sling, commoner's outfit, reagent bag, spellbook, mysterious amulet(from the dead wizard), Bobil the mouse(Familiar, rescued from the Grainhouse). |
| HK-47 II05-12-07, 12:49 PM | And I'm saying that she may actually want to do things that require PC classes, but then I'm probably getting to attached, her being one of my first characters in this thread... See I think about her and I can't help but get a clear picture of her personality, and the only NPC class that personality leaves room for is Expert who works as a pickpocket and thief, and you got rid of that when you poked holes in the rogue idea... so, sorry... I'm gonna try to back away from this character, whatever you guys wanna do is fine with me... also, part of her personality was gonna be that she wanted to leave town, until she fell for Thanatos, use, change, or reject that as you want... |
| Heros_Backpack05-12-07, 12:51 PM | As to Wynthad in charge of the orc thing I'm for it conceptually but someone would have to think long and hard as to why someone who's job it is to maintain a low profile would be leading orc bands to attack the town. Keep in mind this is a world where divination and enchantment magic exist. That means that if you do enough damage people are GOING to find out you did it. The orc&merc thing to me sounds like a fairly standard protection racket. Dagger Ears/Wynthad wouldn't have to do any of the actual leading, although he might be pointing them to quiet places that have enough money to make the attacks worthwhile. And by the way, doesn't Eckland already have a dock on the river? EDIT: What happened to Thanatos's 0th lvl spells? |
| HK-47 II05-12-07, 12:54 PM | Thanatos isn't "Dagger-Ears", Thanatos is a young Wizard who no one has proposed having anything to do with the orcs.... |
| deanruel05-12-07, 01:04 PM | I think an arcane PC couple is a pretty interesting idea. deanruel, how come you don't trust us to pull an urcle on Sara? :D Lol. You know I trust you guys. Either way it goes I'm sure everything will be cool. So I've cast my vote and I'm sticking by it but majority rules here so if Sara becomes a PC, fine and if not that's fine too. I love Thanatos' stats Dwarvenarcher. I particularly like Bobil the mouse, that's onna those things that just tugs at the heartstrings. Y'know what I thought of as a wicked cool idea? Considering the lifespan of a mouse is pretty short, Thanatos could keep doing his mage thing and levelling up and when he hits 7th level Bobil could die (naturally) and then be replaced by a character in town that hasn't seen much attention: Fantas the Psuedodragon. Pretty cool huh? Our own dragon toting spellslinger |
| Sylvaroth05-12-07, 01:07 PM | I gues it was just a mistake. I am quite sure HB wanted to say Dagger Ears/Wynthad, didn't he? Lol. You know I trust you guys. Either way it goes I'm sure everything will be cool. So I've cast my vote and I'm sticking by it but majority rules here so if Sara becomes a PC, fine and if not that's fine too. IIRC 1 no and 1,000 yesses is still no, right? So maybe we could try it for one year and then decide on the fate of our new couple. Deal? I love Thanatos' stats Dwarvenarcher. I particularly like Bobil the mouse, that's onna those things that just tugs at the heartstrings. Y'know what I thought of as a wicked cool idea? Considering the lifespan of a mouse is pretty short, Thanatos could keep doing his mage thing and levelling up and when he hits 7th level Bobil could die (naturally) and then be replaced by a character in town that hasn't seen much attention: Fantas the Psuedodragon. Pretty cool huh? Our own dragon toting spellslinger It's Fantus. I was actually thinking about a way to do the very thing you suggest. To introduce some comedy I propose to let Fantus and Bobil have a kind of love/hate relationship. See, Fantus' job is to prey on mice and Bobil is, well, a mouse actually :D |
| Heros_Backpack05-12-07, 02:53 PM | I gues it was just a mistake. I am quite sure HB wanted to say Dagger Ears/Wynthad, didn't he? Yeah, that's the one. I lost track of the names for a moment. (Smacks forehead) Changed. |
| Return of the Flumph05-12-07, 03:13 PM | How about this: The monster from the mountain (not a dragon, apparently) sent the orcs to raid the town for treasure. The orcs already had contact of some sort with Dagger Ears' guild, and they figure extortion would be easier and less risky than actually raiding the town. Everyone's ideas mixed together. |
| Argo05-12-07, 03:29 PM | Evil Fey attacking Eckland- No. Fey don't shake mountains and lead bands of Orcs, lets use a bigger monster (dragon, giant, etc) instead. If you look at what I said in the post where I suggested it, I in no way implied that they Fey had anything at all to do with the Orcs, the rumbling mountain, or anything else. I set them up as being in Ezra's forest at night ,and being able to grow in power now that Ezra is spending more time in town and less in the forest. I also said that if/when the evil Fey decide to attack, they would wait until the town was sufficiently distracted by something else (i.e. the unrelated Orcs attacking). That way we could have that really fun moment when the Orcs are attacking from the north, and everyone is scrambling to repel the Orcs, but then these evil Fey start swarming in from the south, and everyone needs to work twice as hard to repel the double-sided assault. That's all I was thinking. I wasn't trying to insinuate that the evil Fey were controlling the Orcs, or shaking the mountain, or a dragon. Also, I vote Yes on the Orcs being in cahoots with the merceneries. I vote No on adding a sorcerer. I vote No on making what's-her-face a Rogue. Nobody made any mention of my proposal to have a halfling caravan come through town, so I repropose it. |
| SupercrazyDM05-12-07, 03:37 PM | I vote yes for the halfing caravan |
| DwarvenArcher05-12-07, 03:38 PM | If these Orcs are connected to the ones that were in the castle originally, perhaps their leader considers the town to be theirs? Maybe the keep has special value to it such as lost valuables(as yet undiscovered by our PC's) or a religious center/ancient orc catacombs? Perhaps it hired dagger-ears to scout the town for it, and/or help in a conquest! :eek: Nobody made any mention of my proposal to have a halfling caravan come through town, so I repropose it. YES |
| Argo05-12-07, 04:32 PM | Also, I want to vote no on that 5 year old kid becoming a Ranger. I was actually thinking maybe one of the older kids that accompanied Ezra into the forest on the camping trip could begin down the path of Druid/Rangerdom. I vote yes on the Eckland navy. I was actually hoping that building ships would be Eckson's "plans for the future" that I alluded to in my Chronicle. It's time for war. I vote yes on having SOMETHING attack Eckland soon and kill about 2 - 3% of the population. Who's with me? |
| Sylvaroth05-12-07, 04:51 PM | Also, I want to vote no on that 5 year old kid becoming a Ranger. I was actually thinking maybe one of the older kids that accompanied Ezra into the forest on the camping trip could begin down the path of Druid/Rangerdom. Who ever said he would be a 5 year ol ranger? I vote yes on the Eckland navy. I was actually hoping that building ships would be Eckson's "plans for the future" that I alluded to in my Chronicle. A navy on a river? It's time for war. I vote yes on having SOMETHING attack Eckland soon and kill about 2 - 3% of the population. Who's with me? Count me in. Let's kick some ass |
| Return of the Flumph05-12-07, 04:56 PM | Okay; what lives in the mountain? |
| DwarvenArcher05-12-07, 05:43 PM | How about this? Just an idea I'm throwing out. Proposal for the BBEG: Braz'nus ("Ruinous Fire" in Orc) Male Half Red dragon/Half Minotaur HD: 6d10+24 (57 hp). Init: -1. Speed: 30 ft (fly 60ft, average). AC: 21 (-1 size, -1 Dex, +9 natural, +4 hide armor), touch 8, flat-footed 21. BAB/Grapple: +6/+20. Attack: +16 melee (3d6+22/x3 great axe) or +15 melee (1d8+15 gore) or +15 melee (1d8 + 15 bite) or +15 melee (1d6+15 claw) Full Attack: +16/+11 melee (3d6+22/x3 great axe) and +10 melee (1d8+15 gore) and +10 melee (1d8+15 bite). Space/Reach: 10ft/10ft AL: CE SV: Fortitude +8, Reflex +4, Will +5. Abilities: Strength 30, Dexterity 8, Constitution 18, Intelligence 15, Wisdom 10, Charisma 14. Skills: Bluff +6, Diplomacy +6, Intimidate +11, Jump +24, Knowledge:Local +6, Listen +13, Search +15, Spot +13 Feats: Great Fortitude, Power Attack, Track Possessions: Hide Armor, MW Great Axe, pillaged treasure. Braz'nus entered this region long ago, slowling dominating the orc tribes under mount generic and in the surrounding hills. He is privately enraged at the loss of Eckland keep 7 years ago, as he is extremely territorial. Braz has secret "understandings" with many local lords that they pay for his "protection". Eckland is a personal matter, he has already promised its destruction to his orc chieftains. |
| Johnny_Angel05-12-07, 05:43 PM | Okay; what lives in the mountain? Proposal I think instead of the standard red dragon that it should be a half-red dragon wyvern. My reasoning is that Wyverns tend to be a little more direct (i.e. use brute force) in their decision making; the addition of some red dragon blood would give the wyvern a bit of the cocky; egotistic attitude of a dragon. If not a dragon, I vote for an aboleth living in an underground lake in the mountain. Many years ago the aboleth went into a deep sleep due to a lack of water; thousands of years later the land changed and a small lake accumulated around the aboleth. The aboleth became sentient once more as more and more water pooled around it and provided enough water for it to survive normally. Heck...really, you could combine the two ideas. Maybe the aboleth used its mind control powers to control the "red wyvern." Aboleths are smart, so part of its plan could be to use the wyvern as a way to keep outsiders from discovering the true source of mayhem in the area. Proposal Many people have mentioned the female monk training in the woods and becoming friends with Ezra. Now, I realize that you're trying to avoid multiclass characters, but I think an easy solution would be to eventually have the female monk become a monk/druid with a LN alignment. LN because monks need to be lawful, and druids need to have some aspect of their alignment be neutral; also, from what I've read, she has a somewhat cold personality. This could reflect her devotion to law. Over time she could gain a reputation for beying fair and just in her rulings when asked to arbitrate things; from time to time she could serve as something of a judge when problems arise in town. Furthermore, if my first proposal is accepted - with the aboleth, one of the first major things the monk could do is serve as something of a foot soldier for Ezra (who can't move quickly from what I gather) to possibly confront the aboleth's forces as abberations are (normally) seen as being an assault on nature - which druids hold to be sacred. If nothing else, this hook could be left unresolved so that a DM who wishes to use this town could have a starting point for a series of adventures. Also, I know I'm not a regular, but -if my opinion counts for anything- I don't feel the introduction of fey into the orc problem makes a whole lot of sense. EDIT: I didn't see the post prior to this. A minotaur could work too; a series of mazes in the depths of the mountain would be quite a challenge - seing as how minotaurs typically are associated with that sort of thing. I still support the idea of the BBEG being somehow controlled by an aboleth...the RBBEG (really big bad evil guy). |
| deanruel05-12-07, 05:43 PM | IIRC 1 no and 1,000 yesses is still no, right? So maybe we could try it for one year and then decide on the fate of our new couple. Deal? It's really more even than that. I think it's 3 to 3 or maybe 3 to 4. Anyway. For what lives in the mountains how about a Hag? Either a Green Hag or an Annis would be both evil enough to coerce orcs into killing the town that's in -her- territory, and intelligent enough to pull it off. Also while I'm for the attack I think a statement like "Lets kill 2-3% of the population". That sort of undermines the versimilitude of the project. Basically what your saying is that the orcs are going to just enough to make themselves a real tragedy, but not enough to be truly detrimental to the town. This ignores the preparations that our town -has- put in place and puts aside things like the town size. Essentially the Orc invasion is going to tailor itself to our town to make it sad but still functional and that is not right to me. I would prefer that whenever the "Orc Attack" post is made that whoever is making it runs things through and sees how many they believe the orcs -would- kill. Meaning if 30 orcs charge in, are seen by lookouts, and come into the town facing a 10th level character, 5 guards, and 100 armed and proficient peasants in an open field a good answer for how many they would kill might be "0". However if an orc army of hundreds rampages through in the middle of the night and somehow surprise the lookouts it might be that the whole town gets it. I'm fine with tragedy but lets make things happen as we believe they would. -EDIT- I vote against the Aboleth because they are too hardcore to even explain. But the half dragon wyvern might be sorta cool. |
| Johnny_Angel05-12-07, 05:49 PM | I can see your reasoning behind saying nay to the aboleth....just trying to give some love to a MM1 creature that I think gets overlooked a lot. EDIT: Thanks for lending some support to the wyvern though. I love dragons; don't get me wrong, but I like the idea of a more (for lack of better words) "beastial" dragon being behind the orcs, and I feel that a wyvern (with some added intelligence from the dragon heritage) would fit that role very well. |
| Sylvaroth05-12-07, 05:51 PM | What if we did a little optimization here? Let one group of us be the orcs, the other group will be the town. Now we'll run through several simulations, voting in the end, which one is the most appealing. |
| DwarvenArcher05-12-07, 06:06 PM | Half dragon/half wyvern it is! Somebody write up an installment already. |
| Johnny_Angel05-12-07, 06:11 PM | Half dragon/half wyvern it is! Somebody write up an installment already. Just to double check...using only core material, right? |
| DwarvenArcher05-12-07, 06:17 PM | I believe it's core only so as to be as compatible as possible. |
| Return of the Flumph05-12-07, 06:18 PM | Just to double check...using only core material, right? Right. |
| Johnny_Angel05-12-07, 08:29 PM | TROGDAX HALF-RED DRAGON WYVERN Large Dragon Hit Dice: 7d12+35 (80 hp) Initiative: +1 Speed: 20ft (4 squares); fly 40 ft (average) Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21 Base Attack/Grapple: +7/+22 Attack: Sting +17 melee (1d6+11 plus poison) or talon +17 melee (2d6+11) or bite +17 melee (2d8+11) or claw +17 melee (1d6+11) Full Attack: Sting +17 melee (1d6+11 plus poison) and bite +15 melee (2d8+11) and 2 wings +15 melee (1d8+5) and 2 talons +15 melee (2d6+11) and 2 claws +15 melee (1d6+11) (does not include adjustments for power attack) Space/Reach: 10ft/5ft Special Attacks: poison, improved grab, breath weapon Special Qualities: Darkvision 60 ft, low-light vision, scent, immunity to sleep and paralysis, immunity to fire Saves: fort 10, reflex 6, will 9 Abilities: Str 32, Dex 12, Con 20, Int 10, Wis 14, Cha 13 Skills: spot +15, listen +12, move silently +11, intimidate +11, hide +7, gather information +6, knowledge local +5 Feats: Iron Will, Flyby Attack, Power Attack , Multi-attack (B) Environment: Mt. Generic Organization: solitary or with a pair of orc servants Challenge Rating: 10 Treasure: Standard plus 1 Mace of Blood Alignment: NE Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan) Level Adjustment: ----- A slight tinge of sulfur enters your nose; as you turn toward the smell, your eyes behold the image of a large two-legged lizard which would tower over even an ogre. It has a long tail tipped with a thick knot of cartilage from a stinger protrudes much like that of a scorpion. It has leather bat-like wings which seem to glisten with a tint of red when light hits them, and its huge jaws are filled with long sharp teeth; small whisps of smoke escape its mouth - revealing the source of the smell. You can't help but notice the seemingly stone-like cut of the beast's muscles as it lumbers toward you with malice in its eyes. COMBAT Trogdax's tactics aren't much different from that of a typical wyvern; he tends to be aggressive. Much like his personality, he enjoys focusing his physical strength on those that seem to be obviously weaker than himself (i.e. lightly armored spellcasters, rogues, etc.) He is not; however, afraid to pursue stronger combatants, and he very much enjoys contests of physical might, but he prefers weak targets because he likes to bully those that are weaker than he. One of his favorite tactics is to swoop down on and opponent, grapple them with his talons, and then hit them at point blank range with his breath weapon. He is smarter than the typical wyvern though, and -if need be- he will use his breath weapon at the beginning of combat in an attempt to bring down ranged attackers. Trodax can only slash with his talons while making a flyby attack. Fire Breath Weapon: Once per day Trogdax can use his breath weapon - a 30ft cone of fire - which deals 6d8 points of damage. A successful reflex save (DC 18) reduces the damage by half. Improved Grab (Ex): To use this ability, Trogdax must hit with his talons. He can then attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he then establishes a hold and stings. Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 2d6 Con. The save is Constitution-based. Skills: Trogdax has a +3 racial bonus on Spot Checks (this was included in my calculations for his skills.) Notes of interest: 1) I used the elite array for Trogdax's stats; I also added the bonus ability point from reaching his 4th HD to his Str Score; 2) You may have noticed I changed some of the feats that a normal Wyvern has; 3) I'd appreciate it if someone checked over this to make sure I didn't make any mistakes - if you have any questions about my calculations or how I came up with any of the figures, I'll answer to the best of my ability. Additional Info: For those of you who have books outside of the core material and wish to alter Trogdax, one of my main suggestions would be to replace Power Attack with the feat from Races of Dragon that allows half-dragons to use their breath weapon every 1d4 rounds instead of only once per day. |
| Return of the Flumph05-12-07, 08:34 PM | Trogdax. I could make sooooooo many jokes right now. |
| Johnny_Angel05-12-07, 08:38 PM | Trogdax. I could make sooooooo many jokes right now. Well, he is half red dragon. ;) Burninating all the peoples... |
| Rockjaw05-12-07, 11:30 PM | Wow......, I mean it Wow...!! I'm at work for 1 day and you guys to this..!! Excellent |
| Rockjaw05-12-07, 11:39 PM | Proposal: I think we should stop at the end of year #9, beginning of #10 and allow the thread leaders to compile a "master list" on the town that includes a summary of all the posts we've done so far.... This will keep all of us current and up to date, on all maters town related as well as give us all something to work from going forward. In reading some of the fantastic thread posts we have I really don't want us to miss any of these details. Just a suggestion |
| Johnny_Angel05-12-07, 11:44 PM | Sounds like a solid proposal to me; again, I'm not a regular, but I'm voting yay. I think that's similar to what the first few posts are intended to be anyway. |
| Rockjaw05-13-07, 12:15 AM | Thanks, I like some the ideas you have, and your posts are welcome.. I think a "shallow water navy" is an excellent concept but for it to work we would need a threat from the river or sea. We never did establish just how far inland we are, nor did we really give the size of the river, so it could work. We would need to create some very unique boats to do it and thier primary mission would be either riverine warfare or landing of infantry troops, but we could mount them with balista or small catapults or something cool The big critter in the mountian is an excellent idea, and I love the stat block (I was just going to do 2 stone giant brothers-lame) but this is very good...! The only thing I think we may need is a reason for the agression, I know that Reds are very blunt and hard-headed but we need, I think a reason for him to be loking directly at our little town. Some kind of a secret or plot-hook. If it was fast cash why not the prospectors, or just hit us with a raid, I think we need to have him NEED something that we have. I'm not sure what but it would make the "why us" question go away. I love the concept of him bullying the Orcs into submission and given that most are savage anyway it will work.....but what about this: The orcs readied for WAR, and aginst thier wrath the small manling village of "ECKKLUND" will dissappear. Some are eager, almost to the level of intoxication. Some are subdued looking to the hidden cave on the far side of the mountian hoping aginst all hope that thier familys are still safe, imprisioned by thier vicious slavemater. The warriors of the "Myquar Clan" realized for thier children to be safe,.....the manlings must die. Just something I was thinking, we could really go somewhere with this :lightbulb |
| Rockjaw05-13-07, 12:51 AM | Gotta go, won't be back till tomarrow night. Here is some things I was working on Proposals: 1.) I will flesh out the Myquar Clan tomarrow, it will be small (around 25 orcs- men, women, and children) farmers, druid-types, and hunters. this may make an interesting addition to the town as they are worshippers of a peaceful deity and revere nature...? 2.) I still think we need an older more wizened wizard, to come in, can be a NPC, wants to be left alone, ect. 3.) The Halfling caravan is an excellent idea, we could make them like tinkers, or a big travelling family unit 4.) We may want to postpone the "shallow water navy" until we finish with the orcs, but this could be something great.! 5.) Forttown Burns again...! More journal updates comming,,,soon |
| Araes05-13-07, 02:26 AM | I've been a bit distracted from here, but I've got to speak on the "freshwater navy". There are so many reasons why this should be a no. The first is that it is utterly impractical and there is a reason why very few freshwater fleets have ever used. In addition, almost all those that have been extensively used were mainly in large inland bodies of water, or in modern times where technology made smaller vessels capable of greater feats. Secondly, why? Eckland is primarily a farming / mining hamlet right now that has its prosperity as its greatest tool. I could see having some trading boats, and even a good dock, but landing infantry troops? Ballistas? Last count we had 7 guards and Eckson as most of our competent, relatively well trained military force. Plus maybe Ilśvėn and some girls who beat up an orc in the woods. Thirdly, we are a hamlet and quite simply can't without decimating our economy. Our max GP limit is 100. Note, 100 GP. The cheapest ship that could carry troops is, hmm..., a keelboat? At 3000 GP. Its is literally a factor of 30 more than our current GP cap. We have to be a Large Town (3 steps and ~2000 people away) before we can even afford one of these reasonably. Sailing boats and longships are even more at 10000 GP. And I won't even mention galleys. Heck, we can barely afford rowboats at 50 GP. No. |
| turalisj05-13-07, 02:32 AM | Don't forget that they have an ample supply of timber (the forest), a way to keep the ship together (the mines), and a way to move the ship (either sails or oars). In effect, they have everything they would need... But it would be better to wait until Eckland is alot larger. Like atleast a small city before they consider any sort of military force. |
| Araes05-13-07, 02:39 AM | They may have some of the material resources necessary to creating ships, but that is like saying having a mountain near you with iron in it is going to be a great boon to you making a mortar. In the general D&D age, shipbuilding of a class beyond making canoes is not something that your everyday guy or town is going to be able to do. It requires an extensive infrastructure of suppliers / raw material processors and a deep pool of skilled craftsmen. This entire process would have to be built up over a long time in Eckland, which would imply that our river is ginormous so that there would be any incentive in the first place, or we would just purchase ships from somebody else like Seatown. They are the advanced warmachines of their time, and they are difficult to get or make, just like warmachines today are. Further, by point 1, ships should always be a no for anything other than trading. You just don't have warships in rivers in this era unless it is for a major campaign like Julius Caesar crushing the Gauls. And even then you just bring sea ships or lots of normal duty craft from somewhere else for a little while. You can't fight in rivers with medieval era ships, its too much of a danger and there is no maneuverability. I have no opinion one way or the other on military as a whole. If we want to move beyond agrarian roots at some point - more power to the thread. I do agree that serious military shouldn't be a consideration for quite a while though. Small city at bare minimum. Smaller towns just can't support that kind of investment economically. |
| Johnny_Angel05-13-07, 03:15 AM | Rockjaw, thanks for the compliments; I appreciate it. Araes makes some good points about the military though; considering the size of the town, it would seem we are moving too fast in regards to military strength. Don't get me wrong; I have a military background, so I appreciate the strength of infantry, but I think that moving too quickly would..well, move the story too quickly; I think the OP had the intention of moving the story along at a more natural pace. As for the other topics...I'd like to wait and see what some of the other more regular posters have to say; I've been on here a lot today, and I don't want to be too pushy with my opinions since I'm sort of the new guy. Although, with that being said, I highly recommend to anyone not familiar with a Mace of Blood to read about what it does in the Dungeon Master's Guide. |
| Sylvaroth05-13-07, 06:04 AM | Although, with that being said, I highly recommend to anyone not familiar with a Mace of Blood to read about what it does in the Dungeon Master's Guide. Mace of Blood (http://www.d20srd.org/srd/magicItems/cursedItems.htm#maceofBlood) Somehow the navy fleet gives me the same bad feeling like the orphan sorcerer who mass produces masterwork equipment. So, that's a no from me, too. As for the half-dragon, I was working on a female half-orc/half-dragon adept (CR 10). What if we paired my Myevarix up with Johnny_Angel's Trogdax, the aboleth, AND a night hag? The orc dragon would work together with the half-wyvern (using it as a mount from time to time). They are the secret leaders of the unified local orc clans. Their master is the ancient aboleth who in turn is commanded by the night hag. So while the aboleth creates illusions to mislead adventurer groups to think the mountains are infested with dragons, turning them against each other with its enslave ability, the night hag controls her minions with nightmarish visions, and shape changing into several alter egos (Myevarix/The guy who visits Gregory at dusk). We could even make Dagger-Ears a half-night hag (using these articles (http://www.wizards.com/default.asp?x=dnd/we/20060630a)). As her son, he'd have a good motivation to do what he did lately. |
| Argo05-13-07, 06:18 AM | Dag, yo. I mentioned how I was hoping Eckland would make a navy, I didn't mean a military navy. I meant a merchant navy. But, now that I think about it, a military navy might not be such a bad thing. But, really, when I suggested it, I meant trading ships and the like. Also, I vote that the Wyvern should be controlled by an aboleth. I love things like that. You think you've gotten to the bottom of things, but there's still a little deeper to go. Vote Yes on Proposition Aboleth! |
| Argo05-13-07, 06:22 AM | Also, I know I'm not a regular, but -if my opinion counts for anything- I don't feel the introduction of fey into the orc problem makes a whole lot of sense. Again, I was in no way suggesting the fey were related at all to the Orc problem, except for the fact that they're both taking place around Eckland. It's okay to vote no on the Fey; but please stop saying that the suggestion was about them being involved with the Orcs. It wasn't. The suggestion was for evil Fey to be living in the forest and eventually take some action against Eckland. I did suggest perhaps the Fey would bide their time and wait to launch their offensive until the town was distracted by something else (and, though I did mention the Orc attack as one possible time the Fey might strike, they're not together in any way). Once more: The Fey have nothing to do with the Orcs. Please allow me to reword the suggestion: Some children heard "strange things" in the forest at night. Evil Fey live in the forest, and have been able to grow in power during the time Ezra has spent in town. Maybe they'll attack Eckland someday. |
| Solian05-13-07, 07:31 AM | What if we did a little optimization here? Let one group of us be the orcs, the other group will be the town. Now we'll run through several simulations, voting in the end, which one is the most appealing. I vote yes to this, it's a good idea and i like it, making it a joint project. Also, i vote no to their being so many BBEG's, i think we should just keep it as the half-red dragon wyvern, it's a good concept and works well for what we want to achieve so we should just stick to that. and anyway, why would all those creatures form an alliance, even a tenuous one? wouldn't they just fight each other? |
| SupercrazyDM05-13-07, 07:58 AM | I vote yes for the simulation. Can i be in the town group? |
| Heros_Backpack05-13-07, 08:08 AM | I also vote yes for the simulation. I think evil fey would mean going outside core - iirc the core fey are mischievous but not actually evil. A bunch of prank-playing grig might make for some interesting expeditions, though. For the merchant navy, wouldn't a simple, lower cost method of water defense be small land based catapults capable of hurling alchemist's fire at ships? For a future PC class character, I propose that a necromancer (cleric 5?) arrive in Eckland to investigate whether the new mines are producing onyx/other gems as well as metals. |
| DwarvenArcher05-13-07, 09:08 AM | Writing installments will go faster, just write a bit of the action leaving room for the next poster same as before. Proposals: 1. Orcs surprise the town in a night attack, but something unexpected stalls them and gives the town a little time to organize a bit. 2. Climactic fight between Gregory and Trogdax 3. Ezra appears at/near the end and saves the day somehow. :D EDIT: 4. Trogdax is attacking the town to retrieve a magic item the "battered" adventurers managed to pilfer from his hoard. An amulet given to Thanatos by the dead wizard from that party is actually an Orb of Storms. Trogdax used it to control the region via the threat of terrible storms, and now he wants it back! |
| Sylvaroth05-13-07, 09:50 AM | Just in case you didn't notice, the proposal was given 3 yes in like a hattrick. |
| DwarvenArcher05-13-07, 09:52 AM | Ok, sign me up for town defense then. ;) |
| Sylvaroth05-13-07, 09:53 AM | I vote yes to this, it's a good idea and i like it, making it a joint project. Also, i vote no to their being so many BBEG's, i think we should just keep it as the half-red dragon wyvern, it's a good concept and works well for what we want to achieve so we should just stick to that. and anyway, why would all those creatures form an alliance, even a tenuous one? wouldn't they just fight each other? I'd say it's no problem at all. For the upcoming orc attack all you'd encounter are some orcs and perhaps the (or one of the) half-dragon(s). This has potential, don't just throw it away. |
| Heros_Backpack05-13-07, 10:07 AM | How are we doing the simulations? Online? Offline? 1 month posts from each side? Journal entries? Oh yes, and I propose that each of the lookout towers gains a loud bell that the lookouts can ring to warn the town without leaving the tower. |
| HK-47 II05-13-07, 10:58 AM | I just had an idea to resolve the Sara Archer (Fortune Teller's daughter and Thanatos' crush) class level issue which is evenly divided at the moment... She gains a class level, but we don't say what class it is, then when the invasion is over, she, Thanatos, and Iluven (or two of them, or just her) leave on an adventure. Then, a year or 2 later, they come back a level or two higher, maybe more. We can choose her class then... (yes, I know I promised to stay out of it, and no one is discussing it anymore, but I just had the idea) Also, for the invasion, are the Orcs willing aggresors, or being controlled? originally it was that they were being controlled, but know it sounds like they are willing aggressors... |
| Sylvaroth05-13-07, 01:18 PM | I warned you :D After doing the calculations, the correct numbers for town coffers are 14,454 gp. We do have 276 people who pay taxes. This number rises to 286 for Gregory, Ezra, the 3 mercs and the damsels with their entourage. Now for the next chronicle use this formula: ([1.6 gp x Town Population + 1 gp] x months chronicled) – expenses = Total income per chronicle entry For example Town Population: 276 Chronicled Months: 3 Expenses (payment for mercs): 812.8 ([1.6 x 276 + 1 gp] x 3) - 812.8 = 515 gp 14,454 gp + 515 gp = 14,969 gp Questions: Who died in July to September of year 5, I'd suggest it's Rolgan? Who the heck is Nimbal Firejack? How many babies have been born in October to December of year 5 (the number of farmers jump up 30 people)? Do Ezra, Eckson, and Marya pay taxes? |
| Araes05-13-07, 01:25 PM | Do Ezra, Eckson, and Marya pay taxes? My opinion is that Ezra and Eckson obviously shouldn't. Ezra is a tree and force of nature without a "job" that pays money. Eckson is who everyone else is paying taxes to. Marya is a maybe yes, maybe no. I'd say yes, since she is still a citizen. She just happens to have a good job with Eckson. |
| deanruel05-13-07, 01:30 PM | As for the half-dragon, I was working on a female half-orc/half-dragon adept (CR 10). What if we paired my Myevarix up with Johnny_Angel's Trogdax, the aboleth, AND a night hag? The orc dragon would work together with the half-wyvern (using it as a mount from time to time). They are the secret leaders of the unified local orc clans. Their master is the ancient aboleth who in turn is commanded by the night hag. So while the aboleth creates illusions to mislead adventurer groups to think the mountains are infested with dragons, turning them against each other with its enslave ability, the night hag controls her minions with nightmarish visions, and shape changing into several alter egos (Myevarix/The guy who visits Gregory at dusk). We could even make Dagger-Ears a half-night hag (using these articles (http://www.wizards.com/default.asp?x=dnd/we/20060630a)). As her son, he'd have a good motivation to do what he did lately. WOAH! No! No. No, absolutely not. Sylvaroth I really love your ideas and the thought and effort you put into your posts has made this thread much better then it would have been. But that post is absolute madness. You've put together a group of nearly a half a dozen incredibly powerful and equally unlikely monsters to join together to create some sort of D&D version of the MonStars. I could go on for quite some length as to why the idea is sort of crazy but suffice it to say that a group of orcs, a high level half dragon adept, a dragon-vern, an aboleth, and a night hag would ELIMINATE this town. If anyone doesn't believe me then I will elaborate but suffice it to say that the town wouldn't stand a chance. No chance. It's too much, too crazy, and I powerfully encourage anyone who has voted for it to take a closer look at the creatures and reconsider. on the other hand What if we did a little optimization here? Let one group of us be the orcs, the other group will be the town. Now we'll run through several simulations, voting in the end, which one is the most appealing. This is a very very good idea. I would very much like to be involved. I'm not particularly concerned which side I'm on but I will ask that anyone who wishes to be my "opponent" is very sure of their abilities. I've probably had a somewhat inordinate amount of experience running Monster VS Town battles in my D&Ding history so I'm fairly familiar with what works and what doesn't. |
| Sylvaroth05-13-07, 02:03 PM | That's great deanruel, you can be the orcs then, since nobody else wanted to be ;) As for that 'half-dozen of monsters', have you never actually played in a game where the orc you just killed was a thug working for the crime boss of the hamlet, who answered to the godfather of the country, who was a puppet of the dread necromancer who wanted to conquer the realm, who worked for a demonic entity who wanted to take over the world...? I think you get it. Why should I ever say: No, no, no, you cannot send all of these monsters at the players!!! One step at a time, guy, relax! |
| deanruel05-13-07, 02:04 PM | Sweet. So we're talking something like 20-30 orcs, a chief, and Trogdax? |
| Johnny_Angel05-13-07, 02:27 PM | Mace of Blood (http://www.d20srd.org/srd/magicItems/cursedItems.htm#maceofBlood) Somehow the navy fleet gives me the same bad feeling like the orphan sorcerer who mass produces masterwork equipment. So, that's a no from me, too. As for the half-dragon, I was working on a female half-orc/half-dragon adept (CR 10). What if we paired my Myevarix up with Johnny_Angel's Trogdax, the aboleth, AND a night hag? The orc dragon would work together with the half-wyvern (using it as a mount from time to time). They are the secret leaders of the unified local orc clans. Their master is the ancient aboleth who in turn is commanded by the night hag. So while the aboleth creates illusions to mislead adventurer groups to think the mountains are infested with dragons, turning them against each other with its enslave ability, the night hag controls her minions with nightmarish visions, and shape changing into several alter egos (Myevarix/The guy who visits Gregory at dusk). We could even make Dagger-Ears a half-night hag (using these articles (http://www.wizards.com/default.asp?x=dnd/we/20060630a)). As her son, he'd have a good motivation to do what he did lately. I certainly appreciate that someone else is enthusiastic about using an aboleth, but I think that might be a little much - as has been mentioned. I think the community has decided upon just keeping the Wyvern. However: Since at least some of the intention of this thread was to provide a town that anyone could use, for someone who wants to use this hook, but make it either (a) tougher or (b) more long term, I endorse the use of an aboleth as a mastermind. As I had mentioned in my first post about the aboleth and the red wyvern, the aboleth was dormant for a while; it doesn't seem totally unreasonable to me that an old red dragon could have originally been the master of the mountain, but once the aboleth become sentient again -from the introduction of the underground lake- it managed to somehow defeat the dragon. The wyvern was gained because it hatched after the aboleth took over the lair...a wyvern would be easy prey for an aboleth's mind control. Personally, I liked the idea of the half-dragon minotaur that was mentioned as well. Now, so why would these creatures all form an alliance? Well, yeah, it's a bit cheesy, but that could easily be explained by saying the "red wyvern" and the "red minotaur" (or whatever else you decide to use) were spawned from the same red dragon. I liked the minotaur idea because it creates a good dynamic (IMO.) First you would have the fight with Trodgax who is a brute and mainly a straight up contest of strength. Afterwards you would have to find your way through a long maze which the red minotaur (Trogtaur?) would patrol. The only way to actually reach the underground lake which houses the aboleth would be by correctly navigating the maze and not getting killed by the minotaur. My apologies for not breaking that up a bit more, but I was in a rush to type it out before WOTC signs me out...is there any way to change that setting? so that the boards don't sign me out so quickly? |
| Araes05-13-07, 03:58 PM | Isn't there an option you can check when you sign in that says something like "Keep me signed in" ? Honestly, I'm never automatically signed out. I can turn my computer off and come back days later and I'll still be signed on. I crossed the Atlantic and I was still signed on when I got to the US. |
| DwarvenArcher05-13-07, 04:23 PM | What if we did a little optimization here? Let one group of us be the orcs, the other group will be the town. Now we'll run through several simulations, voting in the end, which one is the most appealing. I'm a little confused what this means. By simulations, do you mean each person writes their version of the battle and we pick a version/elements to be the actual events? |
| Return of the Flumph05-13-07, 04:27 PM | Okay, how's this: Draconic wyvern is the leader of the orcs via brute strength and intimidation. Recently, aboleth slaver has swam up from the underdark and mind controlled said wyvern via enslave power. Aboleth has already sent a messenger back to the underdark to report findings. Since humans are more useful than orcs (humans are good craftsmen), his city would rather he bring back human slaves than orcish ones. Aboleth plans to use dragon to eliminate town defenses, then send orcs in to capture as many people as possible and bring them to the mountain to be mutated and herded into the underdark. In the meantime, the orcs have been taking bribes from Wythand. The aboleth is patient; it hasn't ordered the final raid yet, choosing to test the town's defenses first (hence the small raids that made room for the bribery). Soon, though, he will order the slave raid to commense. |
| Argo05-13-07, 04:56 PM | Precisely. I originally really liked the notion of the Half-Dragon Minotaur when it was proposed, but everybody yessed the half-red wyvern before I could vote on it. I also like Johnny Angel's idea. Here's how it would go. Proposal: The Orcs are first. They're apparently the servants of the half-Minotaur. He has been sighted once or twice near the mountain by the prospectors, and these Orcs carry his mark and refer to their leader by name (We serve Trogdax! The mighty half-dragon!). Then, after the Orcs are repelled, Eckson, and (possibly) Iluven, Branzig, Ezra, and Brother Atil head into the maze of caves and (barely) kill the Half-Minotaur. They return triumphantly. Several weeks later, more Orcs arrive, carrying the same mark and claiming to serve the same half-dragon named Trogdax. After these Orcs are repelled (not as easily, many people die), Eckson, Iluven, Ezra, Branzig, and Brother Atil return to the mountain. It takes them a very long time, but they find the Wyvern! This is Trogdax! They fight him, Branzig and Atil are killed in the battle, but they finally bring him down. Returning to town, they are heroes once more, but the celebration is not as joyous as it once was. Three weeks later, Eckson and Ezra lead another expedition into the mountain to retrieve the dragon's hoard. Whilst there, the workers are attacked by (some kind of enslaved monstrous creature) that comes out of a deep hole. Eckson orders the workers back, and he, Iluven, Ezra and Jack Heppert descend into the hole. They are beset on all sides by more of the filthy creatures, and the beasts fight with no regard for their own safety. They are overwhelmed at first, but Eckson steels himself and pushes back with great force. Ezra is using her magic to help in the fight, and failing that, just sweeps the smaller enemies aside with her limbs. Eventually, they get farther and deeper down into the darkness and find... An aboleth. [/proposal] |
| deanruel05-13-07, 06:07 PM | People. Woah. Man. Look, lets just keep the orcs and the dragon and keep it at that. This has gotten pretty ridiculous. An Aboleth is too powerful a Mastermind for the town to deal with. If we introduce the Aboleth the town will die. This happened in Abbacabba's original thread with some Vampire guy (hence my constant "no vampire" references) who became this eternal villian. The thing is that these kinds of opponents can't be beaten. They can't. They have infinite time and mind control at will. They don't care if the town gets killed this year, next year, or 10 years from now and they cannot be retaliated against unless they suddenly become retarded. An aboleth mastermind enemy WILL destroy this town, I don't know how many times I have to say it. Look let me make an example and see if you can draw the comparison. A murderer is trying to kill you and burn your house down. Now this man is weak and you could easily overpower him physically but you have never met him face to face. His only objective for the rest of his life is to kill you when he has the chance. Who will win this fight? The weak murderer or big strong you? The answer of course is the murderer. He can wait until your sleeping. He can wait until your sick. He can wait until you're hurt. He can wait for 10 years until your sick, and you've somehow broken your arm, and taken a bunch of pills for the pain and gone to sleep and THEN kill you. You CAN NOT win because he chooses the when, the where, and the how of the fight and that is how fights get lost. The Aboleth is like this except he lives MILLENIA and is a borderline GENIUS and can control people WITH HIS MIND. An Aboleth will kill Eckland. And an Aboleth with a Half Orc Adept, a Half Dragon Minotaur, A half Dragon Wyvern, a Night Hag and an army of Orcs will rip this town and this thread apart so fast that nothing and no one could stop it. The Dragonvern and the Orc army are the only ones actively involved in the coming attack. They themselves could kill literally hundreds of people before they are stopped so lets put a stop to the human pyramid of BBEG's that we're creating and deal with the threat at hand. A Dragon and an army of orcs is enough. Lets make the army, decide on it's strength, run through some "simulations", decide on which one to make and keep chronicling. |
| deanruel05-13-07, 06:18 PM | Now. Given that there has been no Chronicles since page 13 I would like to get the meat of this thing started. The army attacking Eckland, as I understand it, would probably be made up something like this- Trogdax (CR 10 Dragonvern) 1 Orc Chief (Warrior 3) 5 Orc Guards (Warrior 2) 20 Orc Warriors (Warrior 1) They would be fighting against, at most, a force something like this- Gregory Eckson (Fighter 10) Ezra? Illuven Thanatos? 10 Guards/Warriors (Warrior 1) 100 Commoners Given that, and given that I will be controlling the Orc army I would ask who my "opponent" would be for the conflict so we could get posting and figuring this thing out. |
| shavna05-13-07, 06:28 PM | About the aboleth, it's a good idea for a DM to use as a plot hook for their campaign. I mean they're like one of the perfect reoccurring villians. For something like this however I'd say leave it as a possible footnote for DMs to use, since this is ment to be a town fit for any setting, that way if you want it it's there but the town won't have to be "granted" the right to live by something so powerful. As to Thanatos being one of the people fighting the town I'd vote for him not being one of the intentional fighters but rather have him make an appearance protecting someone, family, love interest, Fantus, mostly since he's still living at home and his parents probably wouldn't want him wading into the thick of battle. But sneaking off and then helping someone sounds like something a 15-16(?) year old boy would do. About the taxes I agree that Eckson and Ezra shouldn't but the town should probably have to tithe to Eckson's patron lord that granted him the keep. |
| Rockjaw05-13-07, 06:30 PM | Put me in for the Orcs to, nutthin like a little fight to get the blood pumping.... Deanruel I got your six. |
| deanruel05-13-07, 06:47 PM | Allright Rockjaw. Lets get it on. I figure we'll give Sylvaroth an hour or two to come on so he can tell us any "rules" he had in mind and if not we'll just sorta play by post and see how things go. |
| Rockjaw05-13-07, 06:56 PM | Got it ! |
| Return of the Flumph05-13-07, 07:07 PM | A: aboleth has a lower CR than a half dragon wyvern, I'm pretty sure. B: the town will likely never have to fight the aboleth at all, as it can only harm them via minions. C: having a thwarted villain in the shadows waiting a later oppurtunity can be used to implement more action in future years. I vote aboleth. |
| Johnny_Angel05-13-07, 08:45 PM | Precisely. I originally really liked the notion of the Half-Dragon Minotaur when it was proposed, but everybody yessed the half-red wyvern before I could vote on it. I also like Johnny Angel's idea. Here's how it would go. Proposal: The Orcs are first. They're apparently the servants of the half-Minotaur. He has been sighted once or twice near the mountain by the prospectors, and these Orcs carry his mark and refer to their leader by name (We serve Trogdax! The mighty half-dragon!). Then, after the Orcs are repelled, Eckson, and (possibly) Iluven, Branzig, Ezra, and Brother Atil head into the maze of caves and (barely) kill the Half-Minotaur. They return triumphantly. Several weeks later, more Orcs arrive, carrying the same mark and claiming to serve the same half-dragon named Trogdax. After these Orcs are repelled (not as easily, many people die), Eckson, Iluven, Ezra, Branzig, and Brother Atil return to the mountain. It takes them a very long time, but they find the Wyvern! This is Trogdax! They fight him, Branzig and Atil are killed in the battle, but they finally bring him down. Returning to town, they are heroes once more, but the celebration is not as joyous as it once was. Three weeks later, Eckson and Ezra lead another expedition into the mountain to retrieve the dragon's hoard. Whilst there, the workers are attacked by (some kind of enslaved monstrous creature) that comes out of a deep hole. Eckson orders the workers back, and he, Iluven, Ezra and Jack Heppert descend into the hole. They are beset on all sides by more of the filthy creatures, and the beasts fight with no regard for their own safety. They are overwhelmed at first, but Eckson steels himself and pushes back with great force. Ezra is using her magic to help in the fight, and failing that, just sweeps the smaller enemies aside with her limbs. Eventually, they get farther and deeper down into the darkness and find... An aboleth. [/proposal] About the aboleth, it's a good idea for a DM to use as a plot hook for their campaign. I mean they're like one of the perfect reoccurring villians. For something like this however I'd say leave it as a possible footnote for DMs to use, since this is ment to be a town fit for any setting, that way if you want it it's there but the town won't have to be "granted" the right to live by something so powerful. As to Thanatos being one of the people fighting the town I'd vote for him not being one of the intentional fighters but rather have him make an appearance protecting someone, family, love interest, Fantus, mostly since he's still living at home and his parents probably wouldn't want him wading into the thick of battle. But sneaking off and then helping someone sounds like something a 15-16(?) year old boy would do. About the taxes I agree that Eckson and Ezra shouldn't but the town should probably have to tithe to Eckson's patron lord that granted him the keep. That's what the additional notes at the end of my posts were supposed to be - ways for a DM or somebody to take what had been brainstormed and use it if said DM decides they want to take things a different route than how the thread here has. For those that are curious, here some additional facts: The standard Aboleth is a CR7 The standard Wyvern is a CR 6 Adding the half-dragon template made the Wyvern (Trogdax) a CR 9 After using the elite erray of stats, I decided that CR 10 was more accurate Now, getting back to the aboleth... The example aboleth given in MM1 has 10 levels of wizard which makes it CR17; aboleths normally (especially "ancient" aboleths) have at last some class levels, so I think it would be safe to say that an aboleth "mastermind" would have at least 4 levels of some sort of PC class. The reason I am saying all this is not to create more conflict, but it is instead to give a general guideline on how I would (IMO) view things as being if the full idea were used; in turn, I hope this provides a "footnote" for those wishing to extract this part of the thread and use it as a more long-term plot hook. -Trogdax would be CR 10 -I imagine that the minotaur would be somewhere between CR 7 and CR 9...the fight taking place in the maze would probably make it tougher -I then imagine that the final showdown with the aboleth would be at least CR 11; probably somewhere closer to CR 15 or so when you throw in minions and the environment; I also personally think that would work out pretty well given the fact that (ideally) the PCs will have gained experience from the other fights @ Mt. Generic and the surrounding area by that point. |
| Rockjaw05-13-07, 08:57 PM | Note this variant story will run at he same time but will be totally behind the scenes: In the cold morning light Gragon sits alone on the mountian, below he sees the labor camp where his clan is being kept. He has been here for days, watching and waiting for the oppertunity to free them all. Gargon, although still young is, as far as he knows the last freeman of The Myquar Clan, and though they are peaceful vengance burns in his heart. In the pre-dawn gloom Gragon can see the shapes moving and is satisified that the women and the young have survived another night. Relieved Gargon begins to calm his inner beast to help him rest and renew his strength, kneeling on the ground he sets his war-club aside and buries his hands deep into the dirt, feeling the cool, moist earth around hid fingers and wrists he relaxes his breathing and senses the muscles in his shoulders loosing thier grip and relaxing. Using the breathing that wise-old Knokk taught him he connects with the earth, "feeling" the entire area around him, sensing the flow of the forest as the dawn brings new warmth and light. Well beyond the center of the day Gargon awakens. Refreshed and renewed. Standing and streching his lean hard body, he reaches for his club, a massive timber of Ironoak, and check all the battle straps to be sure they will hold and starts to walk to the camp below. Today his Clan will be free or he will be one with the earth.......... Remember this is happening on the other side of the mountian, we can't impact this so lets see how it plays out. |
| deanruel05-13-07, 09:35 PM | Firstly anyone looking at the CR of the creatures is obviously thinking about the situation incorrectly. CR is made under the assumption that your PC's are going into direct combat with the creature. If the Aboleth was swimming up the river towards the town bent on slamming into the docks then it wouldn't be a problem. But it's not. It's planning on standing in the backdrops of the scenery and sending in waves after waves of dominated people until the town dies. A town of this size cannot beat an Aboleth. Period. Anyways I don't think the play by post fight is going to work so I figure we just do what Dwarvenarcher said and have everyone who wants to make a writeup of how they think the fight would go down and then we'll vote on the one we like the most. That way we can finally move beyond this and get to chronicling again. I'll be putting mine up after I've run through some tests at home here. Should be posted before midnight and undoubtably before 2 or 3 |
| Rockjaw05-13-07, 09:41 PM | Ok fair enough, I'll have mine up tonight or early am |
| Johnny_Angel05-13-07, 09:44 PM | Firstly anyone looking at the CR of the creatures is obviously thinking about the situation incorrectly. CR is made under the assumption that your PC's are going into direct combat with the creature. If the Aboleth was swimming up the river towards the town bent on slamming into the docks then it wouldn't be a problem. But it's not. It's planning on standing in the backdrops of the scenery and sending in waves after waves of dominated people until the town dies. A town of this size cannot beat an Aboleth. Period. Anyways I don't think the play by post fight is going to work so I figure we just do what Dwarvenarcher said and have everyone who wants to make a writeup of how they think the fight would go down and then we'll vote on the one we like the most. That way we can finally move beyond this and get to chronicling again. I'll be putting mine up after I've run through some tests at home here. Should be posted before midnight and undoubtably before 2 or 3 I agree with what you said and I even mentioned that in my post - that the CR would be higher when you factor in minions and environment; the main reason for my post was so that other people could use that if they desired to do so in their home game. |
| Return of the Flumph05-13-07, 11:02 PM | The aboleth's minions would include orcs and Trogdax. The orcs and trogdax are going to be used anyway. Until a few years later down the line, the aboleth will probably not have anyone else to send. The aboleth, therefore, doesn't make the likelihood of the town surviving any worse. All it does is open the possibility for more trouble later in the story. Which is good. |
| deanruel05-14-07, 12:42 AM | Until a few years later down the line, the aboleth will probably not have anyone else to send. The aboleth, therefore, doesn't make the likelihood of the town surviving any worse. All it does is open the possibility for more trouble later in the story. Which is good. The Aboleth doesn't have to wait a few years to get more minions. He could do it today. He can make 3 slaves a day that will serve him for the rest of his life as long as he keeps them within a mile radius of his base. If he wanted to make an army he could use his -current- army to start bringing in (live) bodies to turn into the perfect conscript militia. Or he could simply use any one of his plethora of illusion spells to make some bait (look up near that river mouth, a chest full of gold!) and just start enslaving himself. Aboleths are meant to be one time fights they don't work in the real world, they're too potent. And we don't need to create the possibility for more trouble later on. Trouble will come of it's own accord. In a world where half dragon wyverns and owlbears exist there is always trouble to be found. We don't need to dig ourselves a hole we can't conceivably get out of. Now, onto my "Battle Chronicle". I present the Orc's plan and then the outcome of the battle under a set of randomized circumstances. Through some rolls I made at home I determined that in my battle the lookouts would not be in the proper position to interrupt the incoming invasion. (WARNING: WICKED WICKED LONG) THE PLAN The Orcs are supposed to move secretly into the town enabling them to slaughter as many peasants as possible before the alarm is raised. Once the element of surprise is lost they are to light one of the houses ablaze and make a temporary retreat to the woods, summoning the militia to their position and signalling for Trogdax to enter the battle. If the Militia moves in in formation Trogdax will soar down and kill literally dozens of men with his fire breath. If they come haphazardly then the Orcs can use their Darkvision to full advantage and cut down the men that enter the woods a few at a time. A full retreat is sounded if Trogdax leaves the field of battle or the Chieftain calls for one. THE BATTLE The Orc Chief waits until a day where clouds completely overshadow the waning moon. The Orcs move slowly towards the town, with a scout group ahead to whistle should anything go awry. The group moves silently up until the borders of the town where they can see several torches moving throughout the streets. The Orcs know they cannot be seen in the pitch black but a squad of two dozen orcs, even moving quietly, may be enough to attract some attention if they're unlucky. The group pads as silently as they can towards the town center when suddenly a cry goes up not 50 feet to their left. One of the commoners put on "Nightwatch" has stumbled upon the group and frantically shouts out "MEN!". He is able to scream his cry once more before the orcs break into a sprint and cut him down in their path. Moving towards town swiftly now cries can be heard springing up all over Eckland. Shouts and shrieks and commands being barked as the Orc's enter the town square. 3 peasants die immediately as they flee from the raiders and Trapper Callieth, on guard for the night, moves into melee with one of the frontrunners. He is able to slay two orcs before he is brought down by a series of mortal wounds. Peasants run screaming in every direction and are chased after and cut down like cattle to slaughter. A good number are able to keep their heads enough to make for the keep where, besides arms and armor, lies the towns greatest weapon Eckson. Nearly a dozen citizens are murdered before before the Guards move in. Branzig and his men (excluding Jack Heppert who was home tonight) move in a line, advancing down the street towards the orc horde. The Orc Chieftain barks orders and half a dozen orcs charge at them, a half a dozen more following some yards after. In the first few moments the Orcs kill 2 men but between Branzig and his boys 4 Orcs are killed in return before the next group of Orcs arrive and quickly slaughter all but Branzig who fights as only a man in his death throes could. Branzig slays another 2 Orcs before being entirely surrounded and killed. Calling a "retreat" the Orcs light a flame on two of the thatch roof houses. As the flame quickly takes too the surrounding area lights up considerably and toward the edges of the flickering light a tall man in gleaming armor sprints forward from the keep, a fire in his eyes to match the flames that lick the sky. The only thing more frightening that his gleaming red sword are the 50 odd spearmen who charge behind him, screaming their battle cry at the top of their lungs. The orcs retreat immediately, sprinting at top speed toward the woods. As spears begin to rain down behind them two orcs fall dead before they are beyond the light of the town. Eckson charges forward roaring vows of vengeance when suddenly from the night sky comes horror. With the sound of heavy beating wings Trogdax swoops down and bellows fire onto Eckson and his men. Eckson leaps to the side but still the heat cracks his skin and singes his hairs. The men behind him are not so lucky. 12 men light aflame and die before they even know what they were fighting and Eckson orders the men to disperse and find cover. Eckson draws out his bow and knocks his arrows, blindly searching the night sky for the creature he can hear but not see. Like lightning the creature crashes down in front of him and claws at him. Drawing his sword Eckson steps forward and carves great gouges into the Wyvern. The creature retaliates with an incredible flurry of blows including a sting that punctues Ecksons armor and causes an incredible pain somewhere within him. As the creature rises off the ground against Eckson reaches out and cuts him again from the underside spilling blood over himself and the ground around him. The Wyvern shrieks and flaps off with no more than a few harmless spears deflecting off it's hide as it goes. Eckson demands a reformation and heads forward into the woods. However just before he reaches the woods edge he sees a great tree lumber forward. Ezra tosses the corpses of 3 Orcs at Ecksons feet and shakes what passes for his head. "Gone" He states feebly "They've gone now...... I killed who I could. Eckson takes a few more steps in a daze and finally kneels down in defeat, swearing to kill every last creature that drew blood on his land today. CASUALTIES: Town: Branzig, 5 Guards, 22 Peasants. Orcs: 10 Orc warriors |
| Johnny_Angel05-14-07, 01:06 AM | I think that was a really good first encounter. I was honestly surprised that Branzig died; it was a little like watching the "charming old guy" that seems to be in most movies die; it definately added a sense of realism and a dark feel to the outcome - for me anyway. Nice work |
| Argo05-14-07, 03:19 AM | An Aboleth is too powerful a Mastermind for the town to deal with. If we introduce the Aboleth the town will die. ... The thing is that these kinds of opponents can't be beaten. They can't. They have infinite time and mind control at will. They don't care if the town gets killed this year, next year, or 10 years from now and they cannot be retaliated against unless they suddenly become retarded. An aboleth mastermind enemy WILL destroy this town, I don't know how many times I have to say it. Look let me make an example and see if you can draw the comparison. A murderer is trying to kill you and burn your house down. Now this man is weak and you could easily overpower him physically but you have never met him face to face. His only objective for the rest of his life is to kill you when he has the chance. Who will win this fight? The weak murderer or big strong you? The answer of course is the murderer. He can wait until your sleeping. He can wait until your sick. He can wait until you're hurt. He can wait for 10 years until your sick, and you've somehow broken your arm, and taken a bunch of pills for the pain and gone to sleep and THEN kill you. You CAN NOT win because he chooses the when, the where, and the how of the fight and that is how fights get lost. The Aboleth is like this except he lives MILLENIA and is a borderline GENIUS and can control people WITH HIS MIND. An Aboleth will kill Eckland. That's if the aboleth cares enough about destroying Eckland to put its whole life after it. Why would Eckland be the end goal for an aboleth? It should be trying to control the entire realm. Eckland is simply nearby. It could try to control Eckland, and if Eckland puts up enough resistance... fair enough. The aboleth could send its minions to Forttown, or Southport, or Westville, or East City. And then, it'll try again for Eckland in a few years, and when Eckland repels THAT attempt, it'll... You see, if the aboleth holds some sort of personal grudge against Eckland, then fine, they don't stand a chance. But aboleths don't work that way. Emotion doesn't enter in. Aboleths simply try to gain as much power as possible. That's why the aboleth is the perfect recurring villain. Every victory the people of Eckland gain is only temporary. It's there. Lurking below the mountain. The reasons you cited for why Eckland can't win are precisely the reasons we should include the aboleth. This is supposed to be a town that can be used in a campaign setting. If the town can overcome every challenge by themselves, why would they need help from an adventuring party? |
| HK-47 II05-14-07, 10:01 AM | I'd like to join in, but I don't know what side to be... and I asked this earlier: Also, for the invasion, are the Orcs willing aggresors, or being controlled? originally it was that they were being controlled, but know it sounds like they are willing aggressors... and an answer would be nice... |
| Heros_Backpack05-14-07, 12:39 PM | This is my take on the attack - town side. (The orcs are following deanruel's plan) BATTLE COMMENCES! The orcs creep up to the town, passing the lookout towers as quietly as they can and relying on their darkvision to avoid warning encounters. Unfortunately, they arrive just as the prospectors and miners come boiling out of the tavern and in one massive brawl. One of the dwarf miners looks past the edge of the brawl, yells, "Look! Orcs for everyone!" and charges. The other dwarves, not to be outdone, follow him at once, to cries of "Leave some for me!" and "Plenty for everyone!" They manage to take down three orcs before the orcs start to press them back and kill them. Behind and around them, mayhem erupts as people race for safety, for home and the guards and militia run to snatch up their weapons. A number of them are cut down as they pass lone orcs. Meanwhile, in the centre of town, Thanatos and Sara are just sneaking out of the Grainhouse when they hear the uproar. They hesitate and then slip back in to ask Fantus if he can tell what's happening. Fantus, after concentrating for a few minutes - and reading the minds of some of the people heading for the keep - tells them that the town is being attacked. At which point, he takes off and heads outside to see for himself exactly what is happening. Both Thanatos and Sara are left wondering what has happened to their families and cautiously creep towards their own homes. They have only just set out when they are passed by most of the guard, heading towards the fight at a dead run. Straight after that, they hear Fantus's hiss of surprise and his telepathic yell, "There's a dragon up here!" On the main battle site, most of the militia have arrived. Two-thirds advance in formation, spears at the ready and a hail of slingstones rattles down around the orcs from the remainder. The orc chieftain, seeing one of his guards fall to a lucky hit and knowing that surprise is lost, orders the firing of the nearest house and a retreat to the woods just as Fantus kites overhead, alternating between insults aimed at Trogdax ("Come on, Stinksnout, catch me"), and warnings aimed at the townsfolk ("Look out, there's a dragon here too"). Trogdax is finally infuriated enough to turn his breath weapon loose on Fantus. Fantus kites far enough out of the way that he is only caught by the edge of the cone but is badly hurt all the same. Eckson comes charging up with Branzig and the rest of the guards, hears the warning and hauls out his bow, cursing the lack of light. Thanatos - who is busy trying to sneak round the fight without being seen - realises that he still has the Dancing Lights spell that he was saving to light his way home. He ducks back into a doorway, concentrates hard, and flings the lantern style lights as high as he can. Reddish scales glint in the sudden light, and Eckson gets off two solid shots and another arrow that misses before Trogdax plunges down to meet him. As Trogdax moves, Eckson yells an order and the back rows of the militia swing their spears to point up. One of them actually pierces Trogdax's wing and Trogdax decides that enough is enough and pulls away, spear dangling from his wing. The orc chieftain, seeing Trogdax leave, gives the order to leave too. The orcs back off and then flee, struggling along the edge of the forest as the undergrowth comes to life and entangles itself round them. CASUALTIES Town: 8 prospectors, 3 miners, 4 guards, 10 commoners Orcs: 15 orc warriors, 1 orc guard |
| deanruel05-14-07, 02:48 PM | Nice take on it! A number of lucky breaks (particularly Fantus's) but the phrase "Better lucky then good" was invented on the field of battle. |
| Araes05-14-07, 03:04 PM | In the end, both takes actually ended up being pretty comparable though. Total casualties for the town were: d: 28 (w/Branzig) H: 25 A comparable number of trained guards died both times. For the orcs, the losses were a little heavier on Hero's side, with: d: 10 H: 16 (including a guard) Still, general consensus seems to be the the town is going to come out with higher casualties than the orcs (possibly up to two to one). I personally think that in Heros tale, the Wyvern being so annoyed that he opened up with his breath weapon on Fantus is a little extreme. He's about as smart as a normal human, but he's significantly wiser than a standard human. In fact, he's as smart, and wiser than an average pseudodragon would be. |
| Heros_Backpack05-14-07, 05:26 PM | Nice take on it! A number of lucky breaks (particularly Fantus's) but the phrase "Better lucky then good" was invented on the field of battle. I blame the luck on my d20 - it kept rolling high. :embarrass I personally think that in Heros tale, the Wyvern being so annoyed that he opened up with his breath weapon on Fantus is a little extreme. He's about as smart as a normal human, but he's significantly wiser than a standard human. In fact, he's as smart, and wiser than an average pseudodragon would be. I read the tactics section to mean that Trogdax likes to grab the weaker targets and is smart enough to go after flying ones. :hides: That's just my take on it. You may get more. |
| Johnny_Angel05-14-07, 05:32 PM | I blame the luck on my d20 - it kept rolling high. :embarrass I read the tactics section to mean that Trogdax likes to grab the weaker targets and is smart enough to go after flying ones. :hides: That's just my take on it. You may get more. My idea in the tactics section (I wrote it) was that even though Trogdax is far smarter than the average wyvern, he is still a bully; he's well aware of his awesome strength. I basically took the tactics of a wyvern and added some ego into the mix. He does have the mental capacity to forumulate tactics similar to how a human planning a battle would, but his favorite tactic is to use brute force and bully beings he perceives to be weaker. He also likes long walks on the beach and fresh roasted gnome (j/k) |
| DwarvenArcher05-14-07, 06:32 PM | yells, "Look! Orcs for everyone!" and charges. Best line ever. |
| Argo05-14-07, 08:13 PM | He also likes long walks on the beach and fresh roasted gnome. Best line ever. |
| Rockjaw05-14-07, 10:29 PM | Here is my take: Warning it's long and I'm not a very good writer Waring this makes some other look Very Short In the pre-dawn gloom the Orcs moved steadly towards the small mostly sleeping village. Many of them were near to losing total control as they imagined the slaughter that lay ahead. With increased fervor they crashed through the undergrowth, the town seemingly unaware...... From the top of the tower Dell could see for miles. He liked to be up here, the crisp breeze and smell of the deep wood. For a moment Dell closed his eyes and smiled as he imagined himself flying among the tree-tops.... Some of the Orcs were visably shaking, pupils dialated and breath comming in hard forced gasps, the lead Orcs started to run in the dense undergrowth. The crashing of limbs and the breaking of small trees was sure to make noise but thier blood was up and the leader of the war party could control them no longer..... Dell snapped his eyes open, something was down there, moving towards the town!! Whatever it was it was making more noise than he had ever heard from a deer or even a herd! Dell didn't feel hmiself start to tremble, didn't remember it getting so hot up on the tower but now he was sweating and his stomach didn't feel right. Dell couldn't remember reaching for the rope on the bell, but now it felt course and rough in his hand, he looked and saw his hand white knuckled around the rope. Yes the Rope!!! it was to be pulled for Danger to warn the town. Dell pulled as hard as he could and a loud CLANG.... Trogdax heard the bell clang just behind him,most of his orc war party ignored it and continued charging the town but Torgdax was able to send 2 orcs to deal with the small insect that was behind them. Satisfied that was done Torgdax continued to glide in the air above his minions and smiled, soon he would taste the blood of his enemies..... CLANG...,CLANG...,CLANG Three quick bell strikes sounded out of the dawn. Jack Heppert was having his usual early morning smoke on the porch of the Militia post, today him and Trapper were going to look for new places for thier strings... Lights appeared in some windows, as lanterns were turned up !...... The door to the bakery was open, young Julian heard the bell and walked to the open door. Peering into the woods Julian saw shapes running towards them! Large shapes with weapons ! Julian looked tot his young wife and saw fear in her eyes.... Orn the youngest of the town smith was preparing the forge for another days work, preping the coal beds, when the bells tolled..He walked to the door the large heavy bar of iron still in his hands.... Torgdek and his Orcs broke free of the forest, howeling with rage the set upon the town. Screams sounded in the dawn...... Lord Eckson was pulled from his book by the bells, curious he was already walking towards the entrance to the keep when the first scream cut the morning air. Lord Eckson ran into the open, as he ran he unsheathed his blade, Eckson saw the Orcs, heard the screams and yelled "To Arms ! We are attacked ! To Arms !"...... Jack Heppert was banging on the Militia Post door, even after it opened he continued to bang! He banged Branzig right in the chest! "We're here Jack what is the problem" Branzigs statement died in his throat as he saw the orcs. It only took Branzig a second "Arms MOVE, NOW" he bellowed. Four guards Ran from the post and at the orc raiders. Jack Heppert grabbed 3 short spears and ran after them.... The Orcs ran in a wave, covering great distance with incrediable speed, now a mere 100 feet from the guards comming at them, frothing and howeling they saw the guardsmen and charged..! Some of hte Orcs broke away and sensing an easy kill, headed for the bakery and the open door..... One Orc headed for the Grainhouse a torch flaming in his large hand.... Townsfolk were emerging from thier homes, whatever they could find to arm themselves with was all they had. Hirundo came from his barrel shop, a bow in his hands, and nothing but pants and boots on his body, Krell, the bouncer from the tavern, stepped into the light one of the barstools in one hand a large wicked looking longknife in the other and started to run towards the raiders....... 10 ft till they met, Branzig thought a quick prayed for his men, then yelled a war cry at the top of his lungs "FOR ECKLAND"..... Julian took up a bread knife and closed the door behind him, he glanced quickly to his wife, smiled and stepped off the stoop. Two massive orcs were running straight at him..... The battle was joined, Branzig swung his morning star with all his strength hitting the lead orc on the chest, blood gouted from the mouth of the beast and it sliced it's blade at Branzigs exposed head in a feeble swing, it's eyes already glazing over as it fell. A second Orc bowled over one of the guards and cleaved him where he lay on the ground, as it wrenched its ulgy blade from the dead guard, a white shafted arrow buried itself in his throat. Hirundo quickly nocked another. Another guard attempted to use his spear to block the strike from a great-ax, it didn't work and his head was unceremonously seperated from his body Branzig struck, countered and dodged the three beasts upon him, moving like a man possesed he moved in between thier blows, giving as many wounds as he was taking. He blocked a overhand blow and tried to dodge but his morningstar was stuck fast! He turned to see the orc next to him already swinging a great "roundhouse" swing and Branzig knew he was dead. The orc's eyes widened with shock and it froze mid-swing Branzig saw a thick shafted spear sticking through the beasts chest inches from his own. Jack Heppert smiled and moved to another of the filthy raiders. Julian was going to die, he saw it in thier eyes. The orcs were only a few feet away now. WHAM one of the beasts just collapsed to the side as if violently tossed by an angry child, Julian looked and saw Orn with a huge bar of iron in his hands, pulled back for another mighty blow.... Lord Eckland was just yards away when the first of his men went down, He entered as the second fell. Lord Eckland saw this was not a fight of finesse but of raw savage power. His blade blocked a blow aimed at Jack's exposed back and countered with a lightning quick slice across the belly, the orcs entrails spilled wetly to the ground, the stunned bandit looked down in dismay and Lord Eckland took his head clean off. Without hesitaton he dove into the melee and began to lay about himself in great sweeps of his blade... Julian tried to move around the two massive individuals grappling in from of him. Orn's second swing had knocked the orcs blade from his fingers and Orn has lost his bar in the same strike, now both the huge men rolled on the ground, hitting and punching as best as they could. They rolled over until the orc was on top and had his hands around Orns neck! Orn was turning blue and digging his fingers into the thick wrists of the orc. Orn couldn't breath ! his vision started to cloud and haze... The pressure was suddenly gone, Orn rolled to the side chocking and gagging for air. He saw the orc facedown in the dirt a small knife sticking out of the base of its skull.... Branzig was tired,his weapon felt heavy in his hands. He saw the guardsmen on the ground all dead, all around him death. Branzig felt sleepy, he was not sure why, and he had a stomach ache, odd he thought I haven't had a stomach ache since I was a boy, He looked down and saw a thick ulgy sword blade pushed up to the hilt in his middle, He looked up and saw a beastial grinning face looking at him. For a split second Branzig felt no pain just raw HATRED and RAGE, with everything left in him he swung with a powerful overhand chop. His morningstar hit the orc square on top of the head and didn't slow until it got to his neck, pulping everything in-between. The orc fell over backward throwing a fountian of blood everywhere. Branzig fell to his knees, funny he thought this dosen't really hurt........ Lord Eckson was hard pressed by 4 orcs, thier murderous blades barley missing him dozens of times. He was fighning for his life when an ear splitting shout sounded behind him. Suddenly Iluven was beside him, two odd sickle shaped weapons in her hands. She was a terror! Block, slice, block, slice she was slowly taking the orc in front of her apart. Eckson had no time to admire as the three on him advanced. He steeled himself, but the orcs halted thier advance.......from behind them a creature rose up and "floated" over thier heads.....to land squarly in front of Lord Eckson..... The lone warrior ran into the grainhouse, he so loved fire, and barley stopped to look around. in the light cast by his torch he sees a small human man standing on the opposite side of the room, easy prey! the raider pulls a long wicked knife from his belt and starts to advance. WHOOOOOSH the torch is blown out, stopping to stare stupidly at the now exhausted torch the raider glimpses a small shadow in the rafters of the grainhouse. ALHALDER MAGUS MISSLEAS ! the small human yells and small bolts of white hot energy hit the raider square in the face burning his eyes and forcing him to back wildly outside screaming! He dosne't scream for long as first one then a second arrow buries deep in its side. It falls without a word..... Lord Eckson risks a quick look around, several building are burning and several of his guardsmen are down. Iluven and Jack are fighting three orcs and seem to be holding, several small pockets are still fighting but it looks from a quick glance that several townsfolk are down dead or dying. That is all he has time for as the creature lunges in, claws held high. Eckson spins to the side and sets in a high-guard "Why have you attacke us?" demands Eckson, Grinning ands showing a mouthful of razor sharp teeth the creature replies "You have something I want" and attacks trying to impale Eckson on its claws and buffet him with its wings. Eckson continues defending himself looking for an oppertunity to strike then there..! Lightning quick Eckson strikes under the armor at spot under he arm, a hit.! The creature hisses in pain and steps back, blood leaking down its black armor. "For that you will pay" hisses the creature,obviously in pain, it lunges again. Eckson blocks the claws but feels ablow to his legs and is knocked flat by the creatures tail, scrambling backwards Eckson tries to put distance between himself and the beast! The creature leaps and lands on top of Eckson, he blocks the claws and is trying to keep his face covered as he reaches for his dagger. Eckson grabs his dagger and drives the blade straight up underneath that foul black armour. The beast ROARS in pain and rolls off of Eckson, Eckson rolls away and gets unsteadly to his feet, bare blade held in front of him, bleeding from a dozen wounds.. The creature roars again and leaps into the air flying back towards Mt. Generic, the remaining orcs seeing this break off and run for the treeline...... Dell has never been so scared, the two orcs are climbing the tower, coming closer and closer. He has his spear ready and throws feebley at the closets orc only to watch in horror as it bounces harmlessly off its armour. His shaking hand reaches for his small belt knife.....when the orc closest to the ground screams as its pulled off the tower, wrapped in a deathgrip of wood and fury it life is crushed out of it by Ezra. Tossing the lifeles heap to the ground Ezra advances to the next raider it is frozen with fear and too screams when its embraced by the awakened Druid. When its over Ezra calls up to Dell "Come down little one, its over now, your safe"..... Town losses : Branzig 10 guards (Trapper Callieth included) 25 commoners Bad guys : 1 Orc war boss 22 Orc warriors I hope you guys think this is ok :cool: |
| secher_nbiw4505-14-07, 10:38 PM | I havent posted on this thread before, but ive been following along, and im wondering: Has the size of the river been esatablished? I think if an aboleth is supposed to swim up stream, that must be a good sized waterway. this would also seem to go against one of deanrules intentions for starting this thread in the first place. he didnt want a town overrun by baddies. Orcs, a halfdragon/wyvern, and an aboleth all in one shot? Why? let a DM who wants to use Ecks town throw something like that in. :twocents: lets go redsox. |
| Johnny_Angel05-15-07, 12:13 AM | I havent posted on this thread before, but ive been following along, and im wondering: Has the size of the river been esatablished? I think if an aboleth is supposed to swim up stream, that must be a good sized waterway. this would also seem to go against one of deanrules intentions for starting this thread in the first place. he didnt want a town overrun by baddies. Orcs, a halfdragon/wyvern, and an aboleth all in one shot? Why? let a DM who wants to use Ecks town throw something like that in. :twocents: lets go redsox. It was decided upon that only the wyvern and his orcs would be used. I did provide additional information for if a DM wanted to use the aboleth in his/her home game. To clear something up though: My aboleth concept was that the aboleth was living in an undergound lake somewhere in the depths of Mt. Generic. If you go back and read my posts, you'll see what I'm talking about. An aboleth could be in the river if a DM decided that's how he/she wanted it to be, but that was never part of my original concept, so I'm not sure where that came from. Also, for anyone who has Lords of Madness, I highly recommend reading the section on what happens when Aboleths don't have enough water. That's what I based some of my thoughts on; I know it's not one of the books we're using for this thread, but it's definately a book that I feel (IMO)gives some excellent fluff (and crunch as well) for abberations. Once again, though, I'm about 90% positive that we're only using Trogdax (the wyvern) and his orc minions. |
| Return of the Flumph05-15-07, 01:38 AM | Since the majority does not want an aboleth, I'll drop the issue. |
| Araes05-15-07, 02:26 AM | Alright, I'm going to approach this from a somewhat different angle than the other stories have gone. The strategy from the orcs point of view will be thus: The best sneaky orcs are sent in first to light a few buildings on fire in the night, preferably in a single area, and then try to leave as fast as they can or hide somewhere so not to alert people. I am assuming that not all orcs are uniformly identical and there are one or two that might have some idea how to be quiet and not make noise. Once the town is distracted by the fire, the other orcs will advance into the town and butcher the villagers while they are distracted and try to burn as many of the houses as possible. Trogdax will supervise well above the battlefield until he sees a location where he can be of best use and then charge into combat. Trogdax will preferentially use his breath weapon against a large cluster of people. If things go well, maybe people putting out fires. If badly maybe an area where people are fighting. Trogdax apparently knows who Eckson is and will try to attack him directly to limit his damage to the orcs if he can. They will keep watch and attack in the utter dead of night when the least number of people possible are up and about. They have darkvision and humans do not and will be instructed to try and carry the fight away from the fires if the humans resist too much. In doing this story snippet. d20 rolls were made for the orcs and humans with situational modifications based on numbers, fear, darkness, ect... The orcs have been waiting all night within the edge of the forest, as far away from where they last saw the strange tree thing yesterday as possible. Around 1 o'clock in the morning, the two orcs who have been on watch near the treeline return to the main body of orcs in the NE and inform their commander that the town appears very quiet. The lookouts are still on watch, but they believe that if the two chosen for fire duty crawl along a curve of the hillls near the SE side of the hamlet, they should be able to get very near to the town before they would have to leave their cover and make a run for the edge. (I assumed that the outer dots on the map on page 11 were lookouts, and that the orcs thought there might be at least one person on the keep walls) The chieftan agrees this seems like a good idea, and sends the two orcs out to complete their task, while he moves the rest of his orcs as near as he feels he safely can to the village in the north. The two orcs do as they are commanded, and get within a short distance of the town before they can crawl no further without complete cover. They then wait for the lookout they can see to turn in another direction and then make a break for the edge of the village. There were actually two villagers, one on the tower, and one on the keep who could potentially see the orcs, but unfortunately for the villagers it doesn't matter, as the two orcs both get 11 and 16, while the two humans get 9 and 4. Now within the village, the two orcs begin to look for something that looks like a tasty target. Immediately their eyes set upon the Inn, which is slightly bigger than other buildings. Moving through the shadows, they approach the building while trying to avoid any lighted windows. I rolled 9 and 10 just to make sure they didn't get some critical fumbles while trying to do this. On the side of the Inn away from the door and main windows, they find a spot which has throw access to the traveler's stables and a little ways away, there is a house with a large woodpile outside that they think they might be able to hide behind in the confusion. Lighting their torches, they each give heaves and chuck them at the Inn. The first rolls miserably (3) and his bounces off the eaves and lands in the dirt. The other though is better (12) and manages to get his atop the roof in the thatch. Since the fire's not going yet, and nobody's raised the alarm, the other orc gets his torch in the next round, and lights it. In the next round though, they suddenly hear a clang from one of the bells. Deciding to cut their losses and hide, the orc hucks his torch and with a really meager throw (10), just barely gets it to stick on the edge of the stable. They then both move as fast as they can towards the woodpile. Attempting to hide, they push themselves as far back into a corner and the shadows as they can and make hides. One is a god of the shadows (nat. 20), while the other isn't so hot (9). Apparently he's having a hard time keeping quiet and chuckling about burning the humans. I note now that he is also the generally incompetent one of the pair. Shortly thereafter, commotion starts to happen. People are swarming out of their homes as cries of Fire! Fire! are taken up across the hamlet. People are rushing by the orcs and at first don't notice even the retarded one (9 and 10 with -4 circumstance for heavy distraction and running) By this point, the fire on the roof has become rather extensive, and has engulfed most of the main Inn and stable roofs. However, the town fire brigade have also arrived, and are in quick order deploying the water spells to quench it with good effect. About this time, Cotter Magin heads by the orcs and suddenly does an about face screaming "Orcs!" (18 to 14) Unfortunately, about this time, the other orcs have also managed to get within striking distance of the town, and quickly similar cries go up from other parts of the town as well. The orcs in hiding attempt to leap out and kill Magin, but he wins initiative, and knowing he is unarmed and outnumbered he makes a break for it to warn others. At the time of maximum fire, most of the town was awake, and about 70 people had gathered to try and stop the fire, including most magic users. Some of the guard had come as well, but luckily they thought to bring their weapons, although not their armor. At the call of "Orcs! Orcs!" throughout the town though, the rest of the villagers have quickly grabbed whatever they could find and leaped to the ready. Lord Eckson is also awake, and has grabbed what gear he could and is coming down out of the keep sans armor. Finally, Ezra has seen the fire and is coming into the town as well from the south forest. At the outskirts of town, the lead orcs meet the first confused villagers and crash through them, killing 4 instantly. A few orcs who aren't directly in combat also light torches and toss them as they go. They then move as two masses of 12 into the center of town towards the fire to try and catch the villagers before they can get properly organized. About 1 street from the fire, the mobilized guards w/ Branzig, Callieth, and Jack catch one of the groups of 12 from the side and enter combat. In the first round of surprise, the guards manage to drop 2 of the orcs and Branzig takes another as well. However, regrouped, the orcs still outnumber the guards and have three orc guards (but no chieftan) with them. The next round goes slightly worse for the guards, and three redshirts fall, as well as poor trapper Callieth from a might orc slash. However, they do manage to kill an orc guard and another orc in the process. Meanwhile, the other orcs have manged to find the unarmed villagers who are tending to the fire and charge into them. Many have already left to try and find weapons, but at least 30 are still left, including Vera and Brother Atil. Without weapons, most break on the spot and run at the sight of the orcs. However, the adepts and about 8 of the villagers hold their ground, grabbing flaming timbers, and whatever implements they can find. Unfortunately for those who fled, Trogdax was watching, and as they peel away, he lands with a mighty roar that shakes the houses. Instantly backtracking, they flee as a mob, which is wonderful for Trogdax, and he unleashes death. 18 of the 20 are caught in the blast of his breath weapon. DC 18, 18 dmg. Saves (19, 13, 8, 20, 13, 2, 8, 17, 2, 20, 19, 7, 20, 3, 8, 9, 18, 10) Apparently three of the villagers have ninja training and I give them the benefit of the doubt. However, 15 perish instantly to the hellfire and all the buildings in the vicinity light up. About this time, Eckson has made it to the fight, and he crashes into the group fighting the guards on the east side of the village. Both of the remaining guards drop instantly to his attacks plus cleave and great cleave. In addition, he kills two more of the normal orcs. In the same round, Branzig smashes another into the sweet embrace of death, and a guard member pierces another. The last remaining orc seeing all of his mates dead in a heartbeat panics and flees - only to be cut down by the AoO. Unfortunatley, things are not going so well on the other side of the village. Atil is wounded in the first round of combat, and Vera dies from a mighty blow from the chieftan. In addition, two of the orcs kill the brave villagers who stayed. In addition, with some rather lucky rolls (18, 17, 14, 20) several of the remaining villagers manage to kill orcs who were attacking. Also, Atil lets out a burning hands into the assembled orcs, and gets a decent roll of (5 dmg). This kills two more orcs, and wounds the chieftan and a guard. About this time though, they also hear the horrible screams of their neighbors as they are broiled alive. In the next round, Atil falls back and heals himself as he is bleeding profusely, and the remaining villagers fight on. Behind them, the orcs can also hear the rest of the village up in arms and coming for them. Fearing that they are going to be trapped between the two masses, they break from combat and move off to the NW to try and follow the river out of town. Having seen this, Trogdax is furious and roars at them to stay, but they do not heed his command. In a rage, Trogdax dives back into the fray they left to try and finish what they started. However, Eckson and the guards have also heard the roar and the commotion, and are on the way. In the round he has alone, he rapes the remaining villagers with his nasty 8 attacks a round, and drops them all even with two misses. Unfortunately, he doesn't see either Eckson or the guards coming since he is so busy with his carnage, and in the next surprise round, he eats a nasty 35 points of damage from Eckson and even a lucky hit from Branzig with a (19) and 6 more damage. With a bellow of pain, this is too much for Trogdax, and he launches into the air to escape the onslaught and begins to flee the field of combat. On the way out of town, the somewhat disorganized orcs meet a group of villagers, and only trying to flee, lose two orcs and kill 1 villager as they run. With houses still burning and wounded everywhere, the villagers don't pursue, and instead try to fix the damage as best they can. Final Tally Orcs: 3 guards, 17 normal orcs. Ecksonites: Callieth, Vera, 3 guards, 28 villagers |
| deanruel05-15-07, 11:26 AM | So the tally's for all of the stories thus far are as follows- Araes' Tally Ecks: Callieth, Vera, 3 Guards, 28 Villagers Orcs: 3 Orc Guards, 17 Warriors Rockjaw's Tally Ecks: 10 Guards (Trapper Callieth and Branzig included), 25 Villagers Orcs: 1 Orc War Boss, 22 Warriors Heroe's Backpack's Tally Ecks: 4 Guards, 21 Villagers Orcs: 1 Orc Guard, 15 Warriors My (Deanruels) Tally Ecks: 6 Guards (Including Branzig), 22 Villagers Orcs: 10 Warriors |
| Argo05-15-07, 01:08 PM | I vote for Araes's version. |
| Sylvaroth05-15-07, 01:42 PM | I vote for Araes's version. Seconded, though I'll miss the half-elf :( I'd love to have the orc team as recurring characters. The orc paragon and his retarded best friend. Call them Lurael and Ydhar :D |
| SupercrazyDM05-15-07, 02:29 PM | I vote for Aare's version as well. |
| Johnny_Angel05-15-07, 03:51 PM | I liked Araes's version, but I also liked the part in dean's version which detailed the fight between Trogdax and Eckson a little more; lead to Gregory being poisoned via Wyvern Sting. Is there any way we could still include that? I feel that it makes a good story element, and it would explain why it might take a little while for Gregory to recover and retaliate. Edit: Is there any way that the final version could be a combination of the two versions I liked? I liked the action from Araes, but I also liked the way Dean's narrative touched upon some of the senses....telling what the sky was like and details of that nature. |
| deanruel05-15-07, 04:12 PM | Well with 4 votes for Araes' version I think it's safe to say that his story will be chosen. Here then is what I propose we do to get this chronicle done and finally get back to actually making the town again. Areas' Battle chronicle will be made the "Official" series of events that occured that day. In light of him winning the write-off I think it's only right that he get to post the next chronicle. Detailing in brief the events of the battle and the reactions taken by Eckson and the town in rebuilding, mourning, and taking steps to make sure that this can't happen again. Because while the Orc's attack against Eckland lasted a few minutes Eckland's retaliation will undoubtably be longer and have much more "permanent" effects on said attackers. Whaddya think Araes? |
| Rockjaw05-15-07, 07:59 PM | :clap: Congrats !! to Araes's version...Great job writing an excellent story. |
| Rockjaw05-15-07, 10:27 PM | Wow did everybody get real tired after that ? No new posts for awhile ? :whatsthis |
| Solian05-16-07, 10:29 AM | wow! all three of you did great versions of the events, and Araes congrats! I think they were all pretty good, rolling dice makes for some great storytelling because you never know what will happen :D. How would Eckland come back from this? they would rebuild and mourn, but what would be their battle plans as well as their defense of the town while carrying out their plans? |
| deanruel05-16-07, 12:59 PM | I imagine it would at least partially consist of some sort of "Monster Deforestation". Like hiring adventurers to go around Eckland in a mile radius and kill anything they find for money. Plus maybe a town wall, or at least more lookouts who are better prepared for nighttime attacks. Maybe torches of continual light placed at 60 foot intervals in a mile radius or something (expensive but hey). |
| Araes05-16-07, 04:06 PM | Hi guys, thank you for all the votes, and I'm glad you liked my version of events. As far as writing the next chronicle goes, I'm unfortunately going to have to pass. I've been on planes for the last two days, and I'm going to be flying all over the country for the next four, so I really won't have the time. When I get back from all that time on the road though, I'll be sure to post a few chronicles and get back into the thread. |
| DwarvenArcher05-16-07, 07:52 PM | Proposal: To bump up security after the attack, Gregory gets a member of his old adventuring party to come help with the town. |
| Rockjaw05-16-07, 08:47 PM | Anybody want to volunteer for the next round, or do we let deanrule pick...? |
| Rockjaw05-16-07, 09:48 PM | I was searching through my paper notes on the town and reviewing the posting for where we are now; A few things came to mind Questions: 1.) Lord Ecksons "Lyre of Building", how long will the magic last..? What would happen to the buildings if it is destroyed..? 2.) Does Lord Eckson report to, or is he a retainer for a more powerful Lord..? 3.) Did we ever decide on a "coat-of-arms" for the town..? (After 7 years I think we are ready. 4.) Would anybody like to vote on naming all the "establishments", or would this remove some of the generic appeal of our town..? 5.) Do we, or should we decide on a ceiling for development, where are we going town, small city, large city..? I was also thinking of some other things Proposal: A.) The decision is made to form a seprate military force (appropiately sized) and to split the duties of the guard and the watch. B.) Lord Eckson hires a "money-changer" (bank) to help faciliate faster development and building of economic resources C.) We should use the next several postings, to discuss further creating zones or building blocks within the town D.) We should discuss what is missing, example we do not have a carter (maker of wagons and carts) we are doing a lot of import export, do we need to have one, or not These were just some of the things I was letting roll around in my skull, what do ya think..? :thinks: |
| Johnny_Angel05-16-07, 10:38 PM | I think that naming some of the establishments would make it easier to refer to them in the thread, but it should be noted that the names can be changed if the DM chooses to do so in his/her home game. I think a coat of arms would be a cool idea. I think it might actually be a good idea to wait though; usually a coat of arms is based upon major events. I suppose part of the coat of arms would come from Eckson's personal tastes (i.e. favorite colors, name, his family coat of arms; whatever,) part would probably come from the flag or whatever represents the country that the town is built it, and part of it would be based on major events that happened in the town. As far as I remember, Eckland is under the rule of Whatsittown. |
| milo104705-16-07, 10:45 PM | I hope you guys don't mind a newbie jumping in on this :D Proposal: Have Eckson request some men-at-arms (5-10 temporarily, or even permenantly if he can afford them) from Lord Whatsisface in case the Orcs come back. In the meantime, the villiagers mourn their losses, bury the dead and begin rebuilding. Maybe a family or two leaves for what may be a safer living area? Maybe a low level adventuring party shows up, hearing about an orc raid and looking for some work? |
| Heros_Backpack05-17-07, 03:39 AM | I propose that the Ecktown coat of arms has Eckson's flaming sword on one side and a beech tree (like Ezra) on the other. How many other towns can say they have a tree walking around them? |
| Argo05-17-07, 01:20 PM | I vote yes on having Eckson bring in an adventuring buddy. I propose either a Halfling Ranger [Combat Style: Archery; Favored Enemies: Dragons, Orcs; Animal Companion: Snek, the Riding Dog] or a Dwarf Wizard [Specialist: Evocation; Familiar: Talon, the Raven]. |
| deanruel05-18-07, 01:25 AM | I don't think that a -single- adventurer would really beef up security almost regardless of their skill. Note that in the Orc attack it wasn't Ecksons failure to kill orcs that hurt the town it was the fact that your there simply weren't enough fighters to kill enough orcs quickly -enough-. (A hat trick of enoughs there). Note that I'm not opposed to an old buddy coming in I just don't think it would really do anything for the towns security. Anyway I like the coat of arms idea but I wouldn't put Ezra on it. Ezra is a person and no one puts people on country flags. |
| Iolana05-18-07, 03:30 AM | First, I would like to give a huge thank you to deanruel for starting this thread. To everyone who has contributed to Eckland and making it grow, ya'll are amazing storytellers. Thank you for taking me on an amazing journey. I have enjoyed spending hours reading about it, and following along as best that I can. To that end, I started building a map of Eckland for myself originally, to get a picture of what I thought Eckland would be like, based on the descriptions that had been given. It is an overall interpretation so to speak, trying to combine everyone's descriptions, and I realize it doesn't match word-for-word perfectly. I built this with Stronghold2 software, as that is the only software that I have that I can make maps with at the moment, and spent literally hours upon hours sculpting the land and placing buildings and having a joyous time of it. I was unsure though how to go about saying a proper "thank you" considering I haven't added a thing of my own to this thread. I PM'd deanruel with the pictures to share what I "saw" with him and to say thanks, and he recommended sharing it all with you. So here are the maps that I have created of Eckland: First, a bird's eye view looking towards the keep and town: http://home.comcast.net/~ivy5551212/Eckland.jpg And second, here is a map/top down view of the town: http://home.comcast.net/~ivy5551212/Eckland_Map2.jpg I do hope ya'll enjoy seeing what you have caused me to 'see and interpret' from what you have written. Eckland is going to become a highlight in our world that we play in, although our DM has no idea of that yet ;) lol Thank you once again, :) :) :) Iolana |
| DwarvenArcher05-18-07, 07:47 AM | Wow, nice job! I love that you can see the mountains in the distance in that first pic. I don't think that a -single- adventurer would really beef up security almost regardless of their skill. If it's a spellcaster, he can protect the whole town via defensive spells. Alarm spells, continual light in the right spots, glyph of warding, etc. |
| deanruel05-18-07, 10:27 AM | Wow, nice job! I love that you can see the mountains in the distance in that first pic. I know, right. The accuracy and the fact that it seemed to get the right -feel- of it really amazed me! Stunned me speechless first time I saw em. If it's a spellcaster, he can protect the whole town via defensive spells. Alarm spells, continual light in the right spots, glyph of warding, etc. True. And a whole host of other things too. Honestly thinking about it now it seems like Towns in the D&D world would -need- a Wizard to exist. Hmmm.....revelation? I'll post again later..... |
| Rockjaw05-18-07, 11:17 AM | First of all, Iolana.....WOW! I am completly floored, that is perfect. Proposal: I agree with some of the posts about bringing in a spellcaster, it would give us the chance to explain some things we want to do. I do however, think that just dropping a spellcaster in would not add anything, afterall with the town income we could just "buy" the needed magical defense eventually. I would suggest that we elaborate on the individual defenses that we want to see implemented, each person post a single defense "suggestion" and we all colaberativly work on it.. Here is mine, 1.) After the raid some in the town feel that our guards/watch were underprepared and to correct this are looking to "hire" somebody to teach the new fledging warriors. The first order will be to purchase and or build missle weapons (short bows / crossbows) and then train the guard in thier usage. Whoever we "hire" will not need to be a wicked high levelfighter just an expert in that item or skill. This is and has been done in the modern military for longer than any of us would think, some of us were trained by "guests" from other military orginizations. We were not made into experts by we did become profecient. This could also lead to several plot-hooks with a influx of skilled adventures in town word will spread and, more and more people, business and cultural establishments will come and set up here. And once we are confident that our guard is at least going to do more damage to the other guys than themsevles, the "hired teacher" could leave. Just thinking....... |
| Johnny_Angel05-18-07, 01:56 PM | I think one of the cheapest and easiest ways to add security would be to add some sort of bell tower to the town. If something dangerous is spotted or whatever, the bell rings; people hear the bell and know to go to the keep or wherever their designated spot to be safe is. Perhaps -if the town can afford it- a wooden guard tower of some sort is built which also has a bell or some other way of signalling the main tower. The only down side to this is that whoever is in the tower could possibly be screwed if the threat is serious and they can't get back to town. |
| Argo05-18-07, 02:35 PM | Eckson hatches a plan to bring dozens of adventurers to the town. He sends messengers to towns and cities throughout the land, offering land and salary to all skilled adventurers who are willing to join his elite adventuring crew. The test for membership? Killing the half-red wyvern under Mount Generic. The elite crew? Nonexistant. The results? Excellent. The questions? I ask them and answer them. |
| DwarvenArcher05-18-07, 08:59 PM | Year 7, month 7-9 After the battle, Eckland repairs and buries it's dead. The Lyre of Building fixes the fire damage around town easily, but the grief of the villagers will take longer to heal. In particular, Vera Dryer is greatly missed. Many of the townspeople had gone to her as an friend and advisor when brother Atil was unavailable. Trapper Callieth's death is also mourned, as he was a reliable guard and one of the first to respond to the attacks. A series of gravestones are erected in the glade where the first orc was slain to commemorate Eckland's greatest losses. A large plaque in the center of the glade reads: "Here Lie the Mortal Remains of the Victims of the First Battle of Eckland. May the Gods Give Them Rest, and Our People Honor Their Memory." During the summer, these burial mounds become covered in a bright red local flower known as fire heart. The orc graves remain bare. The wounded all recover quickly, primarily due to Brother Atil's efforts. His magics seem to have grown stronger after the trials of the battle. Several townspeople gained notoriety after the attacks, including the smith, Torvald Branzig and his fellow guard, Jack Heppart. They find their drinking tabs at the alehouse are forgotten more often than not, besides small gifts from various townspeople. Ezra is now completely accepted by the townsfolk, affectionately reffered to as Good Old Ezra. Perhaps the greatest hero of the battle is Lord Gregory himself. His leadership is stronger than ever, and the tale of his battle against the dragon-beast is retold endlessly in Eckland, and surrounding villages. The Illsworth damsels fairly worship the "Dragonslayer", always forgetting that the dragon in this case isn't quite slain. Two of the orc raiders survived the battle and gave up the beast's name upon questioning. Trogdax. There are calls to track the beast to it's lair in Mt. Generic, but Gregory calls for caution. He fears more attacks and begins contacting friends from his adventuring days, calling in some old favors. A travelling carnival visits Eckland, giving the people a temporary diversion. It includes many entertainers as well as a group of dramatic actors. They are led by the enourmously famous playright and songwrighter Marinev(Bard 6). He decides that the dragon battle will make for a terrific play and declares that the troupe will stay in eckland until he sees how the beast dies! Whatsittown offers a dozen trained men at arms, and the master archer Handrell Justmore(War 3) as a temporary security force in Eckland. As a result, Gregory terminates the employment of the band of mercenaries who had been patrolling the roads around Eckland. They take up residence in the newly expanded Wynthad house, which has become the miners favorite local gambling house. There are rumors of other questionable acitivities in the building. The first tradeships are completed in Eckland, essentially just wooden barges pulled by asses along the shore. They promise a new trade route for the town along the river. The Illsworth girls sadly return to Whatsittown, spreading tales of Lord Eckland's dragonslaying. This combined with the lure of free homes leades several new families to emigrate to the town. There is a minor scare when a small child, Brandi Edgewood, goes missing for 2 days. She reappears just inside the woods telling tales of singing and dancing in woodland glades with her "friends". She describes tiny men and women of various types. Most of the villagers disregard her stories, relieved that the dragon is not to blame. Mineral veins in the mines outside of town are developing quickly, making some miners potentially very wealthy. They begin to take on a gold-ruch mentality, borrowing heavily from the newly formed 5 coppers trading association under the crafty Cotter Magin. A number of immigrants come to town planning to create new mines or work in estlished ones. No orcs have been seen since T day, although crashes and echoed roars are sometimes heard near Mt Generic. Marya insists that the mines need their own protection as a valuable new resource, but for now they lie relatively unprotected... TOTAL POPULATION - 298 (50 new villagers - battle loses - npcs leaving) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) NON-PLAYER CLASS CHARACTERS Roland Ashoff Brother James Atil, Adept(Adept 3) Torvald Branzig, Guard (Warrior 4) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Jack Heppert, Guard (Warrior 2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Cotter Magin, Merchant (Expert 3) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) GUARDS- (Morningstar, Dagger, Studded Leather) Branzig (Warrior 4) Handrell Justmore (Warrior 3) Jack Heppart (Warrior 2) 13 First level Warriors LOOKOUTS - (Spear, Leather Armor) 4 First level Commoners (Dell Sherwyn, and 3 others) BUILDINGS Apothecary Bakery Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Weaver/ Tailor's 92 Homes TOWN COFFERS- 15,887 gold 1 ring (not yet identified) |
| HK-47 II05-18-07, 09:52 PM | This isn't a major issue but they have a Catacombs (crypt) for a reason don't they? Sorry, but what's the use in having them if only one body will be stored there? Also, what are we gonna do about the next battle? |
| Iolana05-18-07, 11:37 PM | DwarvenArcher, deanruel, Rockjaw...thank you all so much :D I am glad you like the maps! I did mention it in PM to deanruel, but failed to mention it here I see. If anyone wants to use these maps as well, please feel free to snag them. Without your ideas and input, there's no way I could have made them. If anyone is interested in larger files to print out, just let me know via PM, I do have larger files saved. Oh, and my DM's response? "OMG...that's perfect...we'll be using this for sure, when can you get the rest of the info worked up for me?" :D So aces to ya'll from my DM as well, he loves Eckland! :) :) :) Iolana |
| deanruel05-19-07, 12:18 AM | This isn't a major issue but they have a Catacombs (crypt) for a reason don't they? Sorry, but what's the use in having them if only one body will be stored there? Also, what are we gonna do about the next battle? I don't really understand the first part of that post. The Orcs killed a lot more than one person and thusly multiple people have been buried. As to the second part there will be NO MAJOR BATTLES for the next 5 years or so if I have anything to say about it. We spent the last 5 pages (Roughly 1/3rd of the thread) talking about the battle. I would like to get things back to the "Building a City" part of the thread. Iolana: I'm psyched that your DM liked what we've done thus far :) Dwarvenarcher: Awesome post man. Love it. I plan to do one in the morning myself. You opened up a lot of avenues to explore. Argo: Your post made me giggle. That's all. Just wanted to mention it. Johnny_Angel: Not a bad idea but basically that's a lookout, which we already have. The problem is assuming that the Lookout will be able to "Look Out" and see what will attack Eckland. And frankly that is too generous an assumption. Lookout towers can be circumvented in a lot of ways and the attack essentially proved that relying solely on them will get people killed. We need more. |
| Rockjaw05-19-07, 12:50 AM | Eckland Year 7 months 10-12 Winter again comes to Eckland and another excellent harvest has helped to erase some of the pain of last summers hoorrible attack. With the completion of the fall harvest and storage/shipping of all the bounty now completed, the town Eldars and Merchants again turn to the business of increasing both the wealth and size of thier town. Cotter Magin leaves in the early winter for a busines trip to Seatown to try and get a contract to build a "water-wheel", and staff it with knowlegable millwrights to grind the rich grain from the fields into Flour, he reasons that a second flour mill will be more valuable to the surrounding cities and he can glean a tidy profit be doing the work. The increased mining activity has, brought several new miners to the area and several mines seem to be on the verge of consolidating and creating a mining company. The downside is that several of the private mines of any size seem to be using "Brutes" and "Thugs" as thier security, Branzig has spoken to both Lord Eckson and Marya about using town guard as security for the mines. At a meeting of the Farmers the question of an overall leader has been finaly answered, Roland Ashoff has accepted the leadership position of the newly formed syndicate. Two possible names going around are "10 Stars Farming Consortium" and "Birchwood Sod-Cutters Guild". Rolands first order of business was to establish a council to assist in the decisions of the farms, with members of several founding familys appointed to this council. Two promotions were announced by Lord Eckson to the gathered townsfolk. Torvald Branzig has been made a Lieutenant and confirmed as Guard Commander, and Jack Heppert was made a Sergeant of the Guard. Both men were shy and humbled and the announcment. Shortly after several of the field-hands and some of the less lucky prospectors decided to join the Guard and 21 new members were accepted. With the influx of guards Marya uses the "Lyre of Building" and constructs a new Barracks Hall, complete with a training yard and small Armory. Noteworthy Events: 1.) Two of Lord Ecksons old adventuring companions arrive just before the turn of the year; Grakos Tigersoul (War-7) and Curbin Milner (War-5, Wiz-2) Great dinners and long nights of storytelling ensue...! 2.) Cotter Magin does recieve help and the new "Water-Wheel" will be built after spring thaw 3.) Townsfolk would like to have a "Town Square" made in the spring complete with lightposts and mabey a fountian, Lord Eckson has called for all ideas to be submitted so as a town there can be a vote on the design TOTAL POPULATION - 325 (17 new prospectors/miners) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) NON-PLAYER CLASS CHARACTERS Roland Ashoff (Expert 1) Brother James Atil, Adept(Adept 3) Torvald Branzig, Guard Commander (Warrior 4) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Jack Heppert, Sgt of the Guard (Warrior 2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Cotter Magin, Merchant (Expert 3) (Guildmaster 5-Coppers) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) GUARDS- (Morningstar, Dagger, Studded Leather) Branzig (Warrior 4) Handrell Justmore (Warrior 3) Jack Heppart (Warrior 2) 34 First level Warriors LOOKOUTS - (Spear, Leather Armor) 4 First level Commoners (Dell Sherwyn, and 3 others) BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Smithy Tavern Water-Wheel Weaver/ Tailor's 92 Homes TOWN COFFERS- 18,465 gold 1 ring (not yet identified) [/QUOTE] |
| HK-47 II05-19-07, 06:41 AM | I don't really understand the first part of that post. The Orcs killed a lot more than one person and thusly multiple people have been buried. As to the second part there will be NO MAJOR BATTLES for the next 5 years or so if I have anything to say about it. We spent the last 5 pages (Roughly 1/3rd of the thread) talking about the battle. I would like to get things back to the "Building a City" part of the thread. Iolana: I'm psyched that your DM liked what we've done thus far :) Dwarvenarcher: Awesome post man. Love it. I plan to do one in the morning myself. You opened up a lot of avenues to explore. Argo: Your post made me giggle. That's all. Just wanted to mention it. Johnny_Angel: Not a bad idea but basically that's a lookout, which we already have. The problem is assuming that the Lookout will be able to "Look Out" and see what will attack Eckland. And frankly that is too generous an assumption. Lookout towers can be circumvented in a lot of ways and the attack essentially proved that relying solely on them will get people killed. We need more. Yes I know, but when the catacombs were built only one person had died, and these deaths from the battle were NOT buried there. As for the major battles I meant the towns retaliation. |
| DwarvenArcher05-19-07, 09:43 AM | Heh, I forgot there were catacombs. So far, Eckland's population growth has been growing around 15 percent per year. Gold rush towns can grow WAY faster than that. 50-100 percent growth is not unreasonable. This could be a good way to boost the town size up faster, and get more PC's. |
| Heros_Backpack05-19-07, 01:55 PM | Eckland Year 8 months 1-3 This year's Frostfair celebrations become as much a time to mourn those that are not there as it is a show of defiant survival, although the presence of so many entertainers adds a lighter tone. The new guards and their trainers put on a display of tactics and drill which ends in the burning of a cloth dragon much like Trogdax. More miners of widely assorted races (including gnomes, dwarves and a few stray kobolds) pour into Eckland in a rush to get their own share of the gold there and the first trading boats sail up the river from Seatown to trade their goods for the newly mined metals. A second tavern and boarding house opens on the edge of town nearest the prospector's camp, and further in, a pawnbroker sets up his business, trading with the less lucky miners and immigrants. Another 10 guards and 8 more lookouts are hired, including a group of four dwarves, who promptly take up the night watches in the towers Brother Atil's mother temple sends a pair of novices and Kayti Deanas, a minor priest, to support him in his 'troubled parish'. Also, an animal messenger arrives from Eckson's elvish friend Elrohir commiserating with his loss and offering to send a group of guard dogs and handlers to patrol the borders of Eckland as soon as the spring thaw arrives. TOTAL POPULATION - 360 (14 new prospectors/miners) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) NON-PLAYER CLASS CHARACTERS Roland Ashoff (Expert 1) Brother James Atil, Adept(Adept 3) Torvald Branzig, Guard Commander (Warrior 4) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Kayti Deanas, Adept (Adept 2) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Jack Heppert, Sgt of the Guard (Warrior 2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Cotter Magin, Merchant (Expert 3) (Guildmaster 5-Coppers) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) GUARDS- (Morningstar, Dagger, Studded Leather) Branzig (Warrior 4) Handrell Justmore (Warrior 3) Jack Heppart (Warrior 2) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 99 Homes TOWN COFFERS- 19,181 gold 4 silver 1 ring (not yet identified) |
| Sylvaroth05-19-07, 02:43 PM | Town Coffers from year 7, April to June: 14,454 gp Year 7, July to September Chronicled Months: 3 Town Population: 298 Expenses: 0 gp ([1.6 gp x 298 + 1 gp] x 3) = 1,433 gp 4 sp 14,454 gp + 1,433 gp 4 sp = 15,887 gp 4 sp Year 7, October to December Chronicled Months: 3 Town Population: 325 Expenses: 0 gp ([1.6 gp x 325 + 1 gp] x 3) = 1,563 gp 15,887 gp 4 sp + 1,563 gp = 17,450 gp 4 sp Year 8, January to March Chronicled Months: 3 Town Population: 360 Expenses: 0 gp ([1.6 gp x 360 + 1 gp] x 3) = 1,731 gp 17,450 gp 4 sp + 1,731 gp = 19,181 gp 4 sp Formula: ([1.6 gp x Town Population + 1 gp] x months chronicled) expenses = Total income per chronicle entry I propose to replace the general 1 gp toll with a toll modifier as seen below: Town Size Toll Modifier Thorp 0 Hamlet 1 gp Village 5 gp Small Town 10 gp Large Town 25 gp Small City 50 gp Large City 150 gp Metropolis 300 gp The resulting formula would look like this: ([1.6 gp x Town Population + Toll Modifier] x months chronicled) expenses = Total income per chronicle entry |
| Heros_Backpack05-19-07, 02:56 PM | Year 8, January to March Chronicled Months: 3 Town Population: 360 Expenses: 0 gp ([1.6 gp x 360 + 1 gp] x 3) = 1,731 gp 17,450 gp 4 sp + 1,731 gp = 19,181 gp 4 sp Formula: ([1.6 gp x p + 1 gp] x months chronicled) expenses = Total income per chronicle entry OK, I've now adjusted my chronicle to get the money right :D |
| Sylvaroth05-19-07, 03:04 PM | Hope I don't get on the nerves of all of you :D I just wondered what had happened to the silver bar? I suggest, (assuming the bar weighed 10 lb.) Gregory has minted his first 500 Eckland Silvers with it. Now this would add 50 gp to the 19,181 gp 4 sp in the town coffers, resulting in 19,231 gp 4 sp. Please do also note the proposed toll modifier in my above post. |
| deanruel05-19-07, 04:08 PM | Lord Eckson's first concern this season was not the harvest, it is the creatures (Trogdax included) that live near the town and the hefty loss the town coffers were taking from the 50-odd men that now belonged to the Town Guard. Even with a minimum salary these men were taking a multi-thousand dollar toll from the coffers each month. Eckson crafted a clever plan to kill two birds with one stone. Each week, on a previously unnanounced day, Grakos Tigersoul would take an Adept, Branzig, and roughly half of the Guard on a 6 hour trip around Eckland. They would walk off the beaten trails in full arms and armor and hone their skills in real combats with any beast they find. A fair share of wolves and bears are killed but also a Minotaur and an Owlbear within only the first season. The Guard has yet to suffer any losses. The overwhelming numerical advantage they possess along with the healing power of a standing-by Adept makes the combats dangerous, but undoubtably one-sided. With the money the force brings in in hides, items, and captured treasures the town Coffers begin to fill up once again. Along with a number of new miners comes the budding prospect of a Miners and Prospectors guild. With the quabbling over the Farmers Guild still in progress Eckson creates some large changes in town structure to streamline the process of collaboration. Eckland's keep gains an addition of a Town Hall. A large auditorium where the different guilds (and any townsfolk that arrive) can meet on the first of every month to discuss issues within the forum. Currrent groups at the town meeting are the Farmers Guild, the Merchants Guild (5 Coppers Trading Company), the newly formed Prospectors Guild. In a surprise appearance on the first town meeting another group shows up. Comprised of Thanatos, Brother Atil, Samantha Bladecutter, and Kayti Deanus this group calles themselves the Mages Guild and is quickly given proper seating. TOTAL POPULATION - 368 (8 new prospectors/miners) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept(Adept 3) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Farmers Guild Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 4) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 2) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 104 Homes TOWN COFFERS- 19,200 Gold 8 silver 1 ring (not yet identified) Noteworthy Events 1) Corbin Miller left town to continue his adventuring, however Grakos Tigersoul was able to be convinced to stay. He was immediately promoted to Sergeant of the Guard and is now Branzig's right-hand man. 2) The Guard is now assumed to pay for itself with it's creature hunts. They have also been armed with Light Crossbows both to help in the hunts and to allow them to more effectively fight off attacks in the future (this cost a bit from the coffers) |
| Sylvaroth05-19-07, 04:43 PM | Was this an official chronicle entry, deanruel? If so, why then did the town coffers increase by only 19 gp 4 sp? Good idea, however. What about the silver bar? What about the toll modifiers? One other idea I had is Ezras influence on the farmers' income. Assuming about 30% of Eckland's population comprises of farmers, those farmers would see an increase of 30% in productivity due to Ezra casting plant growth on their fields. With a population of 360 people, the farmers would add about 50 gp to the total monthly tax income. This would increase the multiplier from 1.6 gp to around 1.75 gp per individual. Changing the income formula accordingly... ([1.75 gp x Town Population + 1 gp] x months chronicled) – expenses = Total income per chronicle entry ...would result in a monthly income of 631 gp instead of 577 gp for 360 people. That's a solid 54 gp in addition. |
| deanruel05-19-07, 05:25 PM | Because the cost of 50 light crossbows dropped a LOT off the town revenue, plus I think I nocked a little more off on the side for...something....I think it was for another full suit of Town Guard gear for Grakos. It's really just a coincedence that the end sum was so close to the beginning sum. |
| Rockjaw05-19-07, 05:30 PM | I guess we could enter deanruels entry a a journal entry ? Are we still agreed to catch our breath at year 10 and get a complete town discriptive...? |
| DwarvenArcher05-19-07, 06:41 PM | What about the silver bar? What about the toll modifiers? One other idea I had is Ezras influence on the farmers' income. Changing the income formula accordingly... Seconding all 3 of these ideas. |
| Sylvaroth05-19-07, 06:56 PM | Because the cost of 50 light crossbows dropped a LOT off the town revenue, plus I think I nocked a little more off on the side for...something....I think it was for another full suit of Town Guard gear for Grakos. It's really just a coincidence that the end sum was so close to the beginning sum. So 1,750 gp (for 50 crossbows ) are the expenses then. Adding town gurard gear would add the following costs: Item Cost Studded leather armor 25 gp Morningstar 8 gp Dagger 2 gp Total 35 gp I think however it is save to assume that Greg would have to pay only 17 gp 5 sp for the cost to create these items, since it is in the interest of the town's smith and leather workers, that those who protect them are well equipped. That's a total expenses of 1,767 gp 5 sp, resulting in a town coffers sum of 19,183 gp 3 sp. Seconding all 3 of these ideas. For ease of reference I'll add the three points below: I propose to replace the general 1 gp toll with a toll modifier as seen below: Town Size Toll Modifier Thorp 0 Hamlet 1 gp Village 5 gp Small Town 10 gp Large Town 25 gp Small City 50 gp Large City 150 gp Metropolis 300 gp The resulting formula would look like this: ([1.6 gp x Town Population + Toll Modifier] x months chronicled) – expenses = Total income per chronicle entry One other idea I had is Ezras influence on the farmers' income. Assuming about 30% of Eckland's population comprises of farmers, those farmers would see an increase of 30% in productivity due to Ezra casting plant growth on their fields. With a population of 360 people, the farmers would add about 50 gp to the total monthly tax income. This would increase the multiplier from 1.6 gp to around 1.75 gp per individual. Changing the income formula accordingly... ([1.75 gp x Town Population + Toll Modifier] x months chronicled) – expenses = Total income per chronicle entry ...would result in a monthly income of 631 gp instead of 577 gp for 360 people. That's a solid 54 gp in addition. I just wondered what had happened to the silver bar? I suggest, (assuming the bar weighed 10 lb.) Gregory has minted his first 500 Eckland Silvers with it. Now this would add 50 gp to the 19,181 gp 4 sp in the town coffers, resulting in 19,231 gp 4 sp. |
| deanruel05-20-07, 01:09 PM | I really don't think you need to be worried about the taxes with the level of precision you're putting into it. The town is gauranteed to not make the exact same amount each month, the formula I made was really just a way to get an average to bump up each month. If someone decides that a big storm hits and lots of things need reconstructing and the town -loses- money that's totally fine. The formula is really just to get an idea and then let people tell the story from there. |
| Sylvaroth05-20-07, 01:24 PM | I really don't think you need to be worried about the taxes with the level of precision you're putting into it. The town is gauranteed to not make the exact same amount each month, the formula I made was really just a way to get an average to bump up each month. If someone decides that a big storm hits and lots of things need reconstructing and the town -loses- money that's totally fine. The formula is really just to get an idea and then let people tell the story from there. Still, I think those little details do add greatly to the atmosphere of this setting. Monthly income is fine, but factoring in magical influences is exactly what sets Eckland apart. Thinking about the fate of the silver bar, however, has more to do with consistency than precision (just as with the catacombs ;)) As for the proposed toll modifier, you'd think there are more people coming to and leaving a metropolis than with a town or hamlet. Again, consistency. With two more positive votes I will add these to the formula entry of the Chronicles of Eckland, for ease of reference. |
| Rockjaw05-20-07, 05:48 PM | Eckland Year 8, Months 7-9 Fall has again come to the town and with it the promise of a bountiful harvest. Thanks to Ezra using magic to help insure another successful year word of the excellent fertile land have continued to spread across the land. Cotter Magin has his hands full as this year several Merchant Concerns have sent negotiators and buyers to the town attempting to purchase material even before it is harvested…! In the early fall the folk of the town are treated to a very unusual sight..! Walking towards the Keep is a stranger wearing a cloak made of autumn leaves, and a large bear walks in step with him..! The stranger is Dorn Ragain, a Ranger Lord, and he has come to the town to make Lord Eckson a bargain. In the spring there will be a Forgathering, and Ranger Lord Ragain wishes to hold it here in the nearby woods. Word has traveled far and wide telling of the town so touched by nature that an awakened walks among men. He wishes to hold the 3 week festival and have Ezra be an Honored guest. He also explains that all the folk of the town will be welcomed and that he would be honored if Lord Eckson himself will attend. For the town he is wiling to pay a fee of 5,000 gold to cover any necessities. Ranger Lord Ragain does impart to Lord Eckson that with Rangers and Druids, sometimes their animal companions can be, startling, but assures him that all animals will be on their best behavior. Marya has been very busy assisting a newcomer in setting up shop and soon the first “Money Changer / Mint” in the town will be operational. Marya is pleased that Master Markul Gentlecoin and his extended family have come to the town. Their business will be located next to the town hall and will do fairly well with their knowledge of appraisal and standardizing raw ore into coins and trade bars ** Master Markul Gentlecoin Gnome male-Expert-3 (aristrocat-2) Skills / Knowledge : Gem Cutting, Appraisal, Diplomacy, Economics The collaboration on the Town square will be completed in the spring, all the folk who helped are very happy with the results. The Smithy has built large lampposts that are detailed to represent trees with bark and small iron leaves. The Fruit on these trees are actually the lamps and the largest of the trees in the square have a dozen each, all of intricate iron, copper, and colored glass The Masons have completed the fountain, a great limestone circle 12ft in diameter and a built in sitting bench, it constantly gurgles ice cold water from a spring diverted to underneath with Ezra’s help. The carpenters and Hirundo have built two small pavilions and a new covered message board, all expertly worked and carved to resemble nature and its elements. A group of farmers from the Birchwood Guild donated and planted dozens of flowering trees to finish it off. Branzig, Grakos, Handrell, and Jack have been training the guardsmen relentlessly and they are performing to that level. Lord Eckson is pleased and rewards the guard with a large feast in their barracks, complete with Eckland Winter Ale and a few casks of the Vintage Elven wine. Word of this travels fast and with the increased moral, the “hunting excursions” go longer and farther every time now they talk of exploring the deepest parts of the woods surrounding the town. Noteworthy Events 1.) True to his word, Elrohir sends a dozen of his highly trained Waywardens and their Elven Dogs to help patrol the outskirts of the town, These mysterious warriors seem to melt into the wood and their dogs make almost no noise, Lord Eckson sends a message back to his friend thanking greatly for the assistance 2.) The continued success of the farming community for so many years has seen an explosion of people wanting to come and work the land Roland Ashoff is now working full time in organizing the tilled soil into manageable plots and has turned his own farm over to his son. 36 New farming families come to Eckland this fall 3.) The merchants also see a increase in their ranks with the arrival of a Glass Blower, a Cartwright and a Silversmith 4.) A record 15 marriages were celebrated and all were attended by Lord Eckson who fears that if the town keeps growing he will not be able to attend all the coming weddings 5.) One of the new farms being cleared has discovered an underground cave..! The family of Halflings was at first scared but some of the Dwarves explored it and say it completely safe and in fact quite solid TOTAL POPULATION - 407 (36 new farmers, Glass Blower, Cartwright, Silversmith) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept(Adept 3) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Farmers Guild Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) Master Markul Gentlecoin (Gnome Expert-3 (aristrocat-2) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 4) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 2) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 144 Resident Homes TOWN COFFERS- 21,157 Gold 4 silver 1 ring (not yet identified) 5,000 gp "gift" |
| Sylvaroth05-20-07, 06:12 PM | I really loved that entry and the 'touch of nature'-idea you added to Eckland. Town Coffers from year 8, April to June: 19,200 gp 8 sp Year 8, July to September Chronicled Months: 3 Town Population: 407 (Note that Eckland is a village now) Expenses: 0 gp ([1.6 gp x 407 + 5 gp] x 3) = 1,968 gp 6 sp 19,200 gp 8 sp + 1,968 gp 6 sp = 21,169 gp 4 sp or 26,169 gp 4 sp with the gift And the search for the stolen silver bar goes on. |
| Heros_Backpack05-20-07, 06:25 PM | I notice Ezra has reached 5th level. What wildshapes do you think s/he should use (if any)? And are we ever going to identify that ring? |
| Sylvaroth05-20-07, 06:40 PM | I'd love to see Ezra experiment with this newfound ability. Maybe he could turn himself into a baboon or dog and stay in the town over the winter? |
| Rockjaw05-20-07, 08:49 PM | [QUOTEAnd are we ever going to identify that ring?[/QUOTE] I guess that since I introduced it I'll identify it: Ring of Truth **As the spell Discern lies Divination: Range 25ft +5ft / 2 lvl Duration Concentration for 1 round Each round you concentrate on one subject, who must be in range. You know if the subject is deliberately and knowingly speaking a lie. This item does not reveal if the subject is telling the truth or unintentionaly speak inaccuratly. I thought this might become a interesting acessory for Lord Eckson..... Hope everyone likes :gift: |
| HK-47 II05-20-07, 09:12 PM | I know it's good to have Character slots open, but too few characters, especially after an attack, could cause problems. we have 4 slots for pc class character's open, let's fill one or two of them, atleast. Proposal: this has to do with the above statement, howabout eckson taking on a pupil? Proposal #2: I think we should revisit the Sara Archer (fortune teller's daughter and Thanatos's love interest) issue, I'm fine with any class, pc or npc, except commoner (she's above that) or aristocrat (she's below that)... |
| DwarvenArcher05-20-07, 09:26 PM | Proposal #2: I think we should revisit the Sara Archer (fortune teller's daughter and Thanatos's love interest) issue, I'm fine with any class, pc or npc, except commoner (she's above that) or aristocrat (she's below that)... Sorceror seems to fit the best, in my mind. |
| Rockjaw05-20-07, 09:32 PM | With 4 PC slots open I think we can all be accomidated, I do like the idea of a Sorc. but what about Samantha Bladecutter..? Isn't she working in the smithy...? My vote would be for a Wizard, someone to teach young Thanatos I'd guess around lvl-7, or lvl-8 My next vote would be for a rogue, a good old fashioned thief. Mabey around lvl-6 to really get the thieves guild fired up and working |
| Return of the Flumph05-20-07, 10:47 PM | Dagger Ears could send someone to fill in the Rogue slot...or perhaps a relatively high level freelancer shows up and starts competing with them. The Samantha issue needs to be adressed. |
| Sylvaroth05-21-07, 12:46 AM | I'll add the Ring of Truth to Greg's stats in the Chronicles of Eckland (making him the town's own Lord Judge then?). Yes - for Sara becoming a Sorcerer. Yes - for the rogue (high level representative of Dagger Ear's organization) I somehow see Samantha as Eckalnd's own version of an artificer. |
| deanruel05-21-07, 02:59 AM | Another resounding -no- to Samantha becoming a Pc. First of all she would be multiclassed which is bad. Second of all ALL the previous reasons I've pointed out in past posts for her not becoming a sorceror. And third of all I like the idea of a nice solid medium-high level regular wizard waaaaay better. Gives the town some magic firepower, allows for some cool character creation, and gives Thanatos a teacher so he can become -wicked badass- later on. Samantha can still be cool and interesting as an Aristocrat or something, or just an Adept who maxes out her craft skills and makes some badass enchanted gear. There is just no need for her to become a PC. She'd be like Iluven (Who STILL has not so much as had her name written down in ANY chronicle) all Class no Character. I'm also think that the Rogue thing would be -cool- but not really a great idea yet. I don't think a full blown PC class rogue would make any sense in a town of less than at LEAST 500 people. Rogue's are designed with alley skulking and rooftop leaping in mind and Eckland just doesn't have those things. Right now we'd probably see a lot of warrior classes and a few wizardly or divine classes but a stabbing-in-the-back, lock-picking, wall-scaling Rogue would find himself wildly out of element and would leave for Whatsitown in a week. I love the Ring of Truth. I'm even cool with it not being a DMG listed item. Gives Ecklands ruler a little personal flavor. Finally I thinkforeshadow the potential ranger-ization of young Daniel Gregory Sadras by having him be forever enchanted with wilderness types by the Forgathering. |
| HK-47 II05-21-07, 01:16 PM | Another resounding -no- to Samantha becoming a Pc. First of all she would be multiclassed which is bad. Second of all ALL the previous reasons I've pointed out in past posts for her not becoming a sorceror. And third of all I like the idea of a nice solid medium-high level regular wizard waaaaay better. Gives the town some magic firepower, allows for some cool character creation, and gives Thanatos a teacher so he can become -wicked badass- later on. Samantha can still be cool and interesting as an Aristocrat or something, or just an Adept who maxes out her craft skills and makes some badass enchanted gear. There is just no need for her to become a PC. She'd be like Iluven (Who STILL has not so much as had her name written down in ANY chronicle) all Class no Character. WHOAH! HOLD ON! You're combining two totally different people into one (I think..., unless you just missed the Sara thing.) Sara doesn't have a -single- level in -anything-, Samantha is an Adept, as for Iluven she has had her name written in chronicles, so you are exaggerating, her names been mentioned more than Thanatos's(Thanatos=2 Iluven=3(I think)), besides just because someone has a PC class doesn't mean they're characters |
| Johnny_Angel05-21-07, 03:45 PM | It was mentioned that there was going to be a ranger convention or something like that. Why not have one of the rangers visiting the town fall in love with a girl from town? That will fill one of the PC slots, and (since it won't happen for a while) will give plenty of time to figure out how to work that person into the town. This could actually work with the youth becoming a ranger as well because it would give him a mentor. I don't think we should be so quick to fill up PC slots. Just because the "slots" are there doesn't mean we have to immediately fill them up. ...just my opinion Proposal Samantha finds out about some shady dealings at one of the mines. The owner/proprietor of said mine arranges for Samantha to mysteriously disappear. My memory is a bit fuzzy, but I seem to recall that there was an old widow who told fortunes; perhaps she is the reason that the truth is ever found out, or maybe nobody ever finds out. Edit: I may have mixed up Sara and Samantha as well; I'm unsure and confused now. |
| deanruel05-21-07, 04:15 PM | WHOAH! HOLD ON! You're combining two totally different people into one (I think..., unless you just missed the Sara thing.) Sara doesn't have a -single- level in -anything-, Samantha is an Adept, as for Iluven she has had her name written in chronicles, so you are exaggerating, her names been mentioned more than Thanatos's(Thanatos=2 Iluven=3(I think)), besides just because someone has a PC class doesn't mean they're characters I apologize. I mixed up Sara with Samantha Bladecutter. However the rest of my post is roughly what my opinion is. I think Sara could easily become a cool character. I even see her as being a natural for the Aristocrat class from what I know of her. But I see no reason for her to have a PC class. Her only noteworthy feature as of now is that she's mackin with Thanatos. And that's cool and all but not enough IMO to make her ultra-special enough to be a PC. *See "Change of heart" below* On the Iluven thing I am not exagerating. Thanatos has done all sorts of stuff. He's got sick and started book-learnin, he befriended Sara and Fantus, he defended Eckland against Orcs (a little), and he started the Eckland Mages Guild. Iluven was brought into town and then essentially forgotten about. No one has used her for anything other than one post where she was mentioned as "being about town more". I don't dislike Iluven but I am being honest when I say she's not really used at all. Edit: *Change of heart on the Sara issue* On the other hand I may be getting to "defensive" about this. See it's generally my job to take up a sort of attitude that stops crazy things from happening constantly. If I agreed with every proposal ever made then Eckland would be a madland of villians and PC's. On the other hand it is undoubtably possible for me to be too pessimistic and there's a chance I may be doing that now. So you know what? Go for it. I change my vote to Sara Archer becoming a full blown PC class sorceror/rogue/eldritch knight/whatever. Go nuts HK. Make me a cool character. |
| Sylvaroth05-21-07, 06:21 PM | History of Ilśvėn Year 4, January to March Little Happens in this season as winter eventually fades into spring, however, upriver at the waterfall, a elven monk begins her training. Year 4, October to December During the Ecksday festival, a lone, elf girl wanders into town. Dressed simply but warmly, she seems unusually insightful and aware...almost intense. This is the novice monk Ilśvėn Silimaurė, from the elvish principality that the wineroot came from. An aquaintence of Lord Gregory Eckson's friends there, she came in search of an opportunity to let her monk career develop; a growing town may stand to benefit from one with her capabilities. Starting with a room at one of the inns, she soon assembles a small but confortable little house (more of a well-built shack) for herself at the border of Ezra's forest. She introduces herself formerly to Lord Eckson, but says little else. Greg, for his part, is becoming accutely aware of his own singleness. Approaching his forties now, he knows he should try finding a wife pretty soon. Year 7, April to June Ilśvėn begins training several girls from the village in unarmed combat in a glade just outside of town. During practice, they are attacked by a lone orc. Ilśvėn and the girls slay the creature and return to town as sudden heroes. The people of Eckland stay alert for an attack on the town itself, but so far the raiders choose to attack only travellers. Gregory congratulates Ilśvėn on protecting his town and offers to make her his sheriff. The local children take to calling her "The Orcbane". |
| Sylvaroth05-21-07, 06:27 PM | As for Sara, I imagine a situation where one of Thanatos' spells results in some kind of accident that potentially threatens his life. This is where Sara instinctively uses her innate magical powers to save her lover. As for the Gathering, I think there could be another reason why the rangers chose to hold their meeting in the Eckland Woods. Since it has never been revealed who awakened Ezra and why, I repeat my idea, that he was created to guard some ancient druidic sanctuary, place of worship, or some other secret. |
| HK-47 II05-21-07, 06:43 PM | I apologize. I mixed up Sara with Samantha Bladecutter. However the rest of my post is roughly what my opinion is. I think Sara could easily become a cool character. I even see her as being a natural for the Aristocrat class from what I know of her. But I see no reason for her to have a PC class. Her only noteworthy feature as of now is that she's mackin with Thanatos. And that's cool and all but not enough IMO to make her ultra-special enough to be a PC. *See "Change of heart" below* On the Iluven thing I am not exagerating. Thanatos has done all sorts of stuff. He's got sick and started book-learnin, he befriended Sara and Fantus, he defended Eckland against Orcs (a little), and he started the Eckland Mages Guild. Iluven was brought into town and then essentially forgotten about. No one has used her for anything other than one post where she was mentioned as "being about town more". I don't dislike Iluven but I am being honest when I say she's not really used at all. Edit: *Change of heart on the Sara issue* On the other hand I may be getting to "defensive" about this. See it's generally my job to take up a sort of attitude that stops crazy things from happening constantly. If I agreed with every proposal ever made then Eckland would be a madland of villians and PC's. On the other hand it is undoubtably possible for me to be too pessimistic and there's a chance I may be doing that now. So you know what? Go for it. I change my vote to Sara Archer becoming a full blown PC class sorceror/rogue/eldritch knight/whatever. Go nuts HK. Make me a cool character. I was just asking if she should have any level, PC or NPC, though so far the votes been leaning toward PC-Sorceror. Also, didn't we had decided at one point that a character's creator was not to be the one to stat them out? To avoid getting attached and such. It was mentioned that there was going to be a ranger convention or something like that. Why not have one of the rangers visiting the town fall in love with a girl from town? That will fill one of the PC slots, and (since it won't happen for a while) will give plenty of time to figure out how to work that person into the town. This could actually work with the youth becoming a ranger as well because it would give him a mentor. I don't think we should be so quick to fill up PC slots. Just because the "slots" are there doesn't mean we have to immediately fill them up. ...just my opinion Proposal Samantha finds out about some shady dealings at one of the mines. The owner/proprietor of said mine arranges for Samantha to mysteriously disappear. My memory is a bit fuzzy, but I seem to recall that there was an old widow who told fortunes; perhaps she is the reason that the truth is ever found out, or maybe nobody ever finds out. Edit: I may have mixed up Sara and Samantha as well; I'm unsure and confused now. No you didn't, atleast I don't think you did, Sara is the daughter of that fortune teller you mentioned though so... and as for the slots, yes I agree, but towns that have just been attacked may want every able bodied person they can get, especially adventurers, and adventurers would want Trogdax's horde, so we'd atleast temporarily have them filled. Also, we have as many open slots as characters. Edit: Oh, and Sylvaroth, you missed one of Iluven being mentioned. |
| Rockjaw05-21-07, 06:53 PM | I'm working on the Ranger Forgathering, I'll post it in 10 day blocks in the spring chronicle (working on some very interesting things) I figure that since the rangers / druids / nature perple will only be around for 30 days it could reallty push young Daniel Gregory to full blown status but he's what like 7 or 8 now? I agree that the rogue should wait until we hit 500 pop. but I still gotta go with the wizard...I think its time for one either active or "retired" but its time Samantha should become our version of an atrificer, love that idea... Just thinking |
| SupercrazyDM05-21-07, 09:12 PM | I think that Samatha should be an articficer too. |
| Rockjaw05-21-07, 09:18 PM | Well by my total thats three deanrule Rockjaw SupercrazyDM Now are we going to use the rules for "Atrificer" from Eberron ? Or do we use that as a tmeplate and create our own...? Samantha Bladecutter - Artificer-1 |
| Johnny_Angel05-21-07, 09:24 PM | I think she can be called an artificer without having class levels in the artificer class. I think that allowing outside-core material would go against the original intent of the thread. |
| Sylvaroth05-21-07, 11:55 PM | I agree, we should use the adept class restrictions to copy the magewright as close as possible. |
| Argo05-22-07, 01:03 PM | I call dibs on Year 8, months 10 - 12. I vote no on having an artificer. The no non-core rule is why there's no Psion. |
| Return of the Flumph05-22-07, 01:51 PM | Core only. Just give her item creation feats and have her pick a lot of common prereq spells for item forging. |
| Sylvaroth05-22-07, 02:15 PM | Edit: Oh, and Sylvaroth, you missed one of Iluven being mentioned. I had the impression, can you point me to the chronicle entry so I can add it? Core only. Just give her item creation feats and have her pick a lot of common prereq spells for item forging. I might err on this, but isn't that exactly what was proposed for Sam? |
| Heros_Backpack05-22-07, 02:16 PM | Adepts, like clerics, have their whole spell list open to them each day. But, yeah, let's keep Samantha a plain core adept who just happens to make stuff. |
| Argo05-22-07, 03:33 PM | Year 8, Months 10 - 12 Once again, the tenth month of the year begins with the third annual "Eckson's Tournament of Strength and Skill," or, as it is more popularly known, "Eck's Games". The contest is a great comfort to the people of Eckland, and many use the festivities as a time to move past the deaths of their friends and loved ones in the Great Battle of Eckland. The Games are also a boost to Eckland's burgeoning young economy, seeing a huge influx of spectators from the nearby villages and hamlets, and many merchants from as far north as Northtown, as far south as Southville, as far East as Eastland, and as far west as East Westcity. The streets are electric with the buzz that only an excited crowd can bring. The people on the streets marvel at the wonderful feats of architecture and art the local smiths have wrought in the streetlamps and fountains (I can't even explain how genius I thought that idea was. Kudos, Rockjaw.) This third contest brings us the first time a non-Ecklander has won an event. The anvil toss, going to Dyrtok Stonehold (Warrior 5) with a distance of thirty-five feet, eight and three quarters inches wows the crowd, especially the Whatsittown contingent, thrilled to see their man outdo even Branzig's impressive 30-foot toss. The money-changer, Master Markul Gentlecoin, quickly sees his business boom as a direct result of the festival. All the merchants from other cities flock to his store to exchange their foreign coin for Eckland silvers when they arrive, and back again when they depart, leaving him with a tidy profit. Another sort of business picks up during the festival. Many people who were gathered in the merry crowds watching the games find that when they arrive at the Alehouse, that their purses have been cut. Almost one hundred people had had their purses taken, and the guards only managed to spot one young cutpurse in the act. Gavin Carpenter (Expert 1), a lad of 17 visiting from Whatsittown. He told Jack Heppert that he knew of no other pickpockets active in town, and Branzig opted to lock the boy up until after the festival, as per the town charter. As the season progresses and the eleventh month comes on, the harvest proves to be more bountiful than ever, and Eckland grows more and more prosperous. But all good fortune brings ill, and the crime wave does not leave town with the crowds from the Games. In fact, it seems only to intensify in strength. A few cut purses are the least of the town's worries. Several homes have been burglarized, including the storage house for the merchants guild, and the culprit made off with approximately 40 platinum in cash and merchandise. A few of the more cautious people of Eckland have actually taken to locking their doors at night--a practice once reserved for the very wealthy or the very ill. At the start of the twelfth month, Master Markul Gentlecoin and his brother Glimrick attend the Guild Meeting, claiming Markul to be the Guildmaster of the "Golden Lily Economist's Guild". They were allowed into the meeting, and Markul quickly proved himself to be utterly and obstinately opposed to any resolution that wouldn't directly and immediately fill his purse. He earned much resentment that day, but as he had risen to such a position of power and respect within the town in such a short period of time, much of that resentment went unvoiced. As the year draws to a close, things are conflicted in the town of Eckland. Eckson presides over a land where joy and disaster are friends and neighbors, and are seldom far apart. The miners return from Mount Generic. "We saw something." TOTAL POPULATION - 408 (1 temporary prisoner) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 3) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) Master Markul Gentlecoin (LE Gnome Expert-3 Aristrocat-2) (Guildmaster- Golden Lily) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 4) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 2) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 144 Resident Homes TOWN COFFERS- Gold: 28,142 Silver: 8 1 Silver Bar 1 Ring of Truth |
| Sylvaroth05-22-07, 03:34 PM | Btw. being a 3rd level adept, did Atil actually summon a familiar at 2nd level? Town Coffers from year 8, July to September: 26,169 gp 4 sp (including the 5,000 gp gift) Year 8, October to December Chronicled Months: 3 Town Population: 408 Expenses: 0 gp ([1.6 gp x 408 + 5 gp] x 3) = 1,973 gp 4 sp 26,169 gp 4 sp + 1,973 gp 4 sp = 28,142 gp 8 sp Finally adding the silver bar (50 gp), we get 28192 gp 8 sp That's the wealth of an 8th-level character (DMG, p. 135). Eckland is a village since the July-to-September-entry, thus some things have changed: Road Toll: Since more and more people travel from, to, and through Eckland, each month yields 5 gp now. gp Limit: As a village, Eckland's gp limit has increased from 100 to 200 gp.* Ready Cash: As a village, Eckland's ready cash has increased to 4,080 gp.* *See DMG, p. 137, 'Community Wealth and Population' |
| Sylvaroth05-22-07, 06:17 PM | Added to Chronicles of Eckland Journal Entry: Gragon the Orc The Great Battle Year 7, July to September Year 7, October to December Year 8, January to March Year 8, April to June Year 8, July to September Year 8, October to December Updated Calculating Monthly Income: Toll Modifier Eckland Calendar: Frostfair Character Stats: Thanatos |
| deanruel05-22-07, 09:35 PM | Argo, Loved the post. Put together with that mix of gentle humour and delightful intrigue-mongering that you're so good at. Well done And WOOHOO! We're a Village! One question: Why on earth does Thanatos have the Toughness feat? Isn't he famous for being somewhat frail? That's what started him being a wizard right? |
| Rockjaw05-22-07, 11:30 PM | Argo, thank you And your post was excellent..! Loved the anvil toss and the guest thief...just great..! Almost done with the Forgathering calling it "The Gathering of the White Stag" Will post soon |
| Sylvaroth05-23-07, 12:32 AM | One question: Why on earth does Thanatos have the Toughness feat? Isn't he famous for being somewhat frail? That's what started him being a wizard right? I do really have no idea. Please ask DwarvenArcher, who created the original stats. |
| DwarvenArcher05-23-07, 08:20 AM | One question: Why on earth does Thanatos have the Toughness feat? I envisioned him as being a scrappy lvl one wizard, therefore choosing feats that keep him alive. |
| Sylvaroth05-23-07, 11:02 AM | I propose that Thanatos journeys to Whatsitown's Mages Guild to inform them about the death of the adventuring wizard. He could then be taught the 'Art' and eventually return as a 3rd-level wizard. Some of the relations he established there could prove to be useful for the future of Eckland. As for town defenses, let Ezra grow a thorny hatch around the town, this should at least slow down the next orc assault. Did we ever actually mention the elven grape harvest and the growing vinyard? |
| deanruel05-23-07, 11:19 AM | Just on the year it was introduced and the year after. I assume a small amount of the elven-grape wine is still being produced. |
| Rockjaw05-23-07, 11:28 AM | Dont send Thanatos away just yet, he's in my forgathering, We can send him to school after As far as I know we have been producing wine every year, but we should come up with a total casks formula based on how much acerage we have. At year ten we can create a stockpile to work from. |
| Sylvaroth05-23-07, 03:47 PM | Rockjaw, any chance we'll see a return of Fantus and the two orc captives? |
| Argo05-23-07, 04:22 PM | What I'm thinking: The Gentlecoin brothers are both associates, but not Guild members, of Dagger-Ears. Neither of the Gentlecoin brothers, however, know that Dagger-Ears has his look-a-like living in town. Why would they? Dagger-Ears never meets with anyone but his top lieutenants. To those in his Guild, he appears to be a low-level thief. To those outside the Guild, like the Gentlecoins, he is only a name, a reputation. If they saw the Dagger-Ears look-a-like, they wouldn't recognize him. My plan for Markul involves having this sort of power balance issue between him and Eckson. I like the idea of Markul getting the whole town sort of under boot heel, so to speak. He's evil, he's selfish, but people need him. And eventually, Eckson needs his support to get things done to help the town. What D&D town would be complete without the evil rich guy who has so much power and influence that all the people who want him dead won't dare to touch him? Glimrick, meanwhile, is using his brother's money-changing shop / bank / loan office as a front, using it to launder his ill-gotten funds, using out-of-town contacts to shift stolen merchandise. When Gavin Carpenter gets out of the town lock-up, Glimrick will take the boy under his wing, under the pretense of giving him a job at his brother's shop, and help hone his raw talent. This will serve several functions. It will allow for a fledgeling "Thieves' Guild" of sorts to begin in the town, without forcing the Dagger-Ears angle. He'll be able to come into town later on, when his main base of operations falls apart, and find himself in a position he's not been in since he was young. In a town where he is not the chief thief. It will allow for the split power base I mentioned above. Currently in Eckland, everything is a bit too black-and-white. Ecklanders are good, and everyone else is bad. This will mix things up a bit, providing good tension for the future. I want to see a lot of Markul and the other Guildmasters butting heads. Also, I propose that Markul Gentlecoin brings in a group of mercs to provide security for his shop. This way when the next battle comes, Eckson will have to make a deal with Markul to borrow his mercenaries to protect the whole town, instead of just his store. So that's where my head is, on the storylines and motivations I set up. ------------------------------------------- Eckland makes my day at work bearable. |
| Sylvaroth05-23-07, 04:58 PM | Comment: :eek: :clap: YES! |
| Argo05-23-07, 05:57 PM | Was that for me? |
| deanruel05-23-07, 06:28 PM | Ok. I am having two powerful and diametrically opposed reactions to that post. One: Awesome-o-****ing-licious. Two: Not over my dead body. I will explain. In Abbacabba's original Build A City thread a man was introduced. Deloran Drake. He was a rich, intelligent, selfish man who's only concern was the accumulation of his own power. And along with a Vampire (who I mentioned before) he killed the town. There are three factors that contribute to this. One is the "Endless villain" concept I mentioned over and over again with the Aboleth. And while it's not quite the same with the Gentlecoins it still applies. A "villain" given infinite time will get whatever he wants. The second factor is that everyone loves bad guys. It's just true. Villains are fundamentally more interesting than good guys and it makes people focus more and more on the Villain's activities as opposed to the town's. The third factor is closely related to the second. I'll call it "Bad Direction". When a villain becomes considered as the Town Villain he becomes irremovable even at the expense of common sense. He is given the ability to move the town in the direction of his choice far beyond that of even it's leaders because it is just assumed that it will happen. His associates are unnamed and thusly infinitely powerful (They have no limits), his morals are nonexistant and so he will not be opposed to taking ANY action to get what he wants and in the end the town becomes more like his sidekick than his place of residence. In short I would not be able to allow, in good conscience, a character exactly as you described into town to take the actions you described. HOWEVER. I would be made much more comfortable, and even excited, about the prospect if a few things from your post were modified My plan for Markul involves having this sort of power balance issue between him and Eckson. I like the idea of Markul getting the whole town sort of under boot heel, so to speak. He's evil, he's selfish, but people need him. And eventually, Eckson needs his support to get things done to help the town. Not acceptable. This would be very bad for the future of the town, I promise. I know it sounds cool. It IS cool. But I've been down this road before and I'll tell you it ends badly. I have no problem with Markul becoming -powerful- but if at any point a member of town directly rivals the person the town is NAMED after then that is bad. It is also unlikely and it would assume too little of Eckson. He has magical assistance at his beck and call and an army at his fingers. If he suspected someone was messing with his town he would divination the hell out of them and then hang them. Keep in mind this is a world where necromantic armies will pop out of the ground and eat your town if a Villain goes unbothered long enough. A high level adventurer would have the sense not to say "I can't get rid of the man who's evilly plotting, he's too much a part of my town. The people wouldn't allow it!". If Ecksons murdered Brother Atil and said he was a necromancer people wouldn't disbelieve him. Cause **** like that happens ALL THE TIME in the D&D world. The other option is simply have an exit in mind for the character. I'm not really opposed to any negative actions the character may take I'm just opposed to the "One sided war" those kind of things turn in to. One person plans and plots and maneuvers and the other sits unknowingly by and waits as things go eternally worse. This could be offset by just saying out-loud right now that Markul is going to get it in the end. When that is I don't care. Could be 10 years from now. But if it's stated as a planned part of the storyline that this character is the sort of person who's going to keep pushing until he gets taken care of then I'm fine. Because that's retaliation. And that makes things two sided. So essentially I offer two modifications to the idea to make it NOT make me scared: 1) Make Markul a power figure but accept that he would NEVER directly be able to "square off" with the direct leader of the Town, or 2) Let him do whatever he wants, consequences be damned, but state and accept now that he will die from his actions and that that is part of the plan. Oh and... Was that for me? It absolutely was. It's a brilliantly awesomely kickass plan. |
| Argo05-23-07, 09:25 PM | Sure, he can die for say... voting to open a new trade route to Whatsittown through the mountains, even though he knows more lives will be lost because it's three days shorter than going around. I mean, if Eckson wants to hang him for that, be my guest. The thing of it is... I don't see Markul as being "Evil" in the traditional D&D sense. He's selfish, yes. Amoral, certainly. But he isn't out to destroy the town. No pacts with demon warlords. No secret plans to funnel in Trogdax's minions while undermining the City Guard. He isn't out to unseat Eckson, surely. That would put too much focus on him. He wants to be behind the scenes, forming alliances, and getting some gold while he's at it. He doesn't want a necromantic army to come eat the town. He doesn't want the dragon to come eat the town. Eckland is where he keeps all of his stuff. And he loves his stuff. |
| Sylvaroth05-24-07, 01:34 PM | Argo, it was definitely meant for you man, I love your idea, and I feel it has great potential. Why should a guy who loves the town -which he obviously does, since it makes him bloody rich and puts him in a **** powerful/influential position- be a threat for it? deanruel, relax guy. Put some trust in us. No vampires in sight, man :D |
| Rockjaw05-24-07, 01:54 PM | Argo, Man that was good. Honestly all I thought I was giving us was a bank.! Syl, yes I am cooking something good for Fantus, and honestly I forgot about the captured Orcs, mabey Branzig has been using them for "prison labor" , but I guess that part is open... |
| Sylvaroth05-24-07, 03:42 PM | ...and honestly I forgot about the captured Orcs, mabey Branzig has been using them for "prison labor" , but I guess that part is open... I'd love to see this couple becoming somehow a part of the monster raid patrols of the guards. They could bring both a little comedy relieve as well as a little touch of the exotic. Our first monstrous villagers :D http://img.photobucket.com/albums/v213/Farzul/orcs.jpg Gunk (l.) and Boog (r.) |
| Rockjaw05-24-07, 04:20 PM | I like it, I like it alot. Let's give them names something like "Gunk" and "Boog" an we can Give them to the Sherriff (Iluven) as her deputies. :ayyyy!: :schemes: :plotting: This would certianly give us "flavor" |
| Argo05-24-07, 05:14 PM | ...And the potential to have some future Half-Orcs to boost up the town's defenses. |
| HK-47 II05-24-07, 07:10 PM | I PROPOSE that Eckson has been secretly courting someone (secretly so as to explain why it was never mentioned), and finally asks her to marry him... any suggestions as to who? I'm thinking a girl from a farming family, I'll call her Marian (after Maid Marian from Robin Hood), but we can discuss who if you don't like Marian.... |
| Argo05-24-07, 08:07 PM | I still kind of like the idea of Eckson getting together with Iluven. Sort of finally lending her some legitimacy. Although, having the society eventually hinge on some Half-Elves would get pretty depressing pretty quickly. So, another Human then. I second the Eckson courting someone idea. As long as she is Human. |
| Rockjaw05-24-07, 08:48 PM | Eckland Year 9, months 1-3 The turn of the year again brings toughts of spring and the planting season, and this year the "Gathering of the White Stag" to be held in the spring season. Guard Commander Branzig has released the two orc prisoners, after numerous interviews with Iluven, searching for any sign of malice using her instincs and training. She has found them to be largely just....fools. The newly freed orcs Gunk and Boog, do not immeditly leave, in fact they want to stay. They begin to follow around Iluven trying to emulate her. Eventually Lord Eckson consents to allowing them to stay but tells them that they must get jobs and be productive in the town, promptly they ask to become deputies under sherriff Iluven. And with much consternation she accepts. The Town now has a Sherrif and two Deputies. Branzig and Grakos have been working with Samantha to get more weapons together for the Armory, and she delivers 12 good quality Short Swords after the new year. Branzig gets another surprise when Hirundo and Orn (the youngest smith) give 16 small wooden shields banded with iron for strength, the shields are made from Ironwood and are very strong Thanatos and Marya have been working on another community project, either a Arboretum somwher near the town square, or working to create a park complete with a large pond or small lake if possible. they have been talking to the craftsmen about the structures. The crime-spree continues, Iluven is now activly working every place it has happened hoping that her clarity of mind will allow her to stop this villian, so far none of the crimes have been violent. Gunk and Boog keep a very protective and watchful eye on her during these investigations. Noteworthy Events: 1.) One of the merchant concerns from Southcity has set up an office in our town. More are expected 2.) Iluven is finding some folks less than thrilled by the two newest residants, she is working tirelessly to change thier perceptions 3.) Everyone is gearing up for the comming festival..! TOTAL POPULATION - 415 (1 new out-of-town Merchant Liason) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 2) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 3) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2) Lyelis Wynthad, Imposter (Warrior 1) Master Markul Gentlecoin (LE Gnome Expert-3 Aristrocat-2) (Guildmaster- Golden Lily) Gunk & Boog GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 4) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 2) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 146 Resident Homes TOWN COFFERS- Gold: 28,142 Silver: 8 1 Silver Bar 1 Ring of Truth I'll post the Moot next !!! |
| Rockjaw05-24-07, 08:54 PM | This is long but it just felt right....Enjoy “The Gathering of the White Stag” The forgathering is here, over the last several weeks dozens of woodsfolk of all races have been slowly coming to our town. Rangers, Druids, and beasts of all shapes and size have been setting up camp in the dell just outside of town. Forgathering: Days 1-10 The forgathering opens to much celebration, and consternation within the town some are excited and cannot wait to mingle with the attendants. Others are very concerned with the creatures that have shown up..! Ranger Lord Dorn Ragin was in town two weeks early; interacting with people and getting them used to his “friend” Tug the bear. Given his size and nature some folks were having a hard time warming up to a bear in their town, but the younger children loved him. Tug to his credit was behaving nicely. Ranger Ragin asked Lord Eckson is any of the townsfolk wanted to help with the moot and several volunteered, including Thanatos who became the official scribe for the event. On the opening day Ranger Lord Ragin and Lord Eckson together lit the ceremonial fire in the center of the gathering for the assembled crowd, and what a crowd it was..! Some of the town stood with mouths agape at the assemblage before them. In attendance were Humans, Elves, Centaurs, Gnomes, Halflings and other recognizable races but what stood out was the unique ones. A Stone Giant Ranger, a group of Bukin and their Red Fox mounts, Dozens of Fey including pixie, and sprites. The two most interesting were Adverbial Goldenwing, an intelligent giant Owl and Molturrick the half wood-elf / half copper dragon..! Adverbial Goldenwing, an intelligent giant Owl Huge Magical Beast: Hit Dice: (6d10+10) (58hp) Mystic Druid: lvl-4 Molturrick the half wood-elf / half copper dragon Cleric: (Nature Pantheon) lvl-6 Skills / Knowledge : Ancient Lore, Blind Fighting, Direction Sense Great feasting and dancing and singing ensued over the fist day as some of the more far-reaching stragglers wandered in. At dusk a large party of Dwarves dressed in their amour and wearing their kilts marched into the camp. Lord Eckson was introduced to the representatives of the “High Mountain Rangers” who came specifically to taste the fine Elkland Ale they had heard of. The moot had several sellers of goods come to ply their wares to the woodsfolk and several of the townsfolk opened their purses too at the opportunity to buy very different items. Leather items, trinkets carved from bone, weapons of exotic type were available to all. Those gathered here also returned the favor purchasing several items in town and marveling at the way nature and civilization met and married in this place. So great was the admiration for the Town that Lord Eckson Was named an Honoree Ranger Lord and given a green leather sash emblazoned with silver medallions. The competitions were ongoing and everyone was invited to take part, Hirundo entered the Archery competition and took a respectable 4th, Jack Heppert entered the Staff and Spear coming in 2nd overall. Several competitions took place well away from the site including long distance running and a scavenger hunt. On Day-10 a special ceremony was held for Ezra, who was held in awe and respect by the visitors. He/She was presented with seeds and seedlings of exotic plants from far and wide coming from every individual in attendance. This simple gift pleased Ezra very much and promises of healthy long growth were given. Lord Eckson, Ezra and Ranger Lord Ragain spent many hours talking together. Ezra is overwhelmed at being an honored guest and being introduced to both attendees and townsfolk. Lord Eckson was introduced to Tuaim Ban a man who looked old as the mountains, this wizened Ranger/Wizard told Lord Eckson of his desire to settle somewhere nice to end his days and inquired if there may be a place for him here. Lord Eckson answered “yes” with no hesitation, and welcomed Tuaim to the community. ** Tuaim Ban: Human Male Ranger-2 / Wizard-6 Young Daniel Gregory has barely been able to sleep and goes to the gathering everyday. He has looked with awe at the men and women of the wood, and met many of them. Everyone from the gathering has acknowledged him and at least listened to his constant questioning with good humor. Several woodsfollk have given him special “gifts” like, the small spear (4ft) given to him by the rangers of the “Green Canyon” or the small cloak / headwrap given to him be the elven “Gladeriders” but his most prized possession is the amber necklace given to him be the egmatic and mysterious Molturrick, it is small, around the size of an acorn and suspended from a sturdy bronze chain. The small boy seems absolutely mesmerized by the experience, running with the Centaurs, and playing with the Buckin. He has even been seen with Adverbial the Wise listening to every word of her stories and absorbing her lore. Special Merchandise For Sale: • Waterproof Scroll Cases made from wood, bone and aged brass • Tindertwigs in damproof oiled leather bags • Musical Instruments (all portable) • Special Teas (Hush Berry-Sleep Aid) (Knowing Tree Oil-+2 Knowledge checks) • Animal Traps and Snares (Masterwork) • Backpacks various materials (**the “dragon hide” one seems very popular) • Masterwork Forest Kits • Hunting Knives 6 different blades • Weapons: Exotic and Mundane examples: War Ax (giant slayer) Bone Bows (short bow type), Bolos (mancatchers), Tomahawk (balanced throwing ax) Swords (long and bastard type most common) Forgathering: Days 11-20 The Forgathering has entered its second part and now Lord Eckson is seeing a different side to the lives of these people. The festival has moved into its “teaching stage” as older more experienced leaders take the time to hold lectures and teach their younger brothers and sisters. Lord Eckson has seen teachings of Woodcraft, Tracking, Fauna Identifying, Cooking, Healing and Animal Handling. Most of this is understandable but the instructions on combat are truly impressive, and to some extent shocking. On one memorable afternoon Lord Eckson watched as the Dwarves from the “High Mountain Rangers” taught a large assemblage of people how to combat Giants. This was not in itself unique but they were using, Curigh the Stone Giant that had been introduced to Lord Eckson and Ezra earlier in the event. Lord Eckson watched as the Dwarven contingent demonstrated several techniques to hurt and effectively kill a giant. These are an amazing people thought Lord Eckson. Many of the Townsfolk have been very involved in the goings-on and have had great interaction with the visitors. Roland Ashoff has been very busy giving “tours” to many of the Druid attendees, showing them the farmland and the balance achieved by working with nature to grow things, great friendships are being formed and several seeds, rootstock, and seedlings have been traded. To a Druid this is the greatest currency available and Roland is very humbled at the blessing of his new friends. On a special note the most amazing thing has been the small farm of Belril Goodberry, whose farm had the discovered cave, he and his family have used it to create a “Mushroom Garden” underground. The amazed druids Bless it, with their most potent spells and promise to spread tales of it everywhere they go. Several of the smiths and carpenters that worked on the town square project along with the masons who built the fountain are given special recognition by the group for their efforts. They humbly accept and the decision is made to use their lights as a “pattern” for all future streetlights in the town. Cotter Magin has been working with the more “urban” types trying to secure more trading areas to explore and more goods to sell, to his surprise some of the deep wilderness ranges tell him of far away settlements that are rarely ever visited by traders or merchants. Cotter is even now setting up some long traveling caravans to visit these places. Several of the Wardens in attendance have been helping Branzig, Grakos, and Jack in making the guard more effective, teaching them things like using colored signal flags, to communicate over long distance. Also showing them how to use force multipliers; like planting “tangle-foot” to funnel enemies in a certain direction and using misdirection by sound and sight to confuse their enemies. The biggest thing Branzig sees is how the Rangers fight with their animal companions like brothers-in-arms. He will definitely talk with Nimble Firejack the horse trader, about the mastiff type dogs he has been breeding. The second ten days closes with the ending of the lectures culmination with a fantastic fireside story telling by Adverbial. The crowd of visitors and townsfolk listen intently as she tells tales of bravery and honor and the sometimes destruction of nature by “civilization”. The whole group applaud quietly as she speaks of what they have seen in this village. Forgathering: Days 21-30 The third and last part of the festival is dedicated to the spiritual aspect of the Woodsfolk, many shrines and small outdoor temples are erected to the various nature pantheons. Some attend the public masses but several meditate in groves or areas that they feel connected to their calling. Brother Atil is welcomed at all group services and in a show of good faith attends all he is able. Iluven also attends several public services and is invited to attend a few of the more secluded meditation retreats, which she attends frequently. Ezra has been spending a great deal of time with Adverbial and several of the more powerful Druids in attendance and on day 25 Lord Eckson, Marya, Thanatos, Brother Atil, Iluven, and Branzig are asked to accompany the group deep into the woods. Ezra tells them they may be their several days and to bring supplies. Lord Eckson Has Grakos, and Handrell cover the town and in the early morning they depart. From the journal of Thanatos: We walked into the wood for a full 2 days, into a deep ancient part. Everything feels “old” and “alive”, I swear I’ve seen something following us but I can’t be certain. Every time I look where I think I saw something nothing is there. Ezra and the Druids led us into a small canyon, with Adverbial silently gliding overhead. The twisting trail we went down was difficult at best but the Druids seems to have no trouble keeping ahead of us, stopping often to allow us to catch up. We moved through the most curious set of trees almost in an arch pattern that seemed to interlace above us to become one tree. There was a static feel on my skin after passing under that arch, not sure but I think I sensed something, a feeling of elder power, not malign or benevolent but just power radiating from the area around us. After sleeping under-the-stars we are all surprisingly refreshed and alive, I feel as if my senses are over stimulated, not to the point of distraction but to a point of clarity. With this Clarity I have been able to finally discover who has been following us, Fantus has apparently been missing my mouse and is now accompanying us. We have moved into a deep part of the canyon and are now at our goal, I think. We have come to a grove that is radiating power! I can feel my skin tingle a little. The grove is about 60 feet in diameter and surrounded by large vertical stones spaced 10 paces apart, some have fallen with age but the majority are still standing, covered in moss and lichens. I have seen some sort of carving on these stones but most are obscured. In the center are smaller stones in a smaller circle around a small most unusual tree. It looks gnarled and bent and not in the best condition whitish bark grayed with age. The spindly limbs bear sparse leaves and these are dark in color, almost a blue. Beyond the center on the other side of the circle I see a small hovel with stone walls and a thatch roof, this also looks like it has been here for centuries covered in deep rich green moss and small plants growing between the rocks. Adverbial lands gracefully on a stumped tree and Fantus is wrapped around my leg looking to the center of the grove. The oldest of the Druids, Vorial Fernkeeper an aged wood elf, turned to us and spoke. “This is one of the sacred groves, it stands as testament to the continued power of the earth itself.” he spoke with as a whisper. “It is as old as the land around it and acts as a conduit for the energy of the wild”. “Today you have all been asked to come here by Ezra the Awakened for a unique gift”. He turned to Ezra who stepped into the inner circle. “My friends”, began Ezra, “this grove is the source of my power and my magic; here today I show you my secret. This tree although frail is eons old and we are tied together by a spiritual binding that will last for eternity.” Ezra gently touched the small tree in a reverent fashion. “I have asked you to see this and to become the guardians of the grove and aid me in keeping the land strong” Ezra looked at the assembled group, meeting the eyes of everyone even Fantus who was very calm and still at my feet. Lord Eckson was the first to speak “We will protect this area and you my dear friend” as he stepped up to Ezra inside the inner circle. “As will I” as Branzig walked forward. “You are an inspiration to us all” Marya said coming to the front. We all followed suit coming to face Ezra, and answer her call, even Fantus flew up to her face and ran her tongue along the bark of Ezra’s “skin” purring softly. Once we were all inside the small circle Vorial began a low rhythmic chant, it was taken up by all the assembled Druids and I could feel power building and growing up from the very core of this place. Rhythmically and slowly the chanting increased in pitch and tempo. I noticed that both Ezra and the small tree in the clearing had perked-up, new branches and leaves were budding on both! Ezra seemed to grow taller before us, thickening and deepening in color, the small tree was blooming almost in full, its sliver gray bark shimmering and its rich blue leaves thrumming with barley contained power. A great Flash of Blue-Green light washed over us, I saw the town or a town, larger more developed. It was our town! Now a city! Gardens and plazas all demonstrating our relationship to Nature, and there on the top of the castle, Lord Eckson and Ezra! Older and Wiser but there on a castle! The flash passed and my eyes readjusted, everyone was still there, standing where we had been but Ezra had moved out of the circle. She was at the small hovel removing a large chest from the inside. Like the grove the chest was old even ancient. It looked to be bronze or brass, but with a heavy patina and covered with both dust and lichens. It was hard to scale the size as we approached it was obvious that it was a large chest; my Ezra had grown in size! Ezra opened the chest; inside was a myriad of objects, ranging from what looked like old adventuring gear to bundled rags, She removed several items and set them aside eventually finding the one she sought. “These were created a long time ago, and now they are for you.” She opened the delicate bundle in her limbed hands. Rings of silver, paginated with age, were spread in the bottom of the cloth, cut emeralds shown in the first light they have had for a very long time. Lord Eckson took one of the rings and examined it closely. “The symbol cut into the gem is of this tree.” Ezra gestured at the now vibrant tree in the center of the clearing. “It represents the bond of those who would protect this grove, either by wisdom, or force. It is a symbol of the Guardians of the Grove. With these you will never become lost, you will never become filled with doubt, nor will you feel alone. For now you are intertwined together.” We are all honored and as I took my ring and 1 for Fantus I felt as if I belonged to something larger than myself. We left the grove later that same day walking back to the forgathering area, all of us silent and reserved. “Guardians of the Grove” I like the sound of that. End Journal Entry The party returned to the clearing where the gathering had been….. Everything was gone, no tents, no people, no Forgathring. The only thing left was sitting in the middle of the field. Reclined against his bear Tug was Ranger Lord Dorn Ragain As they approached he rose and dusted himself off, and approached Lord Eckson. They talked about the gathering and where everyone had gone, “Home” was the answer given . Ranger Lord Ragain did not ask as to what had happened in the wood, and Lord Eckson gave no hints. They said they farewells and Ranger Lord Ragain and Tug Headed away from town, Just we were left and back to town we went. I left it a little open-ended I hope you Guys and Gals like I tried to put a lot of "our" feel into this Please thank you for your feedback and this great thread |
| Argo05-24-07, 09:30 PM | Gadzooks! Nice work, Rocky. I propose that at least one of the Orc deputies becomes a Monk. |
| deanruel05-24-07, 11:18 PM | First of all Argo, you have my go ahead for the gentlecoin thing. It sounded originally like you wanted more of a Lex Luthor than a Scrooge. I just get worried when my "Powerful Crime Boss" senses start tingling. But if he's basically just a moneymongering bastard who will do anything for more and more coin then I'm Okey dokey. Second of all brilliantly done Rockjaw. All around. My one question is about Iluven. When was she made a part of the law force? I can see her being used -by- the law force as a helpful asset but I don't ever remember her actually being turned into a deputy, or whatever. Third and finally I vote yay on Eckson marrying Marian. I think we should figure out who she'll be though. It would seem odd to me for Eckson to just marry some girl (although not -too- odd honestly). I mean there's got to be a two dozen girls who're swooning over him every day. The girl that he actually married would have to be somehow impressive. Exceptional in some way, even if she's just an unbelievable knockout. After all no one ever said Eckson is a great and noble guy, but nothing's saying he can't be a little shallow. :) |
| Johnny_Angel05-24-07, 11:42 PM | Maybe at the next Eck's Games he can start some sort of festival which is akin to shows like The Flavor of Love. j/k |
| HK-47 II05-25-07, 08:57 AM | First of all Argo, you have my go ahead for the gentlecoin thing. It sounded originally like you wanted more of a Lex Luthor than a Scrooge. I just get worried when my "Powerful Crime Boss" senses start tingling. But if he's basically just a moneymongering bastard who will do anything for more and more coin then I'm Okey dokey. I think we have a problem, not with the Gentlecoin brothers, but with my creaton "Dagger-Ears" who is a Powerful Crime boss who'll do anything (except destroy the city) to get more and more money. Solution: we retcon "Dagger-Ears", it should be easy as his history hasn't been told yet. I can come up with a history for him so he doesn 't end up like Lex Luthor.... Second of all brilliantly done Rockjaw. All around. My one question is about Iluven. When was she made a part of the law force? I can see her being used -by- the law force as a helpful asset but I don't ever remember her actually being turned into a deputy, or whatever. I don't think she was, however I had been planning on making Iluven the sheriff when I put in the Sheriff's office, and thus think it's brilliant, we could retcon it in Third and finally I vote yay on Eckson marrying Marian. I think we should figure out who she'll be though. It would seem odd to me for Eckson to just marry some girl (although not -too- odd honestly). I mean there's got to be a two dozen girls who're swooning over him every day. The girl that he actually married would have to be somehow impressive. Exceptional in some way, even if she's just an unbelievable knockout. After all no one ever said Eckson is a great and noble guy, but nothing's saying he can't be a little shallow. :) I was thinking that their personalities just "clicked" and that they met at one of the many marraiges Eckson attended |
| deanruel05-25-07, 12:06 PM | I don't think a lot of retconning is really neccesarry. Dagger Ears is actually a well developed criminal BECAUSE he has a history and has been explained about. The problem with villains is they are often given no limits. Dagger Ears, should he come to Eckland, would be doing so because he needed to lay low for awhile. And if he's as smart as anyone would be who'd risen to his position he would NOT want to suddenly start crime waves in the city he just moved into with the express purpose of -not looking like a criminal-. As for Iluven. She is simply not a Sheriff. She could however become a sort of detective in assistance of the Sheriff. Monk's have sense motive if I'm not mistaken and a high wisdom AND the ability to fight unarmed. This makes her a prime candidate for a medieval Private Eye. She can ask people questions and know if they're telling the truth, she can handle hairy situations (cause she's always armed and has great saves), and could put together clues that might go unnoticed. So what does everyone think? We could either "retcon" it into the last chronicle or the next person could put it into theirs and say she'd been doing the work unnoficially for a while. |
| HK-47 II05-25-07, 12:22 PM | I don't think a lot of retconning is really neccesarry. Dagger Ears is actually a well developed criminal BECAUSE he has a history and has been explained about. The problem with villains is they are often given no limits. Dagger Ears, should he come to Eckland, would be doing so because he needed to lay low for awhile. And if he's as smart as anyone would be who'd risen to his position he would NOT want to suddenly start crime waves in the city he just moved into with the express purpose of -not looking like a criminal-. I must have misunderstood something, sorry. As for Iluven. She is simply not a Sheriff. She could however become a sort of detective in assistance of the Sheriff. Monk's have sense motive if I'm not mistaken and a high wisdom AND the ability to fight unarmed. This makes her a prime candidate for a medieval Private Eye. She can ask people questions and know if they're telling the truth, she can handle hairy situations (cause she's always armed and has great saves), and could put together clues that might go unnoticed. So what does everyone think? We could either "retcon" it into the last chronicle or the next person could put it into theirs and say she'd been doing the work unnoficially for a while. that's what I was saying, that we say she's been doing it for awhile, whether officially or unofficially... Also, I have a question, What happened to fall? the last season of year 8 was winter, usually the last is fall. I think we skipped a season somewhere, I think we should use that somehow. but am unsure what to propose. Oh, and 1 more vote and Eckson starts courting Marian. :) |
| deanruel05-25-07, 02:26 PM | I noticed the missing fall but hey, weather is weather. Sometimes it snows for 364 days and then breaks a record for hottest heat wave on the last. If Eckland saw 4 months of snow that would be slightly unlikely, but FAR from unbelievable. |
| HK-47 II05-25-07, 02:41 PM | I know, however, it's even easier to do something with it, someone from town has to have noticed, and in the real world when even something minor happens some doomsday cult or something pops up. In D&D it's even more noticible, because any minor thing can be a clue that leads to either the rescue or destruction of a civilization, the doomsday cult, instead of preaching about doomsday, could bring it about, in the very least they'd consult Ezra, if the Druid says it's normal, then it's normal |
| Sylvaroth05-25-07, 03:11 PM | A :cookie: for Rockjaw The Forgathering was simply awe inspiring. I added the Rings of the Guardians of the Grove to the stats of both Thanatos and Gregory (do they have magical powers, if so which?) I am not too sure, however, about the following being core material: Buckin Mystic Druid Knowledge (Ancient Lore) Direction Sense I'd love to see the GotG regathering once a year to renew their oath (Did you realize, that we have our own fellowship of the rings now :D). I second Ilśvėn's becoming a private eye (and I'm sure Gunk and Boog will help a great deal). Though I am not sure when exactly the idea died, that Gregory would eventually marry his old friend's daughter (Ilśvėn is Elrohir's daughter, remember?) and I am not quite sure what's the problem with the next Lord Eckland being a Half-Elf, I think I could live with Gregory marrying a local girl he met on a marital ceremony he attended. Town Coffers from year 8, October to December: 28,192 gp 8 sp (including the 50 gp silver bar and the 5,000 gp gift) Year 9, January to March Chronicled Months: 3 Town Population: 415 Expenses: 0 gp ([1.6 gp x 415 + 5 gp] x 3) = 2007 gp (!!!) 28,192 gp 8 sp + 2,007 gp = 30,199 gp 8 sp I propose that, since the Covenant of the Grove has strengthened the land, we should from now on increase the tax per capita from 1.6 to 1.75 gp to factor in magical effects (like plant growth cast on the fields). |
| HK-47 II05-25-07, 03:53 PM | Eckland Year 9, months 5-6*(* month 4 was the Gathering) This year was a busy one. First, young Daniel asks Ezra about why Fall was so short and spring is so long this year, Ezra responds that the seasons can be different every year, and that all is normal. Next it is discovered that Lord Gregory Eckson has been courting a women named Marian Gardner, Marian is the eldest daughter of a farming family, and the only one who's not yet married. They had met at her youngest sister's wedding a year ago and became fast friends, it was quickly apparent to both of them that they may be meant for more. This topic quickly becomes the main focus of the town's gossip. Then Sam Thompson, The Half-Elf City Planner goes to Southcity to attempt to get people to move to Eckland. Fourthly, Ilśvėn, who had been made a temporary Sheriff shortly before the gathering, was asked if she would accept filling the position full-time. She reluctantly accepts.(Later, on the job, she gains her 3rd level) Lastly, Sara Archer and Thanatos, while on a date, were almost robbed. However, Sara begins to use magic, and while it's so weak that it makes a cantrip look like Flesh to Stone, it still results in the theif getting scared and running. While Thanatos is excited that Sara may be a Sorceress, Sara is unsure. She had wanted to be an adventurer, like her father, but had been sure she wouldn't be able to. When Sam Thompson returns sure that his mission had been successful, and that a rush to Eckland is imminent. TOTAL POPULATION - 415 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 3) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Master Markul Gentlecoin (LE Gnome Expert-3 Aristrocat-2) (Guildmaster- Golden Lily) Gunk & Boog GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 4) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 2) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 146 Resident Homes TOWN COFFERS- Gold: 32,156 gp Silver: 8 1 Silver Bar 1 Ring of Truth |
| HK-47 II05-25-07, 04:05 PM | Though I am not sure when exactly the idea died, that Gregory would eventually marry his old friend's daughter (Ilśvėn is Elrohir's daughter, remember?) and I am not quite sure what's the problem with the next Lord Eckland being a Half-Elf, I think I could live with Gregory marrying a local girl he met on a marital ceremony he attended. [/sblock] The "Iluven is Elohir's daughter" was proposed several times, but never agreed on. |
| Sylvaroth05-25-07, 04:28 PM | The "Iluven is Elohir's daughter" was proposed several times, but never agreed on. Wrong. Her last name is Silimaurė. Seems quite definite to me ;) I do also strongly disagree that problems in the mines, however nondescript, should cut the taxes down by one fourth (at least 30% of Eckland's population comprises of farmers!). Tithes are generally collected annually, for ease of calculation we assume a monthly payment however. Thus fluctuations in the income of a population group won't affect the overall income too much. If the mine problems were really that grave, I'm sure Greg would feel obliged to do something against it (even paying for mercs, equipment, etc. from the coffers). Town Coffers from year 9, January to March: 30,199 gp 8 sp Year 9, April Chronicled Months: 1 Town Population: 415 Expenses: 0 gp ([1.6 gp x 415 + 5 gp] x 1) = 669 gp 30,199 gp 8 sp + 669 gp = 30,868 gp 8 sp I am also sure the Ring of Truth does not belong to the Town Coffers. |
| HK-47 II05-25-07, 04:43 PM | originally, it had been that the problems in the mine caused Eckson to suspend the tax, cause he's nice and the miners had no income, but i changed it, several times, I can change it again, before the next chronicle... or give another explanation... Edit: fixed it, also I was not the one who put the ring of truth in the town coffers. |
| Sylvaroth05-25-07, 04:53 PM | What's the problem in the mines? Town Coffers from year 9, April: 30,868 gp 8 sp Year 9, May to June Chronicled Months: 2 Town Population: 415 Expenses: 0 gp ([1.75 gp x 415 + 5 gp] x 2) = 1,462 gp 5 sp 30,868 gp 8 sp + 1,462 gp 5 sp = 32,331 gp 3 sp |
| HK-47 II05-25-07, 04:55 PM | it wasn't said... I assume some kind of monster because the miners said "We saw something" |
| Sylvaroth05-25-07, 05:01 PM | The miners who said this came back from Mt. Generic. I don't think it is too much a stretch of imagination to think what they were referring to. As far as I understand the main mining does not take place in Mt. Generic. Now that would be kinda unhealthy, wouldn't it? :D |
| HK-47 II05-25-07, 05:10 PM | The miners who said this came back from Mt. Generic. I don't think it is too much a stretch of imagination to think what they were referring to. I know, but that doesn't mean that we'd neccesarily be right. As far as I understand the main mining does not take place in Mt. Generic. Now that would be kinda unhealthy, wouldn't it? :D I don't know what you're referring to with that last sentence. |
| Sylvaroth05-25-07, 05:26 PM | Well, I think an injured half-red dragon/half-wyvern does qualify as a potential health hazard, right? |
| Argo05-25-07, 06:57 PM | I was the one who made the post with "We saw something." This was in no way meant to insinuate that the mines had stopped containing precious metals, or even that the miners were too frightened to mine (they're miners, ferchrissakes... these are poeple who have actively sought out the single most life-threatening profession after cyanide taste-tester). It was simply my attempt to get things moving a little bit in the right direction. Hinting that Trogdax is still around. Stuff like that. Y'know... and junk. |
| HK-47 II05-25-07, 07:11 PM | it was just an excuse really. also, to make this post more content filled... Sylvaroth, you wanted to know who the first dead Ecklander was a while back? since I made the post with the first dead Ecklander I was thinking it was probably just some elderly person from a farming family. Proposal: A city of rebel Kobolds, Goblins, etc. settle nearby (perhaps on the route to Forttown or at the base of Mt. Generic) and become a major trade ally of Eckland (after the mutual prejudice subsides) perhaps even allies against Trogdax? I don't know if I'm serious or not... |
| Argo05-25-07, 07:22 PM | I propose a basilisk living near the trade route to Southtown. |
| Abbacabba05-25-07, 08:51 PM | HK-47 II mentioned that someone had restarted the "build a city" idea, seems like deanruel took what happened in the first attempt and made some good rules. I'll have to read over this thread to get up to speed but it looks great, I'm glad some others got some enjoyment out of the original thread, enough to try and make it better. Good story from the bits I read so far, I'm going back to start reading at year 1 :) |
| deanruel05-25-07, 11:43 PM | Hey-Hey! Look who visited! Good to see you Abbacabba! Give everything a read I think you'll really like it. And once you're done tell me what you think, I'd love to hear what your impressions are. I like your post HK. Sort of a loose-ends tie-er and a jumpstarter all at the same time. The next chronicle I make (the first one in far too long) will DEFINITELY see some seriously big business going down. Here's something I plan to do right in my next post because I think it's overdue and I think it's the last stepping-stone to Eckland becoming a major city: A high level mage. Either a 10th-ish level adept or even a 8-10 level Wizard/Sorceror. We've got the PC elbow-room and I think the town really needs a full blown mage. It would put a big drain on the coffers but that's what they're there for and I think that Mr. Mage could do a LOT for Eckland, and Sara too. |
| Johnny_Angel05-25-07, 11:54 PM | I think we have a problem, not with the Gentlecoin brothers, but with my creaton "Dagger-Ears" who is a Powerful Crime boss who'll do anything (except destroy the city) to get more and more money. Solution: we retcon "Dagger-Ears", it should be easy as his history hasn't been told yet. I can come up with a history for him so he doesn 't end up like Lex Luthor.... I think instead of retconning the character that there are better alternatives. 1) He finally gets caught by city officials in some other city. 2) A rival crime boss hired assasins for him to be killed. 3) He unknowingly ripped off an evil outside; he regretted it later; his mutilated body was found without much of an explanation. 4) Irony strikes! On his way to visit Eckland, Dagger-Ears and his entourage are overtaken by a Red Wyvern and his orc marauders who mistake Dagger-Ears for one of the villagers of Eckland. The details don't even need to be definitive. The news could trickle into Eckland via travelling merchants spreading what little information they have about the event. |
| deanruel05-25-07, 11:56 PM | 4) Irony strikes! On his way to visit Eckland, Dagger-Ears and his entourage are overtaken by a Red Wyvern and his orc marauders who mistake Dagger-Ears for one of the villagers of Eckland. I like Dagger-Ears........but that would be HILARIOUS. |
| Rockjaw05-26-07, 12:36 AM | Glad everyone like the Forgathering, I tried to make something that could be uniquely "us" As for the question as to weather or not the rings are magical, well I was thinking that any DM who was going to use this as a drop-in, could make that decision....If it was me I might lean to Ring of Protection +2 Just trying to keep it kinda generic, but I'm open to suggestions As for the "non-core" things, well I apologize but I did it to add some flavor and I did make sure that none of them stayed around. Deanrule: I did drop a hint of a cross class mage in the forgathering post he's at 8th lvl...I can stats him up if needed but its an option, he could even be a NPC. Proposal: I'd like to put to a vote on the next big community project A) A Greenhouse B) A Community Park with a Pond I've got some ideas spinning on both :plotting: PS, Thanks Syl, for the idea for Gunk & Boog...! |
| deanruel05-26-07, 02:25 AM | Good idea with Thauim, I did notice that. And once again Rockjaw.....that forgathering was just brilliant. I don't really think I'm able to give you enough credit. It was really really well done. I enjoyed every second of the read and I -do- appreciate how much it felt like something of ours. As to Thauim I might ask if it'd be ok to slightly retcon him into either being a full wizard or maybe even just Ranger 1 and Wizard 7 or 8. It's not that I particularly care about the optimization of our characters (it's not like I'm playing them) but ranger 2/Wizard 6 just wouldn't work for the "powerful wizard" character I think we really need. Plus it doesn't really give him anything that straight wizard wouldn't have, and I once again don't mean that in an optimization way. If we want him to be naturey and "rangery" then we can do that with feat choices and spell choices. We could even give him the old double-sword thing that Rangers are so famous for with just two feats. And most importantly we can give him all of this AND the ability to....say...teleport. Which would DEFINITELY come in handy. I propose that he's secretly 1/4 Elven too. That way he can literally be about 120 and still be kicking for another 50 years. Gives him that ancient wizard mystique I feel. |
| Sylvaroth05-26-07, 02:38 AM | *dp* |
| Sylvaroth05-26-07, 02:44 AM | Glad everyone like the Forgathering, I tried to make something that could be uniquely "us" As for the question as to weather or not the rings are magical, well I was thinking that any DM who was going to use this as a drop-in, could make that decision....If it was me I might lean to Ring of Protection +2 Just trying to keep it kinda generic, but I'm open to suggestions Going by the things that were said about the rings, I'd suggest they have several different powers which will be explored one step a time. (Things like morale bonuses to wearers who have line of sight towards each other, message (http://www.d20srd.org/srd/spells/message.htm) effects, etc.) As for the "non-core" things, well I apologize but I did it to add some flavor and I did make sure that none of them stayed around. No biggie, I think we should agree that such posts should include a 'Non-Core Options'-entry that suggests which core rules may be replaced with non-core material at the DM's option. Off of the top of my head this could be featured in Greg's stats (non-core feats, as suggested by deanruel) and the 'Gathering of the white Stag'. A) A Greenhouse Going with the 'bond with nature'-theme we are seeing in Eckland (or Elkland ;)) some mix of a cultivated part of the woods, a park, and structures that allow the growth of more exotic plants seem a great idea. This way the town starts to fuse with the woods, creating something that is more versatile than simply a mixture of both. B) A Community Park with a Pond This may tie in with the above seamlessly (I'd love a japanese garden-style lake with small islands and a shrine or something). PS, Thanks Syl, for the idea for Gunk & Boog...! As soon as I read about their involvement in the orc raid, I had the impression, that this couple has potential. I think Laurel and Har...erh...Gunk&Boog will be a great team together with Ilśvėn. Just picture it an elven monk investigator and two clown orc assistants. :D 4) Irony strikes! On his way to visit Eckland, Dagger-Ears and his entourage are overtaken by a Red Wyvern and his orc marauders who mistake Dagger-Ears for one of the villagers of Eckland. Though the idea is nice, I don't think there is any need to do something this dramatic with Dagger-Ears. He doesn't visit Eckland all that often anyhow. His villa has become a gambling hall for miners, and the members of his organization are just starting to spread the web of organized crime over the town. On the other hand there is the Gentlecoin Clan. They are no criminals, just 'amoral' businessmen. I see no conflict there. HK-47 II mentioned that someone had restarted the "build a city" idea, seems like deanruel took what happened in the first attempt and made some good rules. I'll have to read over this thread to get up to speed but it looks great, I'm glad some others got some enjoyment out of the original thread, enough to try and make it better. Good story from the bits I read so far, I'm going back to start reading at year 1 :) Welcome to this thread, I am sure you will like what you read. The members of this thread did a great job up to now. Though I recommend to read the whole thread, you might find the 'Chronicles of Eckland' in the 9th post of this thread to be of help to get starting. Could you please post a link to your own old thread, please? Here's something I plan to do right in my next post because I think it's overdue and I think it's the last stepping-stone to Eckland becoming a major city: A high level mage. Either a 10th-ish level adept or even a 8-10 level Wizard/Sorceror. We've got the PC elbow-room and I think the town really needs a full blown mage. It would put a big drain on the coffers but that's what they're there for and I think that Mr. Mage could do a LOT for Eckland, and Sara too. Deanrule: I did drop a hint of a cross class mage in the forgathering post he's at 8th lvl...I can stats him up if needed but its an option, he could even be a NPC. Tuaim Ban does definitely have my vote, thus there is no need to introduce some generic spellcaster. We do already have a wise old wizard in town ;) As to Thauim I might ask if it'd be ok to slightly retcon him into either being a full wizard or maybe even just Ranger 1 and Wizard 7 or 8. It's not that I particularly care about the optimization of our characters (it's not like I'm playing them) but ranger 2/Wizard 6 just wouldn't work for the "powerful wizard" character I think we really need. Plus it doesn't really give him anything that straight wizard wouldn't have, and I once again don't mean that in an optimization way. If we want him to be naturey and "rangery" then we can do that with feat choices and spell choices. We could even give him the old double-sword thing that Rangers are so famous for with just two feats. And most importantly we can give him all of this AND the ability to....say...teleport. Which would DEFINITELY come in handy. I propose that he's secretly 1/4 Elven too. That way he can literally be about 120 and still be kicking for another 50 years. Gives him that ancient wizard mystique I feel. I vote for 1/4 elven straight rangery Wiz (though a 1/4 dryad would be cool too):) I propose a basilisk living near the trade route to Southtown. It could live in the cockatrice infested region the Monster Control Patrol visits next :D Sylvaroth, you wanted to know who the first dead Ecklander was a while back? since I made the post with the first dead Ecklander I was thinking it was probably just some elderly person from a farming family. I vote for crotchety old shepherd Rolgan. This way our first death has some more meaning. Proposal: A city of rebel Kobolds, Goblins, etc. settle nearby (perhaps on the route to Forttown or at the base of Mt. Generic) and become a major trade ally of Eckland (after the mutual prejudice subsides) perhaps even allies against Trogdax? I don't know if I'm serious or not... Weren't some of the newer miners kobolds? I was the one who made the post with "We saw something." This was in no way meant to insinuate that the mines had stopped containing precious metals, or even that the miners were too frightened to mine (they're miners, ferchrissakes... these are poeple who have actively sought out the single most life-threatening profession after cyanide taste-tester). It was simply my attempt to get things moving a little bit in the right direction. Hinting that Trogdax is still around. Stuff like that. Y'know... and junk. Thought so ;) |
| Sylvaroth05-26-07, 06:01 AM | Due to the higher gp limit and ready cash of a village, the following equipment is now available: Chainmail Breastplate Splint mail Lock (amazing) Everburning torch (maybe for the streetlights? 37 pieces are available) Royal outfit Dog, riding Warhorse, light Horse, heavy Arcane/Divine Spell Scrolls up to 2nd level Elixir of love Unguent of timelessness Feather token, fan In addition, we need craftsmen of sufficient level to be able to produce the following equipment: 2nd Sai Shuriken Whip Kama Nunchaku Siangham Bolas Hammer, gnome hooked Net Chain, spiked Waraxe, dwarven Sword, bastard Urgrosh, dwarven Axe, orc double Flail, dire Sword, two-bladed 4th Locks Tindertwig Alchemist’s fire (flask) Smokestick 9th Sunrod Thunderstone Antitoxin (vial) Tanglefoot bag I'd also like to ask about a regulation of gaining new levels. Do we want to track the XP of certain characters (such as Gregory and Thanatos) or will we go along the line "it's about time, he/she gained a level"? Is Ezra's increase in size permanent (such as becoming huge)? Will he be feminine forever or only over the colder seasons? I love what we did with young Daniel Gregory. He will celebrate his 7th birthday in December, any plans for that? Btw. I'd die to see the adventures of a kid adventurer party, looking for trouble in town and woods (hey we have a laurel-and-hardy-type couple, now we need some little rascals, don't we?). |
| HK-47 II05-26-07, 07:46 AM | Since we're talking about "Dagger-Ears"... Can I have permission to stat him? Maybe reveal some of his history, maybe even his real name? I've just gotten alt of ideas while we were talking, but currently we have a rule that a character's creator can't stat them, because they might get attached. So, I'm asking for permission, and the final product will take the form of a proposal. |
| Sylvaroth05-26-07, 08:35 AM | I suggest you list some of your ideas so we can collectively paint a picture we are all fine with. What do you say? |
| HK-47 II05-26-07, 08:48 AM | Sounds good... Here is what I was thinking... "Dagger-Ears" refers not only to the shape of his ears, but also to his sharp hearing. His family was killed by a crime lord, and while he eventually went down that path himself, he is relatively benevolant for one. I was unsure of a 'real' name, but I convinced myself his initials were A.A. if you include his nickname, which he commonly goes by, then it's A.D.E.A. which can be a good name for a female relative of his I was thinking that perhaps, he may be the youngest child in his family, and thus some of his older siblings might be alive He probably faked his own death atleast once, which is why he's used to using his nickname instead of his real name Edit: Also, I was thinking he's probably mainly a social rogue, with some ranks in open Lock, Sleight of Hand and UMD, but not Max use, change, or get rid of these ideas as you will, sorry if it's too specific |
| deanruel05-26-07, 12:03 PM | Eckland, Year 9, Months 7, 8, and 9. Farmers in Eckland excitedly look out upon the roads this month. Coming in packs are new citizens, with their possessions in their carts and hope in their eyes. To everyone else they mean new friends, new families, and new faces but to the Farmers they mean something entirely different: Cheap Harvest-Season Labor. Indeed some farmers take time off of their jobs to greet the newcomers and establish quick relations to serve them next season. One other individual comes to Eckland this month from much further away than Whatsittown. Dolon Werrak (pronounced with a thick scottish accent) walks into town one early morning. Leading a powerful old mule he marches directly to Eckson Keep without a word to anyone else. Standing at the door he mightily bangs three times. Thrice over he does this before a slightly bedraggled Eckson swings open the doors. Without a pause the kilted Dwarf puts forward his hand and states "Good Morning good Lord Eckson. My name is Dolon Werrack of the High Mountain Clan. And I will be your royal smith. While Eckson builds homes (and a smithy, at someone's behest) Brother Atil has taken to spending as many waking hours as possible with young Sara Archer. Hearing of her innate talent Brother Atil has made it his top priority to make sure she develops educated, healthy, and in control of her eldritch power. He knows what she "is" and being a wise man he knows what happens all too often with those coming into their sorcerous talent. In fact any time Atil isn't spending with Sara this month he does spend making as many scrolls (both Create Water and Cure Light Wounds) as humanly possible. Samantha and Kayti don't find time to relax either as the Forgathering has created an incredible influx of people interested in becoming more familiar in the ways of magic. Most of these people will likely never even cast a cantrip but a special few will likely become new adepts in short time. In personal news Eckson and Marian have been spending a little more time together. Perhaps more telling than this is the fact that Ecksons armor seems shinier, perhaps even polished, and his hair a bit better kept. Eventually Marian is invited to a dinner in the Keep which, while enjoyable for both of them, was wildly less extravagant or exciting than some of the stories being whispered about town. TOTAL POPULATION - 447 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog Dolon Werrak, Royal Smith (Dwarf Expert-9) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 176 Resident Homes TOWN COFFERS- Gold: 34,302 gp Silver: 2 1 Silver Bar Noteworthy Events: Eckson seems to have taken a renewed interest in the Town Guard and has taken up regular excersizes with them and combat drills. Even accompanying them on their expiditions. Their kill rate has skyrocketed and Jack Heppert in particular seemed to take a lot away from the experience. (Jack Happert is now level 3) Between the events at the forgathering and his recent delving into magical research (for Sara's sake) Brother Atil has felt an increased bond with his abilities. (Brother Atil is now Level 4) Marya had a tad too much to drink in the Tavern one night and let slip that Eckson was drawing up war plans to find and kill Trogdax. She soon quieted herself on the subject but the light shining from Ecksons room into the late night hours are proof enough for the villagers. |
| Sylvaroth05-26-07, 12:54 PM | Just being curious, why the 9th level dwarf? Town Coffers from year 9, May to June: 32,331 gp 3 sp Year 9, July to September Chronicled Months: 3 Town Population: 447 Expenses: 0 gp ([1.75 gp x 447 + 5 gp] x 3) = 2,361 gp 7 sp 5 cp 32,331 gp 3 sp + 2,361 gp 7 sp 5 cp = 34,693 gp 5 cp |
| deanruel05-26-07, 01:10 PM | I was still using 1.6. I plan to switch over to 1.75 when we get the big town wizard. After all who knows what a bunch of daily mass bulls strengths or regular Fabricates could do for an economy. |
| Sylvaroth05-26-07, 01:27 PM | Uhm, the wizard is already in town. The 1.75 gp are due to magically increased productivity of grown products (affecting only the farmers). Using Ezra and Tuaim Ban to increase overall productivity would likely increase the per-head-taxation by 30% from 1.6 to 2 gp. Circumstance Tax Per Capita Normal 1.6 gp Blessed Land 1.75 gp Magically Enhanced 2 gp Since there are some very useful spells missing on the adepts' spell list, I suggest we make some changes (give options for variants). For example, 0 - mage hand, prestidigitation, 1st - alarm, animate rope, erase, unseen servant, 2nd - make whole, 3rd - gentle repose, 4th- stone shape, and 5th - fabricate may come in handy, replacing some of the more combat oriented spells. This could be achieved through a variant adept class (Laymage), a NPC-PrC, a set of feats, or wondrous items. |
| deanruel05-26-07, 01:29 PM | Tuaim isn't in town yet. He mentioned he might be interested in looking somewhere to live and then, as nothing was noted, left along with everyone else. I plan for him to come back in my next post (if someone doesn't do it sooner) but I assumed that even an old wilderness wizard would need to take some time to wrap his life up and move. |
| Sylvaroth05-26-07, 03:23 PM | You are correct, my mistake. So we will keep 1.75 gp until Tuaim arrives and the Guild of Mages starts to cast helpful spells all over the town and its inhabitants (at which point it will increase to 2 gp)? My suggestion for the laymage NPC class. LAYMAGE http://img.photobucket.com/albums/v213/Farzul/Laymage.jpg In a world full of magic, the very talented craftsfolks and professionals can use spells to enhance their work. The gifted blacksmith who seems almost preternaturally skilled, the polygraphic barrister, the perfect merchant, the sage who knows about things long forgotten, are all laymages. ..Hit Die: d4. THE LAYMAGE NPC BAB Fort Ref Will Special ---------------Spell per Day--------------- Level Save Save Save 0 1st 2nd 3rd 4th 5th 1st +0 +0 +0 +2 Spell Mastery 3 1 2nd +1 +0 +0 +3 3 1 3rd +1 +1 +1 +3 3 2 4th +2 +1 +1 +4 Spell Mastery 3 2 0 5th +2 +1 +1 +4 3 2 1 6th +3 +2 +2 +5 3 2 1 7th +3 +2 +2 +5 3 3 2 8th +4 +2 +2 +6 Spell Mastery 3 3 2 0 9th +4 +3 +3 +6 3 3 2 1 10th +5 +3 +3 +7 3 3 2 1 11th +5 +3 +3 +7 3 3 3 2 12th +6/+1 +4 +4 +8 Spell Mastery 3 3 3 2 0 13th +6/+1 +4 +4 +8 3 3 3 2 1 14th +7/+2 +4 +4 +9 3 3 3 2 1 15th +7/+2 +5 +5 +9 3 3 3 3 2 16th +8/+3 +5 +5 +10 Spell Mastery 3 3 3 3 2 0 17th +8/+3 +5 +5 +10 3 3 3 3 2 1 18th +9/+4 +6 +6 +11 3 3 3 3 2 1 19th +9/+4 +6 +6 +11 3 3 3 3 3 2 20th +10/+5 +6 +6 +12 Spell Mastery 3 3 3 3 3 2 Class Skills The laymages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). ..Skill Points at 1st Level: (2 + Int modifier) ×4. ..Skill Points at Each Additional Level: 2 + Int modifier. Class Features All of the following are class features of the laymage NPC class. ..Weapon and Armor Proficiency: Laymages are skilled with all simple weapons. Laymages are not proficient with any type of armor nor with shields. ..Spells: A laymage casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a wizard, a laymage prepares her spells in advance each day. Unlike a wizard, a laymage does not keep spellbooks (See Spell Mastery, below) and cannot learn spells she finds in spellbooks or on scrolls. To prepare or cast a spell, a laymage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a laymages spell is 10 + the spell level + the laymages Intelligence modifier. When a laymage gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. ..Spell Mastery: A laymage prepares spells as a wizard does, but can do so without referring to a spellbook. A laymage begins play familiar with a number of 0 and 1st-level spells equal to her Intelligence modifier as if she had taken the Spell Mastery feat. At fourth level and every four levels thereafter (8th, 12th, and 16th level) she gains access to a new spell level and learns a number of new spells equal to her current Intelligence modifier, plus one 0-level spell. Upon attaining 20th level she learns a number of new spells equal to her current Intelligence modifier, plus one 0-level spell. Starting Gear 2d4 x 10 gp worth of equipment. Laymage Spell List Laymages choose their spells from the following list. ..0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mage hand, mending, prestidigitation, purify food and drink, read magic. ..1st Level: alarm, animate rope, bless, charm person, command, comprehend languages, cure light wounds, detect chaos, detect evil, endure elements, erase, obscuring mist, protection from chaos, protection from evil, sleep, unseen servant. ..2nd Level: aid, animal trance, bears endurance, bulls strength, cats grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, make whole, resist energy, see invisibility, warp wood, web. ..3rd Level: continual flame, cure serious wounds, daylight, deeper darkness, discern lies, gentle repose, glibness, neutralize poison, remove curse, remove disease, tongues. ..4th Level: cure critical wounds, minor creation, restoration, stone shape, stoneskin. ..5th Level: break enchantment, commune, heal, fabricate, major creation, polymorph, raise dead, true seeing, wall of stone. |
| Heros_Backpack05-26-07, 04:20 PM | So the laymage only gains new spells every 4th level? Seems a bit hard on them when all other spellcasters gain spells every level. |
| HK-47 II05-26-07, 05:23 PM | I vote for crotchety old shepherd Rolgan. This way our first death has some more meaning. Sorry, for taking so long, but I didn't notice my name in your post... I usually go by other names on other boards, you understand. Has Rolgan been mentioned before? If not then we should definately flesh out that part of Eckland's history more. Weren't some of the newer miners kobolds? I do not recall, obviously I didn't think so when I proposed that. ----------EDIT---------- Gregory is a common masculine first name and family name. It is derived from the Latin "Gregorius," which was from the late Greek name "Γρηγόριος" (Gregorios), which was derived from "γρήγορος" (gregoros) meaning "watchful, alert". Through folk etymology, the name also became associated with grex and gregis ("flock" and "herd"). The associations with a shepherd who diligently guides his flock is part of the reason that the name has been popular with monks, priests and popes. I find that both meanings describe Gregory Eckson very well :D |
| Heros_Backpack05-26-07, 05:42 PM | Eckland Year 8 months 1-3 More miners of widely assorted races (including gnomes, dwarves and a few stray kobolds) pour into Eckland in a rush to get their own share of the gold there. The mining kobolds arrived here. Are we adding to them? |
| HK-47 II05-26-07, 05:49 PM | Not unless we want to.... DO we want to?? |
| Sylvaroth05-26-07, 06:07 PM | So the laymage only gains new spells every 4th level? Seems a bit hard on them when all other spellcasters gain spells every level. That's the whole point, isn't it? They are not meant to be spellcasters. They are more like commoners or experts with spellcasting abilities. The spells are just another tool they use to be better in what they do. For example, Asklepios the Apothecary Male human Lay 4 HD: 4d4-4 (7 hp). Init: +1. Speed: 30 ft. AC: 10, touch 10, flat-footed 10. Base Attack/Grapple: +2/+1. Attack: +1 melee (1d4-1 19-20/x2, dagger) or +2 ranged (1d4-1 19-20/x2, dagger). Full Attack: +1 melee (1d4-1 19-20/x2, dagger) or +2 ranged (1d4-1 19-20/x2, dagger). AL: N. SV: Fort +0, Ref +1, Will +4. Abilities: Str 9, Dex 11, Con 8, Int 14, Wis 12, Cha 10. Skills: Craft (alchemy) +12, Heal +10, Knowledge (arcana) +3, Knowledge (local) +3, Profession (apothecary) +8, Profession (herbalist) +6, Survival +4. Feats: Brew Potion, Self-Sufficient, Skill Focus (Craft (alchemy)). Spells (3/3/1): 0-level - cure minor wounds, guidance; 1st-level - cure light wounds, unseen servant; 2nd-level - delay poison. Has Rolgan been mentioned before? If not then we should definately flesh out that part of Eckland's history more. He first appeared in August of year 1 and was mentioned again in November of the same year. |
| Rockjaw05-26-07, 10:00 PM | Forgive my questions, but is a Laymage like a Hedge wizard..? More dual classing and slower progression...? Or is it like a specailist really focused in thier area...? Deanrule Run with Tuaim as you see him, I don't mind the alteration to lvl-1/lvl-7 that may work out better. And I agree on the 2 weapon fighting, And I think either 1/4 elf or 1/4 dryad ROCKS..! Stat him out as you see fit |
| Rockjaw05-27-07, 12:23 AM | ECKLAND Year 9, Months 10,11, and 12 The harvest is over and another year for record crops and this year record profits with the influx of farm labor. Planning is underway for the spring season and expansion of the farms. Roland Ashoff has mapped several areas for clearing but has left dozens of acres for wild use, keeping the balance struck. With the crisp feel of autumn turning to winter, the arrival of more newcommers keeps everones sprits high as building continues even as it turns colder. The Masons found a large site of good solid granite while hunting in the fall. Confirmed by several of the Dwarven miners, the first Stone Quarry in Eckland will open in the spring. Six new masons/miners arrive and a two-man team of dwarves agrees to be hired as "Quarry-Bosses". Talk is circulating that a new guild may also open in the spring. The new masons herald the arrival of several craftsmen to the town. Seems that talk of new oppertunities and a growing community continue to bring people in. This winter sees the arrival of an Alchemist from Whatsistown, a Master Locksmith from Seatown, and from Southcity two Engineers/Architects (Planners) a Libraian, a Limmer (painter) and a 16-person group of Teamsters. As more and more people come to town, Lord Eckson is more engauged than ever in the town.....and he see this as a problem to his "interest" concerning Marian, and sees he needs help. Lord Eckson contacts his friend Elrohir describing his concerns. Much to Lord Eckson's surprise the answer is not returned by animal messenger, but by a young Elf..! The Elf introduces himself as Morren Dah'mir, a junior member of Elrohirs court, sent to be Lord Ecksons new Chamberlain or "master of the house". Immeditely Morren begins to arrange Lord Ecksons schedual, and shows himself to be a very capable and valuable young elf. Marya has big plans for the spring and hires the Engineers to be her assistants with two large projects. (Many long candle-lit nights follow)....! With several of the towns best craftspeople attending too. Cotter Magin has some competition as a second general mercantile opens. "Sharas Quality Goods" opens to a matronly widow from Seatown, much to the anguish of Cotter. This year seems to be shaping up to be big for the town, several citizens are all-a-buzz on local happenings and goings-on. Noteworthy Events: 1.) Several Craftspeople are expected to open thier own shops this comming year, with the increased demand for work several apprentices are ready to become "Journeymen" ans start on thier own. 2.) Iluven has been quietly investigating the rash of robberys, and may have some leads forthcomming, she has spent some money in buying Gunk & Boog new "uniforms". They were so flattered that they haven't removed them for a month....a long smelly month. 3.) Dolon Werrak has toured the town and proclaimed the existing iron-work to be "decent". He has been spending more time in his own forge. 4.) Branzig and the Weavers are working on several colors of signal flags to be "rolled-out" to the guard in spring training excuisions, he has also gotten 9 young mastiff pups from Nimble's latest litter and is looking for some handlers for them. Updated Population TOTAL POPULATION – 471 (1-chamberlain, 1-Librarian, 1-Limmer, 2-Engineers, 1-Alchemist, 6-Mason/Miners, 1-Master Locksmith, 16-Teamsters) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog Dolon Werrak, Royal Smith (Dwarf Expert-9) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 191 Resident Homes TOWN COFFERS- Gold: 37,130 gp Silver: 8 1 Silver Bar ALLIES- Elrohir Ranger Lord Dorn Ragin & Tug the Bear Did we ever agree to stop here and take a complete stock of where we are now or not? |
| Sylvaroth05-27-07, 03:23 AM | Forgive my questions, but is a Laymage like a Hedge wizard..? More dual classing and slower progression...? Or is it like a specailist really focused in thier area...? I'd say the latter. Something like an arcane Expert. While adepts are more like the spiritual leaders of a community, a Laymage is a worker who enhances himself and/or his work with arcane spells. The above example shows a Laymage who is better at healing and alchemy than any other NPC class in comparison. Starting with an Int score of 16+ a laymage will even have to choose which known spells to prepare for knowing at least as much spells as he can cast per day. ...They were so flattered that they haven't removed them for a month....a long smelly month. :rofl: Town Coffers from year 9, July to September: 34,693 gp 5 cp Year 9, October to December Chronicled Months: 3 Town Population: 471 Expenses: 0 gp ([1.75 gp x 471 + 5 gp] x 3) = 2,487 gp 7 sp 5 cp 34,693 gp 5 cp + 2,487 gp 7 sp 5 cp = 37,180 gp 8 sp |
| Johnny_Angel05-27-07, 03:30 AM | Proposal While digging further into one of the mines, some of the kobold miners discover a rust monster infestation. Ezra, Iluven, and Iluven's two orc students go to confront the rust monster menace because they are the only ones in town who fight without relying on metal weapons and/or metal equipment. |
| Sylvaroth05-27-07, 04:33 AM | Nice idea, but why don't the orcs use metal equipment? Do they fight with wooden clubs? |
| Johnny_Angel05-27-07, 04:46 AM | Nice idea, but why don't the orcs use metal equipment? Do they fight with wooden clubs? I was under the impression that they were striving to be like Iluven...to be monks and fight unarmed. I suppose my statement didn't make much sense since they aren't monks. I suppose they would just go along because they like to be around Iluven. Although, I do have to say that I find it a bit odd that 2 orcs would have an elf as their role model. |
| Sylvaroth05-27-07, 05:23 AM | Although, I do have to say that I find it a bit odd that 2 orcs would have an elf as their role model. Yes, isn't it :D |
| Heros_Backpack05-27-07, 05:26 AM | Would anyone object if I named the inn/taverns for easier reference? |
| Sylvaroth05-27-07, 06:08 AM | Which of the four? 'Branzig's' or the 'Tavern' where the gnome entertainer and the half-orc bouncer work or the one with the gambling hall in Dagger-Ear's villa or the one that was only recently opened? :D Will we celebrate Frostfair (see Eckland Calendar) in January to March again? I gave the Chronicles of Eckland's Calculating Monthly Income-section a revision. I hope it is a little easier to understand now. |
| Heros_Backpack05-27-07, 06:29 AM | Which of the four? 'Branzig's' or the 'Tavern' where the gnome entertainer and the half-orc bouncer work or the one with the gambling hall in Dagger-Ear's villa or the one that was only recently opened? :D I was thinking, all of them. They'd be semi-generic, so for example instead of saying 'the gambling hall in Dagger-Ear's Villa' you could say 'The Winning Hand'. |
| Sylvaroth05-27-07, 06:45 AM | I was thinking, all of them. They'd be semi-generic, so for example instead of saying 'the gambling hall in Dagger-Ear's Villa' you could say 'The Winning Hand'. I'd say we give 'Branzig's' to someone else instead of opening a new tavern, anyhow. He's simply too occupied by leading the guards. 'The Tavern' is generic enough for me to be kept for the one where the gnome entertainer and the half-orc bouncer work. Only one left is the villa casino. The winning hand...hmmmm Well by my total thats three deanrule Rockjaw SupercrazyDM Now are we going to use the rules for "Atrificer" from Eberron ? Or do we use that as a tmeplate and create our own...? Samantha Bladecutter - Artificer-1 I propose Samantha Bladecutter - Laymage 1 According to this Chronicles-entry from year 4, Gregory was approaching his forties. I propose we celebrate Eckland's year 10 with: Eckland's first decade (maybe on frostfair) Gregory's 40th birthday The wedding of Gregory and Marian The glorious defeat of Trogdax in the 'Battle at Mt. Generic' |
| Johnny_Angel05-27-07, 08:43 AM | Proposal For the climactic end to the Trogdax fued: Trogdax kidnaps Marian from the wedding ceremony. Gregory valiantly saves the damsel in distress; Branzig -who accompanies Gregory to the cave to fight Trogdax- invokes his status as a city official and weds Marian and Gregory at the peek of the mountain. |
| Heros_Backpack05-27-07, 08:56 AM | I'd say we give 'Branzig's' to someone else instead of opening a new tavern, anyhow. He's simply too occupied by leading the guards. 'The Tavern' is generic enough for me to be kept for the one where the gnome entertainer and the half-orc bouncer work. Only one left is the villa casino. The winning hand...hmmmm The prospecters have their own tavern as well - proposed name, 'The Rich Vein'? |
| Sylvaroth05-27-07, 09:06 AM | Proposal For the climactic end to the Trogdax fued: Trogdax kidnaps Marian from the wedding ceremony. Gregory valiantly saves the damsel in distress; Branzig -who accompanies Gregory to the cave to fight Trogdax- invokes his status as a city official and weds Marian and Gregory at the peek of the mountain. Sounds pretty cool, but what if we tried something new instead of the damsel in distress: Let Trogdax kidnap Gregory to punish him for opposing him. The Guardians of the Grove decide to fight the decisive battle at Mt. Generic and save their brave leader. As the troops assemble, Marian decides to prove herself worthy and joins the army of villagers, elves, Whatsittowners, etc. In the climactic battle against Trogdax, it is her who deals the killing blow (lucky punch, perhaps impaling Trogdax with a stalagtite or something). Freeing her lover from the dungeons of the half-dragon, it is Brother Atil who joins their fates on the peek of the mountain. The prospecters have their own tavern as well - proposed name, 'The Rich Vein'? What about 'the Dive' :D |
| Johnny_Angel05-27-07, 09:06 AM | I propose that we name one of the taverns "Shenanigans" |
| Sylvaroth05-27-07, 10:16 AM | I propose that we name one of the taverns "Shenanigan's" (http://www.shenanigans.com.br/) Linking mine. Sounds similar enough to Flanagan's from the movie 'Cocktails' with Tom Cruise to earn my vote :D |
| HK-47 II05-27-07, 11:02 AM | Proposal While digging further into one of the mines, some of the kobold miners discover a rust monster infestation. Ezra, Iluven, and Iluven's two orc students go to confront the rust monster menace because they are the only ones in town who fight without relying on metal weapons and/or metal equipment. I vote yes Would anyone object if I named the inn/taverns for easier reference? I wouldn't object, I vote yes I'd say we give 'Branzig's' to someone else instead of opening a new tavern, anyhow. He's simply too occupied by leading the guards. 'The Tavern' is generic enough for me to be kept for the one where the gnome entertainer and the half-orc bouncer work. Only one left is the villa casino. The winning hand...hmmmm I propose Samantha Bladecutter - Laymage 1 According to this Chronicles-entry from year 4, Gregory was approaching his forties. I propose we celebrate Eckland's year 10 with: Eckland's first decade (maybe on frostfair) Gregory's 40th birthday The wedding of Gregory and Marian The glorious defeat of Trogdax in the 'Battle at Mt. Generic' Yes to all of those year 10 proposals, not sure about the Laymage thing though... Proposal For the climactic end to the Trogdax fued: Trogdax kidnaps Marian from the wedding ceremony. Gregory valiantly saves the damsel in distress; Branzig -who accompanies Gregory to the cave to fight Trogdax- invokes his status as a city official and weds Marian and Gregory at the peek of the mountain. Yes (sortof... see below) Sounds pretty cool, but what if we tried something new instead of the damsel in distress: Let Trogdax kidnap Gregory to punish him for opposing him. The Guardians of the Grove decide to fight the decisive battle at Mt. Generic and save their brave leader. As the troops assemble, Marian decides to prove herself worthy and joins the army of villagers, elves, Whatsittowners, etc. In the climactic battle against Trogdax, it is her who deals the killing blow (lucky punch, perhaps impaling Trogdax with a stalagtite or something). Freeing her lover from the dungeons of the half-dragon, it is Brother Atil who joins their fates on the peek of the mountain. What about 'the Dive' :D If Gregory got kidnapped he would be able to kill Trogdax himself, but I do think Marian should play a role in the battle(perhaps she has max ranks in Knowledge(Strategy)?), and that it should be Brother Atil that marries them at the mountain's peak PROPOSAL: The King begins to tax the towns and cities in his land, to be payed out of their coffers, alternatively, he had already done so but Eckland was uneligible, and is no longer... |
| deanruel05-27-07, 11:15 AM | The Laymage thing is cool but it just won't work. I know the Adept class can be a little lacking but we'll have to make due. Core only really is the only way to go with this thing to make it genuinely useful. As to all of those proposals I vote yes AND add one of my own. Eckson gains his 11th level. 10 years of protecting and occasional fighting seems like enough to me. As to the Trogdax battle I am opposed to anything done for story only purposes. I REALLY don't think Marian should be anywhere near the battle. I imagine actually that Eckson is planning on killing it now so that Marian will be safe from it (and the town, but you know how people think). I think it would make much more sense for him to take all the buffs the adepts could give him, head off with Tuaim (who I am bringing in next post), and kill the beast himself. And if a Dragonscale wedding dress doesn't make a nice present then I don't know what does!* *I also think nothing says "You just married a fighting class Adventure'er" like a Dragonscale wedding dress. |
| HK-47 II05-27-07, 11:21 AM | *I also think nothing says "You just married a fighting class Adventure'er" like a Dragonscale wedding dress. agreed... also I vote yes to Eckson gaining a level... |
| Rockjaw05-27-07, 11:55 AM | I agree on Eckson gaining a level also... Working on the greenhouse will lay it out in later post..!:P Proposal: I think we need to list all the main players and anyone we have "nammed" to keep things current, and to help having someone (ie. Iluven) fall through the cracks in develpment. |
| Sylvaroth05-27-07, 03:30 PM | Proposal: I think we need to list all the main players and anyone we have "nammed" to keep things current, and to help having someone (ie. Iluven) fall through the cracks in develpment. I will work on this and add it to the 'Chronicles of Eckland'. Any suggestions about formatting and volume of information of the individual characters? Eckson gains his 11th level. 10 years of protecting and occasional fighting seems like enough to me. I vote: Yes. Also this seems to answer my above question. We will decide when a character rises in level (as seen with Brother Atil), without tracking their XP. As to the Trogdax battle I am opposed to anything done for story only purposes. I REALLY don't think Marian should be anywhere near the battle. I imagine actually that Eckson is planning on killing it now so that Marian will be safe from it (and the town, but you know how people think). I think it would make much more sense for him to take all the buffs the adepts could give him, head off with Tuaim (who I am bringing in next post), and kill the beast himself. And if a Dragonscale wedding dress doesn't make a nice present then I don't know what does!* *I also think nothing says "You just married a fighting class Adventure'er" like a Dragonscale wedding dress. I agree with most of this. This thread has seen many things simply for story purposes, however (admittedly nothing that seemed to be climactic on first glimpse). Still I want to see Marian involved in this. I don't want Gregory to marry a decorous housewife, just because she looks good. There has to be more. He is an adventuring veteran and has seen, done, and survived many things. The WOMAN he loves should be more than a cute little girl. I am not saying, Marian should be a seasoned warrioress, mind you. But she should be something special. Give her a role that introduces the reader to a character that is believable as the the next Lady Eckland. Show her leadership abilities, her influence in the community, describe how her word has weight, make her a strong, respected role model and worthy counterpart to the greatest hero of Eckland. The Laymage thing is cool but it just won't work. I know the Adept class can be a little lacking but we'll have to make due. Core only really is the only way to go with this thing to make it genuinely useful. As usual I do not see it as dark and menacing as you seem to do. There are various examples in this thread that utilize the rules in the core books, but do not use material given in them. To mention only a few of them, there are Ezra, the Ring of truth, and Trogdax. Ezra is an awakened beech tree druid. No mentioning of that in the PHB, the DMG or the MM. There is neither an entry in the rings nor in the wondrous items section of the magic items chapter of the DMG, that mentions a Ring of Truth. Same for Trogdax. There is no entry in the MM about half-red dragon/half-wyverns. All of these are applied core rules. Same for the laymage NPC class. Look at DMG, pages 14 ('Altering the Way Things Work') and 174 ('Modifying Character Classes'). The rules are there and ready to use. The laymage does only use core book material (arcane spellcasting, the Spell Mastery feat, etc.) and all of the mechanics of the class can be found in this thread. What then, is stopping a DM, who wants to use Eckland for his own campaign, to use it as is (along with Rings of Truth, tax and toll rules, aso.) or to make changes to fit it into his homebrew, FR, GH, or Eberron setting? You state yourself, that the Adept is problematic and does not do, what we would need/want, why then should we restrict ourselves? I say, give the laymage a chance and let's see if Samantha Bladecutter (Lay1) and Asklepios the Apothecary (Lay4) work for us. Hey, it's just an arcane version of the Adept class, that is not nearly as powerful in a combat situation (note that most of the spells that could be used in combat are rather passive and defensive). All it will do, is allow for more effective crafting and producing. It is a decision we all should carefully think about, before we decide. Let the community decide, whether we will give it a try or cancel it. The polls are open. |
| Rockjaw05-27-07, 07:02 PM | I worked this up if you guys like we could add it in... Gunk & Boog Stats: Gunk Orc Male: Monk-1 EC-1 HD: d8 (hp-8), Speed 30ft Str-19, Int-7, Wis-12, Dex-14, Con-17, Cha-6 (orc-9) Melee: Large Quarterstaff (7ft Cedar Fencepost-?) Damage 1-8+ (stir bonus +4) Spc Ability: Unarmed Strike, Stunning Attack, Evasion Feats: Balance, Climb Gunk is a large humanoid, standing 610 tall and weighing approx 375lbs, with typical Orc features of grayish green skin and thick black hair. Gunk has two things he enjoys eating and working with Iluven. Gunk feels great loyalty to the town and was amazed that both he and Boog were not killed after the raid. Gunk feels sad when humans run from him and children cry, but Iluven says this will pass with time. Iluven spends time with them and talks to them about things like centering and balance. Sometimes Gunk doesnt understand but he still tries Boog Orc Male: Monk-1 EC-1 HD: d8 (hp-6), Speed 30ft Str-14, Int-9, Wis-14, Dex-15, Con-13, Cha-7 (orc-9) Melee: Kama Damage 1-6+ (STR bonus +2) Shuriken (6) Damage 1-2 Spec Ability: Unarmed Strike, Stunning Attack, Evasion Feats: Balance, Climb, Swim Boog is a large humanoid, standing 64 tall and weighing approx 290lbs, with typical Orc features of grayish green skin and thick black hair. Gunk has two things he enjoys Walking in the Parks and working with Iluven, She has allowed them to train and work with her and Boog is learning many things, Iluven gave Boog his Shurikens and he trains by throwing them every day. Just some things rattling around in my head.....:bigeyes: |
| HK-47 II05-27-07, 07:23 PM | For Gunk & Boog I was thinking instead of Monks (which would take up Pc slots) how about 3rd lvl warriors who just took Improved Unarmed Strike? |
| turalisj05-27-07, 07:57 PM | There is also a feat called superior unarmed strike in ToB, or would that violate the core-only? |
| Johnny_Angel05-27-07, 08:10 PM | There is also a feat called superior unarmed strike in ToB, or would that violate the core-only? I'm pretty sure that would violate the core only rule. I think that perhaps I agree with having the two orcs be warriors because it doesn't seem to make sense that they would just now be gaining their first class level. However, with that being said, at some point -when the city is bigger and we have more PC slots- I think it would be nice to have them pick up a few monk levels. Then again, I supposed they could continue to gain levels in warrior; just make sure that if/when they gain levels that they take feats which deal with unarmed combat (i.e. improved grapple, improved natural attack, and etc.) |
| Rockjaw05-27-07, 08:54 PM | We could do Warriors, I'm totally good with that.. BUT they should have very Monk-like tendencies. I think we can safely say that they will be loyal to Iluven and pretty much to her only... Not that they won't give everything for the town but right now she is the only one who has given them the chance they now have...Even with these two playing comic relief they are willing to sacrifice fully for her and the town |
| deanruel05-27-07, 11:46 PM | I agree with most of this. This thread has seen many things simply for story purposes, however (admittedly nothing that seemed to be climactic on first glimpse). Still I want to see Marian involved in this. I don't want Gregory to marry a decorous housewife, just because she looks good. There has to be more. He is an adventuring veteran and has seen, done, and survived many things. The WOMAN he loves should be more than a cute little girl. I am not saying, Marian should be a seasoned warrioress, mind you. But she should be something special. Give her a role that introduces the reader to a character that is believable as the the next Lady Eckland. Show her leadership abilities, her influence in the community, describe how her word has weight, make her a strong, respected role model and worthy counterpart to the greatest hero of Eckland. I agree in a way. Your definitely right that we need to show that Marian is special. I imagine that she's confident, capable, intelligent, and assertive. The sort of girl who, in 5 years time, will likely be just as much a leader of hte Town as Eckson. I think it will be important to show her as taking an active role in things and not just sitting back and being pretty. However; I do believe that involving her in the actual attack on Trogdax would be.....well....dumb. Eckson is a general, a masterful tacticul planner, and a one-man army all rolled together. There is literally NO REASON for his wife to be involved in any way shape or form. I think it's Eckson's time to shine. It's times like this that show why he is in charge and not, say, Marya. He is in charge because at the end of the day HE is the one who stops the town from being turned into rubble. This is Ecksons job and I think we should do him, and our story, justice by letting him do it. As usual I do not see it as dark and menacing as you seem to do. There are various examples in this thread that utilize the rules in the core books, but do not use material given in them. To mention only a few of them, there are Ezra, the Ring of truth, and Trogdax. Ezra is an awakened beech tree druid. No mentioning of that in the PHB, the DMG or the MM. There is neither an entry in the rings nor in the wondrous items section of the magic items chapter of the DMG, that mentions a Ring of Truth. Same for Trogdax. There is no entry in the MM about half-red dragon/half-wyverns. First of all. The difference between the things you mentioned is and the Laymage class is actually pretty large. In addition, everything but the Ring of truth actually are completely core creations. There is no "Trogdax" entry in the MM but there is a Wyvern and there is a Half-Dragon Template. Same for Ezra and the awakened spell. The Ring of Truth however is an almost direct parallel to your Laymage class. It is created using core "creation" rules for things like it. Just like your Laymage class is created using the class creation rules. There is a difference however and it's simple. Ring of truth takes a single sentence to explain fully and Laymage takes a class readout. If a player picked up the ring of truth the DM knows EXACTLY what it does and how. If someone got into a fight with a Laymage what does the DM do? Log onto this thread and read it's class description? That's unacceptable. If you want to make a magic class fix that's fine but it has to be so simple that it can be FULLY described in, like, 15 words. So while I'm not neccesarily saying that this should happen: I would be more likely to accept an Adept change that "Counts as knowing every spell on the Wizard/Sorceror list" than one with a set Spells known list. That description was 10 words. That's memorable to a DM. That's easily put down in a sidebar or something if Eckland was turned into a setting. Laymage takes more. Finally I vote Yay to Gunk and Boog being 1st-3rd level warriors with improved unarmed strike and maybe even "Improved Natural Attack" (from the MM) to boost there fist damage. That's legal in case anyone's wondering, I can link to it. |
| Sylvaroth05-28-07, 03:11 AM | I agree in a way. Your definitely right that we need to show that Marian is special. I imagine that she's confident, capable, intelligent, and assertive. The sort of girl who, in 5 years time, will likely be just as much a leader of hte Town as Eckson. I think it will be important to show her as taking an active role in things and not just sitting back and being pretty. [...] I think it's Eckson's time to shine. It's times like this that show why he is in charge and not, say, Marya. He is in charge because at the end of the day HE is the one who stops the town from being turned into rubble. This is Ecksons job and I think we should do him, and our story, justice by letting him do it. Why can't we do both? Gregory kills Trogdax, but he will NOT do it alone, there are orcs remember? So he will most likely be accompanied with a little army. This way we give some old and new minor characters to shine in the battle at Mt. Generic, while Greg will 'save the day' by killing the BBEG. At the same time Maria stays in the village and takes care for the families that were 'left behind'. She could, e.g. create a diversion for worried minds in preparing a great celebration for the returning heroes. This way Gregory can kill the dragon, others can be heroes, too, and Marian can be shown as the person Lord Eckson admires and loves. Deal? First of all. The difference between the things you mentioned is and the Laymage class is actually pretty large. In addition, everything but the Ring of truth actually are completely core creations. There is no "Trogdax" entry in the MM but there is a Wyvern and there is a Half-Dragon Template. Same for Ezra and the awakened spell. The Ring of Truth however is an almost direct parallel to your Laymage class. It is created using core "creation" rules for things like it. Just like your Laymage class is created using the class creation rules. There is a difference however and it's simple. Ring of truth takes a single sentence to explain fully and Laymage takes a class readout. If a player picked up the ring of truth the DM knows EXACTLY what it does and how. If someone got into a fight with a Laymage what does the DM do? Log onto this thread and read it's class description? That's unacceptable. If you want to make a magic class fix that's fine but it has to be so simple that it can be FULLY described in, like, 15 words. So while I'm not neccesarily saying that this should happen: I would be more likely to accept an Adept change that "Counts as knowing every spell on the Wizard/Sorceror list" than one with a set Spells known list. That description was 10 words. That's memorable to a DM. That's easily put down in a sidebar or something if Eckland was turned into a setting. Laymage takes more. I disagree. Trogdax and Ezra are the examples that support my point. While there are wyverns, animated objects, a half-dragon template, and the awaken spell, the actual stats of them are in this thread. So if someone got into a fight with Trogdax or Ezra, what does the DM do? Log onto this thread and read it's class description? Right! Or he is a little smarter than that and prints their stats out along with the stats of the city, the ring of truth, Gregory's and Thanato's stats, aso. So where is the problem? In addition, the laymage is in no way designed to be a class for a fight. Its the arcane smith or the mystical alchemist who lives and works next door to Cotter Magin and Joe Everybody. It's a feature unique to the 'Eckland Campaign Setting', but not as unique as to be a problem for any DM. Most of the time, the laymage will be only a number in Eckland's stats, but it will open opportunities for this thread. We have farmers (Com or Exp), we have Guards (Com or War), AND we have people who have a minor magical talent (Adp and Lay). So while some of Atil's students may become Adp or multiclass Exp/Adp or Com/Adp, others may display a talent for arcane magic while studying under the arcane casters of the Guild of Mages and become Lay or multiclass Exp/Lay or Com/Lay, most of them never learning more than 2 spells which, however, will enhance their work. My point still stands, give it a chance. Finally I vote Yay to Gunk and Boog being 1st-3rd level warriors with improved unarmed strike and maybe even "Improved Natural Attack" (from the MM) to boost there fist damage. That's legal in case anyone's wondering, I can link to it. <Link> (http://www.wizards.com/default.asp?x=dnd/rg/20070403a) Ezra the Awakened Large plant Drd 5 HD: 4d8+5d8 (44 hp). Init: +0. Speed: 20 ft. AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14. BAB/Grapple: +6/+9. Attack: Slam +8 melee (1d8+4). Full Attack: Slam +8 melee (1d8+4). Space/Reach: 10 ft./10 ft. SQ: Animal companion (wolf), link with companion, nature sense, plant traits, resist nature's lure, share spells, trackless step, wild empathy, wild shape (small or medium animal 1/day), woodland stride. AL: N. SV: Fortitude +8, Reflex +2, Will +8. Abilities: Strength 16, Dexterity 10, Constitution -, Intelligence 12, Wisdom 16, Charisma 8. Skills: Concentration, Handle Animal, Knowledge (nature), Knowledge (local), Spellcraft, Survival.(46 skill points) Feats: (4 feats) I think we all should decide about the skill, feat and prepared spell selection, as well as equipment. We should also think about replacing Ezra's dead wolf companion. |
| Johnny_Angel05-28-07, 02:32 PM | Proposal The local Kobolds in Eckland start to notice that they are recieving bad treatment from some of the other residents in the town. One of the kobolds steps up as the unofficial leader of the kobolds; when the final battle with Trogdax comes, he volunteers to aid Gregory as a way to try to shed the negative stygma associated with his race. Edit: It's possible that he might explain to Gregory that he would prefer not to fight the dragon due to his race's beliefs, but also say that he would have no problem with helping to fight the orcs. |
| Heros_Backpack05-28-07, 02:34 PM | This Crafty Adepts (http://boards1.wizards.com/showthread.php?t=755485) article might be worth a look before we decide one way or the other on the Laymage. It outlines clearly what you can and can't do with an Adept crafter. |
| Sylvaroth05-28-07, 03:47 PM | Though this article is helpful (thank you, H_B, for linking to it), it does in no way refute my point. In fact, quite the contrary is true. Note that the article was written to explain the existence of magic items in a community, of which Eckland has only few, none of them being for sale. Note also, how it states in the end, that Adepts are useless as soon as you have access to NPC classes dedicated to magic item creation and those with arcane spellcasting abilities. My point, I'd say. The laymage, however, is not intended as a magic item creator per se (though I am sure he could create some very helpful items for the community, thus complementing the Adept), rather he can be seen as a commoner or expert with arcane training. He is a tool to give some flavor and versatility (being an arcane version of the Adept, with a slightly changed spell list), without being more powerful than the Adept, only a little bit more useful for work. |
| Rockjaw05-28-07, 08:18 PM | Forgive me if I speak a little out of turn here, but this is how I see it on the Core vs. Non-core argument....... Both and neither are correct. We as a community have "bent but not broken" the Core only rule, some of us did it for creative flair, some to add a wymsical touch. However if I remember correctly this is an exercise in progression and community (town) growth and development. To see how far we can build it, we must test the boundaries and enable the creative thinking process.... I feel that we have succeeded in doing just that.! Now should we include the "Laymage", honestly I do not know, I must confess that I am not as up-to speed on current variants as much as everyone else. But should we completly disreguard it, that I also confess I don't know.. My gaming homeworld creation now is held in a dozen 3" 3-ring binders all lavishly detailed, I do not have a listing for a "Laymage" inside but I can see where it would work...neither do I have a "Ring of Truth" but I can see where it would work. I think we all need to remember that any and all fantasy realms are open to interpertation, but in this case, in this thread the posting editor has final creative say so. Deanrule started this exercise, He is the final word...Period Now quit yer belly-achin, and lets get back to building a City..!!!!! :waits: |
| Sylvaroth05-28-07, 11:39 PM | That's what I'm saying. Let's give it a chance or, if deanruel says so (though I see it more as a community project by now), let it [the Laymage] die. |
| Sylvaroth05-28-07, 11:54 PM | To give some guidelines for the inhabitants of Eckland. http://img.photobucket.com/albums/v213/Farzul/Lvl.jpg *For settlements near rivers, lakes or seas use the columns for plains and hills. The table above gives the minimum and maximum ages of human commoners and the corresponding class levels. These figures do not take into account Commoners of venerable age, since by that time they should -with rare exceptions- not be able to earn that much experience anymore, as to reach a new level.The numbers differ in environments, since it should be much harder to carve out a living in certain areas. There are some rare 'high level' Commoners who are one or two levels above the given maximum levels, but most of the time a Commoner would have to multiclass, to reach such heights. |
| deanruel05-29-07, 01:47 AM | By the by Sylvaroth. As to the laymages: I'm all up for putting it to a vote and letting the community say what they want. It occurs to me however that the simplest solution might be just making them Wizards. Right now we've got a helluva lot of empty PC slots (which makes me very happy in a lot of ways btw) so if you wanted 2 or 3 people to be crafters or whatever then you could just use them for that. That Crafty Adepts thing is handy because I think it shows just how much adepts themselves can make and then if you wanted something above and beyond that I think it wouldn't take more than 2 arcanists to cover -any- possible thing you'd want between them. edit: I noticed looking back on your original laymage post that you edited it to ask about Dolon. Firstly he's a high level NPC class, so it's not like he's even honestly that good at anything. But I thought the high level would help the town crafting ability by a lot. With the skill check he can regularly make the town has an always-ready supply of masterwork craftmanship to enchant. I also plan to use him to start supplying important people in the town (the Guard first and foremost) with quality masterwork equipment to seriously boost there ability. If we greatly desired we could even make masterwork spears so that EVERY militia-man in Eckland would have double the hitting power, but that would be very very expensive and probably not worth it. |
| Abbacabba05-29-07, 11:32 AM | I've been reading, but have not caught up fully, (Theres a ton of stuff here) One thing I saw last time was the usefulness of a mid-level druid and cleric in the community. I know we are trying to keep PC levels down because of what happened last time but I was wondering if it might be of any intrest to anyone to try and "recruit" these elements into the kingdom? If we don't already have access to them : Druids bring Plant Growth to help eliminate any source of natural famine. Clerics bring tons of population growers by reducing disease and the ever handy Wall of stone for cheap/quick town defense. If we already have these in town I apologize, if not then I suggest -somehow- we make it appealing for this to happen. Perhaps we invite a chuch to establish itself? or set aside a plot of natural lands for druids? |
| Sylvaroth05-29-07, 11:33 AM | Laymage: So, let's put it to a vote and let the community say what they want. Dolon: Just what I wanted to hear :plotting: 1st decade of Eckland: I'd like somebody (deanruel?) to write a summary of the most important events of the last ten years, based upon the 'Chronicles of Eckland'. AFAIAC this will be a regular feature to make it easier for new readers, to catch up with the thread. Since it is becoming more and more difficult to keep track of of the actual numbers of particular profession groups, I propose we continue to increase/decrease the number of the total population as appropriate. (Thus retaining the basis for town coffer calculations, etc.) give each profession group a percentage (e.g. for year 7, April to June it would like this: farmers (40%), other (14%), prospectors and servants (5%), cowherds (4%), shepherds (3%), miners and trappers (2%), 25% comprised of bakers, fishermen, fortune tellers, carpenters, darymen, apthecaries, herbalists, perfumers, potters, brewers, jewelers, masons, millers, merchants, smiths, weavers, tailors, inn keepers, adepts, advisors, coopers, architects, monstrous), thus making Eckland a little more generic for DMs (i.e. giving them the possibility to increase/decrease percentages as they see fit for their campaign), leaving the exact numbers rather vague. I will work on the percentile calculations and present a list once I am done. |
| Rockjaw05-29-07, 12:29 PM | Syl, Sounds great let me know if I can help. Breaking them down(into percentages) would give us a more manageable route to follow. |
| Sylvaroth05-29-07, 02:42 PM | Syl, Sounds great let me know if I can help. Breaking them down(into percentages) would give us a more manageable route to follow. Thanks for the help. Especially tricky is the time after the battle. Total population before the battle: 254 Casualties: .1 Callieth .1 Vera .3 Guards 28 Villagers 33 dead (I'd like to discern, to which professions the 28 belonged.) Total population after the battle: 221 The season following the battle: Total population as per Chronicles-entry: 298 50 new villagers arrive (most of which seem to be miners) 221+50 = 271 That's 27 persons of undefined profession (maybe including the 13 warriors from Whatsittown and 14 employees of the carnival?). Assuming the 28 dead villagers are all farmers, the percentages would change as following: farmers (28%), miners (22%), other (18%) (including the Whatsittowners and the carnivallers), prospectors (5%) servants and cowherds (4%), shepherds and trappers (2%), 15% comprised of adepts, advisers, apothecaries, architects, bakers, brewers, carpenters, coopers, darymen, fishermen, fortune tellers, herbalists, inn keepers, jeweller, masons, merchants, millers, perfumers, potters, smiths, weavers, and tailors. |
| Rockjaw05-29-07, 02:43 PM | Here is what I have so far please everyone add to this as you see fit Eckland Greenhouse and Parks Eckland Greenhouse and Parks The Greenhouse is a massive structure of timber and glass. Sitting on a foundation of locally quarried granite the main dome is approximately 60ft in diameter and rises to a towering 40ft high in the center. Large cedar supporting timbers carry the great weight to the glassed dome on a system of lintel beams and strut pins, The top of the dome, or the center is made of a copper oculus that can be opened or closed with a series of pulleys and ropes. Circling the dome at two heights are two rows of rounded windows all operational, the upper windows are 1ft in diameter and the lower are about 3 ft. Every window shows the great craftsmanship involved with carved sills and both interior and exterior moldings. The carvings depict several types of local animals and local vegetation. Radiating outward from the dome are four glassed corridors at approximately 12ft in height. These are situated on the compass points of North, South, East, and West. Each is 40ft long and ends in a Stone and timber structure used for storage and or for keeping nocturnal plantings. The Floors are made of a natural limestone set in between the tie-beams running across the base of the dome from sill to sill. Great care has been taken to insure that everything is flush and had a slight deflection to a center drain for water runoff. The tables and seed beds are framed in local woods like cedar and ash, all aclemial treated to resist the damage caused by water and rot. Special attention had been placed on the tables to insure that everyone can use them (varying heights). The four corridors are meant to be used as overflow for the main building and each common building at the ends has a specific purpose. The East one is for the eventual staff with a small kitchen and sleeping for three. The Southern one is for storage of pots, tools, and soil mixtures. The West is a water storage area, basically a large cistern, and the North is for cultivating nocturnal plants More of the unique lighting fixtures hang from slim chains, some are made to resemble birds and fish, some like large hanging plantings of copper, tin, and colored glass. The parklands around the greenhouse are also being “worked” but mostly left natural. Ezra has been a large help in creating the parkland area, by using her/his magic to move some things around and to contour the land in a pleasing way. So far three ponds have been created all spring fed and flowing into a small stream. Several groves of trees and open field areas are being trimmed and coaxed to create a pleasing shape. The Craftsmen have been busy here also; Hirundo and the Carpenters built a gentle arching bridge over the stream. Also completed are several platforms the give excellent views of the ponds and areas around them. Many townsfolk come together to help with the park and several unique areas and items are created. Several of the Dwarves build a “rock-garden” with intricately placed and balanced stones covered with mosses and lichens. They used sand from the riverbed to create flowing patterns around the bases of the stones. Some of the Gnomes use one of the small gullies to plant various dwarfed trees and vines making a complex area almost miniaturized by proportion In a grove of large tall cedars the Elves planted an aerial garden with exotic flowers grown without soil, suspended by delicate ropes and vines the flowers seem to flourish. Many small statues and lanterns grace the pathways lighting areas from dusk till dawn. Stone pedestals with decorative glass globes glow in iridescent colors of blue, green and amber marking the pathways. On some of the largest and oldest trees where age threatens to break the larger branches a system of vertical braces is installed to carry the weight. All devised by Sam Thompson insuring these mighty wonders will be sustained for a long time The community children build dozens of small bird, bat and butterfly houses. These are spread all over the park to entice local animals to use these as their homes. As work progresses Ezra can be seen in the park construction areas almost daily and is very pleased with what is being built. She/He has asked a small community of Sprites and Pixies to “move in” to help in maintain the park. Marya, seeing great progression in construction, is turning her attention to establishing a number of people to work in the park as either Wardens or Custodians. She realized that the park could be a true wonder for the community and is proud of the accomplishments of her planning assistants. I figured this was a good start to a community parkland setting, hope everyone feels the same :smirk: |
| Rockjaw05-29-07, 03:17 PM | I know we haven't been following that closely on population, but I think we are forgetting natural attrition and turnover. Most towns, even small ones would have more than 1 natural death. And we should figure that people will leave (even an ideal town like ours) to either start over someplace else, have a child apprenticed to a Master Tradperson, of just plain economic reasons. I think it would be fair to say tat some people were just plain freaked out after the raid and may have left or some of the small independent mines dried up and the miners left, looking for the next big strike I think we could use a 10%-12% attirtion rate, now this seens steep now and it will lower with time and growth. Ten percent of 200 seems steep but ten percent of 200,000 is not so out of the norm for a community. I think we are not factoring in these adjustments and that may be why we are a little off on our totals |
| Rockjaw05-29-07, 03:23 PM | Abbacabba One thing I saw last time was the usefulness of a mid-level druid and cleric in the community I think I have to agree on the Cleric part of this one, Brother Atil could be overwhelmed quickly even with his assistants. We already have a Druid in Ezra but a Cleric around lvl-6 may be a nice insert at this point |
| Argo05-29-07, 03:27 PM | I vote no no no no no no no on the Laymage. The Ring of Truth is a wondrous item imbued with a core spell (Zone of Truth), yeh? If the DM wants to not include that item... fine. He has Eckson have a wizard cast Zone of Truth on someone. The Laymage class is not only not Core, it's not even non-Core. It's just something you made up. Which is fine for you. But if we were going to allow classes not in the PHB, then we would have had a Psion back in year 1. It was proposed, discussed and shot down. If the Laymage makes it through, then we need to retcon a Psion from Year 1. As well as making Glimrick Gentlecoin a Thief-Acrobat. And giving Eckson a ton of non-core feats. Or we can just say "NO LAYMAGE", and continue building Eckland. |
| Sylvaroth05-29-07, 04:23 PM | Rockjaw, though it might take a very long time to build the green house, I think it is a project that MUST be included. :clap: Argo, whoa! a simple no would suffice :rofl: |
| Heros_Backpack05-29-07, 04:27 PM | I vote retired Wizard rather than Laymage. I propose that some of the mines become unstable, eventually leading to cave-ins. |
| Sylvaroth05-29-07, 04:32 PM | Will there be any consequences in Gregory marrying a 'peasant girl' rather than one of the aristocrat girls from Whatsittown? |
| Argo05-29-07, 05:16 PM | Argo, whoa! a simple no would suffice :rofl: ...I'm passionate about governmment. |
| Argo05-29-07, 05:16 PM | Will there be any consequences in Gregory marrying a 'peasant girl' rather than one of the aristocrat girls from Whatsittown? ...The clap? |
| Rockjaw05-29-07, 05:26 PM | Nice Argo, but I think Brother Atil has a cream for that. :eek: The only thing I can think of is a lack of manners by aristocracy, mostly from the "ladies" of Whatitstown...but I'm sure Gregs new wife will just reverse that thinking....with a couple of open-handed slaps.. Also I must vote Nay on the Laymage, though I will borrow it for my own wold. I think we need to stay Wizard on this one.... |
| Sylvaroth05-29-07, 05:57 PM | So thats three NOs for the Laymage then :ghosted: We barely knew you :surrender |
| Rockjaw05-29-07, 05:57 PM | Proposals: Here are some things I think we need to include as we go over 10-years More Craftsmen like: Cheese Maker (Covered in post) Thatcher Tile Setter Blacksmith (*break up the lone smithy) Armorer Vintner Butcher (Covered in post) Candle Maker (Covered in post) Trash Sweep More Core Residents: Farmers (*unique crops) Miners Cooks Tinsmith Artists More Unique NPC’s Smelter Mercenary Captain and Staff Shipping Magnet (importer/exporter) Animal Handler (unique animal type) More PC’s Wizard (Covered in post) Cleric (standard) Rogue Everyone can vote on these and after we get a 10-year master list we can keep right on driving with the incremental posts :plotting: :dancin: :drool: |
| deanruel05-29-07, 06:11 PM | [Response Part] Sylvaroth: Hmmm, good point. I think there might be a little slapping of the wrists for marryin' Marian. I actually have a cool idea already. And I will create, eventually, that 10 year summary you talked about. That's a good idea. [Chronicle Part] Eckland, Year 10, Month's 1-3 This month begins with a bang when Tuaim arrives in town accompanied by Ezra. Tuaim presents himself around town with a beautiful golden-brown Red-Tailed Hawk which he introduces seperately as "Than". Tuaim becomes a quick sensation amongst the populace; his greatly aged appearance disarming them and his rapier wit and lively expressionism winning them over. Eckson allows Tuaim to stay with him in the Keep because, first, they have some things to discuss and second because Tuaim has plans for a special house which he would like to finalize before building. Eckson has also ordered Dolon to begin crafting some special arms and armor for the Guard sergeantry as well as a large number of Greatswords to allow Guards who choose them to provide heavy-power to their unit. Finally It's apparent that Eckson is preparing for an incredible celebration come this Frostfair. It's almost a daily occurence that one messenger or another moves too or from Eckson's keep. TOTAL POPULATION – 471 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim (Wizard 8) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog Dolon Werrak, Royal Smith (Dwarf Expert-9) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 44 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Barracks Hall / Armory Brewery Carpenters Cartwright Catacombs Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Water-Wheel Weaver/ Tailor's 191 Resident Homes TOWN COFFERS- Gold: 39,502 gp Silver: 5 1 Silver Bar and finally ...The clap? L-O-L PROPOSAL: I plan on having Eckson's Marriage AND Frostfair happen in one event-extraordinaire. So to have some warning for the populace the next post should probably have a proposal, or at least the post after that. |
| Argo05-29-07, 06:47 PM | I propose that the Lyre of Building gets stole (by 'Fingers')! I propose that someone other than me remembers to include the Eck's Games this year. I propose that some miners disappear and Trogdax is holding them in exchange for tribute. I propose that the Rings from the Forgathering are actually Rings of Fire Resistance 5 (What would be more helpful for a Tree Druid?) I propose that Markul Gentlecoin expands his business into importing/exporting rare/magical/controversial goods via waterway. I propose that a fishing boat gets capsized by a mysterious creature in the river. I propose that we have another fey sighting. |
| deanruel05-29-07, 08:02 PM | I propose that the Lyre of Building gets stole (by 'Fingers')! I propose that someone other than me remembers to include the Eck's Games this year. I propose that some miners disappear and Trogdax is holding them in exchange for tribute. I propose that the Rings from the Forgathering are actually Rings of Fire Resistance 5 (What would be more helpful for a Tree Druid?) I propose that Markul Gentlecoin expands his business into importing/exporting rare/magical/controversial goods via waterway. I propose that a fishing boat gets capsized by a mysterious creature in the river. I propose that we have another fey sighting. Wow....umm..... How about you pick.....two of those and we'll talk about em. In addition with the Eck's Games thing. If it isn't mentioned in any given year just assume that nothing extraordinary happened. The games still occured but it wasn't worth the attention of a three-month chronicle. |
| Rockjaw05-29-07, 08:04 PM | Deanrule: I plan on having Eckson's Marriage AND Frostfair happen in one event-extraordinaire. So to have some warning for the populace the next post should probably have a proposal, or at least the post after that. OK Got it covered... Chronicle Post Eckland Year 10 months 4, 5, & 6 Great Celebration ensues with Lord Ecksons announcement of his forthcoming marriage to Marian. The entire community is involved and vows to make this the highlight of the year. Invatitaion are being sent out by all aviable means. Everyone who had impacted the town will receive an invitation. Most in the town have already started to call Marian “Lady Marian” in honor of her coming title. Tuaim spends a great amount of time with Lord Eckson, Ezra, Marya, and other community leaders. Everyone is greatly impressed with him and most whisper in awe of his abilities as a Wizard. Tuaim to his credit is approachable and humble and even displays some minor cantrips to amuse the local children. The size of the community has made it necessary for Lord Eckson and Marya to rely on “traditional” building means as the Lyre of Building just cannot keep up, And Lord Eckson wants to use it to add on to the keep. Adding walls and towers (He also speaks to Marya about building down under the keep and creating several underground levels) has become a priority things like a secured well and good solid defendable positions, along with several rooms and stations for retainers and workers Based on everything from trade dealings and contracts to the spreading word of excellent harvests and a lack of dangerous creatures running around loose; Elkland sees an absolute boom in arriving residents: 1. A Halfling Cartographer open a small shop that is a success with the adventuring parties, he and his family have maps of many places and things that he is willing to copy or sell. 2. A trio of businessmen from Southcity arrives and open a Cheese Shop, their first type is a creamy garlic goat cheese, an immediate hit with the townsfolk. 3. From far away Eastland comes several new residents, mostly farmers that bought their freedom from the overbearing lord there. Thirty-two new farming families with nothing but the clothes on their backs, and small carts drawn by dogs with little or no possessions. 4. From Seatown arrive a butcher and a candle-maker 5. Finally from Forttown comes an entire business (owner, twelve employees) of a Timber Framer, he speaks of unfair practices and thuggery running wild. One of the most surprising new residents comes from Southcity. A woman named Fiona Kerriton arrives with a small “flock” of beautiful young women, and four of the largest, toughest looking bodyguards anyone has ever seen. Fiona is a business woman looking for a new establishment. Promptly setting to work hiring craftsmen, artists and glass blowers Fiona builds Ecklands first bathhouse and beauty center. Named “The Golden Waters” it quickly becomes a place of great interest. A soaring construction of Timber and Stone the bathhouse is a work of great craftsmanship. Floors covered in limestone and columns supporting the high ceilings. Delicate multi-hued glass windows fashioned in nature scenes, are placed to let in light but also to insure privacy. The two common tubs, male and female, are large and heated. Filled with mineral water and floating with exotic fragrant plants. Smaller semi-privacy and privacy tubs are also available to rent. Fiona herself also causes quite a stir in the town, most of the younger lads and even some husbands are caught with wandering eyes, this is only natural for Fiona is an absolute beauty (Charisma-18) with fire red hair, emerald green eyes and a stunning body she is not shy about “showing off”. Some of the older women feel it is absolutely scandalous that she walk around in such revealing clothing. Fiona does her best to fit in handing out “tokens” for a free afternoon bath to the ladies and free haircut to the gents. Some of the prospectors found out the hard way that Fiona’s girls are not women of ill repute, this “lesson” earned most of them a trip to Brother Atils for healing after a conversation with her bodyguards. Several of our businesses are expanding with most of the original apprentices opening up their own shops or at least working to support themselves and more of the townsfolk are joining forces to create specific items. Mayra and her engineers have begun construction on a greenhouse. This large structure will be approx 60ft round with a corridor made of glass extending 40ft out at the four main compass points (N,S,E,W) each of these ending in a round storage house approx 20Ft round. The center will be 60ft in height and each corridor 12ft tall the round houses at the ends are single story structures. It will sit in the center of the new park land being created at the same time. ***larger descriptive above Orn and Hirundo have completed working on six more streetlights all again in the same natural style, they have also started to make house and store lamps (wall mounted) that mimic the style, they just have vines and smaller fruit lights. They are also working with the glass blowers to build some items for the proposed greenhouse and park. Branzig and the guard have been very busy, Grakos has returned from a trip to Southcity where he was able to procure two small ballista and an appropriate number of bolts, he was also able to “find” a dozen heavy crossbows and twenty tower shields. Branzig and Jack Heppert have begun to assemble the guard into units and to assign roles by specialty: (Spear, Crossbow, Sword) and the new animal handlers are working with their dogs daily on patrolling, rescue and guard duties. 17 more people join the guard and begin their training. Dell Sherwyn finishes the “coding” of the signal flags and soon has the entire Lookout Company skilled and ready to use them. The only thing he doesn’t know how to do is use them at night; he is working with the Dwarves to figure something out. Cotter Magin is working with the Cartwright shop to build a “new” type of overland trade wagon to be pulled by 2 horse teams and be capable of long months on the road, This, he figures, will give him an edge in reaching the far rural villages Noteworthy Events: 1.) The Jewelers begin producing very distinctive pieces, using strong linear lines and local materials (copper, malachite, polished granite, silver, gold) to create a unique style of jewelry *Think Arts & Crafts Style or Frank Lloyd Wright 2.) Sam Thompson has been working with the farmers to locate and build a second grain storage house as well as two large “cold houses” to store vegetables. He has also brought some concerns to Marya about disposing of trash and waste as the town is getting so large that backyard “burn pits” may no longer be an option 3.) Several Miners have questioned the appraisals of the Gentlecoin brothers to their uncut gems and raw ore: Iluven may be asked to look into it 4.) The King sends a message to Lord Eckson, Congratulating him and Thanking him for service and increasing his holdings and includes a small token of appreciation, a beautiful masterwork dagger with Ecksons coat of arms on the handle. 5.) Several mines collapse, luckly nobody is seriously injured. but Lord Eckson is considering having every mine inspected by his Dwarven allies. (* several of the mines owned by Charlemagne Silverleaf close quickly, and some are filled in with dig-out from others) TOTAL POPULATION – 522 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-3, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 61 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cooper's Store Dairy Dock Eckland Keep / Town Hall Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Timberwright Water-Wheel Weaver/ Tailor's 236 Resident Homes TOWN COFFERS- Gold: 42,107 gp Silver: 5 1 Silver Bar Alright I know, I know. Yes I took some creative latitude in applying some of the things I proposed.....Sorry :( but I got a little excited...! PS....... I am not a fan of shopping for wedding presents |
| Argo05-29-07, 08:41 PM | Wow....umm..... How about you pick.....two of those and we'll talk about em.. How about I make proposals, and people vote for (or against) the ones that they think are particularly interesting (or not)? That sounds fair. I think we'll do that one. |
| Rockjaw05-29-07, 09:06 PM | How about I make proposals, and people vote for (or against) the ones that they think are particularly interesting (or not)? That sounds fair. I think we'll do that one. I like two of them either the theft of the Lyre or the creature in the river.... Both have possibilities...:thumbsup: |
| Heros_Backpack05-30-07, 06:42 AM | So now we have two cheesy families - one living in the Dairy and making Eckland cheese from cow's milk and one living in the Cheese shop and selling goats' cheese. I wonder how they get on? |
| Sylvaroth05-30-07, 11:13 AM | Cheesy? :D |
| Heros_Backpack05-30-07, 12:44 PM | Cheesy? :D As in working with cheese - of course! ;) |
| Sylvaroth05-30-07, 01:19 PM | Will we be doing several simulations for the endfight with Gregory and Trogdax, too? |
| Johnny_Angel05-30-07, 05:09 PM | I like two of them either the theft of the Lyre or the creature in the river.... Both have possibilities...:thumbsup: Instead of the lyre being stolen, maybe one of the strings just breaks. To my knowledge there aren't any people in town who know how to craft/tune musical instruments, so that could make an easily exploitable plot hook for a DM. The PCs are sent to a different town to either purchase a new string or to take the lyre along and have it repaired. The guy they take it to says that he would be more than happy to repair it, but he has some sort of problem that is preventing him from doing so -whatever it is can be created by the DM. Perhaps he is in jail due to being wrongfully accused of a crime. Whatever the problem is, the PCs can't get the lyre fixed unless they help that guy to get out of his problem. |
| Rockjaw05-30-07, 05:45 PM | So if everyones in favor.....something happens to the Lyre What would be a nice creepy to put in the river..? Something believable and most importantly beatable..:plotting: |
| Johnny_Angel05-30-07, 06:08 PM | So if everyones in favor.....something happens to the Lyre What would be a nice creepy to put in the river..? Something believable and most importantly beatable..:plotting: Well, not exactly creepy, but a Sea Cat might work. |
| Argo05-30-07, 06:38 PM | Some kind of Dire Octopus? |
| Johnny_Angel05-30-07, 06:51 PM | Some kind of Dire Octopus? That might be cool. The reason I mentioned the Sea Cat is because it's not a very high CR. The description of it in the monster manual also seems to fit as something which would dwell in a river. Other creatures to consider: Kuo-Toa (aquatic, but don't really seem to fit) Chuul (although aquatic, tend to live in swamps and marshes) Dire Shark (pretty high CR...almost as tough as Trogdax) I considered saying a Zombie Sea Cat originally, but that seemed sorta stupid. |
| Heros_Backpack05-30-07, 07:06 PM | If we have fey around - what about a backwater with a Nixie in it? People that go down there alone might come back days late (if at all) but those that go in groups see nothing at all. |
| Argo05-30-07, 07:13 PM | What would be the CR on a Dire Octopus? I'm at work, so I don't have book access. How does dire-ing up a creature affect the CR? |
| Johnny_Angel05-30-07, 07:34 PM | What would be the CR on a Dire Octopus? I'm at work, so I don't have book access. How does dire-ing up a creature affect the CR? Honestly, I don't think there is a Dire Octopus in Monster Manual I (I'm looking) There is a Giant Octopus listed @ CR 8 in the animal section, but no "dire octopus." I suppose the kraken would be the closest thing to a dire octopus or dire squid. There's not really any such thing as a dire template; there's just a section which describes a few dire animals and explains them as being "tougher, meaner versions of ordinary animals." To give an example of how CR changes with dire: A normal shark is CR 1, 2, or 4 (depending on the variety you use) A dire shark is CR 9 (Trogdax is CR 10) The Sea Cat is a CR 4. It says they normally hunt and kill small animals and fish for food, but they are aggressive and territorial -attacking any creature which enters their domain. It also seems to suggest that they normally thrive in shallow coastal waters. The river isn't coastal, but I'd say that a river is relatively shallow compared to oceans and seas. |
| Rockjaw05-30-07, 08:20 PM | Question...? I thought our river was Freshwater, can we really use a saltwater critter...? :confused: I was thinking of either a large and bad tempered croc. or....Wait for it...some kind of water based nature sprit angered that we have spent so much time working and developing the land and not the water....! I know....kinda wierd |
| Johnny_Angel05-30-07, 08:29 PM | Question...? I thought our river was Freshwater, can we really use a saltwater critter...? :confused: Definately a good question; I was actually thinking about that when looking through the MM. The main difference I see between a Sea Cat and sharks, octopi, and etc is that Sea Cats can live out of water as well is in the water. They are more like seals or walruses than they are like fish or whales. I'm open to using just about any creature, but I'm having a hard time finding one that really fits unless the creature turns out to be some sort of Fresh Water shark, but I have a hard time believing a shark small enough to thrive in the river would be turning over boats and things of that nature. |
| Rockjaw05-30-07, 08:51 PM | Definately a good question; I was actually thinking about that when looking through the MM. I'm open to using just about any creature, but I'm having a hard time finding one that really fits unless the creature turns out to be some sort of Fresh Water shark, but I have a hard time believing a shark small enough to thrive in the river would be turning over boats and things of that nature. I was just looking too, and I think I may have found something. What if we use a Dragon Turtle, just a little one either a wyrmling or very young. It got seperated from its mother and swam up river to us..? |
| Iolana05-30-07, 08:52 PM | How big is/are the boats this creature is turning over? Is it necessary for the creature to live at all times in the water? I think some Giant Constrictor Snakes would be believable and challenging, and still fit into the natural setting. STR 25 could easily capsize a small fishing boat IMHO and with Eckland impinging on their territory, I can imagine they are starting to get out of balance for natural food sources, and thus are becoming more aggressive than normal. They also have a +16 to swim, making them viable for either water or land encounters. And of course, there's always a nest left somewhere that nobody realizes is there. This would also give the druids/rangers potentially a chance to handle an encounter(s) without resorting to killing. *goes back to lurking* :) Iolana |
| Rockjaw05-30-07, 09:31 PM | [QUOTE*goes back to lurking* :) Iolana[/QUOTE] Dont lurk, join in, this is a welcoming post....! Heck we let Argo in....:rofl: |
| Johnny_Angel05-30-07, 09:53 PM | I was just looking too, and I think I may have found something. What if we use a Dragon Turtle, just a little one either a wyrmling or very young. It got seperated from its mother and swam up river to us..? Sctually, the Dragon Turtle was something I had considered as well. I didn't think about using a younger one though; it's a good idea that I had not thought of. The main thing that brought my attention to the Sea Cat was that the CR seemed to fit; other than that, I couldn't remember ever encountering one in a campaign, so it seemed a little unique. How big is/are the boats this creature is turning over? Is it necessary for the creature to live at all times in the water? I think some Giant Constrictor Snakes would be believable and challenging, and still fit into the natural setting. STR 25 could easily capsize a small fishing boat IMHO and with Eckland impinging on their territory, I can imagine they are starting to get out of balance for natural food sources, and thus are becoming more aggressive than normal. They also have a +16 to swim, making them viable for either water or land encounters. And of course, there's always a nest left somewhere that nobody realizes is there. This would also give the druids/rangers potentially a chance to handle an encounter(s) without resorting to killing. *goes back to lurking* :) Iolana A giant snake would be pretty cool, and it has the potential to be "creepy" as well. I used one against my players in a jungle setting once and they were terrified - although, it is worth noting that they were terrified because it almost lead to a TPK (it was hiding amongst vines; they failed spot checks; it grappled...) |
| Sylvaroth05-31-07, 01:11 AM | Since the first Gathering of the Guardians of the Grove (GotG), the land has changed. The fields are more productive, the wild animals are less shy towards villagers, aso. These changes, however, have also launched another event: Feeling the changes in the land surrounding it, the Eckland River itself has begun to awake from a deep slumber that has lasted for ages. The stirring spirit of the waters slowly regains consciousness and starts to react to the changes of its domain (bridges, ships, irrigation plants, etc.). Voilą, Water Elemental (maybe with PC class) as the next 'threat' to become a new ally, similar to what happened with the wolfs, Gregory, and Ezra. GotG, assemble! :D |
| deanruel05-31-07, 02:12 AM | I think Dragon Turtle or Water Elemental would work well. The cool thing about both is that they could become "allies" with the town. Now I don't mean allies like Ezra, I mean more like..... Well lets say that it's a Dragon Turtle. Every time a boat goes by a spot on the river they drop half dozen coins in (not neccesarily gold or even always silver). The Dragon Turtle likes shinies so it leaves them alone. It won't neccesarily attack someone who doesn't but it's sort of like buying right of passage. A Dragon Turtle is pretty high CR so even Eckson probably wouldn't -want- to go up against it so maybe a little bribery would be best there? Dont lurk, join in, this is a welcoming post....! Heck we let Argo in.... You guys crack me up :rofl: |
| Johnny_Angel05-31-07, 10:33 AM | Since the first Gathering of the Guardians of the Grove (GotG), the land has changed. The fields are more productive, the wild animals are less shy towards villagers, aso. These changes, however, have also launched another event: Feeling the changes in the land surrounding it, the Eckland River itself has begun to awake from a deep slumber that has lasted for ages. The stirring spirit of the waters slowly regains consciousness and starts to react to the changes of its domain (bridges, ships, irrigation plants, etc.). Voilą, Water Elemental (maybe with PC class) as the next 'threat' to become a new ally, similar to what happened with the wolfs, Gregory, and Ezra. GotG, assemble! :D I think Dragon Turtle or Water Elemental would work well. The cool thing about both is that they could become "allies" with the town. Now I don't mean allies like Ezra, I mean more like..... Well lets say that it's a Dragon Turtle. Every time a boat goes by a spot on the river they drop half dozen coins in (not neccesarily gold or even always silver). The Dragon Turtle likes shinies so it leaves them alone. It won't neccesarily attack someone who doesn't but it's sort of like buying right of passage. A Dragon Turtle is pretty high CR so even Eckson probably wouldn't -want- to go up against it so maybe a little bribery would be best there? You guys crack me up :rofl: My vote goes for the Water Elemental |
| Rockjaw05-31-07, 10:55 AM | Since the first Gathering of the Guardians of the Grove (GotG), the land has changed. The fields are more productive, the wild animals are less shy towards villagers, aso. These changes, however, have also launched another event: Feeling the changes in the land surrounding it, the Eckland River itself has begun to awake from a deep slumber that has lasted for ages. The stirring spirit of the waters slowly regains consciousness and starts to react to the changes of its domain (bridges, ships, irrigation plants, etc.). Voilą, Water Elemental (maybe with PC class) as the next 'threat' to become a new ally, similar to what happened with the wolfs, Gregory, and Ezra. GotG, assemble! :D Now thats COOL!We could do something with this. The "Avatar" of the water sprit could move from fountian to fountian, pool to pond and interact with the town. Not only would we have a unique nature element now a unique water element...... I vote for the WATER ELEMENTAL PS-ARGO Excellent suggestion..! Adding a critter to the river, good job |
| EffigyOfFaith05-31-07, 10:59 AM | I think that a water elemental would be an interesting and appropriate challenge for the town. I like how it ties in with the foregathering and guardians of the grove story line. To add more interest it might be worth considering to have the elemental allied with one or more of the nixies that Heros_Backpack suggested, possibly with some levels. |
| Sylvaroth05-31-07, 12:54 PM | 'The right of passage'-thing deanruel suggested was an idea I had, too. We do already have a toll road and seeing that the merchants guild is doing trade by ship now, it should be possible to waive fees for the passage of our river (the river should be named after the elemental) with the help of the spirit. Same for the idea of Rockjaw. I think the elemental would be a great addition to not only the fountains, but also the ponds and channels of the new greenhouse/park. The elemental does also add to the mysterious history of Eckland. Not only do we have the nature's power node in Ezra's Grove, now we do also have a 'living river'. |
| Rockjaw05-31-07, 01:51 PM | To give us as much insite as possible we should decide on the size of the river, and the depth, and character of the shoreline...ect. We can add in "sea-going" and "river-dwelling" areas to the next couple of chronical posts.. This will be a great way to start the next evolution for Eckland |
| Argo05-31-07, 02:33 PM | Dont lurk, join in, this is a welcoming post....! Heck we let Argo in....:rofl: Well, now you've gone and insulted my honor, sir. I come in here, I make posts, suggestions, help make Eckland into what it is today, and what do you do? Make all manner of unkind remarks as to the quality of my character, and I take offense to that. *Glove slap* I challenge you, sir. Pistols at dawn. And don't be late. I have a breakfast appointment at a quarter after dawn. |
| Rockjaw05-31-07, 02:42 PM | Well, now you've gone and insulted my honor, sir. I come in here, I make posts, suggestions, help make Eckland into what it is today, and what do you do? Make all manner of unkind remarks as to the quality of my character, and I take offense to that. *Glove slap* I challenge you, sir. Pistols at dawn. And don't be late. I have a breakfast appointment at a quarter after dawn. HA.! Your the best.! But I should warn you...I cheat....:evillaugh PS. Great suggestions, I think we needed them. |
| Iolana05-31-07, 04:32 PM | To give us as much insite as possible we should decide on the size of the river, and the depth, and character of the shoreline...ect. We can add in "sea-going" and "river-dwelling" areas to the next couple of chronical posts.. This will be a great way to start the next evolution for Eckland Thanks Rockjaw, I feel the love ;) I did post before a few times, but mostly I just lurk and enjoy what ya'll are growing here and incorporate things into our own version of Eckland for our campaign. hehehe. I'm afraid I haven't much to contribute, only to enjoy :) Now that you have welcomed me, and encouraged me to post, you may regret it...lol. I actually do have a few thoughts... The giant constrictor snakes came from a recent episode where, yes, grapple was the name of the game. Since I am still learning the 3.5 rules (way behind the rest of ya'll!) it was a great experience and something I needed to learn how to deal with. Nothing like being told "There is no escape for you at this time, your airways are starting to close!" to get your heart pounding! So the thought was to add something to teach grappling. I think the river should definitely flow south to the sea, however I get the impression Eckland is not that close to the sea...a few days to a week by river maybe? From the descriptions, we have focused way more on river life than sea life, and that makes it unique. We know that there are mountains nearby, and thus streams of all sorts would not be uncommon. Waterfalls with pools at the base would not be uncommon as well due to the water running off the mountains. A second river in the surrounding lands wouldn't be unheard of either, and they could come together at a point south of town as well to make a larger river that flows off to the sea. I definitely agree water elementals would be in the realm of things around the area. With the mountains, water and caves combined, certainly they would be in the area, and I can say they did cross my mind as well to have them be a threat. I just didn't see them as the ones causing the boats to capsize, I would think that there would have been more reports of weird waves coming in off the river then when an attack did occur? As well I couldn't quite justify the size of the river as "a large body of water" that the water elemental likes to make those sorts of attacks from, as I apparently have a smaller river drawn into my head at the moment. I couldn't place the creature "right" in the setting, but if someone else can make it feel "right" I'm all for it! We'll need to figure out who we can have that can communicate with a water elemental to get it from being aggressive to being an ally? A Dragon Turtle would also be a great idea. I do think this one would have to be in a larger spot along the river, perhaps further south of town where the river would start to widen and get deeper? Since it is described as a fairly big critter, it would need a lot of room to roam in. This one seems to me like it would be great for a sort of 'rumored sighting' sort of thing, where people travelling on the river don't exactly know what it is, but they drop coins anyway in hopes of a safe passage thru. And it shouldn't attack that often, just often enough to keep the rumors going. It would be a great setup for future adventurers to eventually come in and deal with it permanently one way or another. So I agree we need to figure out what size is the river? Where is it in relation to the castle? How far away from the center of town? And how far away is the sea? I do think geography of the land at this point needs some firming up. Ya'll saw what was in my head a few pages ago, well of course by now that can change and I can draw new maps up with the little software I have. I just need things firmed up as to where things are! *And of course anyone is welcome to send me some good actual 3d mapping software and I will do my best to learn it and freely contribute maps of Eckland here* And feel free to say "No no no, this goes over *here* not *there*!" Until then, I will grow Eckland as best I can with what I have! And yes, that's a few thoughts for me, :) Iolana |
| Araes05-31-07, 05:40 PM | People that go down there alone might come back days late (if at all) but those that go in groups see nothing at all. Been somewhat absent lately, but just wanted to note that I definitely like the atmosphere of this threat. Has an almost UFO vibe to it. Also, its a very abstract threat, and one where even the writers / posters might not be sure if its really hurting the villagers. Rather, they're just gone, and the whole thing is something of a mystery to everyone. If done relatively infrequently, or possibly at the same time as some other threat (like the water elemental or snake) then nobody would really even be sure that there was an issue. |
| Sylvaroth05-31-07, 06:35 PM | I think the river should definitely flow south to the sea, however I get the impression Eckland is not that close to the sea...a few days to a week by river maybe? From the descriptions, we have focused way more on river life than sea life, and that makes it unique. We know that there are mountains nearby, and thus streams of all sorts would not be uncommon. Waterfalls with pools at the base would not be uncommon as well due to the water running off the mountains. A second river in the surrounding lands wouldn't be unheard of either, and they could come together at a point south of town as well to make a larger river that flows off to the sea. As you can see here, the river does flow southwards, and I think it is coming from the sea, but it may also flow to the sea again. There was a waterfall mentioned being a little upriver from the village. There is a river flowing from Seaville to forttown, but there might be one coming from Whatsittown joining with our river as well. I definitely agree water elementals would be in the realm of things around the area. With the mountains, water and caves combined, certainly they would be in the area, and I can say they did cross my mind as well to have them be a threat. I just didn't see them as the ones causing the boats to capsize, I would think that there would have been more reports of weird waves coming in off the river then when an attack did occur? Glad you like the idea. The reason no strange waves or capsized ships have been mentioned are twofold. One being, that travel by river has only just begun, the other being the recent awaking of the water elemental (which has been slumbering for some time now). As well I couldn't quite justify the size of the river as "a large body of water" that the water elemental likes to make those sorts of attacks from, as I apparently have a smaller river drawn into my head at the moment. I couldn't place the creature "right" in the setting, but if someone else can make it feel "right" I'm all for it! The river is not too small, thus the need for a bridge. Otherwise the shepherds and cowherds would simply have waded through a shallow portion of the river. We'll need to figure out who we can have that can communicate with a water elemental to get it from being aggressive to being an ally? The only caster I can think of being able to do such a thing would be Tuaim Ban (he should be able to either speak aquan or to cast tongues) So I agree we need to figure out what size is the river? Where is it in relation to the castle? How far away from the center of town? And how far away is the sea? I suggest we place the keep on a hill towering over both the river and the village. Since settlements are prone to spring up near a body of water, I'd say the earliest buildings will nestle between this hill and the river, while the newer buildings spread out from there to the boarders of Ezra's forest. As for the distance to the sea (assuming the coast stretches all the way from NW over W to S) I'd think on average it is a horse ride of about one to one and a half months, or two and a half weeks with a fast ship. I do think geography of the land at this point needs some firming up. I concur. We should decide on the distances from the village to the main towns (Whatsittown, Seaville, Forttown, aso.) and major geographical features (farthest border of Ezra's forst, Mt. Generic, etc.). |
| SupercrazyDM05-31-07, 06:40 PM | I vote Water Elemental. |
| Rockjaw05-31-07, 08:10 PM | We'll have to check with Deanrule but I think the Keep would be situated on a hill, most all defensible fortifications are. We can safely assume a gentle rise of approx 40-60 ft. to the outer wall. it should be set far enough away to keep the structure clear of any vessle mounted seige equipment. The "town" buildings would be located in a clearing or similar area with easy access. But farms and outbuildings would be placed by either necessaity or desire. most perm. buildings will be above a high-water mark and I think we can assume that everyone was aware of that fact. I agree that Seatown should by at least 2 weeks away either by cart or by boat, the others can be of varing distance at min. 3 days ride (to give us room to grow) The legnth of the bridge is a good question, personally I think a 30-50 ft span is big enough. |
| deanruel05-31-07, 09:28 PM | I have surprisingly little to say here simply because I agree with everything being said. I do see the keep on a little hill, and I do like the water elemental. The one thing I might say is we should make the water elemental unique from Ezra. If it's a natural spirit creature that is eventually befriended by the town it will feel a little stale. But overall I'm all with it. |
| Rockjaw05-31-07, 10:01 PM | The one thing I might say is we should make the water elemental unique from Ezra. If it's a natural spirit creature that is eventually befriended by the town it will feel a little stale. But overall I'm all with it. What if the elemental is not natural but was pulled here from the elemental plane of water.? Or, and this is a strech, Baron VonWhoever from Whatsitstown is mad at Eckson rebuffing his daughters and is controlling a "bound" young water elemental to cause sneaky distress..We could use this as a rescue operation, if the amulet, charm, rod whatever that controls the elemental is broken so is the magical hold on the elemental... Just Thinking.... |
| Johnny_Angel05-31-07, 10:52 PM | I have surprisingly little to say here simply because I agree with everything being said. I do see the keep on a little hill, and I do like the water elemental. The one thing I might say is we should make the water elemental unique from Ezra. If it's a natural spirit creature that is eventually befriended by the town it will feel a little stale. But overall I'm all with it. This makes me feel a little torn about my vote for the water elemental because it's exactly the reason why I was hesitant to suggest a water elemental when I was looking through my MM. |
| Argo06-01-07, 03:07 AM | Or, and this is a strech, Baron VonWhoever from Whatsitstown is mad at Eckson rebuffing his daughters and is controlling a "bound" young water elemental to cause sneaky distress..We could use this as a rescue operation, if the amulet, charm, rod whatever that controls the elemental is broken so is the magical hold on the elemental... I like your notion. But I agree that the path this elemental is taking seems a tad familiar. So let's keep this idea, but change the cast. Baron Von Whatsisface has a bound Dire Octopus (I'm a sucker for tentacles) / Dragon Turtle / Something else and is using it to interfere with Eckland's trade as a punishment for Eckson rebuffing his daughter's advances. When the bond is broken, Eckland doesn't have a new Elemental (or whatever) ally. Rather, we have set it free, it leaves, and now we have solidified Baron Von Whatsisface's dislike of Eckland. Or, y'know... whatever. |
| Sylvaroth06-01-07, 03:19 AM | Seeing, that even an elder water elemental does have an average Int score of 10, I don't think it would be much more than a feature of the land most of the time. Adds some flavor to the river and the story of the land, not much more. To my understanding an ally would be helpful and friendly towards you, but the mindset and nature of the elemental should be different. While it may be convinced, not to capsize ships, drown people and cattle, or flood the village, I'd think its attitude towards the villagers would be mostly indifferent. They harm the river, let's harm them. They leave the river alone, let's leave them alone. Things like that. Think of it as Eckland's own Lady of the Lake (http://en.wikipedia.org/wiki/Lady_of_the_lake)...erh...river :D Gregory could even receive some wondrous item (e.g. an amulet, brooch, medallion, necklace, periapt, pin, etc.) from the spirit sentinel of the river, that alarm (http://www.d20srd.org/srd/spells/alarm.htm)s him, whenever there is danger ahead in/on the river. I do, however, like the idea of repercussions from Gregory's rejection of Lord Whatsisnames nices (Rose and Daisy Illsworth). While I think an attack would be a bit harsh, I think it should result in diplomatic fallout and problems in trading with Whatsittown (e.g. no more enthusiastic military support for Eckland) and those businesses the Illsworths have their hand in (lost or delayed delivery, substandard or damaged commodities, etc.). Since Rose is a 3rd-level aristocrat, I think she could eventually become some kind of 'merchant queen', which would greatly add to both Eckland's economical development and Gregory's reputation amongst other rulers (especially, if she did it, among other things, to prove her worthiness to the 'Dragonslayer' and to pinch Maryan's husband :plotting:). I'd also like to pick up on a point that was proposed by HK-47 II earlier (p. 21, #614): The taxation of Eckland by the land's sovereign. I do think however, since we are bound for becoming a small town, we should not introduce a royal tax until we have reached this point. I'd also love to see Lord and Lady Eckland to increasingly attend to representative tasks by that taime. (e.g. visiting the court, meeting with other lords, aso.) This would present a great opportunity to explain why it was Gregory alone, who was hired to clear the keep of orcs, in the first place, (you don't send some random run-of-the-mine adventurer to do such a job) and to show how his reputation has developed since then. |
| Argo06-01-07, 12:00 PM | If Rose becomes a merchant queen, then I propose that eventually, after it's clear she will not win Gregory, she allies with Markul. Solidifying his place in town as the gnome you see about getting things. Hard-to-get things. |
| Sylvaroth06-01-07, 01:48 PM | Solidifying his place in town as the gnome you see about getting hard to get things. :confused: |
| deanruel06-01-07, 04:27 PM | Eckland, Months 7-9 One day, with Harvest season in full bloom, one of the "messengers" Eckson sent out arrives back in town. He appears dirty and with his clothes slightly torn it is apparent that he was secretly well armed. The stranger enters the keep and no more than 15 minutes later Eckson walks from his castle in full battle regalia. He places the town on a state of full alert, orders for everyone to stay within a half mile of the keep for the entire day, and essentially puts a halt on all business to put the town in a state of full military readiness. Requisitioning horses from Cotter Magin comes next and, coming from their respective homes and houses, Eckson, Tuaim, Grakos, and Ezra (who remains horseless) head off towards Mt. Generic. At a trot the four moved towards the mountain and it's resident. The creature Eckson helf so much malice for. Eckson was silent the entire way; he had said everything he needed to in the weeks up to this point. The ranger he had sent to track the creature down, disguised as to not alert the populace. The protective potions and scrolls he had been secretly purchasing with his own gold so as not to drain the coffers. And finally the orders he'd spent weeks going over and over with his "troops". Everyone here knew exactly what to do and with that knowledge came the feeling he didn't realize he missed so much. There was something about adventuring; that mix of cold calculation and firey rage that would mean the end for whatever stood in his path. Today would go well for Eckson. He had made sure of it. At midday they came within a mile of where he knew the creature lay. "Where" he simply said to Ezra "That way" Ezra replied with after casting a quick spell "How close?" this time directed to Tuaim "A moment" the wizard needlessly said, then casting a few select divinations he replied "close, within 5 minutes walk" They tied the horses and imbibed their potions before moving again, walking for no more than a minute before vieling the entire party in invisbility magics. With the creature keen senses it might very well be able to detect them up close, but why make it's job easier? A short walk revealed the creature. Perched on a large rock on the mountainface it stood, glaring out at the surrounding land. Eckson quietly spoke the command word and the party seperated. They all had their own jobs to do now. Eckson and Grakos walked side by side toward the creature with hands clasped. Unable to see each other they would have to rely on touch to communicate now that they were so close. Within a hundred feet of the creature they stopped. Trogdax perched his head up and glanced around He flapped his great wings briefly but decided against flight at the moment and settled back down. Walking as silently as possible the two moved closer. Step by step they inched closer inched closer until not much more than 50 feet away they briefly squeezed each others hand and let go. On this silent and motionless mountainside the battle had begun. Releasing each other the two warrior's took off at a full sprint; armor clanging and feet thudding on the rocky ground. Trogdax turned menacingly and paused for just a second before he realized what was happening and in that moment he was struck. Grakos struck first and delivered a mighty blow, he had leaped at the last moment and was able to bring his blade directly through Trogdax's torso. His blow was powerfully enough to strip scales from flesh and shatter bone and Trogdax reeled from the blow(18 dmg). Eckson came next but having unknowingly come behind Grakos he was thrown off balance when, in the moment that Grakos' blow landed, he suddenly became visible directly in the path of Ecksons blade! Eckson pulled his blow and in doing so merely chipped the wyrm's crimson scales. But any relief Trogdax felt at this fortunate fumble was quickly dissipated when a salvo of 4 magic bolts of force struck the creature and nearly toppled him(11 dmg). Trogdax bled from a series of wounds and, being no fool, knew this combat would end with his death. He struck Eckson once with his tail but years of combat instincts allowed Eckson to turn his neck aside just as the tip woudl have pierced his throat. Taking to the air now Trogdax turned and leaped backwards, attempting to use the updraft from the fall to gain a quicker ascent. And with the blades of the brave warriors wizzing over his head he did so. It was only a matter of seconds before Trogdax was 40 feet up and rising. "To me, and to the air!" Eckson shouted In an instant Tuaim appeared by his side, a great blue-hued portal appearing and disappearing with his single step. Trogdax turned and saw three targets together and briefly put hold on his flight to turn and let loose a great gout of flame. The air crackled and the grass lit aflame as the inferno engulfed the Ecklanders but the moment the air cleared again none of them had moved or been harmed. Indeed not so much as a singed hair was visible on their heads thanks to the protection from fire potions Eckson had had the party consume. Tuaim tapped Eckson then and the Fighter launched into the air. With fire in his eyes and Fury in his hands Eckson collided with Trogdax like a canonball. Driving his shoulder into the belly of the beast and his sword plunging DIRECTLY into the creatures stomach (22 dmg). Trogdax roared a cry so fearsome is frightened even the aged adventurer and, deciding that animal rage was preferable to fleeing, Trogdax launched a flurry of terrible blows into Gregory. Biting through his glimmering armour and slashing into his limbs Trogdax splattered Ecksons blood all over the mountainside with a ferocity that guaranteed some wounds that would simply never heal (63 dmg). Reeling from the blow Eckson kicked back from the creature and pulled his blade from it's belly. Whirling over in an airial flip he came whirled slightly to the side and then came back at the beast letting his swords magics do more than he ever could alone. But as the score of wounds he had suffered sapped his strength Trogdax escaped him time and time again, catching only a lucky blow across the creatures armored neck (17dmg) Eckson realized that he may very well die here and now. Trogdax's eyes glinted as he saw his opponent in his death throes. He whipped his tail up and around again and reached in to cut this whelp into pieces. KRACKOW! A clap of thunder deafened the combatants as a bolt of lightning arced through them. And as the bolt tore a smokey hole through the red beast Eckson smiled a bloody smile. He had moved to the side a moment ago as per his original battle plans. It was his primary objective to damage the creature as much as possible but his secondary objective was, whenever possible, to make sure that he would never be directly between the wyvern and his wizard. Trogdax's eyes glazed over for a moment while he briefly realized that he was unable to move his body. And while his corpse floated back to earth he stopped thinking and simply died(28 dmg). edit* This took way longer than I expected and I have to go to work now. If someone would like to finish this off I would appreciate it. Just sort of wrap things up. Ezra's packed to the brim with healing spells so no one will die. Anywho, I'm off! |
| Johnny_Angel06-01-07, 05:14 PM | I feel like somehow I missed a few posts or something. Who is Grakos? Also, when did Gregory reject the niece of Lord Whatsit? |
| Rockjaw06-01-07, 06:07 PM | I feel like somehow I missed a few posts or something. Who is Grakos? Also, when did Gregory reject the niece of Lord Whatsit? The woman was rejected when the town was recovering from the attack, Eckson had more important things going on. And Grakos Tigersoul is one of Ecksons old adventuring buddies kind of a wandering bladesmen, but highly skilled in edged weapons. Hope this helps Anybody working on closing Deanrules post...? If not I can close this evening |
| Johnny_Angel06-01-07, 06:12 PM | The woman was rejected when the town was recovering from the attack, Eckson had more important things going on. And Grakos Tigersoul is one of Ecksons old adventuring buddies kind of a wandering bladesmen, but highly skilled in edged weapons. Hope this helps Anybody working on closing Deanrules post...? If not I can close this evening Thanks for clearing that up. I was starting to feel like Jay at the end of Dogma. I still seemed to have missed what happened to the rest of the orcs though. |
| Argo06-01-07, 06:44 PM | Trogdax roared a cry so fearsome is frightened even the aged adventurer and, deciding that animal rage was preferable to fleeing, Trogdax launched a flurry of terrible blows into Gregory. Wait... wait... When did Trogdax become a monk? |
| Johnny_Angel06-01-07, 06:46 PM | Wait... wait... When did Trogdax become a monk? He had a monk belt stuck around one of his teeth from a recent encounter. |
| Argo06-01-07, 07:27 PM | He had a monk belt stuck around one of his teeth from a recent encounter. Iluven? :weep: |
| Rockjaw06-01-07, 08:10 PM | Iluven? :weep: What...? She just became Sherriff and got two ultra cool deputies (giggle) when did she get involved...? |
| Johnny_Angel06-01-07, 08:27 PM | Iluven? :weep: No, it wasn't Iluven. It was Bob The Monk, and he was out to prove that his "Bob-Fu" was the greatest martial art in the world. Rumor has it that he even had a dojo in a nearby town. |
| Rockjaw06-01-07, 10:38 PM | Deanrule and everyone: I hope nobody minds but I took Deanrule's chronical entry and continued it on. By no means do we have to go this way I'm always open to changes I hope you enjoy :mymy: Eckland, Months 7-9 Continued. As the smoldering corpse floated to the ground, rapidly gaining speed. Eckson drifted back down to the mountainside. Around him blackness crept into the edges of his vision and he saw his blood raining down below him. Eckson landed and sank directly to the ground; Grakos was the first one there. Seeing his friends ruined breastplate he feared the worst. Ripping off the shredded, useless armor Grakos, now aided by Tuaim, quickly worked to staunch the flow of blood. Ezra approached and spoke lay him near my roots, as close to me as you can Grakos lifted the almost lifeless form of his friend and carried him to the Druid. Ezra began to chant in a low tone and slowly branches, tendrils and mossy bark began to form over Lord Gregory Eckson. The two men stared in astonishment as Ezra wrapped Eckson in a protective cocoon then the chanting sill going on Ezra bent its arms around itself and seemed to solidify into a normal tree. Slowly the sound of the chanting died leaving only silence . Tuaim and Grakos were speechless, their leader and their benefactor were for all intent gone. Ezra would not respond to calls for Eckson to be released, and finally when Grakos had had enough and struck the Druid with his fist, he cried out in pain for it was like hitting an old, solid, hard tree. Tuaim gave Grakos one of his healing potions and fixed his broken hand, then pulling a large skinning knife from his belt proceeded to walk towards the area that last saw the decent of the dead beast Trogdax. Grakos built a small campfire and rolled out Tuaims and his rolls, darkness was settling fast soon there would be no light left to see by, and it looked like there was no moon tonight. As the daylight faded Grakos saw a greenish hue surrounding Ezra and his friend, Tuaim back at camp with a large bundle by the fire remarked its definitely druid magic, powerful and natural looking at the encased form of Lord Eckson. We should not count on getting much sleep, that glow can be seen for miles. Tuaim settled himself by the small fire and produced a small tattered book. Grakos found a good spot and sat with his greatsword across his lap watching the darkness around them. The coming of the dawn saw both men in the same positions as last night, Grakos stood and stretched the cramps out of his neck and shoulders, Tuaim replaced the spell book in his pouch and also rose. Both men walked to the tree, and their friend. As the sun shown on the Tree Druid, Ezra seemed to awaken and her/his branches reached for the light as a babe would reach for its ma. As the men watched the cocoon seemed to move then with a start it cracked..! Rising from the broken branches and bark was Lord Eckson. Most of the major damage was healed, several long ugly red and pink scares covered ecksons body, as did dried blood and bits of bark and moss. Grakos rushed to his friends side, Eckson was disorientated and glassy eyed, but coming around slowly. Eckson placed a steadying hand on Grakoss arm and stepped clear of the tangle of debris. As Tuaim looked on, the bark and damaged branches began to heal on Ezra and in several minutes He/She looked as good as new. Ezra was still quiet and with branches reaching for the sun and roots digging deep in to soil, Tuaim stood watching and wondering what had happened last night to his new found friends Eckson was awake and alert by the fire as he donned a new shirt from his pack, Grakos produced his blade and Eckson quickly belted it on. Looking at the destroyed remains of his armor and sighing, Eckson began to walk to the mountainside as the second part of their plan was beginning.. As Ezra watched the three men started to climb, even with Her/His exceptional eyesight Ezra new that it would be several hours before they made it to the cave that Trogdax used as his lair. Ezra thought in watching them leave that there was something different about the man known as Eckson, something very different indeed. But the time for abstract thoughts was over Ezra felt them coming, through the wood, trying in vain to keep quiet. Orcs.! About four-dozen as close as Ezra could sense using the roots still buried deep in the ground, and about half an hour away. Once again Ezra began to chant in a low tone, almost slightly vibrating the air around Her/Him Eckson looked upward as the wind began to rise and howl. Behind him Grakos and Tuaim climbed wordlessly towards the large cave opening ahead. Eckson called a halt and quickly Tuaim spoke a few spells and protected them from a variety of possible dangers inside. Grakos took the lead as his armor was undamaged. Then went Eckson with Tuaim following last. The cave was dark and smelled like an old foundry, sulfer assaulted the noses of all three men, Tuaim picked up a rock and whispered a spell to it, causing it to glow with sufficient light to push back some of the darkness. All around the three men animal bones littered the floor and odd bits of cloth and twisted rusted metal. As they moved deeper into the cave deeper into the gloom Tuaim twice more illuminated rocks and tossed them ahead. Ahead was a door! Large and thick the iron banded door stood, baring their access any further. The three looked at the door then at each other, Grakos being impatient reached for the handle and before either Eckson or Tuaim could shout a warning BOOM ! Eckson and Tuaim were knocked from their feet; Grakos flew across the cavern coming to a ragged stop, his greatsword broken in two by the blast. Eckson his ears ringing and dust thick in his eyes ran to the prone form of his friend. Tuaim was slow getting up his face cut in several places from flying shards of rock. Eckson slowly and carefully rolled his friend over. A loud groan escaping Grakoss lips, Eckson could see that his arm was broken and his helm lost in the blast. Large dents in his armor showed the impact force of the magically trapped door. Tuaim cast another light spell, his last and threw the rock into the room. Eckson bound the injured arm of his friend to his chest and helped him to his feet. A little wobbly Grakos pulled a long wicked looking dagger from his belt and nodded to his companion. Eckson looked to see Tuaim with a scroll in his hand waiting for him. Eckson slowly walked to the doorway and through .. The light from Tuaims light spell showed a chamber with several items in it. A pallet of furs for sleeping, several sacks and small casks. Three large iron chests on the side and a large table with a single stool. Several stubs of candle sat on the table and other items with them. Scattered debris littered the room and the scents were strong in here. Tuaim stepped to the center of the room and read the scroll in his hand, immediately a gentle wind seemed to surround the room and swirled through. The scent was lighter and most of the dust gone. Several areas of the room gave off a slight radiance in the presence of the breeze, glowing lightly. The room is now safe stated Tuaim, lighting the candle stubs. The cleansing breeze checked the room for more wards and traps All of them, being adventures, knew that if the room was clear than the glowing items must mean .Magic.! Ezra waited in the clearing near the now cold campfire, the Orcs were close. Very close. Ezra turned and saw the first ones break the wood line into the clearing, Ezra made no attempt to hide as a tree He/She stood in the clearing chanting in a higher, louder voice as more of the creatures came in the open. Large wicked looking weapons like Axes and serrated Long Blades, that could damage even the bark like hide of an Awakened, glinted in the sun. Some of the beasts carried torches and others carried bundles of scrub wood. Ezra realized they intended to burn her/him to a charred stump. Well thought Ezra, here we go The Orc warriors moved slowly on the Awakened, starting to form a half-circle around her/him. Ezra remained standing and continued to chant, waiting. When He/She judged them to be close enough Ezra triggered her/His first spell. Large thorny plants shot up through the ranks of the advancing Orcs. Several were caught and ensnared in deadly vines. Ezras second spell turned the ground under four Orcs to liquid sinking them up to their necks before becoming solid again. Still they advanced. Coming closer to the Druid. ! A howl sounded from across the clearing the Orcs stopped to look and saw wolves, dozens and dozens of wolves..! And in their center the largest blackest wolf any of them had ever seen, the wolf howled again and the pack charged the stunned Orcs, slamming into them with the force of a heavy cavalry charge. The Orcs never had a chance; it was mercifully, over quickly. Lord Eckson, Tuaim Ban and Grakos Tigersoul returned to the clearing later, Tuaim with a platform carrying several large cheats and packages. They were all greeted by Ezra and a strange new companion; a small lop-eared dog all black in color and with a loveable grin. Ezra introduced the dog as Vicarius, at which he barked and wagged his tail . TAKINGS AND CLAIMED TREASURE: From Trogdaxs Lair 8,000 sliver 1,200 gold 150 platinum Small leather bag 6 moonstones 5 deep violet garnets 3 malachite 1 fresh water pearl (yellow) 1 masterwork greatsword 1 hammer 6 matched throwing daggers 1 unique item (scepter 30 long 1 in dia, made of silver, carved with leaves and animals etched with runes or words topped with a large aquamarine multi-faceted stone, cool to the touch) From the Orc warriors 115 copper 27 silver 8 gold Masterwork Great Ax Iron Oak two-handed Club 20 blades in all conditions 18 axes in all conditions 1 large war helm Winged 1 small carved figurine Bird Achievements Eckson gains a level Ezra Gains a level Edit: Lord Eckson returns to his keep on his desk are two items one a small bundle of letters and promises taken from Trogdax's lair. Eckson burns with an inner fury! The letters came from Baron Whatitstown, wanting to hire the beast to destroy Eckland. The second item gives him grim satisfaction, the severed head of the beast...... For now his town is safe, and steps will be taken to insure it's going to stay that way. |
| Johnny_Angel06-02-07, 03:37 AM | I sent Dean Rule a list of things that were in Trogdax's lair. It really makes no difference to me if the list is used or not, but it's available... |
| Sylvaroth06-02-07, 04:35 AM | Could you list the spells, equipment, feats, and skills, that were used in the last two entries, please. |
| Rockjaw06-02-07, 10:53 AM | I sent Dean Rule a list of things that were in Trogdax's lair. It really makes no difference to me if the list is used or not, but it's available... Sorry, I didnt know there was a list. just shot from the hip.! |
| deanruel06-02-07, 01:16 PM | Could you list the spells, equipment, feats, and skills, that were used in the last two entries, please. Sure. Protection from Fire potion, Locate Creature, Any 2-4th level Divination, Invisibility(X4), Power Attack, Magic Missile, Dimension Door, Fly, Lightning Bolt. And as to Johnny Angel's randomly made Trogdax Treasure here it is. I'm all for using it I think it's kickin'-fly. Which means good! :D 1600 gp 1 Potion of Cat's Grace 1 Flaming Short Bow 1 Wand of Detect Secret Doors with 50 charges 1 Mace of Blood 1 Freshwater Pearl worth 10 gp 1 Pink Pearl worth 100 gp 1 White Pearl worth 100 gp 1 Silver Pearl worth 100 gp 1 Black Pearl worth 500 gp |
| Johnny_Angel06-02-07, 03:17 PM | Sorry, I didnt know there was a list. just shot from the hip.! No problem; you did a good job. It makes sense that the Orcs would have some stuff though, so maybe we could combine my list with the list of stuff you had for what the Orcs had. |
| Sylvaroth06-02-07, 04:15 PM | Now, since it is the second time the Mace of Blood is mentioned in this thread, I'd like to know who plots to give it to whom? |
| Johnny_Angel06-02-07, 04:32 PM | Now, since it is the second time the Mace of Blood is mentioned in this thread, I'd like to know who plots to give it to whom? Actually, until it's used, I don't think anyone would be aware of what it actually is. It appears to just be a "normal" magical mace. |
| Sylvaroth06-02-07, 05:04 PM | While that is right, the intention of my question was why you (who mentioned the mace the first time and gave it as a treasure to Trogdax) introduced it and what your plans are for it. |
| Johnny_Angel06-02-07, 05:07 PM | While that is right, the intention of my question was why you (who mentioned the mace the first time and gave it as a treasure to Trogdax) introduced it and what your plans are for it. Personally, I had no plans for it. I just thought that it would make a good plot device. I did introduce it, but I didn't have any specific plans for it...depends who picks it up first I guess. |
| Sylvaroth06-02-07, 05:22 PM | So who would be important enough to receive the mace as a gift from Gregory's hands? Who could even use it? Turning evil, what could that person be able to do (in the guise of still being an ally) to the village and its inhabitants? :plotting: |
| Johnny_Angel06-02-07, 05:25 PM | I'll get out my DM guide and read the entry again, but I think if Gregory picks it up that he'd be the one to turn. I think it's one of those items that once you pick it up you don't want to get rid of it. |
| Johnny_Angel06-02-07, 05:28 PM | Sorry for the double post, but I was wrong... page 275 of the DM Guide (I think it's ok for me to post this since it's in the SRD) It appears to be a normal +3 heavy mace, but it most be coated in blood every day or else the bonus fades away.... until coated again. You have to make a will save every day it is in your possession. edit: you're free to give it away...it's not something that you feel compelled to keep |
| Sylvaroth06-02-07, 05:35 PM | The entry states, that a character who USES it will be effected. Since the use of a mace is to fight with it, I'd say the person who wields it in a combat situation will be affected. One could argue that either somebody who wields the mace (e.g. training with it) is affected (he does also use it), too. Since the mace must be coated in blood every day, maybe the first person who uses it to deal hp damage (thus drawing first blood) is affected. edit: you're free to give it away...it's not something that you feel compelled to keep I'd say a chaotic evil character would enjoy the power of the mace so he would not simply give it away. One could also interpret the 'bonus fades away'-part as a change of appearance of the mace. If it has not been covered in blood within the last 24 hours, it appears as either a mundane (possibly even a rusted) mace or a MW one that is a little shabby and stained. This way it wouldn't even look suspicious and could make for a nice wall ornament :D |
| Johnny_Angel06-02-07, 05:43 PM | The entry states, that a character who USES it will be effected. Since the use of a mace is to fight with it, I'd say the person who wields it in a combat situation will be affected. One could argue that either somebody who wields the mace (e.g. training with it) is affected (he does also use it), too. Since the mace must be coated in blood every day, maybe the first person who uses it to deal hp damage (thus drawing first blood) is affected. :lightbulb Perhaps someone uses it; they are not aware that it is a bloodmace. As the power fades they come to believe there is something wrong with it (there is, but not in the way they think; they think it's just broken or whatever.) In frustration they toss it into the river, and the water elemental picks it up. That's the only idea I currently have. It seems to be a somewhat cheesy idea, but that's my suggestion until something better is figured out. |
| Sylvaroth06-02-07, 05:49 PM | I was more thinking of giving it to one of Gregory's old friends or maybe Branzig. |
| deanruel06-02-07, 11:59 PM | I know it's sorta boring but being an adventurer and having a wizard -right there- I imagine Greg would have a detect magic put on the room and then give everything to Tuaim to identify. That's sorta how adventurers make their money. Still, that's just my opinion. Community project means community rules! |
| Sylvaroth06-03-07, 03:42 AM | However cool turning evil Branzig, or another important character would be, I have got to agree with deanruel. Yet it should be noted, if Tuaim Ban (Wiz 8) casts identify on the mace, he has got an 8% chance to reveal the mace's true properties. I'd give it a chance. If Tuaim rolls lucky it's okay by me, but if he fails... :evillaugh |
| Sylvaroth06-03-07, 08:28 AM | deanruel, thanks for posting the list of spells and equipment. Rockjaw, may I ask you to list the spells cast in your Chronicles-entry, please? I am especially curious about this one spell: Tuaim stepped to the center of the room and read the scroll in his hand, immediately a gentle wind seemed to surround the room and swirled through. The scent was lighter and most of the dust gone. Several areas of the room gave off a slight radiance in the presence of the breeze, glowing lightly. “The room is now safe” stated Tuaim, lighting the candle stubs. “The cleansing breeze checked the room for more wards and traps” All of them, being adventures, knew that if the room was clear than the glowing items must mean….Magic.! I did also note this: A howl sounded from across the clearing the Orcs stopped to look and saw wolves, dozens and dozens of wolves..! And in their center the largest blackest wolf any of them had ever seen, the wolf howled again and the pack charged the stunned Orcs, slamming into them with the force of a heavy cavalry charge. They were all greeted by Ezra and a strange new companion; a small lop-eared dog all black in color and with a lovable grin. Ezra introduced the dog as Vicarius, at which he barked and wagged his tail…………. Maybe I am reading it wrong, but are those creatures identical and is Vicarius Ezra's new companion? |
| Rockjaw06-03-07, 10:58 AM | Rockjaw, may I ask you to list the spells cast in your Chronicles-entry, please? I am especially curious about this one spell: Maybe I am reading it wrong, but are those creatures identical and is Vicarius Ezra's new companion? Syl, the spell or spells cast were continual light, (on the rocks) and the scroll was a two parter (detect traps) and (detect magic). I put 2 spells on one scroll to save space and time. The Wolf/Dog is the same: I left it up in the air for everyone to either agree or disagree on, but if Ezra is going to use it as a new companion animal, I guess some magic would explain the ability to "Morph" into a great wolf. Trust me as I got to the end of my post it was the end of another long workday, and I was beat. Like I put at the top of it, anybody can feel free to change what I did, it wont hurt my feelings.......:P |
| Sylvaroth06-03-07, 11:08 AM | Though I love the wolf/dog thing, I am not sure if a 6th-level druid is capable of casting such a spell. Any ideas. Was the spell Ezra cast on Gregory to heal him a cure moderate wounds? |
| Rockjaw06-03-07, 10:42 PM | The Wolf/dog is definately open to debate, I used a creative version of cure moderate on Greg, thats all same spell different application. |
| Sylvaroth06-04-07, 01:02 AM | The Wolf/dog is definately open to debate, I used a creative version of cure moderate on Greg, thats all same spell different application. Please don't get me wrong, Rockjaw. I love what you did. ESPECIALLY with the spells and the animal companion. Now, if someone found a way to allow the dog to somehow look like a wolf (maybe even a minor magic item would suffice to pull that trick) you can definitely count me in for a big, loud, and avid YES. For example, he could have taken the below item from the resources of the Grove: Collar of Animal Growth This spiked leather collar allows the wearer to use the magic of the animal growth spell once per day. Moderate transmutation; CL 9th; Craft Wondrous Item, animal growth (http://www.d20srd.org/srd/spells/animalGrowth.htm); Price 16,200 gp; Weight 1 lb. The second item gives him grim satisfaction, the severed head of the beast...... For now his town is safe, and steps will be taken to insure it's going to stay that way. I propose that the head will be prepared to be included in the annual celebration of the 'Battle at Mt. Generic'. Maybe a big parade with some people disguised as a fake dragon with Trogdax's head on the top. For this year, the marriage of Gregory and Marian should be celebrated at the same time. |
| Johnny_Angel06-04-07, 03:29 AM | Proposal The celebration of defeating Trogdax comes to be known as the Dragonfell celebration/carnival/holiday....I'm trying to think of a good name; I really like Dragonfell as the name of whatever it is. The festivities could include a group of people dressing up like a red dragon and running through the streets...similar to how a lot of Chinese celebrations have groups of people in a Chinese dragon costume. I'm not sure if I'm getting my idea across very clearly or not; benadril has the habit of clouding my thought process. Basically, I see a red dragon/wyvern costume in the style of celebratory Chinese dragon costume. The group of people in the costume playfully run through the streets. Likewise a group of people dress up in oversized (and somewhat cartoony in nature) recreations of Gregory and his band of heroes. The dragon and the band of heroes meet in the center of town and go through a "battle." Once the town gets bigger, I could see such festivities as entertainers breathing fire being included. Children could gather to slay a Trogdax pinata. |
| Sylvaroth06-04-07, 07:15 AM | I propose that the [half-dragon's] head will be prepared to be included in the annual celebration of the 'Battle at Mt. Generic'. Maybe a big parade with some people disguised as a fake dragon with Trogdax's head on the top. For this year, the marriage of Gregory and Marian should be celebrated at the same time. Proposal The celebration of defeating Trogdax comes to be known as the Dragonfell celebration/carnival/holiday....I'm trying to think of a good name; I really like Dragonfell as the name of whatever it is. The festivities could include a group of people dressing up like a red dragon and running through the streets...similar to how a lot of Chinese celebrations have groups of people in a Chinese dragon costume. I'm not sure if I'm getting my idea across very clearly or not; benadril has the habit of clouding my thought process. Basically, I see a red dragon/wyvern costume in the style of celebratory Chinese dragon costume. The group of people in the costume playfully run through the streets. Likewise a group of people dress up in oversized (and somewhat cartoony in nature) recreations of Gregory and his band of heroes. The dragon and the band of heroes meet in the center of town and go through a "battle." Once the town gets bigger, I could see such festivities as entertainers breathing fire being included. Children could gather to slay a Trogdax pinata. Tuaim Ban could enhance that performance with some illusion spells. That would be great :w00t: |
| Rockjaw06-04-07, 11:16 AM | Syl, thats an excellent idea (Collar of Animal Growth) I totaly forgot about the "hidden-chest of goodies" Ezra has. I guess I kinda see Ezra as a, I guess a mystic or a forteller or something. With Him/Her being an awakened, the magic would be different, same spell, same result but a unique rendering of it. The way Ezra will cast spells is as important as the final result. A human mage casting continual light, and Ezra casting continual light would get the same textbook effect, but the actual casting or rendering would be different. Older, more primal in feeling. Something to suggest primordal power. As for the animal companion I love the thought, of a seemingly loveable, flop-eared dog playing with children, pestering the farmers, you know loved by everyone. But inside is a woodland beast known only to Ezra. I may be mistaken but as Ezra gets larger (increases HD) She/He will become slower form a physical point, not less powerful. A companion beast would be an additional "eyes and ears" for Him/Her to use. Glad you liked the post, sometimes I think I may go too far in my descriptives as I write, but something about this town just boils the creative energy..! |
| Sylvaroth06-04-07, 12:54 PM | Syl, thats an excellent idea (Collar of Animal Growth) I totaly forgot about the "hidden-chest of goodies" Ezra has. Thank you very much, but as you will note below, my thoughts are much too complicated (which is not unusual for me, if I may say so myself). I guess I kinda see Ezra as a, I guess a mystic or a forteller or something. With Him/Her being an awakened, the magic would be different, same spell, same result but a unique rendering of it. The way Ezra will cast spells is as important as the final result. A human mage casting continual light, and Ezra casting continual light would get the same textbook effect, but the actual casting or rendering would be different. Older, more primal in feeling. Something to suggest primordial power. That's cool with me. In fact I think each and every spellcaster should have his own 'signature'-way of casting spells, to distinguish them from each other. As for the animal companion I love the thought, of a seemingly lovable, flop-eared dog playing with children, pestering the farmers, you know loved by everyone. But inside is a woodland beast known only to Ezra. I may be mistaken but as Ezra gets larger (increases HD) She/He will become slower form a physical point, not less powerful. A companion beast would be an additional "eyes and ears" for Him/Her to use. Though I am not too sure about Ezra gaining HD other than from new druid levels, I think it is even easier for Ezra to cast reduce animal on his wolf-companion, to shrink it to resemble a little black flop-eared dog, than introducing another non-core item. Glad you liked the post, sometimes I think I may go too far in my descriptives as I write, but something about this town just boils the creative energy..! I know EXACTLY what you mean ;) |
| Argo06-04-07, 02:53 PM | I've been one of the most vocal "Core-Only" folks on here. But I vote that specific non-Core items are allowed, as long as they serve a purpose that cannot be accomplished with Core items, and are statted for DMs. Also, I really dig the flavor of Ezra's healing spell. Kudos. |
| Sylvaroth06-04-07, 03:30 PM | So these two variants are up for election: Collar of Animal Growth This spiked leather collar allows the wearer to use the magic of the animal growth spell once per day. Moderate transmutation; CL 9th; Craft Wondrous Item, animal growth (http://www.d20srd.org/srd/spells/animalGrowth.htm); Price 16,200 gp; Weight 1 lb. or ...I think it is even easier for Ezra to cast reduce animal on his wolf-companion, to shrink it to resemble a little black flop-eared dog... |
| Rockjaw06-04-07, 03:49 PM | Syl, I guess I'd vote for either but if pressed to choose, the collar seems best. Mabey as a "symbol" very similar to the rings worn by the GotG. Argo, I do agree with you on the core non-core debate. I think that non-core should be included (by popular acceptance) but we will need to make sure that it can be removed (by a DM) and not disrupt the flavor or color of the setting.. * I say this because I'm still loving the idea of a water creature, and am finding several ideas in non-core publications. So I agree on this one.... |
| deanruel06-04-07, 06:08 PM | I like the Reduce Animal idea better than the non-core one. Also I think it gives a really cool RP moment if any PC's visit Ezra in the woods. In town Ezra is this big lovable tree with a floppy friendly dog but in the woods Ezra is powerful and gnarled with a great wolfen companion. Having Ezra cast reduce on the dog is an incredibly cool and simple way to give him an incredible "Power from the Forest" feel without having to do anything wierd. Also I will admit for the first time to having a general dislike of "Holiday" ideas. If you read back throughout the thread there is at least one posted a page. I think that while there may be days worth celebrating that by a village like Eckland the celebration would be MUCH more toned down than what is desribed. Like for this holiday there could just be an annual night where Tuaim sits down around a huge fire and uses an entire days worth of illusion magic to make an awesome storytelling of the event. |
| Sylvaroth06-04-07, 06:30 PM | deanruel, we do have only one established annual celebration (Frostfair). As far as I am concerned there is still room for three to four more. One at the beginning or at the end of each season and one to celebrate the transition from the old to the new year. I propose to celebrate Frostfair right after the finished harvest time and before the winter does really kick in (August to September). Three months after that we will have a celebration to welcome the new year. A big wicker dragon topped with the skull of Trogdax will be burnt as a symbolic act to chase away evil and sorrow and to remember those who fought and/or died for Eckland. (Since the skull is immune to fire, it can be re-used every year :evillaugh) In the end of June we should have a Mouning Day, to remember the 'Great Battle'. We could also celebrate the first Covenant Day in February of year 13, and then again each decade after that. |
| Argo06-04-07, 07:38 PM | Don't forget Eck's Games! Also, it isn't that unreasonable to have a holiday/festival every two months. Not huge ones. But days of remembrance, etc. I really like this idea: "an annual night where Tuaim sits down around a huge fire and uses an entire days worth of illusion magic to make an awesome storytelling of the event" The Telling. |
| Sylvaroth06-04-07, 08:01 PM | Don't forget Eck's Games! I didn't, they are a big part of the Frostfair celebrations. |
| Argo06-04-07, 08:15 PM | Ah... Beautiful. |
| Rockjaw06-04-07, 09:01 PM | Don't forget Eck's Games! Did we ever come up with a list of events..?, It may be easier to include them in the monthly chronicle it we agreed on a total games list.. Also, I know we are waiting on deanrule to finish the wedding but I have a proposal Proposal Word has reached the King of the slaying of the beast, he decides to reward Eckson with a promotion to Baron or Earl or whatever cool title we can think of. Then we can discuss what additional responsibilties will be heaped on Eckson and expand the town accordingly. Also wouldn't an elevated position grant more openings for things like heralds, ministers and the like... |
| Elvez4ever06-04-07, 09:57 PM | I'd really like to introduce a character if that's alright by anyone... just a lvl 1 bard as a cheery friend in town...(also if there is going to be the celebrations being talked about, that'd be a great time to introduce him). So I was just seeing if that might be alright. Also, I think Eckson should be promoted to Baron. :D |
| Johnny_Angel06-04-07, 10:31 PM | Did we ever come up with a list of events..?, It may be easier to include them in the monthly chronicle it we agreed on a total games list.. Also, I know we are waiting on deanrule to finish the wedding but I have a proposal Proposal Word has reached the King of the slaying of the beast, he decides to reward Eckson with a promotion to Baron or Earl or whatever cool title we can think of. Then we can discuss what additional responsibilties will be heaped on Eckson and expand the town accordingly. Also wouldn't an elevated position grant more openings for things like heralds, ministers and the like... With the small group of Dwarves now in town, I could see one of the events being a drinking contest. I can see it now...the final two drinkers would be one of the dwarves and the town drunkard. Ideas for Events (just ideas...not proposals) The Drink Off Horseshoes Tournament Javelin toss (distance) [might be dangerous if done in town] Archery contest (accuracy) |
| deanruel06-05-07, 01:17 AM | On Celebrations: See here's the thing about celebrations. Imagine you meet a friend you haven't seen in 6 months. He says "What's up, what've you been up to?" would you respond with "Well Thanksgiving and Christmas were great. I got all these presents....."? No, of course you wouldn't. These chronicles talk about events that occur in an entire season and it's really fairly pointless to talk about what happened on "The Great Day where Bob found some Gold" every single fall. If there is a celebration that we are going to chronicle it had better be because of a DAMN important event. And not only damn important but DAMN important every single year. If Bob the farmer finds 10,000 gold it would make everyone happy. But 40 years from then no one would care. So long story short. Unless the event is damn important there's really no need to say "And every year after the people celebrate Bobday with a ritualistic showering of golden dust onto a lucky townsman" or whatever. It's just a cool thing that happened that will forever be a part of the town. |
| Sylvaroth06-05-07, 03:18 AM | Proposal Word has reached the King of the slaying of the beast, he decides to reward Eckson with a promotion to Baron or Earl or whatever cool title we can think of. Then we can discuss what additional responsibilties will be heaped on Eckson and expand the town accordingly. Also wouldn't an elevated position grant more openings for things like heralds, ministers and the like... Baron Gregory, Lord Eckland I, Noble Knight Protector of the Kingdom. :D I like the idea, it combines with my earlier suggestion to involve the Ecksons in the affairs of the court (what's the kings name? don't say Thaddolfart III). I'd really like to introduce a character if that's alright by anyone... just a lvl 1 bard as a cheery friend in town...(also if there is going to be the celebrations being talked about, that'd be a great time to introduce him). So I was just seeing if that might be alright. We do already have a bard in town. Marinev will most likely perform his new play about 'how the beast dies' in the next months. He could, however, leave one of his apprentices in town to keep him informed and provide him with material for new events ("And we go now live to our correspondent in Eckland..." :D). Did we ever come up with a list of events..?, It may be easier to include them in the monthly chronicle it we agreed on a total games list.. With the small group of Dwarves now in town, I could see one of the events being a drinking contest. I can see it now...the final two drinkers would be one of the dwarves and the town drunkard. Ideas for Events (just ideas...not proposals) The Drink Off Horseshoes Tournament Javelin toss (distance) [might be dangerous if done in town] Archery contest (accuracy) So that's the... long jump archery contest anvil toss Eckson's Sprint drink off horseshoe's tournament javelin toss Now only three more contests and we have the full tenday worth of events. On Celebrations: See here's the thing about celebrations. Imagine you meet a friend you haven't seen in 6 months. He says "What's up, what've you been up to?" would you respond with "Well Thanksgiving and Christmas were great. I got all these presents....."? No, of course you wouldn't. These chronicles talk about events that occur in an entire season and it's really fairly pointless to talk about what happened on "The Great Day where Bob found some Gold" every single fall. If there is a celebration that we are going to chronicle it had better be because of a DAMN important event. And not only damn important but DAMN important every single year. If Bob the farmer finds 10,000 gold it would make everyone happy. But 40 years from then no one would care. So long story short. Unless the event is damn important there's really no need to say "And every year after the people celebrate Bobday with a ritualistic showering of golden dust onto a lucky townsman" or whatever. It's just a cool thing that happened that will forever be a part of the town. That's mean. You put Bobday on a level with such important chronicled celebrations as Covenant Day, Frostfair, and most importantly the-local-drunkard-drinks-all-prospectors-under-the-table-day :bigeyes: |
| Johnny_Angel06-05-07, 05:09 AM | [QUOTE=Sylvaroth;12613503]Baron Gregory, Lord Eckland I, Noble Knight So that's the... long jump archery contest anvil toss Eckson's Sprint drink off horseshoe's tournament javelin toss QUOTE] let's see, we have jumping, accuracy, distance, speed, constitution, and horshoes The only things we don't seem to have events for are strength and the mental stats. What games/contests are strength based? Armwrestling Tug-o-War Perhaps some sort of strong man event where a cart is loaded with weight and you see how far you can pull it. Intelligence/Wisdom? Checkers tournament Chess (although I'm not sure how many commoners would know how to play) Verbal Jousting Parcheessee (sp?) Tournament Misc: I'm not sure if this could be considered a legitimate event for the Ecks Games, but I remember participating in a game called Chubby Bunnies when I was a kid. The basic idea was to see how many marshmallows you could stuff in your mouth and still be able to say "Chubby Bunnies." Each round each contestant would add one more marshmallow into their mouth; if you mumbled or were otherwised deemed unable to be understood you were eliminated. You weren't allowed to chew the marshmallows either. I don't think marshmallows are very common in Eckland though, so maybe bread or something else could be used. |
| Heros_Backpack06-05-07, 05:31 AM | What about a riddling contest for the mental stats? |
| Johnny_Angel06-05-07, 05:35 AM | What about a riddling contest for the mental stats? What's in my pocket? sounds like a good idea to me |
| Sylvaroth06-05-07, 08:53 AM | Anvil Toss (Str [thrown weapons/carrying capacity]) Javelin Toss (Str [thrown weapons]) Long Jump (Str [jump skill]) Eckson's Sprint (Con/Dex [pursuit]) Drink Off (Con/Fort [poisoning]) Archery Contest (Dex [ranged attacks]) Horseshoe's Tournament (Dex [ranged touch]) That's three contests of strength and dexterity, and two for constitution. As for the mental stats, what about 'hare and hounds' for Int (solving riddles) and Wis (tracking). For Cha we could have a Bluff contest, where the winner is the person who tells the most convincing cooked-up stories. What about a wrestling/grappling contest? |
| Rockjaw06-05-07, 10:03 AM | Wow, all excellent choices.! I think we solved the question for the games, and can safely include the games in all fall posting (a running list of winners) As for the posts about including or not including festivals: yes I agree that they are not a large plot-point in a three month post but, if we think like a small town, even in todays world, a homegrown festival is fairly important to everyone who lives there. We should treat the (for now) one major festival as a county fair, sort of like a 4-H / bake-off / athletic contest / public meeting / carnival sort of thing. I propose that we have "frostfair" be our major holiday (in a farming community this only makes sense as its the only usual downtime farmers have) the other holidays/festivals may be observed and celebrated by some and not others. Think that our mourning day will not be observed by new-commers (not out of disrespect, but they were not there) in a small community this may seem like everyones doing it but a small group of new people: but in a large city if 500 out of 25,000 celebrate....well its a small secular celebration, and not really worth metioning, It is going on just not a major celebration..:thinks: |
| Sylvaroth06-05-07, 12:58 PM | Winner: Gregory Eckson (Fighter 10; Jump +10); 26 ft. jump (Jump check result 16) Normal Jump check with a 20 ft. running start. The distance jumped is equal to the result of your Jump check. Winner: Dell Sherwyn (Commoner 1; Run feat) A sprint from one of the lookout towers at the edge of Eckland all the way to Eckland Keep. Though some may get a running start, while others begin the sprint with a laid-back hustle, over the course of the first minute, each participant finds his or her own speed. To determine your position, makes a Constitution check. Those with the highest results take the lead. Over the course of the sprint you may attempt up to five Dexterity checks (DC equals the Constitution check result of your current position). The result of these checks determine whether you fall back one position (failing your Dexterity check) or catch up one position (matching or exceeding the Constitution check result of the next highest position). Winner: Dyrtok Stonehold (Warrior 5; Str 18); 36 ft. toss (Str check result 24 (natural 20)) Anvil: 100 lbs. Determine your base distance and apply the multiplier appropriate to your Strength score. Base Distance Make a Strength check. The base distance is 5 ft. + 1 ft. for every 2 points by which your Strength check result exceeds 10. Total Distance Thrown Strength Base Distance Score Multiplier 10 to 12 x1 13 to 17 x2 18+ x3 Make a ranged attack roll. Hitting an AC of 10 results in a 30 ft. toss. For every two points by which your attack roll result exceeds 10, your toss covers an additional 30 ft. For each drink a contestant has, he must make a Fortitude save (see drink DCs below). Drink DC Weak Beer 10 Regular Beer 11 Wine 12 Strong Wine 13 Spirit 14 Strong Spirit 15 Dwarf Spirits 18 Several modifiers influence the result of your roll. A size bonus or penalty, derived from a contestant's size category, applies to his Fortitude save as follows: Fine -16, Diminutive -8, Tiny -4, Small -2, Medium +0, Large +2, Huge +4, Gargantuan +8, Colossal +16. Failing a Fortitude save, a contestant starts to take increasing penalties to attack rolls, skill checks, ability checks, and Reflex saves. The more a contestant drinks, the more impervious to pain he becomes, thus he gains temporary hit points. At the same time the alcohol starts to influence his ability to act and move. The first time he takes a penalty from drinking, a contestant must make a Concentration check (DC 10 + spell level) to cast spells or take similar actions. Failed Fortitude Penalty Temporary Movement Save Hit Points 1st -1 2nd -2 +1/HD 3rd -4 +2/HD single actions* 4th -8 +3/HD single actions* 5th -16 +4/HD nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) 6th -----Unconscious----- *Balance check (DC 10) to both move and take an action. Falls down on a failure. If a contestant fails his Fortitude save by more than 5 he either vomits out what he just drank, or falls unconscious. Each hour a contestant does not drink alcohol reduces the penalties by 2. Additionally, eight hours of uninterrupted sleep enables him to recover completely. If the contestant drinks so much, the penalties he takes equal or exceed -4, he suffers a hangover once he sobers up. While hung over, a character suffers the same penalty to his attack rolls, skill checks, ability checks, and Reflex saves he reached the night before. Every two hours, these penalties are reduces by one half until they are completely gone. Make a ranged attack to hit the target. The result of your attack roll determines your score: Result Score 0 to 9 miss 10 1 11 5 12 to 13 10 14 to 17 20 18+ 30 The contest lasts until only three competitors remain. Each contestant has three attempts to hit a pole with a horseshoe (improvised thrown weapon, -4 to attack rolls, range increment 10 ft.). Make a ranged touch attack against the pole's AC. Contestants who miss the pole are disqualified. After all attempts have been made, all remaining competitors have to step back 10 ft. This process continues until only one contestant remains. A group of three to four contestants has to follow a track through the woods. To follow the track, each group has to solve riddles and complete tasks which point the way. Each riddle can be solved and each task can be completed by succeeding in a check of one of two to three different skills (Balance, Climb, Disable Device, Handle Animal, Jump, Knowledge, Search, Survival, Swim, Use Rope). The highest Bluff check result wins. The best grappler wins. More to come...check back later! |
| Rockjaw06-05-07, 06:11 PM | Syl, excellent stuff. after we get the OK from Argo we can vote this in as official. |
| SupercrazyDM06-05-07, 07:31 PM | I vote yes to the contests |
| Sylvaroth06-06-07, 03:29 AM | Please note this and this Chronicles-entries. Don't forget that the next Chronicles-entry is something very special. We don't 'just' celebrate the conclusion of Eckland's first decade, slaying of the dragon and Frostfair (probably including the biggest Eckson's Games we have ever seen), we will also see how the biggest hero of Eckland gets married. Maybe Gregory journeys to the capital of the Kingdom to both receive his promotion from king Thaddolfart and make final preparations for the coming celebrations. When he returns, he does so with the regalia of his new title, an entourage of entertainers, craftsmen, and suppliers, as well as the dragonscale wedding dress for Marian, the soon-to-be Lady Eckland. I propose that the recounting of the 'Battle at Mt. Generic' takes place as the concluding event of the Fabling Contest, featuring a collaboration of Tuaim Ban and Marinev as unofficial competitors. In order to keep Gregory in line with the average Fighter, I suggest that Trogdax's hoard includes a ring of protection +1. We should also discuss Ezra's stats, so they can be included to the Character Stats-section of the Chronicles of Eckland. When he first appeared in year 1, he had 4 racial hit dice and 3 druid levels, when he met Gregory for the first time in year 2, he had gained one druid level for a total of 4 racial hit dice and 4 druid levels, after the 'Great Battle' in year 7, he gained another druid level for a total of 4 racial hit dice and 5 druid levels. The Chronicles of Eckland have been updated. |
| Argo06-06-07, 04:46 AM | Syl, excellent stuff. after we get the OK from Argo we can vote this in as official. I can dig it. Nice work, y'all. Side note: I think Gregory's new title should be Duke. Duke Gregory Eckson. I like the sound more than "Baron." |
| Sylvaroth06-06-07, 01:40 PM | As promised I have compiled a little list. Additions and corrections are welcome: Sara Archer a young sorceress (Sorcerer 1) Clarice Ashoff Roland Ashoff's wive (Adept 1) Roland Ashoff the guildmaster of the 'Birchwood' farmers guild (Expert 3) Brother James Atil Eckland's teacher and priest (Adept 1, 2, 3, 4) Tuaim Ban the wise old wizard (Wizard 8) Samantha Bladecutter a blacksmith (Adept 1) Boog an orc deputy (Warrior 3) Torvald Branzig the human commander of the town guard (Warrior 3 4, 5) Garth "Trapper" Callieth a half-elven town guard (Warrior 2) + Marya Camotille an old friend of Lord Eckson and his gnomish advisor (Expert 4: Perform (string instrument) +7) Gavin Carpenter a little thief from Whatsittown (Expert 1) Curigh a stone giant (profession unknown) Morren Dah'mir Lord Eckson's elven chamberlain (Warrior 5 / Expert 2) Kayti Deanas a student and apprentice of Brother Atil (Adept 2) Vera Dryer a student and apprentice of Brother Atil (Adept 1) + Ezra the Awakened an awakened tree (Druid 3, 4, 5) Fantus a pseudodragon pest catcher Vorial Fernkeeper an aged wood elf druid (level unknown) Nimbal Firejack an animal trader (profession unknown) Chance Freeman the Ashoff family's field hand (Warrior 3) Marian Gardner Lady of Eckland and Lord Eckson's wife (profession unknown) Glimrick "Fingers" Gentlecoin a thief and elder brother of Markul Gentlecoin (Rogue 7) Master Markul Gentlecoin the guildmaster of the 'Golden Lily' economists guild (Expert 3 / Aristocrat 2: Knowledge (economics), Knowledge (gem cutting), Appraisal, Diplomacy) Adverbial Goldenwing an intelligent giant owl (Druid 4) Belril Goodberry a gnomish mushroom farmer (profession unknown) Agnes Greenmeadow Clarice Ashoff's mother (Expert 1) Hirundo "Cooper" Grus a half-elven craftsman (profession unknown) Gunk an orc deputy (Warrior 3) Thorin Hammersong a dwarven miner (profession unknown) Jack Heppert a sergeant of the town guard (Warrior 1, 2, 3) Daisy Illsworth a nice of Lord Whatsisname (Aristocrat 1) Rose Illsworth a nice of Lord Whatsisname (Aristocrat 3) Jerome the Illsworth's bodyguard (Warrior 2) Handrell Justmore a master archer from Whatsistown and sergeant of the town guard (Warrior 3) Fiona Kerriton owner of 'The Golden Waters'-bathhouse (Aristocrat 3:Charisma 18) Daniel "Ditsy" Korel the local drunkard (Commoner 1) Dagger-Ears aka. Lyelis Wynthad an elven crime lord (Rogue 7) Cotter Magin the guildmaster of the '5 coppers trading company' of merchants (Expert 2, 3) Marinev a playwright and songwriter (Bard 6) Curbin Milner an old friend of Lord Eckson (Warrior 5 / Wizard 2) Molturrick a half-wood elf/half-copper dragon (Cleric 6) Orn a young smith (profession unknown) Ranger Lord Dorn Ragain the spokesman of the brotherhood of the worshipers of nature (profession unknown) Rolgan a grumpy old shepherd (Commoner 3) + Shara a merchant from Seatown (profession unknown) Dell Sherwyn the first winner of the Eckson's Sprint and a lookout (Commoner 1: Run feat) Lord Elrohir Silimaurė an elven lord and old frind of Lord Eckson (Aristrocrat 8) Ilśvėn "Orcbane" Silimaurė Eckland's elven sheriff (Monk 2, 3) Charlemagne Silverleaf an elven con man (Aristocrat 4) Dyrtok Stonehold the winner of the anvil toss from Whatsittown (Warrior 5) The Tavern's gnomish entertainer (Expert 1) The Tavern's half-orc bouncer (Warrior 4) Thanatos the Chronologist of Eckland (Wizard 1) Sam Thompson a half-elven city planner (Expert 2) Grakos Tigersoul an old friend of Lord Eckson and sergeant of the town guard (Warrior 7) A half-elven trapper (Expert 2) Dolon Werrack a dwarf of the High Mountain Clan and Lord Eckson's royal smith (Expert 9) Lyelis Wynthad an impostor (Warrior 1) Gibli Zooklishin a traveling gnome entertainer (profession unknown) Note that some of the listed characters don't have a profession yet (most noteworthy Hirundo "Cooper" Grus). The above list and that of the Eck's Games-contests have been added to the Chronicles of Eckland. And as usual: Town Coffers from year 9, October to December: 37,180 gp 8 sp Year 10, January to March Chronicled Months: 3 Town Population: 471 Expenses: 0 gp ([1.75 gp x 471 + 5 gp] x 3) = 2,487 gp 7 sp 5 cp 37,180 gp 8 sp + 2,487 gp 7 sp 5 cp = 39,668 gp 5 sp 5 cp Year 10, April to June Chronicled Months: 3 Town Population: 522 Expenses: 0 gp ([1.75 gp x 522 + 5 gp] x 3) = 2,755 gp 5 sp 39,668 gp 5 sp 5 cp + 2,755 gp 5 sp = 42,424 gp 5 cp Note, that the silver bar (50 gp) has been included for all calculations. Oh, and if there were no changes in July to September, the latest town coffer total is: 45,179 gp 5 sp 5 cp And finally, let's increase the tax per capita to 2, starting in year 11. |
| deanruel06-06-07, 04:18 PM | Eckland, Year 9, Months 10-12 It is an exciting time in Eckland. Gregory has Trogdax's head stuffed and mounted and it is placed directly above the doorway to Ecksons keep. Meanwhile the Lyre of Building has seen constant use in addition to the contracted services of builders to create the Eckland Arena. A sizeable oval shaped structure capable of literally seating the entire town if it were filled to maximum occupancy. Torches of Continual Light ring the arena providing constant light day or night and large bullseye lanterns brightly luminates the center even in the darkest night. Elrohir and his contingent arrive unexpectedly(to the populace) the day before Frostfair and is greeted with open arms by Gregory and the townsfolk. The next ten days see a series of contests grander than any in Ecklands history and potentially grander than any that would come. Contestants from all over the countryside flock to Eckland having been correctly told that a 500 gold prize awaits the winner of any given competition this year. The Eckland Arena is packed to the brim on a nightly basis. Some 400 people stand enthralled in any given event. The first night is kicked off with with the long jump and Eckson puts even the most dedicated contestants to shame with a record breaking 29 foot leap! Eckson takes his prize and simply heaves his gold it into the audience in great handfuls! The gold shimmers and gleams as it rains down on the screaming spectators who, for that night at least, forget all of their troubles. The next days see a Centaur taking the Sprint, Eckson handily taking the Javelin Toss, and the Drink off becoming a nearly legendary contest. Sat down at tables within the Arena sit an incredible cast of characters. Ditzy Correl, Dollon Werrack, Eckson, Grakos, and a few prospectors sit as the "Hometown" crew while an impressive array of Whatsittown and Seatown drunkards sit opposed. In addition a menagerie of demi-humans including centaurs, a minotaur adventurer, and a half-brass dragon, give even the most hardened drinker something to worry about. Once the contest starts it's a battle of wills and constitution, and a majority of the contestants roll off of their chairs sometime around the 10th shot. At around the 15th drink (The one that causes Eckson to make a semi-gracious exit) only the minotaur, Ditzy, and Dolon remain. The 17th drink brings on a heaving spell on Dolon and causes much gasping amongst the audience but he manages to get back in his chair and is applauded wildly for doing so. At 18 Dolon stops, glances at Ditzy, and emphatically shouts "Gods be damned fellow you drank out a dwarf!" and almost immediately rolls off his chair onto the floor. Finally at a mind boggling 20 drinks Ditzy's eyes begin to glaze over. He begins to wobble in his chair and is then snapped suddenly awake by a monstrous belch that shakes the stands. The Minotaur responsible takes a final look at his mug and topples backwards! The crowd stands and screams at the top of their lungs! Coins are thrown into the arena and Branzig briefly has to consider calling in the Guard until Mr. Corel is taken, arm in arm, out of the Arena by Marya. One fist held high in victory towards the audiences shouts of "Ditzy! Ditzy! Ditzy!" The archery contest and horshoes are both decidedly won by members of Elrohir's Royal guard while the Hares and Hounds event is won by one of the rangers who, apparently, decided to stick around the area after the foregathering. (As an interesting aside the Minotaur adventurer was somewhat famous as a bounty hunter able to personally track down his prey but for some reason he dropped out of the event) The fabling contest was taken by Glimrick Gentlecoin and finally the Wrestling contest was won by the same Dwarf who won last years Anvil toss. On the usually uncelebrated 11th day of Frostfair all of the townsfolk were gathered for the event of a lifetime. Lord Whatsittown had arrived and the arena was set for a wedding. Finally, sometime around 3pm the residents moved into the arena and let their eyes revel in the beauty around them. Tuaim had spent every waking moment of the day creating a breathtakingly beautiful series of illusions. The air glittered and smelled sweetly. Every surface within the Arena walls was bejeweled or gilded in golds and silvers. And even the light shining in seemed whiter and pure. The ceremony began with a procession of the honored attendents. Lord Whatsitown, Elrohir, Grakos, Branzig, Marya, and even Ezra walked in in their finest attire. Finally when the music began Gregory strode out from under the entrance arches. The goldweave outfit he wore was stunning both in it's appearance and expense. Ruby-red shoulders and cuffs were noticed by many of those in attendace to be finely polished scales. At the moment Gregory reached the Alter the lanterns descended upon him and then for just an instant all of the illusions disappeared. Showing Gregory shining and glimmering in the center of those assembled so that even when the illusions came back up no one was in doubt of the authenticity of Eckson's majesty. Finally the lady of honor arrived. Amid a cavalcade of music Marian stepped through the arches wearing a beautiful snow-white dress of elven make. The money something like that would have cost, given the decades that go into an elven wedding dress, was better left unimagined. The procession went on and the ceremony continued until finally Brother Atil joined the betrothed hand in hand and stated "By the powers vested in my by the Gods of the lands and the Lords of Men I forever join you, Gregory Eckson, and you Marian Gardner, in holy Matrimony. Mr and Mrs. Eckson I pronounce thee wed!" And grabbing his wife in his arms Gregory sealed the arrangement with a kiss. It could be put as a testament to his abilities as a romantic that not a member of the female audience looked away from the two even as fireworks began to explode overhead. And under the roar of the audience and the thunder of fireworks Gregory and Marian ran down the aisle together and out of the arena, down the street and through the keep doors where they were not seen for many many days. The End. TOTAL POPULATION – 523 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-3, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 61 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cooper's Store Dairy Dock Eckland Keep / Town Hall Eckland Arena Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Timberwright Water-Wheel Weaver/ Tailor's 236 Resident Homes TOWN COFFERS- Gold: 36,200 1 silver bar |
| Sylvaroth06-06-07, 05:07 PM | :bigeyes: WOW :cheer: :w00t: :clap: that's an awesome piece of work, deanruel. Have a :cookie: Marian is a member of the Gardner farmer family (so her name is not Tarril). The name of 'the same Dwarf who won last years Anvil toss' is Dyrtok Stonehold (which you can also find out by yourself by referencing to the compiled list of characters in the Chronicles of Eckland). Wouldn't Brother Atil rather pronounce Lord and Lady Eckson wed (or is it is a joke)? Did Gregory pay the wedding from the town coffers? I mean 11,690 gp 3 sp really is a sum 'better left unimagined'. What's 'Ezra's finest attire'? Did you use the actual rules to determine the outcome of each of the Eck's Games contests? If so could you mail, pm or post them for me, please? |
| Rockjaw06-06-07, 05:27 PM | Sly, excellent job on the cast..! Deanrule, what can I say WOW, very, very good..! |
| Sylvaroth06-06-07, 05:38 PM | Deanrule, what can I say WOW, very, very good..! I literally had tears in my eyes *sigh* Syl, excellent job on the cast..! It's a pleasure, really. :D |
| Heros_Backpack06-06-07, 05:39 PM | Just a note - the unnamed half-elf trapper in the cast list is also, iirc, the town leatherworker. |
| Sylvaroth06-06-07, 05:43 PM | Just a note - the unnamed half-elf trapper in the cast list is also, iirc, the town leatherworker. Correct. As was poor ol' Callieth before he joined the town guard full-time. I added that piece, thanks for the support! |
| Argo06-06-07, 06:00 PM | Top notch chronicle! I propose that Dell Sherwyn gain a Warrior level. As a result of his Guard training. I propose that Markul makes trouble for someone. I propose that something happens with Gavin Carpenter... he's been in jail for a year now. |
| Sylvaroth06-06-07, 06:02 PM | I propose that Dell Sherwyn gain a Warrior level. As a result of his Guard training. I second that proposal, but I think the level gain should have some explanation. Perhaps he is promoted for 'inventing' the signal flags warning system. I think he could even become lookout leader or something like that. I propose that Markul makes trouble for someone. Why? I propose that something happens with Gavin Carpenter... he's been in jail for a year now. I seem to remember that he was released and moved into the house of Dagger-Ears. |
| Argo06-06-07, 07:29 PM | 1. Sure. 2. Why not? 3. What? When? |
| Sylvaroth06-06-07, 07:35 PM | 2. Because :D No really, do you have anything specific on your mind? 3. I was confusing this proposal with the facts. |
| Argo06-06-07, 07:45 PM | And Glimrick with Dagger-Ears, it seems... |
| Sylvaroth06-06-07, 08:10 PM | Well, they are all thieves y'know :D |
| SupercrazyDM06-06-07, 08:50 PM | I propose that Samantha gets another level as a result under her training of Brother Atil. |
| Rockjaw06-06-07, 10:19 PM | Sly, Hirundo "cooper" Grus is a woodworker and a damn fine shot with a short bow, but I guess we can call him a Expert-2 for the casting. Proposal: We need to decide on a few things 1.) who will stat Ezra.? 2.) what do we need in town.? 3.) will the "closed door" result in an heir-apparent 4.) will Eckson have additional responsibilties as Duke.? |
| JaracktheFoul06-06-07, 11:21 PM | Wow I finally read through every post in this thread - I just wanted to say this is really awesome work. |
| deanruel06-06-07, 11:29 PM | :bigeyes: WOW :cheer: :w00t: :clap: that's an awesome piece of work, deanruel. Have a :cookie: Marian is a member of the Gardner farmer family (so her name is not Tarril). The name of 'the same Dwarf who won last years Anvil toss' is Dyrtok Stonehold (which you can also find out by yourself by referencing to the compiled list of characters in the Chronicles of Eckland). Wouldn't Brother Atil rather pronounce Lord and Lady Eckson wed (or is it is a joke)? Did Gregory pay the wedding from the town coffers? I mean 11,690 gp 3 sp really is a sum 'better left unimagined'. What's 'Ezra's finest attire'? Did you use the actual rules to determine the outcome of each of the Eck's Games contests? If so could you mail, pm or post them for me, please? PROPOSAL POST!!! Cookie: Thank you. It's my first :D Marian: Marian is fixed. Thank you. Dyrtok: I actually knew his name I guess I just rewrote over it at some point. Atil: Not so much a joke but I considered it a slipping up of proper etiquitte given the excitement of the moment. Sort of like calling your the groom by his nickname in a wedding toast or something Coffers: He did. Quite an exorbitant sum overall but things just kept adding up. Ezra: He was pruned actually. I thought it would seem to cute to mention it but he was given a little attention too. :) Ecks Games: I did use rules. I made rolls for things like jumps and attack rolls and I'm sure I could re-figure them out. As to Ditzy VS the Minotaur I actually used rules from this book called "Tournaments, Fairs, and Taverns" that outlines some pretty awesome drinking rules that I really liked. Basically the thing that did it was a feat in the book that doubles ones effective drinking capacity. I merely assumed that Ditzy took this feat twice (1st level and human feats) and thusly handily outdrank even the constitution heavy minotaur. Admittedly this did not follow your presented rules but I figured a small departure was worth the story value. Ecksons Heir: Absolutely. Maybe not for a few months but I think it'd probably happen pretty quickly. Samantha: Sure! Dell: Sure! Markul: Sure! Expect a risk of being caught. We have a wizard in town. Rockjaw, Sylvaroth, and Argo: Thank you for the compliments. I spent some time on the post and I'm glad you all enjoyed it. Thank you all for being a part of this creative engine with me.:) Jarackthefoul:Well thank you for taking the time and checking out what we've done. If you feel up for it you should come along and join in on the fun! We'd love another helping hand. |
| Throrin06-07-07, 01:20 AM | Three days it took me to read this!! Loved every bit of it too :) You guys have gotten this down to an art, I must say. There were many times that I had ideas that would have worked, but on reading a little further, discovered that it was already too late to say anything. And done much better than what I was thinking. just want to say that from the beginning of the read, I have had the image of the keep as being placed on an elevated part of a gentle slope (maybe a rock outcropping) with the mountains in the background. Sort of the beginning of the foothills for the mountain range that quickly rises to the peak of Mt. Generic. About half a mile further up the slope the forest begins and continues most of the way up the mountain. About a hundred yards down slope in a in a from the Keep the land levels out to a small floodplain where the city is built, and a river (I was seeing it much like the Thames in London) winding its way though that level ground. It would be a good 10 feet lower than the ground around it, but with an area of lower ground along it where the dock were placed. The woods woods meet up with the river about a mile and a half from the keep. That was what was in my head from the beginning, and I thought I would let you know. Love what you did with the image of Eckland Iolana, wish that i had the skill to create something like that to show what is in my minds eye as well. once again, well done all 'round folks |
| Sylvaroth06-07-07, 06:33 AM | I propose that Samantha gets another level as a result under her training of Brother Atil. Since Sara is trained by Brother Atil, too, I think we should see some more action of those two cute spellslingers in the near future. Let's let the students practice some way out of the village on a 'spell range'. To graduate they will have to perform some act to prove their control of the Art. Syl, Hirundo "cooper" Grus is a woodworker and a damn fine shot with a short bow, but I guess we can call him a Expert-2 for the casting. Added. 1.) who will stat Ezra.? Voilą! We should also discuss Ezra's stats, so they can be included to the Character Stats-section of the Chronicles of Eckland. When he first appeared in year 1, he had 4 racial hit dice and 3 druid levels, when he met Gregory for the first time in year 2, he had gained one druid level for a total of 4 racial hit dice and 4 druid levels, after the 'Great Battle' in year 7, he gained another druid level for a total of 4 racial hit dice and 5 druid levels. 2.) what do we need in town.? Tuaim Ban's 'wizard tower'? City walls? Some more monstrous investigators/deputies (kobolds, goblins, hobgoblins, etc.) for Sheriff Ilśvėn "Orcbane" Silimaurė? 3.) will the "closed door" result in an heir-apparent Lady Marian of Eckland will most likely give birth to a child in the year 11, July to September-entry. I propose it will be twins (Greggy jr. and Scarlett). 4.) will Eckson have additional responsibilties as Duke.? Banquets, balls, wars, etc. Wow I finally read through every post in this thread - I just wanted to say this is really awesome work. Welcome to Eckland. Make yourself at home ;) Cookie: Thank you. It's my first :D Seriously? It was well deserved. Marian: Marian is fixed. Thank you. Always glad to be of help. Dyrtok: I actually knew his name I guess I just rewrote over it at some point. No biggie. Atil: Not so much a joke but I considered it a slipping up of proper etiquitte given the excitement of the moment. Sort of like calling your the groom by his nickname in a wedding toast or something In this case it is even more hilarious. :D Coffers: He did. Quite an exorbitant sum overall but things just kept adding up. True, true :D Ezra: He was pruned actually. I thought it would seem to cute to mention it but he was given a little attention too. :) I imagined a huge moving tree with a sunday suit comprised of mistletoes and other seasonal plants. :P Ecks Games: As to Ditzy VS the Minotaur I actually used rules from this book called "Tournaments, Fairs, and Taverns" that outlines some pretty awesome drinking rules that I really liked. Basically the thing that did it was a feat in the book that doubles ones effective drinking capacity. I merely assumed that Ditzy took this feat twice (1st level and human feats) and thusly handily outdrank even the constitution heavy minotaur. Admittedly this did not follow your presented rules but I figured a small departure was worth the story value. Actually my rules were 'inspired' (obviously) by those from "Tournaments, Fairs, and Taverns". Since there are no core rules for drinking, this departure for the story value is legal (and was one of the most heroic deeds in Eckland's history :D). Consider to give Great Fortitude and Endurance to Ditsy, instead of two non core drinking feats. Ecksons Heir: Absolutely. Maybe not for a few months but I think it'd probably happen pretty quickly. See above (twins). Samantha: Sure! Hey, what about Sara? Dell: Sure! Very cool. Rockjaw, Sylvaroth, and Argo: Thank you for the compliments. I spent some time on the post and I'm glad you all enjoyed it. Thank you all for being a part of this creative engine with me.:) If only for such great works as your wedding-chronicle, it is more than worth the blood and sweat :D Jarackthefoul:Well thank you for taking the time and checking out what we've done. If you feel up for it you should come along and join in on the fun! We'd love another helping hand. Seconded! Three days it took me to read this!! Loved every bit of it too :) You guys have gotten this down to an art, I must say. There were many times that I had ideas that would have worked, but on reading a little further, discovered that it was already too late to say anything. And done much better than what I was thinking. just want to say that from the beginning of the read, I have had the image of the keep as being placed on an elevated part of a gentle slope (maybe a rock outcropping) with the mountains in the background. Sort of the beginning of the foothills for the mountain range that quickly rises to the peak of Mt. Generic. About half a mile further up the slope the forest begins and continues most of the way up the mountain. About a hundred yards down slope in a in a from the Keep the land levels out to a small floodplain where the city is built, and a river (I was seeing it much like the Thames in London) winding its way though that level ground. It would be a good 10 feet lower than the ground around it, but with an area of lower ground along it where the dock were placed. The woods woods meet up with the river about a mile and a half from the keep. That was what was in my head from the beginning, and I thought I would let you know. Love what you did with the image of Eckland Iolana, wish that i had the skill to create something like that to show what is in my minds eye as well. once again, well done all 'round folks Though I think Mt. Generic should be farther away, the rest of your description is very interesting and deserves a closer examination. Kudos on sharing your mind with us. |
| Iolana06-07-07, 11:57 AM | Love what you did with the image of Eckland Iolana, wish that i had the skill to create something like that to show what is in my minds eye as well. Thanks! We all really need to get firmer in our eyes the lay of the land, as each one of us seems to have different pictures...while not necessarily a bad thing, sometimes it does lead to confusing chronicles/inconsistencies which could be eliminated. I like your description as well. It seems to be the general thought that the mountains play an important role in relation to the placement of the keep, even though they are not the peak of Mt Generic. It's like the keep is at the end of the mountain range (which would explain the rolling hills around the area). "Generic Mountains" I suppose is what we should call them then, with "Mt Generic" being quite some distance away, and it being the highest point in the mountain range? Anyone else have thoughts on that description? Iolana |
| Argo06-07-07, 01:44 PM | Marian: Marian is fixed. Then I guess we won't be having an heir anytime soon. |
| Argo06-07-07, 02:17 PM | I propose that now that Trogdax is dead, a white dragon starts expanding her territory bit by bit, creeping down the mountain. Or, if not a dragon, some other top predator would fill the spot left by Trogdax before too long. |
| Argo06-07-07, 02:33 PM | I would propose something more interesting, like mindflayers or something, but dean would vote no.... I got it! Giants. Giants have been spotted moving into Trogdax's old haunts. So there's like fifteen or so Stone Giants. How's that for fun times? |
| Sylvaroth06-07-07, 02:37 PM | ...which would explain the rolling hills around the area Please point me to the chronicles entry that states this. I propose that now that Trogdax is dead, a white dragon starts expanding her territory bit by bit, creeping down the mountain. Or, if not a dragon, some other top predator would fill the spot left by Trogdax before too long. What about an ogre mage and some monstrous mercenary group he leads. Something like a monstrous Gregory who claims the mountain as his own and plans to build a monstrous community there. |
| Argo06-07-07, 02:57 PM | That idea seems good at first, until you think a bit about how it would have to play out. It would have to end with some sort of uneasy alliance between the two. And, while I love uneasy alliances... Actually... I do love uneasy alliances. Okay, fair enough. You've got my vote. |
| Sylvaroth06-07-07, 04:03 PM | That idea seems good at first, until you think a bit about how it would have to play out. It would have to end with some sort of uneasy alliance between the two. And, while I love uneasy alliances... Actually... I do love uneasy alliances. Okay, fair enough. You've got my vote. :uh-huh: > :twitch: > :rofl: |
| Argo06-07-07, 04:09 PM | That's what happens when you don't think about what you're going to say until you start saying it. |
| HK-47 II06-07-07, 05:18 PM | Lady Marian of Eckland will most likely give birth to a child in the year 11, July to September-entry. I propose it will be twins (Greggy jr. and Scarlett). I was just about to propose twins myself, but was wondering whether they'd be a boy and a girl or two boys (If it's two boys then I propose the name Thomas for one of them... it's from a Hebrew word meaning twin I believe (It also happens to be my name, but that's not why I proposed it, only why I knew the Meaning)) |
| Argo06-07-07, 06:24 PM | Ye Olde Chronicles of Eckland...e Year 11, Months 1-3 At the dawn of Eckland's eleventh year, Dell Sherwyn is officially made Lookout Captain (and gains a level: Commoner 1/Warrior 1). Gavin Carpenter is released from prison at the close of his one year term for petty thievery. He gets a job at Markul Gentlecoin's shop, and lives in one of the storage rooms. He and Glimrick have apparently become fast friends. As the second month of the year presses on, Lord and Lady Eckson announce to the town that she is with child, and the Ecksons will produce an heir (or two). Some of the kobold miners discover a tunnel that seems to have been hidden by someone (or something) that's chock full of precious gems. Ditzy Korel uses his winnings from the drinking contest to achieve his dream of opening a tavern. He hires many craftsmen and laborers to break ground on "The Sleeping Minotaur". Iluven, Grunk & Boog leave town to spend a year living in the harsh climes of Mount Generic's peak. In the third month, one of the Five Coppers Guild's trading ships sinks mysteriously just two days sail south of town. Thirteen men never left the water. The ship was on the return voyage to Eckland, and about 7000 gold and several bolts of fine Seatown cloth are also lost to the river. The few survivors return, speaking in hushed tones of a "creature". Brother Atil and Samantha leave to investigate, they are expected to return in the middle of next month. As the third month draws to a close, Dell Sherwyn stands alert at his guard post, when he smells something burning coming from the direction of Ezra's forest... TOTAL POPULATION – 514 (15 deaths, 6 births) PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 10) Ezra (Awakened tree druid 5, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-3, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 61 First level Warriors LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cooper's Store Dairy Dock Eckland Keep / Town Hall Eckland Arena Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Timberwright Water-Wheel Weaver/ Tailor's 236 Resident Homes TOWN COFFERS- Gold: 36,200 1 silver bar Again, I didn't do the town coffers, because every time I try to propose that the official calculation be included in the sblock part of the town stats, it gets removed. I propose (again) that we include the town coffer calculations in the town stats, so that when we post a chronicle, we don't have to search back through the posts to find the tax calculations. |
| Sylvaroth06-08-07, 02:04 AM | Well, I have to admit it took me until now to realize that both the wedding and the last Chronicles-entry are dated wrong. The wedding takes place in year 10, October to December, so the last entry would be correctly year 11, January to March. Formula: ([Tax Per Capita x Town Population + Toll Modifier] x Months Chronicled) + (Receipts Expenses) Town Coffers from year 10, July to September: 45,179 gp 5 sp 5 cp Year 10, October to December Chronicled Months: 3 Town Population: 522 Expenses: 11,690 gp 3 sp ([1.75 gp x 522 + 5 gp] x 3) = 2,760 gp 7 sp 5 cp 45,179 gp 5 sp 5 cp + 2,760 gp 7 sp 5 cp - 11,690 gp 3 sp = 36,250 gp Year 11, January to March Chronicled Months: 3 Town Population: 514 Expenses: 0 gp ([2 gp x 514 + 5 gp] x 3) = 3,099 gp 36,250 gp + 3,099 gp = 39,349 gp Note, that the silver bar (50 gp) has been included for all calculations. The tax per capita has been increased from 1,75 to 2. |
| deanruel06-08-07, 02:32 AM | ANOTHER PROPOSAL POST!!! From latest back in time Coffer calculations in Eckland Sblock: Sure! Fire in Forest: Sorry if this makes me sound like a d-bag cause it really is a nitpick. But it seems really odd to me to end a chonicle with a cliffhanger ending. Partly because as a chronicle it's sort of like something someone wrote down after the fact y'know. Additionally it makes the next person have to start their post with the conclusion to the last ones ending and if someone already had an idea for a whizzbanger start it makes it a little harder. Like I said it's just a nitpick and of course I love the chronicle but I felt I should speak my mind. Dell Sherwyn: I'm gonna post him as warrior 2 from now on if no one minds. Consider this a "retraining" but really it's just because 1) commoner is such a bull**** class. And 2) It saves space and I hate writing out multiclassing. Twins: I kinda like the idea of twins. I would super-super-super vote for two boys though because I think that that would be an AWESOME dynamic. One would be a Fighter like daddy and the other would be smarter and would eventually become a wizard. If no one can tell I'm obviously proposing the much more common non-identical twins. Stone Giants: I like the idea of Stone Giants. They're a good monster group because they're not pure everlasting evil and they're the sort of thing that wouldn't have to be hunted down and exterminated. If it were anything with the "always evil" descriptor then no right-minded leader could let them live but with Stone Giants it'd be a "Don't bother me and we don't bother you" relationship and that's cool. Eckland Description: Believe it or not I haven't ever thought too much about exactly what Eckland looks like. I'm not really a visual thinker and I'd leave that up to someone with a stronger mind in that area. Finally I am going to make something of a proposal myself. If anyone remembers I planned for Tuaim to get himself a new house. I didn't write up the description myself simply because I know how much Rockjaw loves making buildings. From the Greenhouse to the Bathhouse to basically any other construction project he's covered it's obvious that the dude loves it. So Rockjaw I am proposing directly to you that Tuaim make some sort of nature-centric mystic wizards tower and that YOU make up the details. If you don't want to that's totally fine but I would love to see what you come up with. |
| Argo06-08-07, 04:10 AM | Dean: Nobody ever said the forest was on fire. That smell could be anything. And cliffhanger endings are badass. And it works in this situation. Last evening of month three, Dell is on overnight watch. He smells it at about midnight, meaning it won't be resolved until early morning 4/1/11. |
| Sylvaroth06-08-07, 05:30 AM | Coffer calculations in Eckland Sblock:[/B] Sure! I propose to use the calculation format I have posted the last few times, thus adding a spoiler block at the end of the town stats block, topping it with the total sum from the spoilered calculations. Fire in Forest: Sorry if this makes me sound like a d-bag cause it really is a nitpick. But it seems really odd to me to end a chonicle with a cliffhanger ending. Partly because as a chronicle it's sort of like something someone wrote down after the fact y'know. Additionally it makes the next person have to start their post with the conclusion to the last ones ending and if someone already had an idea for a whizzbanger start it makes it a little harder. Like I said it's just a nitpick and of course I love the chronicle but I felt I should speak my mind. Dean: Nobody ever said the forest was on fire. That smell could be anything. And cliffhanger endings are badass. And it works in this situation. Last evening of month three, Dell is on overnight watch. He smells it at about midnight, meaning it won't be resolved until early morning 4/1/11. I agree with both of you. Since it is not sure whether somebody else would like to write the follow up-entry, I'd like to ask you, Argo, to reveal the cause of the 'smell'. Dell Sherwyn: I'm gonna post him as warrior 2 from now on if no one minds. Consider this a "retraining" but really it's just because 1) commoner is such a bull**** class. And 2) It saves space and I hate writing out multiclassing. I will change the entry of the 'Cast of Characters' accordingly (though I am not sure whether we should retcon Dell from Com1 to War1, since the retraining rules are not Core in the sense we use it here). Twins: I kinda like the idea of twins. I would super-super-super vote for two boys though because I think that that would be an AWESOME dynamic. One would be a Fighter like daddy and the other would be smarter and would eventually become a wizard. If no one can tell I'm obviously proposing the much more common non-identical twins. What would bar a set of one male and one female twin, to do the very same? The female would become a melee type to follow in Gregory's footsteps, while the male twin is the 'smarter' of both and becomes a spellcaster. Stone Giants: I like the idea of Stone Giants. They're a good monster group because they're not pure everlasting evil and they're the sort of thing that wouldn't have to be hunted down and exterminated. If it were anything with the "always evil" descriptor then no right-minded leader could let them live but with Stone Giants it'd be a "Don't bother me and we don't bother you" relationship and that's cool. Proposals: Stone giants or monstrous settlers (not necessarily excluding stone giants) lead by an ogre mage. Finally I am going to make something of a proposal myself. If anyone remembers I planned for Tuaim to get himself a new house. I didn't write up the description myself simply because I know how much Rockjaw loves making buildings. From the Greenhouse to the Bathhouse to basically any other construction project he's covered it's obvious that the dude loves it. So Rockjaw I am proposing directly to you that Tuaim make some sort of nature-centric mystic wizards tower and that YOU make up the details. If you don't want to that's totally fine but I would love to see what you come up with. I, too, loved every single of Rockjaw's descriptions. The GotWS, the Greenhouse, and 'The Golden Waters' are unmatched in their ambience and lend Eckland their distinctive style. However, if you decide to describe Tuaim Ban's 'wizard tower', keep in mind, that he was originally a Rgr2/Wiz6 and an attendant of the GotWS, so his tower should not only display the magical power of a wizard of 8th level, but also his connection to nature. What about Ezra's stats? |
| Argo06-08-07, 12:46 PM | I'll do Ezra's stats. How did we generate Eckson's ability scores? 4d6? Elite array? 32-point buy? Some kind of bizarre wheel of fortune? |
| Sylvaroth06-08-07, 01:09 PM | I'll do Ezra's stats. Ezra the Awakened Large plant Drd 5 HD: 4d8+5d8 (44 hp). Init: +0. Speed: 20 ft. AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14. BAB/Grapple: +6/+9. Attack: Slam +8 melee (1d8+4). Full Attack: Slam +8 melee (1d8+4). Space/Reach: 10 ft./10 ft. SQ: Animal companion (wolf), link with companion, nature sense, plant traits, resist nature's lure, share spells, trackless step, wild empathy, wild shape (small or medium animal 1/day), woodland stride. AL: N. SV: Fortitude +8, Reflex +2, Will +8. Abilities: Strength 16, Dexterity 10, Constitution -, Intelligence 12, Wisdom 16, Charisma 8. Skills: Concentration, Handle Animal, Knowledge (nature), Knowledge (local), Spellcraft, Survival.(46 skill points) Feats: (4 feats) I think we all should decide about the skill, feat and prepared spell selection, as well as equipment. We should also think about replacing Ezra's dead wolf companion. Man do I feel ignored :( How did we generate Eckson's ability scores? 4d6? Elite array? 32-point buy? Some kind of bizarre wheel of fortune? As far as I am concerned, Gregory's stats started as the standard 25 point buy/elite-array stats and were adjusted to be appropriate for a 10th-level fighter (as seen in the NPC chapter of the DMG) and arranged to better fit the concept (e.g. higher Charisma). |
| Argo06-08-07, 01:17 PM | Where did you get those stats from? I was using the SRD stats for a Treant (http://www.d20srd.org/srd/monsters/treant.htm) as my base. It would make Ezra Huge, and also a far more formidable combatant, as well as giving him a Con score (and thereby making him actually alive). Treants have +18Str, -2Dex, +11Con, +2Int, +4Wis, +2Cha. I propose that Ezra is a Treant, but nobody knows it--including Ezra--and they all just call him "Ezra the Awakened". |
| deanruel06-08-07, 01:35 PM | I agree with both you. Since it is not sure whether somebody else would like to write the follow up-entry, I'd like to as you, Argo, to reveal the cause of the 'smell'. Actually. Now I'm curious as well. What did you plan it to be? I will change the entry of the 'Cast of Characters' accordingly (though I am not sure whether we should retcon Dell from Com1 to War1, since the retraining rules are not Core in the sense we use it here). It's not really using the "retraining" rules so to speak. It's just one of those things we're doing as creators. Just like there's no hard and fast rules for building buildings or breathing but we just make them happen. Plus I just think the Commoner class in general is kinda silly. I think D&D would have been better without it and just said that anyone without a class just has a racial humanoid level. What would bar a set of one male and one female twin, to do the very same? The female would become a melee type to follow in Gregory's footsteps, while the male twin is the 'smarter' of both and becomes a spellcaster. Actually you may or may not remember but we actually had this conversation back on page 4 (oh the heady days of being on page 4). Basically someone proposed Eckson have a kid and we had a quick talk about what it's sex would be. My response was- Oh, and I'm cool with having Eckson have a kid eventually, and I'm totally fine with there being cool female characters. I would however want, in a completely sexist way, for Ecksons son to be -a son-. Ecksons daddy was an adventurer who's daddy was an adventurer who's daddy was an adventurer. It's cool to have that kinda tradition. And if it's a female character then all she's got is the "Yes I'm a Woman, but I was raised like a man!" one-line thing and that just doesn't compete with the coolness of a "Legacy" Adventurer And that's more or less still how I feel. Eckson is awesome and if he has a baby (or two) they should be dudes. Irregardless of how non-sexist we may be individually the "female adventurer who was raised like a man and can totally kick your ass!" doesn't have the same charm as the "male legacy adventurer". Plus if you have a brother and sister the dynamic there is sort've predetermined by the classes they pick. If it's two males then you have that awesome thing where they're both sort of fighting for their father's affection and the magic user has to sort've take second place but is in a wierd way the most responsible of the two and SO ON! Look the male twins thing is FRICKIN cool and it has more dynamic potential and that's just a fact. So I super super vote for that. Proposals: Stone giants or monstrous settlers (not necessarily excluding stone giants) lead by an ogre mage. First of all the Ogre Mage is just not the sort of creature I'd vote for simply because it is WICKED wierd. I mean there was a reaso they did a creature feature on that thing because that was the dumbest most screwed up stat block I've ever seen. So basically I wouldn't enjoy running the encounter that would result in so I don't like the Ogre Mage. Additionally Ogre Mage's are usually evil whil Stone Giants are nuetral. That's really what I like about them. The fact that they're giant and deadly but they have no desire to actually do anyone any direct harm. They might be mean, they might be territorial but they won't be -murderers-.[/quote] I, too, loved every single of Rockjaw's descriptions. The GotWS, the Greenhouse, and 'The Golden Waters' are unmatched in their ambience and lend Eckland their distinctive style. However, if you decide to describe Tuaim Ban's 'wizard tower', keep in mind, that he was originally a Rgr2/Wiz6 and an attendant of the GotWS, so his tower should not only display the magical power of a wizard of 8th level, but also his connection to nature. Agreed and that's something I really wanted to get across. My desire was for something very nature centric to serve as a sort of incidental monument to the town's nature-centric lifestyle. Also just for something cool to describe to any players coming into the town. What about Ezra's stats? Argo's got em. And I generally use the elite array but since Thanatos is a 1st level character with a 16 intelligence it's obvious that there are exceptions to that. I think you should honestly just use a mix of common sense, 4d6's, and the Awaken spell description. Long story short: Do your thing. I propose that Ezra is a Treant, but nobody knows it--including Ezra--and they all just call him "Ezra the Awakened". No way. It's already a pretty inherent part of his history. It was mentioned in a couple chronicles and it's in the foregathering. I believe he used the stats from the Animated Object table as the Awaken spell reccomends. Not that it couldn't be modified. For example if you felt strongly that Ezra needed a constituion you could give it to him. However as an actual tree I think it makes sense for him not to have one. No sprinting, no getting tired, no sneak attacking, no diseases, no poisons. It works. |
| Sylvaroth06-08-07, 02:24 PM | Actually. Now I'm curious as well. What did you plan it to be? Yeah, what?!? :D It's not really using the "retraining" rules so to speak. It's just one of those things we're doing as creators. Just like there's no hard and fast rules for building buildings or breathing but we just make them happen. Plus I just think the Commoner class in general is kinda silly. I think D&D would have been better without it and just said that anyone without a class just has a racial humanoid level. I'll stat him as (Warrior 1, 2) then. Actually you may or may not remember but we actually had this conversation back on page 4 (oh the heady days of being on page 4). Basically someone proposed Eckson have a kid and we had a quick talk about what it's sex would be. My response was- Oh, and I'm cool with having Eckson have a kid eventually, and I'm totally fine with there being cool female characters. I would however want, in a completely sexist way, for Ecksons son to be -a son-. Ecksons daddy was an adventurer who's daddy was an adventurer who's daddy was an adventurer. It's cool to have that kinda tradition. And if it's a female character then all she's got is the "Yes I'm a Woman, but I was raised like a man!" one-line thing and that just doesn't compete with the coolness of a "Legacy" Adventurer And that's more or less still how I feel. Eckson is awesome and if he has a baby (or two) they should be dudes. Irregardless of how non-sexist we may be individually the "female adventurer who was raised like a man and can totally kick your ass!" doesn't have the same charm as the "male legacy adventurer". Plus if you have a brother and sister the dynamic there is sort've predetermined by the classes they pick. If it's two males then you have that awesome thing where they're both sort of fighting for their father's affection and the magic user has to sort've take second place but is in a wierd way the most responsible of the two and SO ON! Look the male twins thing is FRICKIN cool and it has more dynamic potential and that's just a fact. So I super super vote for that. Now there's your opinion and mine, let's see what the others vote for, I'll bow to the majority. First of all the Ogre Mage is just not the sort of creature I'd vote for simply because it is WICKED wierd. I mean there was a reaso they did a creature feature on that thing because that was the dumbest most screwed up stat block I've ever seen. So basically I wouldn't enjoy running the encounter that would result in so I don't like the Ogre Mage. Additionally Ogre Mage's are usually evil whil Stone Giants are nuetral. That's really what I like about them. The fact that they're giant and deadly but they have no desire to actually do anyone any direct harm. They might be mean, they might be territorial but they won't be -murderers-. Again, your opinion vs. mine, let the others vote. And 'Usually Lawful Evil' doesn't equal 'murderers'. Lawful is a good start for a society, and if you want it to be neutral, why is a 'lawful neutral' ogre mage that strange? I guess that Gunk and Boog could make the first contact and become ambassadors to the monstrous community (at least that's my guess to why they journeyed to Mt. Generic). Alternatively we could use an ogre or troll with class levels (e.g. Sor or Drd). Agreed and that's something I really wanted to get across. My desire was for something very nature centric to serve as a sort of incidental monument to the town's nature-centric lifestyle. Also just for something cool to describe to any players coming into the town. I just can't wait to read if(what) Rockjaw will do (to) it. Argo's got em. And I generally use the elite array but since Thanatos is a 1st level character with a 16 intelligence it's obvious that there are exceptions to that. I think you should honestly just use a mix of common sense, 4d6's, and the Awaken spell description. Long story short: Do your thing. Where did you get those stats from? I was using the SRD stats for a Treant (http://www.d20srd.org/srd/monsters/treant.htm) as my base. It would make Ezra Huge, and also a far more formidable combatant, as well as giving him a Con score (and thereby making him actually alive). Treants have +18Str, -2Dex, +11Con, +2Int, +4Wis, +2Cha. I propose that Ezra is a Treant, but nobody knows it--including Ezra--and they all just call him "Ezra the Awakened". I posted the stats pages ago, but somehow you all seem to have ignored my work :raincloud No way. It's already a pretty inherent part of his history. It was mentioned in a couple chronicles and it's in the foregathering. I believe he used the stats from the Animated Object table as the Awaken spell reccomends. Not that it couldn't be modified. For example if you felt strongly that Ezra needed a constituion you could give it to him. However as an actual tree I think it makes sense for him not to have one. No sprinting, no getting tired, no sneak attacking, no diseases, no poisons. It works. I second that (no treant/no Con score). |
| Argo06-08-07, 02:31 PM | Based on the stats Syl posted above, here is my proposal for Ezra's day-to-day spell list. Ezra's prepared spells: 0 -- Create Water (2) Detect Magic Know Direction Light 1 -- Cure Light Wounds (2) Entangle Shillelagh (Ezra carrying a big club is such a great image) 2 -- Resist Energy (Fire) Delay Poison Gust of Wind 3 -- Cure Moderate Wounds Protection from Energy (Fire) If we modify his stats to be more in line with Treant stats, he'll have more spells per day. The Treant idea got shot down, but I'd definitely like Ezra to have a higher Wisdom. Also, is he still 5th level, or is he 6th now? |
| Argo06-08-07, 02:40 PM | I posted the stats pages ago, but somehow you all seem to have ignored my work :raincloud Oh, relax, Syl. You buried your Ezra stats at the bottom of another post in an sblock. We missed it. Chill. |
| Sylvaroth06-08-07, 03:16 PM | Oh, relax, Syl. You buried your Ezra stats at the bottom of another post in an sblock. We missed it. Chill. Can you say 'Drama Queen' ;) You'll note however I posted links to that overlooked post in #751, #771, and #785 :D I suggest to choose from the below spells (maybe dividing into a combat prep' list and a standard prep' list?): 0 guidance 1 Entangle (saw use in the 'Battle at Mt. Generic' vs. the orcs) Speak with Animals (remember when he sent the gnawers to undermine Callieth's house?) longstrider magic fang summon nature's ally I 2 Owl's Wisdom (he cast it when he first met Gregory, and was thus able to discern his benevolent attitude) Barkskin (was also cast on that same occasion) Reduce Animal (remember that cute black doggie?) Soften Earth and Stone (saw use in the 'Battle at Mt. Generic' vs. the orcs) animal messenger bull's strength summon natures ally II summon swarm 3 Cure Moderate Wounds (doesn't have to be a regular prep' spell, since he cast it in the 'Battle of Mt. Generic', and was thus expecting it to be useful) Spike Growth (same occasion vs. the orcs) Plant Growth (one of the reasons why Eckland is that prosperous, non?) greater magic fang speak with plants summon nature's ally III quench |
| Argo06-08-07, 03:50 PM | I would expect that a sentient plant would ALWAYS have resist (fire) and protection (fire) prepared. I mean... I would. |
| Sylvaroth06-08-07, 05:00 PM | Why? She isn't more or less vulnerable to fire than any other of our heroes. After all she is not a treant :D Also important: Skills and Skill Ranks (46) Feats (4) Equipment |
| Argo06-08-07, 05:48 PM | ... Nevertheless. |
| Argo06-08-07, 07:00 PM | Equipment: Large Club (Basically just a log) Wand of Reduce Animal (Actually one of his smaller branches) Wand of CLW (Actually one of his smaller branches) Ring of Protection +2 Feats Power Attack Cleave Craft Wand Scribe Scroll Skills: Survival 8 Spot 5 Listen 8 Handle Animal 5 Hide 5 Climb 5 Knowledge Nature 5 Jump 5 |
| Argo06-08-07, 07:08 PM | If he expects combat, he definitely preps Shillelagh and Bull's Strength and goes to town on some folks. |
| Throrin06-08-07, 07:31 PM | snipped Jump 5 :eek: :confused: true, he is a mobile tree, but a Jumping tree? Not too sure about the climb either depending on how you see him doing it though. shouldn't some of those points go into Knowledge - Nature? |
| Rockjaw06-08-07, 07:37 PM | Ok, I'd love to do Tuaims tower/woodhouse/ranger hang-out give me a coupla hours to draw up some details (*rummaging sounds as art supplies are dug out*) and I'll drop it in a post And yes I do love doing buildings, I am trained as a builder and ran my own crew for years, now I'm in construction sales and am always looking at trade magazines for ways to make peoples projects better PS I agree that Dell should have something of a title, I don't think making him a captain and having seasoned warriors like Grakos, and Jack Heppert as only Sgt.'s is quite fair (military side speaking) I think the Vets should be promoted to Lt. and Dell can become either a Sgt or Color Sgt (Standard Bearer) |
| Argo06-08-07, 08:15 PM | :eek: :confused: true, he is a mobile tree, but a Jumping tree? Not too sure about the climb either depending on how you see him doing it though. shouldn't some of those points go into Knowledge - Nature? Jumping? I never said anything about Jumping... Although, a Jumping tree would be a great idea, I'll go back and put it in. |
| Throrin06-08-07, 11:28 PM | but you did give Ezra a Jump skill of 5. I just couldn't get around him spending the time to learn how to Jump. |
| Sylvaroth06-09-07, 04:38 AM | I did already include skills in Ezra's stats block: Concentration, Handle Animal, Knowledge (nature), Knowledge (local), Spellcraft, Survival. I am against such skills as jump or climb, too. Any Idea what LA Ezra has (something like 12 from 4 racial HD and 6 druid levels and an LA +2?) Here are some of the most useful feats, skills and spells for a druid: Feats (Choose 4 from the below list) Natural Spell (Wis 13, wild shape ability) Track Augment Summoning (Spell Focus (conjuration)) Multiattack (Three or more natural attacks.) Improved Natural Attack (Natural weapon, base attack bonus +4) Improved Unarmed Strike Extend Spell Empower Spell Quicken Spell Spell Focus (conjuration) Spell Penetration Greater Spell Penetration (spell penetration) Skills (Assign 51 skill points) Concentration (maxed out) Listen Spot Handle Animal Survival Knowledge (Nature) Spellcraft Spells 0- Create Water (Never run out of water. Plus, you can make a scrying pool.) Cure Minor Wounds (One point isn't a lot, but this can stabilize a dying ally.) Detect Magic (One of the most powerful and versatile zero-level spells, for any caster.) Guidance (Tell your Rogue to ask for "guidance" prior to every trap he attempts to disarms or UMD roll he has to make (outside of combat). That +1 bonus can be critical.) Light (Remember, you lose darkvision when you Wild Shape, even if your chosen form has it.) 1- Endure Elements (A great travelling spell, and especially handy in any game that takes you into harsh environments.) Entangle (A best-in-class battlefield control spell.) Faerie Fire (Good for dealing with invisible foes.) Magic Fang (Decent buff to help your Animal Companion bypass DR. Not very good for anything else.) Obscuring Mist (The next best thing to invisibility, when it comes time to get out of a fight. Cast Mist, walk 5 feet backwards, and run away in a different direction.) Produce Flame (Fairly powerful attack spell. You'll probably be relying on this to attack until you get Wild Shape, and makes a decent buff (due to the way holding touch spells works) after you get Wild Shape.) Shillelagh (It's pronounced "shi-lay-lee." Dramatically increases club/quarterstaff damage (to the point where you'll actually want to wield a club or quarterstaff).) 2- Barkskin (Excellent for use while Wild Shaped, since your AC will often be pretty poor.) Bear's Endurance & Bull's Strength (As useful as it is for everyone. Bear's Endurance will be your main in-combat healing spell for low levels; just keep people alive until you can use Vigor.) Gust of Wind (Very underrated utility spell. Clears fogs, blows away small foes, extinguishes torches, and disperses swarms.) Lesser Restoration (Very handy for healing ability damage.) Resist Energy (Fairly handy when you know a certain type of energy damage is in the offing.) 3- Call Lightning (Good damage, and gives you plenty of turns of attacks. The attack spell you'll be using when you get 3rd-level spells.) Cure Moderate Wounds (Should be self-explanatory.) Greater Magic Fang (Handy self-buff and good to share with your Animal Companion.) Poison (Con damage is always handy, and the DC scales upward as you increase in level. A much-overlooked spell.) Protection From Energy (A versatile, effective defensive buff. You'll rarely regret prepping it.) Remove Disease (Not something you're going to prep every day, but handy when you need it.) Sleet Storm (Handy battlefield control. Great for covering an escape. Not as good as Arctic Fog or Haboob, though.) Stone Shape (Good for making your own entrance or exit. Great for throwing the GM a loop in a dungeon crawl.) Wind Wall (Another highly underrated spell, this stops archers, swarms, and foes size Tiny or smaller cold.) I'd also like to know what changes we'll make to Gregory's stats for being an 11th-level Ftr. |
| Throrin06-09-07, 09:20 AM | I think that instead of power Attack that Argo put in, I would prefer Improved Unarmed. My reasoning for this would be that when ever he hits someone with a "fist" he is essentially hitting them with a club. Although Track makes sense too :confused: As for Gregory, I think levels in Diplomacy would be in order, what with his expanded role in th kingdom: Banquets, Parties, time at Court ect. |
| Throrin06-09-07, 09:55 AM | Please point me to the chronicles entry that states this. Back in post #694, Deanrule mentioned that Gregory et Co. took half a day to get to the lair of the half Dragon. This would indicate that the mountain was at most a few miles from town. As most true mountains do not stand alone, it makes sense that Mt. Generic is part of a larger range of mountains, maybe the beginning of the range even. Just as Mountains do not usually stand alone, mountain ranges do not just jut up from prairie land. There are always at least a bit of foot hills before you get to the soaring heights of the mountains. So while there was no actual mention of the foothills in the Chronicles (I think), I think that there is definite reason for them to be present BTW, I will say again that I love what you guys are doing here but I am by no means a wordsmith such as some of the people here. While I may refrain from posting chronicles, my comments should by no means be taken as anything other than constructive criticism on a job well done. No negative intent, flaming, put downs or anything of the sort is intended by my words. Like I said, I an not a wordsmith, and do have the tendency to put things the wrong way. |
| Sylvaroth06-09-07, 10:29 AM | I think that instead of power Attack that Argo put in, I would prefer Improved Unarmed. My reasoning for this would be that when ever he hits someone with a "fist" he is essentially hitting them with a club. Though Ezra, having the Strength score requirement, could take Power Attack, I think there are other feats that are more fitting to the concept of the gentle and wise avatar of nature. Before choosing feats for Ezra, we should ask ourselves the question, which of the three druidic specialties he will prefer, apart from the feats that are useful in general General Natural Spell (Allows you to cast while Wild Shaped. Every single druid will want this.) Power Attack and Cleave (Requires that you take 13 Str, and eats up valuable feat slots you could be using on something else.) there are The Summoners Spell Focus (conjuration) (pretty much only a prerequisite for...) Augment Summoning (Any serious summoning druid is going to want Augment Summoning. Stacks with everything, and is pretty much a must-have for any druid who has the free feats.) The Wild Shapers Multiattack (Many forms have secondary natural attacks. This makes them more accurate.) Improved Natural Attack (Extra damage on a single type of natural attack. INA (bite) or INA (claws) is very handy.) Improved Unarmed Strike (mostly as prerequisite for...) Improved Grapple (If you do a lot of grappling, you'll want this. A dire bear-shaped druid with Improved Grapple will win grapples with anything his size, and many things larger.) The Casters Extend Spell (A good choice to extend buffs.) Empower Spell (Handy for druids who do a lot of blasting, but only druids who do a lot of blasting. Definitely choose this over Maximize Spell.) Quicken Spell (A staple of high-level prepared casters. Quickened buffs are always a good choice.) Spell Penetration and Greater Spell Penetration (Druids are full casters, making these feats as useful as ever, especially if you don't focus on buffing up and slogging into melee while Wild Shaped.) As for Gregory, I think levels in Diplomacy would be in order, what with his expanded role in th kingdom: Banquets, Parties, time at Court ect. Knowledge (nobility and royalty) would come handy for that purpose, too. Oh and Throrin, I agree that at least the woods would be somehow connected to the mountain range of which Mt. Generic is a part. That way it'd make sense, that the orcs gathered in and started their attack from the woods, right? |
| Throrin06-09-07, 11:20 AM | Exactly. Which is why I had the woods behind and just out of bow shot from the keep. And yes It does make sense that the orcs attacked from the closest cover to the town. As far as they could get from the keep and still have decent cover for the approach so that by the time they reached the town the keep would be too late to stop the assault. If all things went as planned (never happens that way though) Just another thought...Is there a bridge over the river yet? By this time I think there should be what with the main grazing land being on the other side. I know that the docks were created to ferry the herdsmen across, but what with the docks now becoming a center of trade, I think that a bridge might be warrented. Which raises the question of width and depth of said river. Which raises another question as to just what is on the other side of the river. At least what is in the line of sight of the keep. There should be some reason why the keep was set up here in the first place. |
| Rockjaw06-09-07, 12:30 PM | Here is what I made up for Tuaim Ban and his new tower, I hope everyone enjoys and as always feedback is appreciated and any of your suggestions could be added to this....:clap: :clap: Tuaim Ban and the Wizards Tower Tuaim looked around and had to agree, he was standing in a large shallow grove just outside the boundaries of the new park. This was the place that Ezra had told him may be a good spot for his home and now seeing it Tuiam had to agree. The shallow grove had everything he wanted, it was located just a medium walk from the center of the town but still privet enough for him to relax and concentrate on his teachings and creating with the magic he so loved. A small knoll would be an excellent place for his home and the small spring fed pond rippled with the feedings of many fish and the occasional “gloop” of a turtle. Tuaim relaxed against a tree and looked deeper in the surroundings using senses honed over many years of wandering and searching. Tuaim was more than a Wizard with a love of nature; sometime during his ancestry a member of his family had the unkind luck to fall in love with a Dryad. Now even removed three generations Tuaim still felt the pull of the natural realm and this place felt very right. Large Larch Pines towered above the grove, casting areas into deep shadow, in others well developed fruit trees like apple and pare grew wild and untamed. Looking to the far end of the pond where it abutted a small hill rising steadily up Tuaim spied a small cave, almost hidden from view. Yes this was perfect. Tuaim began construction as soon as the weather broke; soon several craftsmen and craftswomen from the town were working on his place, clamoring over it like ants on a mission for their queen. Tuaim himself broke sweat building his home (and a little magic also) and was very happy with the results. Tuaim's Home Located on a small Knoll, overlooking a large pond, Tuaim’s home blends into the surrounding landscape with ease. A passerby might not even notice it was there this surprisingly large structure was built to enhance the land not compete with it. The base of the home is 70’ ft in diameter and round. Massive timbers have been cut and placed to look like the base of an elder tree, its roots running thick and deep into the soil, what would normally be buttresses now look as if natural roots. The first 8’-12’ of the home looks like a tree stump, stripped of bark by age and stained a deep honey-amber color. Several sizes of windows surround the first floor the sills and headers from the outside look like the area where a branch would grow, all the windows are made of “bubbled” glass in colors like aquamarine and light sage green. Tuaim’s door is his prized accomplishment: large and completely round the door swings easily on perfectly balanced hinges wrought to resemble vines and leaves. The door itself is carved in a wildlife relife with mystical and whimsical fey dancing around the small center peep-out. The second floor starts on the irregular tops of the first floors massive timbers, large blocks of cobbled river stone fit seamlessly upon each other, interlaced with a frame of timbers that rises an additional 20ft to the top of the roofline. The second floor also supports dozens of windows with timber sills and lintels, all delicately carved with the flowing script of dozens of languages. The headers or lintels are carved with ionic symbols for nature and magic. The stag, the bear, the fish are some of the natural, the Ankh, the book, the wand are some of the mystical. The roof of this round-house is framed with more large timbers, coming to a center point like a grain silo on a farm. Strong and rigid the roof holds locally quarried slate in a blend of green and blue-grey, with an occasional red. The coppersmiths took extra care in flashing around the cupola, and where the offset tower continues to rise. Everywhere normal buildings would have thick iron strapping, Tuaim’s home has worked steel, gilded with patina silver. The outside of the round house is covered by the same unique lighting that Eckland is famous for, on either side of the door large ornate lamps created to look like pine branches hold lights masterfully made to resemble large pine-cones and give off a warm amber hue. Many styles adorn the home: copper clad acorns hang gently above many of the windows, and at the foundation line large steel and silver mushrooms made with lightly blue colored glass cast a comforting glow The cupola is spacious and serves as a rookery for Tuaim’s familiar, surrounded by glass on all sides the timbers reach right to this point and finish in an elegant octagon pinning under the wide pine floor. Tuaim placed a large tiger-eye stone upon the pinning before he laid the floor. None know to what purpose but they can guess. Rising from the backside of the round-house, the main tower continues to climb upwards, following the sun an additional 40ft above the main structure. Slowly tapering and thinning it houses an additional three floors under the topmost. These are Tuaim’s private retreat, his mystical library, and his workshop. Continued with the cobbled river stone and local timber construction the artistry also continues. The iron banding normally seen in tower construction is again worked to resemble either foliage and vines or small woodland animals scampering around the tower. Windows are inset on all sides usually on the 4 compass points, and similarly decorated and enhanced. The top of the tower flares out and is about 14ft around topped by a curving overhead trellis on half. The floor is more of the local slate cut into 2ft squares. The parapet rises to about waist high and is capped by stone. Tuaim keeps dozens of potted plants here, some in carved stone basins, most in vessels made from the local potters. The Artistry continues with all the exposed wood made to look natural stained in the same deep amber color. The trellis has vines planted to start to grow around it to compliment the lights made for him. Small thin copper and silver vines and leaves wrap around the perimeter and into the trellis. Delicately worked to look like raspberry vines the metalwork holds hundreds of tiny glass globes in every color imaginable, made to resemble the small textured berries. Tuaim took great care in infusing these with “continual light” and at night the warm glow surrounds the uppermost part of the tower. Flowing up the outside of the tower the lights take on even more whimsy, finely wrought birds, squirrels and chipmunks look out from the crevices in the stone and under windowsills all made of crafted metal and hand blown glass. Sometimes these “lights” appear to move, changing their position on the walls almost without thought or purpose. PS I figure I did the outside and either I can do the inside or I would prefer to have everyone help with the inside design. PSS I purposly left out what kind of magical defenses Tuaim would put in place, this is also up to popular consent |
| TimelordSimone06-09-07, 12:45 PM | I vote for stone giants. I vote against an ogre mage. I vote for male twins. I also propose that they are identical. (I mean, how awesome would that be? Identical twins, one a fighter, one a wizard.) |
| TimelordSimone06-09-07, 12:50 PM | Just read Tuaim Bain and the Wizard's Tower. Great job! :clap::clap::clap: |
| Sylvaroth06-09-07, 02:18 PM | Exactly. Which is why I had the woods behind and just out of bow shot from the keep. And yes It does make sense that the orcs attacked from the closest cover to the town. As far as they could get from the keep and still have decent cover for the approach so that by the time they reached the town the keep would be too late to stop the assault. If all things went as planned (never happens that way though) Just another thought...Is there a bridge over the river yet? By this time I think there should be what with the main grazing land being on the other side. I know that the docks were created to ferry the herdsmen across, but what with the docks now becoming a center of trade, I think that a bridge might be warrented. Which raises the question of width and depth of said river. Which raises another question as to just what is on the other side of the river. At least what is in the line of sight of the keep. There should be some reason why the keep was set up here in the first place. Dammit, I could have sworn we had built a bridge somewhere in year 1 to 3, but we didn't. An explanation for this could very well be the breadth of the river. Here are some of my suggestions for Ecklands geography and position in relation to other known settlements. Whatsittown Was described as 'the nearby city', in which the surplus of Eckland's grain could be sold. In year 2, Marya and Gregory make a visit in the town to encourage new settlers to move to Eckland. Assuming a stay of one week, they traveled two days to and from the town. In year 3, Brother Atil was sent to the town to acquire several services from the local temple. The trip does apparently take only a few hours at most. In year 7, a system of emergency runners was arranged between the Lords of Whatsittown and Eckland, so that each town can call upon the other in time of need 1. Assuming the market opened at 6 o'clock AM and closed latest at 3 o'clock PM, a farmer driving to the market with a cart or wagon would time his arrival to 4 to 5 o'clock AM (figuring on a wait, due to guards checking the arrivals). Further assuming a trip length of at least one hour to maximum one day (8 hours) by cart or wagon, Whatsittown would be situated within a range of 2 to 16 miles. So the farmer would have to leave Eckland one day before the market day in Whatsittown, resp. at 3 o'clock AM the same day to be on time. 2. and 3. Riding on light horses this would result in a ride of between 20 minutes to 2 hours and 40 minutes. 4. Assuming an Ecklandish emergency runner would hustle to Whatsittown, rather than walk (it's runner not walker, isn't it?), this would result in a hustle of the same duration (though a runner would arrive fatigued and would have suffered a maximum of 3 points of nonlethal damage). According to 'A Magical Medieval Society: Western Europe', larger villages or towns, where markets and fairs for selling and buying surplus occur, are usually within five miles of most small rural communities. I think this is a little too close, however, thus I'll assume the distance between Eckland and Whatsittown is 10 to 12 miles, and both settlements are connected at least half-way by a highway (no hampered movement), the durations can be calculated as seen on the table below. For Forttown we assume the same distance, but include some miles of wooded and hilly land (movement x 3/4) as one approaches Mt. Generic (remember Forttown is near one of the earliest mines near Mt. Generic, somewhere upriver to the east). So Mt. Generic itself would most likely be within a 1 mile radius around Forttown, maybe 1 mile to the north-east of Forttown or 12.7 miles from Eckland. From Eckland Mode of Travel to Walk (3 mph) Hustle (6 mph) Horse (6 mph) Cart (2 mph) Whatsittown (12 mi) 4 hrs 2 h 2 h 6 hrs Forttown (12 mi) 4 hrs 20 min 2 h 10 min 2 h 10 min 6 hrs 30 min Mt. Generic (12.7 mi) 4 hrs 48 min 2 h 24 min 2 h 24 min 7 hrs 12 min Now there are Seatown and Southcity (from where Fiona Kerriton and several other businessmen and merchants came and from where Nimbal Firejack brought the Chernagors). We have yet to decide in which direction Whatsittown and those two settlements are in relation to Eckland (though in the case of Southcity this seems pretty obvious). |
| deanruel06-09-07, 03:20 PM | I would double the distance to whatsittown to something like 10 or 12 miles. I mean 5 miles is really really close. Additionally to Rockjaw: Could you post some sort of summary description of what the tower looks like. Honestly I read through it and just had no idea. I just couldn't put a bigger picture of it together so all I had was lots of details. |
| Rockjaw06-09-07, 03:27 PM | Here is my voting: Eckland Twins : YES Orge Magi : NO (too wierd) Stone Giants : YES big thumps that go bump in the night.! Geographical Layout : YES Proposals: 1.) School, we have a lot of kids need to make a school 2.) Nominating and Voting for additional Guilds / Orginizations 3.) Water thing is way cool : need to decide on cause / critter 4.) Reccomending and Voting on Mrs. Eckson to gain a character class * I like the idea of a Cleric, not a armoured holy-roller, but something like a faith caster, something like a person with a true desire to help all around her and her community. Also, and finally I propose that somebody with good writing skills post the writ of promotion for making Eckson a Baron ( with a list of added duties included ) Just Thinking out Loud......:whatsthis :twocents: |
| Rockjaw06-09-07, 03:39 PM | Additionally to Rockjaw: Could you post some sort of summary description of what the tower looks like. Honestly I read through it and just had no idea. I just couldn't put a bigger picture of it together so all I had was lots of details. Here ya go: Standing on a small elevated knoll sits the home of Tuaim Ban the Wizard of the Wood, this large structure is built in the "round-house" style, with a large tower rising off the eastern wall. Approx 70ft at the base and rising 2 stories to a roof covered in local slate, A large cupola sits in the center of the roof. The tower continues to rise an additional 40ft to an open topped platform half covered with a arched trellis. Edit: I found some photos online looking at Giant tree stumps that gave me creative visuals on this When I drew it up, I thought of a, well picture a paint can sitting on your desk, now stack up three cans of your favorite beverage and place them right next to it on the side. Now picture a conical roof with a cupola, with the eastern side of the roof having the tower continue upwards. Thats where the basic shape came from. the roundness suggests organic and natural and the tower conveys power and solidity. To this I added "our" theme of heavy nature and craftsmanship, If I had a scanner I'd drop in a pic but I don't I'll re-read it and add in some more core descriptives and see how it fares |
| deanruel06-09-07, 08:09 PM | Awesome. Thank you Rockjaw. That helps me picture it a lot. As to the proposals it sounds like the Stone Giants are happening considering there has been no opposals yet and plenty of yesses. I also agree that we need to finally figure out exactly what we want to use as the water creature. Too much discussion and not enough resolution on that front thus far. I like Dragon Turtles, that's cool to me. If not that then perhaps some sort of enormous anaconda or something like that. So there's my vote. Everyone else put in theirs and lets get something decided on. Finally as to the twins. I'm actually genuinely opposed to the identical twins thing just because it takes away from their character. I use the word "Dynamic" ALL the time but I do it for a reason. Dynamic basically means the potential a given character has to become important or interesting to a Player Controlled Character that interacts with them in an adventure (or whenever). Basically I'm always looking to make more "dynamic". Meaning make things more easily able to interest players (and DM's) that would use the town. If the boys are twins I think that creates more "dynamic" than regular brothers in that it messes with the traditional Eldest and Youngest son idea that European hierarchy is set up to expect. However if they are identical twins then it actually takes away from both of the characters because, really, it makes them more like one character. Identical twins are cliched beyond repair and one of the reasons for that is that they provide an automatic bit of interest (Hey look! Two people that look like one!) but after that tidbit really have no staying character power. So in conclusion I am voting FOR twins but AGAINST identical twins. Simply because it takes two potentially very interesting character types and delegates them to become somewhat hackneyed no matter what you do with them. I.E. If you make them completely the same: it's been done. If you make them total opposites: it's been done. And if you make them different in a lot of ways but still sharing their twinly bond: it's been done. Identical Twins is a plot device that's dead before it even breaths so I vote -nay-. |
| Throrin06-09-07, 10:56 PM | Just read Tuaim Bain and the Wizard's Tower. Great job! :clap::clap::clap: I must agree with Timelord on this one Very well done :bow: about the PSs, I think that there should be no need to fix either the interior nor the defenses until there is an actual requirement to. Such as the Tower is attacked or part of the story takes place in it. This way he can still have an air of mystery about him. |
| Rockjaw06-09-07, 11:05 PM | Thanks everybody, very much I know we are building this as a "drop-in" but our creativity is sure making this a stand alone, We did mention a bridge in #686 spaning 50-60 ft, but no details on it... Anybody calling dibs on the next chronicle post...? |
| Throrin06-09-07, 11:26 PM | Man I REALY have to stop posting before reading to the end of the thread:embarrass I have to agree with Deanruel that Identical twins are overdone. I will have to vote "Nay" as well. I do not have a prob with mixed gender twins though. i see what you mean by dynamic, but i think that there might be a good dynamic with the male and female characters. One could be the fighter that carries on the leadership role while the other could rise to be the charismatic Holy Warrior, as in a Fighting Cleric, not Paladin. Please not that I did not mention which would be which. This is something that can be figured out about 10 "years" down the road. I vote for Mrs Eckland to receive levels in Cleric Edit: A cleric as per Rockjaw's suggestion. /Edit Sylvaroth, 12.5 miles horizontal distance is a lot of ground to cover in 4-5 hours when climbing a mountain as Gregory and Co. did going after the Half-Dragon. I would feel much more comfortable saying it was half that distance from Eckland. The Movement chart in the PHB has someone at 20' move (I think both Gregory and Ezra (might be wrong with Ezra) both are at that rate) walking at 16 miles per day, while the modifier for Mountain and Trackless is 1/4. I am ok with giving leeway for poetic license but it should be more reasonable. |
| Sylvaroth06-10-07, 06:33 AM | Rockjaw, you did a great job, as usual. I agree that we should decide on the interior of the tower only after the need arises to describe it. This doesn't, however, prevent anyone from making suggestions, does it? The next Chronicles-entry should at least include a short note, that Tuaim's tower has been completed, which I could then include in the 'Chronicles of Eckland' along with a link to the detailed description. deanruel, are you already working on the summary of the first decade? Just asking, so I can also include it in the 'Chronicles'. I just can't wait to read Gregory's promotion to baron/duke of Eckland. :D As for the twins, let Marian give birth to a girl and a boy/ or two boys, but let's wait with their fate until the time they are old enough to go adventuring (next one to do that is young Greggy anyhow, isn't he?) I am unsure about Marian gaining a PC level, I am not yet convinced, if she should ever be more than an aristocrat or expert. As I suggested before, emphasize her influence on and in the community (just don't make her 'St. Marian' the devoted Clreic). Sylvaroth, 12.5 miles horizontal distance is a lot of ground to cover in 4-5 hours when climbing a mountain as Gregory and Co. did going after the Half-Dragon. I would feel much more comfortable saying it was half that distance from Eckland. The Movement chart in the PHB has someone at 20' move (I think both Gregory and Ezra (might be wrong with Ezra) both are at that rate) walking at 16 miles per day, while the modifier for Mountain and Trackless is 1/4. I am ok with giving leeway for poetic license but it should be more reasonable. First of all, the modifier of overland movement in trackless mountainous terrain is 1/2 not 1/4, see here (http://www.d20srd.org/srd/movement.htm). The heroes traveled on the road to Forttown with a speed of between 2 and 3 mph (Ezra's overland movement is 2 mph, casting longstrider would increase it to 3 mph), which the other (mounted) heroes had to conform to. They had to travel 4 miles of plain terrain on a road (between 1 1/3 to 2 hours), 4 miles of wooded terrain on a road (between 1 1/3 to 2 hours), 4 miles of wooded/hilly terrain on a road (between 1 2/3 to 2 1/2 hours), for a total of 12 miles, which took them between 4 1/3 hours and 6 1/2 hours. This goes with the assumption, that the messenger arrived in Eckland in the early morning hours, to alarm/inform Gregory, and the arrival of the heroes at Mt. Generic by noon (as stated). When they arrived at the foothills of Mt. Generic (hilly terrain), they fought and killed Trogdax. The humanoid heroes then went for the dragon's lair which took them about 40 minutes (0.7 miles of trackles mountainous terrain, traveling with a speed of 1 mph for being heavily armed and without horses), returning to Ezra in about 1 1/2 to 2 hours (2 x 42 minutes + stay in the lair). So the total duration of the journey to Trogdax's lair in Mt. Generic took the party between 5 to 7 hours (excluding the duration of both battle and rest). Compare this to the 2 hours it would take a mounted person to reach Whatsittown. I also agree that we need to finally figure out exactly what we want to use as the water creature. Too much discussion and not enough resolution on that front thus far. I like Dragon Turtles, that's cool to me. If not that then perhaps some sort of enormous anaconda or something like that. So there's my vote. Everyone else put in theirs and lets get something decided on. Since the first Gathering of the Guardians of the Grove (GotG), the land has changed. The fields are more productive, the wild animals are less shy towards villagers, aso. These changes, however, have also launched another event: Feeling the changes in the land surrounding it, the Eckland River itself has begun to awake from a deep slumber that has lasted for ages. The stirring spirit of the waters slowly regains consciousness and starts to react to the changes of its domain (bridges, ships, irrigation plants, etc.). Voilą, Water Elemental (maybe with PC class) as the next 'threat' to become a new ally, similar to what happened with the wolfs, Gregory, and Ezra. GotG, assemble! :D My vote goes for the Water Elemental Now thats COOL!We could do something with this. The "Avatar" of the water sprit could move from fountian to fountian, pool to pond and interact with the town. Not only would we have a unique nature element now a unique water element...... I vote for the WATER ELEMENTAL 'The right of passage'-thing deanruel suggested was an idea I had, too. We do already have a toll road and seeing that the merchants guild is doing trade by ship now, it should be possible to waive fees for the passage of our river (the river should be named after the elemental) with the help of the spirit. Same for the idea of Rockjaw. I think the elemental would be a great addition to not only the fountains, but also the ponds and channels of the new greenhouse/park. The elemental does also add to the mysterious history of Eckland. Not only do we have the nature's power node in Ezra's Grove, now we do also have a 'living river'. I think that a water elemental would be an interesting and appropriate challenge for the town. I like how it ties in with the foregathering and guardians of the grove story line. To add more interest it might be worth considering to have the elemental allied with one or more of the nixies that Heros_Backpack suggested, possibly with some levels. I definitely agree water elementals would be in the realm of things around the area. With the mountains, water and caves combined, certainly they would be in the area, and I can say they did cross my mind as well to have them be a threat. I just didn't see them as the ones causing the boats to capsize, I would think that there would have been more reports of weird waves coming in off the river then when an attack did occur? As well I couldn't quite justify the size of the river as "a large body of water" that the water elemental likes to make those sorts of attacks from, as I apparently have a smaller river drawn into my head at the moment. I couldn't place the creature "right" in the setting, but if someone else can make it feel "right" I'm all for it! We'll need to figure out who we can have that can communicate with a water elemental to get it from being aggressive to being an ally? Glad you like the idea. The reason no strange waves or capsized ships have been mentioned are twofold. One being, that travel by river has only just begun, the other being the recent awaking of the water elemental (which has been slumbering for some time now). I vote Water Elemental. I have surprisingly little to say here simply because I agree with everything being said. I do see the keep on a little hill, and I do like the water elemental. The one thing I might say is we should make the water elemental unique from Ezra. If it's a natural spirit creature that is eventually befriended by the town it will feel a little stale. But overall I'm all with it. This makes me feel a little torn about my vote for the water elemental because it's exactly the reason why I was hesitant to suggest a water elemental when I was looking through my MM. Seeing, that even an elder water elemental does have an average Int score of 10, I don't think it would be much more than a feature of the land most of the time. Adds some flavor to the river and the story of the land, not much more. To my understanding an ally would be helpful and friendly towards you, but the mindset and nature of the elemental should be different. While it may be convinced, not to capsize ships, drown people and cattle, or flood the village, I'd think its attitude towards the villagers would be mostly indifferent. They harm the river, let's harm them. They leave the river alone, let's leave them alone. Things like that. Think of it as Eckland's own Lady of the Lake (http://en.wikipedia.org/wiki/Lady_of_the_lake)...erh...river :D Gregory could even receive some wondrous item (e.g. an amulet, brooch, medallion, necklace, periapt, pin, etc.) from the spirit sentinel of the river, that alarm (http://www.d20srd.org/srd/spells/alarm.htm)s him, whenever there is danger ahead in/on the river. As for the stone giants, any chance we can mix that with the 'monstrous settlement in the mountains'-idea? |
| Throrin06-10-07, 11:48 AM | I stand corrected on two accounts. 1 - Was looking in the 3.0 PHB for the Overland movement 2 - Was thinking that they went directly to the mountain. Given those corrections I have no objections to the placement of the Mt. Generic :embarrass and humbled :bow:;) |
| Rockjaw06-10-07, 11:55 AM | So by my count thats 4 or 5 votes yes for the water elemental or water sprit, but i do agree with deanrule that just writing in a suddenly awakened water (nature) sprit would be just re-hashing an existing idea. In keeping with our core-only rule I suggest one of the following: 1.) A magic item or very minor artifact is "trapped" at the bottom of the river, and it contains a water elemental. The increased activity of the town (both magic and mundane) has caused the being to stir 2.) A small to medium water elemental got lost and headed upstream encountering the trading ship and becomming frightened 3.) Its not a water elemental at all but a water "golem" being controlled by Lord whatshisname to avenge his spurn daughters 4.) Its not a water elemental but a group of young adolescent aquatic elves, looking to cause trouble, and using a stolen dryad magic item and lastly (and kinda the wierdest..) 5.) It is a former wild-elf druid, who during a spell battle, tried to wild shape into a water elemental and by a accident of magic is trapped that way, Mabey there is some memory loss or something and the heros can only help to restore those, the elf will be forever stuck in his current form (short of a wish spell) With #5 I figured that we could add a character to the town as well as design some way for him to interact with the people in the town, adding to our creative process. After he regains his memories and is accepted by the town.....who knows how far this could go..? Just thinking out loud again.....:P Syl: I would welcome all suggestions and will compile them for an insert later (with your help for the linking) and I think that if everyone is OK with it I may start to add some quick descriptives for some more of the buildings, albit slowly. |
| Throrin06-10-07, 12:11 PM | I prefer options #2 or #3, leaning more towards #3 if we can do the "golem" thing via core. There really should be some sort "payback" for Gregory's audacity for ignoring those girls. If they ever corrected the situation for #5, that would give the town a Druid that eclipses Ezra, and I do not think that that would be a good idea Edit: I think that descriptions of the building would be a great idea Rockjaw, at least the important or named ones :Edit |
| Sylvaroth06-10-07, 02:31 PM | I don't get it, instead of a truly neutral entity, coexisting with the settlers of Eckland and further extending the roots of its history (which is a great idea as some of you agreed) you want to turn it into a dumb but very huge animal/a machine sent by a lord who helped Eckland time and time again and who is only a little huffed about the fact, that Gregory didn't want to marry one of his NIECES (which he never explicitly demanded by the way). |
| Iolana06-10-07, 03:43 PM | Please point me to the chronicles entry that states this. Rockjaw mentions hills here (http://boards1.wizards.com/showthread.php?p=12372729&highlight=hills#post12372729) in this Chronicle post as " Some in town are talking about "bandits" or murderers" living high in the hills, some talk of things more dangerous like giants or even worse...!" HK-47 II includes rolling hills on his map here (http://boards1.wizards.com/showthread.php?p=12340444&highlight=hills#post12340444), in which the white area (where the keep and all the buildings to that point) were sitting on had been shown as being in "plains with rolling hills". Here (http://boards1.wizards.com/showthread.php?p=12363562&highlight=hills#post12363562) is where you first brought up what you thought the general makeup of the land should be. "(75%-90% arable land, 10%-25% mountains, forests, swamps, hills, etc.)." At least, that is what I understood what you were trying to say. These two maps already were very different from each other, such as to the placement of Mt Generic, HK's showed it to the Northeast, yours to the Northwest. Which is correct? *shrugs* Those are the things we are trying to sort out, aren't they? DwarvenArcher had a proposal about a BBEG that included hills here (http://boards1.wizards.com/showthread.php?p=12377780&highlight=hills#post12377780) "Braz'nus entered this region long ago, slowling dominating the orc tribes under mount generic and in the surrounding hills. " Rockjaw also proposed Valerian as a crop for winter that grows in the hills/low mountain region here (http://boards1.wizards.com/showthread.php?p=12330098&highlight=hills#post12330098). While Mt Generic isn't all that far away, Eckland is not in the middle of the mountain range (it has lots of nice farmland), nor is it in the middle of the flatlands (it has mountains nearby, which as has been mentioned, live near mountains and you're going to have foothills...), the difference between the two is to have some hills in the area. It has been suggested that the keep itself sits upon one such hill or rocky outcropping. It seemed that everyone that had posted thought this was a good idea. If the keep isn't at the base of the mountain range, on some sort of hill, what natural defenses does it have that it would have been built there in the first place? It has also been suggested that the elven grapes to make the wine are growing on a hill. If not on a hill, then where are the elven grapes growing that they are making the wine from? We have mining going on in the nearby area and caves have been mentioned, neither of which are going to happen very readily without some sort of landscape sculpting going on. We also have a waterfall nearby upriver. You can't have a waterfall without a change in the elevation of the landscape. The water has to fall from somewhere. :) One logical conclusion is that the waterfall is coming off the mountains, since they are so close and it seems they are also somewhere north of town. (This also makes it necessary then to have multiple rivers in the area, since travel and trade by river are being done.) So while there is no good technical description of "the hills", I don't think I'm totally off base in thinking that there are hills/rolling hills in the immediate area, and these things make me believe that Eckland has them. :) Iolana |
| TimelordSimone06-10-07, 04:03 PM | I vote for... 1.) A magic item or very minor artifact is "trapped" at the bottom of the river, and it contains a water elemental. The increased activity of the town (both magic and mundane) has caused the being to stir |
| Heros_Backpack06-10-07, 06:54 PM | Perhaps the reason nobody notices the foothills much is that most of them are covered by the woods and the varied height of the trees evens out the view somewhat? |
| Bjorn948606-10-07, 07:12 PM | It took me three days to read this thread, but what a read it is! I think you have all done such a good job with this town and the events that have unfolded and I can not wait to see where it goes. For the Water Elemental, I like the idea of a small one getting lost while moving upstream. (#2) |
| hecknoshow06-10-07, 07:20 PM | Just read this, took 3days. Its awesome. I especially like the journal entries. A suggestion for Gregorys kids, FEMALE twins, D&D is set in a nonsexist world,a female heir(or two) is a simple twist from the presumed norm, and you guys seemed to be looking for a twist. |
| deanruel06-10-07, 09:43 PM | I don't get it, instead of a truly neutral entity, coexisting with the settlers of Eckland and further extending the roots of its history (which is a great idea as some of you agreed) you want to turn it into a dumb but very huge animal The problem is that we HAVE that. The nuetral nature spirit entity that becomes part of Eckland's history forever IS a good idea and it's one we've used. It would feel very silly to do it again. I like the "got frightened" idea the most but if you proposed one you liked more yourself that felt SIGNIFICANTLY different enough from Ezra then I'd be all for it. |
| Rockjaw06-10-07, 10:03 PM | I know I proposed it, but I am leaning to #4 or #5. As I see it either one will add (possibly) another "character factor" to the town with the aquatic elves or the trapped (magicaly cursed) druid, and both of these are far enough away from the nature guardian plot line we already explored.... Not looking to start a war on the board by any means, but I think we can include a non-guardian and keep adding unique and distinctive flavor to the town. Otherwise what will be the next step......a fire elemental..? |
| Johnny_Angel06-11-07, 11:22 AM | I'm not quite sure how I feel about the elemental now. Originally I voted yes, but now I'm starting to agree that it feels rehashed... ...and on that note, I feel somewhat like having Gregory produce twins would either end up being a Dragonlance rehash or a Star Wars rehash. I like the idea; I just want to make sure we end up doing something different, or -at the very least- do something the same, but take inspiration from a lesser known source. In this instance I don't think "rehashing" (if you want to call it that) would be necessarily bad, but just make sure to broaden our sources so that we don't carbon copy anything. Getting back to the water elemental; I was thinking, and the "river becoming alive" via the magic could manifest in many different ways. One of the most basic ways would be that more fish and crabs and more other animals in the river. More food would attract more predators; that was one of my reasons for mentioning the Sea Cat when I originally commented on the idea. Since the river is connected (I think) to the ocean, any sort of creature could have swam into the river seeking food. Once there the creature became territorial over a section of the river. The only fault with using an animal of some sort would be that Ezra could just tell it to go away if it was bothering the town, so it should be something more than just an animal, but I'm not sure what to vote for. Perhaps the temporary pulse of magical power which caused the river to come alive was akin to a pebble being tossed in the proverbial water; that magical power sent a sort of ripple throughout the planes. This ripple opened a portal to each one of the various planes (although they had to be planes which had water or some sort.) The portal was only open for a few brief seconds, so nothing really had a chance to come through; however, there was one creature which just happened to be at the right place at the wrong time and got sucked through the portal and into the river near Eckland. That creature is a ___________. These aren't really proposals. I'm just trying to toss a few ideas out there. |
| Sylvaroth06-11-07, 11:56 AM | A sea cat is no animal, it is a magical beast. And no, since the river flows from the mountains, it will most likely be a freshwater river, an environment where not just any seawater creature can comfortably survive. |
| Argo06-11-07, 03:07 PM | I vote yes on mischievous adolescent aquatic elves. |
| Sylvaroth06-11-07, 03:19 PM | I do already hate those punks :D |
| Argo06-11-07, 05:47 PM | I love anytime an elf can be a villain. Except for drow. Because drow are lame. |
| Rockjaw06-11-07, 09:27 PM | Chronicles of Eckland Year 11, Months 4, 5, 6 Smelling the smoke and seeing a glow from a fire Dell reacts by alerting the guard and additional lookouts. Branzig with Jack Heppert. Along with a dozen guardsmen approach the site of the fire, moving cautiously through the wood they discover……. A small campsite. Two smallish bedrolls and a small cook pot, nearby two war ponies and two regular ponies along with a large cart. As the town guard enter the campsite scratching their chins and passing questioning looks around a voice booms from the nearby wood. “Drop you weapons, and receive my mercy or fight and receive my wrath.!” Everyone freezes still. Branzig slowly turns to see…A bare-chested Halfling holding a blade, his sun colored hair tied in a loose ponytail. “My name is Bellamin Lightouch, and you are my prisoners.” “Now wait one minute” growls Jack Heppert, stepping foreword. “You’ve no call…” THUNK ! A white and red fletched arrow impales inches in front of his foot. All eyes turn to see another Halfling standing on a large rock, another arrow pulled back. “I won’t miss” says the one with blue eyes. This tense encounter ends shortly afterwards with Branzig and Bellamin walking together to Eckson Keep for breakfast, Gregory is introduced to Sir Bellamin Lightouch, Protector of the Way, a Paladin of Ehlonna. And his Squire Goodman Panros Trickfoot. Sir Bellamin Lightouch – Halfling Pal 5 Goodman Panros Trickfoot – Halfling War 3 The Halflings intent is to locate a place to start a small Temple devoted to Ehlonna and word reached them of the strong nature connection that the town has. Other Events: Cotter Magin is quickly becoming the richest man in Eckland; his trading connections are bringing him vast wealth and respect. Even after the loss of the river trading vessel Cotter will not be deterred he arranges with Sam Thompson to construct more docks and at the end of summer 6 fully working docks each capable of taking a river barge on either side are constructed. To make the dock area more efficient some of the local Dwarves are hired by Cotter to build an unloading device and the new “crane” immediately begins to see much use. Cotter names one of his most trusted employees, Walian Droverson, “dock master” and charges him with overseeing importing and exporting material. Sam Thompson has been busy completing two new grain houses and a large cold-storage building to house the harvests; these are placed to Roland Ashoff to manage. Sam is also negotiating to start paving the streets in town with cobbled granite come next year. Branzig and Lord Eckson have decided that with the coming birth, a core of house hold guards needs to be established. Branzig takes 10 of his most trusted and experienced warriors and permanently stations them in the Keep. The “Houseguard” are commanded by Branzig until he can name a commander for them. Morren has been interviewing and assigning girls from the town to work in the keep as maids, cooks, and servants, effectively starting a “staff” to help the Ecksons with everyday items and tasks. Tuaim Ban completes his new home and has a great celebration, inviting everyone to come to a dinner at his new place. Everyone is amazed and awed by what have been built by Tuaim and the craftsmen of the town. During the summer new families arrive to settle here; 10 farming families from Eastland A Thatcher and his family from Southcity A Bookbinder from Seatown 34 labors from almost everywhere Noteworthy Events: Samantha and Orn have been seen working together a lot, sometimes late into the night, they are working on a project for Eckson but rumors do abound Grakos has gone to Seatown again and returned with another two light ballista, he has also managed to acquire a score of hand-axes and ten pikes. The kobold miners are angered over the Gentlecoin brothers business claiming that their found gems are being undervalued on purpose. TOTAL POPULATION – 570 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 11) Ezra (Awakened tree druid 6, CR8) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus (Expert-2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Commoner 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-3, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 50 First level Warriors HOUSEGUARDS- (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cooper's Store Dairy Docks (6) Dock Crane Eckland Keep / Town Hall Eckland Arena Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Tavern 3 (Dizzys) Timberwright Water-Wheel Weaver/ Tailor's 276 Resident Homes TOWN COFFERS- Gold: **working on it** 1 silver bar PS: I left out anything on the sea-monster as we are still working on that one |
| Sylvaroth06-12-07, 01:38 AM | Changes in the stat block: PLAYER CLASS CHARACTERS Ezra: Druid 5 to Druid 6 (note, that we have yet to decide about the changes to Ezra's and Gregory's stats upon leveling up) NON-PLAYER CLASS CHARACTERS Dell Sherwyn: Commoner 1 to Warrior 1 (I think we should wait to make him War2 until he officially gets a promotion) Added to the 'Cast of Characters': Sir Bellamin Lightouch ('light ouch!' :D) Goodman Panros Trickfoot Walian Droverson (I'll stat him as Exp1, until we decide otherwise) Formula: ([Tax Per Capita x Town Population + Toll Modifier] x Months Chronicled) + (Receipts – Expenses) Town Coffers from year 11, January to March: 39,349 gp Year 11, April to June Chronicled Months: 3 Town Population: 570 Expenses: 0 gp ([2 gp x 570 + 5 gp] x 3) = 3,435 gp 39,349 gp + 3,435 gp = 42,784 gp Note, that the silver bar (50 gp) has been included for all calculations. The tax per capita has been increased from 1,75 to 2. I propose that, upon becoming a small town (population 901+), we should also consider a temple rate (1/10) and royal taxes (1/5). I suggest two options to do this (one complicated and one easy): Increase the taxes Each citizen of Eckland is assumed to earn a monthly sum of 32 gp (35 gp with 'blessed land' or 40 gp 'magically enhanced'), resp. an annual sum of 384 gp (420 gp with 'blessed land' or 480 gp 'magically enhanced'). 5% of this income will be paid as a tax as a monthly sum of 1.6 gp (1.75 gp with 'blessed land' or 2 gp 'magically enhanced'), resp. as an annual sum of 19.2 gp (21 gp with 'blessed land' or 24 gp 'magically enhanced'). A temple rate of 1/10 (either paid to Brother Atil or the main temple in Whatsittown) would increase the tax multiplier from 0.05 to 0.15, and a royal tax of 1/5 would even further increase it from 0.15 to 0.35. This would result in a monthly tax of 11.2 gp (12.25 gp with 'blessed land' or 14 gp 'magically enhanced'), resp. an annual tax of 134.4 gp (147 gp with 'blessed land' or 169 gp 'magically enhanced'), so that a citizen will have to pay 35% of his income as tax. Gregory pays the taxes If the royal tax and the temple rate were based on the monthly increase of the town coffers rather than the income of the citizens, this would mean, that each citizen still paid a monthly sum as shown above (1.6 to 2 gp), but only 70% or 1.12 gp (1.225 gp with 'blessed land' or 1.4 gp 'magically enhanced') of that sum go to the town coffers. 10% or 0.16 gp (0.175 gp with 'blessed land' or 0.2 gp 'magically enhanced') are paid to the temple, and another 20% or 0.32 gp (0.35 gp with 'blessed land' or 0.4 gp 'magically enhanced') are given as a tribute to the king. Here are some new formulas: Monthly Temple Rate Tax Per Capita x Town Population x 0.1 and Monthly Royal Tax Tax Per Capita x Town Population x 0.2 or Total Expenditure Tax Per Capita x Town Population x 0.3 Town Coffer Increase ([Tax Per Capita x Town Population + Toll Modifier] x Months Chronicled) + (Receipts – [Total Expenditure + Expenses]) or Town Coffer Increase ([[Tax Per Capita x 0.7] x Town Population + Toll Modifier] x Months Chronicled) + (Receipts – Expenses) For example, Eckland just hit the 901-citizens mark, thus the calculation of the royal tax, the temple rate, and the monthly increase of the town coffers look like this: ([Tax Per Capita x Town Population + Toll Modifier] x Months Chronicled) + (Receipts – [Total Expenditure + Expenses]) Chronicled Months: 1 Town Population: 901 Expenses: 0 gp Taxes & Toll (2 gp x 901 + 10 gp) x 1 = 1,812 gp Royal Tax 2 gp x 901 x 0.1 = 180 gp 2 sp and Temple Rate 2 gp x 901 x 0.2 = 360 gp 4 sp or Total Expenditure 2 gp x 901 x 0.3 = 540 gp 6 sp Town Coffer Increase 1,812 gp - 540 gp 6 sp = 1,271 gp 4 sp or (if you are only interested in the town coffer increase) Town Coffer Increase ([2 gp x 0.7] x 901 + 10 gp) x 1 = 1,4 gp x 901 + 10 gp = 1,271 gp 4 sp |
| EffigyOfFaith06-12-07, 08:20 AM | Regarding Gregory's twins, I propose that at least one, probably the elder or the boy, have some sort of physical deformity that is at least mildly debilitating. This could lead to varied conflict regarding his place in Eckland. |
| deanruel06-12-07, 12:21 PM | Eckland, Month's 7, 8, and 9 As summer comes to Eckland Lady Marian becomes something of a celebrity. Now very clearly in the latter stages of pregnancy she is waited on practically hand and foot even by members of the community Eckson does not employ. Gregory's behavior has become noticeably out of character with the oncoming arrival of his child. He demands that a small retinue of guard accompany Marian even on walks through town and he has twice allowed something as small as a cough or a sneeze cause him to purchase a casting of remove disease from Brother Atil. Eckson also spent some money from the town coffer on a series of scryings with Tuaim. He now knows that a water elemental plagues their river waters. The size of the creature alarm's Eckson. Under normal circumstances he would simply go out and fight the creature. One of them would die, most likely the elemental, and if it -was- Eckson then he would die fighting to protect those he cared for. So be it. But now it was different. Eckson didn't just have himself to look after. He wasn't the one man army he used to be and even though he was just as deadly as ever if he lost a single fight then his wife would be widowed and his children abandoned. Eckson asked Cotter Magin to hold off river travel for a few weeks until he could figure out a better, safer solution to the problem. The Halfing Paladin pays a significant amount of money to have a small temple of Ehlonna constructed. Gregory offers some assistance with his lyre and speaks at some length to Lightouch about the future of the town, the temple, and it's people and how Lightouch could be of assistance to that end. Finally Gregory gives a list of spells for Tuaim and Atil to prepare on the day his wife goes into labor. Thanks to Tuaim's divination's Eckson knows this date should be sometime around October 9th. So come that week the spellcasters should have the requisite spells prepared. TOTAL POPULATION – 570 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 11) Ezra (Awakened tree druid 6, CR9) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus (Expert-2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Warrior 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-3, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) Marian, (Aristocrat-2) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 50 First level Warriors HOUSEGUARDS- (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cooper's Store Dairy Docks (6) Dock Crane Eckland Keep / Town Hall Eckland Arena Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Tavern 3 (Dizzys) Timberwright Water-Wheel Weaver/ Tailor's 276 Resident Homes TOWN COFFERS- Gold: 46,219 1 silver bar COFFER CALCULATIONS= Town Population X 2 X Month's Chronicled A few notes. 1- I thought ezra went up to level 5, when did he hit level 6? 2- I put Dell down as warrior 1 3- I put Marian in as Aristocrat 2 4- The spells prepared for marian's birth are just cures and heals and remove diseases and then a few enchantments for the pain. Like a suggestion that you don't feel any pain or something like that. Maybe even a couple blesses or something just for ritualistic purposes. 5-This is mostly to Sylvaroth: I took the +5 gp thing out of the calculations. At the level we're bringing in money a +5 gold influx isn't even worth considering. If Cotter makes 5% less business than usual one month it will push our taxes more than that so it doesn't even matter. This also makes the calculation much much simpler for anyone else doing it. Now it's just the town pop X 2 and anyone can do that. 6-finally, to whomever does the next post. I propose non-identical twin boys! |
| Sylvaroth06-12-07, 01:06 PM | A few notes. 1- I thought ezra went up to level 5, when did he hit level 6? Uhm, Ezra hit level 5 about 4 years ago (the Great Battle). Then, after the Battle at Mt. Generic... Achievements Eckson gains a level Ezra Gains a level If he gained a level after participating in the 'Battle at Mt. Generic', he is now a druid of 6th level. And for all of those who want to know when exactly Ezra hit which level, I suggest to read the 'Cast of Characters'-section of 'The Chronicles of Eckland': Ezra the Awakened an awakened tree (Druid 3, 4, 5, 6) 2- I put Dell down as warrior 1 Well, he should be, for as long as he isn't promoted, but you did forget about Walian Droverson, Sir Light:banghead:Ouch, and Squire Trickfoot. 3- I put Marian in as Aristocrat 2 I fixed Marian :D oh and you should add her last name, non? 4- The spells prepared for marian's birth are just cures and heals and remove diseases and then a few enchantments for the pain. Like a suggestion that you don't feel any pain or something like that. Maybe even a couple blesses or something just for ritualistic purposes. I love how you describe the paranoid father-to-be and his actions (wouldn't we all do the same, if we had Gregory's possibilities?) :) 5-This is mostly to Sylvaroth: I took the +5 gp thing out of the calculations. At the level we're bringing in money a +5 gold influx isn't even worth considering. If Cotter makes 5% less business than usual one month it will push our taxes more than that so it doesn't even matter. This also makes the calculation much much simpler for anyone else doing it. Now it's just the town pop X 2 and anyone can do that. Fine, but what about the royal tax and the temple rate? 6-finally, to whomever does the next post. I propose non-identical twin boys! I propose a triplet :D A girl and two boys :evillaugh: Still on the schedule: Ezra's stats, descriptions of buildings (the houses of the founder families, the keep, 'the Shrine', 'the Tavern', etc.) a city map of Eckland, a map of Eckland and its surrounding area. |
| Argo06-12-07, 01:42 PM | Eckland, Month's 7, 8, and 9 Eckson also spent some money from the town coffer on a series of scryings with Tuaim. He now knows that a water elemental plagues their river waters. I thought we had voted nay on the elemental and yea on water elves? Could the water elves have a water elemental under their control? Could they have tricked the scrying? When did "Mage" become a player class? I propose we make Thanatos either a sorceror or a wizard, or move him to the NPC list. I propose that Markul starts making trouble for Cotter Magin. Markul won't stand by idly while someone else makes more money than he. I propose something is living in the "gem tunnel". Good posts guys. |
| Argo06-12-07, 01:47 PM | I propose that Rockjaw designs Ditzy's pub, the Sleeping Minotaur. EDIT: I also propose that the Minotaur who finished second in the drinking contest stayed on to be Ditzy's bouncer. We don't have enough ethnic diversity for my taste. |
| Sylvaroth06-12-07, 02:59 PM | I thought we had voted nay on the elemental and yea on water elves? Could the water elves have a water elemental under their control? Could they have tricked the scrying? I loved this idea: Perhaps the temporary pulse of magical power which caused the river to come alive was akin to a pebble being tossed in the proverbial water; that magical power sent a sort of ripple throughout the planes. Now while this ripple caused the spirit of the water to stir, a gang of young aquatic elves, coming up the river, discovered it and started to mess around with the 'device' that binds it to the river... When did "Mage" become a player class? I propose we make Thanatos either a sorceror or a wizard, or move him to the NPC list. Thanatos the Chronologist of Eckland (Wizard 1) I propose that Markul starts making trouble for Cotter Magin. Markul won't stand by idly while someone else makes more money than he. While I like the general idea of this, I somehow dislike the thought of Markul (the unscrupulous and calculating businessman) making trouble out of jealousy. Give him a reason, let Cotter outbid him on a promising venture (maybe involving the establishing of a new trade route by river or of a trade mission in a commercial port in Seatown/Seaport). This would seem sufficient for Markul to take steps to foil Cotter's plans (e.g. by using freebooters). I propose something is living in the "gem tunnel". Which gem tunnel :confused: I propose that Rockjaw designs Ditzy's pub, the Sleeping Minotaur. Added to the schedule EDIT: I also propose that the Minotaur who finished second in the drinking contest stayed on to be Ditzy's bouncer. We don't have enough ethnic diversity for my taste. I would love that. Promises regular drinking contests :D Still on the schedule: Ezra's stats, descriptions of buildings (the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', 'the Tavern', etc.) a city map of Eckland, a map of Eckland and its surrounding area. |
| Argo06-12-07, 05:04 PM | I somehow dislike the thought of Markul (the unscrupulous and calculating businessman) making trouble out of jealousy. Give him a reason, let Cotter outbid him on a promising venture (maybe involving the establishing of a new trade route by river or of a trade mission in a commercial port in Seatown/Seaport). This would seem sufficient for Markul to take steps to foil Cotter's plans (e.g. by using freebooters). That's exactly the sort of thing I mean. If I make a vague sort of suggestion, it's because I don't want to write the whole thing myself. It's a team effort. See the Halfling Paladin. If I had said what the smoke was, it'd have been some anti-nature arsonists or something. The halfling Paladin was a way better idea. That's why I make half-proposals. Markul makes trouble. Something is living in the gem tunnel, et cetera. Which gem tunnel :confused: ...the one with all the gems in it. That the Kobolds found. In the last Chronicle I wrote: Some of the kobold miners discover a tunnel that seems to have been hidden by someone (or something) that's chock full of precious gems. What did you think of my Minotaur idea? I would love that. Promises regular drinking contests :D Oh... cool. So that's two for the Minotaur, zero against. |
| Rockjaw06-12-07, 05:05 PM | I propose that Rockjaw designs Ditzy's pub, the Sleeping Minotaur. EDIT: I also propose that the Minotaur who finished second in the drinking contest stayed on to be Ditzy's bouncer. We don't have enough ethnic diversity for my taste. Ok I'll work on the pub. for dizzy but I want some input what do YOU ALL want in a pub....? PS I vote yes for the Minotaur |
| Argo06-12-07, 05:14 PM | Ladies and gentlemen, we have ourselves a Minotaur! |
| deanruel06-12-07, 05:25 PM | Love the Minotaur idea. I'll throw that into my next chronicle if no one does it first. As to the elves I didn't put them in because everyone had voted enough times for the elemental to make it happen and as far as I know it was just you and sylvaroth for the elves. So I just went with what I was comfortable putting down. |
| Argo06-12-07, 05:39 PM | As for what we need in the pub... Dizzy has his winnings from the big drinking contest to spend, as well as his saved winnings from other smaller drinking contests versus the miners and the like. And, why not, let's say he routinely gets lucky at the poker game over at the gambling house. Dizzy is doing everything he can, calling in every favor he has in order to make "The Sleeping Minotaur" into every boozehound's fantasy. Must haves: Some kind of ale fountain. Upstairs living quarters for Dizzy. With private bar, for those thirsty nights. Thought... perhaps, Dizzy gave Markul a percentage ownership, in exchange for extra capital to build it... I propose that in order to finance construction of "The Sleeping Minotaur", Dizzy gave part ownership to Markul Gentlecoin. The Grand Opening is slotted for a few months from now (1 - 2 Chronicles, after Rockjaw can post a description). Retconned from my stating that it had already opened. |
| deanruel06-12-07, 07:50 PM | First of all. I think that ditzy's bar would not be the sort to have a spiral staircase and a fountain. This guy is a drunk named "Ditzy" so ...c'mon. I imagine his bar would be a good bar but it would be a bar for people like Ditzy. Hard drinking, bar hopping, shot downing guys like Ditzy. None of this royal ball stuff. Ditzy is the sort of guy who'd hire a freakin minotaur to bouncer his bar so I think he's obviously expecting a bit rougher fare. And on a more serious note. Argo I'm beginning to grow a bit uncomfortable with the level of attachment you seem to have to Markul. 3 out of your last 5 posts have revolved around him and a good number beyond where my "Topic Review" post summary ends. You made the character and it makes me uncomfortable that you have so much interest in getting him to be a power center in Eckland. If that's what he turns out to be then that's fine but it shouldn't be by your hands really. Now I may be interpreting things wrong here but I don't think I would be out of line to say that you consider Markul "yours" and that is the sort of thing I want more than anything to avoid in this thread. I like Markul, everyone like's Markul, but if people don't post about him then that's fine. He's just one of 600 people that this thread is about. |
| Iolana06-12-07, 11:46 PM | I propose a triplet :D A girl and two boys :evillaugh: Still on the schedule: Ezra's stats, descriptions of buildings (the houses of the founder families, the keep, 'the Shrine', 'the Tavern', etc.) a city map of Eckland, a map of Eckland and its surrounding area. Seconded on the triplets...hehehe. Hey, they don't know how many babies are growing in there. What a huge surprise (no pun intended!) that would be! Sorry about lagging on the maps. I had some personal baby matters to attend to the last week or so. No not my own, a friend was giving birth for the first time. Happy, healthy baby boy was *finally* born yesterday! (Stubborn already...lol!) Yes, everyone is doing great now! Just gotta catch up on some much needed rest. :) Iolana |
| Sylvaroth06-13-07, 02:23 AM | I suggest, we make Ditzy's the average 'Bar where the adventurers meet to...'. If Ditzy needs a business partner, why would he go to Markul. It is Cotter, who is the richest man in town, right? Any votes for or against the aquatic elf gang messing around with the elemental? I am working on a description of the city and the surrounding terrain. Oh, and Iolana, what's the name of your friend's baby? Still on the schedule: Ezra's stats, descriptions of buildings (the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', 'the Tavern', etc.) a city map of Eckland, a map of Eckland and its surrounding area. |
| Sylvaroth06-13-07, 03:40 AM | How many stuntmen do you know? How about professional bastketball players? How about astronauts, celebrities, CIA agents, Rap stars, or SWAT commanders? The answer is probably "not a lot" and the reason I ask is to give you an idea of the general rarity of PC's in the world. You see in the D20 system the above mentioned people are the folks you play as PC's and in the D&D system "Adventurers" are no more common. As such while it's perfectly acceptable to have people with PC classes move into the town they should not generally be more than 2% of the population. Most should be NPC classes of the appropriate type and when PC's DO come into town they should generally be of the 1st-5th level kind. An arrival of a 10th level PC into town would be like if Ludacris bought a house down the street from you. It's rare. Here's something I want to offer as advice for making the town really badass. Add badass characters. Immediately you say "WHAT!? You keep saying not to do that!" and that is a valid reply. I say "Don't add PC's" like a broken record. There is however a loophole here. And that is to make badass people with NPC classes! The badass loner hunter guy in the woods who eeks his own living? Warrior with survival ranks! The Magical spell slinger who can shoot hellfire from his very hands? 3rd Level Adept with burning hands! The sly thief, looking to take his profession to new heights? 4th level expert with sleight of hand, tumble, lock pick, and a whole host of other devious skills! See what I'm doing here. You can make characters. I want you to make characters. Characters with -character- are what makes D&D great, just don't make them Player Character'S. You can introduce 3rd to even 5th level characters until your face blows off but there's no need to make Ranger/Rogue's and Archmages. NPC classes are the name of the game and they should be used to their full extent. With a population of 570, we have 11 PC-slots now (12 as soon as we hit 600). Eight of those are already occupied (Gregory 11, Tuaim Ban 8, Glimrick 7, Ezra 6, Sir Lightouch 5, Ilśvėn 3, Thanatos 1, and Sara 1). That's 3 open slots (assuming Dagger-Ears does not count, since he left some years ago). Now, before storming Eckland with new PCs (first we should invest some more work into Sir Lightouch, to more integrate him), I suggest some changes in the existing slots: Sheriff & Deputies I think that Gunk and Book, returning from Mt. Generic (with news of the stone giants) will have leveled up (they left to train in the mountains IIRC). Thus I propose to let Ilśvėn level up, too (filling the empty 4th-level slot). Since she is all alone now, I propose to increase the number of her deputies by at least one (e.g. a kobold). Thanatos Since we haven't done something with Thanatos lately, I propose he becomes a 2nd-level Wizard for some good reason (sending him to Mage University as soon as he reaches level 3). Glimrick Gentlecoin I do also propose to do something with Glimrick. Either make him the leader of the freebooters (see post #843 above), send him away indefinitely or do something else, since he has not done anything of importance yet, other than occupying a valuable above-5th-level PC-slot. NPCs We should also decide on the class and level of Nimbal Firejack (Expert 2-3?), Orn (Expert 1-2?), and Shara (Expert 3-4?), and allow Cotter (the lowest level merchant in town), Dell, Marya, and Samantha (Adp1/Exp1?) to level up. The Promotion I propose, that Dolon gives Gregory a dragonscale full plate armor, prior to the latter's promotion (and knightly accolade?), made from the remains of Trogdax. Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland http://www.wizards.com/dnd/images/rl_gallery/100535.jpg -Eckland Keep as seen from the fields across the river- Picturesquely standing out against the mountain chain, majestically towering on a volcanic crag, and rising above the rolling hills, fertile fields, and mysterious woods of Eckland Valley, Eckson Keep is surrounded on three sides by the steep cliffs above the winding river. |
| Rockjaw06-13-07, 11:07 AM | Syl, that picture rocks..! That could completly be the keep Counter Proposals: 1.) Tuaim Ban takes both Thanatos and Sara in as students: training them until 3rd lvl then sending them to a wizards school 2.) Gunk & Boog both level up and the newest law enforcement are A) monsterous, and B) some of the girls that Iluven was training, We could have a female oriented police department 3.) I think I can successfuly incorperate both the water elemental and the Aquatic Elves.....but Ill leave it to voting Finally.... 4.) We already have several "criminal types" in town and a "evil crime house" also. Seems all we are missing is a way to bring it all together. Either we bring in a crime-boss to wrap up all the loose ends or we include something most foul to bring attention to the underworld orginization..... something like a murder....? PS Syl, when I introduced Nimbal Firejack he was a Horse trader and Animal Handler, I guess we could do expert either 2 or 3. I do agree that Cotter should be retro-ed to expert either 4 or 5 given all the trading and contracting he has done, his work to make Eckland a trading hub deserves that PSS Argo, I can make Dizzys Pub unique but you're describing something pretty fancy for a hard drinking tavern, if you want I can still make it great but as a "adventuring tavern" not so much as a billion-dollar boozers club. You included it and I'll design it how you wish but is seems kinda out of contex with the owner Anybody got a good Minatour name...? |
| Sylvaroth06-13-07, 11:51 AM | Syl, that picture rocks..! That could completly be the keep To give credit where it's due, it's a picture from Return to Castle Ravenloft (http://www.wizards.com/default.asp?x=dnd/ag/20061006b). I would, however, like to see some more feedback. Should I include a 'Important Sites and Areas of Eckland' in the 'Chronicles of Eckland', starting with the Eckson Keep-entry? 1.) Tuaim Ban takes both Thanatos and Sara in as students: training them until 3rd lvl then sending them to a wizards school Vote: Yes. 2.) Gunk & Boog both level up and the newest law enforcement are A) monsterous, and B) some of the girls that Iluven was training, We could have a female oriented police department Vote: Yes on both. 3.) I think I can successfuly incorperate both the water elemental and the Aquatic Elves.....but Ill leave it to voting Vote: Yes. 4.) We already have several "criminal types" in town and a "evil crime house" also. Seems all we are missing is a way to bring it all together. Either we bring in a crime-boss to wrap up all the loose ends or we include something most foul to bring attention to the underworld orginization..... something like a murder....? Either make Glimrick be the local crime lord or the murderer (with the option of Ecklands first execution/banning). PS Syl, when I introduced Nimbal Firejack he was a Horse trader and Animal Handler, I guess we could do expert either 2 or 3. Let's make him Exp2 and send him to Southcity to look for new and useful connections/animals. When he returns he has leveled up. I do agree that Cotter should be retro-ed to expert either 4 or 5 given all the trading and contracting he has done, his work to make Eckland a trading hub deserves that I don't like retconing much, let's decide to make him Exp3 for the next chronicle-entry and send him to Seatown/Seaport to establish his trade mission there. When he returns he will have leveled up again. PSS Argo, I can make Dizzys Pub unique but you're describing something pretty fancy for a hard drinking tavern, if you want I can still make it great but as a "adventuring tavern" not so much as a billion-dollar boozers club. You included it and I'll design it how you wish but is seems kinda out of contex with the owner I vote for the 'adventuring tavern' Anybody got a good Minatour name...? Currently Nameless :D I'd also like to ask for names of the river, the waterfall, and the woods (try to top Mt. Generic...really...try it :D). Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland [/list] |
| deanruel06-13-07, 12:41 PM | Eckland, Month's 10, 11, 12 Gregory begins the autumn season with a bang. At dawn one morning the villagers see Gregory, Tuaim, Atil and what must be 90% of the town guard wake up, gear up, and move out of town. Following the river southward the party only stops for occasional divination castings by Tuaim. Eventually they come upon the section of the river that Tuaim's scryings had revealed to be the resting place of the water elemental. Gregory nods to Tuaim and a quick casting of tongue's is placed on key members of those assembled. Gregory lifts up his head and roars "ELEMENTALLLLLLLL" in a deep guttural rendition of Aquan. Only a few moments pass by before the creature rises up from the river itself. Some 30 feet into the air the creature pulls itself up to and suddenly the great majority of those assembled no longer have any wish to be here. The Guard's hunts usually bring them up against creatures that 2 or 3 strong fighting men could tackle alone but this beast...this thing could kill any one of them. Eckson stands resolute as he addresses the creature "Elemental, you have infringed upon the territory I have rightful claim to and you have killed more than a dozen of my people. In doing so you have made a clear declaration of war against my peoples and I will not stand for it. Eckson paused just for an instant before speaking further. "Assembled here I have my 50 finest warrior's as well as my finest mages. In addition I myself have spent the last 3 decades of my life slaying creatures of equal or greature power than yourself. I have no doubts about which way this combat would go, and to whom would go the spoils of victory. But being no fool I understand your power, creature. And therefore I offer you the ability to make reparations under terms of service. In summary, you will stay here at this very spot in my lands which you call home. And you will agree to never, as long as you shall live, further harm any one of my kinsmen. In addition you will agree to protect this river if I should call upon you for aid in a time of crisis at which time you will be freed of servitude. You may agree to these conditions or we may fight. Finally, hoping he had done enough he said his last words: "What say you?" The creature stood motionless for a long while simply ebbing and flowing within itself as it is eternally made to do. Then finally as the creature sank back into the river a powerful reverberant voice slowly and lengthily spoke the phrase "IIIIIIII Agreeeeeeeeeeeee" and then disappeared from normal sight. At which point all assembled bristled with relief and began to make their way back home. Less than a month later in the beginning of October Lady Marian went into labor. She was tended to with incredible care for all of a day and some of a night before she gave birth to not one but two healthy baby boys! Everyone assembled was shocked. With all of their divinations, all of their communes and auguary's they'd asked everything imagineable about the birth except for "How many". The townsfolk were expectantly all a twitter with news and stories about the birth and the fact that no one would even see Lady Marian for a fortnight after the birth would only compound things but once she came out and introduced the town's newest celebrities "Jerald and Michael". TOTAL POPULATION – 572 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 11) Ezra (Awakened tree druid 6, CR9) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 3 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) Bellamin Lightouch (Palladin 5) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus (Expert-2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Warrior 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-3, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) Marian Eckson, (Aristocrat-2) Panros Trickfoot GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Commander (Warrior 5) Grakos Tigersoul, Guard Sergeant (Warrior 7) Handrell Justmore, Guard Sergeant (Warrior 3) Jack Heppart, Guard Sergeant (Warrior 3) 50 First level Warriors HOUSEGUARDS- (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cooper's Store Dairy Docks (6) Dock Crane Eckland Keep / Town Hall Eckland Arena Evil Crime House General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouse Inn Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Tavern 3 (Dizzys) Temple to Ehlonna Timberwright Water-Wheel Weaver/ Tailor's 276 Resident Homes TOWN COFFERS- Gold: 49,519 1 silver bar COFFER CALCULATIONS= Town Population X 2 X Month's Chronicled Noteworthy Events: When he wasn't helping to deliver children or tame beasts of elemental magic Tuaim has been spending time with Thanatos. The old wizard sees much potential in the boy and is trying to help in in what time he can spare. |
| Sylvaroth06-13-07, 01:23 PM | deanruel, that was even better than I had imagined. Have another :cookie: Thanatos (last name?) is a Wizard 1 Goodman Panros Trickfoot is a Warrior 3 Not included Sara Archer (Sorcerer 1) Nimbal Firejack (Expert 2) Formula: ([Tax Per Capita x Town Population + Toll Modifier] x Months Chronicled) + (Receipts – Expenses) Town Coffers from year 11, April to June: 42,784 gp Year 11, July to September Chronicled Months: 3 Town Population: 570 Expenses: 0 gp (2 gp x 570 x 3) = 3,435 gp 42,784 gp + 3,435 gp = 46,219 gp Since he did obviously include the toll for these months, the formula deanrule provided was incorrect. The result he arrived at, however, would have been correct, if he only had deleted the silver bar. Year 11, October to December Chronicled Months: 3 Town Population: 572 Expenses: 0 gp (2 gp x 572 x 3) = 3,432 gp 46,219 gp + 3,432 gp = 49,651 gp Note, that the silver bar (50 gp) has been included for all calculations. 49,651 gp - 50 gp (for the silver bar) - 49,519 gp (as calculated by deanruel) = 82 gp Now what did Gregory buy from these 82 gp I ask? Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland |
| Argo06-13-07, 02:04 PM | First of all. I think that ditzy's bar would not be the sort to have a spiral staircase and a fountain. This guy is a drunk named "Ditzy" so ...c'mon. I imagine his bar would be a good bar but it would be a bar for people like Ditzy. Hard drinking, bar hopping, shot downing guys like Ditzy. None of this royal ball stuff. Ditzy is the sort of guy who'd hire a freakin minotaur to bouncer his bar so I think he's obviously expecting a bit rougher fare. Truer words have never been spoken. Then it's settled. Ditzy's is rough-and-tumble. And on a more serious note. Argo I'm beginning to grow a bit uncomfortable with the level of attachment you seem to have to Markul. 3 out of your last 5 posts have revolved around him and a good number beyond where my "Topic Review" post summary ends. You made the character and it makes me uncomfortable that you have so much interest in getting him to be a power center in Eckland. If that's what he turns out to be then that's fine but it shouldn't be by your hands really. Now I may be interpreting things wrong here but I don't think I would be out of line to say that you consider Markul "yours" and that is the sort of thing I want more than anything to avoid in this thread. I like Markul, everyone like's Markul, but if people don't post about him then that's fine. He's just one of 600 people that this thread is about. Have I been posting Chronicles wherein Markul unseats Eckson and breathes fire on the peasantry? I've merely proposed that he do something. It bothers me when characters with potential do nothing. Since I did not, in fact, create the character, I don't see why I shouldn't be allowed to suggest that he do something. I have played characters like Markul before, so I can relate to his motivations and believe I can make suggestions on what a character like that would do in a given situation. It also bothers me that Iluven and Thanatos haven't done anything in a while, but I've never played a Monk or a Wizard before, so I feel less at home making proposals for their behavior. I play Rogues, dean. Markul, Glimrick, Gavin Carpenter, these are characters I understand. I feel comfortable making suggestions for them. If you want to make some too, by all means, do. I just don't really know what an adolescent wizard would do. I do know what a conniving gnomish thief would do. It's a team effort. On a team, you play your own strengths. |
| Iolana06-13-07, 02:12 PM | Oh, and Iolana, what's the name of your friend's baby? Stephan Michael (last name obviously withheld). Too late I see to have a naming contest for the twins! I'd have voted for Stephan and Michael ;) hehehe. Suggestions: River Names: Required River Cascadia River Waterfall: Slacker's Falls Spirit Falls Woods Big Forest Whispering Woods Minatour Murk Chokemarrow Thoughts on Eckson Keep: It's perhaps a little more elaborate than what I had imagined. I imagined there would be a little more wiggle room between the keep and the river as well, flattening out of the land down from the keep to the river. For me, it doesn't scream out to me "Oh yeah baby, this is Eckson's Keep!" I'd think it would take him all day to get down to the heart of town from where it is located, and Eckson doesn't seem like the type of ruler to distance himself that much from his people. I like the description though, the description works (although I might would say "winding" instead of "bending" but that's a nitpick...lol). The picture needs a little work I think. My :twocents: :hides: :) Iolana |
| Argo06-13-07, 02:43 PM | Minotaur's name: Asterius. (This was the name of the original Minotaur of Greek mythology. And, why not, let's steal it.) |
| Sylvaroth06-13-07, 03:26 PM | It also bothers me that Iluven and Thanatos haven't done anything in a while, but I've never played a Monk or a Wizard before, so I feel less at home making proposals for their behavior. That's why I proposed to give Ilśvėn a good reason to level up. Rockjaw provided the perfect means. She trains the next generation of deputies (probably participating in the monster hunts). And that's only one of the above given examples. It's a team effort. On a team, you play your own strengths. Have a :cookie:, too Stephan Michael (last name obviously withheld). Too late I see to have a naming contest for the twins! I'd have voted for Stephan and Michael ;) hehehe. We should seriously have had a naming contest. I don't like the name Luther and want to veto (instead of saying STOP, I'd like the other participants to discuss this and vote for or against the following names). I propose to name the twins Jerald and Michael. Suggestions: River Names: Required River Cascadia River Waterfall: Slacker's Falls Spirit Falls What about Cascadia Falls? Thoughts on Eckson Keep: It's perhaps a little more elaborate than what I had imagined. I imagined there would be a little more wiggle room between the keep and the river as well, flattening out of the land down from the keep to the river. For me, it doesn't scream out to me "Oh yeah baby, this is Eckson's Keep!" I'd think it would take him all day to get down to the heart of town from where it is located, and Eckson doesn't seem like the type of ruler to distance himself that much from his people. I like the description though, the description works (although I might would say "winding" instead of "bending" but that's a nitpick...lol). The picture needs a little work I think. My :twocents: :hides: :) Iolana I changed it to 'winding' :D The keep is situated about 80 to 100 ft. above the river. Assuming the picture shows the keeps west side, I imagine some path would lead straight down on the east side to the valley on the side of the 'castle hill', where the village lies, so Gregory could storm down there once alarmed in only a few moments. Remember also, that the Eck's Sprint isn't a contest of Strength for nothing. Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland [/list] |
| Iolana06-13-07, 04:05 PM | I don't like the name Luther and want to veto. I propose to name the twins Jerald and Michael. I like Jerald and Michael too. Luther sounds too vilanous (is that a word? lol) What about Cascadia Falls? I like Cascadia Falls as well. I thought of Spirit Falls at first though because wasn't that where we first saw the monk training? It gave me a rather spiritual feeling. Cascadia River because it would be cascading thru the mountains. Either way, works for me :) I changed it to 'winding' :D The keep is situated about 80 to 100 ft. above the river. Assuming the picture shows the keeps west side, I imagine some path would lead straight down on the east side to the valley on the side of the 'castle hill', where the village lies, so Gregory could storm down there once alarmed in only a few moments. Remember also, that the Eck's Sprint isn't a contest of Strength for nothing. Cool, I like the "winding". Okay, so in the picture, "trying to get it into my head" you are imagining the river going beneath (where we can't see it) the keep? In the deepest part, hidden currently by the trees? And the valley where the town is would be off to our right as we look at the picture then? There appears to be a little bridge back there that goes off, that is why I'm thinking the town might be that way. I'm also thinking I need to get out the good old fashioned pencils and paper and just sketch it out better so we get a wider "view" (luckily I have some of those handy ;) ) :) Iolana |
| Argo06-13-07, 04:26 PM | Proposal: Instead of the Fighter / Wizard dynamic that's been done to death, I propose we have the twins split on a Fighter / Rogue dynamic. Michael, the Fighter. Jerald, the Rogue. |
| TimelordSimone06-13-07, 04:47 PM | Proposal: Instead of the Fighter / Wizard dynamic that's been done to death, I propose we have the twins split on a Fighter / Rogue dynamic. Michael, the Fighter. Jerald, the Rogue. I totally vote for that. I also ask what happened to the aquatic elves... Do they still exist? |
| Argo06-13-07, 05:19 PM | Oh, they exist. 3.) I think I can successfuly incorperate both the water elemental and the Aquatic Elves.....but Ill leave it to voting. And they're coming in. |
| Sylvaroth06-13-07, 05:20 PM | Yeah, the good Fighter/Paladin and the evil Rogue! That's a dynamic (though at least 16 in the future) not even deanrule can say anything against. :D Oh, and Iolana, you got it right. Remember that the river comes from the mountains in the east and winds down to the south (as we saw in the last post), if you decided to do some sketches. After the last post, I think it's pretty difficult to team up the elves and the elemental, but I am still for some mischievous aquatics, even if they haven't got anything to do with our new guardian. And we have 2 votes against Luther and 1 for Michael (as said above, since I vetoed, I don't think I should also vote). Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland [/list] |
| TimelordSimone06-13-07, 05:59 PM | I vote for Michael (I really like that name for some reason...) I vote for Cascadia Falls. I propose River Winding, or something like that... |
| Sylvaroth06-13-07, 06:07 PM | That's 2 for Michael and 2 against Luther. 2 for the fighter/rogue twins. 2 for Cascadia Falls. And my vote for the River Winding (that's another :cookie: from me) :D Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland [/list] |
| Argo06-13-07, 06:17 PM | Vote for Pedro. ... I mean, Michael. I vote against "Cascadia". Unless Eckland is in the American Pacific Northwest. |
| Sylvaroth06-13-07, 06:41 PM | That's, it. The twins names are Jerald and Michael, already edited by deanruel. If not Cascada, what about Cascading Falls? Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland [/list] |
| Iolana06-13-07, 06:43 PM | I vote against "Cascadia". Unless Eckland is in the American Pacific Northwest. *does a google search* *looks at Argo's location* :embarrass I had no idea. Wasn't even basing it off of anything I know in real life! I am no where near there, and had no idea of its existance. I vote for River Winding. I like the reversal of the traditional of what you would expect (The Winding River). Oh, and Iolana, you got it right. Remember that the river comes from the mountains in the east and winds down to the south (as we saw in the last post), if you decided to do some sketches. Coolness. I'll get going on that. Don't expect a Picasso ;) lol. :) Iolana |
| Sylvaroth06-13-07, 06:49 PM | That's 2 for Cascadia Falls 1 against it (suggested alternative Cascading Falls) 2 for the fighter/rogue twins. And 2 votes for the River Winding. We have yet to decide on a name for the woods and maybe the mountain chain? Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland [/list] |
| tharivol26606-13-07, 07:05 PM | I vote against "Cascadia". Unless Eckland is in the American Pacific Northwest. *scribbles on map* okay so seatle has been officially renamed eckland i vote yes for cascadia. it sounds nice. btw i just finished reading through and this is amazing. ill be contributing more later but i need ideas first. Proposal. it would seem that when there is a birth it gets added to the town population and since the town population is how we derive the taxes this would imply that the first thing a baby does when it is born is hand over the taxes for the month. I propose that henceforth we have one number that is the adults of the town that are making money and paying taxes and another for the number of children. |
| Argo06-13-07, 07:16 PM | I vote yes on Cascading. Cascading works. I propose that henceforth we have one number that is the adults of the town that are making money and paying taxes and another for the number of children. I vote no on this. That'd be way too complicated, and incredibly unnecessary. Taxes are population times two per month, and that's fine as is. |
| tharivol26606-13-07, 07:22 PM | so it is too complicated to say 8 families of four move in. there are five children too young to work in the fields (or whatever). also one child was born this month population +27 adults +6 kids EDIT: i said henceforth because i know and agree that it would be too complicated and a waste of time to go back and figure out how many kids there should be right now. i would suggest that if we adopt this that we say 20 kids are below working age as of now. |
| Johnny_Angel06-13-07, 07:24 PM | proposal I propose that one of the PC class slots be filled by a Dwarven Rogue. He is either hired by Gregory or found by Iluven and given a job as a law enforcer. Not a rogue in the traditional sense of being a thief, renegade, or scoundrel; just someone who knows the tricks and skills of the rogue trade and uses that knowledge to help fight crime. *Possible names (if accepted): Pallig Grimstone Steingrim Glumfist Giertjof Tordheim Gunulf Jedengier Agdir Strakhelm Olrik Van Madfire Kolskegg Wornhammer *If accepted, feel free to come up with totally different names or mix and match the names given. |
| deanruel06-13-07, 07:57 PM | Now what did Gregory buy from these 82 gp I ask? I made him pay 1/4 (or 1/5) price for the divinations being cast. Fighter Rogue: I like it. Lets do it. Luther to Michael: Sure Cascadia Falls, Spirit Falls: I like Spirit Falls better. Minotaur name?: Murk is kinda cool. I like that. Whatever it is it's gotta fit the image and I think it should only be one name. This guy has an intelligence of around 6 so I don't even know if he could -remember- a last name Eckson Keep and everything else like that: Once again this really isn't my area but I do picture Eckson Keep as fairly small and fairly near the town. But hey, do what you will. I'm down for whatever |
| Rockjaw06-14-07, 01:13 AM | Eckland Year 12 Months 1, 2, & 3 Everyone in the town is still buzzing over the birth of the Twins, a grand celebration is being planned for the summer so that Eckson can show them off to everyone. Marian is working to understand that she has handmaidens to do work for her and is constantly reminded, gently, that a "Lady does not soil her hands". Gregory laughs to himself in amusement, everytime he sees her "shooed" out of the kitchen. Tuaim has started to teach both Thanatos and Sara and moves them into his tower for training. The weavers and tailors have made matching uniforms for all three, Long black brocade vests with a silver threading, Deep green trousers, a split skirt for Sara, and good black leather boots for both. Tuaim gave each of them a custom made black leather belt with a small black pouch The only differance is that Tuaim has gold clasps on his vest, while thiers are plain polished steel. Both Thanatos and Sara spend thier days running frm one end of town to another, fetching spell componuts or blank books and ink Come the second month Iluven returns with Gunk and Boog, leading two dozen scrubby looking humans and non-humans into town and straight to the jail. Iluven tells Branzig that all these men are bandits and were praying on the miners around Mt. Generic. After cleaning up, and getting new water into the bathouse after Gunk and Boog...! :yuck: Iluven reports two interesting items to Eckson 1.) A "Community" of Stone Giants has moved into the area, though they show no outward signs of hostility they are claiming territory as thier own. Iluven was able to count 4 males and 6 females in the group and marked its location on a map. 2.) She has an additional "band" comming into town the next day with the rest of her prisioners, and asks Eckson to be there...? The following morning quite a sight comes marching into the town square, a small array of ragged, scruffy goblins is being herded by four Kobolds.! "Iluven is this what I think it is.?" questions Eckson. The lead kobold approaches Eckson, snaps a salute and says "Weese brutted the preznerrz, noos morrs, theefins dey doos" Eckson returns the salute, and giving Iluven a knowing smile says "You found them, you keep em." and walks away gently laughing to himself. Iluven quickly puts them to running the jail bringing the prisoners food water and clean blankets. They quickly make themselves at home living underneath the desk that Branzig left there, and sleeping in it's drawers...! Dizzy opens his tavern "The Sleeping Minatour" a decent but hard-drinking establishment, immeditly a hit with rough and tumble adventures and lucky strike prospectors. Sometimes the "celebrating" has gotten out of control and Dizzy's bouncer Murk has had to headbut some patrons. Overall it is still a nice place to visit. With Iluven back in town several of the young women she had been teaching in the glade, have sought her out again, this time for employment as members of the town watch. With the blessings of Eckson and a few parents nine new watch members join. Iluven has comissioned small round "shields" made from brass, for all the deputies. **She also ordered 4 in tin, for the jailers**. More people continue to come to Eckland, either for excellent farming and growing or for increased trading or the unique culture to be had. Additonal Residents: A Fletcher from Forttown 30 Farming familys from various places A Family of fishermen from Seatown opens a Fishmongers 44 individuals, working as laborors, guards, teamsters and tradesmen Several new buildings go up in the spring including. Additional Buildings: Bellamin's Temple Fishmongers A second Inn for travelers Along with the new buildings, Sam Thompson starts paving the main roads with locally quarried stones. A engineer team of Dwarves is working with Sam to start construction on a new bridge to connect both sides of the river Noteworthy Events: 1.) 22 men and women decide to join the town guard and begin training, Grakos, Jack and Handrell are all promoted to Lieutenant. by Branzig, who is in turn promoted to Marshall by Eckson 2.) Cotter Magin begins construction on a fleet (6) new river barges Everything is going fine and at the end of the third month, a ten person Honor Guard from the King arrives and heads straight to Eckland Keep escorting a Royal Messager........? TOTAL POPULATION – 652 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 11) Ezra (Awakened tree druid 6, CR9) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 4 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) Bellamin Lightouch (Palladin 5) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus (Expert-2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Warrior 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-4, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) Marian Eckson, (Aristocrat-2) Panros Trickfoot (War-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Grakos Tigersoul, Guard Lieutenant (Warrior 7) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) 77 First level Warriors HOUSEGUARDS- (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery / Vinter Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cold Cellers (2) Cooper's Store Dairy Docks (6) Dock Crane Eckland Keep / Town Hall Eckland Arena / Performance Center Evil Crime House Fishmongers General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouses (3) Inn (2) Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Tavern 3 (Dizzys) Temple to Ehlonna Timberwright Water-Wheel Weaver/ Tailor's 321 Resident Homes TOWN COFFERS- Gold: **figuring out** 1 silver bar COFFER CALCULATIONS= Town Population X 2 X Month's Chronicled Hope everyone enjoys, I left out the Kobolds names they are up for a vote...:P |
| Sylvaroth06-14-07, 03:01 AM | :dancin: G&B are back (though Fiona will definitely won't be that delighted) and Gregory gets his promotion finally. Note, however, that we have not yet decided whether he'll be baron, a duke, and/or noble knight protector of the kingdom (he was hired by the king to clear the keep, remember?) I updated the 'Cast of Characters' for Ilśvėn, Gunk, and Boog, and added Jerald and Michael Eckson (who is the older brother?), and Murk (since he is an adventurer I propose to give him one of the vacant PC-slots, maybe Barbarian?). I noted also, that Thanatos is still a mage (not a wizard as he should be), Sara and Nimbal Firejack have not been included yet, Roland Ashoff has somehow become an Exp1 (instead of an Exp3), and Sir Bellamin Lightouch is a Palladin (instead of a Paladin). Formula: (Tax Per Capita x Town Population x Months Chronicled) + (Receipts Expenses) Town Coffers from year 11, October to December: 49,569 gp Year 12, January to March Chronicled Months: 3 Town Population: 652 Expenses: 0 gp (2 gp x 652 x 3) = 3,912 gp 49,569 gp + 3,912 gp = 53,481 gp Note, that the silver bar (50 gp) has been included for all calculations (drop it already! What's the use of a silver bar, if one does not make money out of it?). Note also, that we might readjust the above numbers for the casting of spells as seen below. I made him pay 1/4 (or 1/5) price for the divinations being cast. Please list such expenses for ease of reference. When we calculated the costs for the town guard equipment in post #500, we agreed, that the town's smith and leather workers would charge only 1/2 of the market price for those items (since it was in their interest, that those who protect them are well equipped). I would suggest we either correct the costs for the divinations accordingly or drop them completely (assuming there were neither XP nor gp components involved). Therefore I'd like to ask you to list the spells that have been purchased/cast, so we can decide about this matter. ...I propose that henceforth we have one number that is the adults of the town that are making money and paying taxes and another for the number of children. Since the town coffer calculations are there to compute the average income of the town, resp. taxes I suggest two ways to handle this problem: As we are going for profession group percentages, we could assume that 30% of the town population comprises of children (younger than starting age), and 3 1/3% comprises of elderly (venerable age or older). Taking the town population of 652 from year 12, January to March as a base, this could look either like this: A- Children and elderly are included in the town population-number but pay no taxes, thus only 2/3 of the total town population is used in the town coffers calculation: ([Tax Per Capita x {Town Population x 2/3}] x Months Chronicled) + (Receipts Expenses) Total Population: 652 Working Town Population: 435 (~66.6%) Children: 196 (~30%) Elderly: 21 (~3.3%) or like this: B- We have a working town population (working adults between starting and venerable age) and a total town population (children, working adults, and elderly). The formula does not change, but the size of the town will increase. Total Population: 978 Working Town Population: 652 (~66.6%) Children: 293 (~30%) Elderly: 33 (~3.3%) Or we just assume that, with such individuals as Cotter or Markul, the number of unproductive villagers, average out and can be ignored. As for the rogue law enforcer, I think we should keep that in mind, but we should definitely concentrate on those individuals (and their suggested changes) in the moment. 3 votes for Cascadia Falls, 1 against it, and 1 vote for Cascading Falls, resp. Spirit Falls. 3 votes for the fighter/rogue twins = They are in. 2 votes for the River Winding. And we have yet to decide on a name for the woods and maybe the mountain chain? And of course wee needz sum namz four da kobolbs (Meepun?) :D Ezra's stats skill ranks, feats, spell lists, equipment descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland |
| Sylvaroth06-14-07, 08:33 AM | 'A Magical Medieval Society: Western Europe' states the size of a manor at about 640 acres or 1 square mile. I just realized, that the spell plant growth (enrichment version) has a radius of 1/2 mile (or around 500 acres). Now let's assume the size of Gregory's manor to be exactly 500 acres. Further assuming, that the village covers an area of 10 acres, we have 490 acres left. AMMS:WE further states the size of a farmers field at between 12 to 18 acres (farming in a three-field ratation). Since we don't know for sure, how much farmer families live in Eckland by now, let's set their number at about 100 families, each holding a field of 10 acres. That's already 1,000 acres of field land and 500 acres more than the size of Eckland. Since Gregory will be promoted in near future, I propose, that the king gives him three additional 'castings' (areas covered by one casting of plant growth) of land (for a total of 2,000 acres). Theoretically everything in a radius of about 2 miles around Eckson Keep would then belong to the greatest hero of Eckland (1/3 of the way to Whatsittown or Forttown). I further propose to stop or at least decrease the immigration of new farmer families. As Eckland more and more approaches the status of a town or even a city, the number of farmers should lessen, and the number of merchants and other businessmen should increase (compared to each other). |
| Iolana06-14-07, 09:14 AM | and Murk (since he is an adventurer I propose to give him one of the vacant PC-slots, maybe Barbarian?). Seems fitting to me. And we have yet to decide on a name for the woods and maybe the mountain chain? I just thought they were the Generic Mountains :embarrass And of course wee needz sum namz four da kobolbs (Meepun?) :D Dolget Hiklug Kukzel Ouszop (courtesy of The Kobold Namer (http://www.dungeonraiders.com/files/kamb/)) As far as size and tax calculations go, I'm up for whatever. As far as Eckland's total area: A 2 mile radius around Eckland Keep would also put a lot of that land well into the mountains and thus fairly unusable for future growth (i.e. farming of crops would mostly be out, it is harder to grow stuff on steep mountainsides). I would rather propose it be set up more in a block of land with Eckland Keep more on the upper-mid-eastern edge of the block of land, having land around him that heads westward, as well as leaving plenty of space to the south for the village and just to the north for the waterfall. Land division by natural boundaries seems most logical in this case to me. (i.e. The western border could now reach to the other edge of the woods, encompassing all of the woods to the next area of open ground, the northern border would stay as far north as the waterfall since it's a good landmark, and the southern border could be extended down to a secondary river...) We've got to either have the waterfall be on a creek off the main river, or have a second river accessible for trade though. Logically you can't row up a waterfall...lol. Just thinking outloud, it's early here for me! :) Iolana |
| Rockjaw06-14-07, 11:18 AM | I agree on the size of the town increasing, in a square acreage concept, and refering the material we have been is making it easier, however I do think we need to Twist the approach we are making. The setting we have created is very organic and green oriented, its possible to assume that some of the farmers are inded farming 3-5 acre plots, but it is also possible that some are working much smaller or much larger areas, we have vast orchards that are not necessarly planted in straight rowes in a square field. We also have farmers using thier skills to re-forest the area and manage the growth of the forests itself. I think we need to not expand in all direction so to say but Gregory should get control over the area claimed by the monster of Mt Generic, after all he defeated the beast. I vote yes on adding the bouncer Murk as a barbarian, but as a NPC for now I vote yes on scaling back on the incomming farmers **however I will re-do the farming breakdown I did way back to reflect the community now** I love the names for the kobols, I would just add Nosepik as a possible And I vote Super Yes on a dwarven investigator comming to town, that idea grabbed me right from the first Proposal: Create a export vs import list, what are we shipping out and what are we bringing in. This may make building the merchants a little easier. |
| TimelordSimone06-14-07, 01:04 PM | I vote for Cascading Falls. I like it more than Cascadia. I vote for the dwarven investigator. I like that idea. (Which is odd, I usually dislike dwarves...) I also propose Wooden Forest. Or something like that. |
| Johnny_Angel06-14-07, 01:06 PM | :dancin: G&B are back (though Fiona will definitely won't be that delighted) and Gregory gets his promotion finally. Note, however, that we have not yet decided whether he'll be baron, a duke, and/or noble knight protector of the kingdom (he was hired by the king to clear the keep, remember?) It depends a lot on what sort of naming conventions Lord Whatsit likes to use. Some Possibilities: Dux Eckson Viscount Eckson Ritter Eckson Marquis Gregory Eckson Caballero Eckson Cavaliere Eckson (I know that some of these might sound odd, but I assure you that they are/were actual ranks of nobility in various cultures.) |
| TimelordSimone06-14-07, 01:11 PM | I vote Marquis. Tis cool. |
| Argo06-14-07, 02:41 PM | I vote yes on Murk being a Barbarian. I was about to propose it myself, but Syl beat me to it. Trying to get all the major PC classes represented. Barbarian - Murk. (Gunk or Boog, maybe?) Bard - Needed (I think there're a few about. Maybe one of them should do something. Cleric - Needed (I say that if we do get a Dwarven investigator, he should be a Cleric, not a Rogue. Rogues are covered for now.) Druid - Ezra (Ezra should begin training Eckson's daughter... whom I propose Marian becomes pregnant with within the year) Fighter - Gregory, Michael Monk - Iluven Paladin - Bellamin Lighttouch Ranger - Needed Rogue - Glimrick, Jerald Sorcerer - Needed Wizard - Tuaim, Thanatos |
| HK-47 II06-14-07, 02:46 PM | We HAVE a sorceror, Sara Archer... She just, you know, needs to officially gain a level.... I also vote yes on Murk being a barbarian... And I further Propose: that Dagger-Ears will be the one who trains the Eckson child to become a rogue in 15 or so years (since we are already planning that far ahead) |
| Argo06-14-07, 02:52 PM | Didn't Dagger-Ears leave? |
| HK-47 II06-14-07, 02:56 PM | yes, but he can come back... he has up to 15 years to do so (more so if we vote down my proposal)... myself and others keep proposing he comes back but It hasn't materialized, since he wanted to set up his guild in a growing, prosperous town, but didn't want to be there until it was big enough |
| deanruel06-14-07, 03:44 PM | 3 votes for the fighter/rogue twins = They are in. This is something I've wanted to address for a while but I wasn't sure if it was neccesary. The last page has made me believe it very well might be. The idea of proposals was to put like 1 or 2 at the end of your post as something that you would have put in yourself but didn't because it was too "big". Now it has evolved beyond that point to an extent and obviously that's fine but the idea that proposals are just being tossed out and voted on and then somehow made concrete is incorrect. I'm using the above example as a good showcase to what I'm talking about. The "boys" are months old. We could write in anything or have -anything- happen in the next 60 chronicle posts that would bring them to the -beginning- of the minimum adventuring age. So while the fighter rogue thing is a cool idea (hell I voted for it) it's not going to happen neccesarily. Because anything could go down between then and now. So in summary while I do appreciate the level of activity the -community- puts into this community project I would appreciate it if the level of the sheer volume of proposals and votes were reduced slightly. Obviously I'm not talking about rivers names or minotaur levels or any little thing in itself but, for example, whoever makes the Minotaur post can create his name. That's not something we -have- to vote on. So once again while I am not saying that any given proposal is unnecesary I would apreciate if the sheer volume of them were slightly reduced. Please list such expenses for ease of reference. When we calculated the costs for the town guard equipment in post #500, we agreed, that the town's smith and leather workers would charge only 1/2 of the market price for those items (since it was in their interest, that those who protect them are well equipped). I would suggest we either correct the costs for the divinations accordingly or drop them completely (assuming there were neither XP nor gp components involved). Therefore I'd like to ask you to list the spells that have been purchased/cast, so we can decide about this matter. Wow. Sylvaroth that is about 700% more effort than I'm willing to put into the town coffer calculations. If I'm making a post and I have Eckson buy something I'm not gonna make an inventory list. Not gonna happen. It's really one of the least important things on my list as far as what I put a lot of time in on a chronicle post. The town coffers are made to basically do just what I did IMHO. Just a way to make it reasonable for Eckson to get things instead of just pulling magic items out of a hat or something. |
| Argo06-14-07, 03:49 PM | Believe me, I'm as much in favor of having a Thieves' Guild as anybody. I just don't see the point of Dagger-Ears even existing. He showed up... stuck around for a little while, not doing anything. Then he left... We've already got an established thief in the town, and he has a reason for being here, as well as a protege and a base of operations. It all happened organically. I don't see the need to bring in Dagger-Ears. If someone finds a good reason to bring him back in. Please do. But don't bring him in just for the sake of bringing him in. |
| Argo06-14-07, 03:53 PM | I agree with dean, that some things just do not need to be voted on. The Minotaur name is the perfect example. However, picking the career paths of the boys now allows the community to agree on what sort of people they will be as children. Dollars to donuts Jerald is going to be really good at hide-and-seek. |
| tharivol26606-14-07, 06:23 PM | i propose that this spring the rainfall is heavier than normal and washes away a dock (already built or in the process someone else decide) and flood a few fields causing low crops this year and bad wine. |
| Argo06-14-07, 06:41 PM | Did you miss the "please stop the unnecessary proposals" post? If you want there to be a lot of rain and have it wash away the dock, then just write a Chronicle where there's a lot of rain that washes away a dock. No fuss, no muss. |
| Throrin06-14-07, 08:07 PM | From what I remember (and do NOT trust my memory) Dagger-Ears set up the gambling house as a bolt hole for a time in need. It makes perfect sense that he doesn't show up for quite a while. o not think that he has forgotten about at all, (these types never do) just that he is not taking a firm hand in it. I am sure that he does have eyes and ears about finding out how things are going, and maybe running the house for him until he needs it. It was mentioned a while ago that he might be using lookalikes to set up an alibi if needed. No one in town, with the exception of a few (very few) trusted agents would know who that would be. I will bring up a certain bartender called One Thumb for an example of what I am talking about Just had to put in my two cents worth |
| tharivol26606-14-07, 09:20 PM | the reason i put it as a proposal was because thats the only thing i can think of and i didnt think it would be full worth of a chronicle yet i didnt want it to get overlooked and not even thought about. Eckland Year 12 Months 4,5,6 Spring breaks hard this year with heavy rains speeding the melting of the snow. this adds extra run off from the mountains as well as from the land. the river floods and washes away a dock while it is still underconstruction and 3 workers get washed away. A few of the farms have turned into small ponds and the vineyard is showing signs of absolutly gigantic grapes which does not bode well for the vinters (less concentrated = less flavor). The wild animals come out of hibernation and Ezra returns showing the buds of spring. One of the adepts starts making a joke about how often Ezra uses the spell "Tree shape". Several Babies are born and most of the youth is struck by mild colds. Eckson also anounces that he has gotten a royal summons for a month long trip in July. TOTAL POPULATION – 655 PLAYER CLASS CHARACTERS Gregory Eckson (Fighter 11) Ezra (Awakened tree druid 6, CR9) Ilśvėn "The Orcbane" Silimaurė (Elven Monk 4 / Sherrif) Thanatos (Mage 1) Glimrick "Fingers" Gentlecoin - Thief, and elder brother of Markul (Gnome Rogue 7) Tuaim Ban (Wizard 8) Bellamin Lightouch (Palladin 5) NON-PLAYER CLASS CHARACTERS Brother James Atil, Adept (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, Pickpocket/Prisoner (Expert 1) Cotter Magin, Merchant (Expert 3) (Guildmaster- 5-Coppers) Roland Ashoff (Expert 1) (Guildmaster- Birchwood Farming Guild) Fantus, pseudodragon pestcatcher Hirundo "Cooper" Grus (Expert-2) Daniel "Ditzy" Korel, Local Drunkard (Commoner 1) Dell Sherwyn (Warrior 1 [Run]) Charlemagne Silverleaf, Con-man (Aristocrat 4) Sam Thompson (Half-Elf Expert 2(City-Planner)) Lyelis Wynthad, Imposter (Warrior 1) Markul Gentlecoin (Gnome Expert-5) (Guildmaster- Golden Lily) Gunk & Boog, (Orc War-4, Deputies) Dolon Werrak, Royal Smith (Dwarf Expert-9) Morren Dah'mir, Camberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) Marian Eckson, (Aristocrat-2) Panros Trickfoot (War-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Grakos Tigersoul, Guard Lieutenant (Warrior 7) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) 77 First level Warriors HOUSEGUARDS- (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Apothecary Bakery Bathhouse Barracks Hall / Armory Brewery / Vinter Butcher Candle Maker Carpenters Cartographer Cartwright Catacombs Cheese Shop Cold Cellers (2) Cooper's Store Dairy Docks (6) Dock Crane Eckland Keep / Town Hall Eckland Arena / Performance Center Evil Crime House Fishmongers General Store (1 original-Cotters) General Store (2 Sharas) Glass Blower Grainhouses (3) Inn (2) Jewellers Leatherworkers Lookout Towers (4) Locksmith Masons Mill (wind) Money Changer / Mint Pawnbroker Perfumiery Pottery Barn Stone Quarry Sheriff's Office/Militia post/Jail Shrine Silversmith Smithy Tavern 1 (Original) Tavern 2 (Prospectors) Tavern 3 (Dizzys) Temple to Ehlonna Timberwright Water-Wheel Weaver/ Tailor's 321 Resident Homes TOWN COFFERS- Gold: 57,411 gp COFFER CALCULATIONS= Town Population X 2 X Month's Chronicled |
| Sylvaroth06-15-07, 02:44 AM | Wow. Sylvaroth that is about 700% more effort than I'm willing to put into the town coffer calculations. If I'm making a post and I have Eckson buy something I'm not gonna make an inventory list. Not gonna happen. It's really one of the least important things on my list as far as what I put a lot of time in on a chronicle post. The town coffers are made to basically do just what I did IMHO. Just a way to make it reasonable for Eckson to get things instead of just pulling magic items out of a hat or something. No problem, I'll do it then: Scrying the elemental: The smallest water elemental with a size of 'some 30 feet' is a huge one. It has a Will save modifier of +7, and since Tuaim has only secondhand information of it (assuming that the survivors reports of a "creature" qualify for secondhand at all), it gets a +5 bonus on its Will save against scrying attempts (Will save modifier of +12). A saving throw against Tuaim's scrying spell, has a save DC of 17 (10 + spell level 4 + 3 for an Int score of 17). So Tuiam's scrying would fail 16 out of 20 attempts and could not be retried for at least 24 hours, thus it comes as no surprise that Tuaim has to cast a series of scryings to discern the nature of the creature I dont think Tuaim would charge any money for those services, so the cost from these castings equals zero. Tuaim divines the birth date of the twins IMO he cannot cast a single spell, that could do that. Purchasing castings from Brother Atil Since Brother Atil is an Adept of 4th level, he is not capable of casting 3rd-level spells. Thus I think it's sure to assume, that Gregory sends him to the great temple at Whatsittown (which is assumed to be a large city, thus having a spellcaster of sufficient level) to acquire the means to cast the spells: At leat 4 remove disease scrolls (1,500 2,400 gp) or 4 spellcastings from an Adept8 (960) or Cleric5 (600gp), at least two commune scrolls (2,250 4,000 gp) or two spellcastings from an Adept16 (2,600) or Cleric9 (1,900 gp), at lest two spellcastings of augury from a Cleric9 (170 gp), 1 spellcasting each of cure minor (20 gp), light (40 gp), or even moderate wounds (80 gp) at least two heal scrolls (1,650 - 2,000 gp) or two spellcastings from an Adept16 (800 gp) or Cleric11 (660 gp) Thats a total cost of between 4,500 to 9,762.50 gp. Lets assume Brother Atil cast all cure spells (140 gp) and a Cleric11 cast the remaining spells (4,570 gp), thats a total of 4,710 gp. Gregory will have to pay only one half of the cost, due to Brother Atils negotiation skills, so the total sum equals 2,355 gp. Voilą, expenses from spellcasting! Now subtract that sum from the town coffers from year 12, April to June, and you'll arrive at 55,138 gp. |
| Alltat06-15-07, 12:48 PM | Instead of simply lurking around and 'spying' on this thread, I figured I'd get around to actually registering and posting something useful. No new ideas concerning Eckland itself, but I figured the "Eckland sblock" could use some cleaning and clarifying to be a bit more useful. This might seem overly nit-picking and a bit longer than neccessary (especially for a first post here), but I'll give it a try anyway: The 'total population' figure is a bit vague. The way it seems to have been managed so far it seems to only really count adults, especially considering that you'd expect the farming families to have at least half a dozen children each. It doesn't seem to be affected by child births either (unless they're Eckson's children?) For comparison purposes it might be useful to know how many people, children included, actually live in Eckland. My guess is that it's at least twice the current number. If the assumption was made that the city has twice the listed population if children are included, then the tax figures could simply be adjusted down from 2 per inhabitant to 1 (it's already an average figure anyway.) In the PC and NPC blocks I tried to make the format a bit more consistent, as well as trying to mention who at least some of these people actually are. Still incomplete, as I can't really remember all of these people. In the buildings block (which was growing pretty long) I tried to clarify things a bit by sorting the buildings into categories. Probably not the best way of doing it, but if the town is to be used in a setting then it might be useful to be able to easily find the most relevant buildings (taverns, etc) and their names. The 'Other locations of interest' category currently includes everything that had a name listed of some sort, had an unlisted name mentioned elsewhere in the thread, and the bathhouse. The 'Residential Homes' should probably be split into farmhouses and town houses, or simply be removed since a lot of artisans will most likely be living in the same building as their workshop. Cleaned up version of the latest sblock (population number, town coffers, etc, obviously left unchanged): TOTAL POPULATION 655 PLAYER CLASS CHARACTERS Gregory Eckson, lord of the land (Fighter 11) Ezra (Awakened tree druid 6, CR9) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Mage 1) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Tuaim Ban (Wizard 8) Bellamin Lightouch (Paladin 5) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Kayti Deanas, Adept (Adept 2) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, pickpocket (Expert 1) Cotter Magin, merchant and guildmaster of the Five Coppers Trading Company (Expert 3) Roland Ashoff, guildmaster of the Birchwood Farming Guild (Expert 1) Fantus, pestcatcher (Pseudodragon) Hirundo "Cooper" Grus (Expert-2) Daniel "Ditzy" Korel, owner of The Sleeping Minotaur (Commoner 1) Dell Sherwyn, lookout (Warrior 1 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Lyelis Wynthad, Dagger-Ear's lookalike (Warrior 1) Markul Gentlecoin, guildmaster of the Golden Lily (Gnome Expert-5) Gunk & Boog, sheriff's deputies (Orc War-4) Dolon Werrak, royal smith (Dwarf Expert-9) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Fiona Kerriton, (Aristocrat-3) Marian Eckson, lady of the land (Aristocrat-2) Panros Trickfoot (War-3) GUARDS- (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Grakos Tigersoul, Guard Lieutenant (Warrior 7) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) 77 First level Warriors HOUSEGUARDS- (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS - (Spear, Leather Armor) 8 First level Commoners (Dell Sherwyn, and 7 others) 4 Dwarven Commoners BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine, Catacombs, Eckland Arena, Grainhouses (2), Sheriff's Office / Militia HQs / Jail, Temple to Ehlonna, Village Docks Other buildings of interest: Bathhouse (name?), Inn1 (Branzig's, unnamed afaik), Inn2 (seemingly also unnamed), Gambling House ("Evil Crime House", can't find the actual name, although it does have one), Cooper's store, Cotter Magin's General Store, Shara's General Store, Tavern 1 (unnamed, unknown?), The Rich Vein Tavern, The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS- Gold: 57,411 gp COFFER CALCULATIONS= Town Population X 2 X Month's Chronicled Hopefully that's at least somewhat useful. |
| HK-47 II06-15-07, 02:24 PM | I don't want to do a Stop but I do have an issue that needs resolution before the next chronicle post... tharivol266, you forgot about this: Everything is going fine and at the end of the third month, a ten person Honor Guard from the King arrives and heads straight to Eckland Keep escorting a Royal Messager........? What was the message? the expected promotion? to impose a tax that would come out of the town coffers? both? something else? I doubt that the king's messanger would wait 3-4 months to relay a message when they're already there... other then that your chronicle seems good |
| Argo06-15-07, 02:28 PM | I figured the "Eckland sblock" could use some cleaning and clarifying to be a bit more useful. I wholeheartedly agree. Welcome to the festivities, Alltat. Your ideas will be appreciated here. I'm going to clean the sblock even more from what you did: Basically, I'll be adding boldness, and removing the apostrophe from "months". And (finally) making Thanatos a Wizard. And alphabetizing people's names (again). TOTAL POPULATION – 655 PLAYER CLASS CHARACTERS Tuaim Ban (Wizard 8) Gregory Eckson, lord of the land (Fighter 11) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of the Birchwood Farming Guild (Expert 1) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, pickpocket (Expert 1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept (Adept 2) Marian Eckson, lady of the land (Aristocrat-2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of the Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus (Expert-2) Fiona Kerriton, (Aristocrat-3) Daniel "Ditzy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of the Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 1 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc War-4) Boog Torkek, Sheriff's Deputy (Orc War-4) Panros Trickfoot (War-3) Dolon Werrak, royal smith (Dwarf Expert-9) Lyelis Wynthad, Dagger-Ear's lookalike (Warrior 1) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: Bathhouse (name?) Inn1 (Branzig's, unnamed afaik) Inn2 (seemingly also unnamed) Gambling House (can't find the actual name, although it does have one) Cooper's store Cotter Magin's General Store Shara's General Store Tavern 1 (unnamed) The Rich Vein Tavern The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS Gold: 57,411 gp COFFER CALCULATIONS = Town Population X 2 X Months Chronicled |
| Sylvaroth06-15-07, 03:16 PM | Alltat and Argo, looks very good, great work (should a link to the Chronicles be included?). Fire in Forest: Sorry if this makes me sound like a d-bag cause it really is a nitpick. But it seems really odd to me to end a chonicle with a cliffhanger ending. Partly because as a chronicle it's sort of like something someone wrote down after the fact y'know. Additionally it makes the next person have to start their post with the conclusion to the last ones ending and if someone already had an idea for a whizzbanger start it makes it a little harder. Like I said it's just a nitpick and of course I love the chronicle but I felt I should speak my mind. And cliffhanger endings are badass. And it works in this situation. Last evening of month three, Dell is on overnight watch. He smells it at about midnight, meaning it won't be resolved until early morning 4/1/11. I am sure tharivol266 just didnt want to steal the spotlight from that person who wants to write about Gregorys promotion. So, whos up to it, wholl write the promotion? (I hope it is deanrule, the marriage was simply an awesome-written event) |
| Iolana06-15-07, 03:16 PM | Who is supposed to be on that list versus the Cast of Characters list? We have Murk the bouncer from Ditsy's bar (the spelling was introduced as Ditsy, not Ditzy or Dizzy, did that change somewhere along the way?), and we have Ilśvėn's 4 new kobolod troupe (names not yet decided on). It's also missing Jerald and Michael Eckson, and it doesn't seem to match up with all our characters from our "Cast of Characters" (http://boards1.wizards.com/showpost.php?p=12239430#post12239430)lis t. Secondly, I would like to ask how the list is ordered? Obviously I think Lord and Lady Eckson should be at the top of their respective lists, and for the guards Branzig at the top. But I don't suppose alphabatizing the lists would make any sense to anyone but me? I would even go so far as to say alphabatize by first or common (nick) name, whatever they are usually called, as in Ditsy's case. Third, I'd like to give a huge THANK YOU! to Alltat for sorting out the buildings, giving them names as appropriate, etc. I am working on trying to map things out and having it all organized like that will be a big time saver. I like, I like! I think the changes in population should take place in a chronicle at some point, as an offical census of Eckland takes place. Everyone would be required to come to the town hall and register their family. Not that we need to know everyone's names, I am not suggesting that. I am merely suggesting that we do a headcount then and line up the numbers. I agree that some/most of the shopkeepers would live at/above their shops, that would not be uncommon. :) Iolana |
| Sylvaroth06-15-07, 07:34 PM | Who is supposed to be on that list versus the Cast of Characters list? The 'CoC' is a list of (mostly) each and every character who ever saw the light of this thread (note also, that some of them are already dead, e.g. Vera and Callieth). The town stats, however, should IMO list the most important PCs and NPCs. 1. We have Murk the bouncer from Ditsy's bar 2. (the spelling was introduced as Ditsy, not Ditzy or Dizzy, did that change somewhere along the way?), 3. and we have Ilśvėn's 4 new kobolod troupe (names not yet decided on). 4. It's also missing Jerald and Michael Eckson, 5. and it doesn't seem to match up with all our characters from our "Cast of Characters" (http://boards1.wizards.com/showpost.php?p=12239430#post12239430)lis t. We do also have the the half-orc bouncer, his colleague the gnome entertainer, etc. They are extras, the faceless mass. You are correct, it is Ditsy. I am not aware of any official changes of his name. IMO it is the same kind of typo that regularly transforms Ilśvėn into Iluven ;) As with the bouncers (and most of the guards and lookouts), I'd say they should remain nameless until the need arises to christen them. They are newborns and have not yet achieved any great deeds, so I think it is ok not to list them. Which is quite correct (see above comment about the characters contained in the 'CoC') Secondly, I would like to ask how the list is ordered? Obviously I think Lord and Lady Eckson should be at the top of their respective lists, and for the guards Branzig at the top. But I don't suppose alphabatizing the lists would make any sense to anyone but me? I would even go so far as to say alphabatize by first or common (nick) name, whatever they are usually called, as in Ditsy's case. How about arranging them by level? Or we could the town stat blocks from published material as a source of information (e.g. including things like an 'Authority Figures'-category). Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 655; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Authority Figures: Gregory Eckson, male human Ftr11 (lord of Eckland); Torvald Branzig, male human War5 (marshal of the town guard); Cotter Magin, male human Exp3 (guildmaster of the merchants guild); etc. Important Characters: Marya Camotille, female gnome Exp4 (advisor); Brother James Atil, male human Adp4 (town priest); etc. Town Guard: War7 (1), War5 (1), War3 (2), War1 (77). House Guard: War2 (5), War1 (5). Lookouts: War2 (1), War1 (11). Others: Adp2 (1); etc. Notable Imports: x. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, etc. Important Sites Eckson Keep: Armory, barracks hall, granary, town hall. Official buildings: Brother Atil's shrine, catacombs, Eckland Arena, grainhouses (2), sheriff's office, militia headquarters and jail, Temple of Ehlonna, village docks. Other Buildings of Interest The Golden Waters-bathhouse, Cotter Magin's General Store, Shara's General Store, The Rich Vein-tavern, The Sleeping Minotaur-tavern. Minor Commercial Buildings: Bakery, brewery and wine producer, butcher's, candlemaker, carpenter's, cartographer's, cartwright's, dairy and cheese shop, cold cellars (2), fishmonger's, glassblower's, jeweler's shop, tannery, locksmithy, mason's, exchange office and mint, pawnbroker's, perfumery, potter's, silversmithy, smithy, tailoring, timberwright's, weaving mill. Regional Buildings: Cotter Magin's docks (including a crane), lookout towers (4), mines, stone quarry, watermill, windmill. Resident Homes: 321. Third, I'd like to give a huge THANK YOU! to Alltat for sorting out the buildings, giving them names as appropriate, etc. I am working on trying to map things out and having it all organized like that will be a big time saver. I like, I like! Some (or even most) of the names can be found searching the 'Chronicles of Eckland' and the 'CoC'. For example, Fiona Kerriton's bathhouse is called 'The Golden Waters'. I think the changes in population should take place in a chronicle at some point, as an offical census of Eckland takes place. Everyone would be required to come to the town hall and register their family. Not that we need to know everyone's names, I am not suggesting that. I am merely suggesting that we do a headcount then and line up the numbers. I agree that some/most of the shopkeepers would live at/above their shops, that would not be uncommon. See below. ...I propose that henceforth we have one number that is the adults of the town that are making money and paying taxes and another for the number of children. The 'total population' figure is a bit vague. The way it seems to have been managed so far it seems to only really count adults, especially considering that you'd expect the farming families to have at least half a dozen children each. It doesn't seem to be affected by child births either (unless they're Eckson's children?) For comparison purposes it might be useful to know how many people, children included, actually live in Eckland. My guess is that it's at least twice the current number. If the assumption was made that the city has twice the listed population if children are included, then the tax figures could simply be adjusted down from 2 per inhabitant to 1 (it's already an average figure anyway.) Since the town coffer calculations are there to compute the average income of the town, resp. taxes I suggest two ways to handle this problem: As we are going for profession group percentages, we could assume that 30% of the town population comprises of children (younger than starting age), and 3 1/3% comprises of elderly (venerable age or older). Taking the town population of 652 from year 12, January to March as a base, this could look either like this: A- Children and elderly are included in the town population-number but pay no taxes, thus only 2/3 of the total town population is used in the town coffers calculation: ([Tax Per Capita x {Town Population x 2/3}] x Months Chronicled) + (Receipts – Expenses) Total Population: 652 Working Town Population: 435 (~66.6%) Children: 196 (~30%) Elderly: 21 (~3.3%) or like this: B- We have a working town population (working adults between starting and venerable age) and a total town population (children, working adults, and elderly). The formula does not change, but the size of the town will increase. Total Population: 978 Working Town Population: 652 (~66.6%) Children: 293 (~30%) Elderly: 33 (~3.3%) Or we just assume that, with such individuals as Cotter or Markul, the number of unproductive villagers, average out and can be ignored. |
| Argo06-15-07, 07:56 PM | Secondly, I would like to ask how the list is ordered? Obviously I think Lord and Lady Eckson should be at the top of their respective lists, and for the guards Branzig at the top. But I don't suppose alphabatizing the lists would make any sense to anyone but me? I would even go so far as to say alphabatize by first or common (nick) name, whatever they are usually called, as in Ditsy's case. The lists are alphabetized by last name. We could make a new category at the top of the sblock: Leaders of Eckland Lord Gregory Eckson Lady Marian Eckson or something to that effect to get them at the top. |
| Argo06-15-07, 08:22 PM | How's this suit you? TOTAL POPULATION – 655 LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Lady Marian Eckson Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of the Birchwood Farming Guild (Expert 1) Samantha Bladecutter (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, pickpocket (Expert 1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of the Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus (Expert-2) Fiona Kerriton, (Aristocrat-3) Daniel "Ditzy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of the Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Panros Trickfoot (War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: Golden Waters Inn1 (Branzig's) Inn2 (seemingly also unnamed) Gambling House Cooper's store Cotter Magin's General Store Shara's General Store Tavern 1 (unnamed) The Rich Vein Tavern The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS Gold: 57,411 gp COFFER CALCULATIONS = Town Population X 2 X Months Chronicled Everything that is listed as unnamed, I will come up with names. Probably this weekend or Monday. If it already has a name, but I don't have it in the stat block, please tell me, and I will correct it. |
| Iolana06-15-07, 09:52 PM | The 'CoC' is a list of (mostly) each and every character who ever saw the light of this thread (note also, that some of them are already dead, e.g. Vera and Callieth). The town stats, however, should IMO list the most important PCs and NPCs. Cool enough, I was just curious. Should (deceased) and a link to their death post be included as well when they die off in the CoC? Or is it there and I just don't know it :o I think we should include import/exports in the stat block as well. Kinda helps keep track of the "feel" of the town. (Although I am not sure what exactly Eckland is importing at the moment?) Some (or even most) of the names can be found searching the 'Chronicles of Eckland' and the 'CoC'. For example, Fiona Kerriton's bathhouse is called 'The Golden Waters'. This assures I hopefully will not leave anything out! I expect the map to be picked apart to death ;) And I'm working on it as fast as my little brain will let me! I will let someone else calculate the town's population and keep tabs on that, it is not my strong suit. I have no ideas or further thoughts on it, so whatever sounds good is okay by me :) How's this suit you? <snip> Other buildings of interest: Golden Waters Inn1 (Branzig's) Inn2 (seemingly also unnamed) Gambling House Cooper's store Cotter Magin's General Store Shara's General Store Tavern 1 (unnamed) The Rich Vein Tavern The Sleeping Minotaur Tavern I think it looks great, the names being alpha by last suits me fine as well :) It matches the CoC that way. Question about the other buildings of interest...I like how The Rich Vein and The Sleeping Minotaur Taverns are italicized. Should Golden Waters be The Golden Waters Bathhouse (and italicized as well?) Argo, name away imho! Which leads me back to my final thought for the moment...should the post with the CoC and the Chronicles be linked at the bottom of the stat block? Okay, that is all from me at the moment! Back to my maps! :) Iolana |
| deanruel06-16-07, 12:07 AM | First of all I want to thank Alltat for that great refurbishing of our sblock. I do like the buildings categorized like that. In addition I did very much like Sylvaroth's makeup of the authority figures, buildings, imports/exports, etc of Eckland. Very cool. As to me writing Ecksons promotion chronicle that's actual something I'm planning on shying away from. I never got involved in that whole thing. I'm not even really sure what the promotion would be for or do or anything like that. So while I'm already stewing up some cool idea for the next-next chronicle I'll be leaving the promotion chronicle alone. Finally to hopefully ease some of the confusion I have always listed the "population" as being somewhat children free. I say somewhat because I did it sort of wierd. For every "family" in town I assumed there were three people and put that down as the population. Those who are long time subscribers to this thread will remember a time when the number of families were listed right after the population. Then people like Atil moved in and it was unsure as to whether he was a "family" or not and so on. So to end my blathering the best way, in my opinion, to figure out the number of children in town (which seems to be on everyone's mind lately) is to use Sylvaroth's above format where 33% of the town's population exist as children and are added to the regular number. Thusly right now there would be about 1000 -people- in town but lots of them would be very very little. So NO the population never included children with the exception of Daniel Gregory Sadras and the Eckson twins who were destined to become PC's one day and thusly I added them in at birth so they wouldn't be spontaneously added in when they hit puberty. |
| Argo06-16-07, 06:16 AM | I just wanted to officially state that I'm against Marian being listed as (Aristocrat 2), which is why I removed it. She came from a farming family. Her maiden name is Gardner. She ain't an Aristocrat. |
| Sylvaroth06-16-07, 06:19 AM | Should (deceased) and a link to their death post be included as well when they die off in the CoC? Or is it there and I just don't know it :o Vera Dryer a student and apprentice of Brother Atil (Adept 1) + The '+' marks the spot :smirk: *arrrrrrrr* I think we should include import/exports in the stat block as well. Kinda helps keep track of the "feel" of the town. (Although I am not sure what exactly Eckland is importing at the moment?) That was my problem, too (see above 'Town Statistics'). What do the people of Eckland need, that they cannot produce themselves? What does Cotter import on his ships? What first comes to my mind are Nimbal's imported chernagors and dogs. Which leads me back to my final thought for the moment...should the post with the CoC and the Chronicles be linked at the bottom of the stat block? I did pose this question, too. What do you all think? First of all I want to thank Alltat for that great refurbishing of our sblock. I do like the buildings categorized like that. In addition I did very much like Sylvaroth's makeup of the authority figures, buildings, imports/exports, etc of Eckland. Very cool. Thank you very much, though all I did was to mix Alltat's and Argo's work with the 'official' town statistics-block WotC uses. Since more detailed information on characters, events, etc. can be found in the 'Chronicles', I'd say we cut it down to the bone, listing only the important things we regularly use in the entries. I could change the 'CoC' accordingly, to also list the members of the particular 'power groups' (e.g. guilds, authorities, etc.), including further information as appropriate (e.g. the equipment of the town guard, etc.) As to me writing Ecksons promotion chronicle that's actual something I'm planning on shying away from. I never got involved in that whole thing. I'm not even really sure what the promotion would be for or do or anything like that. So while I'm already stewing up some cool idea for the next-next chronicle I'll be leaving the promotion chronicle alone. We want to promote Gregory for the slaying of the dragon and his overall success with Eckland. He will gain a title of nobility, will have to attend to official events, perform services for the king, etc. I suggest the following hierarchy for the kingdom: Title Manner of Address Titleholder king/queen his/her Majesty Thaddolfarth? arch-/grand duke/duchess or crown prince/princess his/her Royal Highness duke/duchess his/her Highness marquess/marquessa or prince/princess his/her Serene Highness count/countess his/her Illustriousness viscount/viscountess your lordship baron lord/lady Whatsisname? knight his/her Highwellborn squire or noble his/her Excellency The first step for Gregory would be knight (and maybe baron?) > Sir Gregory, Lord of Eckland. I will let someone else calculate the town's population and keep tabs on that, it is not my strong suit. I have no ideas or further thoughts on it, so whatever sounds good is okay by me :) Finally to hopefully ease some of the confusion I have always listed the "population" as being somewhat children free. I say somewhat because I did it sort of wierd. For every "family" in town I assumed there were three people and put that down as the population. Those who are long time subscribers to this thread will remember a time when the number of families were listed right after the population. Then people like Atil moved in and it was unsure as to whether he was a "family" or not and so on. So to end my blathering the best way, in my opinion, to figure out the number of children in town (which seems to be on everyone's mind lately) is to use Sylvaroth's above format where 33% of the town's population exist as children and are added to the regular number. Thusly right now there would be about 1000 -people- in town but lots of them would be very very little. So NO the population never included children with the exception of Daniel Gregory Sadras and the Eckson twins who were destined to become PC's one day and thusly I added them in at birth so they wouldn't be spontaneously added in when they hit puberty. Total Town Population: 983. Working Town Population*: 655 (~66.6%). Non-working Town Population: 328 (~33.3%; 295 below starting age, 33 venerable+). *For the purpose of determining the ‘town size’-category of Eckland, only the working town population counts. |
| Heros_Backpack06-16-07, 06:32 AM | Other buildings of interest: Golden Waters Inn1 (Branzig's) Inn2 (seemingly also unnamed) Gambling House Cooper's store Cotter Magin's General Store Shara's General Store Tavern 1 (unnamed) The Rich Vein Tavern The Sleeping Minotaur Tavern The Gambling house was, I think, becoming 'The Lucky Hand'. Suggested names: Inn 1 (Branzig's) - Castle Inn Inn 2 (built for the merchants) - The Ox and Mule Train Tavern 1 - The Saucy Rabbit |
| Sylvaroth06-16-07, 07:15 AM | Since Branzig should have no more time to maintain the Inn, I'd suggest it burnt down, when the orcs set the stables on fire in year 7 and was never rebuilt. |
| tharivol26606-16-07, 09:06 AM | I don't want to do a Stop but I do have an issue that needs resolution before the next chronicle post... tharivol266, you forgot about this: you are very much correct sir. i shall go edit it now. there i added in that he got a summons for july |
| Alltat06-16-07, 10:18 AM | Since Branzig should have no more time to maintain the Inn, I'd suggest it burnt down, when the orcs set the stables on fire in year 7 and was never rebuilt. If the inn is going to be retconned somehow, it would probably be easier to say someone took over the running of it when Branzig joined the guards full time. He might even still own it or have some interest in it, giving the village a (relatively) old inn which presumably mainly attracts a more law-abiding clientel (considering that the town guard initially acted as Eckland's law enforcement). Once Eckland grows bigger the inn can serve as a meeting place for the wealthier, or something. Either way it's a nice contrast to the Lucky Hand, Rich Vein, and Sleeping Minotaur establishments, offering a higher standard of living for those who can afford it. The Gambling house was, I think, becoming 'The Lucky Hand'. Suggested names: Inn 1 (Branzig's) - Castle Inn Inn 2 (built for the merchants) - The Ox and Mule Train Tavern 1 - The Saucy Rabbit I'd suggest simply adopting these names for now. If any better names come up then either of them can simply be renamed in a future chronicle (change of owners, burned down and rebuilt, or any other reason you can come up with), or a new establishment can be opened. Other buildings of interest: Golden Waters Bathhouse Castle Inn The Oxe and Mule Train Inn The Lucky Hand Gambling House Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern Something like that. A short description in some appropriate place (a building equivalent to the CoC?) of these would probably also be useful, with a short description of each. |
| Throrin06-16-07, 11:18 AM | Iolana, just a bit of a reminder out the map of the town. All kudos for the 3D maps you did, but looking back at them I realized something about the layout of the town. Eckland is not a planned town, at least it was not until the City Planner moved in. the "Old Town" should be should be very "organic" in its layout instead of being linear. The older buildings should be placed a bit haphazardly around some sort of town square. I must agree with Alltat that the "Castle Inn" should remain, if not under Branzig's management, at least his ownership. It migh6t have lost its stables, but I like to think that there would be enough emotional attachment within the town that they would help rebuild it if necessary. It would IMHO be the main hangout of the Guard, making it a very quite place for the "upper crust" looking for a more "lawfull" ambiance Heros_Backpack, I like the Inn names but suggest dropping the "Train". "The OX and Mule" has a much more authentic ring to it. And makes for an easier visual sign. |
| Iolana06-16-07, 11:38 AM | So the updated stat block, combining everyone's recent input, should be something like this? Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 655*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Total Town Population: 983. Working Town Population*: 655 (~66.6%). Non-working Town Population: 328 (~33.3%; 295 below starting age, 33 venerable+). *For the purpose of determining the ‘town size’-category of Eckland, only the working town population counts. Notable Imports: chernagors (draft animals), dogs Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Lady Marian Eckson Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, pickpocket (Expert 1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Golden Waters Bathhouse The Lucky Hand Gambling House Castle Inn The Oxe and Mule Train Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS Gold: 57,411 gp COFFER CALCULATIONS = Town Population X 2 X Months Chronicled Chronicles of Eckland/Cast of Characters (http://boards1.wizards.com/showpost.php?p=12239430#post12239430) The '+' marks the spot :smirk: *arrrrrrrr* I saw that, but I didn't "get it" because I was confused since Rolgan has one beside his name as well, and I didn't see that he died. (Actually I saw no mention of him at all in the post that was linked?) So I was very confused then. I did add the link to the sblock above, I think it should be included. :) I also gave some of the non-player class characters a "reason" for being listed on the list. Simply a name doesn't tell anyone at a glance as to why they are there. We have a lot of folks in town now to keep up with! Throrin Yes, I agree. I am re-doing the maps completely from scratch with a different program (possibly eventually programs) and with the additional input received. (Ya'll really don't want to see my chicken scratches at this point anyway.) I'm working on the lay of the land first, starting with the keep, mountains, river/waterfall, hills, woods and etc., trying to get something workable with just the natural features. Once I have something workable, then it is tweakable and I'll post it up. I expect to have tons of input on it...lol :) Iolana |
| deanruel06-16-07, 11:41 AM | Sylvaroth: That's too much information on the hierarchy. Eckland is meant to be able to be used as a drop in almost anywhere. That's why we neighbor Whatsitown and Mt. Generic. They're just placeholders really. So we can't really decide on the hierarchy system for the kingdom, all we can do is put placeholders. For example if we make Gregory a Baron then that's fine. But Lord Whatsittown will still be assumed to be higher up because that's just how it goes. And no matter how many ranks he rises Gregory will never be higher than Lord Whatsitown because that's just part of the towns (current) dynamic. That it's a reasonably small town started as an offshoot of another town. Alltat: Great idea with Branzig's place. I really like it. While every other bar is wierd and seedy and whatnot Branzig's old place is clean and sturdy and nice. Not fancy, Branzig never had a lot fo money. But nice, sturdy and clean. The sort of place that nobles -would- go to but not try to go to. Argo: I disagree with your assessment of Marian. She was raised in a farming fammily and probably farmed some herself but don't forget that marian beat out literally hundreds of other girls in a contest of charms, wit, and looks. And the easiest way to show that in stats is to say that she is an Aristocrat. The sort of girls who's strength is not in her back muscles but in her extrapersonal skills. She's charming and friendly and disarming and clever and the class that lets her be that best is an aristocrat. |
| Sylvaroth06-16-07, 04:05 PM | you are very much correct sir. i shall go edit it now. there i added in that he got a summons for july Please keep it as it was and just add the part about Gregory informing everybody about the reason why the messengers arrived. I suggest to call the inn Branzig's instead of Castle Inn. It is not a castle, it is not in the keep and AFAIK it has always been referred to as Branzig's or Branzig's Inn. I like the sound of 'The Ox and the Mule'. Rolgan was an old shepherd, we saw in two of the first 'Chronicles'-entries. I suggested he was Eckland's first dead and that is why the '+' linked to this event. I suggest to rename the link from the stat block, the CoC is only a small part of the CoE :D As for the hierarchy, I don't think that the titles are that problematic. Such 'generic' titles can also be seen as placeholders, which can be not only adjusted to fit a DMs campaign, but will also give that DM a clue of the rank in society of the particular individual. I completely disagree about Gregory always being behind Whatsis. True, the latter may be a blueblooded nobleborn, but Gregory does definitely have the potential to outflank him as far as 'honor and glory' are concerned. Let's exchange Marian's Ari levels with Exp levels and call it a day. Though I agree, that she is something special, the DMG's description of the Ari class does not fit the concept of a diligent and charming peasant girl. |
| Iolana06-16-07, 05:36 PM | Rolgan was an old shepherd, we saw in two of the first 'Chronicles'-entries. I suggested he was Eckland's first dead and that is why the '+' linked to this event. *quizzical look* Urm, that post that it's linked to doesn't mention anyone dying? The town's first death is mentioned in Year 5, Months 7-9 (http://boards1.wizards.com/showpost.php?p=12337306&postcount=271), not Year 5, Months 4-6 (http://boards1.wizards.com/showpost.php?p=12333988&postcount=259) as is linked. No wonder I was confused. Suggest updating the link so I get unconfused pretty please :) . Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 655*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Total Town Population: 983. Working Town Population*: 655 (~66.6%). Non-working Town Population: 328 (~33.3%; 295 below starting age, 33 venerable+). *For the purpose of determining the town size-category of Eckland, only the working town population counts. Notable Imports: chernagors (draft animals), dogs Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, pickpocket (Expert 1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS Gold: 57,411 gp COFFER CALCULATIONS = Town Population X 2 X Months Chronicled Chronicles of Eckland (http://boards1.wizards.com/showpost.php?p=12239430#post12239430) Okay, changes to the sblock: Lady Marian now at Expert 2...I don't think it really matters so much what she was before she married Eckson, but the fact that she married well will bring a rise in status for her. I don't care which way it goes. Castle Inn now Branzig's Inn (I don't care either way what it's named) The Oxe and Mule Train Inn now The Ox and Mule Inn (ditto) Link shortened to just Chronicles of Eckland I listed Branzig as well under the NPC list, since he is both the owner of the Inn and the Guard Marshall. Just because he is the owner doesn't mean he has to dedicate all his time there, that's what staff/employees are for! :) Iolana |
| Alltat06-16-07, 05:55 PM | Where did the "humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%" figures come from? Who are all these elves and half elves? To me it seems like it would be closer to 80-90% humans, with rather few elves. The 'others' figure also seems a bit low considering the town has orcs, halforcs (well, at least one), a minotaur, multiple kobolds, gnomes, etc. I'm not saying the figures are wrong, I'm mostly curious as to where they came from. |
| HK-47 II06-16-07, 09:23 PM | Eckland Year 12 Months 7, 8, 9 The Festival to show off the Eckland infants is the biggest celebration Eckland has seen yet, but is suprisingly unnotable (Ditsy sponsored and won the drinking contest, Tuim Ban sponsored a magic compitetion, which Thanatos won, A young (about 16) Out-of towner won a small beauty pageant that was held), other then the fact that Gregory was called away on business, and thus, was absent for it. What *were* notable were the following events: 1: Tuim Ban noted that Sara (who had recieved her Father's Bow a few days before), and Thanatos, had gone missing in the middle of the season, and returned the day before Gregory, what they did is uncertain, though they did seem closer after they returned 2: a- Iluven, Gunk, and Boog, go to the town's first tavern (apparently named The Saucy Rabbit) to investigate a minor disturbence there, where Gunk and Boog meet Karen Masters, the Previously mentioned massive Half-Orc bouncer,(raised by her mother ooc: before you say anything I figured it was a guy too, but I view this as more entertaining) and a friend of Iluven (who has also gained a level), while Iluven continues investigating the two (brothers? cousins?) stay behind to try to flirt, Karen punches one of the two in the jaw and throws them out of the bar. Later she mentions to Iluven that although she hates her Orc heritage, she found the two, cute, sorta... 2: b- As the three leave the Saucy Rabbit they meet an Elven man and a small Elven girl. Iluven and the Man stare at each other for awhile, drawing a crowd. Eventually one of them asks who he is and he responds "Quarion Silimaurė, nephew of Lord Elohir Silimaurė, and husband of the beautiful, Iluven Silimaurė, and this is our daughter, Lia Silimaurė." When asked if it is true Iluven makes a motion and walks away, bringing Gunk, Boog, and the Girl with her. 3: Gregory returns, and quickly locks himself in His Keep, acting uncharacteristically quiet about the events that happened at CapitolCity. 4: A small logging settlement begins on the road between Seatown and Eckland. Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 655*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Total Town Population: 983. Working Town Population*: 655 (~66.6%). Non-working Town Population: 328 (~33.3%; 295 below starting age, 33 venerable+). *For the purpose of determining the ‘town size’-category of Eckland, only the working town population counts. Notable Imports: chernagors (draft animals), dogs Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) Gavin Carpenter, pickpocket (Expert 1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Studded Leather) 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS Gold: 61,341 gp COFFER CALCULATIONS = Town Population X 2 X Months Chronicled Chronicles of Eckland (http://boards1.wizards.com/showpost.php?p=12239430#post12239430) What do you think? we can make the events mean *anything*, but, I Propose that: 1- Thanatos and Sara aloped, (even though I don't want it to be true... they're too young) 2- Gunk and Boog fight over Karen for years before anything happens 3- The Elven man is telling the truth but Iluven and him had a falling out 4- Gregory was promoted 5- a tax was imposed on Eckland that will begin in the beginning of the 13th year 6- Gregory was also given a secret mission, to help the kingdom against a nearby enemy nation |
| Rockjaw06-17-07, 11:13 AM | WOW...! I go out of town for three days and you guys go crazy..! I love everything I've read. I've got to read it all again and digest it then I'll add in my thoughts..... I DO like the suggestion that Gregory be promoted "offically" to a Knight of the Realm, thus making him and his heirs offical blue-blooded nobles. If nobody objects I'll write up a Declaration of Promotion and add it in. I also agree that he may eventually outrank other lords and barons in the realm he is and will be considered the new kid on the block and may not get the respect from other more established noble houses PS I just finished reading the conversation on Branzig's tavern, I agree we should keep it. Every old warrior looks to his retirement and Branzig is no different, I propose he has someone running he place until he decides to retire and run it himself. |
| Rockjaw06-17-07, 12:37 PM | Here is the writ of promotion for Eckson To keep us from getting confused I made him a Knighted Lord so we can continue to call him "Lord Eckson" and his Wife "Lady Eckson" his children will automaticly recieve the title. I left out any part of his responsibilities to the crown for us to discuss, but in keeping with the drop-in way we are creating this we should keep it very generic Writ of Declaration For unwavering loyalty and dedication to the Realm, let all know that Gregory Eckson, son of Argus Eckson. Is on this day Knighted and named as a Swordblade of the Realm. Sir Gregory Eckson, The candidate, shall fast on the vigil, he ought to pray unto his God, and confess of his difficulties that he has done against his God. He ought to stay awake all night and say his prayers and ought to hear the word of his God and things touching the deeds of chivalry. The candidate shall be clad tunic of white next to his skin, that he will hold himself clean, chaste and pure of heart and mind. The candidate shall be clad in a cloak of red, that he might understand and consider that he will be required to spill his blood in order to defend his Province, his King and his people. The candidate shall wear shoes and hose of brown and black to so that he will always have in mind death, and the earth to lie in low. From whence he has come, and wither he will go, Lest into pride he fall. And before he be a-dubbed a knight the candidate shall bathe in order that felony be washed away and be fulfilled with courtesy, honesty, and kindness. "Right mindful of your prowess on the field, and responsive to the wishes of your peers, we are minded to make you knight. Know that to wear the mantle and blade of a knight is to hold a sacred trust; that the obligations of knighthood will demand your efforts every moment of your life. "A Knight of the Realm must be respectful of all religions, never offending the faith of another. "A Knight of the Realm must respect all those who are weak or defenseless, whether because of age, infirmity, poverty, or vow, and be steadfast in defending them. "A Knight of the Realm must love his Kingdom and his province, and fulfill most faithfully his feudal duties to his baron and his King. "His word must be dependable beyond doubt or question. He must never flee from the face of his foes. He must be generous to all. "The Laws of the Realm and the customs of the Kingdom require that a knight be powerful of arms, as you have demonstrated you are upon the field of battle; that a knight be courteous, as you have shown yourself to be and as these noble gentleman (and ladies) attest; and that a knight be loyal to his Kingdom and the Realm. You have desire to accept the burden of knighthood and swear fealty to the Crown, so it is shown, so shall it be." Signed King Thatoldfart Noble protector of the Realm PS This is a very simple ceremony, but Gregory has just attained "noble" status, he is for ranking purpose, the lowest ranked noblemen in the realm. Yes, he had done more probably than many of his peers but in the eyes of the noble community he is "NEW" and untested in court and courtly matters. The King may be on his side and have a kind ear for him, but now we have entered into "The Great Game" :plotting: |
| deanruel06-17-07, 04:03 PM | Sweet. Love it Rockjaw. Really really classy. |
| Rockjaw06-17-07, 09:48 PM | Eckland Year 12, Months 10, 11 &12 Harvest time comes and goes; another good year for the citizens of Eckland is coming to a close. Everyone is glowing in the pride associated with the Knighting of Lord Eckson by the King and overall the community “feels” completed. After more than 10 years the townsfolk have the recognition for their leader, that many feel he richly deserved. A new source of community pride swells from the town and a commitment to continue to grow and prosper is established. Over winter many meetings both formal and informal occur, as longtime residents plan on growth and involvement to deepen the town as a whole. Calls have gone up for an Ecklander Coat-of-Arms and a Standard for everyone to rally round. Talk is also surfacing on updating the town charter, and for the establishing of councils to oversee various duties in the town. Marya Camotille has been very busy working on these concepts and suggestions, and has been a public-face for many of the townsfolk to approach with their ideas and Marya is careful and diplomatic enough to understand that no matter how bizarre an idea it was given in good faith. Seeing her burdened by this Lord Eckson increases the size of her office and her staff, bestowing a minor title to her by making her an Elector and giving her authority to recommend and institute all prudent concepts. (Thereby making her the first member of his staff- Officially) Additional Staff; 1.) Eilstine Trannyth ( eldest daughter of the Trannyth family ) 2.) Davmorn Loyalar ( second son of the Loyalar family ) The bridge is under construction and Sam Thompson is dedicated to building a fantastic structure to enhance the town. Spanning 70ft across the river it will have both a tower and a large planting bed on each side. Construction was going along well until several odd happenings, first the work barges would suddenly start to take on water. Then items started to fall into the water items like tools, rope, and building materials. Lastly it seemed that work done one day was undone the next. The delays have Sam worried both about completing the bridge by spring and keeping his good reputation intact Iluven, Gunk & Boog have been looking into the happenings on the bridge site and she has posted two of her deputies at night. *She has also had either Gunk or Boog hidden on over watch to back them up, unknown to her new deputies*. Iluven has an idea what is happening and goes to Tuaim for assistance. Iluven has been avoiding the town proper and specifically The Ox and Mule Inn. Since the day Quarion and Lia showed up they have been staying there. Iluven has been talking and interacting with Lia but has been completely cold to Quarion, she is showing the signs of stress on her face daily as she wages a inner battle only she can fight. Samantha and Orn have finished the secret project they were working on for Lord Eckson at their smithy. With the help of Dolan ten new suits of Scalemail Armor with the shoulders glazed dark red, and ten new war-helms with red dyed crests. Lord Eckson presents these to his Houseguard and proclaims them to be the “Red Dragoons”. Every man and women on this detail swears an oath to protect their Lord until death. Karen, the 1/2Orc bouncer at the Saucy Rabbit, has started to receive packages almost daily sometimes multiple times daily from an anonymous source or sources…? Usually consisting of either the most powerful (stinky):yuck: perfume or sometimes a crudely carved token like a moose (missing an antler) or a bear (with only 3 paws) or just horribly written poetry :uh-huh: , read aloud by a child paid a copper to deliver.! This has caused much good natured laughter from the serving girls of the Inn..! Grakos and Handel both go to Seatown intent on finding more equipment for the Town Military to use. And this time find an unexpected boon.! During a storm in late autumn a shipwrecked vessel deposited sixteen marine sentinels, sea going military guardsmen, in Seatown. Now they are just about out of coin and are without a contract. Grakos hires them on the spot, thinking them a perfect addition to the town. They call themselves “The Sea Dogs” but are more than willing to change that to “The River Dogs” and eagerly accept the offer. The River Dogs; Ravanna Waveheart (Human Female War-3) 10 War-1 (Human) 4 War-1 (1/2 Elf) 1 Rog-1 (Gnome) Other Noteworthy Events: 1.) A new guild is formed by the stonemasons and the timber wrights they name themselves “The Loyal House of Stone and Beam” and combine their building efforts and thereby their coffers Run by Curth Stonehammer (human male exp-4) and a longtime resident of Eckland 2.) Hirundo Grus has agreed to build shipping crates for Cotter Magin, and hires several additional residents, and is looking to expand his warehouse 3.) Lord Eckson sent for Jack Heppert, who after attending him in the Keep packed his traveling gear and headed east on some errand for his Lord. 4.) Lord Eckson, since being confirmed as a Knight has been receiving inquires and invitations to attend various balls and galas, he has been in no hurry to respond and sees such things as frivolous. Marian, however, is very interested in holding a gala in the spring and having all the nobles in attendance. She is very convincing and Lord Eckland is very giving, especially to his bride. Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 999*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Total Town Population: 999. Working Town Population*: 671 (~66.6%). Non-working Town Population: 328 (~33.3%; 295 below starting age, 33 venerable+). *For the purpose of determining the ‘town size’-category of Eckland, only the working town population counts. Notable Imports: chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, books, colored dyes, canvas, exotic wines and sprits, tobacco, Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Knight of the Realm Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) Murk Chokemarrow, Bouncer, Minatour (Barbarian-3) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) (Appointed Elector) Gavin Carpenter, pickpocket (Expert 1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) Nosepik, leader (ahem!) of the jailers, Kobold (Warrior-1) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Scale Mail, Great Helm) The Red Dragoons 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners RIVERINE WARRIORS (Leather Armor, Buckler, Short Sword, Short Bow) The River Dogs Ravanna Waveheart (Human Female War-3) 10 War-1 (Human) 4 War-1 (1/2 Elf) 1 Rog-1 (Gnome) GUILDS AND ORGANIZATIONS “5 Coppers Trading Company” – Cotter Magin “Birchwood Farmers Guild” – Roland Ashoff “The Loyal House of Stone and Beam” – Curth Stonehammer " The Golden Lilly Coinage Company" - Markul Gentlecoin BUILDINGS Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Ample Basket Bakery The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern Minor commercial buildings: Apothecary, Bakery, Brewery/Vinter, Butcher, Candle Maker, Carpenters, Cartographer, Cartwright, Cheese Shop, Cold Cellers (2), Dairy, Fishmongers, Glass Blower, Jeweller, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumiery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 321 Resident Homes TOWN COFFERS Gold: **every time I try Syl has to correct, I’ll wait and add that version !** COFFER CALCULATIONS = Town Population X 2 X Months Chronicled Chronicles of Eckland (http://boards1.wizards.com/showpost.php?p=12239430#post12239430) PS I know I left out the mages guild, I know we have one I just can't find it's name PSS I made sure that my post brought us to 999 residents, I'm only a minor player here, the post with our 1000th resident should go to somebody else.... |
| HK-47 II06-17-07, 10:28 PM | 1- Thanatos and Sara aloped, (even though I don't want it to be true... they're too young) 3- The Elven man is telling the truth but Iluven and him had a falling out 5- a tax was imposed on Eckland that will begin in the beginning of the 13th year 6- Gregory was also given a secret mission, to help the kingdom against a nearby enemy nation What does everyone think of these proposals? No one has said anything. Edit: Good job Rockjaw! Edit 2: I propose an addendum to 3, That their daughter officially moves in and becomes the 1000th resident! |
| Alltat06-18-07, 04:07 AM | PSS I made sure that my post brought us to 999 residents, I'm only a minor player here, the post with our 1000th resident should go to somebody else.... Up to this point, I'm not sure if anyone in Eckland actually has the exact figure for how many people there are in town. It might be appropriate to have a census or something in preparation for the new tax, which I suggest be paid at the end of each year, instead of being calculated for every entry. That conveniently also buys some time to decide on how much it should be. |
| HK-47 II06-18-07, 10:50 AM | I think it's about time to revisit the idea of Daniel Gregory Sadras becoming a Ranger. He was 5 last time it was proposed and we said it was too soon, now he is 12 and a few years from gaining his first level, so we should start setting it up. |
| Rockjaw06-18-07, 11:02 AM | I think it's about time to revisit the idea of Daniel Gregory Sadras becoming a Ranger. He was 5 last time it was proposed and we said it was too soon, now he is 12 and a few years from gaining his first level, so we should start setting it up. Great Idea, but first we need to add a Ranger to the PC or NPC list. Somebody that he can use as a mentor. I liked the ideas you had and tried to incorperate as many as were viable, I am voting YES to Thanatos and Sara falling in love, but I think we can just have them pledging that right now, possibly marrying after ther return from thier formal training in Southcity...? |
| HK-47 II06-18-07, 11:17 AM | Well for some things Ezra could train him, and for others, well, there are people for those too. As for Sara and Thanatos, they were already in love I thought, and aloping is something Sara would do I think, (and being a Sorceror she probably has atleast a 16 in Charisma if not 17 or 18 and could probably convince Thanatos) and although I feel it's to soon for them, I was having trouble figuring out another good reason for why they went missing for a little over a month. |
| Sylvaroth06-18-07, 11:46 AM | Didn't deanruel want to write the 'October to December'-entry? Town Population I am a little puzzled about the population numbers. Assuming a total population of 999, we'd have 666 workers (~66.6%) and 333 non-workers (~33.3%; ~300 children (30%); ~33 elderly (3.3%)). Gaurds/Militia I also came to realize that -according to the DMG, p 138- we have a little more guards/soldiers than suggested in the passage 'Community Authorities'. With a working population of 666, we'd have 6 full-time guards (1 guard for every 100 people in the community) and 33 members of the local militia/conscript soldiers (1 militia member for every 20 people in the community), as opposed to 81 guards (93 including the lookouts (12), 109 including the sheriff and her deputies (16?), 125 including the river dogs (16), 135 including the red dragoons (10)). Quite enough for a community of 8,100 to 13,500 people (fit for a small to large city). Right now we have between 1/8 and 1/5 of the working population as guards (~12% to 20%). That's like 1 guard for between 30 to 50 people. Any ideas how to explain this? Any thoughts about whether we should, step by step, approximate these numbers to those suggested by the DMG? Exports Based on Rockjaw's breakdown of the various food sources and types, assuming that still ca. 30% of the working population comprises of farmers, and readjusting the acreage to fit our latest approximations: Farming Produce Percentage Farms Total Acreage (Persons) (per Family) Grain, wheat, rye, hay, alfalfa ~20 17 (50) 170 (10) Corn (summer, indian, sweet) ~10 8 (25) 80 (10) Orchard, apple (various), pear ~16 11 (34) 11 (1) Various ((sweet) potato, carrot, celery root, radish, onion, squash, pumpkins) ~15 10 (30) 50 (5) Tomato, pepper ~ 0.5 1 (4) 1 (1) Beans, peas ~ 5 3 (9) 3 (1) Berries and vines (includes elven grape) ~ 5 3 (9) 30 (10) Barley and hops ~ 5 3 (9) 15 (5) Others (includes herbs) ~ 5 3 (9) 15 (5) Total ~81.5 59 (179) 375 Livestock Produce Percentage Farms (Persons) Beef ~ 6 4 (12) Dairy ~ 4 3 (9) Hogs ~ 4 3 (9) Chicken ~ 4 3 (9) Goat ~ 0.5 2 (4) Total ~18.5 43 Total Farms (Persons): 74 (222). Total Acreage: 375. Three-Field Rotation System: One field lies fallow all year, one is sown with winter wheat (rye) from September through December, and one is sown with spring crops (barley, oats, peas, beans, vetch) after the last freeze. The villagers rotate the planting and fallow cycle, so a field lays fallow every three years. The herders also use the fallow fields as grazing land, simultaneously manuring the field. This is the reason why the farmers share their fields with the stock farmers. Daniel Gregory Sadras I suggest to make a ranger the 1,000th citizen. Maybe somebody we already met? *cough*Dorn Ragain*cough* Thanatos and Sara What, if they had not eloped, but rather Thanatos took her to Ezra, asking the latter for permission to share her secret as well as the GotG-oath with Sara. (HK-47 II, I have the impression you don't know why they disappeared, still it was you who wrote about it :confused: ) Racial Mix of Eckland On closer examination, the numbers are really a bit off, they should look more like this: humans 47%, dwarves 20%, elves 15%, halflings 10%, half-elves 5%, others 3%. There are several gnomish and dwarven miners and farmers, some of the businesses and farmer families coming to Eckland have never explicitly been stated as being exclusively human (they might as well comprise of more exotic creatures other than PHB-races). Annual Tax The tax is paid annually, the calculations assume, however, a monthly payment. Have a closer look at the 'Calculating Monthly Income'-section of the CoE, to learn more about the reasoning behind this. Town Coffers Will we subtract the 2,273 gp from spellcasting? |
| HK-47 II06-18-07, 11:56 AM | Thanatos and Sara What, if they had not eloped, but rather Thanatos took her to Ezra, asking her for permission to share her secret as well as the GotG-oath with Sara. (HK-47 II, I have the impression you don't know why they disappeared, still it was you who wrote about it :confused: ) I had originally wrote it with the intention that they had aloped, but later decided I disliked that option, but that their disappearance should be left in, and now I don't know why they went missing |
| Sylvaroth06-18-07, 12:00 PM | Oh, I see. :D How do you like my suggestion? |
| Argo06-18-07, 12:43 PM | PSS I made sure that my post brought us to 999 residents, I'm only a minor player here, the post with our 1000th resident should go to somebody else.... First, Rockjaw, you're one of the most vital contributors to this project. Second, We seem to have left Murk, the level 6 Barbarian Minotaur bouncer off the PC list. Third, it seems that those pesky aquatic elves are causing trouble for the bridge construction crew. I love it. Fourth, Thanatos & Sara married... doesn't feel right to me. Fifth, Iluven. Love it. Finally, Iluven gets interesting! Sixth, Gunk & Boog courting what's-her-face. Love it. Finally, Gunk & Boog get interesting. (Also, they're brothers.) Seventh, Gala at Eckson Keep in the springtime. Love it. Vote for it. Eighth, notable imports: Cloth. Eckland imports bolts of cloth from Seatown. Seatown gets fine cloths in from overseas, and Eckland brings them up for sale. Ninth, notable exports: Metals. Steel, Bronze, Copper, Silver, Gold, (Adamantine?, Mithril? {Maybe they'll find those later on?}). Gems and precious stones. EDIT: I overlooked the "valuable ores" line, but I still think we should spell out which ones. Exporting copper is very different from exporting mithril. Tenth, this list has ten things. |
| Alltat06-18-07, 12:51 PM | Gaurds/Militia I also came to realize that -according to the DMG, p 138- we have a little more guards/soldiers than suggested in the passage 'Community Authorities'. It might be helpful to calculate how much it would cost to fund as many guards as Eckland currently has, along with other expenses. If the tax income can fund it then fine. If not, Eckland might have a bit of a problem... Considering that the D&D world is more dangerous than medieval Europe (which I assume the DMG gets its figures from), and taking into account that the settlement has been attacked once before, it doesn't seem unreasonable that Eckland would have more guards than listed, although having 20% of the working population employed as guards does seem like way too much. I had originally wrote it with the intention that they had aloped, but later decided I disliked that option, but that their disappearance should be left in, and now I don't know why they went missing My guess is that it was somehow related to Tuaim Ban, but it could simply be stated that they didn't do anything that was of any real interest to Eckland as a whole. |
| Sylvaroth06-18-07, 12:54 PM | Second, We seem to have left Murk, the level 6 Barbarian Minotaur bouncer off the PC list. Murk is a 6 HD, LA+2, CR 4 creature. If he were a 6th-level Barbarian, he'd have an ECL (http://www.d20srd.org/srd/monstersAsRaces.htm#levelAdjustmentandEf fectiveCharacterLevel) of 14 (6 HD + 6 Barbarian-levels + 2 LA) and a CR of 10. ATM I suggest a maximum of 3 Barbarian-levels for an ECL of 11, CR of 7. In addition his heavy drinking should prevent him from challenging Gregory, but he'd still be a sick grappler, which is perfect for being a bar bouncer. Eighth, notable imports: Cloth. Eckson imports bolts of cloth from Seatown. Seatown gets fine cloths in from overseas, and Eckland brings them up for sale. Shara(s), Cotter, or Mr. Gentlecoin would IMO be more appropriate choices. It might be helpful to calculate how much it would cost to fund as many guards as Eckland currently has, along with other expenses. If the tax income can fund it then fine. If not, Eckland might have a bit of a problem... The equipment of a guard costs 70 gp (studded leather armor 25 gp, morningstar 8 gp, dagger 2 gp, light crossbow 35) for a total of 5,670 gp for 81 guards. The equipment of a house guard costs around 110 gp (longsword? 15 gp, pike 8 gp?, dagger 2 gp, light crossbow 35 gp, scale mail 35 gp) for a total of 1,100 gp for 10 house guards. The equipment of a lookout costs 12 gp (leather armor 10 gp, spear 2 gp) for a total of 144 gp for 12 lookouts. The equipment of a riverine warrior costs 65 gp (leather armor 10 gp, buckler 15 gp, short sword 10 gp, shortbow 30 gp) for a total of 1,040 gp for 16 riverine warriors. Summed up that's 7,954 gp for equipment. Now assuming that all 119 of the above 'guards' earn a monthly wage of 32 gp, Gregory would have to pay a monthly sum of 3,808 gp. That's 11,762 gp for one month of wages and equipping, and then 3,808 gp each month or the taxes from exactly 1,904 villagers. My guess is that it was somehow related to Tuaim Ban, but it could simply be stated that they didn't do anything that was of any real interest to Eckland as a whole. I like that, too. An exercise for the two mages-in-training. |
| Argo06-18-07, 01:06 PM | Very few of the guards are full-time guards. Only the full-time guards are paid. Most of the guards are unpaid volunteers, like a volunteer fire department sort of thing. |
| Argo06-18-07, 01:15 PM | Yeah, sure. 3 Barb levels is fine. I just kind of threw out the estimated ECL I wanted him to be. Also, why is it then whenever someone mentions a character who could be kind of powerful, the first response is that they would challenge Eckson for control of the city? Why on earth would Murk, the drunken Minotaur barbarian bouncer want to challenge Eckson? Just curious. |
| deanruel06-18-07, 01:36 PM | Man, this thread just moves too fast for me nowadays;) . Well first I think the reason that people shy away from 11 level+ characters is because they are 1) very rare, and 2) sort of a mental disruption of the power center of Eckland. Lets use Murk as an example. As a 6th level Barbarian he's a frickin powerhouse, almost undoubtably equal or slightly better than Eckson in a straight out brawl. Now Murk would never have the goal of conquering Eckland mostly because he's too stupid but the fact that he has the power to kill Eckson DOES actually matter. Lets say, for instance, that Dagger Ears moves in and wants to off Eckson and replace him with someone else. Well 11th level people don't grow on trees so who would he find to do it. Probably Murk. He's stupid, simple, easily manipulatable, and incredibly powerful. So thats where problems lie. As to the new Eckland Stat block I do disapprove of the new "Whole town population" bit. I just don't think it matters. I mean how often do your PC's want to know how many children are in the town school. Never. Never ever ever. It creates more work for people making new chronicles and it is wierd so I would ask that whoever makes the next post takes it out. I like Sylvaroth's formula a lot but what it's showing just isn't needed in every future chronicle. To Sara and Thanatos alloping I dislike the idea. If they want to be together then rock on but they're real real young. In addition Sara probably only has a 15 or so in Charisma. Anything above 15's is hard to come by and 17's and 18's are freakishly rare. As to the Guards we do have a TON of them. I have been keenly aware of this since about year 7 and addressed the issue in post 495 here (http://boards1.wizards.com/showpost.php?p=12440679&postcount=495). Basically while the Guard's salaries would come to a simply monolithic quantity every month the payments are simply assumed for ease of use to be evened out by the money brought in from the hunts. I believe that looking up the standard treasure gained from even a CR 3 creature will show you that killing creatures is a very lucrative trade. Enough, I believe at least, to allow the guard to continue to exist without killing off the towns funds. |
| Sylvaroth06-18-07, 02:07 PM | As to the Guards we do have a TON of them. I have been keenly aware of this since about year 7 and addressed the issue in post 495 here (http://boards1.wizards.com/showpost.php?p=12440679&postcount=495). Basically while the Guard's salaries would come to a simply monolithic quantity every month the payments are simply assumed for ease of use to be evened out by the money brought in from the hunts. I believe that looking up the standard treasure gained from even a CR 3 creature will show you that killing creatures is a very lucrative trade. Enough, I believe at least, to allow the guard to continue to exist without killing off the towns funds. Man, seriously, I totally forgot about that. Let's see how it works out: Assuming once a week the monster hunts encounter one CR3 monster, on average they'll bring home loot worth around 4k gp. That's quite enough. Still, I suggest to leave the number of guards as is for some while (at least until Eckland is a large city of no less than 13,600 citizens, so we can pay them from the coffers properly). I do also suggest to have 4 full-time guards (Branzig, Heppert, Hendrell, and Grakos), training and monster hunting with a monthly rotation of 10 to 20 conscript soldiers. Make Dell and a dwarf leaders of the lookouts, so we can have a monthly shift of 10 here, too. The riverine warriors and house guards should not change IMO. So we have a total of 32 full-time soldiers (more than the 6 DMG guards, but few enough to be reasonable for a settlement who has seen the attack of an orc army and a dragon). |
| Alltat06-18-07, 02:58 PM | Why on earth would Murk, the drunken Minotaur barbarian bouncer want to challenge Eckson? Why would someone powerful enough to challenge Eckson settle for being a drunken bouncer? I'm not saying that Murk would do anything, but it would open the gates for future powerhouses that would. Unless there's a particular reason for making him that strong, it seems reasonable that he'd be knocked down a bit. It ensures that everyone doesn't wake up as vampires some day ;) As to the new Eckland Stat block I do disapprove of the new "Whole town population" bit. I just don't think it matters. It's useful for comparative purposes, mainly. Populations are generally listed as total populations, so in order to make it easier for DMs and players to get an idea of how big Eckland is compared to other settlements, it would make sense to list the total population. The split into children and elderly is admittedly a bit overkill though. It seems that it would be easiest to simply state that Eckland has 999 inhabitants, and then scale down the 'tax per person' number by a third. Same end result, fewer calculations needed. I do also suggest to have 4 full-time guards (Branzig, Heppert, Hendrell, and Grakos), training and monster hunting with a monthly rotation of 10 to 20 conscript soldiers. Make Dell and a dwarf leaders of the lookouts, so we can have a monthly shift of 10 here, too. The riverine warriors and house guards should not change IMO. So we have a total of 32 full-time soldiers (more than the 6 DMG guards, but few enough to be reasonable for a settlement who has seen the attack of an orc army and a dragon). Seems reasonable. In times of need the (somewhat) trained militia can still be called upon, but Eckland won't have to go bankrupt from the whole thing. |
| Sylvaroth06-18-07, 03:21 PM | It seems that it would be easiest to simply state that Eckland has 999 inhabitants, and then scale down the 'tax per person' number by a third. Same end result, fewer calculations needed. Working Population: 2/3 Non-Working Population: 1/3 Seems reasonable. In times of need the (somewhat) trained militia can still be called upon, but Eckland won't have to go bankrupt from the whole thing. The DMG states, that conscript soldiers can be called upon within one hour. |
| deanruel06-18-07, 03:53 PM | It ensures that everyone doesn't wake up as vampires some day ;) Love it. It's useful for comparative purposes, mainly. Populations are generally listed as total populations, so in order to make it easier for DMs and players to get an idea of how big Eckland is compared to other settlements, it would make sense to list the total population. The split into children and elderly is admittedly a bit overkill though. It seems that it would be easiest to simply state that Eckland has 999 inhabitants, and then scale down the 'tax per person' number by a third. Same end result, fewer calculations needed. Some of what you're syaing is correct. It does makes sense to have the knowledge be easily obtainable for anyone who might want to look, say, the DM you mentioned. But it doesn't make sense to have every person who makes a chronicle forever after have to constantly update the figure. That is incredibly incredibly stupid. The fact is that too many steps are being put into something that arrives at the same end. As an example we'll look at how this effects the way taxes are calculated- With Children Total Town Population X 66% = The Tax paying Population. The Tax Paying Population X 2 X The number of months chronicled = Taxes gained. Without Children Population X 2 X The number of months chronicled = Taxes gained. Using the second method is irrefutably better because using the first method gains you NOTHING. If you are using the first method and you want to figure out how many children are in town you do this- Town population X 33% And if you're using the second method you have to do this- Town Population X 50% It's the SAME process with different figures no matter what method you're using. Listing the "total population" doesn't gain you anything. The information isn't more easily retrievable or more available and all it does is make some processes take more time. It is logically unimaginable to me as to why listing the children would be preferable. Seems reasonable. In times of need the (somewhat) trained militia can still be called upon, but Eckland won't have to go bankrupt from the whole thing.[/QUOTE] |
| Sylvaroth06-18-07, 04:53 PM | It is NOT Town Population x 30% (30% of what, anyways?) nor is it Town Population x 50%. ONE-THIRD is the non-working, while TWO-THIRD is the working part of the total town population. You have 999 people in total? Fine! You want to know how many children AND elderly? 999 / 3 = 333! You want to know how many working adults? 999 x 2 / 3 = 666! VOILĄ! I'll add the percentage of young and elderly to the CoE. For the purpose of determining the taxes or almost anything else it is completely useless. |
| Alltat06-18-07, 05:14 PM | Working Population: 2/3 Non-Working Population: 1/3 Add in the tax calculation and you're at three 'lines' of 'code'. Instead, multiply the tax coefficient with the working population factor and then use that number for future tax calculations, and you're down to one 'line'. If the current number is 2 gp per month per working adult, then the average income per inhabitant would simply be 1,33 gp (2,0 x 2/3). Less work, and with the same end result (except that you won't have the 'Working Population' and 'Non-Working Population' figures actually listed in the sblock for each chronicle entry, but those aren't that interesting anyway, and can easily be calculated by anyone who wants them). The main function of the sblock at this time appears to be ensuring consistency, and for this purpose the two numbers serve no real purpose, as the next chronicler will happily ignore all population numbers except the total figure, and then start over from there. Some of what you're syaing is correct. It does makes sense to have the knowledge be easily obtainable for anyone who might want to look, say, the DM you mentioned. But it doesn't make sense to have every person who makes a chronicle forever after have to constantly update the figure. The idea was that the old 'Town Population' entry in the chronicles sblock would be replaced with, well, 'Town Population'. The only difference would be that the figure would represent the total population of Eckland, and that the population would be multiplied by 1,33 rather than 2,0 to determine the tax income per month. With a decreasing portion of Eckland's economy being from farming, I guess this figure should be adjusted down to 1,0 or so, but that's just a rough guess on my part. The current form of the stat block is indeed a bit overkill. If someone really wants to know how many children or working adults Eckland has they can simply calculate that on their own. The only really relevant things are that there's a population number, that it's clear what that number represents, and that there's some way to estimate the other numbers based on this if you should feel like it. As for what that population number should represent is debatable (as long as it's clearly defined), but to me total population seems the most intuitive. |
| Sylvaroth06-18-07, 05:24 PM | The town population represents the number of working adults. This is IMO the only relevant number, since it determines the tax, town size, PC slots, etc. Also, the 2 multiplier represents the magical enhancements with which the various spellcasters of Eckland increase the town's overall productivity. If it were only for the farmers, the modifier would have remained 1.75. |
| Argo06-18-07, 05:39 PM | It's spelled "elope". No biggie. I just wanted to say it. |
| TimelordSimone06-18-07, 05:45 PM | It's spelled "elope". No biggie. I just wanted to say it. That's been bugging me as well. I managed to restrain myself though. On the subject of town population... I think it should be the working population. It seems to be the figure that's actually useful for anything. Simone xx |
| Argo06-18-07, 06:19 PM | I officially propose that the Town Population figure simply represent the working population. Should this proposal get defeated, I propose that the entire non-working population get wiped out by vampires. On motorcycles. |
| Sylvaroth06-18-07, 06:35 PM | I officially propose that the Town Population figure simply represent the working population. Should this proposal get defeated, I propose that the entire non-working population get wiped out by vampires. On motorcycles. Seconded :D |
| Argo06-18-07, 07:00 PM | One more vote, and we're either listing the Town Working Population, or a gang of Motorcycle-Riding Vampires slaughters one-third of the town. Either way, Eckland wins! |
| Araes06-18-07, 07:24 PM | Well, despite being pro-motorcycle riding vampire, I'll third it. Sounds like a logical proposal. Maybe one of these days I'll even get around to writing another chronicle. |
| tharivol26606-18-07, 07:39 PM | i think there should be a festival devoted to melons with a wrinkly skin. on a related note i say thant. and sara CANT ELOPE and should rather have it be a public event held inside the tower. |
| Sylvaroth06-18-07, 08:04 PM | On a totally unrelated note: Can we have elven brandy for 'The Sleeping Minotaur'? Ditsy's very own bootlegged, improved version of 'dat watered-down elven punch'. |
| Throrin06-18-07, 09:00 PM | Man, this thread just moves too fast for me nowadays;) doesn't it though:D My two cents on the Pop. question is that it should be working population with possibly a "census" posted in the yearly summary. Post the formulas for figuring the others out but I do not feel that there any threat of all "unproductive population" being wiped out. Barring biker invasion OFC :cool: I will also side with the "No Elope" camp. Too soon and too young. I know the argument for the youth being the reason for the eloping, but still no. Even given the 15 year old male and a pretty girl batting her lashes at him. It happens to most of us guys at one time or another, and I doubt that 99% of us have even thought of eloping :rolleyes:. We want the fun but not the responsability:dancin: And a great big HECK YEAH for the 'The Sleeping Minotaur' serving up a "Gran'dad's Blue Flame Fire Water" made from those elven grapes :pint: First, Rockjaw, you're one of the most vital contributors to this project. Seconded Third, it seems that those pesky aquatic elves are causing trouble for the bridge construction crew. I love it. Thought it might be them. Love it if it was:) |
| HK-47 II06-18-07, 10:04 PM | Proposal: perhaps Sara and Thanatos were looking for adventure? Tuim Ban finds out and, instead of punishing them, he gets permission from their parents to send them on a minor adventure! They leave for several chronicles, then return several levels higher and with their new companions in tow. What do you think? yes? no? |
| Rockjaw06-18-07, 11:37 PM | Thank you everyone, sometimes I think my posts and suggestions may be a little too much, and I worry that some may think I'm trying to "strong-arm" the development of this city.. But thank you again, I've already reserved a small very nice area in the world I'm currently building just for our work.. Now, on to the guards... I guess its somewhat my fault, as I suggested almost half of the current town force, I was looking at it from a slightly different angle than the DMG. Eckson is a warrior or fighter or adventurer or how ever you see him. I see a military man that spent the better part of his life..well fighting. He understands the need for an able bodied force, plus his town was attacked and almost burned. This is enough to make any warrior stand to arms. Not to mention that now he has children...you know pappa bear disease and everything. I did not intend for us to have a military-type town, just a town where everyone knew, they could handle a fight. I agree with not adding anymore guards for a little while, lets develope what we have and build a great force of blades for us to play with. And yes for those following the pesky aquatic elves will be introduced soon :cool: PS How about Tuaim ban sent the kids on a "snipe hunt" to test how they will do on thier own...? PSS Town Population: I vote YES to working only (some of the math hurt !) and until we either add a school or a academy we can let the kids play all day. PSSS Just read HK's idea, way cool, Seconded..! |
| Johnny_Angel06-18-07, 11:38 PM | Proposal I know there are a lot of proposals detailing what Sara and Thanatos were doing. I think it would be cool if they found someone or something in the woods or somewhere else around town that they didn't want anyone else to know about. It might be a bit cliche, but perhaps take a few pages from the book Cruel Intentions (not the movie, the classic book.) I think I have the right book in mind. Pip (the character from the book) spent several nights sneaking food to an outlaw on the run who was hiding out in the fringes of town. In our story maybe an Inevitable passes through town (on the trail of the criminal) with seemingly no explaination; at some point the full story comes to light. Their increased closeness is explained by the fact that they shared a secret. |
| deanruel06-19-07, 01:06 AM | I officially propose that the Town Population figure simply represent the working population. Should this proposal get defeated, I propose that the entire non-working population get wiped out by vampires. On motorcycles. *******it is that funny! Man I musta laughed at that for a solid minute. 10 points to you Argo. Anywho it's way late here so no chronicle from me tonight but I'm on board with every proposal on this page. Make the Flame Water, make Sara and Thanatos go on a little adventure (with some invisible chaparoning maybe), and lets finally kick this town up a notch with some Hog-riding Vampire babes. Goodbye boring old Eckland helloooooo XXX rated adventure module! |
| Sylvaroth06-19-07, 05:06 AM | ...I'm only a minor player here,... I agree ;) but let's (just for a brief moment) imagine: ...Rockjaw never joined in: No trade hall No watchtowers No firefighters No well No equipped town guard No Ashoffs No Elderberry, Rasberry, and Gooseberry vines No Jessia Ashoff with her cat with the "purple eyes" No Dunnin Ashoff who continues to brew Eckland Winter Ale 50 gp less in the town coffers from a silver bar No ring of truth for Gregory No mushroom farmer No herb garden for Brother Atil and the alchemists No ice root No Hirundo 'Cooper' Grus No 'Food sources ant Types'-breakdown for the farmer families Frotfair would still be Ecksday No Nimbal Firejack or Chernagors Jack Heppart would neither have become a local hero nor would he wear a bear hide cloak No mice in the grain house > no opportunity for Fantus to show up No town charter The wizard who gave his spellbook to Thanatos would have never visited Eckland with his party The CoE would still be Eckland's History No 5 Coppers Trading Company No Ample Basket-bakery By now we are only half-way through this thread, but lets see what the next 15 pages bring: No farmers, stonemasons and timber wrights guilds No Grakos Tigersoul No Ranger Lord Dorn Ragain No Master Markul Gentlecoin No town square Gunk and Boog would still be nameless orc prisoners and wouldn't work as deputies No Gathering of the White Stag :eek: We would never have learned Ezra's secret No Guardians of the Grove No Tuaim Ban and no wizard tower ... No greenhouse and parks No stone quarry No Morren Dah'mir No Sharas No signal flags No water elemental Ezra had never gotten Vicarius as her new animal companion No kobold guards (Nosepik, Dolget, Hiklug, Kukzel, Ouszop) No Sleeping Minotaur-tavern No export/import lists No official promotion for Gregory to a Knight of the Realm Still no bridge No red dragoons No river dogs and many more Well, looking at the above list, I stand utterly corrected :D Sleeping Minotaur's House Specialty: Blue Flame (40% Vol.) Thanatos and Sara: Deciding they are ready, Tuaim Ban sends them into the woods on an arcane vision quest. They have to feast and may only eat alchemical herbs Tuaim gave them/instructed them to collect in the woods. They either go to Ezra's Grove or some other special place, where they have to prepare a meditation diagram and a ritual fire, in which several herbs are to be burnt. The pattern of the diagram and the smoke of the herbs put the two mages in a trance. After meditating for four days, they have a vision of their respective spirit animals, forming a bond not only with their familiars (representations of their own being), but also between Thanatos and Sara (who each learn the 'truename' or 'soulname' of the other). After the ritual is completed, they build an improvised hut, where they live the next days and spend the time meditating or talking to each other as well as with their familiars. They collect roots, berries and go hunting (Sara took her fathers bow with her), once or twice running into a monster, who does not stand any chance against this duo. When they feel their time has come, they return to the village, where everybody notices that they 'seem closer after they returned'. I think we should fill two PC-slots. One with a 6th-level Cleric (which has been suggested many, many times before) and one with a Ranger. ...and lets finally kick this town up a notch with some Hog-riding Vampire babes. Goodbye boring old Eckland helloooooo XXX rated adventure module! No? :D Still I do agree, that we need some more action again. Mind to put it into Gregory's mission? Some undercover action in another realm would give some new or yet a little bland characters the chance to shine (we could also get someone killed). |
| Johnny_Angel06-19-07, 08:42 AM | I was sitting here thinking this morning. I think the book I was referring to was Great Expectations; not Cruel Intentions. I can't remember though. It's been quite some time since I've read them. As for action...what happened with the mace? I'm sure that somebody going on a killing spree would qualify as action. To be honest, I've gotten a bit behind on some of the posts, so I apologize if it's already been used. If something crazy is going to happen in the town, I vote for a troop of Fiendish Baboon Barbarians and (possibly) their half-fiend leader somehow being incorporated. I seem to recall that there were gates found leading underground at some point either toward the beginning of the town. All I can remember is that it turned out to only be a small chamber, but it was proposed that perhaps in the future it would be discovered that it connected to some sort of underground dungeon. Maybe I'm crazy, but I could have sworn I read that somewhere. |
| Sylvaroth06-19-07, 10:11 AM | I think you refer to the cave, where the aranea should be found. I think we should really reconsider the idea of the discovery of a nearby dungeon. Brings some money to the village and maybe some stranger businesses like magic shops, etc. Since the various levels of that dungeon contain sealed portals and tunnels to other caves, more and more adventuring parties would come to Eckland, being ever higher and higher in level. |
| Argo06-19-07, 02:42 PM | Pip = Great Expectations --- Thanatos & Sara, whilst adventuring, see/hear the Stone Giants living in the mountains. They return to town and tell Tuaim of their presence. --- Who was the kid who was on the path to Rangerdom? He, Thanatos, & Sara should team up to form an adventure team. Then, when they find themselves needing some other skills, recruiting the young Gavin Carpenter... who I also propose we retrain to make him Rogue 2 after training under Glimrick, lo these many months. |
| Sylvaroth06-19-07, 03:23 PM | To Sara and Thanatos alloping I dislike the idea. If they want to be together then rock on but they're real real young. In addition Sara probably only has a 15 or so in Charisma. Anything above 15's is hard to come by and 17's and 18's are freakishly rare. Thanatos was introduced in December of year 3 and gained his first Wizard level in April to June, year 7. Since the minimum starting age of human wizards is 17, I think Thanatos was 13 in year 3, 17 in year 7, and is now 22 (which happens to be the maximum starting age of human wizards). Sara should range between 16 and 19 I suppose. |
| Argo06-19-07, 05:43 PM | I vote that I'm bored and someone should post something... |
| Rockjaw06-19-07, 08:21 PM | Argo be careful what you wish for, I'm off work for two days....:P Deanrule..you doing the next post.? And a question for everybody, Would a person pledging to become a paladin start as a Squire or something like a Lancer.? you know needing to start thier frist 6 months training just with horses. |
| Throrin06-19-07, 09:19 PM | my guess would be as a squire a lancer in my mind is a cavalryman. One already used to horses Edit: A squire is attached to a knight to learn how to be a knight. learn to take care of the knight's needs and the needs of his horses and how to maintain his weapons and armor |
| tharivol26606-19-07, 10:44 PM | starting as a squire would deffinatly be better. however depending on the starting age being a page first would be best. they do the things in castles like repair armor, serve the nobles, clean stuff etc. |
| Rockjaw06-20-07, 12:57 PM | Ok so I guess it would be safe to say a page would be a young child, working to be a paladin, and a squire would be attending a paladin. Then we agree that a lancer might be a low level paladin...? not yet to the point of attracting followers I'm only asking cause' I'm chasing an idea around in my head that I think everyone may like I am also voting for Arrival of a Cleric, we need to decide on a Diety though, something generic enough Arrival of a Investigator/Detective, I've been haunted by this suggestion I think it is excellent |
| TimelordSimone06-20-07, 01:12 PM | I think a cleric of Ehlonna would be good. I mean, we have a paladin of Ehlonna, and a temple (If I recall correctly). So a cleric of Ehlonna would fit in perfectly. |
| Argo06-20-07, 02:19 PM | Proposal: An evil cult moves into Eckland, featuring an Evil Cleric. He poses as a Cleric of (insert goodly-aligned god that isn't very popular in Eckland), but is really a Cleric of Nerull (or some other evil deity), and starts gathering followers. Slowly. Very slowly. I'm thinking for the first few Chronicles, it would just be him and his three followers he brought with him from East Westcity. But by the following year, they've added one more. Then later, two more. etc. They don't have to slaughter the town or anything like that. They're just an evil cult. I don't know about everyone else, but I like introducing a lot of what I call "landmines" to the town. They don't have to explode, but if you find yourself running the town, and want something to blow up, it's there when you need it. I feel that having a cult of Nerull or something sort of lurking below the surface would really enable a DM to make some things happen that currently would simply be impossible in Eckland. Same reason I proposed the Stone Giants. They don't have to cause trouble. But they could. |
| Argo06-20-07, 02:37 PM | Rocky, if you're off for two days, then post a Chronicle already. |
| Rockjaw06-20-07, 02:39 PM | Oooooo. :plotting: This has possibilities, I like the thought of something lurking underneath the town. This would allow the introduction of something to off-set all the goodness we have. I was going to use a future post to suggest that we start building sewers to the town, afterall if we are going to continue to grow we will eventually need them. and yes they won't DO anything right away but will still be there when we need them. Argo, sometimess your landmines make me think..! How about a series of deep subsurface tunnels are discovered (we've already proposed them) while starting construction of the sewers, they could be natural and not pose any kind of a threat, but will eentually lead to caves and or ruins that could/would be a operations base for them. I'm thinking that every major famous fantasy city ie@ Waterdeep, ect, had something like this it will give us a creative dimension we had not explored yet. We could introduce things like Dwarven Tunnel Teams, Cavers, Deep Explorers, new business that function soley for this kind of thing. New races to introduce to the town now we would have a place for smugglers to hide fences to operate, witches to lair in. Sticking with the core only theme we could add new monsterous characters. A complete undercity for us to build as we build the upper city The only thing I can think is we will need to wait until we get to either large town or small city size But I like this idea I AM getting ready to post one, I just didnt want Deanrule to think I was jumping ahead, but I will probably post one in a little while to wrap-up my loose ends, besides you could drop one in too..!!!! |
| Alltat06-20-07, 03:32 PM | I feel that having a cult of Nerull or something sort of lurking below the surface would really enable a DM to make some things happen that currently would simply be impossible in Eckland. Same reason I proposed the Stone Giants. They don't have to cause trouble. But they could. I agree that Eckland could use a few more adventure hooks, unless of course they're of the huge barbed variety that's used to impale whole towns at a time ;) How about a series of deep subsurface tunnels are discovered (we've already proposed them) while starting construction of the sewers, they could be natural and not pose any kind of a threat, but will eentually lead to caves and or ruins that could/would be a operations base for them. It seems to me that the town is still a bit small to have a sewer system, but it does have a small system of catacombs. Those haven't been mentioned for quite some time now, so it might be about time they got expanded a bit... giving the opportunity to discover a whole networks of tunnels branching out from the keep. They could be sewers from an older city, old catacombs, old buried ruins, or all three. Lots of potential. One underground ruin has already been enountered, so it doesn't seem very far fetched that there would be more. This would also give some potential for seeing how being situated on top of a system of ancient tunnels would affect a settlement, beyond getting some business from adventurers... |
| Rockjaw06-20-07, 05:27 PM | Well here is the next Chronicle, I'm wrapping up some loose ends and leaving some others open for us to continue considering. Chronicles of Eckland Year 13, Months 1, 2, and 3 With trouble still plaguing the construction of the bridge, Iluven arrives one morn with Tuaim Ban at her side; Iluven walks waist deep into the water and concentrates on the area around her. Workmen from the bridge stop and watch as she stands alone in the water. After several minutes she opens the scroll that Tuaim gave her and reads it aloud, when she is finished the astonished workers gape as three elves are unceremoniously lifted out of the river and dropped a Tuaim’s feet. The three elves are astonished and look to run back to the water but find their way blocked by Iluven. She begins talking to them in a version of Elven that includes very quiet bubbling sounds. Tuaim stands over the youths with a grim look in his eye as she questions the young elves. Sam Thompson arrives and is amazed to see the three elves, two males and one female. The boy’s skin has a sliver hue and their hair is deep black, the lone girl has a greenish tint to her copper skin and deep green hair, Sam is amazed to see gills on their necks and stands in silent shock. After several minutes of interrogation Tuaim removes three aged silver bracelets from his pouch and hands them to Iluven, she in turn hands them to the elves and they look at them briefly before putting them on their wrists. She steps out of their way and the three move back into the water gliding swiftly beneath the surface, disappearing from view. Iluven and Tuaim tell Sam that the three are orphans and wandered upstream from a ruined Aquatic Elf settlement outside of Seatown, they meant no harm in causing mischief to the bridge workers and were only trying to have fun. Iluven tells Sam she will speak to Lord Eckson and determine what to do with the trio. Sam is amazed and intrigued at the same time, aquatic elves right in his town…! Aquatic Elves: all adolescents (no classes yet) Asulurr – male aquatic elf Karp – male aquatic elf Seezha – female aquatic elf Over the next few months the bridge is finished and Sam holds a “Ribbon Cutting” as summer arrives, everyone in town marvels at the stature of the new bridge and Cotter Magin immediately begins moving trade wagons across and to the other towns and cities. Lord Eckson and Lady Marian are preparing for their first gala which will be held in mid-summer, invitations have gone to all the nobles in the realm and a surprising number have accepted, eager to meet the king’s newest Knight of the Realm. Lady Marian has been beaming with pride and nervous excitement over the upcoming event for she so wants to make a good first impression. News of the Summer Gala has brought a flood of newcomers to the town, several new business open and some “unique” residents move in. Talk abounds of some of the nobles sending spies to get the lay-of-the-land prior to their employers arriving; rumors are also flying about how the town will fare under the condensing gazes and long noses of the blue-blood class. Some in the town are positively thrilled and are preparing to turn out in their best to mingle with the realms nobility and to show their pride in their Knighted Lord. New Residents: A Cobbler and her family, from Southcity arrive and begin making footwear Two retired sailors, from Seatown arrive and open a canvas shop, making ship canvas and awnings, dyed in bright colors that several business seem keenly interested in adding to their shops From Eastland comes a coach maker, based on the news of a new noble he came to open “The Flawless Carriage & Transport Company” his name is Fetroar Rivandia and he is a complete condescending ass, but very skilled in building carriages for the noble class. An aged and wizened Dwarf Inventor/Tinker arrives and, speaks with Marya about building a home and workshop for himself. He offers in return to design a bell tower for the town square that will ring every hour and be a universal time-keeper for the town From far away in the Northlands comes a extended family of ranchers, all tall, fair haired, and light skinned this large family raises an animal called “bison” for meat and sometimes drafting. Claiming a area of good grazing outside of town, with permission, begins ranching with two dozen animals. Unique Individuals: A lone man arrives in town and takes a room at the inn, paying a month in advance. He has no possessions or equipment in tow and does not look like a tradesmen. Dressed all in black and grey and carrying two blades, one on each hip. He is polite and pleasant and introduces himself only as Garret. Some have noticed that he moves softly with great grace and carriage. The females have noticed that he is built athletic, like a dancer and has dark eyes that seem to miss nothing around him. Continued Chronicle: At the end of the spring with everyone looking to summer, a cry erupts from the lookout tower in the east.! Guards and Townsfolk rush to the road leading to the east, expecting trouble everyone arrives armed prepared for the worst and ready for anything….. Coming up the road, in the distance is a small girl leading a tired malnourished horse, tied to the saddle is a unconscious figure slumped over the neck. As they walk closer the girl looks to the point of exhaustion, her straw colored hair limp and matted with dirt and offal, her clothing little more than rags. A glazed stare comes from sunken eyes and a face dirty and bruised. None miss the kukri blade bared in her hand or the grim determination as she slowly strides forward. Lord Eckson arrives with several of the Red Dragoons as the girl get close, stepping to the front he along with several other recognize the figure slumped over the saddle…Jack Heppert.! As they start to move forward the girl screams and brandishes the steel in her hand, everyone freezes, a small voice quivers with fear and complete exhaustion “Who is Eckson.?” She asks. Lord Eckson steps to the front “I am”. The girl looks him in the eye…and promptly passes out. The men swarm to Jack, he is badly wounded, a steel crossbow bolt embedded in his shoulder and it looks a if he has been beaten and tortured for a very long time. Eckson commands him brought to the Keep and Brother Atil summoned, he gently and caringly lifts the girl and carries her in his arms to the keep. Jack Heppart's Return Lord Eckson stands in his keep keenly aware that both Jack and the mysterious girl were hanging on the edge of death possibly because of him. With a heavy heart and a glass of strong sprits he waits….. Arriving at the Keep are Tuaim, Iluven, Branzig, Marya, Sam, Bellamin, Grakos, Handrell, Roland and Cotter. All look questionly around the room wondering why the summons and mostly what befell Jack while away. Eckson enters the conference room with Marian and that small black dog in tow. He motions everyone to sit around the table and waits to begin. “My friends” says Eckson, “when I was Knighted the King asked me to find out information about a slavery ring possibly operating close to and with the blessing of Eastland.” Letting that sink in Eckson continues, “I knew I could not go myself so I asked Jack to go and see what could be found.” Eckson is about to continue with his tale when two figures enter the room, Brother Atil escorting an awake and heavily bandaged Jack Heppart. Everyone looks to Jack with concern and true worry. “I’ll be alright” he states simply with Brother Atil nodding in the background. Eckson stands and gives up his seat to the wounded warrior. Motioning him to sit, Eckson pours him a drink and stands by his shoulder. “Tell us what you found” says Eckson. “I made my way to Eastland and started to make some inquires, that I guess were none to subtle or quiet” stated Jack, wincing slightly. “I was on my way back to the inn when I was way-laid by somebody very large, and very strong. When I woke up I was in a cellar of some kind and a couple not very friendly people tried to convince me to talk about who I was working for” He looked each person in the eye “I didn’t talk.” Jack stated flatly. Around the room heads nodded, knowing this must be the truth. After a moment Jack begins again “after several days of beatings, how many I don’t remember, I was taken under nightfall to a location somewhere into the woods between here and Eastland, to a large open area, where dozens of cages were lined up an filled with people, all slaves” Eckson takes up the tale “The slavers are known as the Red Hand and are responsible for many atrocities, including raiding, pillaging, and worse. The King told me of homesteads burnt, caravans slaughtered, and the worst you can imagine. All under the nose of the Lord of Eastland.” “The King has no proof of either the existence of this rabble or of the involvement of the ruling class, that’s why I sent Jack to look around.” “Now we have at least one” states Jack, “The tabards in the camp were black cloth with a red hand upon them, the guards were the most violent and dirty bastards I’ve ever seen, sometimes killing for pleasure, culling the old the weak and the sick.” Jack shivers slightly. “I was there a month, beaten regularly and tortured, in that time I witnessed two auctions of slaves, both involved the skum of the realm, by their looks alone the’y much rather stick a knife in your back as look you in the eye.” "The girl was there the entire time; she brought me water and tended the worst damage they did to me, sometimes sneaking me food.” Said Jack “she helped me escape and killed one of the slavers herself, I couldn’t leave her behind” Dark resolution showed in the eyes around the room, Eckson knew that something would need to be done..but for now he’d let Jack and the girl heal. Other Noteworthy Events: 1.) Two young men and a lone woman arrive at the Temple of Ehlonna, Sir Lightouch, after confirming them makes them squires and begins training them in Ehlonna’s light 2.) Markul Gentlecoin, has hired the locksmith to make him a “unbeatable lock” and is paying a huge sum of money for it, he is also spreading the word that he is looking for bodyguards/security for himself and his enterprise. 3.) Kieran (I changed the spelling, I think this is better) has spent time, punching both Gunk and Boog whenever she sees them, however she is still receiving stinky :yuck: perfume, mostly dead flowers and now even worse poetry; this time delivered by Nosepik, and during the dinner hour no less. :uh-huh: 4.) Tuaim Ban has paid for the construction of a dozen waterproof, locking message cases, basically larger versions of scroll cases, to be used to transport messages from important persons around town, if someone is considered highly by Lord Eckson that person will receive a key to open the message case. Tuaim is now looking to recruit people to be “messangers” Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 1006*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Total Town Population: 1006. Notable Imports: chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools, wagons, Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown), LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Knight of the Realm Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elven Monk 4) Thanatos, apprentice of Tuaim Ban (Wizard 1) Murk Chokemarrow, Bouncer, Minatour (Barbarian-3) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) (Appointed Elector) Gavin Carpenter, pickpocket (Rogue-1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) Nosepik, leader (ahem!) of the jailers, Kobold (Warrior-1) Ravanna Waveheart (Human Female War-3) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Scale Mail, Great Helm) The Red Dragoons 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners RIVERINE WARRIORS (Leather Armor, Buckler, Short Sword, Short Bow) The River Dogs Ravanna Waveheart (Human Female War-3) 10 War-1 (Human) 4 War-1 (1/2 Elf) 1 Rog-1 (Gnome) HOME GROWN ADVENTURE SEEKERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Thanatos, apprentice of Tuaim Ban (Wizard 1) Dell Sherwyn, lookout (Warrior 2 [Run]) Gavin Carpenter, pickpocket (Rogue-1) Daniel Gregory Sadras (soon to be Ranger) GUILDS AND ORGANIZATIONS “5 Coppers Trading Company” – Cotter Magin “Birchwood Farmers Guild” – Roland Ashoff “The Loyal House of Stone and Beam” – Curth Stonehammer “The Golden Lilly Coinage Company” - Markul Gentlecoin SECRET ORGANIZATIONS “The Guardians of the Grove” BUILDINGS and STRUCTURES Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Ample Basket Bakery The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern The Flawless Carriage & Transport Company PLACES OF INTEREST Eckland Greenhouse & Parks Crimson Maple Bridge Town Square Fountain Minor commercial buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, Cold Cellars (2), Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 345 Resident Homes TOWN COFFERS Gold: $67,084 COFFER CALCULATIONS = Town Population X 2 X Months Chronicled I'll leave it to popular vote on the following: 1. What to do with the aquatic elves 2. Will we build a Bell-Tower 3. Should we find "hidden underground caverns" Here is the Bridge description: The Crimson Maple Bridge Sam Thompson has finished the community bridge, a massive stone and timber monolith spanning seventy feet over the river winding; it connects the two sides of Eckland proper and will allow faster more convenient travel and transport between the two areas. The bridge itself is a simple two-arch style, each end anchored on the shore and the center support placed on a man-made (or Ezra-made) plinth of stacked stone. The top or overspan of the bridge is wide enough for three carts at a time and has a gentle arc rising in the center to stand twenty-five ft over the water below giving enough room for any small river vessel to pass safely beneath. On either end of the bridge, Sam incorporated a four story tower on the left and a twenty foot diameter planting bed on the right. Each tower is octagon shaped and has a stone base and first floor; the subsequent floors are made of large timbers laid horizontally and interlock with smaller vertical posts banded with iron. The top of each is accessed by a “roof hatch” from the top floor and surrounded by a waist high parapet. Anyone standing here has a commanding view of the town (and a clear bowshot). The tower has windows on every floor; they are smallish but still decorated in typical Ecklander style. Patterned glass is arraigned in a “stained glass” style, each window reflecting a colorful fish like rainbow trout, bass, bluegill, sunfish and others. The iron banding on the outside of the tower is also very functional but heavily worked and crafted, representing stylized vines and fixed with more hand-blown glass berries they are truly masterful in their construction. The towers each have two doors, one that enters to the bridge deck the other on the side at the top of simple stone steps. Each door is thick and sturdy, crafted from Ironoak planks and banded in iron; the locks were made by the town locksmith, and are equally whimsical in design. The bridge itself is crafted from stone, locally quarried, and set with tight joints. The “deck” is smooth but still provides traction for the carts crossing it, underneath are solid stone plinths topped by massive four-beams (four beams are simply four individual large beams vertically wrapped with iron bands to carry greater weight). An interlocking web of timbers hold the stone deck above, great care was used in placing and pinning the timberworks in place and custom iron brackets support the crucial joints. The railings of the bridge are crafted from timber and iron and follow the same gentle arc and slope, uniformly high the rail reaches chest level on an average Ecklander. The rail is carved and worked depicting relief-cut gently rippled waters showing the topsides of local fish and turtles. Every instance of town craftsmanship is displayed here, the fish are glazed in colored oils and shimmer in the sun their eyes are made of either polished stones or baubles of colored glass. Each side of the bridge has three light posts along its rail; the lights are set atop copper poles surrounded by “cattails” of thin copper. The glass globe of the light and the buds of the cattails are made from blue-green glass and glow softly at night. An added benefit is the cattails are prone to swing in gentle breezes and will produce a gentle “tinning” sound as the bump one another. The planting beds on either end hold a mature crimson maple tree, Ezra helped to “move” these large trees here and they add to the character of the town and the bridge. More unique lights and birdhouses were incorporated into the bed area and some hang from the trees lowest branches. Overall the Crimson Maple Bridge is a perfect example of the building style that makes Eckland different, the attention to detail and craftsmanship of the town builders gives a true “feeling” to the harmony of nature that exists here. When the town becomes larger and encompasses both side of the river, the bridge may serve more functions, but for now it’s just a very Eckland-like bridge Hope everyone enjoyed..! :P PS if I left anything else please let me knoe, I know this is a lot of infromation and yes I will post what happened to Jack Heppert |
| Argo06-20-07, 05:50 PM | As for more underground stuff, don't forget about the gem tunnel. A premade tunnel under Mount Generic that seemed purposely hidden. It was full of gems. It has yet to be fully explored. |
| Argo06-20-07, 06:24 PM | Dynamite Chronicle, Rock. 1. I'm curious about what'll happen with the aquatic elves. 2. Sure, build the bell-tower. 3. Ye gods, man! Find the tunnels already! I love that Dell Sherwyn is in the Adventure Team. Will he be transitioning to a PC class now? Or will the PCs just have an NPC adventuring with them? Either way is fine with me, though making him a Fighter would be cool, too. We need to bring in that cult... Nitpick: Gavin Carpenter is still listed in the NPC list. |
| tharivol26606-20-07, 06:42 PM | im curious as to whom everyone thinks keys should go to. |
| Alltat06-20-07, 06:56 PM | im curious as to whom everyone thinks keys should go to. Interesting question, actually, despite not being all that relevant to the chronicles. I guess Branzig, Camotille, brother Atil, and Ezra are pretty given... presumably Ilśviėn, Tuaim Ban, and Thompson too. Possibly Grakos, Dah'mir, Waveheart and Lightouch too. Bonus points for everyone who can say who all these people are without looking them up... I know I had to ;) |
| deanruel06-20-07, 07:06 PM | Seriously great chronicle Rockjaw. I do want to point something out again however- The men swarm to Jack, he is badly wounded, a steel crossbow bolt embedded in his shoulder and it looks a if he has been beaten and tortured for a very long time. Eckson commands him brought to the Keep and Brother Atil summoned, he gently and caringly lifts the girl and carries her in his arms to the keep. This is an example of the same thing I mentioned to Argo. I'm not a fan of cliffhanger endings because as a community project it basically passes the buck. If I already have a chronicle in mind I have to now hold off on doing what I want to do until I can figure out a solution to the last person's chronicle. Basically it adds another half a chronicle to the next persons writing. So what did you have in mind for what happened with these two? Anywho. I think the Elves should have their parents called in. They are looking at possible jail time here and this might be the sort fo thing their daddies and mommies might want to have a talk with Eckson about. I'm also saying no to the underground tunnel circuits just cause it's wierd and doesn't make a lot of logical sense but I AM saying yes to the cult idea. I'm actually sort of a fan of landmines myself. However keep in mind that like landmines they can only explode once. If they kill a half dozen villagers to sacrifice to the dark gods they are TWO curious divinations away from being found out and eliminated. Finally I'm calling a stop to all gnomes. That may sound wierd but I'm doing it. We have a serious preponderence with gnomes in this thread thus far. There are more gnome characters than just about all the other (non human) races put together. So for a little bit lets make some halfling inventors or dwarven excavators, or elven thieves. No more gnomes for a few chronicles. Oh and I'm not sure how the message things work. Are they more effecient than a wondrous item of sending or just cheaper? |
| Rockjaw06-20-07, 07:26 PM | Finally I'm calling a stop to all gnomes. Oh and I'm not sure how the message things work. Are they more effecient than a wondrous item of sending or just cheaper? Ok no more Gnomes, But what race would make a good tinker..? I'll edit the post no problem. The cliff-hanger is, I know, bad but I'm tying that up now with Jacks report to Eckson and an additinal Bad guy for us. Refer to post now updated The message things are just that, message things, nothing special unless we make them unique (but what a better way to bring in some thieves; Stolen Messages.! ) Yeah, I know I'm reaching |
| Argo06-20-07, 07:43 PM | I, for one, love cliffhanger endings for that exact reason. Events sometimes happen over a span of time. It's unreasonable to have every single thing in this town happen, be investigated, and be resolved in a span of three months. Jack shows up badly injured. If the next person doesn't want to deal with why, his injuries were so grievous, he's in a coma for a few months. It's a quick fix. If you already had your whole chronicle in mind before you read the previous one, you were anticipating the future. Which means you weren't following the town's present. I, for one, officially vote that "cliffhanger" Chronicle endings are permitted with no admonishment from that crusty old dean. Nothing personal, dean. But you're being crusty. |
| Heros_Backpack06-20-07, 07:53 PM | Ok no more Gnomes, But what race would make a good tinker..? What about a Dwarf making use of his bonuses to Craft? Or an endlessly curious human/half-elf? |
| Rockjaw06-20-07, 08:25 PM | What about a Dwarf making use of his bonuses to Craft? Or an endlessly curious human/half-elf? I'm going with Dwarf, I also have something planned and a Dwarf will fit nicely PS I removed the cliff-hanger PSS I removed the Gnome PSSS Argo write up that evil cult, and I'll drop it in PSSSS I don't think dean is all that crusty, just a little Gnome-a-phobic thats all (he has too many in his lawn..?) |
| HK-47 II06-20-07, 11:22 PM | (I have 15 minutes before my laptops battery gives out) I love what you've done with the thread since my last post, but I'd like to, also, mention my plans for the logging settlement on the road to Seatown... I had planned fr that to be a rival town. To steal some of Eckland's growth, In fact, I formally propose this. They can get a friendly rivalry going and have yearly games against each other during Frostfair, and since we've shown that Sam Thompson is way to into his job, perhaps he tries to outdo them by getting nobility to move in during the gala this summer? |
| deanruel06-21-07, 12:11 AM | I ****ing LOVE the Red Hand! I am SO GLAD you finished that and put them in. Rock on Rockjaw! |
| Sylvaroth06-21-07, 12:47 AM | I concur. Cool idea Rocky! May I ask, if the Red Hand perhaps made a courtesy visit in Forttown (like this time around)? Page (age 6-15): Usually the son or daughter of a noble, who is sent away to train and serve at an other household to learn about: Courtesy, manners, cleanlyness, religion, making food, basic hunting, falconry, battle skills (weapon and armor proficiencies), and the caring, readying, and riding of horses/mounts. Squire (age 14+): A page who is assigned or picked by a knight, to become his/her personal aide. A squire is taught: battle techniques, to take care of armor, equipment, and horses, and to attend to the wounds of his/her master, who in turn teaches him/her the chivalric code of conduct and the rules of the chivalric order. A squire who is advanced enough in his training is expected to follow his/her master into battle. Knight of the Realm: Lowest ranking member of a chivalric order. A knight of the realm may train squires and may make requests to knight them, when he/she judges their training to be complete. Knight Commander: Elected leader of all knights of a whole realm (usually at least five) and member of the council of the chivalric order. The knight commander assigns squires to knights of his/her realm and decides about requests to knight a squire (either for performing an outstanding deed on the battlefield, or when their training was judged to be complete). Grandmaster: Supreme head of the council and commander of the forces of the chivalric order (sometimes identical with the ruler of e.g. a kingdom). Enter Silenus Redleaf (NE half-elven cleric of Obad-Hai 6). He is a high-ranking member of a clerical group which believes in a rather extreme interpretation of their god's philosophy, including the sacrifice of sentient beings and other evil acts, in order to atone for the atrocities performed by the sentient races, to restore the purity of nature, and appease their god. On the surface, Silenius acts as a benevolent supporter of harmony with nature, slowly drawing followers, utilizing subtle techniques to convert them and twist their minds to suit his desires. As soon as they are assimilated, his most devoted followers will be initiated to the gruesome rituals Silenius performs in a secret temple below the official one. This way, we get the cleric we have wanted for a long time now, but we do also have a potential 'landmine', that can go off, whenever the need arises. I suggest to start with an open drain, channeling water from the river Winding, with the main sewer flowing through the center of the village (by then a small town), branching off into several smaler canals, reuniting with the main sewer just out of town, and then flowing back to the river past the waterfalls. As we come closer to become a small city, the drain would gradually be built over, as building space becomes more and more valuable (not to mention the 'smell' that will increase with each new villager). As soon as we reach metropolis size, the sewage system would be a natural (built in) part of the settlement, comprised of varoius tunnels, aqueducts, etc. Eckson Keep was upgraded to include some level of underground structures. Don’t you think it was fun, if they had discovered a natural tunnel system in the volcanic rock, which leads directly to some hidden place in town? Gregory (or his roguish son) could simply appear from thin air whenever they wanted. With a working population of 670, Eckland does now have an 'Assets' of 6,700 gp (gp limit x working population / 20). Why/how did Ilłvėn cast a spell from a scroll, and what did she do she had to concentrate? What can the silver bracelets do she gave to the aquatic elves? Is Garret the Ranger we were waiting for? Any chance Dagger-Ear’s elven crime organization is involved in the actions of the Red Hand? Why did ‘that small black dog’ attend to the meeting, but Ezra didn’t? Why were Sam Thompson, Roland Ashoff, and Cotter Magin there, but not Dell or Thanatos? When did we decide to make Gavin into a Rogue? Roland Ashoff is an Expert 3 not 1. Formula: (Tax Per Capita x Working Town Population x Months Chronicled) + (Receipts – Expenses) Town Coffers from year 12, July to September: 59,068 gp (including the costs from spellcasting). Year 12, October to December Chronicled Months: 3 Town Population: 999 (666 working, 300 children, 33 elderly) Receipts&Expenses: 0 (2 gp x 666 x 3) = 3,996 gp 59,068 gp + 3,996 gp = 63,064 gp Year 13, January to March Chronicled Months: 3 Town Population: 1,007 (670 working, 302 children, 34 elderly) Receipts&Expenses: 0 (2 gp x 670 x 3) = 4,020 gp 63,064 gp + 4,020 gp = 67,084 gp It depends on what messages will be delivered within the cases. Guardians of the Grove: Marya Camotille, Thanatos, Brother James Atil, Ilśvėn Silimaurė, and Torvald Branzig (who could inform Grakos) Ezra Tuaim Ban And maybe Bellamin Lighttouch As for proposed ‘highly considered’: Morren Dah'mir - uhm, he lives next door to Gregory, so why would he send a messenger to him? Ravanna Waveheart - a mercenary? What if Tuaim enhanced the cases with a magic mouth effect? Whenever somebody opens the lock of one of the cases with the appropriate key and speaks a command word, any previously stored messages are deleted from it and the user may store a new message by speaking it into the case. As the last part of a message, a new command word may be chosen, preventing other recipients from accidentally deleting stored messages upon opening the case. The next time somebody opens the case, without speaking the command word, it delivers the stored message. This process can be repeated until the command word is spoken, at which time any stored messages are deleted. Giving each of the ‘highly considered’ persons an other key word, one could even store multiple different messages in the case. [Check back later for more comments] |
| Throrin06-21-07, 12:54 AM | And Rockjaw said he was only a minor contributor to this thread. YEEEESH:rolleyes: As usual, Rockjaw, another job well done. I do agree with deanruel that the aquatic elves got off quite lightly for the vandalism that they perpetrated. Unless the bracelets were some form of punishment that was worked out with Eckson before hand. (very possible, that) If so could we know what that is? Just so we could possibly use it in the future (speaks one who has yet to post a chronicle) Or are you putting that up for discussion? I am all for the bell tower, and am slightly surprised that it is not already built.:confused: The evil cult idea is a good one, but needs to be handled right. It should build slowly and quietly over years before doing anything overt. We already have the potential for a thieves guild, one that I think has been under developed (speaks one who has yet to post a chronicle) and a cult would make a nice "synergy" (wrong word but it is late) if it is handled well. It could get its sacrifices from unfortunates on the road, or even from the Red Hand. Anything but "sh*t in your own bed" sort of thing. I also like HK-47 II's idea for a rival town. This would also give the town Scrooge a rival Mogul to compete against. The fact that it is a logging town also makes for a philosophical rival as well. Do try to keep it friendly, though. Caves under mount Generic is the way to go for subterranean adventure. Layers and layers of dungeons under a town has already been done IMHO. Sorry for the long ramblin' post |
| Alltat06-21-07, 04:42 AM | I propose that when (if?) the Red Hand is eventually dealt with, at least one of its leaders gets away, leaving the possibility open for the organization to start up again... this time with a grudge against Eckson and Eckland. |
| Sylvaroth06-21-07, 08:07 AM | I have updated my last post to include comments on the following topics: Chivalric Ranks Cleric/Evil Cult Sewers Caves and Tunnels Year 13, January to March Town Coffer Calculations Keys to the Message Cases |
| Alltat06-21-07, 09:42 AM | As for proposed highly considered: Morren Dah'mir - uhm, he lives next door to Gregory, so why would he send a messenger to him? Ravanna Waveheart - a mercenary? I figured Eckson might not wouldn't always be at home when he wanted to send out messages, hence the 'inclusion' of Dah'mir. Waveheart seemed relevant to the town's defenses. *shrug* It was just speculation either way. It all depends greatly on the nature of the messages delivered. Thanatos is a Guardian of the Grove and as such seems like a given choice, but he's irrelevant when it comes to worldly politics and as such wouldn't have much use for a key. To spare people a few headaches, since the 'total' (as in working + non-working) population number seems to still be used: Formula: (Average Tax Per Capita x Total Town Population x Months Chronicled) + (Receipts Expenses) Town Coffers from year 12, July to September: 59,068 gp (including the costs from spellcasting). Year 12, October to December Chronicled Months: 3 Town Population: 999 Receipts&Expenses: 0 (1,333 gp x 999 x 3) ~= 3,996 gp 59,068 gp + 3,996 gp = 63,064 gp Year 13, January to March Chronicled Months: 3 Town Population: 1,007 Receipts&Expenses: 0 (1,333 gp x 1007 x 3) ~= 4,020 gp 63,064 gp + 4,020 gp = 67,084 gp The actual results will differ by a few gp, but I don't think it's all that relevant if Eckland has 67,084 gp or 67,090 gp either way. |
| Rockjaw06-21-07, 11:58 AM | Well let me answer a few questions and fromally put some things up for review..... Dean, The Elves are orphans Syl, The spell on the scroll was levitate, and I used creative judgment to allow Iluven to read it (Tuaim could have taught her) and her standing in the water was allowing her Monk concentration to help her locate the Elves. The braclets have a minor enchantment (locate object) so Iluven can quickly find them again HK, I apologize I totally forgot about the logging settlement but I agree it could becom a rival town or if something bad happens to them they could fold in with us there by expanding our area Sly, your combo of Cleric and Evil clut is masterful, I vote YES on this one 100%..! Thorin, yes the Elves did get off easily, but we need to decide on what role they will play in the town and how will we get them to interact with the town on more than a cursory level, I'll admit I've never created anything to do with Aquatic Elves so I'm kinda at a loss... Thorin, I'm working on a design for the bell tower, and the Dwarf who will design it...post it later Everyone, The sewers are something that, as Sly suggested, need to be in its infant stages, we don't want to be trying to "shoehorn" them in later, believe me I've tried to retro a sewer into a large city it's very hard to do Everyone, The Red Hand is something I was knocking around in my head, it is a Mercenary/Slaver group led by a leader equal in power to Eckson (Blackguard lvl-10) that will eventually have to be dealt with, they probably existed out here before us and now we are impeding on thier turf. Lastly, Message tubes. What I was thinking was a way for us to not overload Tuaim and his magic, but a simple way for us to move messages from town-leader to town-leader. Eckson has yet to name a council or governance of any kind, and different area "leaders" won't have time to be going to the keep everyday. If Eckson needs to get a message to say Roland, unless its dire important he shouldn't need to use Tuaim to do it, just a locked message case and a page to deliver it and carry the response back. Yes I can see this growing and becomming more involved as the town grows but for now that was all I was thinking Here are my offical Proposals & Votes: Caves in the mountians YES Syl's Cleric / Evil Cult combo YES Rival Town YES The new Ranger could be a Centaur...? Forming a council or govenrance of some capacity YES PS I'm going toleave Garret in the shadows right now, I've got an interesting turn for him and his involvment in the town......:schemes: |
| Sylvaroth06-21-07, 11:59 AM | Read the thread again! Thanatos is everything but irrelevant, and he is only just beginning. Waveheart is the leader of a group of hired mercenaries. If she is to be given orders, they will come from Branzig, marshal of the guards. What important and secret message could Gregory possibly send to Dah'mir, his chamberlain? As for your 'Simplified Town Coffer Calculations', what's actually your fetish with that useless 1.333? We use the working town population to determine taxes, town size, gp limit, assets, etc. As was said before, if anyone was interested in the total number of children and elderly, simply half the working population. The formula is Working Population x Months Chronicled x 2. Heck, unless we do 1-month-cronicles again you could even say the formula is Working Population x 6. You cannot do easier than that. Anyways, I'd prefer a flat 3996 gp over 3995 gp and 1/10 cp every day. |
| Argo06-21-07, 12:49 PM | Deleted by poster. |
| Sylvaroth06-21-07, 12:53 PM | It was, Argo. All I did was to slightly expand it (christening the cleric, giving him an alignment and level, changing his god from a good aligned god+nerull to obad-hai, added the sacrifices, etc. Not too much, if you think about it ;)). Community work remember :D |
| Alltat06-21-07, 01:10 PM | Read the thread again! Thanatos is everything but irrelevant, and he is only just beginning. He's relevant to the story of Eckland precisely because he's just beginning. He's not very important to the town of Eckland precisely because he's just beginning. There isn't really anything at the moment that he could do that Ban couldn't do better. As for your 'Simplified Town Coffer Calculations', what's actually your fetish with that useless 1.333? We use the working town population to determine taxes, town size, gp limit, assets, etc. [...] Anyways, I'd prefer a flat 3996 gp over 3995 gp and 1/10 cp every day. Look at the latest town chronicles. The 1.333 number is based on what people writing chronicles at this time are actually using, which is the total population (hence the sudden jump from 655 to 983). I'm not suggesting that total town population be used, I'm observing that it is being used, and if that figure is going to be used anyway then it should be fairly obvious that using (1.333) rather than (2/3 x 2) will make the tax income a bit easier to calculate. If you're starting with the working population then 2.0 will be the easiest to use. If you're starting with the total population then 1.333 will be the easiest to use. Since the number that was actually used in the chronicles mentioned was total town population, it made more sense to calculate the taxes using the 1.333 method, since it meant less work to get the same result. As for the numbers mentioned, I didn't round either of them up or down, the number calculated with one method simply happened to end with a zero. The point was that the numbers were reasonably close, especially considering that the whole thing is based on a the average working resident paying an even 24 gp per year. Since taxes aren't actually paid monthly in Eckland, the number listed as the town coffers doesn't necessarily physically exist in the town coffers at that time, but averaged out over time it's a good estimate. |
| Sylvaroth06-21-07, 02:22 PM | I am sorry, if I sound harsh, but you are so wrong. Go back a few pages and you will see, how people did several times propose to use working town population rather than total population. And please, don't try to explain to me, how this system works, since it were deanruel and me who created it. Also it is untrue to state that you did not round. If you did use 1.333 for the calculation, you DID round. It is not 1.333, it is 1 1/3 (1.3...). Now since it was stated several times that the non-working population is pretty useless with rare exceptions, let the people decide whether they want to use Working Population x 6 (working population x 2 x 3) or Total population x 4 (total population x 2/3 x 2 x 3). I just don't see the use in changing a 13 year old tradition. I suggest we forget that whole ***ing dumb idea about children. I'll add a note about it in the CoE, but we should really forget about it, since IMO it is causing more trouble, than it was ever worth. |
| Argo06-21-07, 03:22 PM | Chronicles of Eckland Year 13 Month 4, Day One, 1 AM Dell Sherwyn lazily flips a dagger over and over in his hand in the dark of night, catching it by the hilt. The torchlight glints off the blade he had spent the last hour sharpening. The excitement he once felt from sitting in the watchtower protecting the town, had waned. He wanted to go out into the world and slay monsters to protect the goodly people of the realm, like his friends Thanatos and Sara. But, he has responsibilities here in town. His mother needs him. Eckland needs him. Movement. Throwing the dagger, he impales a frog that somehow found its way up into his tower. He'll use the frog for bait after his shift ends, catch a nice big fish for dinner. As he stands to pull the dagger out of the frog's corpse, he sees lights on the horizon. Torches. Six by the look of it. Dell lights the first lamp in his tower, formally called the "Contact lamp," informally called the "I-See-Something Lamp" by the boys of the watch. Thirty seconds later, a dwarf scrabbles up the ladder to join Dell in his tower. "What do ye see, sir?" "Just some torches... We'll send out a party. You stay here, I'll run to the guardhouse and take out some men. If you see me light the blue torch out there, you light the 'Attack Lamp' and sound the alarm." "Yes sir." Ignoring the ladder, Dell slid down the rope and hit the ground running. His legs were a blur as the Keep grew until it filled the horizon. Cutting left, he burst through the door of the guardhouse, interrupting a card game. "Cartwright, Grey, Tillman. Come with me. Take your spears." The four guards sprinted out from the town. They carried no light. Dell could easily outpace the other three, so he took point position, using a small steel mirror to reflect the moonlight to signal his compatriots. Flash! Flash flash!Flash flash flash flash-flash! Spreading out, they were fish slipping through the liquid darkness of night. They approached the torches, and saw four men on horses, followed by a carriage. Each of the men rode with a torch in hand, and two more torches were mounted on the carriage. The men each had a longsword strapped to their backs as they rode. The carriage was driven by a gnome... No... a halfling. As they drew closer, Dell recognized the symbol of Obad-Hai carved in relief on the side of the carriage, and displayed on the shield of one of the riders. At this, Dell flashed his mirror twice, and each of his men simultaneously drew torches and lit them, startling the riders. They stopped, and Dell lightly jogged out into their path. "Good evening, travelers. We are guardsmen of Eckland, the town that lies beyond those trees." "Eckland?" said the halfling. "Then we have arrived! Praise Obad-Hai." The men murmured their agreeance with the halfling's words. The halfling went on: "I am Vespeth Switchhand, herald and friend of the great and humble Father Silenius Redleaf, who sleeps within this carriage. We seek the young town of Eckland, where His Holiness will endeavor to spread the teachings of our faith. Please, good sir, lead us your town's Inn, for we must rest." Dell nodded. "I am Dell Sherwyn, Captain of the Lookouts of Eckland, and I welcome you and His Holiness to our home." Dell and his men lead the holy men into town and got them settled in at Branzig's Inn. Enough excitement for one night, thought Dell. Where did I leave that frog? ----------- The travellers... Silenius Redleaf NE half-elf Cleric of Obad-Hai 6 He is a high-ranking member of a clerical group which believes in a rather extreme interpretation of their god's philosophy, including the sacrifice of sentient beings and other evil acts, in order to atone for the atrocities performed by the sentient races, to restore the purity of nature, and appease their god. On the surface, Silenius acts as a benevolent supporter of harmony with nature, slowly drawing followers, utilizing subtle techniques to convert them and twist their minds to suit his desires. As soon as they are assimilated, his most devoted followers will be initiated to the gruesome rituals Silenius performs in a secret temple below the official one. Vespeth Switchhand NE halfling Bard 5 (Perform: Oratory) Cunning, duplicitous and wholly loyal to Redleaf's cause, he is Redleaf's right hand. He is also Redleaf's eyes and ears, and is ready to step in for any other body part should the need arise. He is a brilliant speaker, and usually has others agreeing with him before they even realize what he said. He often gives sermons during service. On the surface, Vespeth plays the part of the pious herald of Silenius, while using his skill with rhetoric to shape the wills of others to his master's cause. He revels in the bloody sacrifices that must be performed to appease his deity for the transgressions of all sentient beings. Thozar Tierden LE human Fighter 4 Thozar is far from being a dumb brute. He is a quick-witted and brutal fighter, having single-handedly taken down creatures that could decimate scores of less talented men. He, like Vespeth, is endlessly loyal to Redleaf, and would gladly lose his life to protect him. Of course, he'd prefer to make the other guy lose his. 1 level 3 Expert 2 level 2 Warriors Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 1006*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Total Town Population: 1012. Notable Imports: chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools, wagons, Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown), LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Knight of the Realm Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Silenius Redleaf NE (half-elf Cleric of Obad-Hai 6) Ilśvėn "The Orcbane" Silimaurė, sheriff (Elf Monk 4) Vespeth Switchhand (NE halfling Bard 5 (Perform: Oratory)) Thanatos, apprentice of Tuaim Ban (Wizard 1) Thozar Tierden (LE Fighter 4) Murk Chokemarrow, Bouncer, Minatour (Barbarian-3) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) (Appointed Elector) Gavin Carpenter, pickpocket (Rogue-1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) Nosepik, leader (ahem!) of the jailers, Kobold (Warrior-1) Ravanna Waveheart (Human Female War-3) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Scale Mail, Great Helm) The Red Dragoons 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners RIVERINE WARRIORS (Leather Armor, Buckler, Short Sword, Short Bow) The River Dogs Ravanna Waveheart (Human Female War-3) 10 War-1 (Human) 4 War-1 (1/2 Elf) 1 Rog-1 (Gnome) HOME GROWN ADVENTURE SEEKERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Thanatos, apprentice of Tuaim Ban (Wizard 1) Dell Sherwyn, lookout (Warrior 2 [Run]) Gavin Carpenter, pickpocket (Rogue-1) Daniel Gregory Sadras (soon to be Ranger) GUILDS AND ORGANIZATIONS “5 Coppers Trading Company” – Cotter Magin “Birchwood Farmers Guild” – Roland Ashoff “The Loyal House of Stone and Beam” – Curth Stonehammer “The Golden Lilly Coinage Company” - Markul Gentlecoin SECRET ORGANIZATIONS “The Guardians of the Grove” "The Knights of Obad-Hai" BUILDINGS and STRUCTURES Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Ample Basket Bakery The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern The Flawless Carriage & Transport Company PLACES OF INTEREST Eckland Greenhouse & Parks Crimson Maple Bridge Town Square Fountain Minor commercial buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, Cold Cellars (2), Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 345 Resident Homes TOWN COFFERS Gold: **every time I try Syl has to correct, I’ll wait and add that version !** COFFER CALCULATIONS = Town Population X 2 X Months Chronicled |
| Rockjaw06-21-07, 04:12 PM | Nice, very nice. Love the cult, Love the concept..! The only thing I see is keeping them away from Lightouch, he may be able to "see" what they really are. using his paladin spidey-sense Very good post my friend, but what about the other 2 months and 29 days...? PS I LOVE the signaling devices and thier use, you need to come up with and post a sub-block on them that was genuine brillance. |
| Argo06-21-07, 05:53 PM | Thanks, Rock. A post on signals coming up soon. Very good post my friend, but what about the other 2 months and 29 days...? Those are for someone else to figure out. |
| tharivol26606-21-07, 06:02 PM | The carriage was driven by a gnome... No... a halfling. this makes me happy |
| Argo06-21-07, 06:24 PM | Signals of the Watchmen of Eckland: All of Eckland's watchtowers are outfitted for signalling each other. They have three oil lamps. Lighting one lamp (the "Contact Lamp") signals that a tower has spotted something, and calls for the nearest lookout to go help. Lighting a second lamp (the "Arms Lamp") signals a potential threat, and calls for the Town Guard to assemble and receive orders on what action should be taken. Lighting the third lamp (the "Attack Lamp") signals a definite threat to the safety of the town, and calls for the immediate deployment of the Guard to stop the threat. It is almost always accompanied by ringing the large bell that sits atop the tower. Each tower also has something called "the blue torch," which is an alchemically-treated torch that burns with a bright blue flame when lit. It is often used in coordination with another Lookout when one goes out on foot for a closer look. Dell Sherwyn had also worked with Thanatos and Sara Archer over the past year to develop a silent method of communication using light reflected off mirrors, which he taught to all the Lookouts. It started very very simply, but over time evolved to a point where he and the Lookouts could send fairly complex messages fluently with the mirror flashes. |
| Sylvaroth06-21-07, 06:32 PM | Racial mix of Charaters of the CoC: Elves (10) and Half-Elves (5) Quarion Silimaurė Asulurr Karp Seeza Dagger-Ears Morren Dah'mir Lord Elrohir Silimaurė Ilśvėn 'Orcbane' Silimaurė Lia Silimaurė Charlemagne Silverleaf Silenius Redleaf Garth 'Trapper' Callieth (+) Hirundo 'Cooper' Grus Sam Thompson The nameless trapper and leatherworker Gnomes (6) Marya Camotille The entertainer of the Saucy Rabbit-tavern Belril Goodberry Gibli Zooklishin Glimrick Fingers Gentlecoin Master Markul Gentlecoin Dwarves (3) Thorin Hammersong Dolon Werrack Dyrtok Stonehold Halflings (3) Sir Bellamin Lighttouch Vespeth Switchhand Goodman Panros Trickfoot 1 awakened tree, 1 half-orc, 1 kobold, 1 minotaur, 2 orcs, 1 pseudodragon and around 45 humans or characters of unidentified race. (Humans ~56%, Elves 13%, Gnomes 8%, Half-Elves 6%, Dwarves 4%, Halflings 4%, Other 9%) Total Working Children Elderly Human 564 375 170 20 Elves 131 87 39 4 Gnomes 80 53 24 3 Half-Elves 60 40 18 2 Dwarves 40 27 12 1 Halflings 40 27 12 1 Other 91 61 27 3 Total 1,006 670 302 34 Seems to me we should call a stop to all humans. We have a serious preponderance with humans in this thread thus far. There are more human characters than just about all the other (non-human) races put together. Same for elves and half-elves. :D |
| Janusunaj06-21-07, 06:35 PM | The Mage Brothers of ------(unnamed country, henceforth referred to as Texas.)All NPcs, except for their pupils. Griswald(level 8 wizard, 4rd level loremaster) Alaric(level 10 wizard), and Myrokhan(level 7 sorcerer), came as the lowest of the royal court wizards to get away from their far off land to a place where they couldn't be found. Since their homeland is relatively isolated and is hard to enter or leave, they decided to stay here. They decided to settle here so they could open a magic shop. taking along a large number of weak and moderately powerful spell scrolls with them. Meanwhile, regional swordsmanship champion, Henry Tredeau emigrated from a neighboring kingdom to Eckland due to hard times. (level 7 fighter)He has brought his house servants(1 butler(level 1 fighter, level 3 commoner), 8 maids(level 2 commoners), 2 messenger boys(level 1 commoners)) and his wife, Esmerelda.(level 5 commoner. |
| Sylvaroth06-21-07, 07:25 PM | With a population of 670, we have 13 PC-slots (1 slot per 50 people), 12 of which are occupied at the moment IIRC (if we decided to make Gavin into a Rogue, all 13 were occupied). The next free PC-slot is coming up at 700 (14 total). |
| Throrin06-21-07, 08:34 PM | Syl, why restrict human growth? Isn't Eckland located in a human realm? If it is, there should be a high percentage of humans in town. Edit: unless you were joking about that |
| Sylvaroth06-21-07, 08:44 PM | Edit: unless you were joking about that Seeing that I quoted deanruel's post about restricting the number of gnomes you can bet I am dead serious about it. No more humans I say :D |
| Rockjaw06-21-07, 10:18 PM | The Mage Brothers of ...All NPcs, Griswald(level 8 wizard, 4rd level loremaster) Alaric(level 10 wizard), and Myrokhan(level 7 sorcerer), Meanwhile, regional swordsmanship champion, Henry Tredeau emigrated from a neighboring kingdom to Eckland due to hard times. (level 7 fighter) Welcome to our town..! this is a great addition, however you magi are way too over loaded for us right now, I suggest that you cut them (lvls) by 2/3, remember this town just went over the 1000 resident mark and is still considered small, but the idea for a magic shop is a good one. The fighter, I like the idea of a blademaster, could be really cool. My only question is if he fell on hard times why Eckland, this is a farming community afterall and not many residents may have extra coin for lessons. please dont take this as a critical hit, the concept is great, just slightly overpowered right now, like I said lower thier lvls and we'll drop them in and design a nice magic shop..:cool: |
| Sylvaroth06-22-07, 03:58 AM | As a little help for orientation, I compared the highest level characters of a village as suggested by the DMG with the highest level characters actually living in Eckland at the moment: Highest Level Character Class DMG Eckland (Difference) Character Name Adept 5 4 ( 1) Brother James Atil Aristocrat 3 3 Fiona Kerriton Barbarian 3 3 Murk Chokemarrow Bard 5 5 Vespeth Switchhand Cleric 5 6 ( 1) Silenius Redleaf Commoner 15 3 (12) Daniel 'Ditsy' Korel Druid 11* 6 ( 5) Ezra the Awakened Expert 11 9 ( 2) Dolon Werrack Fighter 7 11 ( 4) Lord Gregory Eckson Monk 3 4 ( 1) Ilśvėn 'Orcbane' Silimaurė Paladin 2 5 ( 3) Sir Bellamin Lighttouch Ranger 9* Rogue 7 7 Glimrick 'Fingers' Gentlecoin Sorcerer 3 1 ( 2) Sara Archer Warrior 7 7 Grakos Tigersoul Wizard 3 8 ( 5) Tuaim Ban *Since Eckland has the 'bond with nature'-theme, the modifier to determine the highest level character of these classes gets a +10 bonus. Brother Atil could gain another level, before Eckland becomes a small town. Silenius Redleaf will need time to settle in Eckland to gain another level. IMO Commoners above 3rd level should be exceptional characters. Ezra, Gregory, Ilśvėn, Sir Lighttouch, Tuaim, and maybe even Murk are pretty much extraordinary characters, thus they are not as much restricted to the framework as other 'normal' characters. Dolon Werrack could gain one or two levels, should the need arise to have a smith of that level. There is still much room for Sara and Thanatos to gain one or two levels (before they are sent to the Academy of Mages upon reaching 3rd level) What's the race of the below characters? Marinev (is he still in town?) Walian Droverson Nimbal Firejack Orn Sharas Chance Freeman Handrell Justmore Garret Fetroar Rivandia Are Kayti Deanas, Fiona Kerriton, Gavin Carpenter, and Ravanna Waveheart really all human? Ezra's stats skill ranks, feats, spell lists, equipment Gregory's stats what changes happened upon gaining 11th level? descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', and the Temple of Ehlonna, etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland |
| Argo06-22-07, 04:05 AM | I vote that Rockjaw design the magic shop!! (surprised?) |
| Rockjaw06-22-07, 10:02 AM | I vote that Rockjaw design the magic shop!! (surprised?) No, not suprised at all....;) I'll do it but first I need to finish your tavern and some other buildings, and we need someone Argo hint-hint to finish the post you so gleefully started. I like the addition of the magic shop, but they (for now) all need to remain NPCs, we can build a backstory later. This will allow us to bring in several small and very minor magic items, like more continual light objects. eversweeping brooms, small animated objects, ect. : things to make our town more believable and to do mundane things for us. |
| Argo06-22-07, 12:05 PM | What post would that be? |
| Sylvaroth06-22-07, 12:16 PM | Is it just me or could Tuaim make permanent each and every spell from the list, by reading the appropriate spell from a scroll? The 8th-level Wizard from the DMG, p. 125 has an Int score of 17 (+3) and a Wis score of 12 (+1). Step 1: Cast owl's wisdom (for a Wis modifier of +3 lasting 8 minutes or 80 rounds) Step 2: Cast read magic (80 minutes or 800 rounds) Step 3: Decipher the writing on a scroll of permanency and x. Step 4: Cast fox's cunning (for an Int score of 21 lasting 8 minutes or 80 rounds) Step 5: Make a caster level check to cast the spells from the scroll (DC = Scroll's Caster Level + 1). With a die roll of 10, Tuaim could e.g. succeed to cast a permanency spell from a scroll of permanency and teleportation circle. Step 6: ... Step 7: Profit! If the attempt fails, Tuaim has to make a DC 5 Wisdom check, to avoid a mishap (with a Wis modifier of +3 he will succeed every time, except for a natural 1), but may continue to repeat the above steps 24 hours later. Voilą, permanency spells for Eckland! |
| Argo06-22-07, 01:30 PM | Ooh... how about permanent ghost sound on the inside of a soundproof box, so that, when opened, it sounds like somebody is being savaged by cougars? Or... y'know... music. If it's music he could give it to Eckson and Marian. If it's the cougars thing, he could just play tricks on people. |
| Sylvaroth06-22-07, 03:33 PM | Though I find the thought of such a ghost sound trick box very amusing, I think Tuaim has other ways to enjoy himself. Tuaim Ban: (Hands a gift to Gunk and Boog) :gift: Gunk: :confused: Boog: Whuzzat, Mage? TB: Well, young lad, as a matter of fact, I was hired by one Kieran Masters, to deliver both her greetings and this gift. G&B: :w00t: :cheer: TB: If you will excuse me now, I do have other matters of almost equal importance to attend to. (Leaves) G: Open! Open! Open! B: (Unwraps the gift carefully, then opens it) G: Pie! Pie! Pie! :drool: (Suddenly the pie starts to float from the gift, but comes soon to a stop about four feet above the head of the awed orcs) G&B: Floating Pie?!? *SPLOTCH!* TB: Happy Greggowe'en, boys :tie: |
| Argo06-22-07, 03:46 PM | ...and then they were savaged by cougars. |
| Johnny_Angel06-22-07, 03:48 PM | If nobody objects, I wouldn't mind statting Ezra, but there are a few things I would need help with: What's the movement speed of a tree? I would think 0 -there is a tree druid in a D&D adventure I've played before,- but she/he's been moving around throughout the chronicles, so I'm assuming she/he has some way of doing so. What are the starting stats for a tree? I'd assume a penalty to Dex (trees aren't generally known for their dexterity.) I'd venture to say Ezra would have a either a STR or CON bonus as well, but probably not both. Other things I assume (since I know of nobody who has played a tree character before): DR 10/slashing or piercing, vulnerability to fire, some sort of "racial bonus" to hide checks in wooded areas, and maybe a small bonus on diplomacy checks when dealing with Dryads. ..and refresh my memory on how much WIS, CHA, and INT awakened things get. (sorry for all the questions, but awakened Trees aren't something I normally deal with) |
| Sylvaroth06-22-07, 04:00 PM | Ezra the Awakened Large plant Drd 5 HD: 4d8+5d8 (44 hp). Init: +0. Speed: 20 ft. AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14. BAB/Grapple: +6/+9. Attack: Slam +8 melee (1d8+4). Full Attack: Slam +8 melee (1d8+4). Space/Reach: 10 ft./10 ft. SQ: Animal companion (wolf), link with companion, nature sense, plant traits, resist nature's lure, share spells, trackless step, wild empathy, wild shape (Small or Medium animal 1/day), woodland stride. AL: N. SV: Fortitude +8, Reflex +2, Will +8. Abilities: Strength 16, Dexterity 10, Constitution -, Intelligence 12, Wisdom 16, Charisma 8. Skills: Concentration, Handle Animal, Knowledge (nature), Knowledge (local), Spellcraft, Survival (46 skill points) Feats: (4 feats) Though Ezra, having the Strength score requirement, could take Power Attack, I think there are other feats that are more fitting to the concept of the gentle and wise avatar of nature. Before choosing feats for Ezra, we should ask ourselves the question, which of the three druidic specialties he will prefer, apart from the feats that are useful in general General Natural Spell (Allows you to cast while Wild Shaped. Every single druid will want this.) Power Attack and Cleave (Requires that you take 13 Str, and eats up valuable feat slots you could be using on something else.) there are The Summoners Spell Focus (conjuration) (pretty much only a prerequisite for...) Augment Summoning (Any serious summoning druid is going to want Augment Summoning. Stacks with everything, and is pretty much a must-have for any druid who has the free feats.) The Wild Shapers Multiattack (Many forms have secondary natural attacks. This makes them more accurate.) Improved Natural Attack (Extra damage on a single type of natural attack. INA (bite) or INA (claws) is very handy.) Improved Unarmed Strike (mostly as prerequisite for...) Improved Grapple (If you do a lot of grappling, you'll want this. A dire bear-shaped druid with Improved Grapple will win grapples with anything his size, and many things larger.) The Casters Extend Spell (A good choice to extend buffs.) Empower Spell (Handy for druids who do a lot of blasting, but only druids who do a lot of blasting. Definitely choose this over Maximize Spell.) Quicken Spell (A staple of high-level prepared casters. Quickened buffs are always a good choice.) Spell Penetration and Greater Spell Penetration (Druids are full casters, making these feats as useful as ever, especially if you don't focus on buffing up and slogging into melee while Wild Shaped.) Prepared Spells: Spells 0- Create Water (Never run out of water. Plus, you can make a scrying pool.) Cure Minor Wounds (One point isn't a lot, but this can stabilize a dying ally.) Detect Magic (One of the most powerful and versatile zero-level spells, for any caster.) Guidance (Tell your Rogue to ask for "guidance" prior to every trap he attempts to disarms or UMD roll he has to make (outside of combat). That +1 bonus can be critical.) Light (Remember, you lose darkvision when you Wild Shape, even if your chosen form has it.) 1- Endure Elements (A great travelling spell, and especially handy in any game that takes you into harsh environments.) Entangle (A best-in-class battlefield control spell.) Faerie Fire (Good for dealing with invisible foes.) Magic Fang (Decent buff to help your Animal Companion bypass DR. Not very good for anything else.) Obscuring Mist (The next best thing to invisibility, when it comes time to get out of a fight. Cast Mist, walk 5 feet backwards, and run away in a different direction.) Produce Flame (Fairly powerful attack spell. You'll probably be relying on this to attack until you get Wild Shape, and makes a decent buff (due to the way holding touch spells works) after you get Wild Shape.) Shillelagh (It's pronounced "shi-lay-lee." Dramatically increases club/quarterstaff damage (to the point where you'll actually want to wield a club or quarterstaff).) 2- Barkskin (Excellent for use while Wild Shaped, since your AC will often be pretty poor.) Bear's Endurance & Bull's Strength (As useful as it is for everyone. Bear's Endurance will be your main in-combat healing spell for low levels; just keep people alive until you can use Vigor.) Gust of Wind (Very underrated utility spell. Clears fogs, blows away small foes, extinguishes torches, and disperses swarms.) Lesser Restoration (Very handy for healing ability damage.) Resist Energy (Fairly handy when you know a certain type of energy damage is in the offing.) 3- Call Lightning (Good damage, and gives you plenty of turns of attacks. The attack spell you'll be using when you get 3rd-level spells.) Cure Moderate Wounds (Should be self-explanatory.) Greater Magic Fang (Handy self-buff and good to share with your Animal Companion.) Poison (Con damage is always handy, and the DC scales upward as you increase in level. A much-overlooked spell.) Protection From Energy (A versatile, effective defensive buff. You'll rarely regret prepping it.) Remove Disease (Not something you're going to prep every day, but handy when you need it.) Sleet Storm (Handy battlefield control. Great for covering an escape. Not as good as Arctic Fog or Haboob, though.) Stone Shape (Good for making your own entrance or exit. Great for throwing the GM a loop in a dungeon crawl.) Wind Wall (Another highly underrated spell, this stops archers, swarms, and foes size Tiny or smaller cold.) Advancement: ..6th: |
| Johnny_Angel06-22-07, 04:16 PM | I see Ezra going with The Casters selection of feats; however, I don't see Ezra as being a blaster type. I know it's not optimal, but from some of the posts that have been made, I envision one of Ezra's feats being either Self-Sufficient or Stealthy |
| deanruel06-22-07, 04:41 PM | Eckland, Year 13, Months 4, 5, and 6 With the arrival of one Silenius Redleaf the spring begins. The cleric immediately begins setting up a base of operations. Redleaf is noted as a somewhat terse individual when spoken too, generally preffering to let Vespeth entertain the populace while he works. Eckson only passingly manages to meet the Cleric as most of Gregory's time is spent deciding and preparing for the appropriate actions against the Red Hand. On that front Eckson begins operations to recieve as much intelligence as possible on the group. He puts out word that he is looking for a group of adventurers to put to task and notifies the lookouts of what to expect. Even giving them a special signal (The attack signal with a blue flare) to use if any Red Hand members are seen. Eckson also sends for, and recieves, 4 tiny Silver Ravens. These are magical statuettes imbued with the ability to spring to life and bring a message to anyone within as much as a 30 mile radius at the speed of flight (about 8 miles per hour). He purchases 4 of them for himself, Tuaim, Ezra, and Branzig allowing for rapid communication between them. Finally he locates and speaks with the aquatic elves that had plagued his construction so heavily. He tells them that he will be hiring adventurers for an important task and that he will waive their punishments entirely if they agree to accompany the group and provide a sort of supply and information line to and from Eckson and the Adventurers. They agree. Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 1006*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Town Population: 690 Notable Imports: chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools, wagons, Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown), LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Knight of the Realm Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, Thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Silenius Redleaf, Cleric of Obad-Hai (Half-Elf Cleric 6) Ilśvėn "The Orcbane" Silimaurė, Sheriff (Elf Monk 4) Vespeth Switchhand, Assistant to Silenius (Halfling Bard 5) Thanatos, Apprentice of Tuaim Ban (Wizard 1) Thozar Tierden (Fighter 4) Murk, Bouncer (Minotaur Barbarian-3) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) (Appointed Elector) Gavin Carpenter, pickpocket (Rogue-1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Aristocrat 4) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) Nosepik, leader (ahem!) of the jailers, Kobold (Warrior-1) Ravanna Waveheart (Human Female War-3) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Scale Mail, Great Helm) The Red Dragoons 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners RIVERINE WARRIORS (Leather Armor, Buckler, Short Sword, Short Bow) The River Dogs Ravanna Waveheart (Human Female War-3) 10 War-1 (Human) 4 War-1 (1/2 Elf) 1 Rog-1 (Gnome) GUILDS AND ORGANIZATIONS “5 Coppers Trading Company” – Cotter Magin “Birchwood Farmers Guild” – Roland Ashoff “The Loyal House of Stone and Beam” – Curth Stonehammer “The Golden Lilly Coinage Company” - Markul Gentlecoin “The Guardians of the Grove” - Ezra "The Knights of Obad-Hai" - Silenius Redleaf BUILDINGS and STRUCTURES Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Ample Basket Bakery The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern The Flawless Carriage & Transport Company PLACES OF INTEREST Eckland Greenhouse & Parks Crimson Maple Bridge Town Square Fountain Minor commercial buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, Cold Cellars (2), Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 347 Resident Homes TOWN COFFERS Gold: Whatever it is now - 15,200 COFFER CALCULATIONS = Town Population X 2 X Months Chronicled Now onto business Argo your post was simply brilliant, I laughed uproariously about the gnome...I mean halfling. Eckson from now on Male human Ftr 11 HD: 11d10+20 (84 hp). Init: +2. Speed: 20 ft. AC: 24 (+11 full plate, +2 Dex, +1 Ring), touch 12, flat-footed 22. BAB/Grapple: +11/+13. Attack: +15 melee (2d6+5 great sword 19-20/×2) or +14 ranged (1d8+2 MW mighty composite longbow x3). Full Attack: +15/+15/+10/+5 (2d6+5 great sword 19-20/×2) or +12/+12/+7/+2 (1d8+2 MW mighty composite longbow x3) AL: LG. SV: Fortitude +10, Reflex +6, Will +4. Abilities: Strength 15, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 10, Charisma 11. Skills: Jump +12, Intimidate +5, Move Silently +5, Listen +5, Spot +5, Perform (String Instrument) +5 Feats: Power Attack, Cleave, Great Cleave, Weapon Focus (Greatsword) Weapon Specialization (Greatsword), Improved Critical (Greatsword), Point Blank Shot, Rapid Shot, Dodge, Mobility, Spring Attack Possessions: +3 Full plate, Fury (Great Sword of Speed), MW Mighty Composite Long Bow (+3), 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, MW Short Sword, Ring of Protection +1, Cloak of resistance +1, Eckson family heirloom (Lyre of Building), Eckson signet ring, Ring of Truth, Ring of the Guardians of the Grove, noble's outfit, jewelery (100 gp), explorer's outfit. As to Redleaf I want to point out rockjaw statement about Redleaf being discovered as an "evil" fairly quickly. Evin if not by Lighttouch (which is likely) Redleaf would eventual be discovered and then his cover blown. I would like to then take this as an opportunity to propose an idea about evil characters in the D&D worlds. I propose that they do not hide it. That the number of supposedly good paladins who are actually malevolent Blackguards is incredibly small. What I think instead is that they would be very UNsectretive about the fact that they are evil and simply treat it as something they -are- which society is somewhat unnaceptant about. Essentially it's the same as, say, having AIDS. So instead of saying "I'm not evil, I'm a lovable cleric of happiness" they would say "Yes. I, like my god, am not concerned with the petty trivialities of the mortal realm.". Be open and honest about who they are but simply, for the most part, not do anything overtly incredibly evil. So no killing babies or raping women but just not being the sort of person who would not particularly care if he heard about that happening to someone. So basically "EVIL" doesn't mean "CRIMINAL" and that allows evil individuals to survive in the normal world. Thusly I am asking if we can have a minor rewrite to Redleaf and his friends storyline. They ARE evil and they do not try to hide that. They simply do not (on the surface) commit any overtly criminally evil acts. However what they DO hide is their very occasional sacrifice of sentient beings. This works better as one can easily hide the -truth- but one cannot easily hide ones alignment. Finally I would also ask Argo if we could change Thozar Tierdan to a Warrior 6 or something like that. Keep him deadly (or even deadlier) but dont have a group of 6 take up 3 character slots. |
| Argo06-22-07, 05:36 PM | What happened to 99% of Month 1, and all of Months 2 and 3? I'm cool with changing Thozar to a Warrior, but bump him up a few levels to Warrior 8. NPC classes are inherently weaker, so that should be a similar skill level. I'd say they could have undetectable alignment things going on... some kind of "Rings of undetectable alignment". Or "Cloak of Nondetection" or something. If everybody knows he's evil, it's not as interesting for PCs. Or the town. "What, people have been disappearing? Well, let's go see what's going down over at the Evil Church." It's also pretty much exactly against the original proposal. Besides, what sort of Paladin just walks around detecting people at random? I'm sure he has better things to do. Like building that temple outside of town. As long as they don't do anything overtly evil, nobody will have reason to suspect them. They're good at their act. They've been pulling it off for years. I vote no on making them flagrantly evil. |
| deanruel06-22-07, 05:46 PM | What happened to 99% of Month 1, and all of Months 2 and 3? I'm cool with changing Thozar to a Warrior, but bump him up a few levels to Warrior 8. NPC classes are inherently weaker, so that should be a similar skill level. I'd go with 6th or maybe 7th. An 8th level Warrior isn't even comparable to a 4th level Fighter. He's got much more of everything except a couple feats. I'd say they could have undetectable alignment things going on... some kind of "Rings of undetectable alignment". Or "Cloak of Nondetection" or something. If everybody knows he's evil, it's not as interesting for PCs. First of all the rings and cloaks don't work. If ANYONE has played mid to high level DnD you know a ring of undetectable alignment is like laser beacon for evil. It says "I'm evil and I need to hide it" and that is really bad. What I'm proposing instead is that he has the alignment of "evil" but that doesn't make him a criminal and he addresses that. It's also pretty much exactly against the original proposal. Besides, what sort of Paladin just walks around detecting people at random? I'm sure he has better things to do. Like building that temple outside of town. The kind that gets it as an at will ability. Pretend you're playing a solo campaign as a paladin and one day it starts with "A powerful cleric of another religion moves into town". We both know that that dude would get detected in a heartbeat. Basically sooner or slightly later somebody's gonna find out and when that happens it shouldn't be a red light, it should be more like a yellow. |
| Sylvaroth06-22-07, 07:27 PM | I'd go with 6th or maybe 7th. An 8th level Warrior isn't even comparable to a 4th level Fighter. He's got much more of everything except a couple feats. Besides, as you may have noted by reading my above post, the highest-level warrior in Eckland should be no higher than 7th level ATM. First of all the rings and cloaks don't work. If ANYONE has played mid to high level DnD you know a ring of undetectable alignment is like laser beacon for evil. It says "I'm evil and I need to hide it" and that is really bad. What I'm proposing instead is that he has the alignment of "evil" but that doesn't make him a criminal and he addresses that. Well, use (an item of) nondetection then. It is used to protect you from people who try to spy on you (via divination spells and effects). The kind that gets it as an at will ability. Pretend you're playing a solo campaign as a paladin and one day it starts with "A powerful cleric of another religion moves into town". We both know that that dude would get detected in a heartbeat. Basically sooner or slightly later somebody's gonna find out and when that happens it shouldn't be a red light, it should be more like a yellow. So what? Being evil is not illegal: An evil innkeeper may or may not have done something which warrants execution or even imprisonment. It's likely that he's untrustworthy, so the paladin should be careful around him. It's also likely that he's simply not a very pleasant person. But being careful, in this context, doesn't involve hacking him brutally to death with the shining sword of justice. Detect evil can show an evil aura on a person who isn't actually evil: Yes, that's right. It can give false positives. How? Demonic possession! Possession by a ghost! A variety of evil-aligned spells can also impart an evil aura to the target, so detect evil is actually a pretty good indicator that someone is being controlled by an outside force. In such a case, the paladin's job is to rescue the poor unfortunate under such control. That's hard to do if the poor unfortunate has been brutally hacked to death. Undetectable alignment is a 2nd-level spell for clerics, and it shows up on the bard spell list, as well. I think blackguards get it, too. The point is that it's not hard to get access to this spell, and it counters detect evil. In a crowd of ten commoners, odds are good that three will be evil. But that doesn't mean they are monsters or even killers - each is just a greedy, selfish person who willingly watches others suffer. The sword is no answer here; the paladin is charged to protect these people. Why then I ask, does he feel compelled to stare at everybody for three rounds, only to learn that the money changer is evil (e.g. he thumbs the scales at his shop to steal from the innocent folks) or the amulet the barmaid wears radiates an evil aura (it's an heirloom bequeath to her by her blackguard gramps)? What do you suppose the paladin to do, as soon as he has detected an evil aura? A true paladin does not define evil as "that which can be detected with detect evil", as someone with an evil alignment may even serve the greater good. A paladin embodies good. He is a champion of the light. A paladin's powers are the result of her faith, her purity, and her destiny. If you want Bellamin to be a corrupt warrior with divine powers or a holy warrior who doubts her cause (by bullying and hack'n slashing everybody with the slightest trace of an evil aura), he shouldn't be a paladin - she should play a fighter/cleric, or something similar. Like Argo, I do vote no, too. What's the race of the below characters? Marinev (is he still in town?) Walian Droverson Nimbal Firejack Orn Sharas Chance Freeman Handrell Justmore Garret Fetroar Rivandia Are Kayti Deanas, Fiona Kerriton, Gavin Carpenter, and Ravanna Waveheart really all human? Ezra's stats skill ranks, feats, spell lists, equipment Gregory's stats what changes happened upon gaining 11th level? descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', and the Temple of Ehlonna, etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland |
| Argo06-22-07, 07:30 PM | What about that spell that makes your alignment read as something else? He detects as if he were a chair. Neutral. |
| Sylvaroth06-22-07, 07:49 PM | Harump's Magic Aura (http://www.d20srd.org/srd/spells/magicAura.htm). What's the race of the below characters? Marinev (is he still in town?) Walian Droverson Nimbal Firejack Orn Sharas Chance Freeman Handrell Justmore Garret Fetroar Rivandia Are Kayti Deanas, Fiona Kerriton, Gavin Carpenter, and Ravanna Waveheart really all human? Ezra's stats skill ranks, feats, spell lists, equipment Gregory's stats what changes happened upon gaining 11th level? descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', and the Temple of Ehlonna, etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland |
| Heros_Backpack06-22-07, 07:51 PM | What I'm proposing instead is that he has the alignment of "evil" but that doesn't make him a criminal and he addresses that. Pretend you're playing a solo campaign as a paladin and one day it starts with "A powerful cleric of another religion moves into town". We both know that that dude would get detected in a heartbeat. Basically sooner or slightly later somebody's gonna find out and when that happens it shouldn't be a red light, it should be more like a yellow. I think I forsee a conversation something like this: :fight!: I detect evil! I detect evil! :teach: So? :fight!: So you are evil! Very evil! :teach: Are telling me, that because I promote harmony with all aspects of nature, both harsh and gentle, prey and predator, I should die? Do you also advocate killing the wolf because he has hunted and killed rabbits, or the child who plucks the last berry before the starving birds can eat it? :fight!: Er... :teach: Precisely. Your goddess is a fine lady, but she has her blind spots. I suspect our noble Ezra would agree that even the easiest of winters involve harsh choices. Come, let us discuss this philosophy further. I may be able to enlighten you to the reality of the natural ways and laws... |
| Argo06-22-07, 07:54 PM | Thanks for backing me up, Syl. |
| Sylvaroth06-22-07, 07:54 PM | Well done, H_B! I propose to christen the organization Obadhaiology :D Thanks for backing me up, Syl. You are welcome. I am simply slightly huffed. It is a great idea and almost everybody supports it. Most of deanruel's objections to such ideas turned out to be completely unwarranted, because all of you do such a great job with Eckland (still no vampires in sight, if you get what I mean). |
| Argo06-22-07, 07:54 PM | Deleted by Poster. Double post. |
| Argo06-22-07, 07:57 PM | Well done, H_B! Yes. Very well done. I propose to christen the organization Obadhaiology :D They already call themselves "The Knights of Obad-Hai". It's in the Eckland sblock. I was originally going to go with "The Fist of Obad-Hai", but it sounds too martial. I'm open to change. But I dislike "Obadhaiology." I vote no. |
| Sylvaroth06-22-07, 08:01 PM | I was joking :hides: |
| Sylvaroth06-22-07, 08:21 PM | Gregory's stats: Didn't he spend his 2 skill points? Town Stat Block: With a working population of 690, Assets are now 6,900 gp. What's the use of having 'Population 1006*' AND 'Town Population: 690' (especially when having a working population of 690 results in a total population of 1,036)? What is the asterisk for, anyhow? We do import 'sprits'? Why are Jerald and Michael the leaders of Eckland? What happened to Murk's last name? Why is Roland Ashoff an Expert 1 and not an Expert 3? When did Dell Sherwyn get his promotion to Warrior and does he have a rank/title now? What are the stats of the pikes the houseguards use and what kind of 'sword' are they equipped with? Who is the leader of the Mages Guild? Formula: (Tax Per Capita x Working Town Population x Months Chronicled) + (Receipts – Expenses) Town Coffers from year 13, January to March: 67,084 gp Year 13, April to June Chronicled Months: 3 Town Population: 1,036 (690 working, 311 children, 35 elderly) Receipts&Expenses: 15,200 gp (presumably for those four silver ravens) (2 gp x 690 x 3) = 4,140 gp (67,084 gp + 4,140 gp) - 15,200 gp = 56,024 gp |
| Argo06-22-07, 08:25 PM | At least when I'm joking, it's about vampires. On motorcycles. |
| Argo06-22-07, 08:41 PM | Why are Jerald and Michael the leaders of Eckland? They're in the "First Family". What happened to Murk's last name? It's Chokemarrow. Why is Roland Ashoff an Expert 1 and not an Expert 3? Negative levels? When did Dell Sherwyn get his promotion to Warrior and does he have a rank/title now? I think it happened two or three years ago. He's Watch Captain. Who is the leader of the Mages Guild? Tuaim Ban? |
| Sylvaroth06-22-07, 08:59 PM | They're in the "First Family". Yeah, but they are not the 'Leaders of Eckland', non? It's Chokemarrow. Right, but looking at the last Chronicles-entry, where is it? Negative levels? :confused: I think it happened two or three years ago. He's Watch Captain. No, it never happened. We always wanted to promote him, but it was actually a mistake on your part, look here. Tuaim Ban? I would think so. What's the race of the below characters? Marinev (is he still in town?) Walian Droverson Nimbal Firejack Orn Sharas Chance Freeman Handrell Justmore Garret Fetroar Rivandia Are Kayti Deanas, Fiona Kerriton, and Gavin Carpenter really all human? Ezra's stats skill ranks, feats, spell lists, equipment Gregory's stats what did he spend his 2 skill points on? descriptions of buildings the Sleeping Minotaur-tavern, the houses of the founder families, the keep, 'the Shrine', and the Temple of Ehlonna, etc. a city map of Eckland in the work a map of Eckland and its surrounding area in the work summary of the first decade of Eckland |
| Rockjaw06-22-07, 11:41 PM | Syl, here is what I could answer....hope this helps What's the race of the below characters? Marinev (is he still in town?)- Don't remember..? Walian Droverson- Human Male / young approx 24 Nimbal Firejack- Human Male / now middle aged approx 35 Orn-Human Male / young approx 17-19 (str-17) Sharas- Human Female / middle age approx 3 Chance Freeman- Human Male / "retired" approx 50 Handrell Justmore- Don't know..? Garret- best left alone right now..trust me :D Fetroar Rivandia- Human Male / approx-30 Are Kayti Deanas, **Fiona Kerriton, Gavin Carpenter, and Ravanna Waveheart really all human? **I would say based on her unique beauty she may have a little "something special" but the others are all human PS and my feelings on Dell have not changed, he is a boy-period, I am fine with making him a warrior but I have to draw the line at Captain..! based on his age and position mabey Cpl. or Sgt. thats it..! I respect that he created a defensive communication device and is good with daggers but to put a Commanding Role on his shoulders is wrong, I know I dont disagree with much but I gotta take a stand here |
| deanruel06-23-07, 12:29 AM | *All of Sylvaroth's first response post* Firstly as I said before the nondetection gear does not work. None of it. Nondetection, Rings of Mind Shielding, Cloak of Nondetection, or even the very powerful Mind Blank. All of the anti-detection abilities cause the spells to fail and the magic section in the Players Handbook tells you that a character knows when his spell has failed. So the Ring of Mind Shielding doesn't just make you look like a normal innocent guy it makes you look like the kind of guy who needs to have his alignment be a mystery. They don't work. (As an addition Magic Aura only works on objects, not people. So you can't wear nuetral armor and be nuetral. You have your own seperate detecable aura) Being evil is NOT illegal. That was the point of my statement. However being the friendly town cleric who claims to want to spread peace and love and then registering as evil DEFINITELY points to illegal activities. Take a look at Heroes post to see a good example of the kind of response I would want Redleaf to have to people "discovering" that he is evil. As you said it is not illegal to be evil so lets play it that way. It is a blatantly unrealistic idea to simply assume that Redleaf and his minions could just go their entire lives without anyone ever detecting their alignment. Own up to the fact that it WOULD NOT work and lets make the story work around it. If you want to play the "They pretend they are happy, loving, innocent men of the cloth" then the moment they are detected as evil they are gonna get investigated. If they don't try to hide who they are (not the murders, hide that) and simply admit to respecting the "wolf as well as the rabbit" then it works. As to the rest of the post we aren't gonna do the "What is a Paladin" thing here. I agree with most of what you said but lets just not do that here. There's a hundred other threads that have done it before there's no need to rehash it here. Suffice it to say I was saying that Lightouch's reaction to their evilness -wasn't- immediate violence. But undoubtably men who say they are good and register as straight evil are people to be very very suspicious of. You are welcome. I am simply slightly huffed. It is a great idea and almost everybody supports it. Most of deanruel's objections to such ideas turned out to be completely unwarranted I debated for a long time on how exactly to respond to this. I will simply say that I have put far too much time and effort into this project to have my opinions called unwarranted whether you are huffed or not. My points are outlined above and they are all sensible. Do not disregard my opinion because I would not have ever considered doing it to yours. |
| Janusunaj06-23-07, 01:12 AM | Welcome to our town..! this is a great addition, however you magi are way too over loaded for us right now, I suggest that you cut them (lvls) by 2/3, remember this town just went over the 1000 resident mark and is still considered small, but the idea for a magic shop is a good one. The fighter, I like the idea of a blademaster, could be really cool. My only question is if he fell on hard times why Eckland, this is a farming community afterall and not many residents may have extra coin for lessons. please dont take this as a critical hit, the concept is great, just slightly overpowered right now, like I said lower thier lvls and we'll drop them in and design a nice magic shop..:cool: O.k. The Mage Brothers of ...All NPcs, Griswald(level 6 wizard, 3rd level loremaster) Alaric(level 6 wizard), and Myrokhan(level 6 sorcerer), Meanwhile, regional swordsmanship champion, Henry Tredeau emigrated from a neighboring kingdom to Eckland due to hard times. (level 7 fighter) +1 Wife(5th level commoner), +1 Butler(1st level fighter, 3rd level commoner), and 8 maids(2nd level commoners) |
| tharivol26606-23-07, 06:43 AM | why does the butler have a level as fighter? as for dell. he was a teenager when the first ecks games were held and that was like what 7 years ago? |
| Sylvaroth06-23-07, 07:26 AM | Firstly as I said before the nondetection gear does not work. None of it. Nondetection, Rings of Mind Shielding, Cloak of Nondetection, or even the very powerful Mind Blank. All of the anti-detection abilities cause the spells to fail and the magic section in the Players Handbook tells you that a character knows when his spell has failed. So the Ring of Mind Shielding doesn't just make you look like a normal innocent guy it makes you look like the kind of guy who needs to have his alignment be a mystery. They don't work. (As an addition Magic Aura only works on objects, not people. So you can't wear nuetral armor and be nuetral. You have your own seperate detecable aura) They work. Nondetection is used to make creatures and objects 'difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells' as well as 'location by such magic items as crystal balls'. What's so suspicious about somebody who doesn't want to be spied out, or who is the keeper of a secret he prefers to stay a secret, etc.? I bet Ezra's Grove is warded by a nondetection effect, too. Does that make him an evil creature or the Grove a place of evil? Not to speak of the various spells that make use of such divination spells (teleportation, ). Why should somebody refrain from warding him/herself or an area that is important to him/her in such a way, if he would else have to suffer from the consequences of said spells (e.g. somebody who scryed on the temple to discern the location of a valuable ceremonial object, teleports in and steals it)? Being evil is NOT illegal. That was the point of my statement. However being the friendly town cleric who claims to want to spread peace and love and then registering as evil DEFINITELY points to illegal activities. Take a look at Heroes post to see a good example of the kind of response I would want Redleaf to have to people "discovering" that he is evil. As you said it is not illegal to be evil so lets play it that way. It is a blatantly unrealistic idea to simply assume that Redleaf and his minions could just go their entire lives without anyone ever detecting their alignment. Own up to the fact that it WOULD NOT work and lets make the story work around it. If you want to play the "They pretend they are happy, loving, innocent men of the cloth" then the moment they are detected as evil they are gonna get investigated. If they don't try to hide who they are (not the murders, hide that) and simply admit to respecting the "wolf as well as the rabbit" then it works. On the surface they are the typical worshipers of Obad-Hai (respecting nature, balance, aso.). They could even befriend Ezra, since his/her mindset does definitely match that philosophy. Below that surface, however, they pursue the more evil path of said philosophy. They are the wolves in sheep's clothing, but they prefer the sheep to think themselves safe so they may separate individuals and bag them to still the hunger of their god, unnoticed by the flock. As to the rest of the post we aren't gonna do the "What is a Paladin" thing here. I agree with most of what you said but lets just not do that here. There's a hundred other threads that have done it before there's no need to rehash it here. Suffice it to say I was saying that Lightouch's reaction to their evilness -wasn't- immediate violence. But undoubtably men who say they are good and register as straight evil are people to be very very suspicious of. I agree, let discussions of paladins take place somewhere else. I disagree, however, that Bellamin would feel compelled to use his detect abilities on a cleric of a respected and mostly benevolent god. I debated for a long time on how exactly to respond to this. I will simply say that I have put far too much time and effort into this project to have my opinions called unwarranted whether you are huffed or not. My points are outlined above and they are all sensible. Do not disregard my opinion because I would not have ever considered doing it to yours. My opinion, your opinion, we do both have the right to have one, don't we? I, too, did put a little time and effort into this project, but I didn't spend that time to make baseless objections (opinions based on misgivings and apprehensions are IMO baseless). We are not Abbacabba's project, and we do have far to many great writers and supporters (not the least of which are you) to suffer the same fate. I respect everybody's opinion, but I do have my own, and I, too, have the right to voice it. So, since the majority appears to support the 'secretly evil'-idea (as they did with some other things you objected, due to IMO a somewhat pessimist attitude towards these ideas), I suggest (as I did various times before) to try it and see how it develops. Let's work together towards a set goal by looking for ways of how things can be done, not by looking for things that could make these ways impassable. O.k. The Mage Brothers of ...All NPcs, Griswald(level 6 wizard, 3rd level loremaster) Alaric(level 6 wizard), and Myrokhan(level 6 sorcerer), Alaric (Wiz6) and Myrokhan (Sorc6): Appropriate for a Large Town (population 2,001+) Griswald (Wiz10, resp. Wiz7/Lor3; a Wiz6 does not qualify for the Lor PrC): Appropriate for a Small City (population 5,001+) or Large City (population 12,001+), see below. Since we do already have characters of the above PC-classes, Alaric, Myrokhan, and Griswald should not be added at random. Characters with PC-class levels are special characters, especially those at mid- to high-levels, so we need a reasonable explanation for their presence. Thus I suggest the below alternatives: Add them step by step: Alaric and Myrokhan come to Large Town Eckland (max Sor/Wiz ECL 7), Griswald follows them as soon as Eckland is a Small City (max Wiz ECL 10). Just remember that our highest-level Wiz, Tuaim (Wiz8), would either lose this position by then to Griswald, or would have leveled up and occupied the Wiz10 slot already, thus further delaying Griswalds arrival until latest Large City-size (max Wiz ECL 13). Reduce their levels to fit the Village, resp. Small Town level ranges: Make them Wiz3 or Sor3 for Village, resp. Wiz4 or Sorc4 for Small Town and add levels until they fit the concept. Replace their PC-classes with NPC-classes: Make them Adp5 for Village, resp. Adp6 for Small Town, Adp9 for Large Town, or Adp12 for Small City. Griswald would then qualify for Lor at no earlier than 8th level (Large Town). This option, however, lets them rival again our higest-level Adept, Brother James Atil (Adp4), so there should be provided a reasonable explanation for this, too (that is, unless we decide that priest Adepts are distinct enough from 'renegade mage' Adepts). Meanwhile, regional swordsmanship champion, Henry Tredeau emigrated from a neighboring kingdom to Eckland due to hard times. (level 7 fighter) +1 Wife(5th level commoner), +1 Butler(1st level fighter, 3rd level commoner), and 8 maids(2nd level commoners) Tredeau would rival Tigersoul for highest-level Warrior, so I suggest to introduce him when we hit 901+ (Small Town), and let Grakos become War8 by then. Why is the wife a Com5? I suggest to make her an Exp3 at most. The butler doesn't have to have PC-levels either, I suggest to make him War2-4/Exp3. as for dell. he was a teenager when the first ecks games were held and that was like what 7 years ago? It was in year 6, October to December. Assuming he was 16 years old (minimum starting age for humans), he is now 24. I vote for Captain Sherwin, leader of the Lookout Guard. |
| Heros_Backpack06-23-07, 08:33 AM | Perhaps for those who want to keep alignment totally secret, the answer is not Nondetection but Misdirection - that spell that changes the target of any detect spells aimed at you. |
| Sylvaroth06-23-07, 09:02 AM | Perhaps for those who want to keep alignment totally secret, the answer is not Nondetection but Misdirection - that spell that changes the target of any detect spells aimed at you. Ring of Misdirection This ring is usually of fine workmanship and wrought from polished silver. The ring misdirects the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like) cast on the wearer. The wearer is detected as if he were an object or creature designated by the wearer (e.g a cougar :D ). Faint illusion; CL 3rd; Forge Ring, misdirection (http://www.d20srd.org/srd/spells/misdirection.htm); Price 8,000 gp. |
| Janusunaj06-23-07, 03:24 PM | [list] Alaric (Wiz4) and Myrokhan (Sorc4):And the other guy. Or Adepts(Renegade Mages)3 each, and Griswald comes as a Wizard 8, Tuaim's current level, when Tuaim is at level 10. Tredeau would rival Tigersoul for highest-level Warrior, so I suggest to introduce him when we hit 901+ (Small Town), and let Grakos become War8 by then. Why is the wife a Com5? I suggest to make her an Exp3 at most Alright an expert 3 is perfectly fine The butler doesn't have to have PC-levels either, I suggest to make him War2-4/Exp3. Alright a 4th level warrior/expert3 is perfectly fine. |
| Sylvaroth06-23-07, 04:21 PM | [list] Alaric (Wiz4) and Myrokhan (Sorc4):And the other guy. :confused: |
| Janusunaj06-23-07, 04:28 PM | Griswald is listed as level 8, as soon as the top wizard in the village is already level 10 by the time he gets to level 8. In other words, I'm toning down Griswald's level. |
| Sylvaroth06-23-07, 05:29 PM | Add them step by step: Alaric (Wiz4) and Myrokhan (Sor4) come to Small Town Eckland (max Sor/Wiz ECL 7), Griswald (Wiz8, resp. Wiz7/Lor3) follows them as soon as Eckland is a Small City (max Wiz ECL 10). Just remember that our highest-level Wiz, Tuaim (Wiz8), would either lose this position by then to Griswald, or should have already leveled up and occupied one of the two available Wiz10 slots. Like this or do you want to see them added all in one go? Meanwhile, regional swordsmanship champion, Henry Tredeau emigrated from a neighboring kingdom to Eckland due to hard times. (level 7 fighter)He has brought his house servants(1 butler(level 4 warrior, level 3 expert), 8 maids(level 2 commoners), 2 messenger boys(level 1 commoners)) and his wife, Esmerelda.(level 3 expert. Note that his butler is now a 7th-level character, just as Tredeau himself. This combination could be added in a Chronicles-entry that adds 1 PC-slot (hitting a population of 700 will suffice) |
| Janusunaj06-23-07, 06:27 PM | The Butler can be down graded to a level 5. But for the Mage Brothers, the first two can both be level 5, while whats his name Griswald doesn't come into the city until the most powerul wizard in the city reaches level 10. So Griswald would be about level 8 when he enters the city. |
| Argo06-23-07, 06:28 PM | Dell was 17 in Year 6, so is now 25 years old. This, I think, is an appropriate age for Captain. I vote officially to keep the change that was already made. As for deanruel and the Nondetection issue, I still don't see how not being able to detect his alignment would be a problem. "Hey, my Detect Evil spell failed. So did my Detect Good spell. Must be Neutral." Let me know when Paladins get Detect Neutrality. I know you said you don't want to get into the whole "What is a Paladin" debate, but I would like to say that I don't think that "Crazily paranoid person who goes around staring at everyone he meets for eighteen seconds and then killing or spying on the individual if his spell should fail" doesn't really seem to fit with the "Knight in Shining Armor" theme of the class. |
| tharivol26606-23-07, 06:47 PM | Dell was 17 in Year 6, so is now 25 years old. This, I think, is an appropriate age for Captain. I vote officially to keep the change that was already made. especially since the average life expectancy in the middle ages was 33 i vote to keep him captain |
| Janusunaj06-23-07, 06:48 PM | I've heard that was exaggerated just a little. It was more something like 39, or 40. |
| Sylvaroth06-23-07, 06:56 PM | I vote for captain, too, and will add this and his 2nd War level to the CoC. While the life expectancy in medieval times might have been low (though 33 is a statistical average) Eckland is situated in a generic D&D world. A world where the plague would stand no chance to even kill a thorp, not to speak of almost everybody. Janusunaj, if you wanted to wait for Tuaim to level up to Wiz10, you could keep Griswald as a Wiz7/Lor3. Anyhow, this will have to wait for some time I am afraid (at least with the characters you want to add and the way how you want to do that). |
| Janusunaj06-23-07, 07:05 PM | o.k. I can be patient. Proposition= great harvests allow the people to store greater amounts of food, at the same time neighboring kingdoms somewhat get porr harvests. |
| Sylvaroth06-23-07, 07:07 PM | Which would result in... |
| Janusunaj06-23-07, 07:10 PM | people coming here. |
| Sylvaroth06-23-07, 07:34 PM | :D ..., because... |
| Argo06-23-07, 08:09 PM | ...there's cake? |
| Sylvaroth06-23-07, 08:13 PM | great harvests allow the people to store greater amounts of food, at the same time neighboring kingdoms somewhat get porr harvests. Which would result in people coming here, because there's cake. I vote yes for cake (if they float and have cougars in them) :D |
| tharivol26606-23-07, 10:35 PM | i vote for cake too. with meringue icing |
| Throrin06-23-07, 10:46 PM | I have to wade in on this "Hidden Evil" fracas that seems to be getting out of hand. The last thing I want to see in this great thread is a split between 2/3 of the the people that I see as the "senior posters" (Rocky being the other). I like the thought that there is this land mine in the town, even that it is based on a normally friendly religion. It is however a religion that follows a neutral god, and therefor is known to have an evil bend to it from time to time. I do not see people getting suspicious enough to worry about what the clerics alignment is unless there are signs that he is not acting as expected. I do not see the Paladin Bellamin Lighttouch automatically trying to Detect Evil on him until he has a reason. In that I have to disagree with you deanruel. As supporters of the light, I think that he would be willing to give the new cleric the benefit of the doubt, at least until he has a reason to think that something is wrong. Not in a "Lawfull Stupid" sort of way, but more of cautious way. He would definitely want to interview him to find out where he stands on certain points as the two religions have a differing view on certain things, but not as a suspect. As for the Cleric, I do not see a cleric of Obad-Hai coming to a town known for its connection to nature, would try to hide his alignment. Some of the more gruesome aspects of his cult most definitely, but not his alignment. I do not think that he would just come out and tell people, given the general mood of the town (also widely known), but I do not think that he would actually hide it. Mislead people who are asking maybe, but not hide it. Being a cleric must mean having some pride in your god and yourself and denying your alignment or views would go against that IMOHO. I do see the conversation going much like Heroes_backpack mentioned, but I do not see a major cover-up on the clerics part. There are just too many people in his retinue to do that for everyone. I would rather see things go under the radar for a while and then figure out how the cults activities are discovered. Unless we are leaving it for the DM to figure out, in which case I think a few suggestions as to how he(she) might handle that situation might be in order. I would however be logical if Bellamin Lighttouch was the first person to be suspicious of the cleric. Sort of a gut feeling that something was not "right" after the cult has been active for a while. |
| deanruel06-23-07, 10:47 PM | As for deanruel and the Nondetection issue, I still don't see how not being able to detect his alignment would be a problem. "Hey, my Detect Evil spell failed. So did my Detect Good spell. Must be Neutral." Let me know when Paladins get Detect Neutrality. Look. First of all we do have something that works now. Granted a Ring of Misdirection is somewhat noncore but liberal aplication of the item is the only thing that will make this group work so we're going with. Despite the way you and Sylvaroth are responding to my comments I am not trying to kill the group I am just trying to make them workable. You two seem to be in favor of simply pretending that it will work and ignoring the 800 pound evil gorilla in the room. The fact is that when anyone casts any spell and it fails (either by will save or counter-effect) they are immediately aware of it. It's not that the spell didn't read what it wanted to it's that it failed. Additionally and more importantly paladin's DO detect evil people. It's an at will ability that lasts up to 10 minutes per level. It happens and it happens a lot. So whether we are talking about PC paladins playing in Eckland or we are talking about Lightouch himself it is still likely to happen. Lightouch has a personal interest in Redleaf and would almost be guaranteed to detect evil him. A PC party with a paladin character who had ANY REASON to suspect the possible involvement of the clergy would be guaranteed to detect evil some member of the clergy. Pretending these things are not going to happen for some mentally constructed reason is bad planning, very very bad planning. If you want these guys to be usable for adventures then you shouldn't just pretend like no one is going to use one of the quickest, easiest, most commonly used, and earliest attained methods of sorting out villains in a mystery. I will say it one last time and hope that finally it gets understood: If they say they are not evil, become part of any crime, and get detected as evil by ANYONE (Adventuring Party or not) the group has about a week left to live before they get turned into experience. So please don't ignore it, please don't pretend like it doesn't matter, and please don't just pretend it won't occur. See the issue and address it. The rings allow us to do so so it works now. |
| Argo06-23-07, 11:24 PM | dean, I'm sorry... I still have no idea what you're talking about. I don't see the issue. I have never seen this issue come up in a campaign before, so you telling me I'm willfully trying to :censored: things up isn't helping me understand what the problem is. Build me a sequence of events that results in the Paladin killing the Cleric, and maybe I'll see it. But just repeatedly saying that there's a problem when nobody else seems to be able to see it isn't making the problem apparent. I want to go along with you on this. This is your thread, but it's our town. We're not trying to be difficult, dean-o. Paint me a picture. I'll look at it. |
| Rockjaw06-24-07, 12:06 AM | WHAT...? WHO...? WHEN...? :uh-huh: OK ENOUGH..! Here is how this will end. Redleaf has intentions that we "consider" evil, but until he acts on them he is just "considering" being evil. As we have all seen, and agreed upon, this will be a plot-hook for later on, NOT TO BE SOLVED NOW.! We've dedicated two pages to the possibility of a consideration of a supposed evil act. NOTHING HAS HAPPENED.! Yes will we, as a town, have to deal with the potential fall-out of a band of murdering serial killers running rampant..? Most likely not, every community around the world has evil in it, I have been to more places that fall into the "armpit" class than I care to remember, but were they evil, some yes most no. Remember we are building a drop-in D&D town, not Utopia. Will the paladin be able to tell if something is "off" with Redleaf and his bunch.? Yes. Will he be able to cut them down in the street.? NO they haven't done ANYTHING. Nobody needs to hide anything, either thier alignment, or thier core pantheon beliefs, or what they had for lunch. If Redleaf truly holds the position of his deity as correct, neither Bellamin or any other character can call foul.! Simply because he believes. My point is this and please forgive me for shouting, Will the evil band come under intense suspicion...Yes they will, but that is and was life. Are they a potential 800lb booger that we wll deal with, of course, but we will deal with it all the same. So as a wrap up Bellamin will sense something is off, Redleaf will know Bellamin sensed something, Redleaf will try to creatively dis-credit the paladin thereby forcing him to leave town, Bellamin will seek assistance from others and eventually **(way eventually)** a fight will break out after some bodies go missing and some other stuff. We win bad guys lose. So my vote is: Evil band-YES Ring of hiding my true evilness-NO Getting back to building a town that WotC has to make a sourcebook for-YES Having fun intelligent discussions with you guys-YES B$%^&@#t rantings on who can detect who-NO Again sorry I was Yelling, please forgive that. :( |
| deanruel06-24-07, 01:34 AM | dean, I'm sorry... I still have no idea what you're talking about. I don't see the issue. I have never seen this issue come up in a campaign before, so you telling me I'm willfully trying to :censored: things up isn't helping me understand what the problem is. Build me a sequence of events that results in the Paladin killing the Cleric, and maybe I'll see it. But just repeatedly saying that there's a problem when nobody else seems to be able to see it isn't making the problem apparent. I want to go along with you on this. This is your thread, but it's our town. We're not trying to be difficult, dean-o. Paint me a picture. I'll look at it. Ok. That is fair. And perhaps it's time for me to make a genuine effort to make my point clear. So here are a series of points, notes, and examples to hopefully straighten everything out. Also; I don't think you're trying to do anything except make this thread as wonderful, entertaining, and brilliant as possible and you have done a wonderful job thus far and will surely continue to. We are totally 180% cool. We're just having difficulty communicating so lets fix that. What is the issue here dude? The issue is that I believe that the Obad-Hai group will not plausibly be able to become what they are supposed to be in their original storyline. Their idea was that they would be a group that posed as goodly nature-aligned clergymen who would secretly engage in such heinous acts as the sacrifice of sentient beings. I believe that this would not work and the following points should point out why. Take the following points as individual statements and I will put them together in the end. 1) Detect Evil is a spell that is gained at 1st level by several classes and it is very often used in mystery adventures to sort out possible villains. This is inarguable it's simply true. If you have never played with a paladin or a cleric in your group you will simply have to take my word on this. A party with access to these simple spells and abilites uses them. 2) Characters that blatantly lie to the party are instantly very suspect. 3) Evil characters are instantly somewhat suspect to the party. 4) Divinations and enchantments are powerful weapons against mysterious organizations. It is very difficult to halt a parties progress in uncovering an organizations secrets once they have started researching. As such the best way to avoid being found out, like in real life, is simply to never be suspected in the first place. 5) (repeating)The Obad-Hai gang's idea is that they will be a group that poses as goodly nature-aligned clergymen who would secretly engage in such heinous acts as the sacrifice of sentient beings. So with what we have in place there we have a slight problem with getting the groups storyline to work in a given "adventure". What I mean by that is that if we pretend that a group of adventurers is in town or even that, in this particular instance, Lightouch or Brother Atil go "adventuring" around town in their every day lives. We can see that the Obad Hai's charade falls apart instantly upon the application of a single 1st level spell. To make an example I will pretend that a group of PC's have come to town, heard about some missing people, and stopped in to the church of obad-hai (which they have heard is led by a kindly, goodly, nature loving headmaster) for some healing. Upon entering the establishment they decide to ask some questions. The following occurs: Party Divine Caster: We have stopped in for some healing Brother. Will you aid us. Redleaf: Of course my son. Can you wait a moment while I attend to something? Party Divine Caster: Of course. (Redleaf Leaves) PARTIES DIVINE CASTERS PLAYER: I'm gonna start asking some questions around the place to see if anyone knows anything about those disappearances. I'll use my detect evil and keep it up while I ask around. PARTIES DM: Allright. In the next few moments in a supposedly GOOD and LOVING church he would see a half dozen evil people and when Redleaf comes back out he is RADIATING EVIL. And now the group that we have spent so long crafting and fleshing out has been put about 3 steps away from being eliminated. The party would be INCREDIBLY suspicious of them (see points 2 and 3) and would take perhaps a week to discover what was going on (see point 4). I will immediately admit that the above situation was made to make a point. "Biased" if you will. It is however common enough to be REALLY REALLY SILLY to ignore as a likely occurence. Thusly what I am saying is a problem is that an entire evil organization is a single 1st level spell away from being brought down. As an analogy imagine how silly it would be to make an army who is entirely dependent on their general (who has 2hp) being alive to function. This army is a single magic missile away from being eliminated and it is silly to allow a single first level spell to eliminate such a supposedly high level threat. SO. The possible solutions to this were as follows- 1) Make the group, as Thorin said, admittent of their nature. Not brag about the fact that they're evil. But the sort who wouldn't blatantly lie about such a thing. This would make them only barely suspect to anyone finding out their alignment and not enough to distinguish them from the rest of the population that's evil. It would essentially make them able to hide in plain sight. No one could interview EVERY evil individual when a crime occurs and the Clergy would be no exception. 2) Let the evil members of the group have some sort of magical way to deflect inquiries into their alignment. The Ring of Misdirection does this well but adds a slightly different dynamic to the group. At 8000 a ring you can't just hand these things out. So the majority of the group would have to actually be non-criminal types and only the uppermost crust could participate in the murders and sacrifices. Hopefully that incredibly lengthy piece has cleared up what I am trying to say. If not tell me what I said badly and I will restate it more effectively. |
| Argo06-24-07, 04:35 AM | Rockjaw. You're my hero. |
| Sylvaroth06-24-07, 11:10 AM | Also; I don't think you're trying to do anything except make this thread as wonderful, entertaining, and brilliant as possible and you have done a wonderful job thus far and will surely continue to. We are totally 180% cool. We're just having difficulty communicating so lets fix that. I take it this applies to me, too (at least partially)? Sorry, if I sounded rude or maybe even insulting, but even I get carried away sometimes. I adore what you have done here (else I had never given you a cookie, would I :D) and hope this prolific cooperation will continue. Let the evil members of the group have some sort of magical way to deflect inquiries into their alignment. The Ring of Misdirection does this well but adds a slightly different dynamic to the group. At 8000 a ring you can't just hand these things out. So the majority of the group would have to actually be non-criminal types and only the uppermost crust could participate in the murders and sacrifices. Perfect! Make the Obad-Hai community all within one step of N (NG, LN, CN, NE). Only those few ranking highest may participate in the secret ceremonies. Fewer still are chosen to become Knights of Obad-Hai and are given Rings of Misdirection (to prevent or delay a scenario as described above). Though we added the KoO as a plot hook for future adventuring groups, I want to share some ideas I came up with, while writing this post: The Temple Below: Below the temple of Obad-Hai lies the secret place of worship, only the most dedicated and faithful worshippers of the cult of the 'Crusaders of Obad-Hai' are allowed to enter. It is here, where the unspeakable acts of the cult are performed and where the Crusaders meet, to plot and scheme. The sacrificial ceremonies committed here are for the most part intended to tie the participants to the cult's cause and to provide Redleaf with a leverage to blackmail his followers. In fact, most sacrifices do only superficially result in the immolation of an offering. They serve for a completely different purpose. Unbeknown to all but the actual Knights of Obad-Hai (Switchhand and Tierden) and their Grand Master (Redleaf), the dungeons below the vault houses an even more sinister secret. A devourer. Redleaf has bound this hideous undead by fusing him to the very stone the secret temple was carved from (stone shape, transmute rock to mud/mud to rock). Whenever he desires to utilize the devourer's abilities for his evil cause, he feeds it the life essence of an incarcerated 'sacrificial offering'. The 'murdering serial killer running rampant': In rather large intervals a single villager disappears, only to return as a suicidal madman gone berserk. Those are in fact the zobified remnants of the devourer's victims rebuked by Redleaf to run rampant and bring his god's wrath down upon the hypocritical defilers of nature. What do you say? Getting back to building a town that WotC has to make a sourcebook for-YES Amen, brother :D |
| Iolana06-24-07, 12:14 PM | I am about the last person that should be saying something here, considering I am perhaps the least experienced in such matters and my naiivity may show thru. But I can't help it. I don't see why anyone would go around stating what their alignment is. It isn't something your character just goes out and announces, it's something that you roleplay for them. It's flexible and it's very changeable over time. Perhaps at this moment in time, this proposed cleric is evil of some sort. That doesn't mean he has to remain evil til the end of his days. As such, I don't believe in any way he would say to anyone "Yes, I am an evil person" in character. He believes he's worshipping his god in the way in which he's meant to be worshipped. He probably doesn't think there's anything wrong or inherently evil about it. To other characters, there may be problems. To himself? I don't know that the character thinks of himself in those terms. At any rate, even if someone, did do "detect evil" on him and discerned something wasn't right (whether it read true that he was evil, or the spell simply failed), there are other options that a character or PC would consider before simply lobbing his head off. First, that person would have to have a reason to suspect evil in the first place. If it's portrayed as a good, nature loving church, and there doesn't seem to be anything out of order, what person in their right mind is going to go around in a good church detecting evil? Nothing has been suggested that evil exists there. All the characters know is that folks have gone missing, not that this "good" church is involved in any way. This "good" church would be just as not suspected as the other churches in town at that point. It would take a tip or an action or a slip up or something feeling off or a hint of some sort from the DM to the players to get the characters to suspect that this particular church is the root cause of the missing persons. Otherwise, it's just another nature-worshipping church, which can and does mean many things. Now, as to them eventually murdering citizens and someone finds out and decides they are evil, does that mean the entire church of Obad-hai falls under disgrace and will be taken out? No, there is that change of alignment that I spoke of. People can and do change over time. A group of adventurers wants to put a stop to the killings, this is the obstacle to overcome. This doesn't mean that killing the cleric is the only way to put a stop to the killings. Remember the thing called roleplay? Perhaps that group of adventurers can talk to the cleric and convince him that what he is doing is evil. The cleric (and others found responsible) are taken into jail and serve time for their crimes. The others in the church, not involved in the murders, who knew nothing of their existance, still keep the church going under new leadership. The cleric (and the others possibly) atones for his sins, realizes that he has been mislead in his beliefs and takes a different path in life. Killing him off isn't the only answer here. This leaves it open too for his subordinates who can't see the way to the new path that the cleric has taken, and leaves the question open as to what to do with them then. Does one of them try to come back and re-start what the original cleric originally did? Do the PC's or the townspeople determine they must die anyway for what they have done? This could go several different directions depending on how it plays out. You still have the possibility that one evil Obad-hai follower was somehow not detected and continues to carry on evil acts, leaving it open-ended with a recurring theme. I think that Lighttouch, while taking a mild interest (perhaps even in disgust) in a new church going up, would be more involved in his own church activities and building followers than to get so involved in the new people moving into town. (And if Lighttouch has enough time to go around all day detecting evil in town, then he ought to be falling under some sort of exhaustion rules and/or be promoted to detective instead of tending to his own church duties.) Lighttouch already believes Ehlonna is the way to go, why would he take up more of an interest in Obad-hai? He is already a leader in the temple of Ehlonna, he already knows of the god Obad-hai. With a rival god's temple in town, right now Lighttouch should be more concerned about his own faith and tending to his followers. The competing dieties would already cause enough tensions in town and amongst the townsfolk. Lighttouch would already not want to believe anything that the cleric of Obad-hai says imho, and would not actively seek out the cleric to get any sort of relationship established. The reverse is true, the cleric would automatically suspect Lighttouch as well and would be well off to not establish contact with him. The religious tensions alone in town have just jumped considerably with the introduction of rival gods to worship. So to sum up, I think it's rather silly to sit here debating paladins/clerics and detection vs evil and throwing out possible rings and etc. when in fact the only suspicious thing that they are doing at this point is moving into town. By the time the disapperings start happening, they are going to be well-established as "good" and as not-suspected as anyone else "good" in town. (Notwithstanding, Lighttouch and the cleric are never going to like each other, ever and will always be suspicious of the other, whenever anything bad happens in town.) My lowly 2 cents, Ivy |
| Throrin06-24-07, 02:08 PM | So we are settled? Crusaders of Obad-Hai A three tier church with the lowest members being regular members of the Church of Obad-Hai (one step from Neutral) and is the public face of this church. Most of these worshipers are completely unaware of the darker aspects of the inner Cult. The next layers are open only to the evil members of the Crusaders of Obad-Hai who have been privy to the "deeper" mysteries of the cult and take part in the infrequent sacrafices led by the Knights of Obad-Hai The Knights of Obad-Hai are the real leaders of the cult and consist of the Priest "Grand Master" Redleaf, the Bard (name forgotten) and the two highest level fighters in the church. (I suggest that their alignment (currently LE iirc) should be changed to fit the above criteria) The Knights are the only ones that use the rings and other means of misdirection. Is that what we are talking about now? |
| Sylvaroth06-24-07, 02:40 PM | Iolana, while Sir Bellamin should be occupied with not only establishing the church of Ehlonna in Eckland, he has also 4(?) 'squires' to train, right? As for the 'Crusaders of Obad-Hai', IMO the main point about them disguising any hints of evil on their persons is not about some saucy halfling Pally, but preparing them for the arrival of future adventurer parties (either introduced by us or comprising characters of the group of some DM who decided to use Eckland for his campaign world). Is that what we are talking about now? Well, at least this was my suggestion. Grand Master Father Silenius Redleaf / | \ Knight of Obad-Hai | Knight of Obad-Hai Vespeth Switchhand | Thozar Tierden / | | | \ Members of the Crusaders of Obad-Hay / | | | \ Members of the parish of the Church of Obad-Hai |
| deanruel06-24-07, 04:19 PM | Yeah. To stop us from having like 4 different _______'s of Obad-hai I suggest we just keep it as 1) The Knights of Abod-Hai (Currently Redleaf, his bard, and his fighter) and 2) everyone else in the church. So their aren't really ascending ranks to be in the Knights it's just a secret group you are appraised for and then inducted into with your first sacrifice. This way it's not the CHURCH of Obad-Hai that's bad. The church genuinely is a legitimate church for Obad-Hai that does exactly what any church would do. But the -Knights- of Obad-Hai are the upper crust boys who wear the Rings and kill people. As a note to Sylvaroth I really love the devourer storyline but after doing a little research it simply doesn't work. There are a lot of reasons for this the first and foremost being that 1) Even an immobile devourer has too many powerful abilities for a few 6th level guys to handle and 2) There is really nothing to be gained from sacrificing to it. It doesn't have any abilities that anyone can truly benefit from besides itself. Basically if the devourer is there he is going to be running the group and that's not something I'm comfortable with. I looked at Glabrezu's for a while because sacrificing people to them can get you one free wish a month. Unfortunately with their teleport ability they would have to be dimesionally locked about once a week and the cost of that would be so astronomical it wouldn't possibly be affordable. I think the easiest way to go is to just say that Redleaf really does believe that he is serving Obad-Hai in the purest way possible by killing people in his name. oh and... I take it this applies to me, too Hell yeah it does homie! No little disagreement is gonna change the fact that you and I are mad tight. We brotha's from anotha motha Sylva. |
| Argo06-24-07, 04:35 PM | Fo' shizzle. |
| Argo06-24-07, 04:42 PM | So their aren't really ascending ranks to be in the Knights it's just a secret group you are appraised for and then inducted into with your first sacrifice. This way it's not the CHURCH of Obad-Hai that's bad. The church genuinely is a legitimate church for Obad-Hai that does exactly what any church would do. But the -Knights- of Obad-Hai are the upper crust boys who wear the Rings and kill people. Redleaf really does believe that he is serving Obad-Hai in the purest way possible by killing people in his name. This is exactly what I had in mind for the Knights. The Knights are Redleaf (Grand Master), Vespeth, Thozar, Both warriors and the Expert. Side Note: I have actually changed my mind about making Thozar into a Warrior. If the PCs should decide that straight-up killing this cult is the way to go, it should be a challenge, and PClass characters are more challenging than NPClasses. |
| Heros_Backpack06-24-07, 05:15 PM | Eckland, Year 13, Months 7, 8, and 9 An unusually long, hot summer rolls in bringing with it an extended family of halfling river-fishers led by Flikka Swifthand (expert 3), who take over the shortest and shallowest of the dock piers for their boats, and a trickle of lone adventurers responding to Eckson's call. The Sleeping Minotaur is quickly filled up by the ever expanding group of adventurers waiting for Eckson's briefing. Eckson, however, is frequently occupied by his son Jerald's antics. The toddler is forever vanishing out of his nursery only to reappear hours later (after everywhere has been turned upside down searching) in the depths of the Keep or asleep among the plants of the Greenhouse. More seriously, young Daniel Gregory also goes missing for a day and a half. He is eventually found and brought back by the oldest of the aquatic elves who spotted him marching down the river bank with his small spear over his shoulder. Surprisingly, this rescue sparks a friendship between Daniel and the three young elves and they can often be found playing tag in and out of the river's edge. Daniel has also occasionally brought them up to see the Greenhouse and the Village centre, with the elves using the Greenhouse pools to wet their gills and ease their breathing. With Redleaf's small temple now almost finished, he is more active in the community, speaking tersely but politely to everyone he meets. When he and Sir Bellamin Lightouch meet for the first time, there is a long, hard stare from both sides and an eyeing up of each other's holy symbols. Finally, Lightouch says, "Sir Priest. I shall be following your activities closely." "Sir Paladin," Redleaf responds, "I had expected no less." Lightouch gives him another long stare and then moves on. Redleaf later apologetically explains to Brother Atil, "I'm afraid there often is conflict between the followers of Obad-Hai and those of Ehlonna. We know that there are more aspects to nature than merely doing good deeds in the forest, but Ehlonna's followers find that hard to accept. I'm only sorry that Sir Bellamin is taking our presence so badly..." Eckland (village): Conventional; AL LG; 200 gp limit; Assets 6,550 gp; Population 1023*; Integrated (humans 48%, elves 21%, half-elves 14%, halflings 9%, dwarves 7%, others 1%). Town Population: 701 Notable Imports: chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools, wagons, Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown), LEADERS OF ECKLAND Lord Gregory Eckson (Fighter 11) Knight of the Realm Lady Marian Eckson (Expert 2) Jerald Eckson Michael Eckson PLAYER CLASS CHARACTERS Sara Archer, apprentice of Tuaim Ban (Sorcerer 1) Tuaim Ban (Wizard 8) Ezra (Awakened tree druid 6, CR9) Glimrick "Fingers" Gentlecoin, Thief (Gnome Rogue 7) Bellamin Lighttouch (Paladin 5) Silenius Redleaf, Cleric of Obad-Hai (Half-Elf Cleric 6) Ilśvėn "The Orcbane" Silimaurė, Sheriff (Elf Monk 4) Vespeth Switchhand, Assistant to Silenius (Halfling Bard 5) Thanatos, Apprentice of Tuaim Ban (Wizard 1) Thozar Tierden (Fighter 4) Murk, Bouncer (Minotaur Barbarian-3) NON-PLAYER CLASS CHARACTERS Brother James Atil, priest (Adept 4) Roland Ashoff, guildmaster of The Birchwood Farming Guild (Expert 1) Samantha Bladecutter, blacksmith (Adept 1) Torvald Branzig, Guard Marshall, owner of Branzig's Inn (Warrior 5) Marya Camotille, Advisor (Expert 4) (Appointed Elector) Gavin Carpenter, pickpocket (Rogue-1) Morren Dah'mir, the lord's chamberlain (Elf War-5 / Expert-2) Kayti Deanas, Adept/Apprentice of Brother Atil (Adept 2) Fantus, pestcatcher (Pseudodragon) Markul Gentlecoin, guildmaster of The Golden Lily (Gnome Expert-5) Hirundo "Cooper" Grus, owner of Cooper's Store (Expert-2) Fiona Kerriton, owner of The Golden Waters Bathhouse(Aristocrat-3) Daniel "Ditsy" Korel, owner of The Sleeping Minotaur (Commoner 1) Cotter Magin, merchant and guildmaster of The Five Coppers Trading Company (Expert 3) Dell Sherwyn, lookout (Warrior 2 [Run]) Charlemagne Silverleaf, con-man (Elf Aristocrat 4) Flikka Swifthand, fisherfolk matriarch (Halfling Expert 3) Sam Thompson, city planner (Half-Elf Expert 2) Gunk Torkek, Sheriff's Deputy (Orc Warrior 4) Boog Torkek, Sheriff's Deputy (Orc Warrior 4) Goodman Panros Trickfoot, Sir Bellamin Lightouch's squire, worshipper of Ehlonna (Halfling War-3) Dolon Werrak, royal smith (Dwarf Expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (Warrior 1) Nosepik, leader (ahem!) of the jailers, Kobold (Warrior-1) Ravanna Waveheart (Human Female War-3) GUARDS (Morningstar, Light Crossbow, Dagger, Studded Leather) Torvald Branzig, Guard Marshall (Warrior 5) Handrell Justmore, Guard Lieutenant (Warrior 3) Jack Heppart, Guard Lieutenant (Warrior 3) Grakos Tigersoul, Guard Lieutenant (Warrior 7) 77 First level Warriors HOUSEGUARDS (Sword, Light crossbow, Pike, Dagger, Scale Mail, Great Helm) The Red Dragoons 5 - War 2 5 - War 1 LOOKOUTS (Spear, Leather Armor) Dell Sherwyn (Warrior 2) 7 First level Commoners 4 Dwarven Commoners RIVERINE WARRIORS (Leather Armor, Buckler, Short Sword, Short Bow) The River Dogs Ravanna Waveheart (Human Female War-3) 10 War-1 (Human) 4 War-1 (1/2 Elf) 1 Rog-1 (Gnome) GUILDS AND ORGANIZATIONS “5 Coppers Trading Company” – Cotter Magin “Birchwood Farmers Guild” – Roland Ashoff “The Loyal House of Stone and Beam” – Curth Stonehammer “The Golden Lilly Coinage Company” - Markul Gentlecoin “The Guardians of the Grove” - Ezra "The Knights of Obad-Hai" - Silenius Redleaf BUILDINGS and STRUCTURES Eckson Keep: Armory, Barracks Hall, Granary, Town Hall Official buildings: Brother Atil's Shrine Catacombs Eckland Arena Grainhouses (2) Sheriff's Office / Militia HQs / Jail Temple to Ehlonna Village Docks Other buildings of interest: The Ample Basket Bakery The Golden Waters Bathhouse The Lucky Hand Gambling House Branzig's Inn The Ox and Mule Inn Cooper's store Cotter Magin's General Store Shara's General Store The Saucy Rabbit Tavern The Rich Vein Tavern The Sleeping Minotaur Tavern The Flawless Carriage & Transport Company PLACES OF INTEREST Eckland Greenhouse & Parks Crimson Maple Bridge Town Square Fountain Minor commercial buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, Cold Cellars (2), Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer / Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver Regional buildings: Cotter Magin's Docks (including a crane), Lookout Towers (4), Mines, Stone Quarry, Watermill, Windmill 347 Resident Homes TOWN COFFERS Gold: 60,230 COFFER CALCULATIONS = Town Population X 2 X Months Chronicled |
| Argo06-24-07, 05:52 PM | Nice post, H_B. Question: When did "the Golden Lily Economists' Guild" become "the Golden Lily Coinage Company"? I ask because the Guild is not, in fact, a coinage company, and Markul is in no way involved in minting coin. So, why the change? |
| Heros_Backpack06-24-07, 06:07 PM | I don't really know. I just copied the stat block over from the last chronicle - I missed that change! :embarrass |
| Sylvaroth06-24-07, 06:33 PM | Hell yeah it does homie! No little disagreement is gonna change the fact that you and I are mad tight. We brotha's from anotha motha Sylva. Fo' shizzle. Chief o'10, Argo'n'Sly FTW!!!11oneone :D H_B, well done, as usual ;) However: TOWN COFFERS Gold: Approx 16,602 :confused: Ok, I can only guess here: Chief o'10's (dean's) last Chronicles-entry states 'Gold: Whatever it is now - 15,200'. Now we subtract these 15,200 gp (actually the expenses for the silver ravens purchased by Gregory) from Rockjaw's 16,602 gp, to see what we can make of the result (1,402 gp). Multiplying the result by 3 (number of months chronicles), we get 4,206 gp, which seems about right in comparison to the last few tax sums. Looking at this, we get the last town coffer sum: 56,024 gp for year 13, April to June. 56,024 gp + 4,206 gp = 60,230 gp Another problem is this: 'Population 1023*' (the asterisk again?) and 'Town Population: 701'. Now, while I don't really know why both numbers are included in the stat block, these numbers are not what they should be. The number labeled simply 'Population' should AFAIK represent the Total Town Population. The number labeled 'Town Population' should AFAIK represent the Working Town Population (2/3 of the former). Let's use one of the results of the above calculation, to confirm which of both numbers (if not both) are correct, shall we? Ok, we take the monthly tax sum of 1,402 gp and divide it by one half. The result is (surprise!) 701, the number of working individuals in Eckland. To receive the total population of Eckland, we multiply this result by 1 1/2 (remember, the working population amounts to 2/3 of the total population, so we divided the working population by 2 and multiply the result by three). The result is 1,051 rounded down. Ergo: Town Coffers year 13, July to September: 60,230 gp. Working Population: 701. |
| Johnny_Angel06-24-07, 09:11 PM | Proposal I guess this would sort of be a yes vote for the "landmine" issue as well, but maybe not quite so drastic. I think it's a good idea to leave a few things that happen in the chronicles over the next few years unsolved. The various things could run the gamut from a farmer reporting that some of his cattle has mysteriously disappeared to a patron of a tavern falling over dead from poison to a dark cult building a secret underground lair. Some of the "landmines" could even be partially solved - perhaps the chronicles follow the goings on of a situation for a few months and then it slowly trails off; out of the chronicles - leaving some dangling threads for a DM to weave a story from. I don't think this is something that should be crammed into a short timespan of chronicles; don't go crazy with it, but I think it definately is a good idea, and something that should be done from time to time. |
| Sylvaroth06-24-07, 09:40 PM | I'll do some calculations for a devourer, resp. glabrezu prisoner of the Knights and present the results here. Fixed Town Stat Block: Eckland (village): Conventional; AL LG; Population 701; 200 gp limit; Assets 7,010 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Thozar Tierden, guard at the temple of Obad-Hai (LE male human fighter 4) Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (13 occupied; 1 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Guards The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 5 - War2; 5 - War1. The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 11 - Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Rog1; 14 - War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (Ftr4). Notable Buildings & Locations Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Eckland Greenhouse & Parks; Crimson Maple Bridge; Town Square Fountain; Mines; Stone Quarry. Resident Homes: 347. Imports & Exports Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 60,230 gp <Chronicles of Eckland> |
| deanruel06-24-07, 10:50 PM | Side Note: I have actually changed my mind about making Thozar into a Warrior. If the PCs should decide that straight-up killing this cult is the way to go, it should be a challenge, and PClass characters are more challenging than NPClasses. I really think you are overestimating the difference between Warrior's and Fighters. It's almost nonexistent. This in fact is what makes the Fighter such a stupid class in comparison with something like a caster. An adept of any level can't take a 10th level caster but a 10th level warrior could easily drop an 8th level fighter. As an example here's a comparison of a very basic 4th level fighter and a 6th level warrior both made with a simple elite array. Warrior 6 HD: 6d8+12 ( 40hp). Init: +2 Speed: 20ft. AC: 20 (+8 Full plate, +2 Dex) BAB/Grapple: +6/+8. Attack: +8 Full Attack:+8/+3 SV: Fortitude +7, Reflex +4, Will +2. Abilities: Strength 15, Dexterity 14, Constitution 14, Intelligence 11, Wisdom 10, Charisma 8. Feats: Power Attack, Cleave, Great Cleave Fighter 4 HD: 4d10+8 ( 33hp). Init: +6 Speed: 20ft. AC: 20 (+8 Full plate, +2 Dex) BAB/Grapple: +4/+6. Attack: +6 Full Attack:+6 SV: Fortitude +6, Reflex +3, Will +1. Abilities: Strength 15, Dexterity 14, Constitution 14, Intelligence 11, Wisdom 10, Charisma 8. Feats: Power Attack, Cleave, Great Cleave, Improved Initiative As you can see the Fighter loses in all categories except for initiative and that's only because I specifically gave him a feat that would allow him a clear advantage in one area. The 6th level warrior is just the way to go on this one. It puts him on the same level as Redleaf and gives the adventure a clear level set (For 5-6th level characters). Anywho I LOVED your chronicle HB. I mean It was really genuinely incredibly well crafted. The children foreshadowing was great. The aquatic elf friendship is BRILLIANT. And the Lighttouch-Redleaf encounter was literally perfect. Oh man, I just want to see it again- Finally, Lightouch says, "Sir Priest. I shall be following your activities closely." "Sir Paladin," Redleaf responds, "I had expected no less." BRILLIANT! Now onto my chronicle. Eckland Months 10, 11, 12. Eckson begins the month by informing a select number of adventurers within the town that their task will be to track down and discover as much information as possible on the group known as the Red Hand. He briefs them on the groups last known location and hands 6 adventurers 500 gold apiece claiming that that sum will be paid again should they return and payed thrice over should they eliminate the group themselves. The adventurers are told that as they are now technically a part of the Armed Forces of Eckland they will be held to the same standards as Ecklands militia. And that any slaves freed should be brought to Eckland where there eventual fate can be handled. The Adventurers leave within the week and are not seen for the rest of the season. With such scarce tracks to follow and such an elusive target it is uncertain how long their quarry will elude them. The Frostfair celebration is held as usual and the Eckland games are as entertaining as always. Murk quickly became a crow favorite as he beat Durtok Stoneholds old record for Ecklands Longest Anvil throw and put up a good fight against the dwarf in the wrestling contest. However Stonehold's knowledge and skill beat the giant's strength and the Dwarf retained his position as Ecklands top wrestler. In the drinking contest Murk and Ditzy quickly became the only competitors remaining. As the two wobbled in their chairs and put away shots the audience cheered and stomped. At the 20 drink mark (the same point the contest famously stopped last year) the two look at each other and groggily stand up. The two shake each other's hands both drunkenly shout "Winner!" as they raise each other's hands aloft. The crowd appears momentarily confused until Marya (the announcer for the event) decides to go with the mens wishes and makes an impromptu declaration of "Ladies and Gentleman, the TWO joint winners of this year's Drinking competition: Ditzy and Murk!!!". Forgetting their momentary confusion the audience screams their approval as Ditzy and Murk leave the arena supporting each other, arm under arm. Eckland (village): Conventional; AL LG; Population 701; 200 gp limit; Assets 7,010 gp; Integrated (48% human, 18% elf, 14% gnome, 8% half-elf, 5% halfling, 4% kobold, 3% dwarf, 10% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Thozar Tierden, guard at the temple of Obad-Hai (LE male human fighter 4) Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (13 occupied; 1 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female fuman warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Guards The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2 The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 11 - Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3) 14 - War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (Ftr4). Notable Buildings & Locations Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Eckland Greenhouse & Parks; Crimson Maple Bridge; Town Square Fountain; Mines; Stone Quarry. Resident Homes: 347. Imports & Exports Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools, wagons. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 61,430 gp Finally: Since when have we had a conscript guard group? |
| Throrin06-24-07, 11:59 PM | just a quick note on the Sblock: We have both a Cartwright and a Carriage Maker. Why then are we importing Wagons? :confused: Love the last two posts exp. the meeting between the Cleric and the Paladin. Well done. I do like the way that we have a double winner for the drinking contest, and at the same number of drinks. Planned that way maybe? ;) |
| Janusunaj06-25-07, 12:10 AM | Might it be appropriate for our town to have, oh, I don't know, fey neighbors or something? Or would they be discovered already? |
| Sylvaroth06-25-07, 12:25 AM | Ditsy&Murk FTW!!! Btw. Town Population: 701. Chronicled Months: 3. Expenses: 3,000 gp. Town Coffers from year 13, July to September: 60,230 gp. 701 x 2 x 3 = 4,206 gp. (60,230 gp + 4,206) - 3,000 = 61,436 gp. Did Gregory give all of the adventurers 1 gp as pocket money? As for the fey, some of them hide in the woods and have been hinted ad several times. |
| 9506-25-07, 02:25 AM | i started reading this thread about a week ago and finally finished it today you guys are doing great work here ... its a very entertaining read i have a couple of statements and a couple of questions though.... why wouldnt more and more gnomes show up? i have a feeling that they'd be like any modern day group of people...... they send word home that this is a good place to live and they dont treat us bad here.... come on out we can make some real good money and live a great life why is thanatos going to go to mage college when he has a tutor/mentor right here in town? |
| Sylvaroth06-25-07, 04:46 AM | i started reading this thread about a week ago and finally finished it today Well, welcome to Eckland then :D you guys are doing great work here ... its a very entertaining read Thank you very much! I hope you will try and make it even more entertaining ;) why wouldnt more and more gnomes show up? i have a feeling that they'd be like any modern day group of people...... they send word home that this is a good place to live and they dont treat us bad here.... come on out we can make some real good money and live a great life Looking at the racial mix, 10% of the total population comprises of gnomes. That's a total of around 105 gnomes (70 working, 32 children, and 4 elderly). IMO the problem is not THAT gnomes are coming to Eckland, but that an increasing number of them was was popping up in the 'notable PCs/NPCs'-section lately. By now their quota has evened out more or less and we could even have another NPC gnome, if the racial mix should also be reflected by the NPC/PC-section (though I'd prefer to develope the mushroom farmer Belril Goodberry a little bit more). why is thanatos going to go to mage college when he has a tutor/mentor right here in town? For various reasons. To name a few: Tuaim was originally a multiclassed Wiz/Rgr, which should be reflected by spells known, preparation choice, etc. Thus studying under Tuaim is fine at low-levels, but becomes more and more restricting. To give Thanatos the choice of new spells, school specialization, aso. he will be sent to an arcane academy with a wide variety of teachers and subject matter. Thanatos is an adventurer-to-be and as the saying goes, 'city air makes free.' There is almost no better way to start a new life than a change of scene to acquire a taste. New acquaintances means new connections to other places, people and overall new plot hooks. |
| 9506-25-07, 11:53 AM | gotcha.... sounds great the things that i think make the thread so great (and useful) are the the in other news sections of the entries... the breif descriptions of happenings around town.... some of them are GREAT plot hooks for either townfolk adventures or out of towner rumor type adventures.... |
| Argo06-25-07, 12:49 PM | I really think you are overestimating the difference between Warrior's and Fighters. It's almost nonexistent. So then why not let him stay the way he is? |
| Sylvaroth06-25-07, 02:35 PM | He is already listed under the PC-Character-section. When did we decide we had no space for another Ftr? Must have missed that. |
| 9506-25-07, 03:03 PM | who all is involved in the 5 coins trading company? trading companies to me are also great low level adventuring hooks..... hired guards for the caravan's out of town...... hired adventurers to investigate any disturbance while on the trip.... competing less scrupelous trading companies trying to destroy or take over the existing ones.... i know we have a leader for the 5 coins but it was started by some of the founding families i beleive.... were those ever fleshed out? with the amount of money that this trading company is obviously bringing in with several straight years of bumper crops i would think it would be getting a really nice reputation regionally.... does cotton have a manor house now on his farmstead? does he live in the town proper now? im sorry for just posing questions like this over and over again but i am just cuurios to see how everybody else veiws it..... |
| deanruel06-25-07, 03:12 PM | Because using PC slots for something that could be achieved as well (and in fact better for the reasons I have mentioned) through use of an NPC class is directly against the original post. I don't really understand why I'm arguing this one. If we make him a warrior 6 he becomes better, the "adventure" gains a set level to throw at Pc's, and we free up a pc slot. I really don't see the downside. |
| Argo06-25-07, 03:52 PM | So let's make Eckson a Warrior also. No? Why not? You've already established that Fighters and Warriors are the same. In fact, you said Warriors are better. But, if there is a difference between the two, then I think that for the sake of keeping with the original theme of the "adventure," a Fighter is more appropriate than a Warrior. We have the PC slots to do it. I really don't see the downside. |
| Argo06-25-07, 03:57 PM | Note: The Knights of Obad-Hai also includes the two War 2s and the Expert 3 that were travelling with the three leaders of the Cult. The formula for growing the Cult, I think should be adding roughly one Knight per year. |
| Argo06-25-07, 04:01 PM | Also, I vote for yellow cake with chocolate frosting. |
| Sylvaroth06-25-07, 06:36 PM | who all is involved in the 5 coins trading company? Every merchant of Eckland, except for Master Gentlecoin and maybe Mrs. Sharas. trading companies to me are also great low level adventuring hooks..... hired guards for the caravan's out of town...... hired adventurers to investigate any disturbance while on the trip.... competing less scrupelous trading companies trying to destroy or take over the existing ones.... A great idea for a somewhat different way to introduce new characters (e.g. retired caravan guards). i know we have a leader for the 5 coins but it was started by some of the founding families i beleive.... were those ever fleshed out? As of yet, we have encountered only five of the eight founder families, the families Gardner (Marian's family), Icegrim (they looked after Rolgan, when he was attacked by wolves), Sadras (Daniel Gregory's family), Trannyth, and Loyalar (both allocating a member for Marya's electoral staff). with the amount of money that this trading company is obviously bringing in with several straight years of bumper crops i would think it would be getting a really nice reputation regionally.... I agree, by now Eckland should be one of the region's main suppliers of surplus grain and flour. does cotton have a manor house now on his farmstead? does he live in the town proper now? I think you are refering to Cotter Magin? Year 2, July - Cotter arrives in Eckland As a long spot of beautiful weather makes all the residents of Eckland a little happier Gregory has a chat with Branzig and temporarily puts him in charge of running the town's operations. He and Marya pack up and and head over to Whatsittown, the nearby city. A week and two days pass before Gregory is seen coming up the road follow by a veritable caravan of followers! Gregory and Maria have been using Gregory's impressive reputation and Marya's diplomatic skills to recruit followers from the town. Among them there are 4 families of farmers, a smith, and Cotter Magin a former travelling merchant (Wagon included) totalling 15 people. All except the Merchant are built homes by the end of the month but given the excellent weather he is very happy to stay in his Wagon. Gregory builds the smithy next to the leatherworkers and pays the two to begin on making two suits of armor and two sets of weaponry for the town Guard. Year 2, September - Cotter's general store is established As autumn draws closer, Marya finishes a small general store and house for the merchant, who moves in at once. Year 3, June - Cotter's expands Cotter Magin's General store has been getting so much business from the passing caravans that he has twice asked to expand which Marya has taken care of both times. He now even has two horses which he pays the herders a small but regular fee to watch after. Since he is by now the richest man in Eckland (having his own docks, etc.) I think it is sure to assume, that he eventually built a mansion for himself and his staff. Has also something to do with representing your business, or would you invite a party to a deal to a general store instead of a luxurious mansion? As for the fighter vs. warrior debate, here are the relevant quotes: How many stuntmen do you know? How about professional bastketball players? How about astronauts, celebrities, CIA agents, Rap stars, or SWAT commanders? The answer is probably "not a lot" and the reason I ask is to give you an idea of the general rarity of PC's in the world. You see in the D20 system the above mentioned people are the folks you play as PC's and in the D&D system "Adventurers" are no more common. As such while it's perfectly acceptable to have people with PC classes move into the town they should not generally be more than 2% of the population. Most should be NPC classes of the appropriate type and when PC's DO come into town they should generally be of the 1st-5th level kind. An arrival of a 10th level PC into town would be like if Ludacris bought a house down the street from you. It's rare. Other cool PC's Here's something I want to offer as advice for making the town really badass. Add badass characters. Immediately you say "WHAT!? You keep saying not to do that!" and that is a valid reply. I say "Don't add PC's" like a broken record. There is however a loophole here. And that is to make badass people with NPC classes! The badass loner hunter guy in the woods who eeks his own living? Warrior with survival ranks! The Magical spell slinger who can shoot hellfire from his very hands? 3rd Level Adept with burning hands! The sly thief, looking to take his profession to new heights? 4th level expert with sleight of hand, tumble, lock pick, and a whole host of other devious skills! See what I'm doing here. You can make characters. I want you to make characters. Characters with -character- are what makes D&D great, just don't make them Player Character'S. You can introduce 3rd to even 5th level characters until your face blows off but there's no need to make Ranger/Rogue's and Archmages. NPC classes are the name of the game and they should be used to their full extent. So what you suggest is this: Thozar Tierden LE male human warrior 6 Thozar is far from being a dumb brute. He is a quick-witted and brutal fighter, having single-handedly taken down creatures that could decimate scores of less talented men. He, like Vespeth, is endlessly loyal to Redleaf, and would gladly lose his life to protect him. Of course, he'd prefer to make the other guy lose his. Right? Fixed Town Stat Block: Eckland (village): Conventional; AL LG; Population 701; 200 gp limit; Assets 7,010 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (12 occupied; 2 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Guards The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 5 - War2; 5 - War1. The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 11 - Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Rog1; 14 - War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Notable Buildings & Locations Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Eckland Greenhouse & Parks; Crimson Maple Bridge; Town Square Fountain; Mines; Stone Quarry. Resident Homes: 347. Imports & Exports Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 61,436 gp <Chronicles of Eckland> |
| 9506-25-07, 11:03 PM | thanks.... answers alot of my questions.... |
| Rockjaw06-26-07, 12:50 AM | I call dibs on next chronicle entry, have it up today (Tues) sometime, You'll love it Trust me.......:evillaugh |
| Sylvaroth06-26-07, 04:06 AM | Just a random thought: Tuaim Ban (Wiz8; Int 17 (+3), Wis 12 (+2/+4 enhanced), Cha 8 (-1/+1 enhanced); Decipher Script 5 ranks (+2), Spellcraft 5 ranks (+2), UMD 5 ranks (+17/+23 enhanced); Magical Aptitude, Skill Focus (UMD); Circlet of Persuasion, Stone of Good Luck). Sequence: Round 1: Cast read magic (80 minutes or 800 rounds) Rounds 2 to 31: Decipher the writing on a scroll of permanency, greater heroism and animate objects (10 rounds per scroll). Round 32: Cast owl's wisdom (enhances Wis modifier to +3 lasting 8 minutes or 80 rounds) Round 33: Cast eagle's splendor (enhances Cha modifier to +1 lasting 8 minutes or 80 rounds) Round 34: Read the scroll of greater heroism: Make a caster level check against DC 12 (CL 11 +1) to cast the spell from the scroll; minimum roll required 4 (+4 bonus to UMD checks for 11 minutes or 660 rounds). Round 35: Read the scroll of permanency: Make a caster level check against DC 15 (CL 14 +1) to cast the spell from the scroll; minimum roll required 7; Round 36: Read the scroll of animate objects: Make a Use Magic Device check against DC 34 (CL 14 + 20) to cast the spell from the scroll; maximum target size Huge; minimum roll required 11. If the attempt to cast a spell from a scroll fails, Tuaim has to make a DC 5 Wisdom check, to avoid a mishap (with a Wis check modifier of +4 he will succeed every time, except for a natural 1), but may attempt to repeat the above steps 24 hours later. In addition, the UMD check attempt to cast a spell from a scroll will only fail on a die roll of 2 to 10 (failed by 9 or less), resp. will result in a mishap on a natural 1 (failed by 10 or more), but Tuaim may attempt repeat the above steps 24 hours later. Provided the animation of an object can be achieved collaboratively, Silenius Redleaf could assist Tuaim by casting animate objects from the scroll (minimum roll required 9), thus negating the additional risk of a mishap from a failed UMD check and the need for ranks in Decipher Script and Spellcraft, the feats Skill Focus and Magical Aptitude, the Circlet of Persuasion, and the casting of greater heroism and reducing the sequence by at least one minute (11 rounds). Voilą, permanent animated millstone! Costs: Scroll of animate objects: 2,100 gp (SL 6 x CL 14 x 25 gp); Scroll of greater heroism: 1,650 gp (SL 6 x CL 11 x 25 gp); Scroll of permanency: 1,750 gp (SL 5 x CL 14 x 25 gp); Additional XP cost: 15,000 gp (3,000 XP); Total: 20,500 gp (resp. 18,850 gp with Silenius help). You can do the same thing for a variety of other objects (e.g. the dock's crane, etc.) |
| 9506-26-07, 08:40 AM | thats the type of thing that gives a small town some flavor.... i love it |
| Sylvaroth06-26-07, 08:54 AM | Anybody seen PotC3 - At World's End? Rock Crab Swarm Size/Type: Tiny Construct (Swarm) Hit Dice: 8d10 (40 hp) Initiative: +2 Speed: 50 ft. (3 squares) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +6/-3 Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction Special Qualities: Construct traits, darkvision 60 ft., half damage from slashing and piercing, hardness 8, low-light vision, swarm traits Saves: Fort +2, Ref +4, Will -3 Abilities: Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1 Skills: Hide +12* Feats: - Environment: Any Organization: Unique Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: - Level Adjustment: — Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Skills: *Its stone carapace lets a motionless rock crab look like detritus, thus conferring a +10 racial bonus on Hide checks when standing still. |
| Rockjaw06-26-07, 03:58 PM | Here is the next post, warning its long but hopefully you will enjoy. Chronicles of Eckland Year 14, Month 1, 2, and 3 Last years summer gala that was planed and supported by Lady Marian Was a resounding unimpressive failure. Lord Eckson had been walking around with a scowl and spoiling for a good fight ever since the nobility finally left. Most everyone in town was spared the snide and condescending comments that were overheard within the keeps thick walls, but not Lord Eckson, every one still feeling like a fresh slap on his skin. Overhearing things like The apple tree is alive, how quaint and Hes a Knight.? But he only killed a lone thingy, what was it. a goblin, or something Or the worst for him was My look at her she is definitely well common, hes so nice to pity her so. Lord Eckson feels embarrassed and shamed, though Marian does not know, he feels like he let her down. Grim determination burns deep inside him, and he will figure a way to get himself and more importantly his family and town the respect that they richly deserve. Now he lusts for information on the Red Hand so that he may eliminate this threat from his part of the Realm. Eckson has spent many hours gathering information on this group and trying to find a way to strike at them, holding council with Ezra, Branzig and Tuaim he is slowly working on a plan to find them. So far no word from the adventures that he sent out in search of them. This is proving a difficult task, none of the forest creatures that Ezra can call on have seen them, and they are somehow avoiding detection by Tuaim thwarting his magical efforts. Branzig is trying to train and develop a strategy but with little information it is difficult to say the least. Its like trying to plan to fight a ghost. During the first month of the year, a truly strange and amazing thing happens in Eckland. Midday sun shines on the town, suddenly the whistles and mirrors of the lookouts start to flash! Guardsmen are running to their posts, weapons ready. The massed adventures brought to the town by Ecksons decree flood into the streets blades bared. Everyone is looking to everybody else. Until one of them looks up! In the sky looks like a large .rug. Sitting on it is two humanoid figures between them it looks like a large chest. Slowly they descend into the town, hands raised and empty. Branzig and the assembled commanders silently give the hold signal. Now Lord Eckson and Tuaim arrive in the square, surrounded by a squad of Red Dragoons. Eckson stands impassive, arms crossed on his chest. Tuaim fairly bristles with held energy prepared to rain destruction on either of them. The carpet lands with an unceremonious thump, and Eckson and all assembled look upon two men, two cold very tired looking men. With effort the one in the front rises unsteadily to his feet his long flowing robe spilling behind him, its thin fabric no match for the temperature. My name is Alaric AlShair, this is my cousin Myrokhan Ebdel, we have fled our homeland bowing his head respectfully We ask for sanctuary Lord Eckson, looks deeply at the man standing before him and many minutes pass before he speaks. You are granted your request, you will come to no harm here states Eckson. Rest and warm yourselves, tonight we will talk and you may tell me your tale for now my friends Tuaim, and Branzig will help you settle your things. New Additions: (NPC) Alaric AlShair Human Wizard lvl-4 Myrokhan Ebdel Human Scorcer lvl-4 *both exiles from the imperial palace of the god-emperor Iluven has been keeping a careful watch on the mysterious stranger Garret, who has been seen all over town politely inquiring with craftsmen and traders and making small talk with the locals. She has no reason to suspect him of ill will but to her senses he seems to be appraising the entire town. Her suspicions are confirmed when late one night three additional riders come into town, followed by a wagon held heavy with cargo. The three men dressed like young Garret in simple browns and traveling clothes, exchange greetings like old long time friends. Garret takes them to the inn where he is staying, and all four are seen going to the Golden Waters later that night. The next morning sees four elegantly dressed young men all with the dignity and carriage of the nobility striding down the street heading for the Keep. Garret dressed in his customary black and grey, however this time its not wool and leather but silk and linen! The others are dressed similarly one dressed in stunning greens, another in azure blues and the last in reds and golds. The four young men approach the main gate to the keep where two large armored Red Dragoons block their path State you business asks one of the guards gruffly. We have come to speak with Lord Eckson, we are noble sons of the Realm, and seek to sit in council with another noble. Says garret, handing over four rolled scripts of parchment to the guard. The guard examines these and finally pulls a rope hanging near the guardhouse. Several minutes later Morren Dahmir arrives with two more Dragoons in tow. After reviewing the scripts he makes a follow me gesture and leads the younglings inside. Morren leads them to a waiting room, wait here and Lord Eckson will attend you shortly. Spinning on his heel he strides out of the room. Garret looks to the others with him and shrugs, Sit, well see him soon enough. The room holds simple but plain furniture sturdy in design and built for practicality, simple ornamentation decorates the room nothing like the gaudy finery the young Lords are used to seeing. Lord Eckson comes into the room, holding the four scripts in his hand, looking at the four dandy lordlings the embarrassing feelings swell up deep inside him, barley holding his anger in check he asks What do you want of me? The four young lords sit in the room, looking at an agitated and slightly angered Lord of Eckland. Ill ask again, this time slowly, what do you want of me? says Eckson. This time Garret rises to his feet peace Lord Eckson, we have not come to fight or leer or jest at the expanse of either your family or the town, we are here to speak with you on a matter of interest and civility, I haven been in this town for several months, interacting with both residents and visitors. I know states Eckson flatly, you have been apprising my town, and my folk. To what end I wonder and to what master do work? I have no master, other than my conscience and report to none but those seated in this room. I have been appraising your town and your folk, but not for the reasons you think. Garret responds, Before we continue I think that formal introductions are in order and if possible can we have someone go to the inn and retrieve our men and the wagon we came with last night? His eye never leaving the black clad lordlings, Morren, will you see to that please. says Eckson. Right away mlord says a voice from behind the seated lords, Gods but he quiet, thinks Garret. Garret waves his arm around the room This is Otto Ironhawk, son of the Ironhawk family of Capitol City indicating the blue cloaked man who rises to his feet, next is Agar Falconhelm, son of the Falconhelm family from Southcity, indicating the green cloaked gentleman standing next, this is Talin Goldeneagle youngest son of the Goldeneagle's and distant cousin to the king himself! rising the last to his feet. My full name is Garret Ravenhorn and my family comes from the capitol also. Garret pauses as Eckson looks each of them in the eye. Walking to a comfortable chair and settling in it, Eckson motions for the men to do the same, Ive a feeling that this will be quite a tale, be comfortable and tell me why you are here says Eckson Ill have lunch and wine brought to us. Garret tells Lord Eckson of the men seated in the room, and how even though they carry titles, they are little more than paper nobility. All of them, explains Garret, are second, third or in Garrets case a fifth son of a noble house. Destined for nothing except complete obscurity and maybe a footnote in some dusty annual of family history. Even Talin Goldeneagle, cousin of the King would only take the crown if eighty-seven others died in a mass tragedy. To look upon a Realm map this town, your town is in the borderlands. Here someone can become great and powerful or fall into blank obscurity. We desire to be unsaddled from the homes that we have and strike on our own; every one of us has either a powerful warrior or paladin of virtue in our history. Unfortunately succeeding generations have not lived up to this standard, instead living off the gains of those who came before them. Says Garret. What we desire is to live in community where we can make a difference and stand on our own, not living on the unearned respect granted us by the circumstances of our birth. Says Otto Never were our desires to inflict any of what you felt from the visiting nobility, but as you have seen they live in a reality that differs so from what truly is. To them a commoner is someone to clean the gardenrobe, nothing more. Where we see that the structure and backbone of all great nations are carried in the backs of individuals such as this. By birth we attended the schools of the Realm that all nobles send their offspring, Garret and I met in the council of blades, where we were both top in the class. Says Talin. We both were introduced to Agar at the teaching yard where we learned to ride, and we three were acquainted with Otto during the weeks of instruction in courtly graces. We all became fast friends and brothers in arms, we learned of each others likes and dislikes and dreams and aspirations. Soon it became clear that we were all like-minded in creating our own legacy and living outside the confines of our station. Explains Agar So what do you want with my town? asks Eckson We seek your permission to purchase land and build our manor homes, then to build commerce and businesses, we ask to let us in and allow us to prove our worth as men and lords not only to you but to the town and the Realm. Weve been looking for a place that will allow just that, and now we feel as if we found it. Says Garret Lord Eckson is quiet and thinks long, looking at each of the young men in turn What of my town and myself, what boon do you hold for me? My last encounter with the nobility left a sour taste in my mouth and anger in my chest, now four youngling lords come to my home and ask to join my town, a town built by sweat and blood, filled with virtue and kindness. I ask what you will do for me. Garret rises and motions to the door; Morren opens it and in comes four men, plainly dressed and each carrying a small chest. The men set the chests on the low table and remove themselves. Each lordling removes a small key and approaches a chest, four locks are opened and lids lifted to show .riches! Eckson is momentarily stunned by what he sees before him each chest has vast sums of treasure in it more than he has seen accumulated in a long time. Chest #1 holds assorted coins and trinkets earrings, rings, broaches, small tiaras. Chest #2 has silver trade bars all neatly stacked and gleaming in the light. Chest #3 has gems, hundreds of gems! All colors and sizes. The last holds all flat gold tokens called plaques, and commonly used only by nobility. Such wealth! Eckson is amazed and then realization and anger clouds his vision, rising to his feet Are you foolish enough to try to bribe your way in here says Eckson coldly. No mlord, says Garrett your anger is misplaced; we know how expensive it is to keep a city running and prospering. This is not a bribe, but a gift, to show our commitment to you and this town. We ask for nothing from this no special privileges or position. Our combined studies into managing and prospering a city has given us insight to the horrible expenses incurred to do just that. We seek to ease this burden and to use this as agreement of our purchase for land, on which to live. We will still accept regular taxing on our enterprise and will pay them freely and without complaint says Talin We also offer help to you and you family says Agar among the four of us we have several contacts in almost every city locally and will bring more highly qualified people to live here, helping to continue to grow this community Lastly says Otto, looking directly at Eckson we have been in the Great Game from birth, we pledge to teach you and yours to beat the snobbish nobility in their own political world. Lord Eckson sits and thinks, again looking at the men in the room with him. Finally he speaks Morren, please bring me my maps, we need to locate suitable grounds to have four new manors built. Lord Eckson smiles at the young men You wanted a chance to stand on your own, now you shall have it. New Additions: (NPC) Garret Ravenhorn War-2 / Aristrocrat-4 Otto Ironhawk War-2 / Aristrocrat-4 Agar Falconhelm War-2 / Aristrocrat-4 Talin Goldeneagle War-2 / Aristrocrat-4 Chests containing 40,000 gp More Chronicle Developments A massive brawl erupts one evening at the lucky hand, spilling into the streets as well imbued prospectors and miners wildly throw fists at each other and the bouncers stand idly by, Whistles and shouts rouse the watch and the women in the service of Iluven rush directly into the fray. Most in town thought that Branzig and the guard were still the town law keepers, and some thought it was cute that some girls in the town were playing sheriff. Those opinions changed that night, with quick efficient blows from stout clubs the sheriffs started to stun some of the brawlers, expertly manacling them on the ground. The wildly fighting groups soon turned their collective attention onto the women and both sides seemed intent on making an example of them. From around either side of the inn came two large things, directly into the back of the mob. Gunk and Boog had arrived, Gunk swinging his fence-post staff and Boog with a length of chain wrapped around a fist as large as a cured ham wadded into the fray. Caught from both sides the brawl was quickly and effectively quashed. As thirty-four brawlers were arrested and manacled a lone figure strides up to the Lucky Hand, Iluven walks right up to the steps and the owner. Your establishment will be closed, for 1 week, and you will pay a fine to the town for inciting violence says Iluven. As the manager begins to protest Iluven sharply holds up her hand, or you can join them in chains Other Noteworthy Events: 1.) As the spring begins to bloom several new business and establishments seek to open and begin plying their trade, Eckland sees construction of a cookhouse a place to dine anytime of the day also Marinev and Gibli the two Gnome entertainers have finally, after several years, decided to put down roots and open The Dancing Griffon a show hall where they perform for the public famous tales and stories. The call goes out for actors and actresses and dozens come to audition. 2.) Clarice Ashoff decides to sell some of her extra foodstuffs from her garden, taking a wagon into town laden with fresh food and canned jellies and jams from her root cellar. It is an immediate and resounding success. Soon several wives and children from the massive farms begin to do the same and dozens of wagons are set side by side in an open air market, the cooks from all the inns and the Keep as well as passing merchants and adventures stop to buy fresh food and sweets. Everyone takes to calling it The Butter Churn Bizarre Clarice sees this as a chance to socialize and increase town character, she and several others have brightly dyed wagon tops made by the canvas workers. Everyday a riot of color and the plentiful bounty of personal pantries are waiting to be discovered. 3.) Daniel Gregory ran away, again, this time he was gone for a week before he was located and brought home. In the time he was gone he had hunted and killed several rabbits, camped both with and without fire and moved quietly while deep in the woods sometimes right under the noses of those searching for him, his parents are rightfully worried but the fact that he was comfortable and safe eases them somewhat. After being grounded and asked to stay in the town proper he seems to have made fast friends with both Dell and Gavin and when the other boys are not working they seem to spend time looking in the window of the Cartographers Shop. 4.)Construction is finished on the Bell Tower in the center of town the design by Orsun Irongear, the Dwarven tinker and engineer. Everyone marvels at its design and the bell tones are deep and resounding without being overpowering. 5.) The carriage maker, Fetroar, has had surprising success with orders for coaches from The Keep, Cotter, Markul, Roland and Charlemagne. He is an exacting taskmaster and critical of the work done by his new employees, but he pays well and on time Fixed Town Stat Block: Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,010 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (12 occupied; 2 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon) Garret Ravenhorn War-2 / Aristrocrat-4 Otto Ironhawk War-2 / Aristrocrat-4 Agar Falconhelm War-2 / Aristrocrat-4 Talin Goldeneagle War-2 / Aristrocrat-4 Alaric AlShair Human Wizard lvl-4 Myrokhan Ebdel Human Scorcer lvl-4 The Guards The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 5 - War2; 5 - War1. The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 11 - Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Rog1; 14 - War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Notable Buildings & Locations Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Eckland Greenhouse & Parks; Crimson Maple Bridge; Town Square Fountain; Mines; Stone Quarry. The Butter Churn Bizzarre Resident Homes: 367 Imports & Exports Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 105,840gp *includes recent gift* <Chronicles of Eckland> Proposals: 1. The homegrown adventuring team leaves within the next year to seek thier own adventure 2. We finally get the Investigator we have been looking for and have it fill a PC slot 3. A large dwarven contingent arrives (I mean like 40+) they discover the underground at Mt. Generic 4. We finally get a Ranger or another Druid but it's a Centaur Hope everyone enjoyed the post :clap: |
| Sylvaroth06-26-07, 05:18 PM | Adventures, brawls, ambitious nobles, amazons, mages on a flying carpet, fairs, and treasures! Seriously all this entry lacks are ninjas, pirates, and dinosaurs. I love it! This was another great example of why you are only a 'minor contributor', Rocky :D AND it was IMO one of the top Chronicle-entries among the 70+ this thread has seen so far. Rock On! :ayyyy!: I'd love to see an award for such things as 'Best Chronicles-entry', 'Best Plot Idea', 'Best PC/NPC Idea', etc. The winner will be awarded the 'Build A City Thread-Award' (Bacta for short :D). Each category will feature three nominees, the winner is voted for by the 'community'. Gotcha! Nothing to add here :D Fixed Town Stat Block: Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Alaric AlShair, exile from the imperial palace of Texas (LG male human wizard 4); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Guards The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement: Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 5 - War2; 5 - War1. The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); 1 - gnome Rog1; 4 - half-elf War1: 10 - human War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Notable Buildings & Locations Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes: 367 Imports & Exports Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 105,840gp <Chronicles of Eckland> Updated the assets (gp limit x town population / 20), put the six new characters in proper format, etc. |
| Rockjaw06-26-07, 06:11 PM | Thanks Syl, Thanks Argo, Thanks Throrin Sly, too you also that animated millstone was really great idea. I could totaly see Cotter paying top dollar for that to keep his mills going 24/7 and jealously guarding the secret too. Keep it up my friend..! |
| Throrin06-26-07, 06:48 PM | Just looked over the Stat block and I have a question: We know that there are 4 Kobolds who are the jailers, but how many deputies do we have in town? Besides Gunk and Boog of course. I know that Iluven has been working with a group of women to that end, but how many are there? Besides that, :clap: :clap: :clap: :cheer: :cheer: :cheer: :cheer: :bow: :bow: :bow: :bow: :bow: for another job well done Rockjaw. Sylvaroth, I like the idea of the B.A.C.T.A. We should give recognition where it is due:D About the millstone and crane....Cotter would most definitely spring the coin to do this. Gets things done faster, and and cheaper too. No more need for a trained individual to handle the machines:plotting: Edit:About that new Druid you mentioned Rocky, I was wondering what you think about this: The Druids companion, say a wolf that he has a real emotional attachment to, died and got reincarnated somehow. Ended up with a Halfling body or some other small humanoid. A bit weird but ..... |
| Sylvaroth06-26-07, 07:00 PM | Thanks, Rocky and Throrin! Now that Ol' Greggy is that bloody rich, he could buy some scrolls and let Tuaim (and Silenius) make some town limit guards. Remember the jade spiders guarding Menzo's Tier Breche? Now replace Menzo with Eckland, Tier Breche with people, and jade spiders with animated, spiked ironwood trees :plotting: I'd like a hobgoblin ranger (LA+1) or (if you wanted to give a playmate to Murk) make it a bugbear ranger (3 HD, LA+1), but I am cool with the centaur ranger, too (4 HD, LA+2). |
| Argo06-26-07, 07:59 PM | Excellent post, Rocky. As usual. It's a good thing you're only a minor contributor here, otherwise that post would have taken up an entire page. You're an animal, Rock. Nitpick: The preferred spelling is Gryphon. |
| Sylvaroth06-26-07, 08:10 PM | Or call it 'Der Greif', which is German for 'The Griphon' ;) |
| Rockjaw06-26-07, 10:47 PM | Nitpick: The preferred spelling is Gryphon. Well I figured that the entertainment community is always looking for a hook so when the sign was made they misspelled it on purpose, to give thier place character Throrin, I'm fairly sure that we gave her 9 female recruits. but I'm not positive 95 I'm sure that Cotter has a fancy house, and yes we never really dug into any hard core functions for his business. The only thing I know is that he is good and would never get involved with anything larcenous. Beyond that toss out you ideas and we will run with them, fleshing out the merchants is an excellent idea Syl This town limit proposal has me thinking :lightbulb Eckland, mostly based on its commitment to nature, will never have a city wall as a first line of defense, so something like you suggested may be a good idea to further explore PS I'll vote yes for the Bugbear Druid, BUT only if its a pacifist, totally refuses to fight anything, relies heavy on animal companion and spells |
| 9506-26-07, 11:15 PM | ive been contemplating some idea's..... tommorrow ill flesh them out and see what y'all think of them... |
| deanruel06-27-07, 02:07 PM | I'm actually gonna say that we shouldn't have any new PC characters for a while for two reasons. 1) You did not include your two flying carpet mages in the sblock which, if included, would bring us to our limit. And 2) I think that there is so much going on right now (Red Hand, Obad Hai, The Youngling Lords, Eckson's boys, The aquatic Elves, and of course regular Eckland stuff) that we would do well to simply use the plethora of story options we have now to advance some of the plot points rather than add more characters. |
| HK-47 II06-27-07, 02:23 PM | I'm back! Sylvaroth, I've noticed the cast of characters has been updated since the last time I looked at it... And I noticed that we have to debate Ilśvėn's heritage again... it was proposed that Ilśvėn was Elrohir's daughter, and no one voted one way or the other before her last name was made concrete, when I mentioned that it was never decided that she was related to Elrohir (also wasn't it Elohir, originally?) you said that the last name made it definite, when I introduced Quarion I said he was Elrohir's nephew partially to show that she COULD have married into the family. So I propose that we decide this once and for all. Which of the following proposals will be Eckland Canon? My proposal that Ilśvėn married into the Silimaurė family? Or Sylvaroth's proposal that she was born into the Silimaurė family, and then married her cousin? EDIT: or deanruel's option that she not be related to the Elrohir family at all Or another option not yet specified. also I call dibs on the next Chronicle! right after this vote is resolved... |
| Argo06-27-07, 04:12 PM | Vote/Proposal On the Ilśvėn matter, she married into the Silimaure family, but it was an arranged marriage, which she did not approve of. She was from a wealthy family of elves, but was the black sheep of the family. Her father managed to secure an arrangement to marry her to Elrohir's nephew. Reluctantly, she went through with the marriage, bringing more wealth and influence to her family, but after two years, she vanished into the night and was never seen again. (Until Elrohir came across her in Eckland, some years later.) Something like that. |
| HK-47 II06-27-07, 04:19 PM | that is somewhat similar to my idea, especially the arranged part, but my idea included Quarion being a jerk, and hated even by Elrohir. That would have become important, VERY important. *hint-hint* |
| deanruel06-27-07, 04:22 PM | hmmm, rollercoaster of reactions here. I never liked the idea of Iluven being part of Elrohir's family. In fact the thing that began that entire fiasco was someone's typo's in the original post with elrohir and illuven. As such I think it would be very appropriate to have a "neither A or B" option to choose from. I do however really enjoy Argo's finely crafted backstory of the possible link between iluven and elrohir. However I still prefer not to have there be a relation at all because it seems to make a really really wierd dynamic between Eckson, Iluven, and Elrohir. Eckson and Elrohir are longtime friends, Iluven marries into Elrohir's family, she abandons her daughter and husband and flees to Ecksons town and is then welcomed with open arms? It's not that it doesn't make sense it's that it is really wierd to think that Eckson and Elrohir would just be cool with that and I really don't want someone as (relatively) small as Iluven to be a reason for some sort of inter-state conflict between Eckland and an Elven nation we've ever even seen. Thusly I, despite my liking for Argo's story, would vote for the ORIGINAL storyline of Iluven and make her in no way shape or form related to Elrohir. |
| HK-47 II06-27-07, 04:37 PM | Iluven never had an original backstory, we can make one not relating her to Elrohir though, if your option wins, which I would be perfectly fine with. Also, I'm sorry I forgot the "none of the above" option, I had been planning to add one but forgot, I'll add it now. |
| tharivol26606-27-07, 05:02 PM | I vote that she married in like Argo said with the addition that by the time that eckson realised the connection and that it might not have been a good thing to have let her stay that all of the villagers were too enamored with her and that she was too useful to be asked to leave. |
| Johnny_Angel06-27-07, 06:12 PM | I'm back! My proposal that Ilśvėn married into the Silimaurė family? I throw my hat into the marriage vote ring. I think it would be interesting if the nephew was abusive and treated Iluven badly. One night she decided to disappear with the intention of returning to reclaim her child once she was able to defend herself. The night she left there was a storm brewing; bruised, soaked with rain, and bloody she collapsed at a distant crossroads. Luckily for her, two wandering human monk brothers (I propose Jimmy and Billy for their names) happened to come upon her while en route to an adventure of their own -battling the enigmatic Shadow King. Dring the next few years they took Iluven in as one of their pupils; she aided them in their quest as well. Once she felt she was strong enough to be on her own, she thanked them and said that -regretfully- it was time for her to go and finish her own quest. Ah, but there was a wrench in her plan! The nephew (Quarion) used his noble blood to influence the rest of his family and Iluven's family -usually by cleverly crafted lies- and spread a story of his own -claiming that she had spurned him and left with another lover (perhaps he learned of her training by the two monks and weaved this into his story by saying it was one of them.) With everyone holding a grudge toward Iluven due to the lies of Quarion, she could not return. Quarion learned from some of the elves who were part of the royal visit a few years back that an elven monk resembling Iluven, his wife, was spotted in Eckland. Quarion now plans to use Iluven's child (his child too) as a way to blackmail and extort Iluven into basically being his lap dog (similar to the emperor in the movie Gladiator.) |
| Rockjaw06-28-07, 12:52 AM | 1) You did not include your two flying carpet mages in the sblock 2) I think that there is so much going on right now (Red Hand, Obad Hai, The Youngling Lords, Eckson's boys, The aquatic Elves, and of course regular Eckland stuff) that we would do well to simply use the plethora of story options we have now to advance some of the plot points rather than add more characters. Dean, sorry if you missed it I had both the new magi listed as NPC characters in the sblock, I was looking at them as fluff, not crunch for the town. As for the oter story lines I added them to make the transitions in more smooth thats all, the only "hook" right now would be the Red-Hand, the Obad-Hai gang is years away, the young lords were storied and are now completed, we can wrap the river elves quick. But I do agree on adding more subject material vs. story material |
| Sylvaroth06-28-07, 06:32 AM | Well I figured that the entertainment community is always looking for a hook so when the sign was made they misspelled it on purpose, to give thier place character Look at MM, p. 139 > Griffon (http://www.d20srd.org/srd/monsters/griffon.htm)! Throrin, I'm fairly sure that we gave her 9 female recruits. but I'm not positive You are correct: Kobold Jailers: Year 12, January to March [...] The following morning quite a sight comes marching into the town square, a small array of ragged, scruffy goblins is being herded by four Kobolds! "Iluven is this what I think it is.?" questions Eckson. The lead kobold approaches Eckson, snaps a salute and says "Weese brutted the preznerrz, noos morrs, theefins dey doos" Eckson returns the salute, and giving Iluven a knowing smile says "You found them, you keep em." and walks away gently laughing to himself. Iluven quickly puts them to running the jail bringing the prisoners food water and clean blankets. They quickly make themselves at home living underneath the desk that Branzig left there, and sleeping in it's drawers...! [...] Year 12, January to March [...] Iluven has comissioned small round "shields" [...] **She also ordered 4 in tin, for the jailers**. [...] Girly Deputies: Year 12, January to March [...] With Iluven back in town several of the young women she had been teaching in the glade, have sought her out again, this time for employment as members of the town watch. With the blessings of Eckson and a few parents nine new watch members join. Iluven has comissioned small round "shields" made from brass, for all the deputies. [...] I added the following list to the below 'Fixed Town Stat Block': Law Enforcement Ilśvėn, sheriff/constable; Gunk, Boog, and Nosepick, chief deputies; 3 - kobold jailers/deputies 9 - female human deputies I'd also like to discuss the addition of spoiler blocks for Ecklands organizations to either the TSB or the CoE: For the Law Enforcment it could look like this: Non-Warriors: Shield Proficiency, Simple Weapon Proficiency; General: Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Improved Shield Bash; BAB: Weapon Focus (simple weapon), Weapon Finesse; Str: Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack; Dex: Deflect Arrows, Dodge, Improved Grapple, Mobility, Snatch Arrows; Two-Weapon Fighting; Int: Combat Expertise, Improved Disarm, Improved Feint, Improved Trip; Advanced: Spring Attack, Stunning Fist, Whirlwind Attack. Examples: Improved Unarmed Strike / \ BAB +1 Dex 13 Weapon Focus (unarmed strike) Dodge | \ | BAB +1 Dex 13 Dex 13 Weapon Finesse Improved Grapple Deflect Arrows | | | Dex 15 Dex/Wis 13, BAB +8 Dex 15 Two-Weapon Fighting Stunning Fist Snatch Arrows Over the course of 20 levels a member of the law enforcement could aspire for : Specialization: follow one branch (e.g. IUS>WFocus>WFinesse>TWF) and augment the feats of that branch with other useful feats. Contrast: follow two (oppositional) branches, to increase versatility without lacking in power too much. Versatility: follow all branches, choosing all-round usefulness over power. This could help to add some detail to, and streamline the creation of new members of the organizations in question (e.g. the 5CTC's monthly guild due of 5 cp, typical skill choices and rank distributions, etc.) We should also consider to add the numbers, classes, and levels of members of those organizations their entries (e.g. how many employees work in Cotter's Store/the Cotter Docks?) 95 I'm sure that Cotter has a fancy house, and yes we never really dug into any hard core functions for his business. The only thing I know is that he is good and would never get involved with anything larcenous. Beyond that toss out you ideas and we will run with them, fleshing out the merchants is an excellent idea. I agree. Cotter, Markul, and a selection of other wealthy villagers should have 'fancy houses' made for them by now. Perhaps the start of a 'upper class district' in between the park and the peasant homes? Well, since Cotter is developing his sea resp. river trade route, I assumed we were going for the Cotter vs. Gentlecoin conflict: While I like the general idea of this, I somehow dislike the thought of Markul (the unscrupulous and calculating businessman) making trouble out of jealousy. Give him a reason, let Cotter outbid him on a promising venture (maybe involving the establishing of a new trade route by river or of a trade mission in a commercial port in Seatown/Seaport). This would seem sufficient for Markul to take steps to foil Cotter's plans (e.g. by using freebooters). Glimrick Gentlecoin I do also propose to do something with Glimrick. Either make him the leader of the freebooters (see post #843 above), send him away indefinitely or do something else, since he has not done anything of importance yet, other than occupying a valuable above-5th-level PC-slot. Syl This town limit proposal has me thinking Eckland, mostly based on its commitment to nature, will never have a city wall as a first line of defense, so something like you suggested may be a good idea to further explore We don't need city walls, we have individuals who are able to grow them. Let Ezra cast some spells to hedge Eckland with thorny bushes, entangling underbrushes, etc. The trees simply guard the strategically important spots (e.g. the main gates). PS I'll vote yes for the Bugbear Druid, BUT only if its a pacifist, totally refuses to fight anything, relies heavy on animal companion and spells I suggest a male bugbear ranger 1 (ECL 5 / CR 3), if we decided to make it low-level (see deanruel's rules on new PC-characters). or Going with the below quote from the Races of Savagery-thread, we could introduce it as an ally for the 'Red Hand'-storyline. In this case I suggest to make it a Rgr4 (ECL 8, CR 6) at least. A bugbear's life and success is based upon ambushes, robberies and highwaymanship. This lifestyle can easily lead to the role of a ranger. Bugbear ranger's utilize their senses, vastly superior to human or elven, to learn more about the land around them than one could merely through he use of the eyes, gain access to a unique combat style focusing on brute strength, a tougher animal companion, and their racial anger and distrust makes their anger at favored enemies greater. 1) You did not include your two flying carpet mages in the sblock which, if included, would bring us to our limit. I fixed that (see below TSB). The limit will be of no issue. The next free slot will be available upon reaching a population of 750+. We should also consider to mark slots as 'vacant', should some PCs be away for some time (e.g. Thanatos and Sara going to the Mages Academy, Glimrick being sent away to go freebooting, etc.) As soon as they return, they can occupy new slots (Small Town: 18 to 40; Large Town: 40 to 100; Small City: 100 to 240; Large City: 240 to 500; Metropolis: 500+). 2) I think that there is so much going on right now (Red Hand, Obad Hai, The Youngling Lords, Eckson's boys, The aquatic Elves, and of course regular Eckland stuff) that we would do well to simply use the plethora of story options we have now to advance some of the plot points rather than add more characters. Let's see: Present Red Hand: Current main plot; Aquatic Elves: Subplot (currently integrated in the Red Hand-plot); Future Knights of Obad Hai: Subplot (I suggest to give Silenius some time to develope his organization. Perhaps 5 to 10 years?); Jerald and Michael: Subplot (there will be like 1 1/2 decades before they are full-blown adventuters); Other Youngling Lords: Subplot (unless you were planning something important for them in the near future, they belong to the 'regular stuff' IMO). I suggest to make a list of (open-ended or finished) main and subplots, hooks, etc. - She married into the Silimaurė family - She was born into the Silimaurė family - She is not related to the Silimaurė family Or you could decide to make her a member of a royal family of Elrohir's realm (i.e. only distantly related to Elrohir as typical for royal families), her marriage to Quarion (who is a removed cousin of Elrohir) was arranged for political reasons. When she discovered she was pregnant, she fled to a monastery, where she trained to be able to defend herself as well as her daughter. Of course Quarion sent men to track her down. When thy found her, they tried to kill her, but she managed to flee. Mix this with J_A's story and be done with it. (To be perfectly honest, I hated this Ilśvėn-Quarion-Daughter-plot right from the start, it is simply awkward and does not fit. IMO people who appear out of thin air should be mages, but not long lost lovers or even children. Such things are far too much soap for me. Just go back, clear that jerk and his daughter from your post and let the 'Orcbane' do her work. She started as a somewhat uninteresting and unpoular character but is only now starting to gain a profil, don't destroy this effort with such a cheesy turn of events.) Refixed Town Stat Block Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Guards The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement: Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 5 - War2; 5 - War1. The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); 1 - gnome Rog1; 4 - half-elf War1: 10 - human War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Notable Buildings & Locations Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes: 367 Imports & Exports Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 105,840gp <Chronicles of Eckland> |
| deanruel06-28-07, 02:10 PM | I think the idea of a rich district makes sense. I would be much more comfortable with a bugbear ranger at this time if he was against us as you mention. I would like to know if Rockjaw intended for his mage pair to stay in the town or if they were just asking for sanctuary in the sense that they need protection from something and will soon be on their way. I don't really think we should mark PC spots as "Vacant" because it puts an odd sense of metagaming into the creation of the town. What I mean by that is that if thanatos and Sara and Daniel go away it's kinda wierd that three new PC's arrive next fall y'know. As to the altering of the Eckland block to include more sblocks I think that's a fine idea and I present this as an option. I have altered a few things. The Red Dragoons are now all Warrior 2's because it makes sense to me that the better warriors would be put in. And The Riverine Warriors now no longer have their faceless nameless Gnome Rogue 1 that has bothered me since day 1. I changed him to an expert 2 and called it a day. Anyways here's the town. Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Company' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement: Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2 The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); 1 - gnome Exp2 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings: The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes: 367 Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 105,840gp |
| Argo06-28-07, 03:20 PM | Cleaned up Town Stat Block: Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson (LG male human fighter 11) Lady Marian Eckson (LG female human expert 2) Marya Camotille, advisor of the local lord (LG female gnome epert 4) Torvald Branzig, leader of the town guard (LG male human warrior 5) Dell Sherwyn, captain of the lookout guard (NG male human warrior 2) Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11) Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8) Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7) Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9) Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6) Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5) Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5) Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4) Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4) Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, The Sleeping Minotaur's bouncer (CN male minotaur barbarian 3) Thanatos, apprentice of Tuaim Ban (LN male human wizard 1) Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1) Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Dolon Werrak, the royal smith (male dwarf expert 9) Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2) Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7) Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4) Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4) Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6) Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5) Markul Gentlecoin, guildmaster (male gnome expert 5) Brother James Atil, priest (male human adept 4) Marya Camotille, advisor and appointed elector (female gnome expert 4) Charlemagne Silverleaf, a local con-man (male elf aristocrat 4) Curth Stonehammer, guildmaster (male human expert 4) Boog Torkek, a deputy (male orc warrior 4) Gunk Torkek, a deputy (male orc warrior 4) Jack Heppart, slayer of bears and town guard (male human warrior 3) Handrell Justmore, master archer and town guard (male human warrior 3) Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3) Cotter Magin, merchant and guildmaster (male human expert 3) Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3) Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3) Roland Ashoff, guildmaster (male human expert 2) Kayti Deanas, apprentice of Brother Atil (female human adept 2) Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2) Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2) Dell Sherwyn, captain of the lookout guard (male human warrior 2) Sam Thompson, a city planner (male half-elf expert 2) Samantha Bladecutter, blacksmith (female human adept 1) Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1) Nosepik, leader of the jailers (male kobold warrior 1) Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1) Fantus, pestcatcher (male pseudodragon). The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5) Grakos Tigersoul, lieutenant (War7) Jack Heppart, lieutenant (War3) Handrell Justmore, lieutenant (War3) Conscript Guards: 77 - War1. 'The Red Dragoons' Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2 The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2) 7 - human Com1 4 - dwarf Com1 'The River Dogs' Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3) 1 - gnome Exp2 4 - half-elf War1: 10 - human War1. Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4) Gunk Torkek, chief deputy (War4) Boog Torkek, chief deputy (War4) Nosepik, chief deputy of the jailers (War1) Deputies/Jailers: 3 - kobold War1 9 - female human Com1. 5 Coppers Trading Company (Merchants Guild) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (Farmers Guild) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (Stonemasons and Timberwrights Guild) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (Moneychangers and Merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Leader: Ezra the Awakened (Drd6) Lord Eckson (Ftr11) Torvald Branzig (War5) Brother Atil (Adp4) Marya Camotille (Exp4) Ilśvėn Silimaurė (Mnk4) Thanatos (Wiz1) Fantus Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6) Thozar Tierden (War6) Vespeth Switchhand (Brd5) Exp3 2 - War2 Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall) Brother Atil's Shrine Eckland Arena Temple of Ehlonna Temple of Obad-Hai Sheriff's Office (militia headquarters, jail) Graveyard and catacombs Village Docks 2 - Grainhouse 4 - Lookout Tower Other Buildings: The Ample Basket (bakery) The Golden Waters (bathhouse) The Lucky Hand (gambling house) Branzig's Inn (inn) The Ox and Mule (inn) Grus' Store (cooper) Cotter Magin's (general store) Magin Docks (docks) Sharas' (general store) The Saucy Rabbit (tavern) The Rich Vein (tavern) The Sleeping Minotaur (tavern) The Flawless Carriage & Transport Company (coach maker) The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Butter Churn Bizzarre Crimson Maple Bridge Eckland Greenhouse & Parks Mines Stone Quarry Town Square Fountain Resident Homes: 367 Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 105,840gp<Chronicles of Eckland> |
| Argo06-28-07, 03:29 PM | dean, you did basically the same thing i was doing! You rapscallion. ... Mine's nicer. There's more boldness. ... Scalawag. |
| Sylvaroth06-28-07, 04:02 PM | I am afraid I prefer it the way it was before (i.e. without the sblocks), with a little bit of Argo's boldfacing the names. I didn't actually suggest to put in sblocks the way deanruel did, and I think it becomes clear to the eye, why we shouldn't do so (e.g. just look at the line breaks in the character-sections and you'll see what I mean). What I DID suggest was to add spoiler blocks to some entries (e.g. particular organizations) which should feature more additional pieces of information (I gave the feat options of the law enforcement as well as the guild dues of the '5 Coppers' as examples). As for the PC-slots, here's another thing where I was misunderstood. IMO the 2% quota of PCs was introduced to assure that the number of PCs vs. NPCs would never rise above a certain point. Likewise I think the slots are an indicator of the PC-potential of the town, i.e. what number of characters with player class-levels are likely to be met in Eckland. Thus it does neither make sense to me that Thanatos (or Dagger-Ears for crying out loud) would occupy a slot without actually being present in town, nor should any character who decided to leave for good or who was killed still occupy a slot. Characters leave for a long time (say years)? The consequence of this is a power vacuum (slots become available again). Now, since nature abhors vacuums and tries to fill them as soon as possible, another PC character has the opportunity to come to Eckland and fill the abandoned slot. This does not, however, mean we should draw three new chars from our sleeves as soon as three other chars (e.g. Thanatos, Sara, and Glimrick) have left the town for a fortnight, but it DOES present an opportunity to time the arrival of new PC chars (e.g. a Ranger) or the multiclassing of already established characters into PC classes, AND the return of their slot's former owners. As for the bugbear Ranger, I did not suggest to make him an enemy (thus my use of the word ally), but if you saw any convincing plot eventually turning him from a Red Hand into a new ally of Eckland, this would surely add some spice, as well as my vote for this idea. Fixed Town Stat Block Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Authority Figures Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Player Class Characters Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Ezra the Awakened, the ancient guardian of the nearby woods (N awakened tree 6; CR 9); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Sir Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Alaric AlShair, exile from the imperial palace of Texas (LG male human wizard 4); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Murk Chokemarrow, bouncer of the 'Sleeping Minotaur'-tavern (CN male minotaur barbarian 3); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Gavin Carpenter, a local thief (CN male human rogue 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Notable Non-Player Class Characters Dolon Werrak, the royal smith (male dwarf expert 9); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Torvald Branzig, leader of the town guard and owner of 'Branzig's Inn' (male human warrior 5); Markul Gentlecoin, guildmaster of the 'Golden Lily Economists Guild' (male gnome expert 5); Brother James Atil, priest (male human adept 4); Marya Camotille, advisor and appointed elector (female gnome expert 4); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster of the 'Loyal House of Stone and Beam' (male human expert 4); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Jack Heppart, slayer of bears and town guard (male human warrior 3); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters'-bathhouse (female human aristocrat 3); Cotter Magin, merchant and guildmaster of the '5 Coppers Trading Co.' (male human expert 3); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Roland Ashoff, guildmaster of the 'Birchwood Farmers Guild' (male human expert 2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Fetroar Rivandia, owner of 'The Flawless Carriage & Transport Company' (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Sam Thompson, a city planner (male half-elf expert 2); Samantha Bladecutter, blacksmith (female human adept 1); Daniel 'Ditsy' Korel, owner of the 'Sleeping Minotaur'-tavern (male human commoner 1); Nosepik, leader of the jailers (male kobold warrior 1); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1); Fantus, pestcatcher (male pseudodragon). The Guards The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. Guilds & Organizations 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Notable Buildings & Locations Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 367 Imports & Exports Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently 105,840gp <Chronicles of Eckland> |
| HK-47 II06-28-07, 04:28 PM | Sylvaroth, first off let me say that I respect you. but, if you didn't like the subplot, you should have said so when I first posted it, I've had an idea in mind for Quarion since I came up with him, I've told deanruel about it, he hasn't said what he thought, I wanted to keep it secret, but if you think it's neccesary, then pm me after you read this post. part of the reason I came up with Quarion was because I thought Iluven would be the kind of person to want a child, but had trouble justifying her actually falling for someone, then I remembered our argument about the relation of Iluven to Elrohir, and thought that perhaps instead of finding someone to marry, she could possibly already be married with how little we knew about her... but trust me, the whole Quarion thing is coming to an end with my next chronicle. No matter what the vote ends as. (although it seems to be over already, I'm giving my chronicle a little more time to roll around in my head) also, keep in mind that when I've been posting my chronicles, I've been doing things as grandiose as I could think of, I expect to be stopped, because "The only way to learn the limits of the possible is to venture further past them into the impossible." |
| deanruel06-28-07, 05:00 PM | Honestly HK? If you wanted to post your chronicle -now- it'd be fine. I mean we vote a lot and talk about our opinions but there is a lot of stuff that has happened (I mean a LOT) that I haven't neccesarily agreed with every step of the way. It doesn't really matter. If you post a chronicle then that's what happened (barring vampires, etc) and we can talk about what to do with it -then- but unless the community at large wholly disagrees with your proposal then go ahead and post your chronicle. Basically the chronicles are like the bible of this thread. You post a chroncile, you decide what happens. If you decide to talk about it thats your -option- and even perhaps an appreciated option but it is not by a long shot a requirement. |
| Johnny_Angel06-28-07, 05:07 PM | sorry, double post |
| Johnny_Angel06-28-07, 05:07 PM | My whole last post was a vote for the marriage angle. The story I connected to it was just my imagination painting something in my mind. I think it would be cool if you mixed that in to whatever you have planned already, but I won't have any bitter feelings if you don't use it. However, if you do use it, possible loose ends that could be exploited as plothooks by a DM looking to use the town could include: 1) Knowing that an attack out in the open would draw too much attention, Quarion comes up with a plan. A "secret war" developes in which Quarion hires kidnappers to abduct Iluven; the "secret war" is fought in back alleys and under the cover of night on rooftops as Quarion's forces fight against Iluven. Iluven calls upon her former mentors (Billy and Jimmy) who either arrive to help in person or send some of their other students to aid Iluven. Iluven doesn't involve any of the other town figures because it's something she feels is a personal problem. 2) Long ago -with Iluven's aid- Billy and Jimmy eventually defeated the enigmatic Shadow King; unfortunately, he (like many powerful beings,) is now returning to his former glory and power. His minions are sent to attack Iluven with the intention of killing her since she was partially responsible for his downfall. 3) Some mixture of 1 and 2. So, even if it's not used for the Chronicles of Eckland, I still wanted to spell out a few hooks because that's partially what this thread is about - creating something which can be used in a campaign. If a DM reading this thread decides to use Iluven as a plot hook, these are some ideas for how to take your version of Eckland along a different progressive plot path from what the Eckland in this thread might take. |
| Argo06-28-07, 05:42 PM | Syl, the problem with not having the sblocks is that the Eckland statblock is a billion pages long. If you're looking for a certain piece of information, you have to sift through everything else. Also, I move we return to having the characters organized by NAME instead of LEVEL. Organizing by level is an absurd way to do things. People's levels change, their names (mostly) do not. If you want to check on something about, say, Markul Gentlecoin, you can simply look for Gentlecoin instead of having to try to guess at his approximate power level and scanning the entire section. This way, people will be where you expect them. DOUBLE PLUS FIXED SBLOCK: Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Torvald Branzig, leader of the town guard (LG male human warrior 5) Marya Camotille, advisor to Eckson (LG female gnome epert 4) Lord Gregory Eckson, leader of Eckland (LG male human fighter 11) Lady Marian Eckson, his wife (LG female human expert 2) Dell Sherwyn, captain of the lookout guard (NG male human warrior 2) Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4) Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1) Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8) Gavin Carpenter, a local thief (CN male human rogue 1) Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3) Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4) Lord Gregory Eckson, lord of Eckland (LG male human fighter 11) Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9) Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7) Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5) Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6) Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4) Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5) Thanatos, apprentice of Tuaim Ban (LN male human wizard 1) Player Class Character Slots: 14 (14 occupied; 0 vacant). Roland Ashoff, guildmaster (male human expert 2) Brother James Atil, priest (male human adept 4) Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5) Samantha Bladecutter, blacksmith (female human adept 1) Marya Camotille, advisor and appointed elector (female gnome expert 4) Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2) Kayti Deanas, apprentice of Brother Atil (female human adept 2) Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4) Fantus, pestcatcher (male pseudodragon) Markul Gentlecoin, guildmaster (male gnome expert 5) Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4) Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2) Jack Heppart, slayer of bears and town guard (male human warrior 3) Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Handrell Justmore, master archer and town guard (male human warrior 3) Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3) Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1) Cotter Magin, merchant and guildmaster (male human expert 3) Nosepik, leader of the jailers (male kobold warrior 1) Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2) Dell Sherwyn, captain of the lookout guard (male human warrior 2) Charlemagne Silverleaf, a local con-man (male elf aristocrat 4) Curth Stonehammer, guildmaster (male human expert 4) Sam Thompson, a city planner (male half-elf expert 2) Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6) Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7) Boog Torkek, a deputy (male orc warrior 4) Gunk Torkek, a deputy (male orc warrior 4) Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3) Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3) Dolon Werrak, the royal smith (male dwarf expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1) The Town Guard: Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5) Jack Heppart, lieutenant (War3) Handrell Justmore, lieutenant (War3) Grakos Tigersoul, lieutenant (War7) Conscript Guards: 77 - War1. 'The Red Dragoons' Houseguard: Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2 The Lookout Guard: Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2) 7 - human Com1 4 - dwarf Com1 'The River Dogs' Riverine Guard: Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3) 1 - gnome Exp2 4 - half-elf War1: 10 - human War1. Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4) Gunk Torkek, chief deputy (War4) Boog Torkek, chief deputy (War4) Deputies/Jailers: Nosepik, chief deputy of the jailers (War1) 3 - kobold War1 9 - female human Com1 5 Coppers Trading Company (Merchants Guild) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (Farmers Guild) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (Moneychangers and Merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2) Loyal House of Stone and Beam (Stonemasons and Timberwrights Guild) Guildmaster: Curth Stonehammer (Exp4). Guardians of the Grove Leader: Ezra the Awakened (Drd6) Brother Atil (Adp4) Torvald Branzig (War5) Marya Camotille (Exp4) Lord Eckson (Ftr11) Fantus Ilśvėn Silimaurė (Mnk4) Thanatos (Wiz1) Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6) Vespeth Switchhand (Brd5) Thozar Tierden (War6) Exp3 2 - War2 Official Buildings: Eckson Keep (armory, barracks hall, granary, town Hall) Brother Atil's Shrine Eckland Arena Temple of Ehlonna Temple of Obad-Hai Sheriff's Office (militia headquarters, jail) Graveyard and catacombs Village Docks 2 - Grainhouse 4 - Lookout Tower Other Buildings: The Ample Basket (bakery) The Golden Waters (bathhouse) The Lucky Hand (gambling house) Branzig's Inn (inn) The Ox and Mule (inn) Grus' Store (cooper) Cotter Magin's (general store) Magin Docks (docks) Sharas' (general store) The Saucy Rabbit (tavern) The Rich Vein (tavern) The Sleeping Minotaur (tavern) The Flawless Carriage & Transport Company (coach maker) The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings: Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations: Butter Churn Bizzarre Crimson Maple Bridge Eckland Greenhouse & Parks Mines Stone Quarry Town Square Fountain Resident Homes: 367 Notable Imports: Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports: Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Coffer Calculation Formula: Population x 2 x Chronicled Months. Currently: 105,840gp<Chronicles of Eckland> |
| Sylvaroth06-28-07, 06:20 PM | Let's keep the 'organized by level'-thing for the organizations. The authority figures are organized by importance rather than level. Same for the guards (mostly identical with 'organized by level and importance'). If you were looking for a person it would most likely be in the PC- or NPC-section (which are organized alphabetically now). Thirce Fixed Town Stat Block Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4) Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1) Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8) Gavin Carpenter, a local thief (CN male human rogue 1) Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3) Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4) Lord Gregory Eckson, lord of Eckland (LG male human fighter 11) Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9) Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7) Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5) Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6) Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4) Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5) Thanatos, apprentice of Tuaim Ban (LN male human wizard 1) Player Class Character Slots: 14 (14 occupied; 0 vacant). Roland Ashoff, guildmaster (male human expert 2) Brother James Atil, priest (male human adept 4) Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5) Samantha Bladecutter, blacksmith (female human adept 1) Marya Camotille, advisor and appointed elector (female gnome expert 4) Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2) Kayti Deanas, apprentice of Brother Atil (female human adept 2) Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4) Fantus, pestcatcher (male pseudodragon) Markul Gentlecoin, guildmaster (male gnome expert 5) Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4) Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2) Jack Heppart, slayer of bears and town guard (male human warrior 3) Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Handrell Justmore, master archer and town guard (male human warrior 3) Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3) Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1) Cotter Magin, merchant and guildmaster (male human expert 3) Nosepik, leader of the jailers (male kobold warrior 1) Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2) Dell Sherwyn, captain of the lookout guard (male human warrior 2) Charlemagne Silverleaf, a local con-man (male elf aristocrat 4) Curth Stonehammer, guildmaster (male human expert 4) Sam Thompson, a city planner (male half-elf expert 2) Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6) Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7) Boog Torkek, a deputy (male orc warrior 4) Gunk Torkek, a deputy (male orc warrior 4) Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3) Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3) Dolon Werrak, the royal smith (male dwarf expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1) The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) 8b9Guildmaster:[/b] Tuaim Ban. Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 367. Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently 105,840gp <Chronicles of Eckland> |
| HK-47 II06-28-07, 06:27 PM | Chronicles of Eckland Year 14, Month 4, 5, and 6 The Fountain of Light: In the beginning of the season a bright beam of light, that appears to come from the new logging settlement, shakes the ground for miles. Though it's no longer visible from Eckland, many religious pilgrams travel through Eckland toward the settlement. The few that return mention that many of the travelers were staying to take care of what thay called the "Fountain of Light" The Body on the Beach: A few days after the shaking stops A body is found on the beach and Iluven is called in to investigate. It immediately becomes clear that the body is that of Quarion Silimaurė! Iluven has herself put into custody, knowing that she is the only current suspect. Gunk & Boog are in charge of the investigation. Kieran takes care of Lia while she's in jail. The girls interrogate her, Iluven tells them that Quarion was a (very) distant relative of Elrohir's, and was emotionally and verbally (but not physically) abusive. They were arranged to be married since birth. Iluven hated Quarion, but Quarion loved Iluven. She, believing that societal order was more important than emotions, tried to fix the marriage, in the process giving birth to Lia. When it became apparent that things would never change in a positive way she fled with Lia, but Quarion's guards caught them forcing Iluven to leave without her daughter. She vowed that she would retrieve her one day. Iluven remains in custody at the end of the season. The Fall of Forttown During the last month of the season, three people travel by foot from Forttown, two of whom look barely alive (War 5 (injured), Adept 5 (injured), Expert 5, all warriors of the nation). They reveal that the corruption in Forttown got to the point that some had decided to defect to the enemy nation that they defended the border against during the last war a century ago (the enemy has since been peaceful). A city-wide conflict broke out, with most of those who were against defection being killed battling the defectors (who outnumbered them). A message is sent to the King, and the injured warriors decide to stay in Eckland to heal before being reassigned, the third tells them and Eckson that "You'll probably never see me again... Well, not alive anyway." before heading back towards Forttown. Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4) Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1) Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8) Gavin Carpenter, a local thief (CN male human rogue 1) Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3) Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4) Lord Gregory Eckson, lord of Eckland (LG male human fighter 11) Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9) Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7) Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5) Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6) Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4) Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5) Thanatos, apprentice of Tuaim Ban (LN male human wizard 1) Player Class Character Slots: 14 (14 occupied; 0 vacant). Roland Ashoff, guildmaster (male human expert 2) Brother James Atil, priest (male human adept 4) Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5) Samantha Bladecutter, blacksmith (female human adept 1) Marya Camotille, advisor and appointed elector (female gnome expert 4) Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2) Kayti Deanas, apprentice of Brother Atil (female human adept 2) Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4) Fantus, pestcatcher (male pseudodragon) Markul Gentlecoin, guildmaster (male gnome expert 5) Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4) Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2) Jack Heppart, slayer of bears and town guard (male human warrior 3) Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Handrell Justmore, master archer and town guard (male human warrior 3) Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3) Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1) Cotter Magin, merchant and guildmaster (male human expert 3) Nosepik, leader of the jailers (male kobold warrior 1) Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2) Dell Sherwyn, captain of the lookout guard (male human warrior 2) Charlemagne Silverleaf, a local con-man (male elf aristocrat 4) Curth Stonehammer, guildmaster (male human expert 4) Sam Thompson, a city planner (male half-elf expert 2) Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6) Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7) Boog Torkek, a deputy (male orc warrior 4) Gunk Torkek, a deputy (male orc warrior 4) Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3) Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3) Dolon Werrak, the royal smith (male dwarf expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1) The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) 8b9Guildmaster:[/b] Tuaim Ban. Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 367. Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently 110,244gp <Chronicles of Eckland> the Fall of Forttown should not cause a war, atleast not for quite some time. If I've forgotten anything please remind me. and feel free to -STOP- me if you feel I stepped over the line. |
| Argo06-28-07, 06:30 PM | But higher-level people aren't always necessarily in charge. In the Cult, Vespeth Switchhand is higher ranking than Thozar Tierden, but Tierden is level 6 while Vespeth is level 5. Ezra is more in charge of what the Guardians of the Grove do than Eckson. Eckson is in charge in the town, Ezra controls the forest. Also, you have a crazy amount of blank space between sblocks in your post. |
| Argo06-28-07, 06:31 PM | HK, haven't read your post yet, but please change it to include the alphabetized and compartmentalized version of the Eckland sblock |
| HK-47 II06-28-07, 06:32 PM | When I began writing it wasn't up yet, I have since changed it. |
| Sylvaroth06-28-07, 07:07 PM | Vespeth Switchhand is higher ranking than Thozar Tierden. Ezra is more in charge of what the Guardians of the Grove do than Eckson. Crazy amount of blank space between sblocks. Fixed. Eckland (village): Conventional; AL LG; Population 734; 200 gp limit; Assets 7,340 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4) Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1) Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8) Gavin Carpenter, a local thief (CN male human rogue 1) Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3) Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4) Lord Gregory Eckson, lord of Eckland (LG male human fighter 11) Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9) Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7) Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5) Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6) Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4) Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5) Thanatos, apprentice of Tuaim Ban (LN male human wizard 1) Player Class Character Slots: 14 (14 occupied; 0 vacant). Roland Ashoff, guildmaster (male human expert 2) Brother James Atil, priest (male human adept 4) Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5) Samantha Bladecutter, blacksmith (female human adept 1) Marya Camotille, advisor and appointed elector (female gnome expert 4) Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2) Kayti Deanas, apprentice of Brother Atil (female human adept 2) Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4) Fantus, pestcatcher (male pseudodragon) Markul Gentlecoin, guildmaster (male gnome expert 5) Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4) Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2) Jack Heppart, slayer of bears and town guard (male human warrior 3) Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Handrell Justmore, master archer and town guard (male human warrior 3) Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3) Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1) Cotter Magin, merchant and guildmaster (male human expert 3) Nosepik, leader of the jailers (male kobold warrior 1) Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2) Dell Sherwyn, captain of the lookout guard (male human warrior 2) Charlemagne Silverleaf, a local con-man (male elf aristocrat 4) Curth Stonehammer, guildmaster (male human expert 4) Sam Thompson, a city planner (male half-elf expert 2) Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6) Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7) Boog Torkek, a deputy (male orc warrior 4) Gunk Torkek, a deputy (male orc warrior 4) Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3) Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3) Dolon Werrak, the royal smith (male dwarf expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1) The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) 8b9Guildmaster:[/b] Tuaim Ban. Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 367. Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 110,244gp. <Chronicles of Eckland> |
| Argo06-28-07, 07:54 PM | Why the wonky font? Just use the default font. If it's to avoid the line breaks in the PC/NPC section, use the quick fix I used in my sblock. |
| Rockjaw06-28-07, 08:10 PM | Ok.......? Now we are going back and fourth on the stat block? I guess that I'm a little concerned about how and why, looking at how many views this thread has had I think just a regular old stat block within a sblock was okay...I mean did I miss something..? And I guess I'm also a little confused, I put the two arabian magi in the NPC block, they don't need to be PC's they are there to open a magic shop and sell things like eversweeping brooms and chilled beer mugs maybe adding an occasional cool unique item to the town character but that was it, let's just put them back and continue with what we have. Since I'm sure this will inflame some, I'll just go back to posting some things to be linked in to the town. |
| TimelordSimone06-28-07, 08:32 PM | Ok.......? Now we are going back and fourth on the stat block? I guess that I'm a little concerned about how and why, looking at how many views this thread has had I think just a regular old stat block within a sblock was okay...I mean did I miss something..? And I guess I'm also a little confused, I put the two arabian magi in the NPC block, they don't need to be PC's they are there to open a magic shop and sell things like eversweeping brooms and chilled beer mugs maybe adding an occasional cool unique item to the town character but that was it, let's just put them back and continue with what we have. Since I'm sure this will inflame some, I'll just go back to posting some things to be linked in to the town. Because they have PC classes. That is my understanding of the distinction between the two lists anyway... NPCs means People with NPC classes. PCs means People with PC classes. Because, regardless of their actual role within the society, there should still only be a certain amount of PC class characters in town. |
| deanruel06-28-07, 08:41 PM | And I guess I'm also a little confused, I put the two arabian magi in the NPC block, they don't need to be PC's they are there to open a magic shop and sell things like eversweeping brooms and chilled beer mugs maybe adding an occasional cool unique item to the town character but that was it, let's just put them back and continue with what we have. Well.....it's not really an option. There are five classes that are put into the NPC class lists. Adept, Aristocrat, Commoner, Expert, Warrior. If they are from any other class (the PC classes) they go into the PC section. If you'd really like to have them be NPC crafters I suppose they could be Adepts of like 50% higher level. Maybe 7th or so. That "crafty adepts" article would really be the thing to check out. |
| tharivol26606-28-07, 08:42 PM | why is Ilśvėn 'Orcbane' Silimaurė not in the authority figures section? |
| deanruel06-28-07, 08:55 PM | why is Ilśvėn 'Orcbane' Silimaurė not in the authority figures section? In my humble opinion the only person who should legitimately be in there is Gregory. Maybe maybe even Branzig but beyond that it's just an arbitrary measure of "power". Unless you have officially sanctioned "power" It's sort've hard to determine who goes in and who doesn't. |
| Rockjaw06-28-07, 08:59 PM | Well.....it's not really an option. There are five classes that are put into the NPC class lists. Adept, Aristocrat, Commoner, Expert, Warrior. If they are from any other class (the PC classes) they go into the PC section. If you'd really like to have them be NPC crafters I suppose they could be Adepts of like 50% higher level. Maybe 7th or so. That "crafty adepts" article would really be the thing to check out. Ok now I see, what I was thinking was that they could be the magi doing the "mundane around town stuff" never a teacher or lightning slinging war-wizard, just as a relief for Tuaim to not be hasseled by what we would call ordinary magic. Above is a post by Syl, for an animated millstone, thats an excellent idea, but I could see a utility mage doing that not a PC wizard thats what I saw |
| Rockjaw06-28-07, 09:40 PM | Here is something I was working on from my last post. I think that I'll abstain from doing chronicle entries for a while and instead post some things that we should link to the town for the referance of any DM who will pick it up and drop it in thier campaign setting. I guess that while I do like creating some stories to explain why we made a certian choice with the town I don't like the fact that we are running away with the story lines and arguing about them. I did not mean to confuse anybody by writing the Youngling Lords but I did need a reason to interject them, I was not writing a story-line in just a quick explanation as to why four lords would come to this town. The same with the magi, they were proposed and I saw an oppertunity to open a magic shop; one of the staples of the D&D world and not add additional characters. I guess that for everything I see being posted all I'm seeing is argumentive bull about how bad a lover Iluvens husband was or that a type of font was funny looking. I was hoping that this would and could grow to something like the massive single sourcebook settings that we have all seen and wanted to use but...... Like I said, think I'll just back out for a while......a long while. I know it may seem like "fluff" by as a DM I don't want to be asked what is for sale here (any town location) and not have a good answer. Available Products at “The Butter Churn Bizarre” Since this is a farming community (mostly) these are some things that I figured people would concoct in their own kitchens and sell for a few coppers at a typical farmers market. No price list is included and individual DM’s can create them as needed, but I know if I was a traveling adventurer and had a chance to grab either a little jelly or something sweet for the trail…..well who wouldn’t drop some coin for a treasure like that ! • Jams, Jellies and Preserves: sold in ½ pint glazed crocks varieties include apple, grape, elderberry, gooseberry, strawberry, raspberry, blueberry, and pear. This would be perfect for adding to trail-bread for a small treat. • Butter, Sweetbutter, and Flavored Butter: sold in small waxed paper tubes, another fancy for the trail though may spoil in warm conditions. Flavored types include mint, basil, sage, tarragon, onion, and garlic. • Honey, Lighthoney, and Mead Honey: sold in 1pt containers of either earthenware or rarely glass. Lighthoney is lighter in taste and pale golden in color, Mead Honey is rich and dark and can be used as a substitute for molasses. • Canned or Crocked Vegetables: sold in 1qt glass or glazed pottery. Either canning or crocking is used to preserve harvests and extend the life of veggies, several different types of veggies can be combined in one session to create a unique flavor, herbs and root tubers are also added to get the same effect. • Bottled Sauces or Pastes: Sold in small glass vials or in a paste blocked and wrapped in waxed paper. Several different types of vegetables can be boiled with herbs and spice and reduced to either a concentrated liquid with intense flavor or a thickened paste added to trail ration stew for a more home style flavor. Common varieties include hot pepper, sweet pepper, onion, parsnip, leek, iceroot, turnip, horseradish, and garlic. • Dehydrated Vegetables: sold either by weight or by bulk, a definite favorite among adventures soaking in water restores both size and flavor, and carrying is at a reduced weight. • Syrups: sold in small crocks usually ½ pint in size, varieties include maple, and berry flavored. • Pickled Vegetables: sold in ½ pint or 1 pint containers, pickling combines vegetables and spice in a brine and boiled and sealed for preservation distinctive types include bread & butter, sweet, spicy and tart. Usual veggies are cucumbers, carrots, peppers, iceroot, turnips, radish, and tomatoes. • Salted and Smoked Meats: either sold by weight or as a whole haunch, salted meats preserve by removing moisture and smoking does the same but adds a subtle flavor. • Unique Cheese: sold in small wheels mostly with herb or spice adding during curing. Typical varities include onion, garlic, wine, tarragon, leek, pepper, salt crusted, horseradish, and plain. • Candied Nuts or Roasted Nuts: candied nuts are rolled in sugar and cinnamon, roasted are heat roasted and mixed with either syrups or tossed with spice. • Dried Fruit and Berries: sold in small waxed paper packets, can be mixed with nuts. The farming community wives and children may also sell additional things like fresh vegetables and harvested items, fresh baked pies and breads, qt containers of ready made soup ingredients and whatever else may be over stocked in their farm pantries. This was started by one wife as a way for them to get together to trade recipes and coking tips. In my sincere opinion this could become a very attractive area for many adventuring parties to go, to get the chance to have something home cooked to take on the road would make several days march worthwhile at least. |
| 9506-29-07, 12:46 AM | the butter churn bizzare is great work rockjaw.... great work |
| Sylvaroth06-29-07, 01:31 AM | Same from me, Rocky, great work! IMO the listed products should include our unique products like the Eckland cheese, garlic cheese, ice root, etc. Btw. since no farm is actually stated to have a beehive, where does all the honey come from? Either add honey to the import list of the TSB or ... Seriously, having some beehives does not only result in honey, there's also wax, candles, mead, honey spread breads, etc. I did some calculations to determine the average level of certain groups, based on the date of their arrival as 1st-level characters in Eckland and the following assumptions: Farmers/Shepherds: One year is equal to a CR1 encounter, Since the encounter poses no immediate risk for the life, the XP earned is divided by one half, The average family consists of three people, thus the XP is further divided by three. Merchants: One year is equal to a CR1 encounter, Since the encounter poses no immediate risk for the life, the XP earned is divided by one half, The average merchant/single does not have to support a family, thus the XP is not further divided. Guards: Prior to the monster hunts, one year as a guard was a CR1 encounter, Beginning in year 8, a guard goes on a monster hunt once a week, but since he does so in a large group, he gains only a small amount of the appropriate XP, still one year equals two CR1 encounters for a monster hunting guard. Arrival Level Year Farmers/Shepherds Merchants/Singles Guards 1 1 2* 1 3 7 3 1 3 7 4 1 3 7 5 1 3 7 6 1 2 6 7 1 2 6 8** 1 2 6 9 1 2 5 10 1 2 4 11 1 1 3 12 1 1 2 13 1 1 1 14 1 1 1 * The guard is established, the first merchant (Cotter) arrives. ** The guard are sent out to hunt monsters. Of course that's more like the maximum levels. Now let's say Eckland has trained 20% of its inhabitants as a conscript guard, going on hunts more or less regularly and (as was established) in turns of 10 to 20 people, halving their level gain. With a working population of 734, that's around 138 conscript guards (81 of 3th level; 21 of 2nd level; 36 of 1st level.) Now let's use the 2%-rule for extraordinary characters (used to determine the PC-slots, remember?) and we get 2 'guard-slots' for characters above 3rd level up to 7th, which fits perfectly with Branzig (War5) and Grakos (War7). |
| Argo06-29-07, 12:00 PM | Seriously, having some beehives does not only result in honey, there's also wax, candles, mead, honey spread breads, etc. Don't forget beestings! |
| tharivol26606-29-07, 10:44 PM | Don't forget beestings! YAY BEESTINGS!!!! especially if there is clover in the natural grass and those little white flowers that are really annoying. i had one summer where i got stung at least 3 or 4 times a day (close to 300 times in that summer) just from playing. it was bad but now im immune. just feels like someone pricked me with a pin and swells up like a mosquito bite. anyways back to the stuff that really matters i do agree that we need someone to be farming the bees if we want to export honey. now if we were exporting hunny that would be a different story... |
| Heros_Backpack06-30-07, 03:43 AM | HK, did you have an idea of how Quarian died and who killed him or is it free for the imagining? (Idea going niggle, niggle) |
| Johnny_Angel06-30-07, 06:35 AM | Perhaps he died of bee stings. I think that would be a bit amusing. A big climactic moment is building; only to be cut short by bees. |
| Sylvaroth06-30-07, 07:30 AM | In fact, HK-47 II does have an idea. :P |
| tharivol26606-30-07, 01:50 PM | Perhaps he died of bee stings. I think that would be a bit amusing. A big climactic moment is building; only to be cut short by bees. i actually like this one. he was helping the bee keepers that dont exist tend to the bees and harvest honey and when the ground started shaking he fell on one of the boxes just to then discover that he was deadly allergic to bee stings. now of course the bee farm that doesnt exist has to be on the bank of the river and so the body just rolled in and washed downstream. |
| HK-47 II06-30-07, 04:34 PM | I do have several ideas, and Sylvoroth had one too (we were talking over PM) I have three ideas, 1) he had lost what nobility he had, but still had gaurds loyal to him, he retrieved them, and while returning to Eckland they lost their loyalty (because he's a jerk) and killed him, dumping his body in the river 2) the shaking from the emergence of the fountain of light caused him to have an accident by the river 3) Iluven really DID kill him (accidentally of course) I like 1 or 2... but not 3... What about mixing these options. While Ilśven sits in jail and is being questioned by the girls, more and more is revealed about Quarions death and his last hours before it occurred. Maybe Ilśven and Quarion met to sort things out, when some of his servants turn on him (agents of the Red Hand?). In addition the ground starts to shake and all ends in chaos, with Ilśven and Quarion fighting for their lives... If you had a different one or liked one of these feel free to use whatever idea you want, I'm unable to think of anything to write a chronicle about other then the investigation into Quarion's death and I don't think it should be just about that. |
| Heros_Backpack07-01-07, 03:12 PM | Chronicles of Eckland Year 14, Month 7, 8, and 9 The fall of Forttown brings an influx of refugees to Eckland including two young priests (Adept 1), a family of beekeepers, another of leathermakers (who join forces with the remaining trapper/furrier/leatherworker - now named Tornil Alioth) and a squad of half-healed soldiers. The beekeepers set up their hives without much trouble - except once, when a new swarm decides that a meditating Ezra would make a good resting place! With Iluven locked up and an influx of strangers in town, a rash of small crimes breaks out. After a month or so of petty pilfering and minor burglaries, Glimrick Gentlecoin steps up and offers - temporarily of course - to see what he can do claiming 'I have had some success dealing with thieves before now'. The crimes trail off almost as soon as he picks up his wages. The aristocratic looking Charlemagne Silverleaf goes to the Youngling Lords and offers them his services as factor and seneschal in getting their houses and businesses set up and built. They accept with gratitude and are astonished at how much he can actually do for them. As a new side to the investigation into the death of Quarion Silimaure, Redleaf is asked to cast Speak with Dead on the corpse (which is being kept under Gentle Repose for the duration of the investigation. He reports back that Quarion was attacked and knocked out by a gnome-sized humanoid muffled in a thick cloak and wrappings, and that was the last that Quarion heard or saw. Lightfoot glares at Redleaf at this point and mutters that he would have liked to hear the questioning for himself but reluctantly agrees that Iluven is too big to have been the attacker and if she wishes it, she should be allowed to leave the jail. Iluven stubbornly stays put, but does allow Lia to come and go as a visitor. Alarms sound frantically towards the end of September as lookouts spot a stone giant trying to tiptoe timidly through the edge of the forest. Ezra being the nearest person to the giant's height blocks his way and there are several minutes of pantomime as they try to find a common language. Thanatos dashes off at the start of the pantomime and returns towing Murk by the sleeve. Murk, knowing both Common and Giant, translates as best he can. 'Giant name Flintedge. Giants looking for dye and paint and stuff for pictures. You have? He pay?' Flintedge the giant holds out a few small gemstones as a sample of the payment they would give and via a few more stumbling translations, they begin to work out a tentative agreement. Eckland (village): Conventional; AL LG; Population 754; 200 gp limit; Assets 7,540 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson (LG male human fighter 11); Lady Marian Eckson (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4) Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1) Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8) Gavin Carpenter, a local thief (CN male human rogue 1) Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3) Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4) Lord Gregory Eckson, lord of Eckland (LG male human fighter 11) Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9) Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7) Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5) Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6) Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4) Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5) Thanatos, apprentice of Tuaim Ban (LN male human wizard 1) Player Class Character Slots: 14 (14 occupied; 0 vacant). Roland Ashoff, guildmaster (male human expert 2) Brother James Atil, priest (male human adept 4) Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5) Samantha Bladecutter, blacksmith (female human adept 1) Marya Camotille, advisor and appointed elector (female gnome expert 4) Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2) Kayti Deanas, apprentice of Brother Atil (female human adept 2) Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4) Fantus, pestcatcher (male pseudodragon) Markul Gentlecoin, guildmaster (male gnome expert 5) Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4) Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2) Jack Heppart, slayer of bears and town guard (male human warrior 3) Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Handrell Justmore, master archer and town guard (male human warrior 3) Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3) Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1) Cotter Magin, merchant and guildmaster (male human expert 3) Nosepik, leader of the jailers (male kobold warrior 1) Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4) Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2) Dell Sherwyn, captain of the lookout guard (male human warrior 2) Charlemagne Silverleaf, a local con-man (male elf aristocrat 4) Curth Stonehammer, guildmaster (male human expert 4) Sam Thompson, a city planner (male half-elf expert 2) Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6) Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7) Boog Torkek, a deputy (male orc warrior 4) Gunk Torkek, a deputy (male orc warrior 4) Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3) Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3) Dolon Werrak, the royal smith (male dwarf expert 9) Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1) The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) 8b9Guildmaster:[/b] Tuaim Ban. Guardians of the Grove Lord Eckson (Ftr11); Ezra (Drd6); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Thozar Tierden (War6); Vespeth Switchhand (Brd5); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 367. Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently 114,768gp <Chronicles of Eckland> Proposals: The Knights of Obad-hai killed Quarion as part of the dedication of their underground temple, with all due precautions taken to stop anyone finding out. In his work as the youngling lords factor, Charlemagne Silverleaf begins to siphon off some of their wealth. |
| Sylvaroth07-01-07, 05:35 PM | Formula: Working Town Population x 2 x Months Chronicled) + (Receipts – Expenses) Town Coffers from year 14, April to June: 110,244 gp Year 14, July to September Chronicled Months: 3 Town Population: 754 Receipts&Expenses: 0 gp (754 x 2 gp x 3) = 4,524 gp 110,244 gp + 4,524 gp = 114,768 gp Eckland (village): Conventional; AL LG; Population 754; 200 gp limit; Assets 7,540 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 3); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon entertainment showhouse / playhouse Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Dairy, Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 367. Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 114,768 gp. <Chronicles of Eckland> Added Tornil Alioth to the NPCs, updated the town coffers. |
| Janusunaj07-01-07, 08:32 PM | Proposal: Adept(6)Brew Witch Expert(5)Alchemist |
| Sylvaroth07-02-07, 01:23 AM | No need to introduce new characters for that purpose. Mrs. Ashoff is one of our adepts (of which we have a few, thanks to Kayti and Brother Atil), and we do have some alchemists, herbalists, and apothecaries already (we do also have a herb garden). Just take one of those and add some detail to them (I do recommend, however, to use this chart as a guideline). Please don't just randomly throw in some "high level" characters, rather try first to work with what we have and use that as a starting point: Our highest level Adept is Brother Atil (Adp4); Apart from Dolon Werrack (Exp9), the highest level Experts are 4th level. |
| Argo07-02-07, 07:28 PM | I knew somebody was going to kill Quarion! I want to propose that "Who killed Quarion?" is the sort of issue that doesn't need a vote. |
| Sylvaroth07-02-07, 07:36 PM | I propose he tripped over a floating cake and was then savaged by a yellow cougar with chocolate frosting. |
| Argo07-03-07, 05:35 PM | No new posts today, and only two yesterday? You guys are slacking off. |
| Janusunaj07-03-07, 06:26 PM | Proposal= 7 Level 4 Experts(story tellers) that tell stories, to add to the culture of the town. 2 level 3 Experts(barbers) 1 level 2 Aristocrat(or Expert), A lawyer. |
| Chapien07-03-07, 07:15 PM | (OOC: May i join?) |
| HK-47 II07-03-07, 08:12 PM | you don't need to ask, also the only ic talking is during chronicles. |
| Rockjaw07-03-07, 10:22 PM | I'm back, sorry had to step out for a time but needed to clear my head. Chronicles of Eckland Year 14 Months 10, 11, and 12 Fall season come to Eckland and the signs are pointing to a particularly hard, cold winter to come. Townsfolk are stocking wood and coal for fires and the hearths are cleaned in anticipation of long use this season. Lord Eckson has finally been to see the remains of Forttown, traveling with Tuaim and several guardsmen he has come to the site of the neighboring town, now nothing more than a ruined mess. Most building have been reduced to charred ash and melted iron. Those that still stand show damage from the fighting. Looking mournfully at the damaged remains of a doomed town Lord Eckson inwardly sighs and reminds himself that his town will survive and flourish, because he wont let it fail; for his two sons he wont ever let this happen to Eckland. Lord Eckson reaches into a saddlebag and retrieves a scroll, breaking the seal he unrolls then reads it aloud. By the order of the King, if Forttown shows no sign of life, prosperity or civility, and giving as enough time has passed for those who would return to return, the lands claimed by Forttown will now be folded into Eckland and the gross property now falling under the benevolent watch and lordship of Sir Gregory Eckson, Knight of the Realm. Eckson hands the scroll to Tuaim, please authenticate this Tuaim says Eckson. It is as you read, signed by the King himself states Tuaim. Lord Eckson looks from man to man before speaking build some shelters its going to be a long few days says Eckson, smiling to his men. Now lets see what kind of a mess we need to clean up. With Forttown gone several new business open in Eckland, and a rush of settlers come despite the coming winter and the threat of heavy snow. New Businesses, Establishments and Oddities: A strange new cook house opens serving a rich hot beverage called coffee, the purveyor is a female Elf named Ashla Jessmeleen. Her small stall-like shop is an immediate success catering to early rising workers and town residents all day long. Soon she begins to sell small pastry bites she gets from the Ample Basket bakery. She names her eatery Morning Day and it quickly gains a loyal following. From Southcity comes a new business of porting and delivery, called Lightning Portage this small service begins running hand carts around town delivering goods from one establishment to another. Boric Tipsted was a journeymen porter in Southcity and upon becoming a Master-Porter decided to move to Eckland to start his new business, he has had decent success and townsfolk are seeing the usefulness of a delivery service. A new weaponsmith going to Forttown to replace the aged one there has re-routed and stayed in Eckland. Stefan Litehammer is a master weaponsmith and an absolutely huge individual, towering over most residents and coming close to Murk the bouncer in size he is indeed genteel and well mannered and quickly finds friends in the smithies in town. New Guilds, Organizations and Occult Sects: With the growing amount of farmland and tillable soil the laborers and harvesters come together and create The Silver Sickle Harvesters guild, built to assist the farming guild and the community. Its first elected leader is Levin Greenwood an Eckland resident from the first year and a hard working laborer, An adventuring guild opens and many of the adventures in town stop by and several do join. The Explorers Way opens to a flurry of interest. Adventuring Guild The Explorers Way One of the first things the new young lords invested in was the creation and founding of an Adventuring guild, based on their conversations with Lord Eckson and his desire to create a starting off point for adventuring bands coupled with the resources available here in the town all considered it a shrewd investment. Remaining in the back and not openly promoting their involvement in the new place, the younglings sought out a former solider and mercenary leader to run the hall. Benefited with the money influx from the four Zillian Gallows, moved into town and became proprietor of "The Explorers Way". Zillian Gallows: Human Male, 52yrs old, Expert-6 (Quartermaster, Military Lore) The Guild Hall is a large two story structure constructed of timber and stone. Large double doors open into a spacious common hall fifty-foot square, two smaller areas under the 2nd floor balconies are about thirty-foot wide and ten deep. The center of the common room is dominated by a large, elevated posting board. The posting board is 6ft round and has a thin wooden rail surrounding it, members can look the board over and see what new contracts are open by ascending several steps and slowly walking around the circular platform surrounding it. Tables and chairs are scattered around the room, the back of the room has a small bar and the doorway to the kitchen beyond. One thing Zillian demands is that the kitchen always be open and serve the best food possible. The floors are solid stone and fitted perfectly, the windows are large and made from hand blown Eckland glass; copies of shield designs and heraldry from ancient and renowned forces decorate these glass panes. Upstairs is a second floor with enclosed conference rooms that can be reserved for meetings or negotiations of contracts, the only rule for the rooms is that nothing immoral, unethical or evil is to be discussed. A large stable out behind has the ability to hold 24 horses at one time and a Farrier and animal handler is always on call to assist. Guild Membership: Cost 100gp to join, 5% any treasure recovered from an adventure undertaken from the posting board. Guild Benefits: Storage of adventuring gear / treasure. Quartermaster Service, outfitting Appraisals, Sales, and Identification of items recovered as part of a posted contract Trophy Mounting / Taxidermies Legitimizing contracts and verifying posts Party Recovery* * As a member you may ask that if you do not return at a set time that search and recovery party be detailed to find you or whats left of you. You will forfeit all treasure as payment and be responsible for all expenses incurred in your recovery up to ad including possible resurrection. Zillian brought two people with him to manage the hall; John Strydar is the stable-master and farrier, and Wing his personal security captain. Wing is a ½ elf female usually clad in a brown leather vest and breeches, her silver hair in a long tail behind her. Her face rarely breaks in a smile and the large eye patch covering her left eye and the associated scar give more credence to her no nonsense demeanor. The only visible weapons she has is a pair of long daggers one on each hip. Secrets of The Explorers Way The main structure has two basements each around 50ft square and containing storage rooms, either 5 x 10, or 10 x 10 in size, these can be rented for weekly, monthly, or yearly rates. If the owner doesnt return the contents resolve to Zillian by default. The attic above the conference rooms has small listening holes and Wing can move quietly enough up there that she can hear any negotiations and report back to Zillian. Noteworthy Events: A large contingent of Dwarves comes through town heading for the mines, 40 strong and laden with wagons containing mining gear and smelting equipment. The dwarves consist of miners, engineers, tunnel-teams, smelters and rock-hounds. Their leader Buth Ramhelm makes a cursory stop at the Keep to pass regards to Lord Eckson before heading straight to the mines. Cotter Magin unveils his latest endeavor. A new type of cargo cart called the drafter pulled by 4 horses this massive six-wheeled cart is solidly build and capable of carrying more tonnage than any other portage cart today. Hiring more teamsters and caravan guards he begins to send these carts across the Realm. Tuaim finishes his conversations with Alaric and Myrokhan, and they are agreed to stay in town. They want to build a small magic shop and sell wares and minor items. Still afraid of being tracked down, Tuaim decides to allow them to set up in town but only under his strict observation to which they readily agree. On a windswept day just before the coming snow, a small river craft arrives carrying a lone passenger. Tying off at the dock a lone dwarf disembarks and heads into town tossing a coin to a dock-worker and asking him to bring his chest to the inn. Filling and lighting his age worn pipe he begins to stroll around town looking around constantly almost as if familiarizing himself to the area. Dressed in a long black leather coat, with close cropped iron grey hair and a neatly trimmed beard the stranger carries nothing but a small walking stick made of a dark wood and capped and tipped by a dark metal. Stopping and reaching into his coat his removes a set of spectacles and after fixing them in place continues on. Eckland (village): Conventional; AL LG; Population 828; 200 gp limit; Assets 7,540 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord, town Elector (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric AlShair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Player Class Character Slots: 14 (14 occupied; 0 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 3); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Harvesters Guild Guildmaster: Levin Greenwood (Exp2) Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon (entertainment showhouse / playhouse) Morning Dawn (Coffee & Pastry Shop) Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Cookhouse, Coffee & Pastry Shop, Dairy, Delivery Service Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 394 . Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 114,768 gp. <Chronicles of Eckland> The sblock still confuses me in this format, somebody else will have to finish updating it |
| deanruel07-04-07, 02:24 AM | First of all Chapien you may of course join, all are gladly invited to input their opinions and ideas into this thread. Secondly I think that your latest chronicle, Rockjaw, was really quite superb in it's ideas. The adventuring guild and cafe in particular really do add quite a lot to Eckland. Bravo. And I do apologize to everyone for my relative lack of input this last week it has been incredibly busy. Tomorrow is the last day of craziness and then my schedule will be back to normal and I can start posting on a daily basis again. |
| Chapien07-04-07, 12:58 PM | So I can just start? Well, I have a proposal. Since it is wintr, can there be some sort of famine? That is my request. |
| Rockjaw07-04-07, 06:53 PM | So I can just start? Well, I have a proposal. Since it is wintr, can there be some sort of famine? That is my request. You should probably read the full un-audited chronicles first, this is a farming community with a patron druid the one thing we likely won't ever have is a shortage of food, in fact we have had several very original postings about food and thier driving of the community. However a food shortage dealing with some other location that may interact with our community is an idea we haven't considered |
| Janusunaj07-04-07, 07:07 PM | 7 Level 4 Experts(story tellers) that tell stories, to add to the culture of the town. 2 level 3 Experts(barbers) 1 level 2 Aristocrat(or Expert), A lawyer. Meanwhile, Eckland would receive travelers that came from somewhere nearby enough that getting here during the Winter wouldn't be too difficult. Carl Mathonway, a brilliantly skilled, but inexperienced Lawyer(level 2 Aristocrat, or Expert), was the leader of this little emigration. Carl was on orders from the King to settle here in Eckland, as it of concern to His Majesty that his nation be as dignified as possible. Carl brought two of his best friends, Lary, and Moe. "What ever happened to Currly?....To shreds you say?" (Larry, and Moe(level 3 experts(barbers). At the same time, Carl brought a half dozen warriors to protect him, as well as 7 quite skillful story tellers. They kept him company through the weeks it took to get here. The spoiled Carl Mathonway had much to amuse him at the castle. Nonetheless, the six warriors were attacked in the snow by orcs. The last warrior protecting them died killing the last orcish highwaymen. Eckland could have used another six warriors, low level they may be. However, Eckland received ten new useful and colorful residents to add a bit of flair to a small town. Eckland Residents 838. |
| HK-47 II07-04-07, 07:15 PM | sorry, but I'm confused... Is that a chronicle or a proposal? |
| Janusunaj07-04-07, 07:34 PM | I really don't know how to make those "Show" things, so its supposed to be a Chronicle. |
| HK-47 II07-04-07, 07:38 PM | just quote the last post that has one in it and delete the rest of the quoted post, also chronicles include the time period they cover, in your case the top should read "Eckland Year 15 - Months 1, 2 & 3" |
| Rockjaw07-04-07, 07:47 PM | Carl Mathonway, a brilliantly skilled, but inexperienced Lawyer(level 2 Aristocrat, or Expert), was the leader of this little emigration. Carl was on orders from the King to settle here in Eckland, as it of concern to His Majesty that his nation be as dignified as possible. Carl brought two of his best friends, Lary, and Moe. "What ever happened to Currly?....To shreds you say?" (Larry, and Moe(level 3 experts(barbers). Eckland Residents 838. Okay...this is a good start, I like the thought of a barrister or lawyer comming in and a young un-tested one sounds like a story line waiting to happen. The traveling story tellers could probably find employment with the Dancing Griffen playhouse but I think the barbers will need some more backstory or at least the ambition to start a shop of thier own or work for the Golden Waters Spa HK hit it right just copy the "newest" post containing the town stat block and delete/change whatever you need to to make the post wholly yours or PM one of us to get it correct. Overall not a bad post, continue to digest the "feel" of the town but you are right on track. |
| Janusunaj07-04-07, 08:14 PM | Eckland Year 15 - Months 1, 2 & 3" Larry and Moe decided that they should start a business at the spa. After the death of Currly, it would be what he wanted after that terrible dwarven mishap at the last barber shop.... [/sblock] Population + 10. +2 barbers, +7 storytellers, +1 lawyer Eckland (village): Conventional; AL LG; Population 838; 200 gp limit; Assets 7,540 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord, town Elector (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Sr Mathonway(Aristocrat 2) First Lawyer of Eckland. Player Class Character Slots: 14 (14 occupied; 0 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 3); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Gear: Morningstar, light crossbow, dagger, studded leather armor (70 gp). Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War3); Handrell Justmore, lieutenant (War3); Conscript Guards: 77 - War1. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp3). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Harvesters Guild Guildmaster: Levin Greenwood (Exp2) Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon (entertainment showhouse / playhouse) Morning Dawn (Coffee & Pastry Shop) Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Butcher, Candle Maker, Canvas Shop, Carpenters, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Cookhouse, Coffee & Pastry Shop, Dairy, Delivery Service Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 394 . Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and sprits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 114,768 gp. <Chronicles of Eckland> |
| Sylvaroth07-04-07, 11:56 PM | TSB Update Service (TSB'US?) I think it is ok, if you PMed Argo or me to update the Town Stat Block (TSB). Just send us your Chronicles-entry, resp. the condensed data, so we can do the changes for you. Those changes/pieces of information should include, but are not limited to Town Population, new PCs or NPCs, new Guilds or Organizations, new Buildings, new Imports or Exports, etc. Note, however, that not all of the characters your Chronicles-entry features will, resp. should be included in the PC- or NPC-section of the TSB. Be sure to state the name, (alignment, ) gender, race, class, and level of a character you newly introduced, so these pieces of information can be integrated in the updated TSB. Also, if you wanted to do those changes all by yourself, try and stay as close to the latest TSB-formatting as possible and be sure to check the 'Chronicles of Eckland' for formulas and other tips you might find useful to do just that. ECK-F.A.Q. In order to lighten a newcomers task of joining us, I'd like to hereby invite any and all of the active members of the community to work on and compile a 'Frequently Asked Questions'-section to be added to either the OP or the CoE. For example: Q - I'd like to post a Chronicles-entry, but I really don't know how to make those "Show" things. A- This 'show'-thingy is a spoiler block, which can be added to a post (and even your signature) by putting text between the vB code orders [ sblock] (http://boards1.wizards.com/misc.php?do=bbcode) and [ /sblock] (http://boards1.wizards.com/misc.php?do=bbcode). Now, in case you want to write a Chronicles-entry, this special spoiler block is called the Town Stat Block (or TSB for short). In order to get the latest version of the TSB, simply quote the latest Chronicles-entry, delete everything prior to the spoiler block (well, except for the date line) and that's it. All you have to do now is write your entry, make some changes to update the TSB and hit the 'send'-button. Congratulations! You have just posted your first Chronicles-entry. [More to come. Check back later!] |
| Alexeduardo07-05-07, 02:27 PM | As he walked by the old forest, grasping his whip-dagger after every sound he heard. If all his years traveling from town to town, city to city, farm to farm had thaught anything, then grasping your whip-dagger after every sound you heard while wandering down an unknown forest was the most valuable of them. He decided to hum a lullaby to calm himself down. This was no normal lullaby, this was meet me at port Grinshaw which was part of the song of king Renedar, just one of the many wonderful stories and songs he knew by memory. as he walked he felt his lute softly hitting him in the back with every step. His precious lute. The one he had used to sing such wonderful songs and stories to all forms of people. The greatest achevment of his lute however, had been to inspire the soldiers in th battle of Goroson. A battle in which allied forces of both men and dwarf fought against an overwhelming force of trolls, orcs and ogres led by mountain giants (with some pesky goblins getting occasionally getting in the way). The battle was so epic and the victory so glorious that he had been awarded with a copper medallion he could trade for save haven in any of the dwarven kingdoms. To truly explain what Goroson was I'll just say he was surprised the day he stayed at an inn and spotted a young bard sing about him and his song of valor. It made a tear come out of his eye. Eckland, just five days walking! "Eckland", he thought," this should be interesting" |
| HK-47 II07-05-07, 02:45 PM | excuse me, Alexeduardo? Is that supposed to be a journal? I don't want to drive you off or anything, but this isn't a roleplaying thread (atleast not in the sense that everyone has a character and speaks in character, etc.)... there are 2 main kinds of entries, Chronicles, which cover a period of time in Ecklands history, and Journals, which cover a period of time in an individual characters history. |
| Alexeduardo07-05-07, 02:52 PM | well then journal it is! i'll try to be congruent with the chronicles and such. by the way, were can I find some sort of map of the city? |
| HK-47 II07-05-07, 03:07 PM | It might also help if you read the first post, so you know more about the thread... that goes to the rest of you newcomers too, we're all super-glad that you've decided to join us, but you won't have any effect on the story-telling of the town if you don't know how to contribute in the slightest... and if you have any questions be sure to ask us regulars... (there have been several city maps (I did the first), but since the town is meant to fit into almost ANY setting, none are official) |
| Alexeduardo07-05-07, 08:01 PM | October Eight, Tenth year since the beggning of the diary. I was walking trough some old forest on my way to somewere called eckland. it was an old forest and the colors of auttum had already started to appear. if I hurry I could arrive by the time they celebrated harvest. I hope they're not some kinda farmless port. Just like in a saint Gerland story, a band of about ten thieves emerged from the shadows. six men, two halfings, and one kobold who all obeyed a gnome who showed up after all of them and wasnt as stealthy. The men al branded shortswords, the halfings pointed at me with a small and highly unpractical handcrossbow as they liked to call it, the kobold used a spear with a spike made out of a material you should only brand if your enemy is a psychic. I looked at the Gnome and focused on the wands hanging from his belt. "just twenty" I thought "does he think I'm some sort of defenseless kity?" -well- said the treacherously bearded gnome (note to self, treacherously bearded sounds real uppity!)- I see your lute, so you must know the drill. Hand us the money, dont try to be a hero. you are nothing but a simple bard, not a band of warriors on their way out of a dungeon.- -actually- I answered- upon seeing my loot I'll think the opposite.- Two of the humans laughed after some seconds. How dare you insult my master!, Said the kobold while nearing his spear to my throat , He comes to fulfill the will of the lord of the underground city! underg...? FIVE SINNER'S SOULS AND YOU SHALL BE FREE!!! "sinner?", I asked, "sinner?", I looked at the humans, "sinner?", I looked at the kobold, "you must be mistaken, for I am nothing but a humble servant of ObadHai. I am here to make sure no folly is commited in his domains. And for what I see here you arent exactly is most fearfull followers" I waited for the humans to look around them. "yes, obadHai sends his mos loyal followers to the forest to punish the ones that break the eternal law within his domains. yes, his people take many forms, some not as pleasant as a nightdemon" just four humans now and the kobold had taken five steps back. This is a lie human, said the gnome, and for this you will experience the power of the wand of lighting bolt!. "lighting bolt?", I thought, "for crying out loud, did I just pur or something?" Icth, Matre- houled the gnome - tight this funny man to that oak over there-, the halfings obeyed. As I was tied and the gnome pointed at me with his wand I proclaimed my last wish: "please, this wand on the right of my hip with the bird engraved in it belonged to my grandfather, may I please die holding it?" "Do you think Im some sort of retard?", houled the gnome, "Hernel!, fetch his wand and and put it facing down in your pant pocket", the kobold obeyed. "Now that you are gonna be fried",said the criminal gnome "do you have anything to aknowledge to your beloved ObadHai?" "yes" "fireball" the kobold must have died instantly and so did the gnome. The outcome of many triggered wands liberated me from the oak, allowning me to duck, fetch my whip-dagger and cast smoke cloud. whiping, some nice jumps and a help from old timer mr. luck helped me finish with both the confused humans and the sneaky halfings. I leaved great evidence of my precense, but it aint the first time I broke grandpa's stuff. |
| Rockjaw07-05-07, 08:08 PM | Call me crazy but were getting a little Bard heavy now aren't we ...? We have 3 from old chronicle posts, two of which opened a playhouse, they hired several actors and actresses, then 7 additional storytellers (?) and now a whip-dagger lute carring bard. That puts us someplace like 20-25 professional entertainers in town Can we support that with our economics, in a rual community..? I mean we are doing ok for coinage but.... Or are we opening a Bardic College...?:confused: :confused: PS ALEX your going to need to stat that bard and hold up a moment. A bard whips off on ten bandits..! you sound a little overpowered for this town our most powerful character is at 11th lvl and would be able to do that with his blade but come on a wand of fireballs and he dosent even get singed..? |
| Alexeduardo07-05-07, 08:36 PM | Rockjaw,you must remeber they were confused and scared of the nightdemons (lets just imagine the real bard was scarier) September forgot date, tenth year after creating the diary As I entered this city of eckland I couldnt help but wonder why they were so apatic about me, in other towns I had been recieved as one of the adventurers in my songs. But here, I was like another commoner. Soon after askin some questions and doin some favors I realized the city was sprawling with bards and that they were all gonna sing in the harvest festivities. Well talk about a party pooper with diarrea. But fear not, whoever's reading this after I die, for I have a plan to outstorytell those Bardstards. For I ,Laringearth Glorysong, know stories from the unknown lands of the gentle dragons, stories that thes bardstards ignore, stories that will woo the fair maidens around and make the ruler happy. They did. Can you, looting verming, really believe these simpletons have never heard the word Samurai before? or the term Spirit? man. I was like a wizard explaining bigby's grasping hand to them. Just the way I like. Late that night some young wannabe bard came up to drunken me and somehow talked me into handing him the only written copy I had of Saint Grolen, The black dragon and a naughty drow, a dirty adult comedy I had snatched from a colored king's corpse. I tried to remember the boy but all I recall is him turning green and jumping into the water. Which makes no sense, right? any way, right now I must hurry finding that song before an impresionable mind finds it and I end up hanged for it. |
| Rockjaw07-05-07, 09:04 PM | Ok STOP, We've never called a halt to something before but if you want to post on this platform you need to do some research frist. 1.) Read the entire chronicle first, this community project is about creating a town not advancing a individual character to see them "on the screen". We are creating a Drop-In city that any DM could use, with little modifications, in any setting. We are not playing on line, or living out our characters fantasys on this board. Several other boards will allow and support that . 2.) We have two types of posts, chronicle entries and discussion/proposal entries. We use this to build a community feeling for this town and not have it be generic. Some of the best things listed here are proposed by one and fleshed by another. 3.) Journal Entries, these are used to create specific moments in time, we last used it to announce our homegrown beer back in year 2 or 3, if what you are creating is a journal entry it needs to be titled as such and probably placed in sblock format to allow those DM's that could care less about a drunken self absorbed bard claiming massive followings and wonderous tales of exotic kingdoms, that frankly do not exist . We are focused more on construction types and materials we look to build community involvement and create something, well unique. The OP has rules laid down to limit the types of PC classes and NPC types. we may not always agree with them but we follow those rules. A handful of us, myself included, have poured our creative energies inot this arena. I have introduced and named dozens of the people in this town and none of them have had a intro story anywhere near that. My advice my friend is start at the top of page #1 and read it all, several times, and see how this community grew and evolved. We may sometimes inter-argue amongst ourselves but we all do it to advance the town not in the name of a single character |
| Throrin07-05-07, 09:12 PM | Just had a thought there for a second :embarrass Would it be OK if there were some wandering characters (possibly high leveled) who pass through the town on a regular circuit? Like such a bard as Alexeduardo seems to be describing? It might add some extra flavor, and some interesting hooks, if we had some of these. They would not be part of the town population as they are transient in nature, and not based in or about town. As for the Bardic College, I would prefer an impromptu Bardic "meet", (Moot/gettogether/jamboree/hootenanny (a whole lot a hootin', not too much of Nanny/ or whatever you want to call it) every couple of years. Not a regular thing, just something that happens sort of spontaneously every few years or so. Edit: As for a city map, I believe that Iolana is working on an uptodate one |
| Janusunaj07-05-07, 09:16 PM | King's a rich man, maybe he finances the village so it attracts new comers and gets big enough to make profit for the kingdom? |
| Alexeduardo07-05-07, 09:25 PM | As a matter of fact I was imagining good ol glorysong as an adventure hook and that the PCs must get his dirty adult comedy from the hands of some water elves. and Im sorry if I disrupted the thread, as a matter of fact, may I humbly suggest to you, the master of the thread, that a small knight order decides to settle in nearby hills and occasionally visit the city for food, bedclothes and just to share some words of wisdom with the comoners and yes, I need to improve mine gramarr |
| Rockjaw07-05-07, 09:26 PM | Hey Throrin, Hey Jan I like both ideas, I'v never seen a bardic "moot" (I like Hoot'enanny myself) ever described or played that may have some definite possibilities, Just had a thought (marble rolling in pan) what would be a bardic "battle of the band" be called....? And powerful wandering adventures could be a good idea, kinda like "visiting" so to speak I don't think the king is financing Eckland, but I'm sure that he is very pleased by the outcome of sending a lone adventurer to clean out a orc infested keep ALEXANDRO: I'm by far not the master of the thread, thats deanrule, and you can PM him anytime. If you were proposing a wandering bard thats fine but we don't backstory the NPC's just small tidbits to assist a DM in dropping this in thier setting. As far as a knightly order you have to remember the 5-W's Who, What, Why, When, and Whoops. Everything we add to the town needs to have some of these, even the Kobold guards came in completly by accident (a whoops) but they are now a intergrated part of the community. You tell us what you are thinking in a proposal and we'll toss it around, mabey change it, and then agree on the right time to drop it in, thats all we are looking for All I was trying to do was remind new posters that we do have an endgame in play, like becoming a major city and we will arrive at that, and that reading the entire chronicles will help alot.! I hope I didn't come off as an a**, sorry |
| Sylvaroth07-06-07, 02:49 AM | Recurring Visitors: I like it! Though we had several of these (Gibli Zooklishin, the adventurer party, aso.), but the introduction of interesting non-resident characters could develop some great options (contacts, news from far off places, etc.). The bards: Remember the Forgathering? Let's do something similar for bards. Let's change Laringearth Glorysong to be the current Meistersinger (http://en.wikipedia.org/wiki/Meistersinger) (master singer) of the bards, who comes to Eckland to pronounce the next Meistersinger contest. Over the next months more and more bards arrive in Eckland and the final contest is held sometime in spring to early summer. After the winner of the contest is promoted to the title of Meistersinger, all bards leave, but promise return to celebrate the next contest in Eckland some years in the future. |
| Sylvaroth07-06-07, 04:27 AM | As he walked by the old forest, grasping his whip-dagger after every sound he heard. If all his years traveling from town to town, city to city, farm to farm had thaught anything, then grasping your whip-dagger after every sound you heard while wandering down an unknown forest was the most valuable of them. There are no whip-daggers (look here (http://www.d20srd.org/srd/equipment/weapons.htm)). If it is a unique item, stat it out! He decided to hum a lullaby to calm himself down. This was no normal lullaby, this was meet me at port Grinshaw which was part of the song of king Renedar, just one of the many wonderful stories and songs he knew by memory. What's Port Grinshaw, and who's King Renedar? The only town with a port we know of is Seatown, and the only king we have heard of is King Thaddolfart, the ruler of the kingdom Eckland is situated in. as he walked he felt his lute softly hitting him in the back with every step. His precious lute. The one he had used to sing such wonderful songs and stories to all forms of people. The greatest achevment of his lute however, had been to inspire the soldiers in th battle of Goroson. Never heard of Goroson or a battle that took place there. Seeing that a single bard was sufficient to inspire the soldiers that fought there, this was probably more a skirmish than a true battle (ca. 100 people standing in a 30 ft. radius around the bard). A battle in which allied forces of both men and dwarf fought against an overwhelming force of trolls, orcs and ogres led by mountain giants (with some pesky goblins getting occasionally getting in the way). The only dwarven nation of note we have heared of is in the High Mountains. What are mountain giants? The battle was so epic and the victory so glorious that he had been awarded with a copper medallion he could trade for save haven in any of the dwarven kingdoms. To truly explain what Goroson was I'll just say he was surprised the day he stayed at an inn and spotted a young bard sing about him and his song of valor. It made a tear come out of his eye. As I said before, this battle seems to be more of a skirmish. A copper medallion as award for singing in such a thing? Wow! Thats ca. 1/100 of a gold piece, isn't it? October Eight, Tenth year since the beggning of the diary. Is that some kind of journal title? Look at the examples in the Chronicles of Eckland to see how we do it here. I was walking trough some old forest on my way to somewere called eckland. it was an old forest and the colors of auttum had already started to appear. if I hurry I could arrive by the time they celebrated harvest. I hope they're not some kinda farmless port. Well the harvest celebration is called Frostfair, you should know that from reading all previous Chronicles entries, shouldn't you? And why does this bard know where he is going, but has no further info on that place (gather information and bardic knowledge, anyone)? Just like in a saint Gerland story, a band of about ten thieves emerged from the shadows. six men, two halfings, and one kobold who all obeyed a gnome who showed up after all of them and wasnt as stealthy. Well thats exactly 10 isn't it? And who is St. Gerland? Never heard of him/her. The men al branded shortswords, the halfings pointed at me with a small and highly unpractical handcrossbow as they liked to call it, Well ,if it wasn't a crossbow, what else is it? the kobold used a spear with a spike made out of a material you should only brand if your enemy is a psychic. *shudders* do you mean a Psion? I looked at the Gnome and focused on the wands hanging from his belt. "just twenty" I thought "does he think I'm some sort of defenseless kity?" He obviously is. Just imagine a gnome wizard (or whatever) with twenty wands of fireball or lighning bolt (20 wands x 50 charges x 10d6 damage = an average of 35,000 points of damage). -well- said the treacherously bearded gnome (note to self, treacherously bearded sounds real uppity!)- I see your lute, so you must know the drill. Hand us the money, dont try to be a hero. you are nothing but a simple bard, not a band of warriors on their way out of a dungeon.- Finally! A person who knows what he's talking about. -actually- I answered- upon seeing my loot I'll think the opposite.- Two of the humans laughed after some seconds. I'd join in the laugh, if I were there. What loot is he talking about? How dare you insult my master!, Said the kobold while nearing his spear to my throat , He comes to fulfill the will of the lord of the underground city! underg...? FIVE SINNER'S SOULS AND YOU SHALL BE FREE!!! "sinner?", I asked, "sinner?", I looked at the humans, "sinner?", I looked at the kobold, "you must be mistaken, for I am nothing but a humble servant of ObadHai. I am here to make sure no folly is commited in his domains. And for what I see here you arent exactly is most fearfull followers" I waited for the humans to look around them. "yes, obadHai sends his mos loyal followers to the forest to punish the ones that break the eternal law within his domains. yes, his people take many forms, some not as pleasant as a nightdemon" just four humans now and the kobold had taken five steps back. Now does that make no sense to anyone else? This is a lie human, said the gnome, and for this you will experience the power of the wand of lighting bolt!. "lighting bolt?", I thought, "for crying out loud, did I just pur or something?" Now did he confess to be a kitten or what? Icth, Matre- houled the gnome - tight this funny man to that oak over there-, the halfings obeyed. As I was tied and the gnome pointed at me with his wand I proclaimed my last wish: "please, this wand on the right of my hip with the bird engraved in it belonged to my grandfather, may I please die holding it?" "Do you think Im some sort of retard?", houled the gnome, "Hernel!, fetch his wand and and put it facing down in your pant pocket", the kobold obeyed. "Now that you are gonna be fried",said the criminal gnome "do you have anything to aknowledge to your beloved ObadHai?" "yes" "fireball" the kobold must have died instantly and so did the gnome. The outcome of many triggered wands liberated me from the oak, allowning me to duck, fetch my whip-dagger and cast smoke cloud. whiping, some nice jumps and a help from old timer mr. luck helped me finish with both the confused humans and the sneaky halfings. I leaved great evidence of my precense, but it aint the first time I broke grandpa's stuff. Now give me a break, did that guy just remote activate those twenty wands? How does that even work? And if I didn't have plans for him, I'd say he is pretty much dead now (no bard has anything near 35,000 hp, so he's toast.) |
| Johnny_Angel07-06-07, 07:17 AM | I have no idea what's going on. |
| Rockjaw07-06-07, 10:51 AM | I like the Idea of the bardic gathering, we'll need to come up with a name for it and possibly come up with a list of possible competitions for the contestants. Also, hopefully, somebody had a music background and can give us a list of possible instruments for them to play (I dont even know the difference between a lute and a lyre) I can indeed see the town hosting this and the impact that it would bring to us with increased bussiness and and a festival atmosphere. I can envision dwarven percussionists, elven harpists, gnomes playing steam organs, ect, ect. We could hold it in the park using the setting as a backdrop, then after they leave it would be another group of people remembering Eckland and comming back again and again This sounds like a good idea I vote YES Proposals: 1.) lets look more at the town goverment, I think we are getting a little heavy on population for Lord Eckson to be doing it all, he's going to need help. I think he should name "oficially" a town council or a group of electors 2.) We should probably look a little deeper into the commerce part and really give some depth, minor of course, to some of the businesses. How are they interacting with each other and how are the making profitable income, I was just thinking that Cotter can't be the only driving force behind the Eckland economy |
| Alexeduardo07-06-07, 11:32 AM | I thought It'll be kinda funny since Lute and Loot sound the same We must not forget we're talking about a 20 level character here. Maybe some bards will recognize him and try to kill him. A whip-dagger is a whip with a dagger attached at the end. and no I have no stats for that. This was no normal wand. this was no normal bard |
| HK-47 II07-06-07, 11:39 AM | A 20th level character? no, just no. |
| Heros_Backpack07-06-07, 12:15 PM | Whip-Dagger Stats (Exotic 1H weapon covered by EWP Whip) 25gp, Med dam 1d6, Crit 19-20 (x2), Weight 3lb, Slashing. PLEASE read these guidelines for introducing characters from the opening post. ON SPECIFIC CHARACTERS Ok. Here's the thing. D&D is about PC's. It just is. However this thread here is not. If you plan on adding a character you made to the town then problems arise. You see if you spend a few hours making a character you have already invested effort into him. You feel some sense of ownership to him and that means you want to -control- him. The problem is that if you control an NPC he is no longer an NPC, he's a a PC. This thread is about letting as many people as possible input their ideas and use them to shape the City at large, and if you have a character that you don't want others to control then the thread stops being about Building a City and becomes about your character. If you ever make a character, item, group, or event that you consider to be specifically -yours- then it is likely that you have done something that is not conducive to the continuation of this thread. ON ALL CHARACTERS How many stuntmen do you know? How about professional bastketball players? How about astronauts, celebrities, CIA agents, Rap stars, or SWAT commanders? The answer is probably "not a lot" and the reason I ask is to give you an idea of the general rarity of PC's in the world. You see in the D20 system the above mentioned people are the folks you play as PC's and in the D&D system "Adventurers" are no more common. As such while it's perfectly acceptable to have people with PC classes move into the town they should not generally be more than 2% of the population. Most should be NPC classes of the appropriate type and when PC's DO come into town they should generally be of the 1st-5th level kind. An arrival of a 10th level PC into town would be like if Ludacris bought a house down the street from you. It's rare. |
| Alexeduardo07-06-07, 12:24 PM | well I'll be damned, Glorysong gets food and water and sets out for a frendlier city. And twenty war refugees decide to settle in the city after years of wandering This you like? |
| Sylvaroth07-06-07, 12:27 PM | I like the Idea of the bardic gathering, we'll need to come up with a name for it and possibly come up with a list of possible competitions for the contestants. Well, what about 'Mastersinger Contest'? It's a gathering of the most important bard guilds. Contests are held on apprentice level (NPCs and 1st level bards), journeyman level (NPCs and 2nd-5th level bards) and master level (NPCs and 6th-11th level bards). All three levels feature elimination contests in the several Perform skills and group contests and performances. While the letter are intended to entertain the crowds, the former are meant to determine the ranking of the schools and individuals. Only the best from each school and level of bardic education are allowed to participate in the Contest to rise through the ranks to gain the title of Mastersinger, resp. Mastersinger School. Also, hopefully, somebody had a music background and can give us a list of possible instruments for them to play (I dont even know the difference between a lute and a lyre) rofl I can indeed see the town hosting this and the impact that it would bring to us with increased bussiness and and a festival atmosphere. I can envision dwarven percussionists, elven harpists, gnomes playing steam organs, ect, ect. We could hold it in the park using the setting as a backdrop, then after they leave it would be another group of people remembering Eckland and comming back again and again We could do musical and poetical performances and contests in the park, while spellcasting tournaments are held in the arena. Another idea is that these contests are accompanied by a drinking bout, which is quite THE surrounding for bards :D 1.) lets look more at the town goverment, I think we are getting a little heavy on population for Lord Eckson to be doing it all, he's going to need help. I think he should name "oficially" a town council or a group of electors I suggest to have 5% of the working population in the council (already including Gregory, Marya, the guard marshals and captains, and the guildmasters and their assistants). With a town population of 828, that'd be 41 council members. 2.) We should probably look a little deeper into the commerce part and really give some depth, minor of course, to some of the businesses. How are they interacting with each other and how are the making profitable income, I was just thinking that Cotter can't be the only driving force behind the Eckland economy I concur. Lets use some ideas from the DMG, p. 132, Guilds and Organizations as inspiration, as well as the guild secrets article from Dragon #296. |
| deanruel07-06-07, 01:16 PM | Allright. I'm back everybody. Now lets get everything all caught up. Alexduardo: Hey there pal. I've been reading those entries you've been putting up and you've really been putting a lot of work into creating that character. Glorysong's pretty cool and I'm a fan. However none of those entries are part of Ecklands history. Really you've just made a drop-in character instead of adding someone to our drop-in town. I mean the word "Eckland" appears less times in your entry than the word "Fireball" and that's unfortunate. Glorysong has literally no place in this thread but don't feel your effort has been wasted. You've demonstrated a clear potential to think creatively so here's what we're gonna do: Read the original post in it's entirety and then read the "Ecklands History" post (it's post #9) to get a summary of what Eckland is. After you've done that (takes about 5 minutes) try thinking of what Eckland could use. What would make it more interesting for you to play in if your DM happened to use it? Then propose that idea and talk to people about making it come to fruition. It's a lot of fun and after you've had a bit of practice with that you can even write your very own -full- chronicle. It's challenging and a little scary but well worth the effort. Trust me. Bardic Gathering: I love the idea of a Bardic Gathering. But lets not just repeat the Foregathering. Instead of making it a meeting for bards of all levels from all over the continent lets make it a little Bardier. Small for one. I don't see the chaotic free wheeling bards getting together a 200 man meeting. It should be small and sort of lawless. Like some big bard pays the towns finest tavern a big sum of money for unlimited useage of his services for 2 weeks and then Bards just sort of flock in and out for a fortnight. They hold contests, form bands, compare songs, get drunk. Just generally sort of congregate. But make it free of the same sort of "ceremony" idea as the foregathering. This, really, is just a bunch of musicians doing what they love most. Council: I like it. We already have the town meetings taking place monthly. All the Guilds are allowed seating and votes and whatnot. It would make sense to have an elected committy from the populace who counted as an additional vote. I'm for it. |
| Alexeduardo07-06-07, 01:37 PM | Glorysong enters to lord Eck's study, were he tries to catch up on current events. "your highness" he says as he moves one feet forrward and lowers his head without interrumpting eye contact with lord Eck " I have seen your city and visited soe maidens and I have to say that it would be a shame if anything were to happen to it..." "we have a city guard, dont try no funny bussiness" "Oh no, no no no no, lord eckson. I am not that kind of bard. You are mistaken." The ruler lowers what he's reading and i surprised to see a charecter he had heard songs of. "My, Glorysong!!" "yes, the same, the breathing, the armed" "Have my people treated you well O noble singer?" "nay, but I dont give a damm" >>Look," he said fastly approaching the ruler of eckland "you must know that, despise me being the only reason we are not speaking giant right now, there are people That wish me harm" dangerous people "dont worry, here in eckland your noble deeds outweigh any foul deed you may have done" "yeah, outweigh" he said as he walked to a corner and cheked if the ritualistic scar the drow witch had inflicted in him wasnt flashing. "but they dont think that way and they are right now approaching the city searching for someone called Lamepoem, a someone that looks curiously like me" "well i think we can handle a buncha thugs, how many are they?" "aboouut" glorysong said while counting with his fingers "three houndred armored orcs and some hobgoblins" Lord eckson almost chocked with is scotch. |
| Sylvaroth07-06-07, 02:15 PM | Alexduardo:... Meh, I am getting the impression he is just spamming. Bardic Gathering: I love the idea of a Bardic Gathering. But lets not just repeat the Foregathering. Instead of making it a meeting for bards of all levels from all over the continent lets make it a little Bardier. Small for one. I don't see the chaotic free wheeling bards getting together a 200 man meeting. It should be small and sort of lawless. Like some big bard pays the towns finest tavern a big sum of money for unlimited useage of his services for 2 weeks and then Bards just sort of flock in and out for a fortnight. They hold contests, form bands, compare songs, get drunk. Just generally sort of congregate. But make it free of the same sort of "ceremony" idea as the foregathering. This, really, is just a bunch of musicians doing what they love most. No water elemental Ezra, no bardic Forgathering,...Man you are truly not into milking a concept, are you? :D Still, I don't see, why we couldn't mix both concepts: While bards lean towards non-lawfulness they have to study somewhere to start their career and learn their common abilities. Enter bardic schools/colleges. The average bard you'll meet as an adventurer will most likely just have attained the 'journeyman level' (or mastersinger for high-level ones), who are roaming the land to learn new songs and hear new stories. Every once in a while the most gifted and capable of them (even in an anarchic society there are those who can be seen as leaders) organizes the Mastersinger Contest, where all schools, and all journeymen and mastersingers who want to do so, may hone their talents and exchange their lore. Thus the mastersinger comes to Eckland, rents the Arena and prepares a big drinking bout for all members of the bardic society who decide to come. Oh, and let's call it Eckstock, will we? Deal? Council: I like it. We already have the town meetings taking place monthly. All the Guilds are allowed seating and votes and whatnot. It would make sense to have an elected committy from the populace who counted as an additional vote. I'm for it. Great! So lets streamline that concept and weave it into the next Chronicles-entry. Btw. do you think the youngling lords should have a seat in the council (I am still a little lost as to their official role in Eckland)? |
| Johnny_Angel07-06-07, 04:38 PM | Types of Performance: lute lyre singing oratory verbal insults joke telling harp violin fiddle (same as violin, but different style of playing) trumpet horn bugel tamberines bassoon cornett rackett bagpipes heralding opera triangle castonets interpretive dance animal calls beat sticks whistling cowbell fagotto shawms bongos log drum crash cymbals marimba singing bowls wood block celesta congas lion's roar (instrument) piano whips siren glass harmonica tubular bells glass harp nose harmonica jingle bells one stringed guitar jug saw blade drama (acting) pantomime weapon drill juggling parlor tricks ("magic") tumbling (gymnastics) belly dancing tap dancing ballet kata pig calling (I know it sounds crazy, but it's an actual performance) sword swallowing fire eating etc... |
| Sylvaroth07-06-07, 06:07 PM | Seriously, how could you forget the kazoo (http://www.giantitp.com/comics/oots0198.html)? |
| Throrin07-06-07, 07:01 PM | I can just picture a Dwarven Pipe and Drum corps showing up to this Hootenanny. Wearing Kilts of course :D |
| Johnny_Angel07-06-07, 10:54 PM | Seriously, how could you forget the kazoo (http://www.giantitp.com/comics/oots0198.html)? I forgot a lot of things, but it wasn't really meant to be a complete least; just a small list of possibilities. I tried to put a few ideas on there that weren't necessarily contingent upon an instrument because being a bard can take many different paths. I am a little disappointed that I forgot the kazoo though. I also forgot the recorder, painting & sketching, and a few others :cool: |
| Rockjaw07-06-07, 11:35 PM | Johnny man you are awesom, I totally got a image of two young bards batteling in to delirium using nose harmonicas :rofl: You list was excellent, and everyones point well taken I agree that it should be different than the "Gathering of the White Stag", but to counter deanrule's get-together suggestion, I just think that we're missing something.....Bards are part rogue, part wizard, mostly all scoundrel.. There must be something we can do that will stand out, we just havent thought of it yet....Somebody somewhere must have an idea about a true reason or drive that would make them all come together...? Right..? :confused: Sly, The youngling lords really have no official standing in Eckland. They are addressed as sir and thats about it we just needed a "jump-start" on a nobles district and that was the least impactful way to do it and yes, How could we forget the Kazoo Tough Note: any way to get good ol' alex's garbage removed ? |
| farmboy340007-07-07, 12:28 AM | Free forming some possible bard gathering ideas: A craftsman develops a rare talent for producing masterwork instruments every couple of years or so. Word gets out and bards compete for it as the grand prize. I realize there is no brewery yet, but what about in the future when one exists and it brewery cleans out its vats, serving the dregs in a special celebration. The Bock Festival (and no that's not spelled bach) Finally, for some reason, I can't get Sturgis out of my head... |
| Sylvaroth07-07-07, 12:55 AM | Free forming some possible bard gathering ideas: A craftsman develops a rare talent for producing masterwork instruments every couple of years or so. Word gets out and bards compete for it as the grand prize. Why does this craftsman have this talent only 'every couple of years or so'? Is he drunk the rest of the year? :D I realize there is no brewery yet, but what about in the future when one exists and it brewery cleans out its vats, serving the dregs in a special celebration. The Bock Festival (and no that's not spelled bach) We don't have a brewery? I bet we don't even have a signature ale. :rolleyes: Finally, for some reason, I can't get Sturgis out of my head... Well, which one do you mean? The city in Kentucky, Michigan, Mississippi, Saskatchewan, or South Dakota (or the motorcycle rally there with the same name), the public school in Massachusetts, the ship, the professor at Belmont University, the Watergate burglar, the architects, the football midfielder, the merchants from Boston, the military officer, the soldier, or the music producer? |
| deanruel07-07-07, 02:00 AM | Well, which one do you mean? The city in Kentucky, Michigan, Mississippi, Saskatchewan, or South Dakota (or the motorcycle rally there with the same name), the public school in Massachusetts, the ship, the professor at Belmont University, the Watergate burglar, the architects, the football midfielder, the merchants from Boston, the military officer, the soldier, or the music producer? Truly you have a dizzying inttellect. Just wait till you get going! |
| Sylvaroth07-07-07, 02:18 AM | Truly you have a dizzying inttellect. :D |
| Heros_Backpack07-07-07, 06:36 AM | Maybe the bards who come to the festival aren't so much interested in actually winning as in having the bragging rights of having taken part - and the higher fees they can demand as a result. ;) |
| Johnny_Angel07-07-07, 06:38 AM | Johnny man you are awesom, I totally got a image of two young bards batteling in to delirium using nose harmonicas :rofl: You list was excellent, and everyones point well taken I agree that it should be different than the "Gathering of the White Stag", but to counter deanrule's get-together suggestion, I just think that we're missing something.....Bards are part rogue, part wizard, mostly all scoundrel.. There must be something we can do that will stand out, we just havent thought of it yet....Somebody somewhere must have an idea about a true reason or drive that would make them all come together...? Right..? :confused: I can see it now; two nose harmonica gurus battling it out; each of them have an entourage, and it turns into a scene out of the music video for Michael Jackson's Beat It. I see the bard gathering being more brutal and more like a competition than a friendly gathering. I'm not sure why, but -personally- that's how I see it. It would be like a battle of the bands sort of thing; some of the less ethical performers might not see anything wrong with sabotaging the competition. I think it would be cool if one of the bards were to sketch a mural of the Eckson family on the inside of the keep. To be quite honest, I had considered doing a few chronicles, but I'm slightly lost on a few things; I need to get caught back up on what's going on with the town. |
| Sylvaroth07-07-07, 07:11 AM | I suggest to concentrate on the 'Red Hand'-plot. After that has been settled, we can have other main events. You could, however, prepare Eckland for things coming (like the Mastersinger coming to the town, etc.) |
| tharivol26607-07-07, 10:01 AM | was that last "chronical" really a chronical or just an expirement because it didnt really have anything to do with what is happening in town. to me it looked like a suggested addition to the next chronical. |
| Sylvaroth07-07-07, 11:28 AM | AFAIAC the last official Chronicles-entry was this one. Here is a suggestion for what a Guild Entry could look like: 5 Coppers Trading Company Find the Guildhouse: DC 10 Gather Information or Knowledge (local). Membership Prerequisites: Member of an associated class, 5 ranks in at least three associated skills, Skill Focus in any one Profession skill and at least one other associated skill, must own a shop or service with at least 5 employees, must pay a one-time entrance fee of 50 gp. Associated Classes: Adept, aristocrat, expert, rogue. Associated Skills: Appraise, Bluff, Craft (any one), Diplomacy, Knowledge (local), Profession (any one), Speak Language. Duties: In addition to the monthly due (5 cp), a member of the Company must pay 10% monthly tax on all profits acquired from guild-affiliated businesses. A member is expected to support fellow members both in word and action, and is not allowed to impair neither reputation nor success of a fellow member. Benefits: Membership in the Company is a sign of quality merchandise. Members can charge between 5% (for common goods) and 15% (for rare goods) more than standard market value on their goods and services in any city where the Company maintains trading posts. A member may take 10 on Profession or Craft checks. The initial attitude of a fellow member is always one step closer to helpful than normal. When dealing with a fellow member, a character gains a +2 bonus on Gather Information and Diplomacy checks. All goods and services can be purchased from a fellow member with a 10% discount off the standard market value. A Company member gains a +1 bonus on Diplomacy and Gather Information checks with any citizen of Eckland. (These bonuses dont stack when dealing with fellow members of the Company). Sample Contact: Relggah Modnar (human expert 2). Modnar will identify the source of an item region, culture, perhaps even its creator if its distinctive enough. Once per week. |
| SupercrazyDM07-07-07, 12:33 PM | Hi guys i'm back. I had to leave due to a family matter. (my grandmother had a stroke) Now im back and i have read what i missed and love it. Even though i just came back i want to actually contribute to this town. Since all i did was talk before i thought i could do a diary on the 2 twins because they keep leaving and coming back. maybe one or both could be going into the forest and taking to Erza hoping to become a druid. Any ideas? |
| Sylvaroth07-07-07, 01:19 PM | Sure, they are just 4 years old, but let me suggest something, nonetheless: While I like the 'fighter-type/wizard-type'-concept that was suggeted for Michael and Jerald, what if we really did stray from that path just a little. Assign Michael as a pageboy to Sir Lighttouch in year 17, aiming at Paladin (or just a knightly Fighter), while young Jerald is fascinated by the stories of Ranger-to-br Daniel Sadras (he's already 13 btw.), Tuaim, and Ezra, that he wants to become an apprentice Druid. |
| SupercrazyDM07-07-07, 01:55 PM | ok i know it really is early to have such an idea , but i want to contribute to the town. I could do their diary's while someone else posted how for example Jerald has made it known of how he wants to be a druid. Michael could start being a page around 7-9. |
| Sylvaroth07-07-07, 02:21 PM | Look at the CoE, section 'Lords and Ladies'. He can be a page at 6. That's not really two years or 8 Chronicles-entries in the future. Thinking about it, pages were sent to other 'courts' to be taught etiquette, aso. Wouldn't the youngling lords be another choice as teachers then? |
| SupercrazyDM07-07-07, 02:53 PM | A youngling lord teaching Michael would be great because it would help solidify the relationship between them and Eckson. In a couple of hours i may start writing diary's of what the boys think if thats ok. |
| HK-47 II07-07-07, 03:18 PM | Sure, they are just 4 years old, but let me suggest something, nonetheless: While I like the 'fighter-type/wizard-type'-concept that was suggeted for Michael and Jerald, what if we really did stray from that path just a little. Assign Michael as a pageboy to Sir Lighttouch in year 17, aiming at Paladin (or just a knightly Fighter), while young Jerald is fascinated by the stories of Ranger-to-br Daniel Sadras (he's already 13 btw.), Tuaim, and Ezra, that he wants to become an apprentice Druid. Actually, having checked back, the twins are 3... they were born in year 11... also, I am opposed to either of the Twins becoming Druids... |
| SupercrazyDM07-07-07, 03:25 PM | Sorry i should have checked the ages. Why are you opposed to one of them becoming a Druid. It would make Erza happy and help establish even better relations with him. |
| HK-47 II07-07-07, 03:38 PM | I'm not that strongly opposed, but remember when you asked on the General D&D boards for the link to the original Build a City thread Abbacabba made? Eventually someone actually posted that link... I only skimmed it, but, the founder of that city, a Fighter who was eventually named Eckson, had a son, named Ian, who became a Druid. Since I only skimmed it I don't know whether that turned out good or bad, but to me it feels unoriginal for the son of the founder to become a Druid |
| Sylvaroth07-07-07, 07:38 PM | This is me again, calculating. The following conclusions are based on a load of short swords, produced in Eckland, transported to somewhere within a 1 day trip by cart or wagon, sold there to the owner of a weapon shop, ready to be picked up by a random adventurer. Item Price (in sp) Note Raw Materials: 33.3 1/3 Market Price (see Craft (http://www.d20srd.org/srd/skills/craft.htm)) Weaponsmith: 20.0 5 days of work (see DMG, p. 107) Lader: 1.0 one day of work (unskilled) Driver: 6.0 trail ration for 1 day + salary (unskilled) Horse: 0.5 feed for one day Road Toll: 0.1 Taxes: 20.0 1/10 Market Price for each Town and Guild Taxes Retailer Profit: 19.1 :D Total: 100.0 Of course, nobody would order a single sword. It's more likely that the weapon shop owner will order a cart load of swords (16 crates, each containing 12 swords) for a total of 7,766.4 sp (not counting in any quantity discounts). Selling all swords would earn the shop owner a profit of 1,833.6 sp. Now if our merchant decided to give him a discount (charging only 5% guild taxes), that would be an additional profit of 480 sp. In conclusion the PHB item prices, resp. market prices are those an adventurer would have to pay (surprise!). The producer of an item, however, will only pay 1/3 of that price. The retail price carries the salaries, costs for lading, transport, toll, and taxes, etc. The merchant is liable for those costs and will of course pass them on to the purchaser (normally a shop owner or similar). This price is about 80% of the market price. This means that a shop owner will make a profit equal to 20% of the items market price. With these numbers in mind, we could extrapolate some modifiers. For example, the short swords used for the above are items with a craft DC of 15 and a cost of 10 gp a piece, meaning that they can be produced in a relatively short time by relatively 'unskilled' crafters who earn a relatively low salary (4 sp per day). In addition the transport from Eckland to the destination was assumed to last a maximum of one day, meaning the costs for feeding the draught animal, and paying the cart/wagon driver and his trail rations (oh and let's not forget the money for the workers who laded the cart/wagon). Increasing any of these factors (Craft DC, Item Market Price, transport duration, etc.) will of course result in a higher cost, resulting in a higher market price for the adventurer. So by calculating the amount to be paid by the merchant and increasing this sum by 20% we can determine the prices of common to rare items. For those of you who are still interested: This is an example of a rare item (PHB market price 30 gp), which had to be transported to Eckland from a weaponsmith of a dwarven clan from the far away High Mountains: Item Price (in sp) Note Raw Materials: 100.0 1/3 Market Price Weaponsmith: 56.0 14 days of work (see DMG, p. 107) Lader: 1.0 one day of work Driver: 180.0 trail ration for 30 days + salary (unskilled) Horse: 15.0 feed for 30 days Road Toll: 0.4 Taxes: 60.0 1/10 Market Price for each Town and Guild Taxes Retailer Profit: 82.6 :D Total: 495.0 That's an increase in the items price of 65%. Not bad! Note, however, that the opposite is true also. A cheese shop owner in Eckland could sell Eckcheese at a lower price and still make a profit, since his shop is right next to the dairy. Even in D&D success is all about the three magic words: Location, location, location :D If you are wondering, why the merchants doen't make profit, well, they do. Let's take a closer look at the first example: Raw materials: 33,3 sp The merchant does pay only 2 sp (2 pounds of iron cost 2 sp) Taxes: 20 sp The merchant pays only 15 sp (5% Town Tax + 10% Guild Tax) That's a profit of 36.3 sp for each sword or 3,484.8 sp for the whole order. This doesn't count in the possibility that the merchant gets a discount from the ore merchant (for being in the same guild), or owns a mine, a smithy, a general store, etc. |
| Rockjaw07-07-07, 09:33 PM | Sly, sometimes I think that playing in your world would require me to use too many notebooks and an abacus..:P Supercrazy, welcome back and hope everything went well. I think creating a diary for the twins is an excellent concept, run with it. HK, I agree that the fighter/magi thing has played out in too many stories, but it is a gold-bar standard. I thnk if we all butt heads (to make a spark) we may be able to twist fit it to our style. Proposal: What if one of the twins does have a military bend and becomes well, something more like the way old style Cavalier *from the original Unearthed Arcana, and the other becomes more like an expert either in commerce or trade, using his influences to create and maintain massive contracts and amass unthought wealth. Then we could very well have one son as a brilliant military master mind and chrasmatic commander and the other is a commerce baron capable of financing small kingdoms solo....I guess in something like that who really wields the power..? Proposal: I was tossing around some ideas last night, for the bardic gathering, I would like a shot at creating this I think we all are working some good ideas into this. I see it something like this (It was the morning of the second day of competing in "Song & Blade", Earon was tired, bone tired; his three bouts yesterday had left him exhausted and the hits from the blades even dulled left an annoying ache that prevented much sleep. Looking across the field he saw Quinn, ready and waiting for him. "Gentlemen, stand ready, on my mark, BEGIN !" roared the offical, drowned immeditly by the cheering crowd. The roars of the throng and the passion they freely gave filled Earon with renewed strength and the song was becomming stronger and stronger in his heart. On the other side of the field Earon saw Quinn singing boldly and watched as a shimmering blue azure outline of plate-mail surrounded him. "Mage Armour" thought Earon, quickly singing a fast and lively tune, a large red outlined translucent warshield materilized hovering in fromt of him. "lets see you counter this.!" shouted Earon and launched into a deep baratone song, half dancing half running across the field......) I know it's kind wierd but the picture was clear in my head, just tossing stuff out there.. |
| HK-47 II07-07-07, 10:07 PM | HK,[/B] I agree that the fighter/magi thing has played out in too many stories, but it is a gold-bar standard. I thnk if we all butt heads (to make a spark) we may be able to twist fit it to our style. WHOA! NO THAT'S NOT WHAT I MEANT!!! I think one twin being a fighter and another a Wizard is fine, I just don't want either to be a DRUID which was what was being proposed |
| deanruel07-08-07, 12:38 AM | Yeah I'm sorta opposed to the druid thing too. I liked the Fighter/Rogue idea that was being strongly considered. Not as traditional as the Fighter/Mage thing and it kept in line with the idea of Eckson children being unmagically adept. I mean think about it. If the Ecksons were any good at magic would they have been freakin FIGHTERS for the last dozen generations!? Everyone would rather shoot a nice safe fireball than go up and fight someone to death, I just think it's something Ecksons suck at. :) |
| tharivol26607-08-07, 11:14 AM | i agree whole heartedly that the eckson males should have no talent with magic. the females however i would like to hold open for debate should the situation arise. |
| Rockjaw07-08-07, 11:21 AM | Guys; I totally agree on one of the twins NOT becomming a druid too. Look even though our community has grown with several unique and original twists, I do agree that the druid aspect of our community is well covered. I was thinking that Ezra, as an awakened tree, probably has a lifespan equal to or greater than and elf-correct.? and will be and fixture in the community and in the lives of the Eckson family for generations so hurrying to add additional druids is not necessary. *though as Ezra grows in power he/she may attract followers*. What I was thinking was more on the lines of how the family is going to grow, Right now those kids are growing up with stories of thier family tree on the Eckson side and all the gallent, sword-swinging glory that makes a fighter a fighter. But think of the difference in how they are growing up vs Gregory Now Deanrule you have this backstory, I'm just trying to piece it together, but here goes Lord Eckson grew up with his father a Fighter, and receeding generations all Fighters also... The twins are growing up with thier father, a fighter AND Knight of the realm AND responsible for ruling a ever expanding town AND keeping a thousand citizens safe and secure... This is just one differance I see on how these kids are being raised vs thier dad, and all the differances will make a difference in how they turn out... I totally AGREE that one will be a Fighter, Paladin, Cavalier, Noble Hero, Commanding General something along these lines. But the other one becomming a....well a basic thief.? I just think we are missing something. I dont see either child as arrogent or having a scarred childhood or never getting picked to play kickball so why a thief, where is the motovation comming from.? I some ways I COULD see that happening, becomming a Spymaster, Royal Hearald, Ambassador or something like that where the skill set for rogue would be very helpful but a straight thief..? I'm not really seeing that one, both kids will be educated and have money. Neither is beaten regulary or overly punished and thier is no real "rogueish" infulence around for them to interact with so the rogue choice, while having great potential will be hard to announce without working something in now Just something ratteling around in my head, thats all PS; Tharivol266 I agree and I think we need to bring that girl-child in soon, that can be our caster, however we decide to do it. |
| deanruel07-08-07, 01:07 PM | Good points Rockjaw. I disagree with none of them however I will still outline my thinking for the child becoming a rogue. First of at it is -rogue- not thief. Lock picking and slieght of hand are but two skills on their extensive list, and not at all requisitory. I don't think it takes a scarred childhood to become a Rogue, just a non-linear sort of mindset. If the child were a Rogue I see him as ultimately becoming a big business boss, proffesional adventurer, or a relatively honorable crime lord. Either one of the three would make sense and would work from a storyline aspect. If you would like a reasoning as to the rogue choice it would lie in his relationship with his brother. His brother the fighter is stronger, more regal, wiser, and daddy's favorite. He's the smarter one, the faster one, the cleverer one and in every single competition in his life -those- are the traits he's going to have to accentuate those qualities to stand out. I wouldn't ever consider him an evil thiefy rogue, more a clever swashbuckly rogue. Oh, and I would propose a long wait on the Eckson girl. I think she should be born a minimum of 5 years after the boys and maybe even a few more. The adventure hook there is too good to pass up. The young and precocious Eckson girl, being the only one who may have any talent in magic, disappears/gets endangered/whatever and your PC's have to rescue her with the help of two young adventurers. A Fighter and a Rogue that demand to accompany them :) |
| Rockjaw07-08-07, 01:18 PM | I agree, sometimes in my thinking a "rogue" and "thief" are interchangable but I do appreciate the difference. I was outlining possible scenerio lines that could result in one of them becomming... well not a Fighter, but something more worldly and adventurous but I think we are all agreed on that point. Should we, the community, begin looking for a way to influence the development of the boys by intorducing tutors and sage-instructors now..? They will be getting to school age soon and Eckson will, I assume, spare nothing to educate his kids. We do have several people in town already that could fill that role or should we consider adding..? PS like the hook for the little sister, nice.! |
| Sylvaroth07-08-07, 03:45 PM | I can see the CoC-entries already: Master Jerald of Eckland, guildmaster of the 'Platinum Trading Company' (NG male human aristocrat 1/rogue 3); Sir Michael of Eckland, knight protector of Eckland (LG male human aristocrat 1/fighter 2/paladin 1); Lady Gwenfayr of Eckland, damsel in distress (LG female human aristocrat 1). Note how my suggestion for a guild stat block lists rogue as one of the prerequisite classes. Going with the above stats, both twins could be sent to the 'courts' of the youngling lords (ari1), Jerald could then be apprenticed to Cotter, Myrkul, Nimbal, etc. (rog3), while Michael joins the monster hunters (ftr1), is trained by Gregory (ftr2) and will then be a squire to either Sir Lighttouch or Sir Trickfoot (pal1) (perhaps Redleaf would also be interested to train a Paladin of Obad-Hai?). |
| Rockjaw07-08-07, 05:32 PM | Syl, I like this we have more than enough "Characters" in town to give them a well rounded education. |
| Sylvaroth07-08-07, 06:49 PM | I concur. It was my intention to tie them in to the city and its people in this way, because inexplicably I have the sad feeling that, though he saved the city on several occasions and even married a local girl, Gregory is not really a part of Eckland. I cannot really describe this strange impression, but I thought I should let you know. Hopefully somebody will have an idea how this 'problem' could be solved. |
| Throrin07-08-07, 09:22 PM | Does anyone remember Silk from Eddings "Belgariad" series? That is the type of "rogue" I see the other twin becoming, if rogue he becomes. Maybe using the Platinum Trading Company as a cover. I think that it could make sense as the town is on the frontier and I am sure that most merchants would want to have access to the foreign markets on the other side of the border, and giving a great cover for a spy network. I also think that a Royal Court is a great place to learn the trade of Spycraft |
| deanruel07-09-07, 02:10 AM | I concur. It was my intention to tie them in to the city and its people in this way, because inexplicably I have the sad feeling that, though he saved the city on several occasions and even married a local girl, Gregory is not really a part of Eckland. I cannot really describe this strange impression, but I thought I should let you know. Hopefully somebody will have an idea how this 'problem' could be solved. I get that. I get it 100%. Although it doesn't bother me I do completely understand where you're coming from. I think it's simply because of a matter of individuality. Eckson could pack up his gear right now and forge a life somewhere else. His survival is in no way tied to Eckland. But the rest of the citizenry is in a very real way tied to -Ecksons- survival. It sort of makes him like the spearhead on a spear. It's attached but not the same entity. |
| Sylvaroth07-09-07, 02:12 AM | I hope you don't want Jerald to LOOK like Kheldar, do you? :D As for the Platinum Trading Company, this is really the 5 Coppers Trading Company by the time Jerald rises to ECL 4 (probably being of the same age Gregory is by now). |
| SupercrazyDM07-09-07, 08:18 AM | Sry i didn't check to see if Ian was a Druid. I think I may start writhing diary's today about how Michael is interested in swordplay (fighter or palidin) and Jerald want to learn other people's secrets as well as move around without people learning it.(rouge) So is the how fighter and rouge thing official voted on. Does anone oppose me writing the diary's. |
| yellowdingo07-09-07, 09:15 AM | Quarter actually refers to "ground"...so the mages quarter is not a quarter of the city, just an area staked out for residential and commercial use. |
| deanruel07-09-07, 11:40 AM | Sry i didn't check to see if Ian was a Druid. I think I may start writhing diary's today about how Michael is interested in swordplay (fighter or palidin) and Jerald want to learn other people's secrets as well as move around without people learning it.(rouge) So is the how fighter and rouge thing official voted on. Does anone oppose me writing the diary's. The Fighter Rogue thing is officially something we think would be cool. I'm not designating the future of the kids at age 3. If something happens that we think might change their outlooks then so be it. But at the moment I think the Fighter Rogue thing is a heavy possibility. So no, I am in no way opposed to you writing diary's. |
| Rockjaw07-09-07, 08:29 PM | Does anyone remember Silk from Eddings "Belgariad" series? I also think that a Royal Court is a great place to learn the trade of Spycraft Throrin, Thats Exactly who I was thinking of, but I have'nt read that series in years. Yes he could be perfect in that type of role Larger than life but still in the shadows Excellent..! |
| Rockjaw07-09-07, 09:24 PM | Ok I figured that it was time to add another chronicle entry. I left out any thing for the Bardic gathering as we are still working that angle Eckland Year 15, Months 1, 2 & 3 The coming spring sees much activity in the town, with the collapse of Forttown and subsequent folding of that area into Eckland by decree of the King. Lord Eckson has several issues to contend with, foremost is the additional land. Meeting with Roland Ashoff over winter Lord Eckson decides to send another party to the area to survey tillable acreage and formulate some options. Working with the local cartographer, Panben Arroway, Roland identifies several hundred acres of tillable land, many that had existing crops rot-in and add organics to the soil Arrangements are being made for moving several familys to the area to begin planning in the spring, and Roland has sent dispatches to all towns that he is seeking any who would be willing to move to the community. Based on the continued success of the crops from Eckland response to the letters is expected to be quite impressive. To insure the safety of the additional lands, Lord Eckson sends twenty-four of the guard under supervision of Handrell to the area, with supplies to build an outpost. Brother Atil sends one of his adepts along, and Ezra will join them in the spring for an extended stay to help the farmers get settled in. Still looking for anything on the Red Hand, Lord Eckson gets some good news from one of the returning adventuring parties. By their information a run down tavern in Seatown called The Yellow Dolphin is a place where several agents of the hand frequent, the adventures tell Eckson of the place and two men that are possible contacts for the slavers. They also warn him that much of the criminal element in the city there is friendly to the hand and gave them difficulties before they managed to flee. Desperately out numbered and out bladed the party wisely left Seatown. With Forttown gone, a flood of new residents come to Eckland, some in the town feel the beginnings of a coming boom and are renewed in sprit and energy. This summer looks to be busy and rewarding to all. New Residents, Businesses and Arrivals of all Kinds: From way beyond Southcity comes a wagon loaded to bear with small casks, kegs, chests, delicately wrapped boxes and jars all delivering wonderful aromas and scents. All the cooks in town and all the masters of the kitchens in every house are thrilled when a Spice Trader opens his door. Though Eckland has never wanted for spices some of the imports are a true delight. An unlucky Brickmaker, originally headed to Forttown, and feeling that his dream is lost. Finds renewed growth by settling in Eckland, told of a large natural clay deposit and with cheap lime from the mines his business begins and slowly gains vigor, his family secret for dying bricks with color is an instant success and Markul Gentlecoin orders hundreds to reface his shop all in a deep blue color. A young newlywed couple arrives from Capitol City, he is a journeyman Carpet Maker and their small homey shop sees interest from several of the local ladies. Much to the resentment of the local moms and dads, a Tattoo artist from Seatown arrives and sets up in a small room in the dock ward, selling his wares he only has 2 rules; first coinage up front, and second no children, after displaying some art in his shop it is quite apparent that he is very talented. A retiring dock hand opens a small tavern close to the same docks he worked for several years, called The Red Frog this place is loaded nightly with river teamsters and porters, and sometimes gets a little loud. River cargo trade is increasing and several independent captains have come to ply their vessels as alternatives to Cotters fleet, much to the independents surprise Cotter himself agrees to build more moorings and docks from his own purse. Many of the new residents tell of hearing of Eckland, always in courteous and flattering ways. Businesses like to deal with Ecklanders, who in their opinions are always fair, honest and dependable. Grocers talk of the bountiful crops and Laborers speak of good wages and equal treatment. Hearing this makes Ecklands long-time residents beam with pride, though they are savvy enough to not be swayed by flattery. Nothing new comes of the investigation into the death of Quarion, and after checking with Iluven; Sir Bellamin holds a funeral for him and lays him deep in the woods, to rest in a place of peace. Iluven leaves the jail to attend with her daughter, and returns once it is over still stubborn in her self-imposed sentence. Until the night she receives a visitor. The lone dwarf with the pipe goes to see her one night and after conversation lasting long into the next day Iluven returns to her home, and returns again to the jail now dressed in her customary blue jacket and displaying her badge of office again. Introducing the dwarf a Grimjack, she without ceremony gives him a badge, that quickly disappears into his coat and they calmly begin to walk to the Keep. Grimjack: Dwarf Male Expert-5 (investigator) *specializes in criminal investigations and realms law The Adventuring Guild is attracting dozens of parties and is becoming a hub of activity. The message board has new posts going up almost daily as interested parties from all the Realm send dispatches here to be seen. Some of the local ones are as follows. Posts: From the Guildhall Looking to hire watchmen and guards, duties to include watching doors and windows and deterring potential thefts. Preferable is someone that can always look angry. Interested candidates please apply in person at Gentlecoin Money Exchange Hiring Caravan Guards, Experienced only please, must like travel. Apply to 5-Coppers Guild Small Cave System needs exploring, inquires seek Tuaim Ban Lokign fer wohman, shuud lic parfum (smellz lic redd flwor) and walks in muonlitts swaampz Seez Gunk (dis fer my brudder Boog) Other Noteworthy Events: The two young smiths, Samantha Bladecutter and Orn Ultherhelm, announce they are betrothed and begin construction on their own smithy Based on the overall success of the Butter Churn Bizarre, everyone agrees to continue it this year, most intend to include new items like blankets, clothing. cooking pots, soap, more food types, utensils, all things homemade. Lord Eckson is so impressed by the feedback he has heard that he invites Roland and Clarice Ashoff to dine in the keep and presents her with a token broach with the Eckland Coat-of-Arms on it, and great thanks for driving community sprit Jack Heppert is finally fully recovered from his wounds and returning to duty, the small girl that got him back to town he introduces as Lark his adopted daughter. Gifted with milk white skin and pale blond hair the girl possesses deep blue eyes that show determination and fierceness, like her dad she wears leathers and still carries that wicked Kuri blade. Hirundo Grus leaves town for an extended period, saying that he needs to find an old friend, turning his shop over to his senior apprentice. Lord Eckson finally decides that creating a council of Aldermen or Alderwomen might help to keep the town together he begins drafting a way for everyone in the town to be eligible and serve a term if asked, and what their respective duties and responsibilities would be. To help he calls the young lords to the Keep to help create something that will be easy for everyone to understand and follow, he hopes to be able to declare elections for just after harvest time. Sly for the stat block just add the above residents plus 22 more commoners added. hope everyone enjoys :w00t: |
| tharivol26607-09-07, 11:38 PM | did we agree to have the council yet. if not i officially propose it and in addition i officially propose that the council is made of one elected official from each guild in town and 3% of the town population in elected officials and Eckson. I think they should meet once a month in addition to the town wide meetings and do their councilly stuff |
| Rockjaw07-10-07, 11:36 AM | Syl came up with the idea and we are now large enough that Lord Eckson would be hard presses to do it all alone so I think the we need a list of responsibilities and possible canadaties to vote on....something like areas of resposibility or concern for that individual to shepard eventhough Eckson retains all ruling power and will have final say.. |
| Johnny_Angel07-10-07, 11:51 AM | Proposal One of the more well reknowned characters in the town are found dead; their body either A) Brutally Mangled or B) Killed in some ornate fashion I don't even care who it is. had to pick, I'd pick Samantha Bladecutter.] Also, just posting a note: If I were a DM trying to figure out what the Eckson twins were to grow up to be; I had more than the core books available, I'd make one of them a knight and one of them a ninja. They both also (obviously) have a few levels in aristocrat. |
| Sylvaroth07-10-07, 01:34 PM | TOWN COUNCIL Lord Gregory Eckson: Ruler of Eckland; Marya Camotille: Advisor; Ezra the Awakened: Guardian of the Woods; GUARDS Torvald Branzig: Town Guards; Ilśvėn Silimaurė: Law Enforcment; GUILDS Roland Ashoff: Guildmaster 'Birchwood Farmers Guild'; Tuaim Ban: Guildmaster 'Mages Guild'; Master Markul Gentlecoin: Guildmaster 'Golden Lily Economists Guild'; Cotter Magin: Guildmaster '5 Coppers Trading Company'; Curth Stonehammer: Guildmaster 'Loyal House of Stone and Beam'; CLERGY Brother James Atil: Priest of the Shrine of all Gods; Sir Bellamin Lighttouch: Paladin of Ehlonna; Father Silenius Redleaf: Priest of Obad-Hai. |
| deanruel07-10-07, 03:57 PM | Brilliant post Rockjaw. Truly inspiring. Literally brimming with possibilities for adventure. I'm gonna give a quick no to people randomly popping up mangled for no reason, sorry Johnny. Just seems silly to me. I love Grimjack. Love Cotter opening up "free" docks to increase commerce in general which he can then make -more- money off of. Love the posts from the guildhall. I am also extremely interested in the Tattoo Artist and would like to name him as I imagine PC's might very well visit him. I would suggest something along the lines of..... Beorn or Ivan or Garl. Something gluttural and nordic. Make him a crazy haired norseman type literally -covered- in symbols. As an adventure hook for truly interested PC's he could even have stories about legendaries Tattoo scribes from his homeland that could infuse great powers and abilities within their art. It doesn't have to actually -be- anything but it's a badass story and it makes for a cool talk. Finally I honestly have to ask something that has been bugging me for ages. Who the hell is Ravanna Waveheart. While I know she's some sorta mercenary I have NO idea why she is seen as so important. I assume I am missing something cause I've been very confused for a long time. |
| Argo07-10-07, 05:48 PM | I vote that if this Bard Gathering thing happens, we call it Eckstock. I believe that makes two for Eckstock. |
| Rockjaw07-10-07, 06:50 PM | Finally I honestly have to ask something that has been bugging me for ages. Who the hell is Ravanna Waveheart. While I know she's some sorta mercenary I have NO idea why she is seen as so important. I assume I am missing something cause I've been very confused for a long time. dean, she is a former sea-warrior who is leader of our "River Dogs" guard element, hired by Grakos several posts back, I too am not sure how she became so popular but what the heck.! Anyway, I was going to have everone get to know her more in an upcomming post....I've got a few good ideas rolling around....:evillaugh |
| Throrin07-10-07, 10:56 PM | Sylvaroth, I have to question both Dell Sherwyn and Ravanna Waveheart being on the Council. Both of them, while leaders of their respective Guard element, are under the over all supervision of Torvald Branzig iirc. As such, their presence on the Council would give a greater voice to the guard than they warrant, and possibly lessen Branzig's authority on that council. I think that there should only be 1 representative from the guard as a whole. The rest of the list looks good, but I do have a proposition: Three reps from the Clergy might be a bit much. I propose that the Clergy of the town share one post on the Council, with the heads of the various churches take turns holding the post for a year or some such time. any new church in town gets put in the rotation at the end. For example, Brother Atil, as the head of the senior church in town, takes the first turn followed in order of seniority and a new church joins the town four years later when Brother Atil is in the seat again. The head of the new church is put in the rotation at the end so he will have the seat after Father Silenius, but before brother Atil. If he came in 5 years instead he would have been behind Atil. This would give a chance for a voice for new religions after they have been established for a bit. Otherwise there is room for the various churches that do have seats to squeeze the new ones out. Unless all new churches get a seat, which I do NOT recomend Boy that was long winded.:eek: Sorry:embarrass |
| deanruel07-11-07, 12:57 AM | dean, she is a former sea-warrior who is leader of our "River Dogs" guard element, hired by Grakos several posts back, I too am not sure how she became so popular but what the heck.! Right. Ravanna Waveheart, leader of the River Dogs. But what the hell does she do? Who are the River Dogs? What authority do they hold? Still very confused here. |
| Sylvaroth07-11-07, 04:56 AM | This is what our town guard could look like, if 20% of the working population joined as conscript guards: Officers: Torvald Branzig, marshal (War5); Grakos Tigersoul, lieutenant (War7); Jack Heppart, lieutenant (War4); Handrell Justmore, lieutenant (War4); Conscript Guards: 170 (Integrated) 38 – War3, 64 – War2, 68 – War1. A typical town guard unit: 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Dagger 2 gp 1 lb. Light Crossbow 35 gp 4 lb. Manacles 15 gp 2 lb. Morningstar 8 gp 6 lb. Signal Whistle 8 sp - Studded Leather Armor 25 gp 20 lb. Total 85 gp 5 sp 33 lb. A typical monster hunt unit: 1 - Officer (Branzig, Heppart, Justmore, or Tigersoul) 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Arrows (20) 1 gp 3 lb. Backpack 2 gp 2 lb. Bucket 5 sp 2 lb. Canvas 1 sp 1 lb. Clay mug 2 cp 1 lb. Dagger 2 gp 1 lb. Fishhook 1 sp - Fishing net 4 gp 5 lb. Handaxe 6 gp 3 lb. Hempen Rope 1 gp 10 lb. Javelin -* 2 lb. Shortbow 30 gp 2 lb. Short Sword 10 gp 2 lb. Spade 2 gp 8 lb. Studded Leather Armor 25 gp 20 lb. Trail Rations (2 days) 1 gp 2 lb. Traveler's outfit 1 gp 5 lb. Waterskin 1 gp 4 lb. Whetstone 2 cp 1 lb. Winter blanket 5 sp 3 lb. Total 87 gp 2 sp 4 cp 77 lb. *The javelins are hand crafted over the course of 2 days. Each conscript guard is bound to serve as a town guard and in a monster hunt unit each once a year. Guard units change day and night watch duty on weekly basis for about one month, while the change on monster hunts is based on a monthly turn. This practice ensures both regular training of the conscript guards in and off the field as well as an optimal protection for the town and its surrounding area against stray monsters and other dangers. Numbers and Levels: I used the 20% rule as a guideline to see how the guards developed over the years. For every year of guard service I awarded them 300 XP to come up with the above numbers and levels. The 38 guards who joined from year 2 to 5 are now 3rd level, those 64 who joined from year 6 to 11 are now 2nd level, the remaining 68 guards are still at 1st level. To keep Heppart and Justmore on top, I raised their levels from 3 to 4. We should consider to raise the levels of the Red Dragoons, too (top of the top, remember?) Units: Divide the total number of conscript guards (170) by 12 months and you get about 14 guards per unit. Each guard has to serve one month per year as a town guard and one month per year as a monster hunter (so a total of 24 guards is active at all times, excluding the 4 guard officers). Gear: Wile a guard who patrols the streets of Eckland doesn't need that much equipment, those roaming the plains, hills and woods will need equipment for hunting, setting up a camp, fighting random encounters, etc. Most of those items do have multiple uses (e.g. the canvas can be used as a sack, a tent, a litter to carry wounded guards, etc.), so a monster hunter is literally prepared for everything. In addition, though IMO town guards should be tough and strong individuals, I restricted the total weight of gear for monster hunts to the max load for a Str 11 character (assuming the typical stats of a random guard are 11/11/11/10/10/10). |
| Johnny_Angel07-11-07, 09:22 AM | Is there an undertaker in town? If not, I propose that a half-elf with a slight facination with death moves into town and starts something akin to a funeral home. Probably an NPC expert of some sort with a lot of ranks in carpentry (for making caskets) and a lot of ranks in knowledge: religion (so that she would know the different procedures for people dedicated to different religions.) Amathmai Dhorkastle female LN Half-Elf Expert 4 max ranks in knowledge: religion mas ranks in woodworking/carpentry (not sure which skill that would be) max ranks in profession: undertaker probably some ranks in the heal skill as well |
| Sylvaroth07-11-07, 09:49 AM | Since IMO we are in need for a more detailed career background for young nobles and knights-to-be, I made some changes to: Chronicles of Eckland Lords and Ladies (Chivalric Ranks) Page (1st level): At ages anywhere from 5 to 8, a young noble is chosen for knighthood and apprenticed to a knight. Since they are only children when they begin their service, their lives are often full of challenges and wonder. Pages act as messengers between households and between knights and tourneys. When in battle, the page holds his master's banner or even wields a bow, but they do their best to stay out of actual melee combat, which is why many end up having more in common with rogues than knights. Pages serve meals at the knight's table, clean and maintain a knight's armor, and in turn learn the rules of war and etiquette from the knight. It's a lowly position, but a knight's go to start somewhere. Classes: Aristocrat, fighter, paladin, ranger, rogue, warrior. Feats: Alertness, Dodge, Improved Initiative, Lightning reflexes, Mobility, Run. Skills: Handle Animal, Hide, Listen, Move Silently, Spot, Survival. Squire (1st - 4th level): At the age of 14, a page is eligible to be a squire. Squires are both servants (e.g. they take care of the horses, and the knight's armor, repair and clean the knight's weapons, and prepare the food) and fellow warriors (e.g. they protect their master's flanks and drag their unconscious bodies or corpses off the battlefield). Some squires stay squires for all their life. Most, however, are assigned to knights to one day achieve this position themselves. Classes: Aristocrat, fighter, paladin, warrior. Feats: Armor Proficiency (heavy), Mounted Combat, Ride-by-Attack, Shield Proficiency, Spirited Charge, Trample, Weapon Focus. Skills: Craft (armorsmithing), Craft (weaponsmithing), Handle Animal, Heal, Profession (cook), Ride, Spot. Bachelor (1st - 9th level): They are the lowest rank of knights, having either inherited the title through promogeniture or having earned it as a reward from aristocracy, and they have yet to build a reputation and manor for themselves. Bachelor knights are eager to prove themselves. They take greater risks and often die early but honorably in their careers. Once a bachelor knight acquires a manor and appropriate accoutrements, he is considered a full-fledged knight and member of a chivalric order. Classes: Aristocrat, fighter, paladin. Feats: Armor Proficiency (heavy), Leadership, Mounted Combat, Power Attack, Ride-by-Attack, Shield Proficiency, Spirited Charge, Trample, Weapon Focus, Weapon Specialization. Skills: Diplomacy, Hanle Animal, Intimidate, Knowledge (nobility and royalty), Knowledge (war and tactics), Ride. Knight of the Realm (8th - 14th level): The lowest ranking member of a chivalric order. They are elite warriors derieved from landed aristocracy. Although they do not always have an inherited title, knights are expected to have enough funds to be able to purchase armor, weapons, and horse and to own a manor. Knights are expected to take up arms when any member of the nobility or royalty asks them to. When called upon to do so, the knight leads a retinue or entourage into battle. Classes: see Bachelor. Feats: see Bachelor. Skills: see Bachelor. Knight Commander (11th - 16th level): One of usually at least five elected leaders of all knights of a kingdom and member of the council of the chivalric order. The knight commander assigns squires to knights of his/her realm and decides about requests to knight a squire (either for performing an outstanding deed on the battlefield, or when their training was judged to be complete). Classes: see Bachelor. Feats: see Bachelor. Skills: see Bachelor. Grandmaster (11th - 20th level): Supreme head of the council and commander of the forces of the chivalric order (sometimes identical with the ruler of the kingdom). Classes: see Bachelor. Feats: see Bachelor. Skills: see Bachelor. Standard Gear: This is a list of the typical equipment all knights of every level 'carry' along. Equipment Cost Backpack 2 gp Bedroll 1 sp Bit and Bridle (2) 4 gp Bucket 5 sp Clay Jug 3 cp Feed (2 days x 2) 2 sp Flint and Steel 1 gp Healer's Kit 50 gp Hempen Rope 1 gp Iron Pot 5 sp Military Saddle 20 gp Noble's Outfit 75 gp Pack Saddle 5 gp Sack 1 sp Saddlebags 4 gp Sewing Needle 5 sp Shovel 2 gp Tent 10 gp Torches (5) 5 cp Trail Rations (4 days) 2 gp Traveler's Outfit 1 gp Waterskin 1 gp Whetstone 2 cp Total 180 gp Level-dependent Gear: In addition to the standard gear, knights of different levels 'carry' different equipment. Level Equipment Cost 1st Lance 10 gp 5th MW Lance 310 gp 10th +1 Lance 2,310 gp 1st Light Mace 5 gp 5th Heavy Mace 12 gp 10th MW Heavy Mace 312 gp 1st Longsword 15 gp 5th MW Longsword 315 gp 10th +1 Longsword 2,315 gp 1st Chainmail 150 gp 5th MW Full Plate 1,650 gp 10th +1 Full Plate 2,650 gp 10th MW Half Plate 750 gp 1st Heavy Steel Shield 20 gp 5th +1 Heavy Steel Shield 1,170 gp 10th +1 Heavy Steel Shield 1,170 gp all Light Horse 75 gp all Light Warhorse 150 gp 10th Heavy Warhorse 400 gp 10th Bit and Bridle 2 gp 10th Feed (2 days) 1 sp 10th Pack Saddle 5 gp 10th Saddlebags 4 gp 1st Scale Mail Barding 200 gp 5th Splint Mail Barding 800 gp 10th Plate Mail Barding 6,000 gp |
| Rockjaw07-11-07, 10:08 AM | Johnny, Thata a good idea, for the undertaker, I guess that we all have been assuming that Brother Atil was handling all funeral arrangements and burial requirements. but bringing in an undertaker makes sense. We could have her "on the payroll" with the town and recieve a stipend allotment, but families could still upgrade to better caskets and finery... Nice call Johnny..! Syl, what if for something different and to blow up the class structure, Eckson has three spots for each 'area' and includes three places for commoners. Example- a teamster, a laborer, and a housewife, picked by popular vote get to sit on the council and be shoulder to shoulder with Eckson and other town leaders. This would make the community feel very intergrated and would probably swell the pride of the common folk knowing that they are included.. I was also thinking a two year term, with no limit on subsquent terms (until later) |
| HK-47 II07-11-07, 11:03 AM | And remember the Catacombs they were built so a lot of Eckland's dead could be entombed there, but so far only Rolgan is... In addition, the Catacombs are designed to be difficult for people to get in, create undead, and then get out. (though I don't know what those are, I left it vague on purpose... perhaps parts of the catacombs are Hallowed?) |
| Sylvaroth07-11-07, 11:04 AM | Council I am more for adding some seats for representatives of non-guild groups (like 'da kobolb club ov scaly ryz'), to encourage the non-guild associated populace to organize temselves. Tombs I don't think Rolgan is the only one who lies there. Assume that many people have been born and died over the last 1 1/2 decades, so it sees a steady flow of 'visitors'. The Guards and the Knights Any comments? |
| Rockjaw07-11-07, 11:10 AM | And remember the Catacombs they were built so a lot of Eckland's dead could be entombed there, but so far only Rolgan is... In addition, the Catacombs are designed to be difficult for people to get in, create undead, and then get out. (though I don't know what those are, I left it vague on purpose... perhaps parts of the catacombs are Hallowed?) It's probably safe to assume that the catacombs have been being used, we just haven't detailed it, considering that over 15 years we have had natural deaths at a conservitive 'rate' considering that our town is healthy, well fed and clean we remove the associated likelyhood of disease, starvation and other events that would lead to excessive deaths. By no means do I think its packed but I'd estimate somewhere between 15-20 additional Eckalnders reverantly placed there. |
| HK-47 II07-11-07, 11:18 AM | Yes, but whenever we have specific deaths they get buried somewhere else. After the (first) battle with Trogdax all the bodies were buried in a field. And Quarion? He was placed in the woods... It's as if anybody who doesn't die of natural causes are 'too good' for the Catacombs, besides we mention births and marriages even if they're not important, but deaths only when there is a reason. |
| Johnny_Angel07-11-07, 12:15 PM | I imagine that the catacombs have indeed been being used; however, as far as I can tell, there's not anyone in town who has the job of preparing the bodies. I imagine that a lot of people wouldn't really care about the specifics of proper burial; however, I'm sure that wealthier people and/or people who are more religiously and/or traditionally minded would want a more elaborate and/or idealogically accurate body preperation. I don't feel that deaths need to be specifically mentioned all the time. Although, it should be kept in mind that people still -even with magic and spell powers- can and do die from old age, sickness, accidents, and many other things. At any rate, I think a funeral home would be a very viable business in town. I'm sure that a lot of families take care of those sort of services on their own, and I imagine it's a very difficult thing for someone to do - bury a loved one with (literally) your own two hands. I have no doubt that people would be dying for her service. |
| Argo07-11-07, 06:23 PM | Eckland Year 15, Months 4, 5 & 6 Spring arrives. Former residents of Forttown are beginning to get used to life as citizens of Eckland, and many are finding their lot in life improved. The road between Eckland and Forttown is seeing increased traffic, particularly in the form of guard patrols, who must now keep that road safe and clear for the free passage of citizens of the newly united community. Twelve farming families (73 people) have officially relocated from Eckland proper to the New Forttown, filling in the vacuum left by the families heading from Forttown to Eckland. One such resident from Forttown newly arriving in Eckland is Casper Tate, a rather lugubrious Half-Elf who claims to be an Expert (Expert 4, actually) with preparing bodies for burial, cremation and any other number of the final rites required by the whole pantheon of gods. He brings with him a library of books, ranging from such sensationalist morbidity as “Bizarre Mummification Rituals of the Savage Minotaurs of the Salt Sea Atoll” to dry technical manuals like “Internment Protocols of the Eastern Kingdoms”. During the fifth month, a tall, easygoing human arrives in town carrying a strange double-necked lute. He introduces himself as Seamus Quicktongue, Meistersinger of the Western Lands (CG Bard 8 – CHA 20). He sets up shop, performing on the streets of Eckland, roaming from streetcorner to streetcorner, occasionally (or sometimes more than occasionally) popping into one of the taverns of Eckland for a drink (or six) with no evident agenda. One day he would play on one corner all day, the next he’d weave among the buildings, even playing on rooftops. When he plays his intricately carved double-necked lute, his fingers are a blur. When he sings, his voice flows like strong elven wine. He quickly became popular in Eckland, particularly among the young females of the town and began earning quite the reputation. Eckson invited him up to the Keep for a private concert. Seamus arrived forty minutes late, but put on such an amazing performance that when asked about the concert, Eckson had only positive things to say about the young man. On the twenty-fifth day of the sixth month, at around sunset, the shocked onlookers present at the Eckland outdoor bazaar witnessed something that appeared to be a massive fireball drop out of the clouds and crash high up on Mount Generic. Eckson and Branzig immediately began organizing a search party to go investigate the bizarre event. But as Branzig led his team out from Eckland the following morning, they learned that Markul Gentlecoin had sent his brother with a team of fourteen mercs and miners to the mountain the previous night, mere hours after the fireball struck the mountain. Looking to hire watchmen and guards, duties to include watching doors and windows and deterring potential thefts. Preferable is someone that can always look angry. Interested candidates please apply in person at Gentlecoin Money Exchange Hiring Caravan Guards, Experienced only please, must like travel. Apply to 5-Coppers Guild Small Cave System needs exploring, inquires seek Tuaim Ban Iggnore mye burudder. Hee iz a stoopit idjit. -Boog. WANTED: Men to investigate the mysterious fireball that hit Mount Generic last night. We leave in two one days at dawn. Contact Torvald Branzig. WANTED: Information on “THE RED HAND”. ANY information that leads to the capture or death of the notorious slave gang will be rewarded. Please contact Torvald Branzig or Lord Gregory Eckson. Other Noteworthy Events: Samantha Bladecutter and Orn Ultherhelm open their own smithy, “The Iron Horse” and begin manufacturing the finest horseshoes in the land. They also make masterwork weapons and armor on contract. The first meeting of the Eckland City Council occurs. If someone would like to go into greater detail on this, please do, and I’ll drop it into my post. Otherwise, I’ll just say that the meeting goes well and leave it at that. Syl you can do my statblock too. :) |
| HK-47 II07-11-07, 06:35 PM | ACK!..... Argo, you beat us to it! Rockjaw and I had decided to do a collaboration (If it's allowed) |
| Sylvaroth07-11-07, 06:58 PM | Cool, a tri-collaboration. I suggest you work together, Argo adds your ideas to his post and gives proper credit, so I won't have to work on three stat blocks, right? ;) |
| HK-47 II07-11-07, 07:16 PM | Argo already posted his chronicle, and retroactive collaborations make stuff feel pasted on... In addition, I'd like to point out that this isn't working, when we proposed most things everyone knew what was going on and the chronicles made sense, since we stopped doing that they didn't mesh well anymore... don't get me wrong I love surprises, but most of mine are misunderstood... For example, as I was telling Rockjaw, when I said Fortown Fell, I meant Militarily, defectors are people who leave their military to join the enemy, the defectors of Forttown wanted the whole city to do so. At this moment, even though I started that story arc, I have no idea if they succeeded or not, if the enemy is on it's way or not, etc., etc., etc. If I had needed to propose that then everyone would be on the same page, but obviously we are not. I agreed with deanruel that we didn't need to propose everything, but now we are proposing nothing and while surprises are important to this thread, it's even more important that we work together. |
| Rockjaw07-11-07, 07:52 PM | I concur with HK, if not for my misunderstanding the chronicle that I posted wouldn't have had Eckland enfolding Forttown, I an as guilty of proceeding with creative interpertation as any but I agree that we need to get back to posting proposals and voting on thier implementation.. That stated myself and HK are going to try to "creatively reconstruct my gross misunderstanding" and get it back on track by linking our efforts on the next chroincle post so please bear with us as we try someting different.. Argo, excellent post loved the bard, quick question didnt Johnny A, name the undertaker up the page a bit.? His proposal, so we should be fair and use his NPC, right.? PS loved the details on the books, thats just creepy |
| HK-47 II07-11-07, 08:11 PM | Disclaimer: I blame myself for the misunderstanding, not Rockjaw... I repeat, I consider it my fault, not his But yeah, we're trying to find a middle ground that we, and hopefully others, can agree on for the Forttown story arc |
| Rockjaw07-11-07, 08:21 PM | It may involve burbon or coffee, but we'll get it right Disclaimer of my own: HK is a very humble individual, thank you HK |
| Argo07-11-07, 08:52 PM | Hey, fellas... Whatever. Just keep me in the loop on this. I'll add my stuff into your collab and we'll have an official month 4-6 extravaganza. |
| Sylvaroth07-12-07, 07:31 AM | Is it just me or is there something wrong with Gregory's stats? Abilities (Modifiers): Normal Middle Age Str 15 (+2) / 14 (+2) Dex 14 (+2) / 13 (+1) Con 14 (+2) / 13 (+1) Int 10 (+0) / 11 (+0) Wis 10 (+0) / 11 (+0) Cha 11 (+0) / 12 (+1) Skills:Skill Ability C/cc Skill check mod Jump Str C +10 Intimidate Cha C + 5 Move Silently Dex cc + 5 Listen Wis cc + 5 Spot Wis cc + 5 Perform (String Instrument) Cha cc + 5 As a 10th-level Fighter Gregory has (2 + Int) x 13 = 26 skill points; as a human Gregory gets 13 bonus skill points for a total of 39 skill points. Normal: Jump: 13 ranks (13 skill points) +2 (Str) -5 (+3 Full Plate) = 10, Intimidate: 5 ranks ( 5 skill points) +0 (Cha) = 5, Move Silently: 9 ranks (18 skill points) +1 (Dex) -5 (+3 Full Plate) = 5, Listen: 5 ranks (10 skill points) +0 (Wis) = 5, Spot: 5 ranks (10 skill points) +0 (Wis) = 5, Perform: 3 ranks ( 6 skill points) +0 (Cha) +2 (Lyre) = 5, Total: 62 skill points That's 23 skill points too much (20 for Gregory's 11th-level version). Middle Age: Jump: 13 ranks (13 skill points) +2 (Str) -5 (+3 Full Plate) = 10, Intimidate: 4 ranks ( 4 skill points) +1 (Cha) = 5, Move Silently: 9 ranks (18 skill points) +1 (Dex) -5 (+3 Full Plate) = 5, Listen: 5 ranks (10 skill points) +0 (Wis) = 5, Spot: 5 ranks (10 skill points) +0 (Wis) = 5, Perform: 2 ranks ( 4 skill points) +1 (Cha) +2 (Lyre) = 5, Total: 59 skill points That's still 20 skill points too much (17 for Gregory's 11th-level version). Am I missing something here? |
| Johnny_Angel07-12-07, 07:36 AM | Eckland: Year 15; Month 7 The seventh month of the year turns out to be a somewhat eventful month; perhaps not on as grand of a scale as times in the past, but eventful none-the-less. The council continues to debate and discuss many issues; rumors leak out into the town about the inner workings of the council, but no concrete details have come to be known yet. Meanwhile, as the political cogs of Eckland continue to churn, a few new faces make Eckland their home. On the third day of the month a young half-elven woman wearing a cloak and clothing similar to a courtier's outfit enters town with a walking stick in one hand and the reins of a pack mule in the other hand. Noticable is the fact that it all seems to be neutral colors (black, grey, white.) She appears pale, not in a sickly way, but fair skinned - similar to a porcelain doll; she has black raven hair, and her most noticable feature (because it's seemingly the only thing of color about her) is the presence of her bright green eyes upon her face. A few beggars in town say she was seen speaking with Casper Tate; the two half elves unloaded a shovel, some wood, and carpentry tools from the pack mule. To everyone's delight, Seamus Quicktongue continues to perform in the streets of Eckland. His appearance in town still seems to be a bit of mystery though. His motives and intentions are still unknown. Perhaps the most shocking and/or unusual news of the month came when a few pints of dwarven ale loosened the lip of a town guard who had accompanied Branzig to Mt. Generic. Most people in the tavern waved his words aside and regarded them as the words of a heavily inebriated man. He claimed that he was sent ahead of the group as a scout for Branzig. Supposedly what he saw -with his own eyes- was a group of talking baboons weilding weapons. Those who actually listened after that point and didn't mock him learned that "...they weren't just normal looking baboons though...they had a sort of ash colored hide and crimson fur... most of them looked the same, but one of them was obviously the leader; it looked bigger and meaner than the others. I overheard it saying something about the tears of an angel, but I couldn't quite make out everything. I was far away, and, even though they spoke, they had low guttural voices which were hard for me to understand. Two of them were holding what almost looked like some sort of short green elf as two more placed restraints on him." When one of the other patrons jokingly asked why the guard didn't attempt to rescue the "green elf" the guard answered that his mind was so confused by what he saw that he couldn't think clearly, and he also could feel a strange sort of evil eminating from the baboons. Apparently Branzig believed him though because Branzig and his group of men returned to town after a few days, and Branzig went directly to Lord Eckson. On the 13th day of the month the young half-elf female came to be known as Amathmai Dhorkastle. She claims to be the real expert (expert level 4) and proprieter behind the funeral service business. Casper Tate is her younger half-brother (different mothers; same father.) The reason why he entered town first is because a lot of towns they had been to previously looked upon their business as some sort of strange cult and were very closed minded -and often hostile- about Amathmai's presence in town. Casper is a bit more martially minded and able to physically take care of himself, so their plan for the past few towns they've visited have been to send Casper in first and see what sort of reaction and vibe he got from the general population. Although a few people in Eckland seemed a little put off, it was far more friendly than other towns they had been to. Amathmai waited a short distance outside of town until her brother sent word that it was safe. Amathmai went to speak with Brother Atil to explain her services; she apologized for the deception, but said that it was needed. A few times her and her brother had been violently chased out of towns by pitchfork and torch wielding religious fanatics. Toward the end of the month a few people have reported seeing a ghostly man walking to the edge of the river around midnight every night and smoking a tobacco pipe. A few people have tried approaching him and talking to him, but it's as if he either ignores them or doesn't even see that they are there. He is said to be friendly - or at least not violent; however friendly someone ignores you can be. Every night it is the same though: He appears somewhere near the river, walks to the edge of the river, and stands there; looking out into the distance as he smokes his pipe. During the last week of the month, Casper Tate is seen speaking with Seamus Quicktongue on more than a few occasions. One the last day of the month, Casper Tate -to the surprise of many- reveals that he can play the bagpipes and joins Seamus Quicktongue in a well performed, yet melancholy sounding tune as the sun goes down. Although Seamus Quicktongue obviously outperformed the young half-elf, Casper Tate becomes known as a somewhat proficient musician. ________________________________________ ________________________________________ _ ________________________________________ ________________________________________ _ (I know that it's normally 3 month chronicles, but I only did a one month chronicle. I figured that way I could find a cheap way to fit in the NPC I came up with and also leave enough time in the year for everyone else to fit in what they're trying to do.) --------------------------------------------------------------------------------------------- I know I don't have to go into this much detail, but I don't have anything to do this morning, so here are the stats for both Amathmai and Casper. Amathmai Dhorkastle LN Female Half-Elf, Expert 4 Age: 25 Height/Weight: 5'4"/113 pounds Looks: bright green eyes, raven black hair, pale skin Hit Points 13, AC 10, Initiative +0 STR 10, DEX 10, CON 8, INT 13, WIS 12, CHA 11 Saves: Fort 0, Reflex 1, Will 5 BAB/Grapple: 3/3 Attacks Quarterstaff +3 1d6 or -1/-5 1d6/1d6 Skills of Note [*denotes a class skill (experts pick their class skills)] *Craft Carpentry +11 *Knowledge:Religion +11 *Knowledge: The Planes +6 *Knowledge: Local +6 *Profession: Undertaker +8 *Heal +6 *Listen +4 *Move Silently +5 *Search +4 *Speak Language: Common, Elven, Terran, Celestial, Infernal, Abyssal, Undercommon Gather Information +7 (includes synergy bonus) Spot +3 Diplomacy +2 Feats: skill focus:craft:carpentry, skill focus:knowledge:religion Special: Half-Elf Traits --------------------------------------------------------------------------------------------- Casper Tate NG Male Half-Elf, Expert 2 Age: 22 Height/Weight: 5'6"/142 pounds Looks: dark green eyes, black hair, slightly tanned skin Hit Points 11, AC 15**, Initiative +0 STR 10, DEX 10, CON 12, INT 11, WIS 8, CHA 12 Saves: Fort 1, Reflex 0, Will 2 BAB/Grapple: 1/1 Attacks Javelin +1 1d6 30ft range increment (ranged weapon) Shortspear +1 1d6 20 ft range increment (melee weapon) Skills of Note [*denotes a class skill (experts pick their class skills)] *Disguise +4 *Knowledge:Religion +2 *Perform: Bagpipes +6, Perform: Paint Portrait +6, Perform: Oral Epitath +6 *Bluff +4 *Diplomacy +5 *Sense Motive +1 *Listen +1 *Spot +1 *Search +0 *Gather Information +4 Feats: Armor Proficiency: Medium Special: Half-Elf Traits **Casper wears a Breast Plate which is concealed underneath his clothing.(edit) DM's note: If you're a DM and you wish to both a) use noncore material and b) use give Amathmai a PC class, I would suggest the archivist class. Otherwise, I think expert covers her character perfectly. |
| HK-47 II07-12-07, 07:46 AM | yes, Sylvaroth, age category, you forgot age category, though it doesn't affect the skill points it does boost the mental scores by one (and reduces the physical scores by the same), assuming they haven't already been applied |
| Sylvaroth07-12-07, 08:04 AM | I added that now. The only change, however, is a +1 Cha mod that reduces the skill point total by 3 to 59. |
| Rockjaw07-12-07, 09:57 AM | Johnny, great post my friend.! I liked the tie-in for both the undertakers and thier stats, very nice. |
| Sylvaroth07-12-07, 10:52 AM | Any ideas about the latest town population numbers? Are those critters at Mt. Generic half-fiendish baboons or simply goblins (in that case I would wonder why the guy knew baboons but not goblins)? **Casper wears a Breast Plate with the Glammered enchantment - which makes it look like normal clothing. It was one of his father's posessions. I am against this. He is a completely new (and AFAIAC unimportant) NPC (Though he is also a disguised warrior, a bag-pipe genius, and a sage in matters of rites and religions. Seriously WTF?!?!?). He's a 2nd-level Expert, so he has gear worth 2,000 gp maximum, way to little to have a glamered breastplate (IMO it will count against the gp limit, even if he inherited it). |
| Johnny_Angel07-12-07, 11:14 AM | Syl, good points on the armor, and I was uneasy about using it; however, I needed to figure out a way to explain why he originally appeared in town as only wearing normal clothing. Basically, I was searching for a way to bring together my post and ideas with the post and ideas of Argo. If it's a big issue I'll just later clarify (or somebody else can clarify) that his father lied to him and said that it was glammered armor, but -in reality- it actually is just normal clothing. In which case his AC would just be 10. Maybe that turns out to be a short side quest for PCs. Casper doesn't understand why his "armor" doesn't seem to work. The PCs then (via small adventure) realize that it's not really armor at all. As for the creatures on Mt. Generic... ... most of them are simply fiendish baboons; the leader is a half-fiend baboon. A group of fiendish baboon barbarians (the fiendish template gives them enough intelligence to take class levels) lead by a half-fiend baboon of whatever class (I was thinking straight barb, barb/cleric, or fighter/cleric.) Yeah, I know it sounds a little outlandish, but, lol, why not? I tried to leave it pretty open ended though. The guy in the bar was drinking, so he could either be: a) drunk and not know what he's talking about b) actually telling the truth c) a wise-cracker who isn't even really a guard and thought it would be funny to spread a ridiculous rumor d) something else I also tried to leave the creatures open ended. They could be: a) all fiendish baboons; minions of some more powerful creature b) fiendish baboons lead by a half-fiend baboon c) same as b, and they're still minions of a more powerful creature d) something else Wherever you want to take it is fine. I'm pretty easy to get along with. My original idea was a variation of one of the downloadable adventures available here on the WoTC site. I can't remember exactly what the adventure is called, but it features insectile ogres lead by a ogre mage seeking to capture and torture a celestial youth. Casper is hardly a disguised warrior though; he's just more physical than his sister. You'll also notice that he doesn't know nearly as much about rites and religion as his sister does; granted, what little he knows he probably just picked up from being around her and her mass amount of books (the books he brought to town belong to her.) As far as the bagpipes and his various perform abilities, they are all things geared toward funeral rites. He's not a genius at performing, but he does have more skill then the average person. "Casper Tate becomes known as a somewhat proficient musician." Hardly a maestro; that's not even really a comment when you think about it. |
| Sylvaroth07-12-07, 11:21 AM | Don't get me wrong, I like your entry, especially the baboons (I will PM you on that), just make the breastplate a breastplate (even MW is fine) and conceal it with a mundane cloak, and you are done. Casper is hardly a disguised warrior though; he's just more physical than his sister. You'll also notice that he doesn't know nearly as much about rites and religion as his sister does; granted, what little he knows he probably just picked up from being around her and her mass amount of books (the books he brought to town belong to her.) As far as the bagpipes and his various perform abilities, they are all things geared toward funeral rites. He's not a genius at performing, but he does have more skill then the average person. Why just make him another bard-type guy, happening to come to Eckland just in time for Eckstock. Is it just me or did we already twice: Destroy Forttown Send some lights from the skies to Mt. Generic? |
| Johnny_Angel07-12-07, 11:39 AM | I actually was trying to build a little steam for Eckstock. To be honest I had considered saying the ball of fire was a neogri craft crashing; I forgot that they're not in MM1. Since I was already in the midst of my post, I decided to plug in one of my previous ideas (the baboons.) I edited my chronicle. Forttown does seem to have bad luck. If I lived there I would start to believe the place was cursed somehow. BTW, this is the link to the adventure I was talking about: http://www.wizards.com/default.asp?x=dnd/oa/20030629a feel free to PM me |
| Argo07-12-07, 04:25 PM | J_A: I like the way you combined my take on the Half-Elf undertaker with yours. Sorry I didn't use your NPC, I missed the part where you actually wrote a description. I just took your idea and ran w/ it. Questions for J_A: Branzig returned to town and told nobody what they found? Did they make it to the impact site? What happened with Markul's team? What was the fireball? Baboons? Seriously? Baboons? |
| Johnny_Angel07-12-07, 05:59 PM | Yeah, baboons; more specifically, baboon barbarians. Heck, why not? lol, we have a tree druid. I left it open ended though, and whatever direction the next poster wants to take it is fine with me. I was thinking that the fireball could be the "green elf" falling from the sky. If you read the adventure I linked to, it's a very similar idea. Like I said though, I left it pretty open ended. I actually think there is a lot you could do with fiendish baboons though. They could be minions of baphomet; they could be somehow linked to the evil Obad-Hai cult; they could be something completely new. I left a lot of things in my post open ended; feel free to run with it. Argo, no need to apologize. I'm a pretty easy person to get along with. I liked your idea, so I found a way to add it to mine. Syl, the stuff in your PMs is good. It's all fine by me. I was thinking that there could be different power levels of the baboons. The weakest ones would just be fiendish baboons; tougher ones could be fiendish baboons with more racial hit dice; even tougher ones might have a level or two of barbarian. The "leader" I envisioned as being the only one with the half-fiend template. He'd be pretty much the same as the others with the exception that the half-fiend template offers a little more than the fiendish template does. It makes sense thematically too because they are usually organized into troops (10-40.) What happened with the teams of guards? My thoughts were that the scouts sent ahead of the main party told Branzig what they had seen. Branzig decided that he neither enough information about what was going on nor enough man power to effectively engage the creatures. As such he made a command decision to return to town and come up with a plan of action. |
| HK-47 II07-12-07, 11:35 PM | Is it just me or did we already twice: Destroy Forttown Send some lights from the skies to Mt. Generic? This is how I view the (recent) history of Forttown: We had one Fire in Forttown, it had trouble rebuilding the damaged portion because the military men, and the town gaurd were mostly corrupt, then the corrupt ones decided that they wanted to join the enemy, so they tried to take over the town and eventually succeeded, BUT so many important residents had been killed or fled (to either nation) that no one could stay in town... so it's not *physically* destroyed, just decimated (reduced by one tenth), it's is, however abandoned, and the bodies of the dead that fell in areas that are yet unused still lie there... by the way, deanruel, did you ban ALL undead, or just the sentient kind? if we use undead and it gets out of control we can Deus ex Machina, most of the 2% (PC level people) of the logging settlement are good Clerics, it's growing because of the Fountain of light, so most of it's residents are religious pilgrims.... i'm not officially proposing what was implied by the last paragraph yet, but I do think we need another big event within the next few Eckland years we have many possibilities too |
| deanruel07-12-07, 11:37 PM | Allright. I'm gonna do that thing I do where I make unpopular statements and reign everyone in. Firstly I wanna mention to my good buddy Argo that while the 8th level bard is fine by me the Charisma 20 is ....not really possible by the character creation rules we had. I believe I might have mentioned this very briefly when Rockjaw introduced his bathhouse lady with charisma 18. I don't recall specifically. I may have even let it go by assuming she simply wouldn't play a part and thusly wasn't worth a fuss. But even ignoring out creation precedents the likelyhood of any given character having an 18 in anything (nevermind a 20) is freakishly rare. Remember my thing about how a 10th level character moving in is like Ludacris moving next door? Well take that unlikelyhood and then multiply it by the odds that ludicrous can bench 400 pounds (the amount a strength 20 character could). 20's are ultra rare and even given an 8th level character's +2 points it's still not probable. As to the half-fiendish baboons.......wow. Allright I'm not as opposed to this as some might think. Especially given the level of ambiguity that has been provided. However to the -specific- idea of half fiendish baboons I'm giving a rousing NO to that one. I mean....Baboons? I know it's a fantasy world but aren't they still about a continent away from their proper environment? So here are a few suggestions that stay within the scenario's -idea- and still sit well with my Plausibil-o-meter. 1) Fiendish Bears 2) Dretch's (this is actually my biggest suggestion, if you look at a dretch I could see them being mistaken for.....fiendish baboons) 3) Girallons (4 armed apes? fiendish baboons? CLOSE ENOUGH) Now as to the "Green Elf that was a fireball in the sky" that's just really really wierd too. And since it can't happen by core mechanics (or at least that I can't figure out) I'm gonna suggest some modifications here. The "green elf" -could- be one of the fey that have been supposedly floating around for a while. Since sex wasn't mentioned it could be a Dryad. That might make some sense. She could be tied up to stop her from getting back to her tree and thusly dying. Now if that's the case then the fireball was likely coming -from- the villains (fiends/dretches/girallons) aimed -at- her. So whoever our villain is their head honcho is gonna have to have (or have had) some way to shoot a fireball. So, what're you all thinking? |
| deanruel07-12-07, 11:46 PM | This is how I view the (recent) history of Forttown: We had one Fire in Forttown, it had trouble rebuilding the damaged portion because the military men, and the town gaurd were mostly corrupt, then the corrupt ones decided that they wanted to join the enemy, so they tried to take over the town and eventually succeeded, BUT so many important residents had been killed or fled (to either nation) that no one could stay in town... so it's not *physically* destroyed, just decimated (reduced by one tenth), it's is, however abandoned, and the bodies of the dead that fell in areas that are yet unused still lie there... by the way, deanruel, did you ban ALL undead, or just the sentient kind? if we use undead and it gets out of control we can Deus ex Machina, most of the 2% (PC level people) of the logging settlement are good Clerics, it's growing because of the Fountain of light, so most of it's residents are religious pilgrims.... i'm not officially proposing what was implied by the last paragraph yet, but I do think we need another big event within the next few Eckland years we have many possibilities too Also this needed to be addressed so here's another post. First thing's first: The forttown thing is done and over with. I don't care what happened or how but it can't continue happening. This may seem like an over-reaction but it's the way it's gotta be. Here's why: Eckland is meant to be a drop-in town, usable by DM's as a single town in ANY campaign with (hopefully) little to no changes. The towns around Eckland are just there to make it not exist in a vacuum. For example seatown could be -anywhere- that has access to a water source but histories are being written for Forttown and that can't happen anymore. The DM has to be able to simply say "The neighboring town lost a number of it's population to eckland many years ago" and have it end at that. No Fountain's of Light, no Corrupt Militia, no Eckland owning Forttown as a secondary city. Forttown is a prop and needs to be treated like one. Use it incredibly sparingly henceforth please. As to the undead. Well....I've never banned them. I would (and will) argue like hell against them but I've never banned them. If you guys all decided tomorrow that it would be cool to have a cult dedicated to the worship of Shadows whose sole goal was to kill every being they could get their hands on then that is something I would REALLY make a lot of noise against. But if that's what you guys decided you wanted then I would accept that. |
| HK-47 II07-13-07, 12:00 AM | The Fountain of light is not in Forttown, but still I see your point, I was just expressing what I felt was the reason Forttown fell, but since I didn't propose Forttown falling (because I didn't think it would effect Eckland as much as it did) and no one understood what I meant, the history is my explanation of my idea of what happened so we'd be on the same page. my plan to fix my mistake would have involved revealing information on the enemy nation, which I now see I shouldn't do back to the Fountain of light... it was made awhile ago, it's located in the future rival city that is currently a logging settlement, I needed something that would cause us to know that the settlement was growing but that wouldn't effect Eckland much if at all... another mistake I guess. It brings me back to my point on the last page, that even though I like working secretly it was working better when we proposed everything, rather than almost nothing at all. EDIT 1 PART 1: and before anyone says otherwise, most of the recent ongoing troubles are either my fault, or caused by people misunderstanding what I say (which counts as my fault): in addition I think you should consider me the official scapegoat, I'm volunteering for the position, the way I see it, since people learn by making mistakes, and I've been too cautious to make many yet, so I'm behind on that kind of learning and have been making up for it involuntarily recently... I'll try to fix all of my mistakes, because while I'm not a perfectionist, well, let's just say that most people confuse me for one, I can't stand leaving my mistakes as they are, I have to atleast try to fix them, and I'll try to create interesting plothooks, etc. in the process EDIT 1 PART 2: and I'm once again reminding everyone that we should start proposing things again, because, as we've seen, even minor things can evolve into major things, and since major events need to be proposed... EDIT 1 PART 3: Oh, one more thing, Sylvaroth, I'm as irked about the lack of updates to the Town Stat Block, so anything I can do to help short of doing the entire thing, because it's hard to track all the changes that have happened since they became to lazy to do it themselves :P . EDIT 2: Ok, forget the voluntary Scapegoat thing... while I do feel responsible now, if something comes up that I'm not involved in (which I doubt), I'll not want to be the one considered responsible, just because I was at this moment in time. |
| Sylvaroth07-13-07, 01:24 AM | As to the half-fiendish baboons.......wow. Allright I'm not as opposed to this as some might think. Especially given the level of ambiguity that has been provided. However to the -specific- idea of half fiendish baboons I'm giving a rousing NO to that one. I mean....Baboons? I know it's a fantasy world but aren't they still about a continent away from their proper environment? So here are a few suggestions that stay within the scenario's -idea- and still sit well with my Plausibil-o-meter. Well, to be exact, fiendish baboons live in evil aligned planes, so they are more than just a continent away from their 'proper' environment. I vote for the baboons, and propose to make them the next threat to Eckland. |
| Argo07-13-07, 03:23 AM | the likelyhood of any given character having an 18 in anything (nevermind a 20) is freakishly rare. Remember my thing about how a 10th level character moving in is like Ludacris moving next door? What's the likelihood that Ludacris goes on tour and stops in large towns around the country? Pretty fair odds, I'd say. The bard is not moving to Eckland. He's come to town for a few months, we'll have Eckstock and he'll leave. I see no reason why the leader of the bards shouldn't have a freakishly high Charisma. But, hey, that's me. |
| Johnny_Angel07-13-07, 11:33 AM | Now as to the "Green Elf that was a fireball in the sky" that's just really really wierd too. And since it can't happen by core mechanics (or at least that I can't figure out) I'm gonna suggest some modifications here. The "green elf" -could- be one of the fey that have been supposedly floating around for a while. Since sex wasn't mentioned it could be a Dryad. That might make some sense. She could be tied up to stop her from getting back to her tree and thusly dying. Now if that's the case then the fireball was likely coming -from- the villains (fiends/dretches/girallons) aimed -at- her. So whoever our villain is their head honcho is gonna have to have (or have had) some way to shoot a fireball. So, what're you all thinking? Well, I left it open ended so that it could turn out to be anything. As to what I was thinking: The "green elf" was some sort of celestial which fell from the sky. Remember the awakening of the land? It was shortly before the sea elves appeared. I hinted that the magic from that occurance was so powerful that it sent a ripple throughout the planes; the cosmology of D&D is pretty big, so it would probably take a while for the "ripple of power" to spread completely. This ripple happened to suck some sort of angel/celestial/otherwordly-good-aligned-being/whatever from their plane - the being just happened to be in the wrong place at the wrong time and was sucked through a temporary tear in the fabric of that plane caused by the ripple. Dazed and caught unaware, the being fell to earth (which is what the fireball was.) Now, in the adventure I linked to, the idea was that the celestial in that adventure was not fully grown; as such, did not have all the powers it normally would have. Since that is a Savage Species thing and we only use core, this idea needs some tweaking. My idea is that the long fall badly hurt the celestial(or whatever else it turns out to be.) Being as hurt as he/she was, he/she was vulnerable (and I propose dazed as well.) Some evil aligned being became aware of what had happened. The evil aligned being could be an outside or perhaps just a demented sorceror (the baboons could be the product of the sorceror meddling with magic and dark forces in an attempt to create the perfect minions/slaves/cannonfodder - happens all the time in fantasy stories.) Anywho, whoever the evil aligned being is had knowledge of the "green elf's" fall from the sky. The same being also has knowledge of certain things from the book of vile darkness (or some other equally disturbing tome of knowledge.) The evil being knows that the tears of an angel can be used to create fill in the blank with an evil artifact or powerful weapons here. Hence the baboon minions were sent to capture the "green elf" while the "green elf" was weakened. The shackles placed upon the "green elf" could even be magical somehow; designed to rob the "green elf" of the powers and spell-like abilities that it would normally have by creating an anti-magic field centered on the being wearing the shackles. btw, most of the baboons are fiendish...not exactly the same thing as half-fiend, but I did propose that at least one of them would be a half-fiend. That one would be the leader of the baboons and the henchman/personal bodyguard of whatever force commands them. A good way to tie this in to the town? Well, I'm sure that evil and fiendish animals would draw some suspicion toward the evil Obad-Hai cult. The paladin in town could start recieving visions and feel a compulsion to go to Mt. Generic. Gregory should know a little bit about what's going on as well by now. |
| Argo07-13-07, 12:09 PM | I just want to go on record as being opposed to this whole fiendish-baboon/celestial-fireball tack. And I also want to point out that deanruel was not nearly as opposed to it as he was opposed to a bard having a high Charisma. :) |
| tharivol26607-13-07, 02:11 PM | i have to come out and say that i am opposed to any published adventures being worked into the story of eckland. If the DM who is using this needs the hook he/she can add them by themselves. |
| Sylvaroth07-13-07, 02:25 PM | Like a mysterious druid, who sends a plague of rodents to undermine a house? Like orcs attacking the town? Like a powerful water elemental capsizing ships? Oh wait, those are all allies now, aren't they? :D I wanna baboon :bigeyes: |
| Johnny_Angel07-13-07, 03:35 PM | i have to come out and say that i am opposed to any published adventures being worked into the story of eckland. If the DM who is using this needs the hook he/she can add them by themselves. I used the published adventure as motivation; I wasn't saying the published adventure had to be used. I took the idea from there, and that's why I provided the link - as a reference material. Like I said before though, I left it vague enough that it could be changed into something else. I thought it would be nice to use some creatures from the MM which usually don't get used. It's a community project though; lol, I won't cry into my pillow tonight if the story takes a different turn. There does seem to be strong opposition though; to be honest, I was more surprised that there were people who supported the idea. Either way, the rules of the thread are the rules of the thread; I suppose the only thing to do is to call for a vote on the matter. I vote yes, but I don't think my vote really counts since I'm the one who created the storyline basis for the baboons. However, these are some reasons why I think using the baboons would fit Eckland. 1) Nature theme: Although evil, they are animals, and the town of Eckland seems to be following a nature theme. Not everything in nature is friendly and flowery. I think these creatures would fit the natury feel of Eckland. 2) Unique: Other than the Wizard of Oz, when have you ever seen evil monkeys in a fantasy story? 3) Easily scaleable adventure: I'm not sure about anyone else, but I tend to like it when I can scale an adventure to meet the challenge of the pcs involved. There are so many different ways to make these creatures both stronger and weaker that this adventure path could be used at nearly any level from 1-20. You can add racial hit dice, you can add class levels; you could simply just add more of them if you wanted to. 4) Tie Ins: There are so many ways to tie this into the history or Eckland and/or tie it in with the characters in Eckland. Who even really remembers the "awakening of the land side" effect caused by the druid gathering? I'm not saying that is what needs to be used; I did leave it vague enough to be connected to anything, but that's just one example. The others I have mentioned in my previous posts. I think it makes the town feel more alive when past events can be connected with new adventure. Like I've said though, I left it vague enough that it could go almost anywhere. It's a community project, so it's the community's call. |
| Sylvaroth07-13-07, 03:48 PM | So the baboons came to Mt. Generic through a temporary gate when the planar ripple of the 'land's awakening' weakened the fabric of reality? I love it! You have my vote, Sir. :D |
| Argo07-13-07, 06:23 PM | I won't stand in your way as long as the baboons are in no way connected to the GIANT fireball that fell out of the sky onto Mount Generic. If they are connected, I vote no. If they're unconnected, I abstain. |
| Argo07-13-07, 06:29 PM | Actually, no, forget it, I vote no. This town is supposed to be able to be dropped into any campaign world. Now we've got fiendish baboons. We weren't even allowed to use an aboleth because it was deemed too out there for DMs to use. So I vote no. |
| Argo07-13-07, 06:42 PM | Also, I fail to see how the arrival of some fiendish baboons would cast suspicion on the Church of Obad-Hai. |
| Sylvaroth07-13-07, 06:55 PM | They don't. I think they are too caught up in killing off abusive husbands, anyways. |
| Rockjaw07-13-07, 08:18 PM | I think you all are nut-jobs, thank god I fit right in I have to vote NO on the baboons, though I do love the plot may use it in my own world |
| deanruel07-13-07, 11:20 PM | What's the likelihood that Ludacris goes on tour and stops in large towns around the country? Pretty fair odds, I'd say. The bard is not moving to Eckland. He's come to town for a few months, we'll have Eckstock and he'll leave. I see no reason why the leader of the bards shouldn't have a freakishly high Charisma ... And I also want to point out that deanruel was not nearly as opposed to it as he was opposed to a bard having a high Charisma. Damnit....I hate funny and effective points. I thought Ludacris was coming to stay, my bad. I'm much cooler with him showing up, being badass, then heading off. I'd still go with an 18 charisma but who cares really. As to the Baboons I am still very much on the NO side. I propose instead, again, one of my ideas that tries to put everything together in that crazy ass story. I too am not only somewhat opposed to the wicked wacky zaniness of the story as I am the whole "it's basically the published adventure" part. Either way it's 3 to 2 now so given one more no I think we can decide it, or 2 more yesses. |
| Sylvaroth07-14-07, 04:15 AM | http://img.photobucket.com/albums/v213/Farzul/26.jpg HAPPY BIRTHDAY to me! As you can see my luck in die rolls is not that good, so my annual Age check resulted in a 26 today. At least I rolled a natural 20, yay! :ayyyy!: |
| Johnny_Angel07-14-07, 07:56 AM | If it turns out to be a no, I support dretches. I'm not sure about their leader.....harpy sorceror? |
| Johnny_Angel07-14-07, 07:59 AM | I think you all are nut-jobs, thank god I fit right in I have to vote NO on the baboons, though I do love the plot may use it in my own world lol, I didn't see this until after my other post. If you do ever use it, I'd be interested to see how the players in your campaign respond to what's going on. |
| tharivol26607-14-07, 01:42 PM | [CENTER] As you can see my luck in die rolls is not that good, so my annual Age check resulted in a 26 today. At least I rolled a natural 20, yay![/FONT] :ayyyy!: Hoppy Birfday then....i guess....send me booze. you're of age |
| Rockjaw07-14-07, 07:20 PM | Happy B-Day Sly :D Now, am I reading this right are we looking to wrap up the loose ends and get on with chronicling..? :confused: I could probably do an extended version and wrap it all up, need a day though post sun night... let me know |
| SpartanPheonix07-14-07, 08:02 PM | I propose we build the strongest army ever!!! Chosing the strongest and most intelligent humans to breed and create super soldiers. They start millitary training at very yonge ages 6-7. In return the soldiers are considered to be high class society and may retire at age 25, with a large portion of land with a cared for highly detailed home. Our army shall be equiped with squads of war mages, also chosen from superior bred humans. Our superior soldiers will do nothing but train for fighting all day long, including the war mages. Surviving very harsh circumstances. Lower citenzens will be chosen to farm for our soldiers(to replace their tax) and highly trained citizens shall be chosen to forge masterwork weapons for all of our soldiers.(replace their tax) We shall have a sector of thousands of mages, researching new spells to increase our survival and war. These mage researches shall also be chosen of highly superior races bred to have high intelligence. We shall have engineers (also bred) to design a defence system that will stop attacks from air and underground, mental and magical. We shall be the Super City. This is not madness. |
| SpartanPheonix07-14-07, 08:16 PM | Laws shall be passed. Only citizens with high attributes may breed. -The minimum requirement shall increase every year. Weak humans will continue to work to support our Super soldiers. If the weak refuse to work, they will be thrown off a cliff. We shall breed Dragons, to domesticate them, and use them as mounts in our wars. Mage Research. We shall research ways to keep people healthy. Placing permanent spells in our water reserve to purify, cure desease and heal wounds. All of our citizens will be 100% healthy and live long lives. A book of lawful behavior: This book influences all in the area (save vs will) to act in a lawful good way. These books shall be placed all over the city to cover majority (if not all) of the city. radius spell. Detect Evil (permanent) shall be placed at our walls and gates, and available to the rich. This is a radius spell. We shall have a court system. Psionics will be used in our 20 man jury. All forms of Truth spells are used. Psionics will also guard the court room along with heavily armed soldiers. Our streets shall be policed by our retired soldiers (for a larger fee) our Police Soldiers shall have a full arsenal of magic at their disposal including magic items and armour. |
| tharivol26607-14-07, 11:52 PM | if it wasnt for the fact that im 99% sure that you are joking i would draw my hammergun right now. |
| deanruel07-15-07, 01:33 AM | No, I'd bet good money he's serious. Sparta is in his name after all. Anyways while most of what he said isn't really worth talking about he has unintentionally brought up one of the points I've been noting for a long time. I do not believe that we are using Magic to it's full extent as of yet. I think we are thinking too much in the realm of the non-magic world. I believe that a town with permanently functional magic items available for purchase by -anyone- with enough money would use them more than we have. Like his idea about a permanent detect evil item. That would be useful. The idea of using helms of opposite alignment on criminals would be something worth considering. I say we should all take a look at the DM's Guide and try to think what would get used in just what way. What would -society- benefit from using? |
| Sylvaroth07-15-07, 04:04 AM | *sigh* deanruel, the 'permanent detect evil'-items are completely useless (see above paladin discussion). What I, on the other side, found to be of more interest was the part about placing permanent spells in our water reserve for purification. Though we don't even have a water reserve, we should still think about that concept. Let's get magical (within the limitations of the average 1st level commoners). |
| Sylvaroth07-15-07, 10:24 AM | The Town Guard Rank Troops Commanded Private Corporal 14 Sergeant 612 Lieutenant 1525 Captain 30100 Major 100500 Colonel 5005,000 General 5,000+ Captain: Torvald Branzig (War5). Lieutenants: Grakos Tigersoul (War7); Jack Heppart (War4); Handrell Justmore (War4); 3 War4. Sergeants: 4 War4; 10 War3. Corporals: 37 War3; 3 War2. Privates: 45 War2; 68 War1. Full-Time Guards: 4 (Branzig, Heppart, Justmore, Tigersoul). The full-time lieutenants take turns in commanding town guard and monster hunt units. Conscript Guards: 170. 7- lvl 4; 47- lvl 3; 48- lvl 2; 68- lvl 1. A typical unit: Lieutenant: 1 War4. Sergeant: 1 War4; 1 War3. Corporals: 3 War3; 1 War2. Privates: 3 War2; 5 War1. Town Guard Gear: Item Cost Weight Dagger 2 gp 1 lb. Light Crossbow 35 gp 4 lb. Manacles 15 gp 2 lb. Morningstar 8 gp 6 lb. Signal Whistle 8 sp - Studded Leather Armor 25 gp 20 lb. Total 85 gp 5 sp 33 lb. Monster Hunt Gear: Item Cost Weight Arrows (20) 1 gp 3 lb. Backpack 2 gp 2 lb. Bucket 5 sp 2 lb. Canvas 1 sp 1 lb. Clay mug 2 cp 1 lb. Dagger 2 gp 1 lb. Fishhook 1 sp - Fishing net 4 gp 5 lb. Handaxe 6 gp 3 lb. Hempen Rope 1 gp 10 lb. Javelin -* 2 lb. Shortbow 30 gp 2 lb. Short Sword 10 gp 2 lb. Spade 2 gp 8 lb. Studded Leather Armor 25 gp 20 lb. Trail Rations (2 days) 1 gp 2 lb. Traveler's outfit 1 gp 5 lb. Waterskin 1 gp 4 lb. Whetstone 2 cp 1 lb. Winter blanket 5 sp 3 lb. Total 87 gp 2 sp 4 cp 77 lb. *The javelins are hand crafted over the course of 2 days. Each conscript guard is bound to serve as a town guard and in a monster hunt unit each once a year. Guard units change day and night watch duty on weekly basis for about one month, while the change on monster hunts is based on a monthly turn. This practice ensures both regular training of the conscript guards in and off the field as well as an optimal protection for the town and its surrounding area against stray monsters and other dangers. |
| SupercrazyDM07-15-07, 06:23 PM | Could the town afford a decanter of water it is decently priced and could put out fires and irrigate fields. People would also always have fresh water. |
| deanruel07-15-07, 11:09 PM | We could afford a Decanter of Water. Good looking. I like the idea. I'm also going to more seriously propose an idea I put forth before off the top of my head. If you captured a criminal and then "detected" them as a matter of course you could determine their alignment. If the criminal captured turned out to be evil it could be a standard procedure of lawmen to use the "Helm of opposite alignment" on them to "cure" them of their evil. They would know what happened, and be fully aware of the effect but it says that they seek no cure themselves. This could be a quick way to a relatively crime-free society. Whaddya'll think? (and keep looking. There's bound to be tons of these) |
| Sylvaroth07-16-07, 02:18 AM | Decanter of water: Eckland is situated directly by the river Winding. Voila, fresh water! Helm of opposite alignment: I am opposed to this kind of practice. Evil is a mindset, not an affliction. I view it as being similar to brainwashing each and everyone who ever had a visit in the town's jail. Big brother's watching you! Also look here for magic enhancements. Other ideas: Sculptures made from unusual substances (coated with unguent of timelessness), Amulets of natural armor, bracers of armor, brooches of shielding, cloaks of resistance, dust of tracelessness/appearance, efficient quivers*, goggles of minute seeing, handy haversacks*, necklaces of fireballs, pipes of sounding, elixirs of hiding/truth/sneaking/vision, and elixirs of acid/cold/fire/lightning breath for monster hunt units, town guards, the law enforcement, house guards, investigators, riverine warriors, and lookout guards, A bag/knothole of tricks for Ezra, Phylacteries of faithfulness for the members of the clergy, Dust of illusion and hats of disguise used in the playhouse. *Those items will allow characters with a Strength score below 11 to join and accompany monster hunt units without the encumberance from their gear (e.g. adepts). |
| SupercrazyDM07-16-07, 08:08 AM | Could Eckland have a permanent court house with a permanet zone of truth ? This could help make sure the people told the truth unless they made their save. And i know Eckland is near the Winding river , but how much would it cost to make an irragation system? With a Decanter of Water it can do irragation quickly as well as put out fires and provide pure fresh water. This would also, make sure people would not get sick from bad water. |
| Johnny_Angel07-16-07, 08:49 AM | Helm of opposite alignment: I am opposed to this kind of practice. Evil is a mindset, not an affliction. I view it as being similar to brainwashing each and everyone who ever had a visit in the town's jail. Big brother's watching you! reminds me of The Clockwork Orange |
| Sylvaroth07-16-07, 09:03 AM | I suggest to start with an open drain, channeling water from the river Winding, with the main sewer flowing through the center of the village (by then a small town), branching off into several smaler canals, reuniting with the main sewer just out of town, and then flowing back to the river past the waterfalls. As we come closer to become a small city, the drain would gradually be built over, as building space becomes more and more valuable (not to mention the 'smell' that will increase with each new villager). As soon as we reach metropolis size, the sewage system would be a natural (built in) part of the settlement, comprised of varoius tunnels, aqueducts, etc. Where's the problem with that? I like the zone of truth idea however. Reminds me of one Ravenloft novel, where somebody who had to answer to the court had to touch some stone which had a similar effect. I don't think, however, that a lawyer could make that much money within a zone of truth, would he? :D |
| SupercrazyDM07-16-07, 10:02 AM | OK so should we scrap the decataner idea and make a court house in the next month. Eckson has enough money. |
| Heros_Backpack07-16-07, 12:08 PM | I would think a Decanter of Endless Water would be routine among the 'in case of siege' equipment - along with the defensive oil etc. |
| Argo07-16-07, 01:08 PM | I don't think we need a Zone of Truth. Has everyone forgotten that Eckson wears a Ring of Truth? He could simply give it to the judge, and the problem's solved with no new castings. |
| deanruel07-16-07, 01:52 PM | Decanter of water: Eckland is situated directly by the river Winding. Voila, fresh water! Helm of opposite alignment: I am opposed to this kind of practice. Evil is a mindset, not an affliction. I view it as being similar to brainwashing each and everyone who ever had a visit in the town's jail. Big brother's watching you! I still think the decanter might have a lot of uses. Definitely worth considering for it's firefighting potential alone. As to the helm it's the sort of thing I'd prefer to look at from a societal mindset. It's a sociological fact that laws and rules are made to benefit those in the high strata's. And I think that while it does have a brainwashing feel to it that's not really something that would bug most leaders, especially considering it would probably be very pleasing a prospect for their gods AND their citizens. Plus evil in the D&D world is actually a vastly greater threat than here in the regular one. A really nasty guy in our world can -at most- kill a couple dozen people. But in the D&D world evil can, with enough time, start all sorts of doomsday scenarios for pretty much everyone around them. Just think how many demons, devils, undead, and outsiders talk about making "Great deals for high prices" with people. That evil guy in your town may very well just be another angry joe six months from now....OR he could be offering his soul to a Glabrezu in exchange for incredible powers. I think this is something that's worth seriously considering. Even if the end result is simply "It makes sense, but not here" |
| Araes07-16-07, 03:27 PM | Helm of opposite alignment: I am opposed to this kind of practice. Evil is a mindset, not an affliction. I view it as being similar to brainwashing each and everyone who ever had a visit in the town's jail. Big brother's watching you! That evil guy in your town may very well just be another angry joe six months from now....OR he could be offering his soul to a Glabrezu in exchange for incredible powers. Still reading this thread off and on. I tend to agree with Syl on the helm of opposite alignment. If we were interested in making this 1984, the Eckland Chapter, then it might be appropriate, but no matter how useful it is, I think there's a flavor aspect that its dancing across. Its has too much of a "well, the terrorists might attack us, so we better invade them first" feel. The next logical step assuming this level of personality control is to then just manufacture the "helm of law abiding goodness" and require that everyone who lives in town put it on. Then there won't be any chance of deviance and Eckland can be a hegemonic, uniform, happy land. If you're the type of person we want living here, then you've got nothing to fear... In fact, it might be very interestingto see the social consequences play out if such an item were introduced and the reaction its application would elicit in normal citizens. |
| Argo07-16-07, 03:55 PM | Helm of Opposite Alignment: I think Eckson himself would be utterly disgusted by the idea of it. Eckland is all about living in harmony with nature, not bending it to human whims. That should include not wishing to bend human nature by force. This is Eckland. Not Stepford. |
| Sylvaroth07-16-07, 06:15 PM | http://img.photobucket.com/albums/v213/Farzul/Jail1.jpg The table in the cell block stands on top of a hatch that leads to the 'dungeon'. This dungeon contains the maximum security cells (antimagic fields, lead shields, etc.). The stairs on the side of the building lead to the office of the sheriff and the staff accommodation area for those deputies who don't sleep under the desk on the first floor or who don't mind the smell of Gunk and Boog. |
| Rockjaw07-16-07, 07:16 PM | sorry to keep everyone waiting, got involved in a massive project at work, dropping in the chronicle tonight.....promise |
| Rockjaw07-16-07, 09:47 PM | OK here we go, first I want to say that if I step on anybodys toes, I am apologizing up-front, I wanted to get us back into the chronicles and wrap up some loose ends... So if everyone is not cursing me in flames, :hides: then I think that we need to focus on the 'Red Hand' line and complete it. Chronicles of Eckland, Year 15 months 8 & 9 It has been a particularly busy summer for Eckland, meteors crashing from the sky, wandering bards, coming and going and an inebriated tale of several Devil-Baboons running loose in the area. Despite the seemingly crazy likelihood of this several of these items were completely true ..somewhat completely true, at least a little bit. It has also been a summer of wondrous invention and great civic achievement, new wells, more paved roads, many new businesses, dozens of things are happening in Eckland, and thats just the way we like it. Now to the Particulars .. Nobody is sure what fell from the heavens, crashing into Mt. Generic that day but everyone will agree that as is fell to the ground greenish flames were trailing behind and acrid smoke could be smelled on the wind for days. Markul Gentlecoin was the first to respond, sending his brother and over a dozen well armed mercenaries to the sight, finding a large crater with a steaming rock sitting right in its center. Laying claim to the stone Glimrick and his band of jovial fellows aptly named the Coinkeepers prepare to make camp and protect their newest find. The following morning Branzig and a contingent of guardsmen arrive to see Glimrick smiling proudly already there. Infuriated by the small gnome, Branzig returns to town, reporting to Eckson what has happened. The Gentlecoin brothers made a enormous find in claiming the meteor, and after negotiating a contract with the smelter at the Dwarven mining camp (with Markul not being very pleased about spending coin on it) the brothers have increased their wealth and reputation considerably. By allowing the dwarves to process the metals from the stone (and keeping a third of what they refined) Markul and Glimrick now have 20 trade-bars of pure mithral, 6 trade-bars of gleaming star metal, and 2 of an unknown bluish metal that glows softly in moonlight. The estimated value of the haul can only be guessed at but rumor are flying that master-smiths from all over the Realm are sending inquires Glimrick has also hired on full time the Coinkeepers reasoning that him and his brother need additional protection aginst thievery and under-handedness, and these boys are the just the sort of cheery-lot that inspire good behavior in those around them. The Devil-Baboons reported to all by the drunken guard, did indeed turn out to be a threat, but not from hell spawned simians, but from what was later identified as a pack of Girallons. Discovered by one of the monster hunting patrols the savage four-armed apes and Town Guard engaged in a great skirmish with spear and blade warring with fang and claw. In the end the guardsmen were victorious, but suffered heavy casualties, with three guardsmen falling beyond the help of Brother Atil. Several of the hunters will be laid-up for some time recovering form grievous wounds. Handrell was leading this hunt and suffered massive wounds himself but was unable to slay the leader of the Girallons, which by his description may have been a Harpy. Handrell was able to shoot and wound the vile creature and as it fled its wounds must have caused it to drop the satchel it carried. Retrieving the satchel and looking inside Handrell immediately called a fast retreat and passing the satchel to one of his unharmed troopers bid him to run straight to either Ezra or Tuaim, and for the others to return with Brother Atil and other Townsfolk to aid the wounded troopers. Guard Trooper Cal Salic, ran as fast as he could running right to Tuaims Tower and inside. Tuaim was shocked and as the trooper told his tale and handed him the satchel looking inside he understood. Grabbing his staff and biding Cal to retrieve the shovel from the shed and follow. Tuaim headed for the park and the greenhouse as fast as he could; calling for Ezra as he ran. Tuaim verily burst into the Greenhouse and straight to the massive central chamber, the tenders jumped and scattered as Tuaim raced right in to the central potting bed and told Cal to begin digging in the ground, stripping of his armor and digging Cal was amazed at the amount of dirt he moved! Each lift of the shovel was like a triple bushel of dirt falling to the side and the hole was widening quickly, it weighed almost nothing and Cals eyes widened in surprise as he realized the shovel was magic! As Cal continued to dig Ezra entered the dome, Tuaim held open the bag for the awakened to see and Ezra gasped, if a tree can, and instantly began chanting in a low rhythmic tone, Cal saw motes of silvery light forming around Ezras head swirling and gaining in number. Just as he climbed out of the giant hole he had dug, Tuaim and Ezra lifted the flap and began pulling something out of the satchel. Cal was absolutely awe struck; they were pulling a massive tree from inside the bag. Standing there, with his jaw slack and open Cal saw a sight he will not forget for the rest of his life, a huge Oak tree, limbs cracked, leaves looking a sickly grey in color and bare roots. More surprising was what was in, or on the tree, tied to its trunk was a woman.!.......or maybe not or yes, Cal wasnt sure. Limp stringy hair hung in tangles around a face sunken and drawn and tinted green, as if starved. Tattered clothing hung from a frame displaying evidence of severe abuse, bruises, scratches and minor wounds were plainly evident on her small frail body. She was gratefully unconscious and therefore unaware. Ezra lifted the tree and set it in the hole Cal dug, reverently moving dirt back around the exposed roots and still singing in the low melody the small motes of light glided to the Oak and into the trunk, where they touched color returned to the bark and leaves perked a little. Tuaim quickly cut free the small woman and lay her next to the base of the tree, tending her almost as one would a loved one. Without looking up Tuaim told Cal Get the tenders back in here, send for more guards and put them on every door into here, and send a runner to get Lord Eckson. Cal stumbled away to find the tenders and get some help, his mind swimming with the images he just saw. The Guard detachment in Old Forttown returns, and Grakos tells Lord Eckson that a detachment of regular military, had shown up and kicked them out waving papers around that the King sent them to secure the now vulnerable borderland, Grakos is wound tighter than a drum and mad as a dragon, the Commander of the unit would not even talk to him, referring to him as a plow-boy with a sword, the soldiers were all, in his opinion, over polished thugs quickly pushing around the Ecklanders by sheer numbers. Their second in command a sadistic little runt told Grakos that the farmers could stay but they were on their own, and would receive no protection from them unless soldiers from across the border invaded. Grakos tells Eckson that as soon as they left he detailed half his troop to go to each farmstead and let them know and to stay with any who ask until this can be sorted out. Now then thats wrapped up, lets see whats going on in town: Acting on the tip from the adventuring band Lord Eckson decided to send a group to Seatown and to the Yellow Dolphin. Their intent is to find and bring back either of the two individuals with ties to The Red Hand. Knowing that he cannot send an armed platoon into another part of the Realm, Eckson decides on trickery and stealth and sends Ravanna Waveheart and her band to see what they can discover. Sam Thompson has been very busy, building three additional wells, continuing to cobble and pave the main roads, and the addition of a Brickmaker has open a world of additional possibilities to the young city-planner, continuing to commission the town craftsmen Sam has already built a grand reputation for himself as a thoughtful and talented engineer and his increasing fame has brought him several requests for apprenticeships. Accommodating as many as possible Sam has taken on eight apprentice planners, their newest task is designing and building an Outdoor Amphitheater to be built in Ecklands massive park. The orientation of a town in harmony with nature has been seen as unusual in most places in the Realm, thoughts of people living in mud-huts comes to mind for those of little imagination, but for others this is a golden opportunity. Three large coaches arrive in the fall carrying eight members of the "Royal Society of Crops, Flora & Fungi they have come from around the Realm to study the plants and crops of Eckland, moving into one of the rooming houses, they do purchase a to-be-built building to be used as an office/library/home. Come spring they hope to officially ribbon-cut their new home Iluven and Grimjack have been seen moving around town, quietly talking and both pointing out seemingly innocent items to each, rumors are spreading that the dwarf is a seasoned investigator and expert on Realms law, and a historian of ancient culture. Their friendship seems to be growing on a mutual love of hard thought, and plain facts. Grimjack has made several suggestions to improve the towns sheriffs and their ability to police the area. His most poignant one comes from experience and suggests that Iluven have Lord Eckson purchase, for the sheriffs, an Iron Band of Bilarro to allow for safer capture of larger or dangerous foes. The youngling lords continue to build their fortunes in several ways. First by commerce, and investing in some of the independent teamster operations. Second by blade, financing a few of the more promising adventuring companies. Lastly by exploring and discovery, on of the most appealing is the emerging effort to mine a newly discovered vein of coal. Wulf Bijornn, the new Tattoo Artist, has been very busy. He has displayed a remarkable talent for depicting almost anything upon the skin and his seemingly mystic skill when working with the color white is earning him a handsome stack of coins. Both Gunk and Boog have had work done by him, fantastic primitive tribal designs of bright blue, outlined in crisp white, offsets dramatically with their dusky green hued skin tone. New Businesses, Organizations & General places to spend Coins Hirundo returns with friends and wagons in tow; after seeking out some of his long-lost friends Hirundo has convinced them to move to Eckland. Rycorin Woodsoul is a Rare Wood Merchant with exotic taste, and brings two full wagons of never before seen lumber. He sets up in Hirundos shop until construction on his can be completed. Woodworkers and craftsmen of the populace are delighted and mystified by the wood species he displays Rycorin Woodsoul: ½ Elf Male Expert-3 Melanesia DauMorse and her sister, Naomi DauMorse came to town in the procesession that Hirundo led. The sisters are very talented sculptures and highly skilled at carving stone, any type of stone into fanciful and beautiful art Melanesia & Naomi DauMorse: Human Females (Twins) Expert-2 (both) A Saddler comes from Eastland, with a small family and decent skill in saddle making From Capitol City comes a Pewter Smith, specializing in fine dining utensils and solidly built flagons A retired trapper opens a small shop for taxidermy, a hit with the local hunters Other Noteworthy Events: 1.) Dell, Thanatos, Sara, Daniel Gregory, and Gavin have been spending much time together, and almost all of it looking in the front window of the Map Maker. Some remark on the group and how they seem to fit as friends, though Daniel is a bit young. In a private moment Grimjack tells Iluven that by spring they will all be gone. Gone to search for adventure and glory 2.) With the existence of several food storehouses, Fantus is finding it very hard to keep the mice under control. The tiny dragon is seen conversing with Ezra in the late fall, who knows what the spring will bring.? 3.) The Dwarven miners have constructed a small keep on the entrance to their mines, their presence in the area is a blessing to Eckland, and Clarice Ashoff, has invited them to share their goods at the Butter Churn Bizarre come spring I did not include magic items (well almost) as this is ongoing, and I still am not sure are we doing the bardic gathering..? Hope everyone enjoyed |
| deanruel07-16-07, 10:23 PM | An incredibly wel crafted post Mr. Rockjaw. You've managed to handle and even resolve a number of potentially tricky and hazardous plotlines with great success. I in particular appreciate Wulf Bijorn as the tattoo artist and Ravanna's usage as the leader of a mobile elite force (giving her a real job finally). Brilliantly done. |
| Rockjaw07-17-07, 02:58 PM | Thanks Dean, and Thanks Everyone, working on a multi-line story wrap up sure is different. Again if I stepped on anybodys creative asperations I apologize. Proposal: We have one more post to go and we will be at 15 complete years, my idea is to step back and start to really detail what we have and add in all the elements we are missing. I know that I'm behind on detailing several of the major buildings, and both Syl and HK have been working on detailing some inner-workings for things like the guilds. I think we should hold up and get some things right like commerce, the role of the council, buildings, ect. and answer some questions like How rich is Cotter now?, Where do the Dwarven miners trade.?, Whats on the menus at the inns and taverns....things like that. If you look we have a large town to get up to speed on detailing. Just some thoughts |
| deanruel07-17-07, 03:44 PM | I'd be up for that. |
| SupercrazyDM07-17-07, 04:30 PM | Should we all go online at 8:00 sometime this week to discuss everything? If we are all here at the same time, it will be pretty fast paced. |
| Rockjaw07-17-07, 05:02 PM | I'm in, great idea |
| Sylvaroth07-17-07, 05:27 PM | 8:00 o'clock where? :D |
| Argo07-17-07, 08:04 PM | I vote we don't wrap up the "Red Hand". The point of this town is that you can drop it into a campaign world. What good is a city with no adventure hooks? I say we leave the Red Hand going so PCs can come take care of them. |
| deanruel07-17-07, 08:24 PM | I'd be down for that. |
| SupercrazyDM07-17-07, 09:05 PM | Is 8:00 eastern standered time in the US good? how about Wed.or Sunday (Harry Potter comes out on Sat. so im going to be spending most of my day from (3-8) reading it) Of course I don't really need to be thier since I really haven't contributed anything. |
| Rockjaw07-17-07, 09:17 PM | Hey Crazy, you need to be there.....good call I'll vote for Wed |
| deanruel07-17-07, 11:53 PM | If you gang want to stage a meeting that's cool with me. I'll tell you honestly that I will make literally zero effort to attend. I have a busy life and as much as I love this thread it is still just an internet thread. I would still be up for talking about everything that we'd talk about in the meeting. Sayyyyyy now? |
| Argo07-18-07, 12:41 PM | Ditto. |
| SupercrazyDM07-18-07, 08:07 PM | Should we start the discussions? |
| Johnny_Angel07-18-07, 08:25 PM | Is everyone invited? I promise I won't bring any monkeys... ...well, except for maybe some vampire monkeys |
| SupercrazyDM07-18-07, 08:25 PM | Everyone can come yeah. |
| Rockjaw07-18-07, 08:44 PM | I'm here, and I guess I'll start us off Do we or should we..?, go to the detail to show how the bussiness here are creating income by listing what unique products they have (things like Eckland cheese) and how they interact with each other..? |
| SupercrazyDM07-18-07, 08:46 PM | Should we start? Rockjaw I would be honered if uoi would speak first. |
| Rockjaw07-18-07, 08:58 PM | Well I guess that I jumped the gun on you Super, sorry, but if you want me to first and speak sure... I think that the setting we've created here is beyond excellent, and everyone has done an immense job in creating and giving 'substance' to the town. My vision and hopefully yours will be to eventually create a city that DM's are dying to have thier players visit. Our level of detail has been unparalled in keeping with our nature line and creative in delving into character and interaction of the towns elements, remember that we are restricted to just the three core books. I truly believe we can take the level of detail up to the standard that a DM would love to run an urban crawl right in our town (my PCs just discovered it) and I have large gaming group (8 players-2 PCs each) and in game terms we've been here a month and still havne't seen it all |
| SupercrazyDM07-18-07, 09:01 PM | Should we start talking about Cotter and his wealth. Maybe he could set up a bank. |
| Rockjaw07-18-07, 09:09 PM | Ok lets see, Cotter is the probably the richest man in town he owns His general store At least 6 of the docks A overland fleet of at least three dozen wagons He probably employees more people than even the Keep If I had to guess with the contracts he has and everything else his yearly income could be around 50,000 gold...? I do like the bank idea, what would he do just open one or try to get into something like Myrkul has, a money changer, or would that just increase tension between the two..? any thoughts |
| SupercrazyDM07-18-07, 09:11 PM | That sounds about right. Maybe Cotter could set up teleportaion rugs with all the money he has. It will cost a lot to start out with , but he will be able to trade much faster. Also, what is Eckson thinking about all that wealth? Could Cotter try to buy his way into rulership. He was one of the first people to come to Eckland. |
| Rockjaw07-18-07, 09:15 PM | I dont see that, Cotter was one of the first and I think would have great respect for Eckson, just as Eckson has great respect for what Cotter has built. Cotter may have asperations to become a 'merchant lord' but I don't see him buying nobility. Dont you think that before teleportation Cotter might buy bags or even chests of holding.? that would increase his cargo ability How would we do a bank in these times..? dont most folks keep thier coins hidden at home..I can see it but its kinda fuzzy missing some details... |
| Janusunaj07-18-07, 09:18 PM | Myrokhan and the other guy sound like they might be kind of rich... If they have spells for things like automatic sweeping brooms, wards to place on houses to keep rats and insects out, love potions, things like that. |
| SupercrazyDM07-18-07, 09:19 PM | Maybe not a bank as so much as a vault. He could protect Ecksons treasure by hiring people. Could we use that to help bring in more money. Also, what does Cotter mainly sell? We could use the bags of holding for the vaults. |
| Johnny_Angel07-18-07, 09:25 PM | I'm here, and I guess I'll start us off Do we or should we..?, go to the detail to show how the bussiness here are creating income by listing what unique products they have (things like Eckland cheese) and how they interact with each other..? I think a little more detail about a few of the more unique items in Eckland would be nice. It's usually the small things that make a town stand out. I live in Pennsylvania, and a big example of how a small local thing can define a town is Hershey's chocolate; another example is the town of Punxatawny -where Groundhog Day is a big deal. I'm not sure that an extreme level of detail is needed, but I think a small post or chronicle detailing some of the Eckland Original Items would be a nice source of flavor. Ok lets see, Cotter is the probably the richest man in town he owns His general store At least 6 of the docks A overland fleet of at least three dozen wagons He probably employees more people than even the Keep If I had to guess with the contracts he has and everything else his yearly income could be around 50,000 gold...? I do like the bank idea, what would he do just open one or try to get into something like Myrkul has, a money changer, or would that just increase tension between the two..? any thoughts I could definately see a bank. I'm sure someone with that much money would come to realize that carrying around thousands of gold pieces would be like placing a mugging-magnet on yourself. The bank could issue something like "Eckland Dollars" or some other sort of money alternative. Basically, if you had 50,000 gp, you could give it to the bank for them to secure. In return, they would issue you some sort of paper or money alternative which could be spent in town as money. It would be worthless outside of town though, so a thief hoping to steal one of the letters and take it somewhere else would be SOL since they papers themselves aren't worth anything. |
| Rockjaw07-18-07, 09:27 PM | oohhhhh I like the vault idea, thats good...very good; he could finance the building of a secure vault and then grow it in to a bank, making small comissions on things like loans and storage.. I could also see him investing in more unique bussiness comming to Eckland and or purchasing bussiness in other areas of the Realm 'J' I agree that your wizards will be making money, but in thier intro we had them kinda 'fall' into town like exhausted travelers now that they have a shop in a year or two yes they should have a nice nest egg Johnny, I agree its most likely not in coins but some of it has to be in important script showing who owes him what and or its in inventory, but he would have coinage to pay his workers, so somewhere he has to have a 'war-chest' with a decent stack of coins |
| Johnny_Angel07-18-07, 09:28 PM | Cotter could build a vault to protect his own money. Over time, other people looking to protect their money as well might ask Cotter to be allowed to place their money and/or valuables inside the vault for safe keeping. A bank would "evolve" from this practice. IIRC, this is similar to how banks actually came to be. |
| Johnny_Angel07-18-07, 09:29 PM | lol, you beat me to it |
| Rockjaw07-18-07, 09:33 PM | I guess we are both thinking down the same road..lol:D Well I'll take a leap of faith and say that next chronicle Cotter will have a vault...nice and secure 'J' tell us more of what you were envisioning for the wizards you introduced, I think the magic shop was a quicki, but what did you see...? |
| Johnny_Angel07-18-07, 09:36 PM | It could even result from a short chronicle. 1) thieves learn of Cotter's riches 2a) thieves manage to to steal some of Cotter's riches or 2b) a band of misfit thieves are caught trying to steal some of Cotter's riches 3) Cotter comes to realize that he needs to find a better way to protect his money |
| Johnny_Angel07-18-07, 09:37 PM | gah! You mentioned chronicle before me... I need to type faster. |
| Rockjaw07-18-07, 09:41 PM | I like 2b this would also give us more info on Grimjack, the new investigator, as we have him solve it.. Crazy, this was an excellent idea, I got a long one tomarrow so I got to get going but keep this going you guys are thinking and creating some nice things. Remember now its a town, tomarrow its a metropolis (I never could spell that) |
| SupercrazyDM07-18-07, 10:03 PM | Ok this will be my last post for tonight (I hate curfews:mad: )so I will leave you with my last ideas. Once Cotter builds the vault(bank) he makes several rooms that are arcaned locked that only he and certain other people like Eckson and himself can access. Could cotter also help one of the twins become a very succeseful merchant? This would be a very close tutalige. Since, Cotter has a ton of money (literaly:dancin:) could he be Ecksons and Ecklands fianiacial advisor or head of money. During times of crisis (plauge, war, famine, etc...) he could give people money so that they could continue on with their lives. Well thats it for me and good night and I hope I made good contributions. P.S I will make the design for the vault sometime tomorrow and submit it, although without a pic. |
| Janusunaj07-18-07, 10:29 PM | I guess we are both thinking down the same road..lol:D Well I'll take a leap of faith and say that next chronicle Cotter will have a vault...nice and secure 'J' tell us more of what you were envisioning for the wizards you introduced, I think the magic shop was a quicki, but what did you see...? Hm. Well, the magic shop could have things like love potions(viagra), wards that keep vermin away, magical brooms that keep things clean, maybe when they get more potent they could sell decanters of water, healing potions and bags of holding. They could also sell herbs, spell ingrediants, and even have a restaurant. |
| Throrin07-19-07, 12:05 AM | I could definately see a bank. I'm sure someone with that much money would come to realize that carrying around thousands of gold pieces would be like placing a mugging-magnet on yourself. The bank could issue something like "Eckland Dollars" or some other sort of money alternative. Basically, if you had 50,000 gp, you could give it to the bank for them to secure. In return, they would issue you some sort of paper or money alternative which could be spent in town as money. It would be worthless outside of town though, so a thief hoping to steal one of the letters and take it somewhere else would be SOL since they papers themselves aren't worth anything. It is also quite late for me, but this gives me an idea for the "First bank of Eckland". Some one could "deposit a value of money or goods (say 1000 gp worth) and Cotter would give him that value (less a Holders fee = whatever %) in a script (magically treated somehow to prevent forgery). This script would be marked in say 100 gp notes which are divided in ten "tabs" equally 10 gp each. Each time that the client purchases something of less than 100 gp he would tear /rip off the required portion of the note and receive change in actual coin. Of course not all merchants would like this idea, but I am sure that the adventurer parties would rather that to having to carry their gold around, and so quite a few merchants (or at least enough) would sign on for this program. Cotter would guarantee the script at no cost to the merchant (he is making his money from the adventurers), further making it a win/win for the town and Cotter. Another security measure on this could be that he will only accept exchange from "registered" merchants that are on the program Sure, there would be a few people who might want to try forging these notes (I think I hear talk of Dagger Ears somewhere ;) ), but that would be fixed as quickly as Cotter can get Taun to rig up a magical/alchemical solution. Just an idea that popped into my head as I try (almost succeeding too) to keep my head from hitting the keyboard. NN all |
| Sylvaroth07-19-07, 04:50 AM | Eckson Family Badge http://img.photobucket.com/albums/v213/Farzul/CoA.jpg Five Coppers Trading Company http://img.photobucket.com/albums/v213/Farzul/5CTC.jpg |
| Sylvaroth07-19-07, 10:03 AM | I propose the following: The Bank Master Myrkul Gentlecoin, Eckland's money changer reports an increasing amount of counterfeit coins lately. As a consequence to this (as well as the flourishing trade Eckland sees with the new docks, the trade routes, mines and last but not least the Butterchurn Bizarre) he calls a meeting for all merchants, and other wealthy villagers, to discuss the formation of a bank. Topics: A vault for safe storage of coins and other valuables (gems, jewlery, magic items, aso.) 'Letters' of credit allowing the owner to withdraw funds from any branch of the bankers' companies anywhere in the world (see spoiler). Stage coaches and guardians to transfer wealth between the Eckland Central Bank and the system's branches. etc. http://img.photobucket.com/albums/v213/Farzul/Platinum.jpg Unminted Platinum Credit The Eckland Central Bank: For a small monthly fee people may depose funds in the Eckland Central Bank or any of the Bank's branches (mercantile agencies, commercial ports, etc.). Those are all guarded and warded to guarantee for the safety of the deposited valuables. For example, the owners of magic item shops will store their more valuable or critical goods here rather than heavily warding their own establishments. In addition a customer may request Platinum Credits from the Bank, which allow him to withdraw funds from a different Bank-branch as a convenient alternative to carrying wealth around in the form of precious gems, jewelery, etc. In some settlements (like Eckland), where the Bank gained some reputation, those Credits are even accepted in place of normal currency. Platinum Credits: Platinum Credits or just Credits are unmilled coins of silvery-white color showing the denomination of the piece (see below) and the symbol of 'the Bank' (the alchemical symbol of platinum, resp. gold and silver). The Credit itself is worthless. To prevent counterfeiting, all Credits bear an invisible authenticity arcane mark. Denomination Symbol Value L 50 pp C 100 pp D 500 pp M 1,000 pp V 5,000 pp X 10,000 pp So rather than carrying around 50 lb. of each copper, silver, gold, and platinum coins (27,775 gp), a customer may as well deposit his load at the Bank in exchange for six Credits (1x50 pp, 1x500 pp, 2x100 pp, 2x1,000 pp = 27,500 gp) and about half a pound of copper, silver, and gold coins (280 gp). |
| SupercrazyDM07-19-07, 10:43 AM | Should Cotter be level 4 ? He gets a huge amount of money a year with it increasing and he may also be expanding so as well as making most of the trade in Eckland possible. |
| Sylvaroth07-19-07, 12:14 PM | Year 15 Months 1, 2 & 3 Eckland (village): Conventional; AL LG; Population 855; 200 gp limit; Assets 8,550 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord, town Elector (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Player Class Character Slots: 17 (14 occupied; 3 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Grimjack, an investigator (male dwarf expert 5); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 4); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Full-Time Guards: 4 (Branzig, Heppart, Justmore, Tigersoul). The full-time lieutenants take turns in commanding town guard and monster hunt units. Conscript Guards: 171. 7- lvl 4; 47- lvl 3; 48- lvl 2; 69- lvl 1. Captain: Torvald Branzig (War5). Lieutenants: Grakos Tigersoul (War7); Jack Heppart (War4); Handrell Justmore (War4); 4– War4. Sergeants: 3 – War4; 10 – War3. Corporals: 37 – War3; 3 – War2. Privates: 45 – War2; 69 – War1. A typical town guard unit: 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Dagger 2 gp 1 lb. Light Crossbow 35 gp 4 lb. Manacles 15 gp 2 lb. Morningstar 8 gp 6 lb. Signal Whistle 8 sp - Studded Leather Armor 25 gp 20 lb. Total 85 gp 5 sp 33 lb. A typical monster hunt unit: 1 - Officer (Branzig, Heppart, Justmore, or Tigersoul) 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Arrows (20) 1 gp 3 lb. Backpack 2 gp 2 lb. Bucket 5 sp 2 lb. Canvas 1 sp 1 lb. Clay mug 2 cp 1 lb. Dagger 2 gp 1 lb. Fishhook 1 sp - Fishing net 4 gp 5 lb. Handaxe 6 gp 3 lb. Hempen Rope 1 gp 10 lb. Javelin -* 2 lb. Shortbow 30 gp 2 lb. Short Sword 10 gp 2 lb. Spade 2 gp 8 lb. Studded Leather Armor 25 gp 20 lb. Trail Rations (2 days) 1 gp 2 lb. Traveler's outfit 1 gp 5 lb. Waterskin 1 gp 4 lb. Whetstone 2 cp 1 lb. Winter blanket 5 sp 3 lb. Total 87 gp 2 sp 4 cp 77 lb. *The javelins are hand crafted over the course of 2 days. Each conscript guard is bound to serve as a town guard and in a monster hunt unit each once a year. Guard units change day and night watch duty on weekly basis for about one month, while the change on monster hunts is based on a monthly turn. This practice ensures both regular training of the conscript guards in and off the field as well as an optimal protection for the town and its surrounding area against stray monsters and other dangers. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Grimjack, criminal investigator (Exp5); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. Explorers Way (adventurers) 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp4). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Silver Sickle Harvesters (laborers and harvesters) Guildmaster: Levin Greenwood (Exp2). Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); Lightning Portage (porting and delivery service); The Lucky Hand (gambling house); Branzig's Inn (inn); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Red Frog (tavern;) The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon (entertainment showhouse / playhouse) Morning Dawn (coffee shop) Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Brick Maker, Butcher, Candle Maker, Canvas Shop, Carpenters, Carpet Maker, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Cookhouse, Coffee & Pastry Shop, Dairy, Delivery Service Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Spice Trader, Tattoo Shop, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 394 . Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and spirits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 124,866 gp. <Chronicles of Eckland> Year 15 Months 4, 5 & 6 Eckland (village): Conventional; AL LG; Population 856; 200 gp limit; Assets 8,560 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord, town Elector (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Seamus Quicktongue, Meistersinger of the Western Lands (CG male human bard 8); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Player Class Character Slots: 17 (15 occupied; 2 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Grimjack, an investigator (male dwarf expert 5); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 4); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Full-Time Guards: 4 (Branzig, Heppart, Justmore, Tigersoul). The full-time lieutenants take turns in commanding town guard and monster hunt units. Conscript Guards: 171. 7- lvl 4; 47- lvl 3; 48- lvl 2; 69- lvl 1. Captain: Torvald Branzig (War5). Lieutenants: Grakos Tigersoul (War7); Jack Heppart (War4); Handrell Justmore (War4); 4– War4. Sergeants: 3 – War4; 10 – War3. Corporals: 37 – War3; 3 – War2. Privates: 45 – War2; 69 – War1. A typical town guard unit: 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Dagger 2 gp 1 lb. Light Crossbow 35 gp 4 lb. Manacles 15 gp 2 lb. Morningstar 8 gp 6 lb. Signal Whistle 8 sp - Studded Leather Armor 25 gp 20 lb. Total 85 gp 5 sp 33 lb. A typical monster hunt unit: 1 - Officer (Branzig, Heppart, Justmore, or Tigersoul) 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Arrows (20) 1 gp 3 lb. Backpack 2 gp 2 lb. Bucket 5 sp 2 lb. Canvas 1 sp 1 lb. Clay mug 2 cp 1 lb. Dagger 2 gp 1 lb. Fishhook 1 sp - Fishing net 4 gp 5 lb. Handaxe 6 gp 3 lb. Hempen Rope 1 gp 10 lb. Javelin -* 2 lb. Shortbow 30 gp 2 lb. Short Sword 10 gp 2 lb. Spade 2 gp 8 lb. Studded Leather Armor 25 gp 20 lb. Trail Rations (2 days) 1 gp 2 lb. Traveler's outfit 1 gp 5 lb. Waterskin 1 gp 4 lb. Whetstone 2 cp 1 lb. Winter blanket 5 sp 3 lb. Total 87 gp 2 sp 4 cp 77 lb. *The javelins are hand crafted over the course of 2 days. Each conscript guard is bound to serve as a town guard and in a monster hunt unit each once a year. Guard units change day and night watch duty on weekly basis for about one month, while the change on monster hunts is based on a monthly turn. This practice ensures both regular training of the conscript guards in and off the field as well as an optimal protection for the town and its surrounding area against stray monsters and other dangers. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Grimjack, criminal investigator (Exp5); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. Explorers Way (adventurers) 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp4). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Silver Sickle Harvesters (laborers and harvesters) Guildmaster: Levin Greenwood (Exp2). Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); Lightning Portage (porting and delivery service); The Lucky Hand (gambling house); Branzig's Inn (inn); The Iron Horse (smithy); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Red Frog (tavern;) The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon (entertainment showhouse / playhouse) Morning Dawn (coffee shop) Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Brick Maker, Butcher, Candle Maker, Canvas Shop, Carpenters, Carpet Maker, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Cookhouse, Coffee & Pastry Shop, Dairy, Delivery Service, Fishmongers, Funeral Service, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Spice Trader, Tattoo Shop, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 394 . Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and spirits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 130,002 gp. <Chronicles of Eckland> Year 15; Month 7 Eckland (village): Conventional; AL LG; Population 857; 200 gp limit; Assets 8,570 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord, town Elector (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, a thief with ambitions (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Seamus Quicktongue, Meistersinger of the Western Lands (CG male human bard 8); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Player Class Character Slots: 17 (15 occupied; 2 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Grimjack, an investigator (male dwarf expert 5); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 4); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Full-Time Guards: 4 (Branzig, Heppart, Justmore, Tigersoul). The full-time lieutenants take turns in commanding town guard and monster hunt units. Conscript Guards: 171. 7- lvl 4; 47- lvl 3; 48- lvl 2; 69- lvl 1. Captain: Torvald Branzig (War5). Lieutenants: Grakos Tigersoul (War7); Jack Heppart (War4); Handrell Justmore (War4); 4– War4. Sergeants: 3 – War4; 10 – War3. Corporals: 37 – War3; 3 – War2. Privates: 45 – War2; 69 – War1. A typical town guard unit: 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Dagger 2 gp 1 lb. Light Crossbow 35 gp 4 lb. Manacles 15 gp 2 lb. Morningstar 8 gp 6 lb. Signal Whistle 8 sp - Studded Leather Armor 25 gp 20 lb. Total 85 gp 5 sp 33 lb. A typical monster hunt unit: 1 - Officer (Branzig, Heppart, Justmore, or Tigersoul) 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Arrows (20) 1 gp 3 lb. Backpack 2 gp 2 lb. Bucket 5 sp 2 lb. Canvas 1 sp 1 lb. Clay mug 2 cp 1 lb. Dagger 2 gp 1 lb. Fishhook 1 sp - Fishing net 4 gp 5 lb. Handaxe 6 gp 3 lb. Hempen Rope 1 gp 10 lb. Javelin -* 2 lb. Shortbow 30 gp 2 lb. Short Sword 10 gp 2 lb. Spade 2 gp 8 lb. Studded Leather Armor 25 gp 20 lb. Trail Rations (2 days) 1 gp 2 lb. Traveler's outfit 1 gp 5 lb. Waterskin 1 gp 4 lb. Whetstone 2 cp 1 lb. Winter blanket 5 sp 3 lb. Total 87 gp 2 sp 4 cp 77 lb. *The javelins are hand crafted over the course of 2 days. Each conscript guard is bound to serve as a town guard and in a monster hunt unit each once a year. Guard units change day and night watch duty on weekly basis for about one month, while the change on monster hunts is based on a monthly turn. This practice ensures both regular training of the conscript guards in and off the field as well as an optimal protection for the town and its surrounding area against stray monsters and other dangers. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Grimjack, criminal investigator (Exp5); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. Explorers Way (adventurers) 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp4). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Silver Sickle Harvesters (laborers and harvesters) Guildmaster: Levin Greenwood (Exp2). Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); Lightning Portage (porting and delivery service); The Lucky Hand (gambling house); Branzig's Inn (inn); The Iron Horse (smithy); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Red Frog (tavern;) The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon (entertainment showhouse / playhouse) Morning Dawn (coffee shop) Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Brick Maker, Butcher, Candle Maker, Canvas Shop, Carpenters, Carpet Maker, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Cookhouse, Coffee & Pastry Shop, Dairy, Delivery Service, Fishmongers, Funeral Service, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Potter, Silversmith, Smithy, Spice Trader, Tattoo Shop, Tailor, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 394 . Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and spirits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 131,716 gp. <Chronicles of Eckland> Year 15; Months 8 & 9 Eckland (village): Conventional; AL LG; Population 877; 200 gp limit; Assets 8,770 gp; Integrated (48% human, 15% elf, 10% gnome, 7% half-elf, 5% halfling, 4% kobold, 3% dwarf, 8% other races). Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Lady Marian Eckson, lady of Eckland (LG female human expert 2); Marya Camotille, advisor of the local lord, town Elector (LG female gnome epert 4); Torvald Branzig, leader of the town guard (LG male human warrior 5); Dell Sherwyn, captain of the lookout guard (NG male human warrior 2); Ravanna Waveheart, captain of the riverine warriors (CG female human warrior 3). Alaric Al’Shair, exile from the imperial palace of Texas (LG male human wizard 4); Sara Archer, apprentice of Tuaim Ban (CN female human sorcerer 1); Tuaim Ban, head of the 'Mages Guild' (LN male human wizard 8); Gavin Carpenter, a local thief (CN male human rogue 1); Murk Chokemarrow, The Sleeping Minotaur, bouncer (CN male minotaur barbarian 3); Myrokhan Ebdel, exile from the imperial palace of Texas (CG male human sorcerer 4); Lord Gregory Eckson, lord of Eckland (LG male human fighter 11); Ezra the Awakened, ancient tree guardian of the nearby woods (N Druid 6; CR 9); Glimrick 'Fingers' Gentlecoin, leader of the Coinkeepers (CE male gnome rogue 7); Bellamin Lighttouch, leader of the temple of Ehlonna (LG male halfling paladin 5); Seamus Quicktongue, Meistersinger of the Western Lands (CG male human bard 8); Silenius Redleaf, leader of the temple of Obad-Hai (NE male half-elf cleric 6); Ilśvėn 'Orcbane' Silimaurė, sheriff (LN female elf monk 4); Vespeth Switchhand, assistant to Silenius Redleaf (NE male halfling bard 5); Thanatos, apprentice of Tuaim Ban (LN male human wizard 1). Player Class Character Slots: 17 (15 occupied; 2 vacant). Tornil Alioth, a trapper and leatherworker (male half-elf expert 2); Roland Ashoff, guildmaster (male human expert 2); Brother James Atil, priest (male human adept 4); Torvald Branzig, leader of the guard and owner of 'Branzig's Inn' (male human warrior 5); Samantha Bladecutter, blacksmith (female human adept 1); Marya Camotille, advisor and appointed elector (female gnome expert 4); Morren Dah'mir, Lord Ecksons chamberlain (male elf warrior 5 / expert-2); Kayti Deanas, apprentice of Brother Atil (female human adept 2); Agar Falconhelm, noble from Southcity (CG male human warrior 2 / aristocrat 4); Fantus, pestcatcher (male pseudodragon); Markul Gentlecoin, guildmaster (male gnome expert 5); Talin Goldeneagle, noble from a royal family (CG male human warrior 2 / aristocrat 4); Grimjack, an investigator (male dwarf expert 5); Hirundo 'Cooper' Grus, owner of 'Grus' Store' (male half-elf expert 2); Jack Heppart, slayer of bears and town guard (male human warrior 3); Otto Ironhawk, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Handrell Justmore, master archer and town guard (male human warrior 3); Fiona Kerriton, owner of 'The Golden Waters' bathhouse (female human aristocrat 3); Daniel 'Ditsy' Korel, The Sleeping Minotaur, owner (male human commoner 1); Cotter Magin, merchant and guildmaster (male human expert 4); Nosepik, leader of the jailers (male kobold warrior 1); Garret Ravenhorn, noble from Capitol City (CG male human warrior 2 / aristocrat 4); Fetroar Rivandia, 'Flawless Carriage & Transport Company', owner (male human expert 2); Dell Sherwyn, captain of the lookout guard (male human warrior 2); Charlemagne Silverleaf, a local con-man (male elf aristocrat 4); Curth Stonehammer, guildmaster (male human expert 4); Sam Thompson, a city planner (male half-elf expert 2); Thozar Tierden, guard at the temple of Obad-Hai (LE male human warrior 6); Grakos Tigersoul, a town guard and old friend of Lord Eckson (male human warrior 7); Boog Torkek, a deputy (male orc warrior 4); Gunk Torkek, a deputy (male orc warrior 4); Goodman Panros Trickfoot, Sir Lighttouch's squire (male halfling warrior 3); Ravanna Waveheart, leader of the 'River Dogs' (female human warrior 3); Dolon Werrak, the royal smith (male dwarf expert 9); Lyelis Wynthad, Dagger-Ears's lookalike (male elf warrior 1). The Town Guard Full-Time Guards: 4 (Branzig, Heppart, Justmore, Tigersoul). The full-time lieutenants take turns in commanding town guard and monster hunt units. Conscript Guards: 168. 7- lvl 4; 47- lvl 3; 48- lvl 2; 65- lvl 1. Captain: Torvald Branzig (War5). Lieutenants: Grakos Tigersoul (War7); Jack Heppart (War4); Handrell Justmore (War4); 34– War4. Sergeants: 3 – War4; 10 – War3. Corporals: 37 – War3; 3 – War2. Privates: 45 – War2; 66 – War1. A typical town guard unit: 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Dagger 2 gp 1 lb. Light Crossbow 35 gp 4 lb. Manacles 15 gp 2 lb. Morningstar 8 gp 6 lb. Signal Whistle 8 sp - Studded Leather Armor 25 gp 20 lb. Total 85 gp 5 sp 33 lb. A typical monster hunt unit: 1 - Officer (Branzig, Heppart, Justmore, or Tigersoul) 3 – War3 5 – War2 6 – War1 Gear: Item Cost Weight Arrows (20) 1 gp 3 lb. Backpack 2 gp 2 lb. Bucket 5 sp 2 lb. Canvas 1 sp 1 lb. Clay mug 2 cp 1 lb. Dagger 2 gp 1 lb. Fishhook 1 sp - Fishing net 4 gp 5 lb. Handaxe 6 gp 3 lb. Hempen Rope 1 gp 10 lb. Javelin -* 2 lb. Shortbow 30 gp 2 lb. Short Sword 10 gp 2 lb. Spade 2 gp 8 lb. Studded Leather Armor 25 gp 20 lb. Trail Rations (2 days) 1 gp 2 lb. Traveler's outfit 1 gp 5 lb. Waterskin 1 gp 4 lb. Whetstone 2 cp 1 lb. Winter blanket 5 sp 3 lb. Total 87 gp 2 sp 4 cp 77 lb. *The javelins are hand crafted over the course of 2 days. Each conscript guard is bound to serve as a town guard and in a monster hunt unit each once a year. Guard units change day and night watch duty on weekly basis for about one month, while the change on monster hunts is based on a monthly turn. This practice ensures both regular training of the conscript guards in and off the field as well as an optimal protection for the town and its surrounding area against stray monsters and other dangers. The Law Enforcement Gear: Light shield (9 gp), one simple weapon (1-12 gp) Ilśvėn Silimaurė, sheriff/constable (Mnk4); Grimjack, criminal investigator (Exp5); Gunk Torkek, chief deputy (War4); Boog Torkek, chief deputy (War4); Nosepik, chief deputy of the jailers (War1); Deputies/Jailers: 3 - kobold War1; 9 - female human Com1. 'The Red Dragoons'-Houseguard Gear: Longsword, light crossbow, glaive, dagger, scale mail armor (110 gp). 10 - War2. The Lookout Guard Gear: Spear, leather armor (12 gp). Dell Sherwyn, captain (War2); Conscript Guards: 7 - human Com1; 4 - dwarf Com1. 'The River Dogs'-Riverine Guard Gear: Leather armor, buckler, short sword, short bow (65 gp). Ravanna Waveheart, captain (War3); Crew: 1 - gnome Exp1; 4 - half-elf War1: 10 - human War1. Explorers Way (adventurers) 5 Coppers Trading Company (merchants) Guildmaster: Cotter Magin (Exp4). Birchwood Farmers Guild (farmers) Guildmaster: Roland Ashoff (Exp3). Golden Lily Economists Guild (moneychangers and merchants) Guildmaster: Markul Gentlecoin (Exp3/Ari2). Loyal House of Stone and Beam (stonemasons and timber wrights) Guildmaster: Curth Stonehammer (Exp4). Mages Guild (spellcasters) Guildmaster: Tuaim Ban. Silver Sickle Harvesters (laborers and harvesters) Guildmaster: Levin Greenwood (Exp2). The Coinkeeper Mercenaries Leader: Glimrick Gentlecoin (Rog7); 13 – War4. The Royal Society of Crops, Flora & Fungi 8 – Exp3. Guardians of the Grove Ezra (Drd6); Lord Eckson (Ftr11); Torvald Branzig (War5); Brother Atil (Adp4); Marya Camotille (Exp4); Ilśvėn Silimaurė (Mnk4); Thanatos (Wiz1); Fantus. Knights of Obad-Hai Grand Master: Silenius Redleaf (Clr6). Vespeth Switchhand (Brd5); Thozar Tierden (War6); Exp3; 2 - War2 Official Buildings Eckson Keep (armory, barracks hall, granary, town Hall); Brother Atil's Shrine; Eckland Arena; Temple of Ehlonna; Temple of Obad-Hai; Sheriff's Office (militia headquarters, jail); Graveyard and catacombs; Village Docks; 2 - Grainhouse; 4 - Lookout Tower. Other Buildings The Ample Basket (bakery); The Golden Waters (bathhouse); Lightning Portage (porting and delivery service); The Lucky Hand (gambling house); Branzig's Inn (inn); The Iron Horse (smithy); The Ox and Mule (inn); Grus' Store (cooper); Cotter Magin's (general store); Magin Docks (docks); Sharas' (general store); The Saucy Rabbit (tavern); The Red Frog (tavern;) The Rich Vein (tavern); The Sleeping Minotaur (tavern); The Flawless Carriage & Transport Company (coach maker). The Dancing Griffon (entertainment showhouse / playhouse) Morning Dawn (coffee shop) Minor Commercial Buildings Apothecary, Bakery, Brewery/Vintner, Brick Maker, Butcher, Candle Maker, Canvas Shop, Carpenters, Carpet Maker, Carriage Maker, Cartographer, Cartwright, Cheese Shop, Cobblers, 2 - Cold Cellar, Cookhouse, Coffee & Pastry Shop, Dairy, Delivery Service Fishmongers, Glass Blower, Jeweler, Leatherworker, Locksmith, Mason, Money Changer/Mint, Pawnbroker, Perfumery, Pewter Smith, Potter, Rare Wood Merchant, Saddler, Sculptors, Silversmith, Smithy, Spice Trader, Tattoo Shop, Tailor, Taxidermist, Timberwright, Weaver, Watermill, Windmill. Locations Butter Churn Bizzarre; Crimson Maple Bridge; Eckland Greenhouse & Parks; Mines; Stone Quarry; Town Square Fountain. Resident Homes 394 . Notable Imports Chernagors (draft animals), dogs, exotic spices, exotic wood, brass, silk, cloth, books, colored dyes, canvas, exotic wines and spirits, tobacco, tools. Notable Exports Ale, cheese, flour, furs, grain, stone, timber, wine, weapons, valuable ores, fine iron-work, medicinal plants & herbs, copper, semi-precious stones, wool (sheep), pottery, glass (hand-blown). Town Coffers Coffer Calculation Formula Population x 2 x Chronicled Months. Currently: 135,224 gp. <Chronicles of Eckland> |
| Argo07-19-07, 03:39 PM | From the Journals of Handrell Justmore, Monster Hunter Jack Heppart, young Roscoe Tibbs, and I set forth from Eckland Tuesday last to determine what all the wot-wot-wot was about. We found no "demon-baboons" as that old lush had described in the pub, but something else entirely. After breaking down camp on our third day, we spotted movement to the northeast. Drawing an arrow, I motioned for Roscoe and Jack to try to flank the creature. As they approached the treeline from our little clearing, a massive four-armed beast burst out from a bush. Jack swung his sword, drawing blood from the beast's backside. Roscoe stuck his blade into the creature's thigh. The girallon (as we later learned it was called), grabbed young Roscoe with all four arms and rended him apart, showering Jack with the poor boy's innards. I let fly with an arrow, catching the creature just below the chin. Jack rolled around the creature's back and cut a wide gash up its side. The girallon roared and charged me, but as he stepped away from Jack, Jack managed to score another hit on the beast, causing it to stumble. I dove out of the way of its charge and fired another arrow, sticking in the beats's belly. It howled again, and ran off through the trees. Jack hurled a dagger, sticking in the girallon's back, and my third arrow dropped the beast as it ran. As Jack ran toward the body of the girallon, I moved to get a closer look at Roscoe. Torn to shreds by the hideous beast. Branzig needs to know about this. |
| Sylvaroth07-19-07, 04:06 PM | Flava, dude! As if we didn't have enough of that already :D |
| Argo07-19-07, 05:46 PM | ...Write... more... things... |
| Argo07-19-07, 06:53 PM | New on the Adventuring Guild Postboard: WANTED: Brave men to investigate the disappearance of three dwarven miners under Mount Generic. Sizable reward, contact Master Markul Gentlecoin. CAUTION: Giant spider sighted. NEEDED: Monster-hunters to clear Girallons from the woods outside Eckland. Reward. Contact Torvald Branzig. REWARD for information leading to the capture of those responsible for the death of Quarion Silimaurė. Contact Grimjack. 1 gp/flower for delivery of rare blue weldigo flower for making dye. Every flower delivered means more gold for you. Contact Wulf Bijornn. |
| Rockjaw07-19-07, 07:45 PM | something I was tossing around... Gruss Barrels, Crates & Casks Hirundo cooper Grus is the owner of this establishment, catering to the needs of the community for storage, shipping and packaging. One of the more established residents of the town, Hirundo has been a staple in the community for ten years using his skills as a woodworker and his master training as a cooper. Hirundo is a ½ elf male, approx 63 years old, but looks like a man in his early thirties. He is well built and athletic with wide shoulders and a thin waist. Long auburn hair is usually tied back in a braid and eyes the color of the sky look out from a deeply tanned face, clean shaven and quick to smile Hirundo has an unassuming air and has many friends around town. Hirundo Grus ½ elf male Expert-3 (cooper) Gruss Barrels, Crates & Casks is a smallish shop fronting a large work-yard behind. Built of stout timber and stone with windows of hand blown glass, every interior and exterior wooden surface demonstrates the skill of the owner with detailed carvings and staining with pigmented oils and dyes. The two story building has a storefront and small office on the first floor and until recently a small well appointed apartment above where Hirundo was living. Entering the shop customers are first awed by the, carved woodwork and masterfully made furnishings, the second is the actual product display lining a long wall with shelves, upon which sit scaled down versions of the types of barrels and casks made by the staff. Almost toy-sized replicas demonstrate the skill and quality of the products made for individuals, and business alike. Standard Product Line: Barrel, Great- volume 80 liquid gallons Barrel, Great- volume 60 liquid gallons Barrel, Great- volume 40 liquid gallons Barrel, Regular- volume 20 liquid gallons Barrel, Regular- volume 10 liquid gallons Cask, Large- volume 5 liquid gallons Cask, Large- volume 2 ½ liquid gallons Cask, Regular- volume 1 liquid gallon Cask, Small- volume ½ liquid gallon Cask, Small- volume 1 liquid quart Crate, Large- cube 5ft Crate, Large- cube 3ft Crate, Regular- cube 1 ½ ft Strongbox, Large- (2 person) 2ft x 2ft x 4ft Strongbox. Large- (2 person) 1ft x 1ft x 2ft Strongbox, Regular- 1ft x 1ft x 1ft Strongbox, Regular- ½ft x ½ft x 1ft Hirundo has several employees working for him, including his first apprentice (now a master-cooper also) who is the general foreman and master of the shop, four journeymen coopers and nine young apprentices, Hirundo leaves the day-to-day running of the shop to his first but still maintains a corner bench for himself to work at. Hirundo owns a Masterwork set of both barrel makers and carpenters tools and is well to completing a collection of masterwork carving tools. Hirundo also purchases sets of basic tools for every new apprentice he takes on, and when his first reached master status he gifted him with a masterwork set of his own. Custom details and whimsical touches set the crafting of the shop above the normal barrels usually found in commerce, for example all the casks sold to the Vintner for the wines of Eckland included carved lids, not just branded like the normal wine barrels. Custom orders for specific sizes and species of wood are obliged at an increased cost and attunements for specific cargo can also be negotiated. Contracts and Affiliations: Hirundo is and has, contracted with Cotter Magin for all of Cotters shipping needs, as the merchant increases his volume of business Hirundo expands with him, thus Hirundo has done very well for himself in the last ten years. Hirundo also contracts with the Brewers and Vintners for Casks and Kegs, the Farmers Guild, for crates and barrels and the entire town has benefited from his work. Hirundo has recently begun to build a larger home for himself and more to reflect his status as a rising merchant tradesmen, he has allowed his first to occupy the apartment above the shop and handle the daily dealings of the business, while he continues to look for more opportunities to expand and grow |
| Argo07-19-07, 08:17 PM | From the (Boobytrapped) Journals of Glimrick Gentlecoin: Markul always rambles on about Cotter Magin, Cotter Magin, Cotter Magin. He asked me to kill him six times already. I'm the only one Markul would trust to do a job like that and, lucky for the old man, I'm no murderer. That's not to say I haven't been thinking. My brother wants to beat this man. Clearly, the open market and free enterprise have shown that he can't. But our acquisition of the star metal has given us a slight edge for the time being, and I know Markul is working that giant brain of his into a frenzy trying to dream up ways to outmaneuver Cotter and his Five Coins to corner some aspect of Eckland's trade. I've been using my idle time to work out other ways for us to beat the old man. Other, less overt ways. I've heard a rumour that Cotter keeps vast stores of cash in shipping crates in his storehouse. The intelligence I've gathered says that those crates are labeled VENISON, BEST BEFORE JANUARY 6. My plan is to anonymously hire a few thugs from Seatown and tell them how Cotter keeps his gold elsewhere on the premises. As they clumsily break in through the front of the warehouse, drawing the attention of Cotter's private security, I'll slip in through the back, pile his gold into a portable hole and cripple his business. For purely unselfish reasons of course. I'll write again after it's done. -Glimrick |
| Rockjaw07-19-07, 09:01 PM | Argo you are a sick puppy....I love it ! |
| Argo07-20-07, 01:04 PM | Anybody want to write something? Rocky? Sylvio? Help me out here, my job is so boring. |
| Sylvaroth07-20-07, 02:49 PM | Any comments on my concept of the Eckland Central Bank? [...]With Iluven locked up and an influx of strangers in town, a rash of small crimes breaks out. After a month or so of petty pilfering and minor burglaries, Glimrick Gentlecoin steps up and offers - temporarily of course - to see what he can do claiming 'I have had some success dealing with thieves before now'. The crimes trail off almost as soon as he picks up his wages.[...] I'd like to see in the next chronicles, that Markul started his crime empire right then (hiring and organizing the criminals rather than fighting crime). Sending some of them out to infiltrate the crews of several trading ships, and eventually start mutinies, take over the command and capture other ships and seize their cargo. Training and instructing the others to become the first members of his mercenary troops, the Coinkeepers. [...]The aristocratic looking Charlemagne Silverleaf goes to the Youngling Lords and offers them his services as factor and seneschal in getting their houses and businesses set up and built. They accept with gratitude and are astonished at how much he can actually do for them.[...] I'd also like the things going on behind the scenes. Silverleaf will not become an honorable gentleman all of a sudden, will he? [...]As a new side to the investigation into the death of Quarion Silimaure, Redleaf is asked to cast Speak with Dead on the corpse (which is being kept under Gentle Repose for the duration of the investigation. He reports back that Quarion was attacked and knocked out by a gnome-sized humanoid muffled in a thick cloak and wrappings, and that was the last that Quarion heard or saw.[...] Did Redleaf just lie, was it Markul, or a yet unknown gnome? Oh, and I vote NO on any of the Gentlecoins taking that obvious and spontaneous an action as to simply rob Cotter's till. |
| Argo07-20-07, 03:59 PM | From the Journals of Vespeth Switchhand: Eckland has treated us well thus far. The Paladin, Lighttouch, has remained far from our affairs for the duration of our stay. He told High Priest Redleaf that he would be watching him, but so far he has refrained from meddling. This is good news, with the hidden lower floors of our Holy Cathedral nearly complete, the last thing we need is some more-righteous-than-thou Paladin of a do-nothing deity prancing around, waving a sword about, his limp wrists flapping, causing trouble for everyone. Thozar has been in one of his moods lately. Stalking about the basement, barking orders at the kobolds and goblins we have digging out the lower chambers. I refrain form spending much of my time down there. I prefer to be the face of the Church. Receiving visitors for Silenus, delivering sermons in and outside the Church, and indulging in some of the finer things Eckland has to offer. The Golden Waters Bathhouse employs some of the loveliest creatures I have ever laid eyes upon. I wager a few of those girls won't be able to resist my advances much longer. There have been rumours that I have heard, nothing specific, rumblings really, that performers may well soon flock to Eckland by the hundreds. You never find out much more about these sorts of things until just before they happen. It could be happening any month now, and Silenus intends to have our church ready. Silenus calls. More to come. -V |
| Argo07-20-07, 05:47 PM | I'd like to see in the next chronicles, that Markul started his crime empire right then (hiring and organizing the criminals rather than fighting crime). Sending some of them out to infiltrate the crews of several trading ships, and eventually start mutinies, take over the command and capture other ships and seize their cargo. Training and instructing the others to become the first members of his mercenary troops, the Coinkeepers. Yes, yes, yes! Did Redleaf just lie, was it Markul, or a yet unknown gnome? Could have lied, could be Markul. Could be any other gnome. Could be any halfling. Could be any kobold. Could be any goblin... Gnome-sized = Any small creature. Oh, and I vote NO on any of the Gentlecoins taking that obvious and spontaneous an action as to simply rob Cotter's till. How would Glimrick robbing Cotter be obvious? Nobody knows or even suspects he's a thief. As far as anyone in Eckland knows, he's FIGHTING crime. Also, he's planning to adequately cover his tracks, even going through the trouble of staging a frame-up. How would it be spontaneous? He's planning it right now, could be several months before he makes his move. He'll succeed in his robbery, thus giving the ages-old "Thieves' Guild" idea a little juice, while simultaneously creating the impetus for Cotter to build the First Bank of Eckland. Everyone wins. Especially Eckland. |
| Rockjaw07-20-07, 06:02 PM | I like the idea of a robbery, and now Glimrick 'has' at least the begginings of a guild with the coinkeepers, remember nobody said they had to be all warriors right......! |
| Argo07-20-07, 06:30 PM | Especially since it seems that Glimrick's once-protege Gavin Carpenter will be leaving town soon with the other young adventurers, the Coinkeepers angle looks pretty smart. |
| Sylvaroth07-20-07, 06:46 PM | Note that I gave sufficient reason for the foundation of a bank a page back or so: Counterfeit coins and increasing trade. Why should any of the rich villagers need more reasons to store their wealth in a safe place to prevent just what you are suggesting. I suggest to take the freebooter path to rob cotter (he'll loose more than by a simple robbery with bags of holding. It is IMHO just not smart enough for a 'crime lord'). I do also suggest to use the Coinkeepers as a kind of watch and escort service for the bank, its branches and the transport of money between them. I have long been thinking about a way to organize Ecklands crime in a way similar to the thieves guild of Ankh-Morpork of the discworld (in a less humorous manner, however). Using the Gentlecoins as evil crimes and finances masterminds controlling both the crimes and the black market, as well as weaving an intelligence network (with Silverleaf as their agent for the latter two in the Youngling Lord's manors) seems like the best way to go. |
| Argo07-20-07, 07:05 PM | Who has been doing all this counterfeiting? It hasn't ever shown up in any Chronicles or Journals. Also, when did Glimrick become a crime lord? So far, all he's done is rip off a few houses and a few businesses. He won't be a crime lord for many years. And if you're telling me that robbing some rich old man who is too foolish to lock up his gold is somehow beneath him (even if he was a crime lord), you're crazy. Glimrick, the town's highest level Rogue and only real thief has never made a single "big score" in this town. And now that opportunity to do so has presented itself, you suggest we outsource the job? Keep the money IN Eckland! My fellow Ecklanders, I implore you, a vote for Glimrick to do the Cotter Job is a vote for Eckland. If you vote against it, the terrorists win. Thank you, and may Olidamarra bless Eckland. |
| Rockjaw07-21-07, 06:47 PM | Sticking with the three core books, could we assume that within the coinkeepers that at least one or more are also rogues...? the rest could be fighters and or warriors, and I don't think we could justify an assissian.....could we ? I am totally on board with our creating a 'criminal underworld' and really fleshing it out. We could build it in towm slow but the could be very active in larger cities leading to more travel for Glimrick and the Coinkeepers |
| Heros_Backpack07-21-07, 07:42 PM | I'd also like the things going on behind the scenes. Silverleaf will not become an honorable gentleman all of a sudden, will he? I proposed (I think at the end of that chronicle) that Silverleaf takes on that position to siphon off some of the youngling lords' wealth. Would that work? Did Redleaf just lie, was it Markul, or a yet unknown gnome? My line of thinking there was: Secretive evil cult that kills people + body killed by unknown persons = matchmate. If so, then the 'gnome sized person' would have been Vespeth Switchhand - a halfling. Otherwise, it could be anyone the right size. (I tried to leave it nice and vague to slot villains into) |
| Rockjaw07-22-07, 12:44 PM | I'm working on the chronicle for the last of year 15, besides all of the above suggestions should we include anything else.? I'd really like to make this one a monster and post it either late tonight or tomarrow (mon) so please pop in a post for anything missing, or that has not been touched lately and I'll try to include it :D |
| Sylvaroth07-22-07, 02:33 PM | Using the rules for the creation of guilds and organizations (Dragon #296) Eckland could have: 438 to 877 medium guilds and organizations (1 to 2 members) 175 to 292 medium guilds and organizations (3 to 5 members) and 87 to 146 major guilds and organizations (6 to 10 members) I want you to take note of two things here: Those rules don't prevent any member of one guild or organization from being member of a second or even multiple other organizations. AFAIAK not even the leaders of those organizations are thus restricted, so that some organizations could in fact be lead by one and the same person. The above numbers don't represent the total number of members of one organization, rather they show the typical number of members of a certain organization, that can be encountered in a settlement of a given size (in our case a village). So, on the one hand, while the maximum number of members of a major organization (e.g. Cotter's mercantile marine) in Eckland is 10, it could be over 100 in Whatsittown, and even more than 250 in Capitol City, for a total far higher than the number of representatives in Eckland would imply, even if the headquarters was situated just here. On the other hand, while one such organization may have a maximum number of members of only 10, those ten people could be identical with the leaders of ten other major organizations. For example, let's assume the 5 Coppers Trading Company does currently have 5 members (which would make it a medium organization). One of those members is Cotter Magin, who is at the same time the owner of the Cotter's-general store (4 employees), and the Cotter Docks (5 dock masters). Each of the docks is lead by a dock master and employs up to 9 dockworkers and/or foremen (who themselves lead groups of up to 4 dockworkers). That's a total of between 50 and 230 employees (which would catapult Cotter's personal gp limit to a maximum of almost 6,000 gp a week or about thirty times Eckland's own gp limit). If the other 4 members of the 5CTC did similar, the whole village could de facto be on their payroll (and its total guild/organization related gp limit would amount to about 30,000 a week, thus equaling that of a large city). You could do similar for Coinkeeper subgroups, cells of the Knights of Obad-Hai, aso. I think this is a viable way to determine non-adventurer purchase and trade limits. |
| Rockjaw07-22-07, 08:00 PM | Sly, Idon't own a calculator big enough for what you just said :P , all I got was that I can add Guilds and Orginizations rather often if needed... |
| Johnny_Angel07-22-07, 10:18 PM | Hopefully I don't get shot for this, but... At some point in the chronicles could we have a caravan which is transporting "exotic" animals? ..and, yes, one of the carts would have monkeys in it; the monkeys would somehow escape. They'd just be normal monkeys, but they would need to be recaptured; so, it would be a somewhat silly plot hook to an adventure in which the PCs would have to track, find, and collect (without killing) 10 monkeys. Basically, you'd track them and then have to grapple/pin them somehow to get them back into the cart. Yeah, so, shoot me -it's another idea I've monkeyed around with, but I'm still disappointed that we didn't use the baboons, lol, so I figured this would be a little less intrusive way of introducing a little bit of wackiness to Eckland for however brief a time. |
| Sylvaroth07-23-07, 03:51 AM | Sly, Idon't own a calculator big enough for what you just said :P , all I got was that I can add Guilds and Orginizations rather often if needed... It's really easy: a minor organization in a village (1-2 members) has a gp limit of 50 gp a week, a medium organization in a village (3-5 members) has a gp limit of 100 gp a week, a major organization in a village (6-10 members) has a gp limit of 200 gp a week. The Cotter Docks can be broken down into several medium or major organizations: Cotter Docks: Major organization (Cotter and 5 dock masters). The Cotter Docks comprise of 5 docks and employ 50 to 230 people (5 dock masters, and either 45 dockworkers (9 per dock) or 45 teams (9 per dock) of 45 foremen (9 per dock, 1 per team) and 180 dockworkers (36 per dock, 4 per team)), Single Dock: Major organization (Dock master and 9 foremen or dockworkers). Each dockmaster employs 9 to 45 people (either 9 dockworkers or 9 teams of a foreman (9 per dock) and 4 dockworkers (36 per dock)), Single Team: Medium organization (Foreman and 4 dockworkers). Each team comprises of 5 people (the foreman and 4 dockworkers). Each of these organizations has a separate gp limit: Cotter Docks: Major organization = 200 gp. Single Docks (5): Major organization 200 gp x 5 = 1,000 gp. Single Teams (45): Medium organization 100 gp x 45 = 4,500. Thus the total gp limit of the Cotter Docks amounts to between 1,200 gp (no teams) and 5,700 gp (45 teams). Now add the Cotter's-general store (medium organization, 100 gp) and you'll come up with Cotter Magin's personal weekly gp limit (1,300 go to 5,800 gp), and a number of employees of between 54 to 234 people. Cotter himself is one of the five members of the 5 Coppers Trading Company (medium organization). Assuming each 5CTC-member has a 'mercantile empire' similar to Cotter's, the 5CTC's total gp limit lies somewhere between 6,600 gp (1,300 gp limit x 5 members + 100 gp 5CTP-gp limit) and 29,100 gp (5,800 gp limit x 5 members + 100 gp 5CTP-gp limit) and employs between 270 people (54 people x 5 members) and 1,170 people (234 people x 5 members). And that's it. Easy, isn't it?:D |
| Sylvaroth07-23-07, 06:27 AM | a minor organization in a village (1-2 members) has a gp limit of 50 gp a week, a medium organization in a village (3-5 members) has a gp limit of 100 gp a week, a major organization in a village (6-10 members) has a gp limit of 200 gp a week. Eckland's Organizations Using the above numbers, Eckland (town population 877) could have: 438 to 877 minor organizations (1-2 members), each with a gp limit of 50 gp a week Total gp limit: 21,900 gp (438 x 50 gp) to 43,850 gp (877 x 50 gp) Average total gp limit: 32,875 gp ((21,900 gp + 43,850 gp) / 2) and/or 175 to 292 medium organizations (3-5 members), each with a gp limit of 100 gp a week Total gp limit: 17,500 gp (175 x 100 gp) to 29,200 gp (292 x 100 gp) Average total gp limit: 23,350 gp ((17,500 gp + 29,200 gp) / 2) and/or 87 to 146 major organizations (6-10 members), each with a gp limit of 200 gp a week Total gp limit: 17,400 gp (87 x 200 gp) to 29,200 gp (146 x 200 gp) Average total gp limit: 23,300 gp ((17,400 gp + 29,200 gp) / 2) Now we use those numbers to calculate the minimum, average, and maximum total gp limit of Eckland's guilds and organizations: Minimum: 56,800 gp (21,900 gp + 17,500 gp + 17,400 gp) Average: 79,525 gp ((56,800 gp + 102,250 gp) / 2 or 32,875 gp + 23,350 gp + 23,300 gp) Maximum: 102,250 gp (43,850 gp + 29,200 gp + 29,200 gp) This is where Eckland's Assets come into play ((gp limit 200 / 2) x (town population 877 / 10) = 8,770 gp). Remember, this number determines the amount of ready cash in Eckland, or the total value of any given item of equipment for sale at any given time. While it is important to know for a DM running a campaign based in Eckland, that his adventurers could purchase up to 21 repeating heavy crossbows, and MW banded mail armors, 58 amazing locks, 79 everburning torches, etc., this does not help us to limit the total number and value of all items for sale in Eckland, as well as the total amount of ready cash of the village. The above numbers (min, avrg, and max gp limits) can give us a guideline to do just that. Now while the total number of any particular item for sale in Eckland may not exceed a total value of 8,770 gp, and no single shop or store will buy items exceeding this value from an adventuring party, we can say that the sum of all purchases of or sales to a single adventurer party should never exceed a total maximum of 102,250 gp (or each and every item of 11 different goods groups). |
| Sylvaroth07-23-07, 08:17 AM | Let's assume Cotter employs a total of 234 people (Cotter's service personnel (4), dock masters (5), foremen (45), and dockworkers (180)). The service personnel comprises of two Exp2 and two Exp1, each with a Wis modifier of +1, maxed out ranks and a Skill Focus in Profession (merchant). They'll earn 2 x 60 sp (average die roll 10 + 4 ranks + 3 Skill Focus + 1 Wis mod) + 2 x 95 sp (average die roll 10 + 5 ranks + 3 Skill Focus + 1 Wis mod) = 310 sp a week. The five dock masters are all Exp3, each with a Wis modifier of +1, maxed out ranks and a Skill Focus in a Profession and/or Craft skill. They'll earn 5 x 100 sp (average die roll 10 + 6 ranks + 3 Skill Focus + 1 Wis mod) = 500 sp a week. The forty five foremen are all Exp2 and will earn 45 x 95 sp = 4,275 sp per week. The one hundred and eighty dockworkers are all Exp1 or Com1 and will earn 180 x 60 sp = 10,800 sp per week. That's a total of 15,885 sp of wages Cotter has to pay per week. To build a sailing ship, a dock will have to pay 16,666 sp and 6 cp for the cost of raw materials (a sailing ship has a market price of 10,000 gp). The foreman makes the weekly Craft checks (average die roll 10 + 5 ranks + 3 Skill Focus + 1 Wis mod = 19) and the dockworkers will aid him (4 x +2 = +8) for a weekly progress of 540 sp (19 + 8 = 27 sp x DC 20) per week and team. If the whole dock worked on the same ship, they could finish the ship in about 11 weeks or under 3 months (540 sp x 9 teams = 4,860 sp x 11 weeks = 53,460 sp). A dock has one dock master (100 sp), 9 foremen (95 sp), and 36 dockworkers (60 sp). So the sum of the weekly wages is 3,115 sp (100 sp + (9 x 95 sp) + (36 x 60 sp)). Eleven weeks of work would make a total of wages equal to 34,265 sp. Subtract that number and the cost of raw materials from the profit Cotter will make when selling the ship and he will have made a net profit of 49,068 sp and 4 cp (100,000 sp - (34,265 sp + 16,666 sp and 6 cp). That's about 4,460 sp 8 cp a week for just one dock. Now let's round that down to 4,000 sp, multiply that sum by 5 (20,000 sp) and again by 50 to see what Cotter's net profit is over the course of one year (1,000,000 sp or 100,000 gp or 10,000 pp). Even if you assume Cotter made only half that amount every other year since he arrived in Eckland in year 2, he'd still have 35,000 pp, which is more than enough to buy a beautiful mansion, 10 sailing ships, dozens of carts, and horses, the docks, a big general store of the size of two grand houses, some branches in Capitol City, Seaville, Southcity, and Whatsittown, and maybe even one or two animated cranes. Now there's one rich son-of-a-hand-crossbow. :D |
| Rockjaw07-23-07, 10:57 AM | Sly, I'd buy the ticket to have you come and play in my campaign, not ony was that creative but, based on your three las posts we could run complete adventures with the PC's as employees of Cotters Excellent Job...! |
| Sylvaroth07-23-07, 11:08 AM | Well, somehow you gave me the feeling I was only a minor contributor. Had to do something against that, didn't I? :D |
| Rockjaw07-23-07, 11:34 AM | Minor Contributor my a##, I was the one that shot off my mouth about that, and I seem to remember you correcting me. Do have a question: how will increasing the population and adding additional business change that formula, or will it change it ..? What if a big rival of Cotter moves in, bringing say 50 workers and 3 ships to compete in shipping, will it hurt him or not really ..? |
| Argo07-23-07, 12:12 PM | Why bring in someone new? We have a built-in competitor for Cotter. His name is Markul, and he's been trying to figure out how to compete with Cotter for some time now. |
| Rockjaw07-23-07, 12:24 PM | Why bring in someone new? We have a built-in competitor for Cotter. His name is Markul, and he's been trying to figure out how to compete with Cotter for some time now. Not suggesting anybody new come in just thinking how it would effect overall prices and wealth, right now we have an almost monopoly on shipping (even with small independants) but I was just thinking of an established not-from-Eckland company as an example to see the impact in dollars for our town. |
| Argo07-23-07, 12:25 PM | Rocky: Assassin: Not yet. |
| Rockjaw07-23-07, 12:28 PM | Got it |
| Argo07-23-07, 03:46 PM | Where's your super-Chronicle, Rock? I've been waiting. |
| Rockjaw07-23-07, 04:00 PM | Where's your super-Chronicle, Rock? I've been waiting. Tonight promise, gotta finish some work first |
| Argo07-23-07, 04:29 PM | Tonight? But I'm bored at work now! |
| Rockjaw07-23-07, 08:47 PM | Sorry it took so long and I know in the past that I've said these were long but this one is a real looong one, so be prepared. I am also working on the little cloak and dagger trip to Seatown and our visit to the Yellow Dolphin, be posting it later Hope everyone enjoys Chronicles of Eckland Year 15, Months 10, 11 & 12 The winter season again falls on Eckland, with the completed harvest comes again Frostfair the celebration of everything Eckland. This year is singularly special with the amount of performers in town, for a seemly never ending period the parks and square resound with the singing and playing of the Bards. Some things are quite new this year at Frostfair, with the increase in the size of the town and the population it continues to become grander and grander. The local ladies dress to the nines showing off their latest creations of cloth and gems, several new contests are added and to every ones delight a bake-off with Lord Eckson, Tuaim, Roland, and Cotter as the judges! Frostfair Celebration Year 15 The annual celebration of Frostfair comes again celebrating the way that Eckland ends one year and welcomes the next. Over the last fifteen years is has grown into a sprawling three day festival complete with games, contests and much revelry for all in attendance. Businesses usually close or have only limited hours, to allow their employees to enjoy the event and many new contracts are born amid the feasting and celebrating as many out of towers come to enjoy this time. Every year more events are added and every year new trends are seen, this year the big trend is that revelers are wearing small glass beads woven into their hair, both males and females are donning colored and sometimes magical (continual light) beads, to match their latest fashions. To a casual observer it may seem almost silly, but the fair folk of Eckland work hard during the year and a few days of levity is something looked foreword to by all. During the event, which is held in winter, many of the days are spent outdoors underneath the open skies and in Ecklands massive parks system. Attendees keep the chill away by dressing in fashionable gowns and ornate and beautiful cloaks and shawls, or sometimes by sipping on decanters of strong sprits ‘to warm the toes’. The town itself has added this year big iron stoves, cast to resemble chubby-bellied dragons, placed around the area, stoked with wood and coal and glowing a warm cherry red these intricately detailed heaters are placed wherever townsfolk gather casting a warm glow to the festivities. Many new events this year have come by popular vote or by creating and event from everyday life. Some are detailed here: The Cargo Load: this one sounds simple, contestants are given an empty wagon, one of Cotters new six wheeled monsters, and a giant pile of cargo. Teams of 3 or 4 compete to load the wagon quickly and correctly, having to figure things like balance, weight and size. The captain of the team must also create a manifest and be able to point out specific items to the judges when asked. The winning team is the one that loads quickest, secures its cargo with balance and even distribution and can identify by touching any item asked by the judges. This year the winner was an independent freight team ‘Yellow Moon Portage’ with two of Cotters crews coming in 2nd and 3rd. Breaking: this one came straight from the miners, contestants compete in breaking stone slabs in a timed event, thick granite slabs almost 1ft thick are laid out in rows and at the start contestants must break in two as many slabs as possible in one minute. The winner is whoever has the most clean breaks The winner was Agar Hammerhand, pit boss in the Dwarven mines. Hawk & Blade: comes from the more outdoors minded, Eckland still being a frontier area most folk are familiar with the use of hand axes and everyone carries a dagger. In this competition contestants throw in two classes ax (hawk) and knife (blade) at targets with each round at increasing distances, the winner is the last one left The winner of the Hawk was Ecklands own Jack Heppart The winner of the Blade was close with Jasper Knuckles of the Coinkeepers edging out Dell Sherwyn of the town guard for top spot The most anticipated new contest was the bake-off; every resident in town was eligible to compete in a contest that was judged by most of the leaders in town Lord Eckson, Tuaim, Branzig and Cotter with a surprise judge Buth Ramhelm of the Dwarven Keep. These poor individuals spend the day sampling the wares of Ecklands kitchens, and after many hours and some indigestion later the winner was announced The Ample Basket Bakery was declared the winner for its entry of a ten layer berry cake aptly called “Ample Berry Bliss” Frostfair is and always has been about Eckland, though open to all from anywhere in the Realms the celebration itself is the ‘town’ and one of the new things added this year is from the governing council giving a list of goals for the coming year. By printing them and passing to all the community stays involved, mostly because Eckland grew as a community with the involvement of the community. Prior to the fair Lord Eckson took both his sons to see Nimbal Firejack, as a new litter of pups has been birthed and are ready to be on their way to good homes. Eckson always liked the horseman and his son, Wiliam’s passion for breeding dogs showed, the large mastiffs were thick and strong and totally without fear. Many farms and homes in the area had one or two of these dogs guarding them. Coming to the shop with Eckson were two ever present Dragoons, though accompanying him to get two harmless puppies was, Eckson thought quit beneath their station. After greeting Nimbal and his family Eckson allowed the boys to run to the barn where the pups were, laughing and smiling at the exuberance of youth Eckson and his friend strolled along behind. Michael and Jerald raced to the barn, Michael running in his typical straight line right though puddles and piles, and Jerald moving just as quick but missing every stone deftly crossing the distance almost as fast. Throwing open the door the two boys see the pups in a stall down past a row of cages, as soon as each sees the other an all out charge is on! Wagging tails and yelping pups running headlong into two laughing and running boys, it took a few moments for the initial commotion to subside and both boys were quickly sitting in the dirt surrounded by eight fat-bellied, quick tongued pups. Michael was trying in vain to pat all of them at once and only succeeded in getting bowled under by the mini-fuzzy frenzy. Laughing heartily Eckson and Nimbal never saw Jerald move down to the rows of cages, and open one up until he was laughing. Both men looked and saw Jerald holding a small ball of deep grey fir, huge ears and bright yellow eyes. “Here now what’s this?” asked Eckson, his curiosity aroused. “Nothing m’lord, just a fox pup brought in to us by one of the trappers. We’ve a mind to be setting him free later, his mother was in the huntsman’s trap, and this small one was near her side.” said Nimbal, as he reached for the pup. Lightning quick the small fox was under Jerald’s shirt and he was giggling as the long fur tickled him, but yelped as a cold nose hit a sensitive spot, both of he men couldn’t help but chuckle with barely contained laughter. “Da, can I have it?” pleaded Jerald, giving his father large round eyes. Eckson immediately knew that he was in a too familiar place and was already giving in “You will have to treat him with the same care as a dog, can you do this Jerald?” asked Eckson, an edge of seriousness in his voice. “You and your brother were coming her for pups I believe, and your mother may not be liking a Fox in the house.” “This is the one I want” said Michael, coming around to lift a massive pup towards his father. Eckson looked at the pup and agreed, it was just like his son, thick in neck and solid all around, fur colored brindle with a muzzle of dark brown. Even now Eckson was again surprised, both his sons, twins by birth could be so different in their outlooks and desires. Michael names his mastiff pup Toma and Jerald names his Fox cub Shade, and yes their mother was not thrilled by the additional family members messing up the Keep. Cotter Magin has suffered a tragedy, during a stormy night his establishment was robbed and two of his guards hurt. Cotters first priority was too his employees and only after seeing them to Brother Atil and getting news that they would be fine; did his anger boil over. To think that someone would rob from him was a thought that never crossed Cotters mind, it was one of the reasons that he moved to here in the first place. After accessing the losses (estimated at 20,000 coins) Cotter began to employ methods that would see this never happened again. Cotter invites the more well off residents to a meeting to discuss securing their valuables, he uses his recent experience to somewhat scare them into believing that any of them could be next, his suggestion is to construct a place where their funds are secure but still readily available, protected by well trained men-at-arms and the most arcane items available. He also suggests that it be located in a structure that will be a veritable fort capable of withstanding everything short of a dragon. Everyone in attendance finally agrees and the ‘concept’ for the first bank in Eckland begins to slowly evolve. The Eckland Central Bank: For a small monthly fee people may depose funds in the Eckland Central Bank or any of the Bank's branches (mercantile agencies, commercial ports, etc.). Those are all guarded and warded to guarantee for the safety of the deposited valuables. For example, the owners of magic item shops will store their more valuable or critical goods here rather than heavily warding their own establishments. In addition a customer may request Platinum Credits from the Bank, which allow him to withdraw funds from a different Bank-branch as a convenient alternative to carrying wealth around in the form of precious gems, jewelery, etc. In some settlements (like Eckland), where the Bank gained some reputation, those Credits are even accepted in place of normal currency. Platinum Credits: Platinum Credits or just Credits are unmilled coins of silvery-white color showing the denomination of the piece (see below) and the symbol of 'the Bank' (the alchemical symbol of platinum, resp. gold and silver). The Credit itself is worthless. To prevent counterfeiting, all Credits bear an invisible authenticity arcane mark. Denomination Code: Symbol Value L 50 pp C 100 pp D 500 pp M 1,000 pp V 5,000 pp X 10,000 pp So rather than carrying around 50 lb. of each copper, silver, gold, and platinum coins (27,775 gp), a customer may as well deposit his load at the Bank in exchange for six Credits (1x50 pp, 1x500 pp, 2x100 pp, 2x1,000 pp = 27,500 gp) and about half a pound of copper, silver, and gold coins (280 gp). Cotter spends the remainder of the year meeting with the various craftsmen in the town and out-of-town, he visits the Dwarven forge in the hills and pays a healthy commission for a massive vault. He also visits the town locksmith and arranges for a series of masterwork locks to be crafted, so many so that the Locksmith sends word to his former home and asks for several more smiths to come and assist. He spends time with Tuaim and Alaric looking to buy the best in arcane protection. Cotter is defiantly a man of vision, that he has proven time and time again, some of the residents are worried by the amount of intensity he is pouring into this project and what could its outcome be. With his new wealth Markul enters in to the commerce market in a big way first opening his own shop named “Markuls Many Things” and opens it right near the adventuring quarter and close to their guild house, second he quickly opens his own portage and transportation company, complete with out-of-town teamsters and his newly hired caravan guards. His game of one-upsmanship with Cotter takes another step when he names his endeavor “Seven Stars Trading Company” and immediately begins trying to secure contracts from within the town. Cotter is agitated and lets Markul know by calling for ‘Inventors Rights’ on his six wheeled wagon, and refuses to sell any to Markul. Undaunted in this Markul begins construction on four initial river trading vessels and will see them in use come spring. Glimrick on the other hand seems to have done nothing invigorating with his new found wealth other than build himself a modest home in town and begin construction on a club and party house that will open in the spring, his retinue of ‘Coinkeepers’ seems to be ever-present around him and his brother. They are an intimidating bunch and seem to travel in packs around town, though not causing any trouble Grimjack has been keeping an eye on them. Glimrick has been seen spending more time with Charlemagne Silverleaf, and rumors abound that the two are forming some kind of a business alliance. Cotter moves some of his personal guards to secure some of his dock space and hires the River Elves to be guides, helping to move his vessels quickly into and out of port, by communicating with the harbormaster and the captains using a series of colored flags. They prove to be highly effective at organizing and orchestrating the chaos that is the docks. He also commissions a second and then a third cargo crane to be built, the docks are shaping up to be a major part of Ecklands growing economy. Garrett Ravenhorn has been busy building a ‘school’ and now that’s it complete he unveils it and its new headmaster. Garret is an accomplished swordsman and in an effort to continue his training he has convinced a former champion of the Kings Blades to come to Eckland; Henri Trustrike is a master bladesman skilled in all forms of weapons classified as a sword, from long daggers to the monster two-handed Flamberge, Henri has used them all either in combat or the practice ring. Standing just under six feet tall and carrying a natural grace and beguiling strength, Henri is a human male nearing his fiftieth year, long nearly white hair and a matching thin goatee frame a deeply tanned face, Henri takes great issue with his outward appearance and always dresses in the latest fashions. Making himself a valued member of his community is very important to Henri and he is always pleasant and charming, as an educated man he speaks with great eloquence and thoughtful passion. Henri Trustrike: HM Expert lvl-6 (swordsmanship) The building built by Young Ravenhorn is a training academy complete with ‘a masters-wheel’ tiled into the floor, great slate slabs carefully flattened and finished are offset by gleaming malachite inlays in a seemingly maddening pattern, this is the mark of a master bladesman, understanding the movements these patterns represent and the styles of combat that can be gleaned by learning these movements. The academy is open to students just as Frostfair begins and several members of the towns guard quickly join and do many other residents, Hirundo among them. The greatest surprise is when, at the suggestion of Grimjack, both Gunk and Boog also enroll in the academy, and become students. Iluven and Grimjack have been working together to discover who could have robbed Cotter, and have discovered some leads, following up on information gleaned by Grimjack, Iluven has begun to ask very specific questions but has not gotten any answers…yet Grimjack has been looking into the murder of Iluven's estranged husband, quietly so not to upset her. Some things he has found are quite normal but some are puzzlingly strange and have made him focus his interest. One thing he is sure of, somebody in the town currently did kill him, now he just has to figure who…. New Businesses, New Endeavors, and New Unknowns: Orsun Irongear, the Dwarven tinker and inventor throws an invitation only party for the towns most creative thinkers and creators; of course he sends invitations to almost everyone in town regardless of their creative skill. He spends what must have been a small fortune on food and drink for all his friends and the revelry lasts long into the night. The next morning a new social club is born churned from the Eckland Ale soaked ideas that flew around the rooms way into the morn..At a somewhat lethargic luncheon later the next day “The Eckland Association of Thinkers, Tinkers & Inventors” are officially hailed as Ecklands first social club. Another Inn/Tavern opens to fulfill the needs created by the population swelling, owner Burly Thickmug is a likeable fellow and his place “Potatoes & Tankards” is a favorite among the dwarves that live in and near town for having a Dwarven barkeep is a welcome sight. A retired Mercenary Commander settles in and builds a general store selling just weapons, aptly named “The Blade and Bow” is has a solid following from the increasing number of adventuring companies, and his rare and exotic weapons are a real delight and sometimes puzzlement to passers by. From Capitol City hails a Toymaker and his lovely wife, their small delightful shop sells small dolls, toy swords and shields and miniature houses filled with tiny furniture. Almost no parent can pass by without being tugged in by their children. With Forttown being gone and the reputation of Eckland spreading more and more, an astonishing amount of travel is coming and going. Not surprisingly many are staying. • 33 more laborers come to town most find work immediately as the town continues to grow • 62 more families move to town all with various skills and occupations • 18 new farming families come on board, welcomed by the guild as spring planning is already underway • Many new craftsmen, (12), come to bolster the ranks of the already strained working crews, with such explosive growth, simple things are hard to attend to and sometimes even getting a small table built may require waiting more than a few weeks. Other Noteworthy Events: 1.) Brother Atils home church sends him 4 more adepts to train, and to help him manage the increasing flock. He immediately puts them to work helping to school the children in reading and writing. Thinking that if things keep growing that he will need to build a real school soon. 2.) Sir Bellamin has elevated some of his students to squire, and replaced them with even more aspiring Paladins, he can be seen training them daily in the art of mounted combat and jousting. 3.) The rank of the local Sheriffs department gets a boost, with an additional 4 deputies taking the oath of service, and receiving the badge of office. Iluven also promotes one of her deputies to Under-Sheriff. Malinda Cuttley has become second-in-command. I dropped in three s-block to shorten it up a bit The working concept for the bank came from our one and only Syl back in post #1350 |
| tharivol26607-23-07, 09:48 PM | i only have one problem with that. even with the magic and stuff how do you expect a medieval person to make a ten layer berry cake in the middle of winter. that would be hard enough in the summer when there are berries growing out of peoples ears. |
| Rockjaw07-23-07, 09:56 PM | Caning and a very good root cellar, plus with all the magic now in town I could see housewives paying for a strongbox (lg) enchanted with some magic to keep food, that wouldn't survive a root cellar, fresh and ready to go. It may be some kind magic from the spell-book of ...whats his name...?....Oh right Master Maytag.! :D |
| Sylvaroth07-24-07, 02:53 AM | I love it. Care to list the changes for the town stat block, though? :D |
| Rockjaw07-24-07, 04:37 PM | Working on the updated stat block, trying a new formmat post soon |
| Rockjaw07-26-07, 11:08 AM | Not gonna let this go to pg.2 :bump: |
| deanruel07-26-07, 11:23 AM | Not gonna let this go to pg.2 :bump: Gasp! Unthinkable! Loved the 15 year post Rockjaw. We've got plenty of adventure hooks about the town and just in that last post you made the town more welcoming to any passing PC's with new shops and the like. The Markul / Cotter competition is -perfect- for a sweet regular employer for the PC's. It's very Knights of the Old Republic/Jade Empire as well in that if you work for Cotter you'll probably help fight off monsters that try to mess with his trade and stuff like that, and if you help Markul you're secretly (or not so secretly) just doing underhanded dirty jobs to further the career of a rich thief. Awesome. I say we spend the next month or so wrapping everything we can in Eckland up. Get all of the hooks pointed out, flesh out as many important shops and characters as we can, and get anything else together that will make Eckland an easier place to run an adventure for DM's. And then after all that's done I say we have a little chat about the "Build a City Thread 2!" and then get ourselves another little town to fall in love with. Yay's or Nays all :) ? |
| Argo07-26-07, 12:16 PM | I'd say we can get a few more hooks into this fish town. Build A City 2 sounds like a lot of fun, I can't wait to get started on it. |
| Sylvaroth07-26-07, 12:21 PM | Will we start as a thorp again? Will we use any of the settlements that were mentioned here (Capitol City, Whatsittown, Seaville, South City, etc.)? Who wants to continue until Eckland is a Metropolis? |
| Argo07-26-07, 12:34 PM | I had an idea for the future of Eckland. If we're wrapping up this thread, though, I could just post the idea. Actually, I had originally planned on it not happening for five to ten years, but it could feasibly happen right away. It would really make Eckland a much more dynamic place than it already is. dean, I'll PM you what I already told Rockjaw about it. |
| Argo07-26-07, 12:36 PM | I would say yes to starting as a thorp again, just because starting at that size really made Eckland grow organically. There was a reason for everything. |
| Sylvaroth07-26-07, 01:08 PM | Care to PM me, too? |
| Argo07-26-07, 01:53 PM | Meh. I'll just post the whole darn thing on here. ------- Thought: In several years, an Assassin from the Red Hand comes to Eckland to make an attempt on Eckson's life. If unsuccessful, Gregory would be injured, showing us he's not invincible, and we could play with the injured king angle. If he's successful, then we'll have the young king Michael ascend to power at the age of... what... 13, 14? He would appoint his younger-by-ten-seconds brother, second son Jerald, to an advisor position, giving us a lot of room for interesting plot hooks involving the conflicts between the more military-minded Michael and the socially-gifted Jerald. Then, we could also play the "Revenge on the Red Hand" angle. Michael rashly orders the army to muster and sets off to crush the Red Hand, angering other groups/nations by the show of military bluster, creating a new landmine as soon we've temporarily gotten rid of the old one. An organization like the Red Hand wouldn't go away just because the members were all killed or imprisoned. As soon as it was taken down, a new more vicious and brutal group calling itself "The Red Hand" will rise. The slavery niche will always need to be filled, and it will always be filled by crueler and crueler people. (Now that a reread that last bit, it's kind of a parallel for the Iraq war. Bush rashly sends the army in to take down an evil organization because "they tried to kill my dad," but in its place a more vicious group arises.) Anyway, that's what I was thinking. ---------- Rockjaw replied: Here was my thoughts if we build Glimricks underworld element as we build the town, which I see as totally plausable, he is going to need to do recruiting either within Eckalnd or in any other Realm kingdom. So chances are that he may eventually recruit a killer or .... one of his Coinkeepers could become a stone cold killer I like the revenge on Eckson as a plot, this showes the 'Red Hand' as a larger than life bad-guy and taking down one element dosent remove the threat. I agree that we need to hold off a little on the assissian but I just wanted to toss it out and see what happened ---- Me: Here's an idea. The Red Hand thing happens, and the Coinkeepers are forced to go after the Red Hand to protect their turf. This would be great for PCs. They would decide if they wanted to help the hotheaded young King in his daylight military campaign against the slavers, or help the criminal underbelly of Eckland in nighttime raids on slaver camps, freeing slaves, stealing dirty gold, and silently eliminating slavers, or they could help the King's brother in his drive to avert overt conflict and settle things with diplomacy... talking to neighboring nation-states, getting everyone to crack down on slavery, giving the Red Hand no place to sell their wares... ---- So that was my and Rockjaw's correspondence on the issue. Thinking now, it could even happen as early as right away, Michael would just become king much younger... and also, Eckson's wife should be killed as well. Louis XIV was King of France by age four, so it wouldn't be unprecedented. Trying to rule a Kingdom perpetually in the shadow of his father, even with his brother's help would make for a fascinating dynamic. Marya could ascend to position of Protector for a time, governing until the boys hit 15 or so before passing the reins over to Michael. It would make the tale of Eckland have that big final moment, the fanfare before the curtain closes. Give the town that extra layer of frosting for the PCs when they come to town. So, whaddaya think? |
| Sylvaroth07-26-07, 02:32 PM | I'd say we continue with Eckland as long as it takes until it dies of its own accord. Why should we stop here. Sure, open up a BaC2-thread, but lets bring Eckland to an end that's worth it. As for the new thread I suggest to use a thorp that was built upon the ruins of a far older town/city/metropolis. This way we get interesting 'adventures' as we dig deeper and deeper and uncover more and more hooks. We'd also replace the 'lyre of building' with 'carving out new spaces from the ruins'. I'd also like to see somebody else to take the turn as the OP. This way we can all have a go as soon as we reach BaC6 or something. Another thing is, could we be a little les strict with the Core Only-restriction? I don't mean we should include splat books, etc., but let's agree to take some more creative space with custom classes, PrC, items, spells, aso. to make the next 'city' even more unique. Oh, and if you want me to do yome work before we start a new thread, let me know please. |
| Argo07-26-07, 03:33 PM | I don't think it would be entirely unreasonable to make City #2 Core & Completes. I think Core & Completes is one of the most common booksets after Core only. Although, that would set a precedent of expanding the rules every time there's a new city. So I can see why we'd want to not do it as well. |
| Johnny_Angel07-26-07, 03:50 PM | I don't think it would be entirely unreasonable to make City #2 Core & Completes. I think Core & Completes is one of the most common booksets after Core only. Although, that would set a precedent of expanding the rules every time there's a new city. So I can see why we'd want to not do it as well. I wouldn't mind using a few more books, but I don't think we should go too crazy with it. Perhaps we should follow a similar set up as the Hero Craftsman Competitions; add one or two books that fit with the theme of the town/area. I do understand the reasoning behind using core though. If the town is to be used by anyone, it makes it easier for anybody to pick it up and use it without having every book. However, I don't see why we couldn't still use the "DM's Notes" idea and include possible substitutions for people who do not have the books which an idea or ideas use. I like the Complete Books, but -if we were going to use more books- I think I'd rather see Core + Player's Handbook II used...and possibly one of the other monster/creature books. That would give a little more room for both players and DMs without being too overwhelming. |
| Argo07-26-07, 04:13 PM | Any thoughts on killing Ol' Gregory and thrusting the twins into the spotlight at a young age? We could build a statue of him in the town square. "I like it!" "Me too, Argo's right!" "Yeah, I agree!" Thanks, guys. Well, they like it. How about everybody else? |
| Sylvaroth07-26-07, 04:41 PM | Why the hurry? |
| Throrin07-26-07, 04:48 PM | At this time I do not see the Red Hand looking at Gregory as being that much of a threat. Once Gregory takes down a cell of the Hand, I can see this sort of response. Not before. Organizations like this are used to working under the noses of authority and would not want to broaden interest into their activities that taking out a local lord would do until a warning to others would be needed. |
| Argo07-26-07, 06:16 PM | That was the initial plan. Having this happen in five to ten years, after Gregory took action against the Hand. But, when dead seemed rather anxious to close this thread, I wanted this plot point to be given a chance before Eckland was declared "done". |
| Johnny_Angel07-26-07, 06:28 PM | I liked the idea. I agree that it should take a few years to come full circle though. I understand that there seems to be a rush to close the thread; to that I say we should go to at least year 20. One of the posts on page one is already typed out as going to year 20 anyway. I think "ending" with both the Cotter/Markul storyline and the Red Hand/Revenge storyline still active would be great. As far as the subject of more books, the books I would support adding -if it is decided to add more- would be one or two of the following: Player's Handbook II Complete Warrior Monster Manual III Tome of Magic Frostburn Stormwrack |
| Argo07-26-07, 07:37 PM | I vote yes on PHB2, Complete Warrior and MM3. |
| Rockjaw07-26-07, 11:25 PM | I totally agree on carrying this one to year 20 then a summary posting for all DMs using it I also totally agree on BCT2, and where it could go, all I would propose it that we stay away from the nature theam and either create a new one or go way away and do something like underground, oceanside, or even more difficult....changing a evil town too good, by NOT using armed rebellion. I'm in for anything we want to do just include me on the PM list for possible ideas PS I also agree that we add a few more books, just to broaden our vision (I really wanted to add skyships.!) or to give us more PC / NPC options so I'd say savage species is a must. Look at what we've done with pride, this is a source-book I'd drop good coin for..! |
| Johnny_Angel07-26-07, 11:41 PM | Rock, I love Savage Species; I really do, but I think that -if it is used- we need to be a little more selective about what is used out of it due to disagreements over what is balance and what isn't. (Anthromorphic Baleen Whale) Of the books I mentioned, I'm not real fond of the duskblade. I like the idea of the class, but there are some areas in the PHB2 which seem to be heavily misprinted when describing the duskblade. Maybe I got a bad version of the book? I was also going to mention Sandstorm because I'm a big fan of the Bhuka, but I don't like the Asherati...I think that's what the weird alien looking things are that live under the sand. I don't want to see the book selection get too crazy though. I have a lot of books, but I think it would be a little overwhelming to go from 3 books (core) to 100 books (exaggeration.) I agree with going with a new theme if a new thread is started. |
| deanruel07-27-07, 12:25 AM | Firstly I'll come right out and say I'm not too crazy about Eckson getting it by a Red Hander. I could present a long contemplative response on this because it happens to be one of the things my D&D research has most often pointed me towards but I'll summarize it quickly (sort of) and hope you all just take the facts as facts and trust me on this one- Sociologically speaking people have levels of protection directly proportional to the level of their social strata. Additionally the level of punishment given for the violation of someone's rights is correlatory to the difference in social level between the two parties. What I just said boils down to this "A little nobody who messes with a big somebody will get seriously screwed". So while somebody's can mess with somebody's will only moderate punishment (and the same for nobody's with nobody's) the larger the cross in strata the harsher the punishments. This applies to our situation when we consider that the Red Hand members (a group of bandits living outside the law) desire to kill a King. The legal backlash for such an act would be swift and immediate death to all involved. This enaction would be helped along by ANYONE in the high strata's because sociologically speaking that is the "gentlemanly agreement" one makes when a part of a high social strata: To protect the other members of ones group even if it does not directly benefit oneself so that others will do the same. The people who decided to kill Eckson would literally be guaranteeing their own deaths. The moment Ecksons dead body hit the ground this group is a dozen divinations and few liberal applications of enchantments and military forces away from -complete- annihalation. Like literally anyone involved would have, I would guess, a week left to live if they were clever. Basically no criminal group that was smart enough to become any kind of powerful would try something so literally suicidal. Plus, on a completely non sociological note, I really like Eckson. I think he makes a cool character and provides a nice effect for both the town and the PC's. At this point in his career he is seperated enough from the average joe that the PC's would likely not meet him for some time even if they were working directly for him. So the time you got to meet Eckson, in his throne room, in full regalia. Would be really cool. And even cooler than that would be when, if you got the chance, you realized this grey haired crown wearing King was once (and lets face it, still very much is) a sword swinging, damsel rescuing, rough and tumble adventurer like yourself. I really like Eckson and it would make me a little sad to see him die. So I'm opposed to it, and that's why. |
| Sylvaroth07-27-07, 03:11 AM | While it is true what you say about Eckson's death being a sad event, I do not agree with the conclusions you draw from your points. While 'crossing the strata' may be difficult and dangerous, examples of this are the epitome of heroic deeds and potential adventure starters (see orks vs. Boromir, Conan the Barbarian vs. the King of Aquilonia, Tanis Half-Elven vs. Lord Duulket Ariakas, Drizzt Do'Urden vs. Yvonnel Baenre, aso.) |
| Heros_Backpack07-27-07, 04:20 AM | What if Eckson wasn't actually killed but was permanently damaged (or at least damaged to the point of not healing without regeneration) badly enough that he isn't fit to go out fighting again? This might mean that although Eckson is still very much the ruler of Eckland itself, the twins are in charge of all the on-the-spot foreign policy, representing Eckland and so on. On the subject of BCT2, something that might make it very different would be a spell-casting founder - perhaps a wizard or even a bard. |
| Sylvaroth07-27-07, 05:51 AM | I'd love to see a merchant as the founder :D Send Gregory on a mission, leaving his twins in charge. The last adventures of the Greatest Hero of Eckland :cheer: |
| Throrin07-27-07, 11:06 AM | Sorry about my last post ending the way it did. I had to rush out and did not get all I wanted into that post. I was going to say that I think that it would be better if both the Revenge of the Red Hand and the Mirkel/Cotter rivalry was left open as Possible Adventures for the DM to play with. We can set them up with the background, character hooks, complications and after effects that we see in the online adventures already published on the D&D website. Leave the conclusions of these hooks in the hands of the DM that is using Eckland in their campaign. IMOHO, closing these hooks subtracts from the background that we have in place that makes this town so great. It is like having a module that already has the adventure done by NPCs. Sure there might be a nice background, but the DM is stuck with creating something out of it instead of using the offered material. Why would someone be interested in getting a Setting where everything is already closed off? Sure we have some nice hooks already, but if we close off these two threads, it is only a setting and background. But not a living one that allows the DM introduce ongoing plot lines that draws the PCs into itself. As for the BaC2 additional books, can we exclude material from those books? Not ban them outright, but just state that we are not going to use it for the setting , but the DM can if he wants to. If this is the case, I would also recommend Sandstorm as a candidate (with the same commentary as Johnny). Edit: I like the idea of a new town being created out of newly discovered ruins recently uncovered by the shifting sands of a large desert. Maybe discovered by a merchant caravan on route to a larger market somewhere in said desert. |
| Johnny_Angel07-27-07, 01:14 PM | As for the BaC2 additional books, can we exclude material from those books? Not ban them outright, but just state that we are not going to use it for the setting , but the DM can if he wants to. If this is the case, I would also recommend Sandstorm as a candidate (with the same commentary as Johnny). Edit: I like the idea of a new town being created out of newly discovered ruins recently uncovered by the shifting sands of a large desert. Maybe discovered by a merchant caravan on route to a larger market somewhere in said desert. I'd love to see a merchant as the founder :D Send Gregory on a mission, leaving his twins in charge. The last adventures of the Greatest Hero of Eckland :cheer: What if Eckson wasn't actually killed but was permanently damaged (or at least damaged to the point of not healing without regeneration) badly enough that he isn't fit to go out fighting again? This might mean that although Eckson is still very much the ruler of Eckland itself, the twins are in charge of all the on-the-spot foreign policy, representing Eckland and so on. On the subject of BCT2, something that might make it very different would be a spell-casting founder - perhaps a wizard or even a bard. I like the merchant idea. One idea that I had was that a pirate crew started the town. Basically, there was a notorius gnome pirate captain who was somewhat famous and notorious throughout the land. He had been the progenitor of many daring raids and pirating throughout the land; however, he fell upon hard times. With a crew at sea and a long period of time without any treasure or action, the crew began to get somewhat restless. Glim (the captain) had a fragment of a map which supposedly lead to "a king's riches." Although he did not have all of the map, he knew his crew was getting restless, so he made the decision to try to find the treasure by winging it with the small peice he had and trying to figure out the rest -there was a riddle on the back of the map fragment. Glim was succesful in finding the location of the treasure, but it wasn't buried like normal treasure; it was inside of a "dungeon." (The crew had to come ashore and head inland to find it; some of the crew came along.) In the process of retrieving the treasure, Glim was wounded by a trap (perhaps poison?) which killed him. The crew members who came ashore with him now had an incredible amount of loot. Without their captain, they no longer had the motivation to continue sailing (even if they did, the crew left on the ship abandoned them...mutiny.) So, with no motivation to go anywhere and without homes (many of them were bandits and outlaws who were not welcome anywhere else) they decided to use the treasure to build a home (town) of their own on the spot where the treasure was found. The small town was built on top of and around the entrance to the dungeon in which the treasure was found. A small monument to Glim -and his grave- was erected right beside the actual entrance to the underground. Nobody knows how deep the dungeon goes or if anything else is down there; they only went far enough to get the treasure which Glim spoke of; some of the townfolk get bored and explore further to find either riches or death. While it is true what you say about Eckson's death being a sad event, I do not agree with the conclusions you draw from your points. While 'crossing the strata' may be difficult and dangerous, examples of this are the epitome of heroic deeds and potential adventure starters (see orks vs. Boromir, Conan the Barbarian vs. the King of Aquilonia, Tanis Half-Elven vs. Lord Duulket Ariakas, Drizzt Do'Urden vs. Yvonnel Baenre, aso.) Firstly I'll come right out and say I'm not too crazy about Eckson getting it by a Red Hander. I could present a long contemplative response on this because it happens to be one of the things my D&D research has most often pointed me towards but I'll summarize it quickly (sort of) and hope you all just take the facts as facts and trust me on this one- Sociologically speaking people have levels of protection directly proportional to the level of their social strata. Additionally the level of punishment given for the violation of someone's rights is correlatory to the difference in social level between the two parties. What I just said boils down to this "A little nobody who messes with a big somebody will get seriously screwed". So while somebody's can mess with somebody's will only moderate punishment (and the same for nobody's with nobody's) the larger the cross in strata the harsher the punishments. This applies to our situation when we consider that the Red Hand members (a group of bandits living outside the law) desire to kill a King. The legal backlash for such an act would be swift and immediate death to all involved. This enaction would be helped along by ANYONE in the high strata's because sociologically speaking that is the "gentlemanly agreement" one makes when a part of a high social strata: To protect the other members of ones group even if it does not directly benefit oneself so that others will do the same. The people who decided to kill Eckson would literally be guaranteeing their own deaths. The moment Ecksons dead body hit the ground this group is a dozen divinations and few liberal applications of enchantments and military forces away from -complete- annihalation. Like literally anyone involved would have, I would guess, a week left to live if they were clever. Basically no criminal group that was smart enough to become any kind of powerful would try something so literally suicidal. Plus, on a completely non sociological note, I really like Eckson. I think he makes a cool character and provides a nice effect for both the town and the PC's. At this point in his career he is seperated enough from the average joe that the PC's would likely not meet him for some time even if they were working directly for him. So the time you got to meet Eckson, in his throne room, in full regalia. Would be really cool. And even cooler than that would be when, if you got the chance, you realized this grey haired crown wearing King was once (and lets face it, still very much is) a sword swinging, damsel rescuing, rough and tumble adventurer like yourself. I really like Eckson and it would make me a little sad to see him die. So I'm opposed to it, and that's why. I think Dean has many valid points; I would be willing to hear an alternative solution. However, as far as I remember, isn't the kingdom in which Eckland is located at war with a neighboring kingdom? I remember that Fort Town changed sides. The enemy kingdom could be secretly funding the Red Hand in order to cause internal strife -which would make an impending invasion easier. Many countries in our world do things similar to that all the time. |
| Sylvaroth07-27-07, 02:45 PM | As for the BaC2 additional books, can we exclude material from those books? Not ban them outright, but just state that we are not going to use it for the setting , but the DM can if he wants to. If this is the case, I would also recommend Sandstorm as a candidate (with the same commentary as Johnny). Since we all are a little more experienced with 'town creation' by now, I'd say we could vote, what goes in and what doesn't. The core of the next setting should, however, be strictly OGL (take a look at this (http://en.wikipedia.org/wiki/Pathfinder_%28periodical%29) to see what this could mean). Edit: I like the idea of a new town being created out of newly discovered ruins recently uncovered by the shifting sands of a large desert. Maybe discovered by a merchant caravan on route to a larger market somewhere in said desert. Love it! Ancient caves, canyons, and caverns full of swarming [dire] bats (and as a consequence, guano :D). Temples infested with and dedicated to monstrous scorpions, guarded by one or two mummies. Sneaky blue dragons with a taste for fresh camels. Mysterious oases inhabited by tribes of genie, lammasu, lamia, and sphinges. Wandering basilisks and dragonnes...(and those are only the encounters within 3 to 6 ELs of a 1st level hero). I think Dean has many valid points; I would be willing to hear an alternative solution. However, as far as I remember, isn't the kingdom in which Eckland is located at war with a neighboring kingdom? I remember that Fort Town changed sides. The enemy kingdom could be secretly funding the Red Hand in order to cause internal strife -which would make an impending invasion easier. Many countries in our world do things similar to that all the time. So, what if Eckson goes missing while doing some covert ops in enemy territory (both to spy on the enemy and the Red Hand which is whispered to operate there, too), Sir Michael becomes the next ruler of Eckland (adopting the title of Protector of the Realm, rather than Baron Eckland, as long as his fathers death is not yet confirmed), while Jerald starts to journey the realms on behalf of his merchant mentor Cotter Magin (at the same time laying cornerstone to a realmswide spy network). This way we can keep the Red Hand plot hook, add a new one (discovering the whereabouts of the missing Lord Eckson), and give the players an opportunity to make contacts (Cotter's mercantile empire, Jerald's spy network, the Knights of the Realm, aso.) |
| Argo07-27-07, 04:00 PM | You're missing the point, dean. Even if the entire Red Hand gets wiped out, the Red Hand will still exist. Someone, somewhere will fill the void, call himself the Red Hand and pick up exactly where the other left off. Also, when did Eckson become King? I missed that promotion. Last I saw he was a Lesser Lord of the Realm, and the laughingstock of the other Lords. If assassination were as impossible/suicidal as you suggest, there wouldn't be a whole class devoted to it. |
| Argo07-27-07, 04:04 PM | For Town2: I vote that we combine Johnny Angel's idea with the "Town carved out of older ruins" one. Pirate crew builds a new city atop the centuries-forgotten civilization where they found their treasure. |
| Sylvaroth07-27-07, 04:32 PM | Yay, I get my freebooters at last :D And a secret evil town in the desert, standing right atop ancient ruins of ages long forgotten, housing treasures and terrors undreamed of. |
| Argo07-27-07, 05:18 PM | Desert pirates? Nah, I say we start Town2 on a tropical atoll. One of the nearby islands can be totally shrouded in mystery. It'd be great. |
| Argo07-27-07, 06:43 PM | The island that the Captain died on can be deemed "cursed" by the remaining crew, and the legend about the island will grow over the years, people will be forbidden to travel to the cursed island. It'll be dynamite. EDIT: It could be swarming with zombies!! |
| Johnny_Angel07-27-07, 09:17 PM | For Town2: I vote that we combine Johnny Angel's idea with the "Town carved out of older ruins" one. Pirate crew builds a new city atop the centuries-forgotten civilization where they found their treasure. I liked the town carved out of ruins idea; that's somewhat of what I was trying to tie into when I mentioned the dungeon. Also, forgive me for being a bit thick-headed, but could you offer a few more examples of things that would or examples of things that would not be OGL? I understand the concept of OGL, but sometimes it's hard to tell what is covered by that. As far as being desert, tropical....wherever It could be anywhere; I didn't say much about where the map lead to or what the land features were. I'm just glad somebody else likes my idea. |
| Rockjaw07-27-07, 11:23 PM | I'm on board with the desert setting...(I'll have to buy Sandstorm) but I like it, it's just different enough for us. My only question would be on topography do we go really bleak type desert like, Sahara...? or do we go more Southwest US type desert...? I'm only thinking that we will need something to build 'with' some kind of raw material, and speaking as someone who has been in a all-sand desert,......thier aint nothing there.! We would be hard pressed to get raw material..BUT it could make for an explosion of merchant oppertunity |
| Throrin07-27-07, 11:49 PM | I think that one of the major exports of a true desert town would be glass products (I am not too sure why that came to mind ;) ) I was thinking that with the further exploration of such a setting that a buried well would come to light, and thereby provide some irrigation where there wasn't any before. Maybe there could be other recourses under the sand to be discovered. I understand what Rockjaw is saying about "nothing there", but who knows how deep the sand actually is ;) Even in places like Iraq there are old ruins in the middle of the "desert" that are on rocky terrain. I have forgotten the names already, what with history classes being sooooo long ago now. Even true deserts have rocky outcroppings. |
| deanruel07-28-07, 12:42 AM | You're missing the point, dean. Even if the entire Red Hand gets wiped out, the Red Hand will still exist. Someone, somewhere will fill the void, call himself the Red Hand and pick up exactly where the other left off. Also, when did Eckson become King? I missed that promotion. Last I saw he was a Lesser Lord of the Realm, and the laughingstock of the other Lords. If assassination were as impossible/suicidal as you suggest, there wouldn't be a whole class devoted to it. Oh come on now Argo you're smarter than this. That was a very silly post. Essentially you took everything I said, ignored it, and then presented that ignorance as a counter point. There is nothing here to even respond to here. It's like you said "Your Mama" and then stopped. I know that the slavery niche will always be filled as long as a market exists. However if you are the leader of the Red Hand you're not going to commit seppuku one day because you know someone will take your place. It's like saying Mcdonalds should start serving deep fried feces because even though it may be a business shattering move there will always be other fast food markets out there. On the Bac2 front I would advise for and against a few things. As usual my word will not be enough so I will explain the reasoning behind these suggestions as well. When creating a city thread like this it is important to do three things with the setting. In order of importance they are- 1: Don't make the setting too wierd or specific 2: Make the setting a fertile one 3: Don't allow the setting to predetermine the future I know these points because there were actually a few other "Build a City" threads after Abbacabba's original. They all failed for not following these rules and after every failure I learned what not to do. If you'll look at the first ever chronicle you'll see that I accentuate the fertility of the land, the diversity of the countryside, and the ease of which the land can be colonized. This was no accident and it is, no exageration, the reason this thread lasted longer than a page. To point out the reasoning behind these rules I'll expand and explain them a bit 1: Don't make the setting to wierd or specific This one is the trap most people fell into. They thought that if a regular old town was cool then wouldn't a town built in an old formian mine in a world fought over by demons and devils be even COOLER! The answer was "Maybe, but no one wants to deal with that". The fact is that peope don't want to have to put the extra 500% brainpower it takes to deal with all that extra jazz. And while everyone knows how a potato farm works it takes a lot more writing to talk about how your colonists domesticated delvers to create underground pit-farms. If you want a setting to work it has to accomadate as many different people's visions to be successful and that means the fewer extra bells and whistles on the setting the better. 2: Make the setting a fertile one Fertile is the key word here in that it means a lot of things at once, but in the end just one thing. Fertile means an area with food, water, shelter, resources, safety, population, hospitability, and all that jazz. But what it -really- means is that the town can become something. Nobody wants to write about 2 dozen nomads in the middle of a tundra eating carribu for 20 pages. That would suck. People want to write about a future, even if they can only do it a little bit at a time. So when you create a setting it's fertility is incredibly important because it is, in almost every way, as nourishing to the thread as it is the town. The longer the town can grow and be successful the longer the thread and the community can do the same. 3: Don't allow the setting to predetermine the future This one's the most complicated but just as important as the rest. If you make a town that can grow then people will want to help it. But if you make a town that can only grow in a very specific way then no one wants to be involved in that because it is essentially busy work. You're just filling in the gaps from point A to a predestined point B. This means that a town who's almost completely reliant on one resource is a bad idea. It means that a town that -has- to do a particular thing to exist is a bad idea (say a town that was constantly at war). As I've said before people want to pursue their own vision and if you make the setting one that restricts what the town can be you've restricted people's ability to create within it. Now nothing I've said here completely rules out any idea. It just has to be done right. So while a desert setting is, by it's nature, infertile. Steps could be taken to make the particular area around the town -very- hospitable and thusly make the town more likely to work. |
| Sylvaroth07-28-07, 02:43 AM | Eckson vs. Red Hand: If nobody would dare to harm a low-strata aristocrat, because 'a dozen divinations and few liberal applications of enchantments and military forces' will bring them down (which btw. has not yet happened, though you should think Gregory is trying really hard to find the RHs), then why is there crime at all? Don't be silly! Seriously, all the heroes can do to find and bring down the enemy, the enemy can do even better (you'd think an organization collecting wealth by selling slaves is bloody rich, thus able to pay for illusions, protection from divinations, etc. the HQ of the Red Hand could even be one single big AMF). I'd say Gregory grows tired of the excuses and explanations of why the adventurer groups he sent out for the Red Hand have been unable to succeed and decides to do it himself. Any objections to let the Red Hand capture Lady Eckson and her entourage on their way to a neighboring realm, setting the motivation for Gregory? He could set off to find her, lets himself be taken prisoner to discover the HQ of the Red Hand slavers and starts to organize a and lead a revolt of slaves to destroy the Red Hand from within. This will take some time (probably even years). BCT2: There are plenty ways to qualify for those three things: 1. Don't make the setting too weird or specific: A pirate settlement atop old ruins in a desert, while a little weird has potential for variety. It could become a Tortuga (http://en.wikipedia.org/wiki/Geography_of_Pirates_of_the_Caribbean#To rtuga) for caravans, set right between mountains, jungles, and the sea. 2. Make the setting a fertile one: Starting as a place where caravans can resupply and make trade, there should be a steady flow of wealth and wares. As for food and water, here is the opportunity to go the 'Decanter of Endless Water'-route. Let's be inventive! Other ways to help the community grow have been mentioned already (e.g. cross-planar trading with the genie tribes, basilisk meat hunters, guano suppliers for all those little magic shops in the world, to name just a few). 3. Don't allow the setting to predetermine the future: While the location and the surrounding WILL ALWAYS have a say in predetermining the possible future of a settlement, I think we are all imaginative and creative enough to overcome most of the problems this point poses. |
| Johnny_Angel07-28-07, 10:22 AM | I was thinking that the location of the desert town would be somewhat far inland. I don't think that's too weird; I mean, they found a map which told them about an unbelievable treasure, so they decided to look for it. However, it is perfectly reasonable to have a desert near the ocean; Kuwait is like that. Even right along the shore is still desert. Iraq is desert too, but it's not nearly as harsh as the desert in Kuwait; if you're near the Euphrates River there are places which have very thick vegetation and palm trees. I have pictures if anyone is interested in seeing what I'm talking about. I don't have my books with me right now, so forgive me if I'm a little off on the terms for things. What I was thinking was that the town would start as a thorpe (like we did with Eckland,) but the town would start with the money and gp limit of a town that is one (maybe two) sizes larger to account for the treasure they found. I think that leads to a pretty unique situation because they would have more money than Eckland started with, but also far less resources. As for water... the decanter could work, but they'd have to find somewhere to buy one unless someone in the crew had one. Alternatively, one of the elements of the treasure could have been a decanter or there could be a fountain on the first level of the dungeon. |
| Argo07-28-07, 11:56 AM | Oh come on now Argo you're smarter than this. That was a very silly post. Essentially you took everything I said, ignored it, and then presented that ignorance as a counter point. There is nothing here to even respond to here. It's like you said "Your Mama" and then stopped. I know that the slavery niche will always be filled as long as a market exists. However if you are the leader of the Red Hand you're not going to commit seppuku one day because you know someone will take your place. It's like saying Mcdonalds should start serving deep fried feces because even though it may be a business shattering move there will always be other fast food markets out there. Yeah, wow, dean. That's not what I said at all. Essentially, you took everything I said, ignored it, called me ignorant, then compared my ideas to deep-fried excrement. Which, by the way, is an appropriate and mature response. I was attempting to address your concerns. You: Nobody would try to assassinate Gregory because they'd be found. Me: If assassinating someone were as difficult/suicidal as you suggest, there'd be no point in having the Assassin PrC, because your players would be killed every game session. You also seemed to think that if your version of post-assassination events were to happen then the storyline would be moot anyway, because the Red Hand would be wiped out after assassinating Gregory. Me: No, they wouldn't, because even if they were somehow found and eliminated someone else would fill the void. dean, you seem to think that there is no place for crime in D&D. You couldn't be more wrong. Also, you do seem a bit too attached to Gregory Eckson. I really like Eckson and it would make me a little sad to see him die. So I'm opposed to it, and that's why. Just because you created him, he shouldn't be untouchable. Think of the possibilities Eckson's death would open up. I'm already trying to think of where Rockjaw would go with Eckson's funeral. Eckson needs to die. I love him too, but you've got to put the town first, and Gregory's death would make the whole town so much more interesting. If you want him alive when your players come through town, have them show up sometime before this storyline goes through. Edit Town2: If you all are dead-set on the desert, I'll go along, but I just would like to resubmit the "tropical atoll" idea for further review. A dozen or so unexplored islands of mystery means tons of opportunity for just about whatever you want to happen. The islands could cover several different environment types. Think of New Zealand, and all the different varieties of landscape. Deserts, snow-topped mountains, dense jungles--all on two islands. And we could have even more. The style and pace of life on a tropical atoll would be very different from life in Eckland, and we would have fertile land and native plants and animals galore. Tropical islands are much more hospitable than hostile deserts, making life much easier. I ask you: Where is a more likely place for a pirate crew to decide to settle down? A dry desert? Or a lovely chain of islands? |
| Throrin07-28-07, 01:38 PM | Along the Red Hand/Eckson line, I still think that it should be left open for the DM to use. I agree with Argo that after Eckson breaks up a local cell, the leadership of the Red Hand would need to make an example of Eckson. They need to in order to let the other nobles know that such activities against the hand will be met with similar strikes. Assassins have been used almost as long as Politics have been around, and while the use of magic makes that job a little more difficult, it is by no means impossible. Remember that Eckson is still a low level noble. And some older nobility would look on him as an embarrassment, and would not morn his loss, but would still take a warning such as an assassin strike to heart. Having said all that, I still think that the strike should be one of the "adventures' left open for the DM to use. If he wants to. If he doesn't want to run it that is fine too. We just give an "after effects" section to that adventure that would include results from both a successful and failed adventure. This way serves both purposes: the logical response from the Red Hand, and the possible survival of Eckson, depending on the actions and reactions of the players and DM. I do not think Eckson has to die, but the Red Hand HAS to make the attempt. |
| Johnny_Angel07-28-07, 05:22 PM | I'm not dead set on the desert thing; that was something which other people suggested; I was willing to go along with that idea. I think it would be more likely they would settle on an island, but my idea was that their retirement was semi-non-voluntary. Why not just make everyone happy and have it be a desert isle? The main reason I supported the location being on something more of a main land mass is because it seems like a larger land mass would support more life (even in a desert) in the surrounding region; although I'm sure a chain of islands could be similar. The other part of the idea was that there still could be (or not be...depends where the story goes) things that are alive inside the dungeon where the treasure was found. At any rate, if nothing can be decided upon, I say that a series of votes should be conducted, but I think that the voting should wait until after the 20th year of Eckland. As for Dean, I agree with a lot of your points, but I think you're almost breaking one of your own rules - the rule about getting too attached to a character. I'm not saying that I think Gregory should die; I'm remaining neutral on that issue because I could see the story progressing either way, but I am saying that it seems as though you're doing something which you told everyone else not to do. |
| deanruel07-28-07, 09:05 PM | Allright, lets take these point by point. Regicide is easy, apparently: Wow. Allright lets get to the fact of this matter as apparently any leeway left open here will be used to completely destroy this argument. Divinations that can be used to find criminals that commit what is essentially the highest level of crime that laws cover include Discern Location-finds anyone no matter what as long as the caster has seen them or has an object they touched Scrying, Greater and Lesser-finds anyone that fails a varying difficulty will save, the caster must at least know of the existence of the target Legend Lore-Essentially allows anyone who has week to commit to casting time the ability to learn as much as they plausibly can about any given subject anywhere Contact Other Plane- Allows a caster to learn anything they wish if they have enough time and are willing to risk some damage for very detailed information Locate Creature- Truly effective only at close range, this allows a diviner to stop a subject from being able to escape Detect Thoughts, Greater and Lesser- Do exactly what they say they do. But you have to be near the person Against this kind of magical onslaught there is only one spell that is legitimately useful in fighting back. Mind Blank makes one subject immune to divination effects for one day. It is the only defense that anyone can actually say works and not be lying through there teeth and it -is- a good spell. No arguments there. It -is- however an 8th level spell meaning it requires one of two things, neither one of which ends up mattering if you truly research it. 1: a 15th level wizard under your direct control. Or 2: a homemade magical item of incredible value. The real kicker is that even if you do find some ridiculous way to arm your entire groups command structure with "Rings of Mind Blanking" it -still- won't stop you from getting caught. Because all the diviners need to do is find someone, -anyone- in your organization with their divinations and they've already got everything they need. They can either swoop in all covert operation like and steal that one guy to enchant and detect until they know everything about everything. OR they can just do the sensible thing and move in on the people they CAN see (detect, scry, etc) and they're sure to find you. Unless you stay completely out of contact with the slaves you sell, and the grunts you employ there is nothing that can save you. Even if you were the secret overlord who -did- keep out of contact with everyone the diviners can still find the grunts, enchant the grunts into helping them find the bigwigs (through information or perhaps even direct enchanted assistance) and then repeat that process with the bigwigs to make them help to find YOU. There is NO WAY to stop dedicated divination use from finding anything in the universe ever. The Red Exists because Eckson, and anyone else for that matter, does not find them to be a big enough threat to put the effort into actually finding them. If you remember my points about the somebody's and the nobody's you'll realize the Red Hands exist because they are Nobody's who are doing bad things to nobody's. By any society's laws this is a no-no but the Somebody's don't really go whole hog against it. It's to some degree accepted, and as sad as that is, it's the truth. The moment noboy's start murdering somebodies they get killed. 100% guaranteed killed. It doesn't happen. And when it does happen the results are instant and disastrous. And to prevent the response to this being "Well then they'd do it, die, and be replaced" I direct you all to my last point about the Mcdonalds Fece-Burger. Nobody's gonna get themselves killed for no reason. And even if Eckson was -really- going at these guys the most they would do would be to retaliate against his -people- to teach him a lesson. That's how organization's and governments work. The somebody's do in each other's nobody's until one side's somebody's quit. This is commonly called a "war" but that's neither here nor there. So with all of that written down I invite anyone to disagree with my opinions but -not- my facts. The world this is taking place in is not -our- world it's the D&D world and it has magic. It has divination, teleportation, enchantment, and evocation -magics- and there is literally no way to stop it. If you find a way to use or repel spells in a way I have not thought of then by all means bring it up but simply saying that these methods obviously don't work because you don't want them to is not true. These things are literally fool proof and there is -no way- to stop them. Once again if you find a spell I didn't see then point it out but that is just how it goes. As to the Desert thing I agree with Argo's idea about the atol or island. Being in the middle of the desert would be no fun for anybody but being in a bountiful watery atol would have a lot of potential I also agree with Thorin that we should not wrap up these points but rather allow a DM to use them, or not use them, as he see fit. I do however, as the last several thousand words indicate, disagree with his idea that the Red Hand do have to make a strike. And finally Eckson needs to die. I love him too, but you've got to put the town first, and Gregory's death would make the whole town so much more interesting. If you want him alive when your players come through town, have them show up sometime before this storyline goes through. Screw that he does. There isn't a single thing I can think of that is accomplished by his death and even if I felt more positive about the idea I still wouldn't condone a statement like that. There is nothing that has happened thus far that would have caused me to simply say "look guys, Ezra needs to get killed by Eckson. It just needs to happen and it's going to". So no Eckson doesn't need to die. That's false. Additionally this storyline has not "gone through" neither has it "started" or "been agreed upon" or even "been finalized in idea". This thing is literally as far away as anything could ever be from being a legitimate chronicled occurence. |
| TheScapegoat07-29-07, 05:29 PM | Deanruel a way around a lot of what you had posted would be to have a few higher ups of the organization hire a singular assassin to do the job. One from another land as to have little ties to the hiring organization. If the assassin is good no one should see him and he is then gone. It would be possibly maybe that he could be tracked but it would be difficult as long as no one saw him. You are not however wrong in your ideas and this is a fundamental flaw as far as divination goes in D&D. For the sake of this thread you all may wish to "house rule" some things in order to get past divination or just make it so that there is no one that has accesses to powerful enough divination magic is availible. Maybe divination is a outlawed school of magic or at least kept under much control and low power because of its abilities. Kings and Lords don't want rivals spying on them so they all agree to control it. Sort of a Geneva Convention of the magical medieval world. It is also possible that those with the means just don't send the means. As i recall (I haven't been able to go through the entire thread yet) it sounded like Eckland is kind of a joke to the other lords, I might have misread. Maybe they don't have the divination resources and while the other lords send a bit of help it is not enough to find the assailant. |
| Rockjaw07-29-07, 06:02 PM | Well after thinking and viewing everything, Eckson should live. It will give a DM a stable platform to grow from and it includes many possibilities, like a cloak-n-dagger war with the Hand, or many others. I was also thinking about BCT2 and here is my proposal Prop: We are all comming up with good ideas for a possible second setting so how about this. Everyone who wants can 'create' a possible starting point and PM to Deanrule, or if its ok with him to me, for review and then sorta like a mini-contest the new thread opens with a mystery starting point. This way all the creative energies are surrounded and captured until we open the new post, then BANG... all that pent up focus is released in a flurry of postings. I think that tossing around new setting post-to-post may wear us down, so doing it by surprise would be more like the way we started this one. Some suggestions for a leap-off point Underground (either a dwarven or human community) Atoll (I like this) Desert (I see this one being a challenge, but doable) Swamp or Marshland (I see snakes) Asian (could be waaay cool) Underwater (I know, but it's neven been done) A disputed border region Re-establising a ruined city (either from war or disaster) Hero is sent away, not to come back (could read revenge) An Evil City (Evil not chatioc) Nature tied land (Oops already did that) Steampunk (??? might work ???) Good ol'fashioned merchant cross-roads New Seaport (fighting off scurvy dogs) I'm just thinking that we all came to this post only after reading it so by not predetermining anything the same creative forces will be in play Just thinking |
| Throrin07-29-07, 09:57 PM | Good point Rockjaw. This is taking away from the Eckland thread too much. I hear-by second the nomination of Rockjaw as the OP for the BaC2, and furthermore second the idea that all "starting point proposals" be PMed to him for consideration. Thanks for volunteering Rockjaw :cool: ;) Will send something soonish. Now back to our regular schedualed programming. :D |
| deanruel07-30-07, 12:07 AM | Oh man do I feel FOOLISH! Oh boy. I tell you. When I tell you all what I realized it is gonna make your faces turn -red-. Man.......I feel so stupid. Ok. So here's one word that's gonna make this whole argument seem kind've.....silly. Ressurection. ............... Yeah. So with that being said (seriously, how did none of us point this out) I think the Red Hand plot seems much more plausible. Killing someone high in power in the D&D world could be seen more like what breaking someone's legs in the real world is. A sign that someone is completely serious but nothing more. Of course it's also against the law but the fact is it's really not much more than a 5000 dollar fine once you get around to it. Soooooo....I don't know what we've really learned here. I do still think the matter should remain unsolved for DM's to use but I think we should realize that the logical next step after Eckson's death would really immediately be his ressurection. He definitely seems like the "coming back" sort as well. So....yeah. That's all for that today. On the BaC2 thread. Here's what I've been thinking of and after a few days of trying to poke holes in it myself I believe it's solid enough to use: For the book sets why don't we go with core only + the psionics handbook. Essentially we would to some level accept that our town would be psionically influenced and have that be a defining factor in it. The easiest and least intrusive way I think this should be done is to simply make it's founder a Psionicist. I think a heavy psionic town would be absolutely fascinating given some of the options it presents and would be a TON of fun to make and interact with. |
| Argo07-30-07, 12:49 PM | Wait... So killing someone is impossible because, as long as the guy you're killing hires a very high level wizard, you can be found afterwards? I believe the point was that, yes, they do discover who killed Eckson and then wage a war on the Red Hand, thus giving Eckland a superkeen active plot hook for midlevel adventurers. Lord Michael is waging a frontal assault. Lord Jerald is attempting diplomacy, the Coinkeepers are mucking up their business. Regardless, here's some thoughts: The Red Hand, through a series of intermediaries, (friends of friends of friends), kidnap the family of a high-level assassin. They will be released and the assassin will be paid handsomely for taking out Eckson. The Red Hand, through a series of intermediaries, hires a terminally ill high-level assassin. He'll be dead soon anyway, one more mission for the road. The Red Hand has many devoted followers. Followers who believe sacrificing their own lives to further the causes of the Red Hand is the greatest thing one can acheive. Even more, upon completion of their mission, these selfless killers will cut out their own tongues and jaws before killing themselves, so Speak with Dead spells will fail. (This one is my favorite) The Red Hand does not care if people know who they really are. They operate outside the law, using intimidation of local authorities to secure breathing room. The Red Hand sees Eckland as an encroachment on the lands they have secured for their trade through years of intimidation and backroom deals with the corrupt Lords of the Realm. Yes, we killed Eckson and make no secret of it. We do not hide like dogs. We are the Red Hand, and we will crush all who oppose us. EDIT: As for the heated argument... I blame TheScapegoat! |
| TheScapegoat07-30-07, 10:00 PM | Resurrection seems to be what your going to have to get around now. EDIT: As for the heated argument... I blame TheScapegoat! I do what I can. :cool: |
| deanruel07-30-07, 11:35 PM | Yeah that's basically it. Even if the Red Hand's literally walked up to Eckson and blew him to smithereens he would be up and about in, given the time it would take Tuaim to contact someone who could ressurect him, saaaaay three days. It'd give everyone a good scare but I think "On the Warpath" would be an understatement for Eckson's position. Given all that and all the stuff I've mentioned before I think that a slightly re-imagined version of the plot might work better. What if instead of going after Eckson itself (with all the incredible problems that brings) the Red Hand's theatened and then perhaps actually did start going after Ecklanders personally. That way it's still nobody's harming nobody's and Eckson can go all warpath crazy BUT it isn't so completely life threatening that he would blow the 20,000+ it would take to divine the hell out of the Hand and bring a rather unsatisfying end to the whole thing. Seems like an adventure to me, hm? |
| TheScapegoat07-30-07, 11:45 PM | Question about BacT2. Can anyone interested vote for the setting or is it up for people who have contributed to this thread. I always was interested in this thread but didn't want to help as you had all done a lot and I just didn't want to get involved so late in. I have been waiting for #2 and now that it is here I am very interested. |
| Rockjaw07-31-07, 09:20 AM | Question about BacT2. Can anyone interested vote for the setting or is it up for people who have contributed to this thread. I always was interested in this thread but didn't want to help as you had all done a lot and I just didn't want to get involved so late in. I have been waiting for #2 and now that it is here I am very interested. Yes, everyone is welcom and every idea is in play. The guidlines and rules laid out in thread #1 will follow in thread #2 (to keep out those pesky 1/2 deamon, 1/2 vampire, 1/2 eldar god characters that have a soft spot for genocidal sacrifice, while riding motorcycles in leather swimsuits) but this thread as an example of colaborative creativity, I'm sure satisified all involved. Besides where else could we have two Orcs as officers of the law |
| Johnny_Angel07-31-07, 06:41 PM | *BAM!"* *POW!* *KA-ZAM!* Bump, Batman style |
| Rockjaw08-02-07, 12:00 AM | So......just so I'm clear are we taking this thread to year 20 ???? or are we starting a new one ???? Cause' I could come up with more for Eckland..... Hello............:confused: |
| Sylvaroth08-02-07, 03:56 AM | I'm all for continuing this thread. Will you first post the latest stat block, Rocky? |
| Argo08-02-07, 12:24 PM | Vote yes on Proposition 20. |
| deanruel08-02-07, 07:57 PM | I would be pretty game on stopping at 15 for the same big reason I'm very game for the BaCt2. School starts for me in like 2 weeks and my school semester is H-A-R-D. Additionally so this semester because I have my robotics course which will not be simple. Basically I require a lot of energy and time input to pass and that leaves an incredibly small amount of time for me to participate in this thread. And I would feel less bad to miss out on most of the NEXT thread then to suddenly abandon THIS one. |
| Sylvaroth08-02-07, 09:18 PM | 5 years in two weeks? No problem man ;) |
| tharivol26608-03-07, 11:24 AM | 5 years in two weeks? No problem man ;) dont you mean 2 minutes? Year 15-20 Gregory scores a critical hit on the ground with his greatsword of depleated plutonium and rents it in twain ending all life on the planet with you guys writing you can easily wrap up another 5 years |
| Argo08-03-07, 08:40 PM | Chronicles of Eckland Year 16, Months 1, 2 & 3 Eckland. A glinting jewel that lay in the shadow of Mount Generic. As the dawn of a new year… dawns on our fair city, we find it swimming in a sea of bards. Everywhere you look in town, there’s a bard. One, two, ten bards performing on every corner. Jugglers, flautists, mandolinists, tumblers, fiddlers, dancers, singers, actors, puppeteers, they have descended on Eckland like flamboyant locusts. Eckland residents are beginning to think that perhaps it is no longer a coincidence that a dozen new performers show up every week. They seem to be preparing for something. The First Bank of Eckland, the fledgling fiduciary firm founded by local favorite Cotter Magin is found to be a fantastic feat of financial fortification. For a moderate monthly payment, Magin’s many mindful masters and marvelous magicians will secure the money of Eckland’s men of means with the most masterful mundane and magical methods Magin’s magicians’ minds can manage. “The Eckland Association of Thinkers, Tinkers & Inventors” were brought in to help with construction, and some of the members worked together to devise a miraculous new lock system for the vault doors, the likes of which had not been seen before. Tuaim Ban cast many of the wards and magical protections himself, while others were shopped out to wizards from as far away as East Westcity. Glimrick Gentlecoin, the crimefighting gnome, offered his assistance with designing some of the security for the inner vault, and his brother Markul agreed to Cotter’s request to commit some of his Coinkeepers for rotations on guard duty in exchange for a reduced rent on vault space. Ezra created a spell on a trigger, to summon a group of bears into the vault if someone should manage to break the stout dwarf-built lock by force. Cotter even commissioned Nosepik and the kobolds from the jail to build some traps for sections of the Bank. The boys and their dogs (well, dog and fox) are seen together around town, laughing and playing as boys and dogs do. Michael has taken to sitting outside the Swordfighting Academy, watching with rapt attention as the students and instructors perform their feats of combat expertise. Jerald spends his time playing hide and seek with the whole rest of Eckland, trying to see how long he can go unnoticed. Gavin, Dell, Samantha, and Daniel set out from Eckland during the first month of the year, returning several weeks later with a dozen pairs of [something] ears. Not much else happened in Eckland for those months. It is a quiet time of bank-building and concerts every night. --- There. Let's get this town up to Year 20. Start writing, y'all. |
| Sylvaroth08-03-07, 08:52 PM | Gavin, Dell, Samantha, and Daniel set out from Eckland during the first month of the year, returning several weeks later with a dozen pairs of Girallon ears. Cool, where'd they find them :D |
| Argo08-04-07, 11:43 AM | ...The woods. Where all those other Girallons were. |
| Argo08-04-07, 01:53 PM | Psst... Rockjaw... it's time for Eckstock. I'd do it myself, but you'd do it better. |
| Sylvaroth08-04-07, 02:59 PM | ...The woods. Where all those other Girallons were. Did those four 1st level heroes fight and defeat 12 Girallons (overpowering EL 6 for one/ unbeatable EL 13 for all of the critters) or did they simply collect the ears from the battlefield where Eckland's monster hunters slew them? |
| Argo08-05-07, 12:19 PM | The world may never know. I didn't check my MM. Replace girallon with something more level-appropriate. I just chose them because they were around. |
| Sylvaroth08-05-07, 04:21 PM | A scouting gang of half a dozen goblins are an EL 3 and thus a very difficult encounter for them. They'd earn an average of 951 gp and could perhaps report of an approaching goblin tribe? |
| deanruel08-05-07, 11:48 PM | Chronicles of Eckland Year 16, Months 1, 2 & 3 The First Bank of Eckland, the fledgling fiduciary firm founded by local favorite Cotter Magin is found to be a fantastic feat of financial fortification. For a moderate monthly payment, Magins many mindful masters and marvelous magicians will secure the money of Ecklands men of means with the most masterful mundane and magical methods Magins magicians minds can manage. BA-RA-VO. :bravo: Well done sir. I'm sitting speechless in my seat, stunned senseless by your smoothly slick synchronization of sounds and syllables. :bravo: |
| Sylvaroth08-06-07, 01:15 AM | Yes, I noticed that, too. I hereby nominate Year 16, January to April by Argo for the B.A.C.T.A (http://boards1.wizards.com/showpost.php?p=12867463&postcount=1097) for the best alliteration. :D |
| Johnny_Angel08-06-07, 12:27 PM | Did those four 1st level heroes fight and defeat 12 Girallons (overpowering EL 6 for one/ unbeatable EL 13 for all of the critters) or did they simply collect the ears from the battlefield where Eckland's monster hunters slew them? Perhaps they were Girallons that were sick or otherwise injured. Perhaps the adventurers unknowingly contracted the sickness during the fight. :devil: |
| Argo08-06-07, 03:55 PM | Double post. |
| Argo08-06-07, 03:56 PM | I am flummoxed and flabbergasted. First, for finding this fantastic feedback from you fine fellows, friends all. Second, seeing my unsuspecting self, specifically selected for Sylvaroth's suggestion of special veneration, however valid, was vexing. Verily, for such a valiant, virtuous and vigilant virtuoso as Syl V. to vociferously avow the value of my voluminous vocabulary in this virtual village is a revitilization to my once-vanquished but now-vivacious verve--my joie de vivre, if you will. Appreciating alliterative acknowledgment, Argo |
| Sylvaroth08-06-07, 06:02 PM | :blush: Well, Argo nobody else deserves this more than you. Still wee need two more votes so to allow you to add this awesome award as an addendum to your sig. :D Other votes: B.A.C.T.A. for Most Productive Chronicles Writer: Rockjaw B.A.C.T.A. for Best Moderator: deanruel B.A.C.T.A. for Best Orc Invasion: Araes B.A.C.T.A. for Best Elven Monk NPC: HK-47 II B.A.C.T.A. for Cheesiest Flavor: Heros_Backpack (can you say Eckland Cheese?). |
| Argo08-07-07, 03:59 PM | Post more Chronicles, y'all. Rocky, where are you on this? |
| Rockjaw08-08-07, 08:15 PM | Sorry, been putting in massive hours at work landed a new project converting an old factory into 30 loft apartments. working on additional chronicles-post soon |
| Argo08-13-07, 12:02 PM | Bump. This, I believe, is the first time someone has had to stoop to a bump to bring this thread to the front page. Hangs head in shame. |
| deanruel08-14-07, 12:23 AM | It's likely that there'll have to be a good amount more of that as well. I think it's fairly clear to me, as to everyone, that we've sort've run our gamut as far as our creative juices go. I love Eckland and I've enjoyed doing this project immensely but I'm more or less done here. I would consider this project a resounding success but for the next couple months I'm going to put my mental effots to other things. If there are other folks with juice left to squeeze (like Argo, he's a freakin creative juice factory) I would encourage those folks to do whatever they wish with this project or even the idea for an entirely new one. Know that I'm around but for a little while I am preoccupied I will be giving my support but obviously not to the degree I have before. Still. Shine on you crazy builders. |
| Johnny_Angel08-14-07, 08:49 PM | Is the kingdom that Eckland is part of at war with the neighboring kingdom? Some of the posts have detailed what I would deem as hostile acts, but I was unsure if there was actually a war going on or not. |
| Sylvaroth08-15-07, 12:22 PM | It was hinted at such a situation. Forttown IIRC was deserted, because its inhabitants joined the enemy forces. Basically I'd say we should leave it at that. I am sure any campaign that's worth its salt does have rivaling realms or even such in war with each other. Easy enough for Eckland to be fitted in somewhere. |
| Johnny_Angel08-15-07, 11:27 PM | Chronicles of Eckland Year 16, Months 4, 5 & 6 In contrast to the peaceful beginning months of the year, the mid months seem to be a time of forshadowing; as the peaceful sun sets, the dawn of war approaches. Year 16:Month 4: Day 7: 0700 hours The first to see them coming were those who belong to the agricultural society in Eckland. Farmers have always been among those who rise the earliest in Eckland. Many of them were already a few hours into their work when the banners were spotted moving toward Eckland. It was hard not to stop and gawk at such a majestic site of unfurled banner and polished armor. A keen eye might even be able to see the majest stride of the well trained war horses from this distance. As they moved closer, the thumping of heavy hooves upon the earth; pounding like a hundred hammers upon the ground; the sound like some sort of menacing drum as it echoes off the mountains -thump thump thump...thump thump thump...thump thump thump... Yes this sound was quickly to follow the site of the banners. A mercury quickness personified in their gait; a grim demeanor reflected in their swords and shields. Messengers went to the lord of the manner... A short time later... Gregory was roused from his slumber by a rapping upon his chamber door. He had planned to spend a little extra time with his wife this morning, but the urgency of the rapping and the voice which accompanied it spurred him into both clothes and action with scarcely enough time to steal a kiss from the lips of his love. "Horses... What does the banner look like? How far off are they? From what direction do they approach?" Gregory, his mind racing with questions strode out of the keep with as much information as the messenger could muster. To his surprise, none of the town guards seemed to be concerned beyond a seeming feeling of awe. Still shaking the cobwebs of sleep from his mind and the distracting disappointment of the morning's interuption, the words of the messenger finally sank in as Gregory himself spotted one of the banners in the distance. Gregory stood alongside the messenger; the lord of Eckland dressed for battle, but relieved that it wouldn't come to that today. He had other matters which he wanted to return to as quickly as possible. Still, he couldn't deny that it was indeed a sight to behold. The horses bearing their riders were moving ever closer, and it would take a deaf man not to hear their approach at this point. A golden banner unfurled and waving high and mighty above the front of the formation; flapping in the wind as the horses continued their steady gallop. A yellow banner with a black horse head upon it - similar to the black knight's piece in a chess game. It was the banner of one of the king's most decorated military commanders. Gregory had never met the man in person, but the stories claimed that he was quite skilled with the spear. Gregory didn't know the face, but he knew the name. Although it seemed almost as though they were moving in slow motion as all eyes watched the approaching group, it seemed to many that the horses and their riders were in the town before scarcely a second thought had passed in the minds of most. The formation halted in front of gregory and the keep of Eckland. The dust upon their trail still floated like a slow ghost or sluggish shadow trying to catch up to faster prey. Almost every horse seemed to be of the darkest hair and the most impressive of flanks. Armored with barding and silently (with the exception of the occasional snort) obeying the commands of their riders. These were some of the finest horses a rider could hope for, but their riders were no less impressive. Numbering fifty, each rider was clad in plate mail. The visor of each helmet seemed to be either charred, dyed, or somehow smelted to be black in color. A golden cloth tunic covered the chest of each man. Each shield was split into two pictures by a jagged black line down the center. One side of the line bore the same image as the gold and black horse banner; the other side varied among each man - probably the family coats of arms for each of the men. A longsword was sheathed along the side of each man; a few of the men also had crossbows. The banner bearer (who was now directly in front of Gregory) had no shield, but it was now noticable that the banner pole was also a longspear. The rider beside the banner bearer also seemed to stand out from the rest. His shield bore only the gold and black horse design, and he had spears of various lengths sheathed on the side of his mount, as well as one on his back. This rider also wore a golden clock embroidered with the same design as the banner; it was also hard not to notice that his armor had an almost charcoal color to it; it's almost noticably scalemail instead of platemail. It was this rider who dismounted his horse and stepped forward toward Gregory; nearly simulataneously the banner bearer raised his visor and shouted,"Behold! The king's champion! The spearhead of the royal military! Sir Ranulphus Keegan!" Sir Keegan turns momentarily toward the shouting banner bearer, turns back toward Gregory, takes a step, and then says in a deep yet surprisingly peaceful and calm voice,"You'll have to excuse him. That's my eldest son, Randall; he just came of age to serve; he's a bit excited." He removes his helmet to reveal a tanned face with some recognizable age lines, close cropped black hair, and a handlebar mustache. He rests the helmet under his arm and Gregory replies. "It's nice to finally put a face to the name. I've heard of a few of your exploits. You seem to be favored quite highly by the king in times of martial matters." Sir Keegan: "Well, I suppose you could say I've been succesful in my endevours. It's no big feat to kill a man really; it's no more than what they would have done to me had I been slower with my shield or less skilled with my spear." Gregory: "I suppose I could say the same, but that's another matter. What brings you to Eckland? Obviously there is no war here; no disrespect, but I'm Lord here, and I have my own men. I'd be much obliged if you could tell me what brings you here." Keegan: "It's no secret that Rival Kingdom was behind the incident at Fort Town. His Majesty's scouts and spies have reason to believe that King Rival is planning some more serious offenses toward our kingdom. It's believed that a strike may occur in this area as early as next year. There's also reason to believe the ground which Eckland is on may be a target. I'm not here to take your place; merely to assist in the defense of your land. I have a few other matter's I would like to discuss as well, but I'd much rather continue this conversation in private." Gregory: "I see. I have a pressing matter to attend to. I'd prefer to speak of this more tomorrow if the time can be spared." Keegan: "There's no rush yet, Lord Eckson, and, to be honest, I think my men would appreciate the rest. We've been riding for quite a ways." Gregory: "I'll do my best to make sure you have lodging for you and your men." Keegan: "Get back to what you need to do, Lord Eckson. I brought some coin with me, I'm sure we'll be fine staying in some of the local inns and taverns until something is arranged tomorrow." The two men converse for a few moments and then part ways - Gregory back inside the keep, and Sir Keegan and his men to explore what Eckland has to offer. Although concerned with what Keegan had to say, the thought of Lady Eckson was weighing upon Gregory's mind all morning. Wrenched from his bed prematurely, he was eager to return. What happened shortly after Gregory's meeting with Lord Keegan is something better reserved for the Mature Forum. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Chronicles of Eckland Year 16, Months 4, 5 & 6 The rest of the time after Keegan's arrival seemed to be a boon to the local economy. After their many days of the travel, Keegan and his men were eager to spend coin and drink ale. They were not lazy though. They took turns helping out with the town watch, and more than a few times they mounted their horses for a patrol around the outskirts of Eckland. There were no signs of King Rival's forces, but Keegan's forces were succesful in slaying a few more girallons. Sir Keegan himself was especially attracted by the financial institution being started in Eckland. The concept seemed like a novel idea, and he inquired about whether or not he could keep a small amount of his money here so that it would be safe, and also so it would be available to him since he planned on being away from his home for quite some time. Upon being told that he could he told two of his men that he would like for them to carry the message to his home and have both money and supplies brought to Eckland. Unable to spare more of his men, the word was passed throughout town that Lord Keegan would pay hansomely for a party to accompany his men to his home and to escort his men and the supplies back to Eckland. The conditions of the pay was that the party who accepted his request would be paid 1/4th of the sum up front, and the rest would be paid upon safe arrival of the money and supplies here to Eckland. Sometime late in the fifth month, Lady Eckson seemed to be ill. Rumors circulated that she had been nauseous and vomiting - usually early in the morning each day. Many of the town's worst gossip-mongers claim she is deathly ill, but the common townfolk disreguards such rubbish as mere gossip. Lady Eckson is seen out and about the town looking healthy despite the rumors, and Gregory seems to have no more than his normal concern for her well being. Many have said that Lady Eckson does not appear ill what-so-ever, and that she actually seems to have a sort of "glow" lately. Sir Keegan is seen speaking with Gregory many times, and the two men seem to get along rather well. Their conversations often revolve around the defense of Eckland, and Sir Keegan's exploits, but a few times the men were heard having friendly debates about morality, duty, and various other ideals. Gregory explains how the town's defenses are laid out, and Keegan seems to be impressed by the organization of the structure of Eckland's defenses. On one occasion Keegan is seen giving a large axe (dwarven waraxe) and small strangely shaped dagger (sai) to Gregory; saying "These are a few of the things I've collected in my travels. I've noticed your boys seem to be following in your footsteps, so maybe they'll find them of some intrest once they get older." There seems to be no animosity between the two men at all. The rest of the days seems to pass in much the same way: the presence of Keegan's men boosting the economy of Eckland, and the occasional patrol. Keegan and Eckson behind closed doors Gregory: So, what did you need to speak to me about in private? Keegan: I'm sure it's obvious that I'm not only here to defend this area. Gregory: I thought as much, but what exactly are you trying to say? Keegan: The king wants to launch a pre-emptive strike against King Rival. We have a reliable source giving us information from inside the enemy's royal chamber. However, the king has put me in charge of this effort, and I think a different approach would work better. Gregory: Go on. Keegan: I plan to send two of my men back with a message to tell the king to send a few siege weapons, a team of engineers, and a small force of heavy cavalry. If things go as planned, and the king agrees to my request, the forces I have asked for will trickle in over the next few months; arriving after my men have returned. Gregory: What is the plan that you propose? Keegan: From what I understand, there is a rather large series of caverns inside of the nearby mountain. I heard you slew a small dragon there. Gregory: Yes, Mt. Generic. Keegan: With your permission, I would like to keep the cavalry there so as to not arrise suspicion. I feel it would make a good base of operations. Gregory: You should know that Mt. Generic has a history of housing many a foul creature. Keegan: Perhaps I could find a few freelance adventurers to help clear it out. Gregory: Tell me what you're thinking. If all goes as planned. Keegan: [pulling a rolled up map from inside one of his pockets and stretching it out across a table] There's reason to believe that King Rival's forces will be using [points] this old bridge upon this old goat trail to approach the area around Eckland. They think they're striking at us from a blind spot, but we're aware of their plans. Gregory: Ok. Keegan: First of all, what I plan is for the team of engineers to arrive first. It's your land, so you can object if you feel differently, but I'd like to have them build a wall around Eckland. Now, instead of stopping them from crossing the bridge, my plan is to allow them to cross the bridge. My men are going to hide; using the nearby trees here [points] and the landscape to hide. If it all goes as planned, they will not notice I am there and advance toward Eckland. The plan is to wait until they are halfway between the bridge and Eckland and then destroy the bridge; making sure they have no way to fall back. Ideally they will attempt to assault the wall around Eckland -again, with your permission to build it. Once they are engaging the wall, I will charge them from the rear; at the same time, the heavy cavalry waiting nearby will flank them from the side. Similar to an ambush in the wilderness, but on a larger scale. Gregory: What is your plan if the king still feels a pre-emptive strike is best? Keegan: Well, to be honest, I'm still working on that one... The two men continue to talk at length throughout the night. What the future holds for Eckland remains to be seen. Character's Introduced Sir Ranulphus Keegan - Fighter 8/Aristocrat 2 (prefers spears) Randall Keegan - Fighter 1/Aristocrat 1 48 Horsemen Gifts given: sai and dwarven waraxe |
| Sylvaroth08-16-07, 03:38 AM | Cool stuff J_A, I enjoyed it very much. I have some questions and suggestions though: The first to see them coming were those who belong to the agricultural society in Eckland. We do have the lookouts in Eckland. Should we add new posts around the perimeter of the town AND the fields to prevent invading armies from passing gawking peasants before any of the town's guards even have had the chance to so much as twitch? As for the troops lead by Sir Ranulphus, I think it is highly unlikely he or the king would not have sent a messenger beforehand to inform Gregory about their arrival. I got the sad feeling that, had Sir Ranulphus been a warrior from Rival Kingdom, Eckland would be only smoking stone and ashes by now. What happened shortly after Gregory's meeting with Lord Keegan is something better reserved for the Mature Forum. [...] Gregory: "I see. I have a pressing matter to attend to. I'd prefer to speak of this more tomorrow if the time can be spared." :blush: :D :blush: Upon being told that he could he told two of his men that he would like for them to carry the message to his home and have both money and supplies brought to Eckland. Unable to spare more of his men, the word was passed throughout town that Lord Keegan would pay hansomely for a party to accompany his men to his home and to escort his men and the supplies back to Eckland. The conditions of the pay was that the party who accepted his request would be paid 1/4th of the sum up front, and the rest would be paid upon safe arrival of the money and supplies here to Eckland. I'd say the Eckland Central Bank would be more likely to hire adventurers for this job. Sir Ranulphus plans to stay in Eckland for at least a year so he needs some money to pay for goods and services, etc. Since I am quite sure the organizations associated to the ECB (e.g. the 5CTC) have at least one branch in Capitol City (or in Keegan?), I think it could be done as follows: Sir Ranulphus sends a message (e.g. using one of Eckland's silver ravens (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#silverRaven), provided the destination lies within 192 miles of Eckland), instructing his chamberlain to depose a certain sum in the local branch of the ECB and request Platinum Credits (pc) in exchange (though sending back the silver raven with a letter of credit seems much less complicated). Alternatively the chamberlain could hire adventurer guards for the next stage coach to Eckland (upon arriving in Eckland they could hire themselves as spies or simply join Sir Ranulphus' forces). I plan to send two of my men back with a message to tell the king to send a few siege weapons, a team of engineers, and a small force of heavy cavalry. Why the need for siege weapons and engineers? Doesn't Eckland have the means and resources to provide the troops with almost everything they need? (The Eckland Association of Thinkers, Tinkers & Inventors, Sam Thompson, etc.) Perhaps I could find a few freelance adventurers to help clear it out. IIRC Mt. Generic is by now under the control of Stone Giants. I suggest to first send an adventurer group under the lead of Gunk and Boog to form an alliance with them (or slay them, if they appear to be rather inclined to support Rival Kingdom). First of all, what I plan is for the team of engineers to arrive first. It's your land, so you can object if you feel differently, but I'd like to have them build a wall around Eckland. We have been avoiding a wall around Eckland ever since we decided on the 'bind with nature'-theme. That's why I feel this is a bad idea. I take it you want Rival Kingdom's army to march over Mt. Generic's mountain chain, avoiding the obvious entrance near Forttown (which is by now occupied by royal forces) to take Eckland as a bridgehead to King Thaddolfart's realms. While that could be a viable tactic, they'd be heckled between the royal forces in Forttown and Eckland. On top of all, they'd have to march through Ezra's woods, all the while fighting off girallons, wild animals commanded and summoned by the Awakened, assaulted by guerilla forces of Eckland's own troops, slowed by traps, and scorched by the Mages Guilds arcane artillery. Should they decide to approach Eckland from the other side, they'd first have to cross River Winding, which is guarded by an Elder Waterelemental bound to service by Lord Eckson himself. Thus I see no need to build a wall around Eckland. They should rather stick with the original plan and fortify the passes and trails of the mountain chain. Why let the army in, if they could simply be locked out? On one occasion Keegan is seen giving a large axe (dwarven waraxe) and small strangely shaped dagger (sai) to Gregory; saying "These are a few of the things I've collected in my travels. I've noticed your boys seem to be following in your footsteps, so maybe they'll find them of some intrest once they get older." Two Exotic Weapons for two children who are not even pageboys? I'd be more comfortable, if Sir Ranulphus offered to take Michael as his page (or assign him to his son Randall who is most likely a Bachelor Knight or even a KotR), presenting the first steps of the older son of Eckland's greatest hero towards knighthood. He could stay at the Keegan Court until age 14 at which time he returns to Eckland (being a 1st level Ari by then) to be squired to Sir Bellamin (taking his next two to three levels as either a Fighter or Paladin). |
| Rockjaw08-16-07, 06:13 PM | Johnny, loved the post, that was great !!! Just a note to all interested please begin PM'ing concept ideas for BaCT2 to either myself, or Sly, or Argo |
| Johnny_Angel08-16-07, 06:15 PM | You pointed out a lot of things that I need to think a little more about, so thanks. The exotic weapons weren't really meant to be given directly to the boys, and that's why Keegan gave them to Gregory...thinking that maybe some day the boys would find interest in them. Mostly though, it was a way for Keegan to show Gregory that he was here as a friend. Oh, and as far as the feeling that Eckland would be rubble and smoke...lol, I somewhat intentionally did that as a way to build tension before revealing that -by saying none of Gregory's men were concerned- it was a friendly force. |
| tharivol26608-17-07, 07:00 AM | i dont know how many people are aware of this or how many care but http://www.giantitp.com/forums/showthread.php?t=53641 |
| deanruel08-17-07, 12:35 PM | Wow that is something! I guess I'm gonna have to give that a read now. |
| Argo08-17-07, 03:52 PM | Wow. Those guys just straight up stole Gregory Eckson, huh? |
| Johnny_Angel08-17-07, 04:36 PM | I suppose that's a compliment in a way. It seems a bit silly though that a guy named "Tobias" would found a town; disappear; then have the town be run by a 10th level fighter named Gregory. I think he copy & pasted some of it, and forgot to change the name from Gregory to whatever it was supposed to be. |
| Argo08-17-07, 05:57 PM | Yeah. Also, he's a jerk. |
| Sylvaroth08-17-07, 06:16 PM | I am sure most of you know, that we stole Gregory first, they only...uh...stole him back?!? :D Also they are at a population of 500 after only 7 pages? Guess we did something wrong, huh? |
| Rockjaw08-17-07, 08:26 PM | What...! Who...? Oh my god that dude stole our town..! I really don't know if we should be flattered or P*****...! But I guess that if they didn't or couldn't think up one on thier own....... But If I see a greenhouse, I'm sicking my monkey ninjas on them:rant: |
| Johnny_Angel08-17-07, 10:20 PM | Sorry guys, but it might take me a day or two to feel up to finishing what I started. Without going into too much detail, I had surgery today, so I'm not feeling so great. I was going to have Gregory have a few more conversations with Keegan and explain to him that he didn't feel the wall was needed due to the reasons that have been mentioned by other posters. Keegan sending two men back to get some money and to deliver a message to the king was a cheap adventure ploy. Protect the caravan as it travels from point A to point B. The kings plan for a premptive strike was for Keegan to strike out into the enemy's kingdom and wreck havoc, but Keegan feels that this is a reckless plan. Although Keegan has no qualms about battle, he feels that the king made a hasty decision guided by pride and ego. Not to mention that he's getting a bit older now, so he's not quite as inclined to go on a suicide mission as he might have been during his younger days. If Keegan's request is turned down, his plan is to follow through with the king's, but be a little smarter about it. His idea is to use guerilla warfare and hit and run tactics to harrass king rival's troops; the idea being that if they're busy dealing with him then their offensive will be delayed enough for a larger force to be organized and made ready to defend the realm and/or lash out at King Rival on a larger scale. Keegan's strategy isn't much different from...forgive me, my mind is a bit fuzzy from medication...some of the tactics used by Genghis Khan's horsemen before the horde was fully formed - with the exception that Keegan is of a more lawful alignment, and much much less inclined to kill innocent people. |
| deanruel08-18-07, 11:25 AM | After reading the majority of their chronicle I'm thinking that we should invite that AKA_bait fellow to participate in the BACT2. He seems to be the only thing holding that rag-tag crew together over there. |
| tharivol26608-18-07, 08:11 PM | it would seem that starting the planning of the next one has been the KOD for this one. sad. i feel that we should let this one die with dignaty rather than fade into obscurity....somehow.... i dont think it will make it to year 20 |
| Johnny_Angel08-19-07, 03:13 PM | Year 15: Months 8 & 9 OK here we go, first I want to say that if I step on anybodys toes, I am apologizing up-front, I wanted to get us back into the chronicles and wrap up some loose ends... So if everyone is not cursing me in flames, :hides: then I think that we need to focus on the 'Red Hand' line and complete it. Chronicles of Eckland, Year 15 months 8 & 9 It has been a particularly busy summer for Eckland, meteors crashing from the sky, wandering bards, coming and going and an inebriated tale of several Devil-Baboons running loose in the area. Despite the seemingly crazy likelihood of this several of these items were completely true…..somewhat completely true, at least a little bit. It has also been a summer of wondrous invention and great civic achievement, new wells, more paved roads, many new businesses, dozens of things are happening in Eckland, and that’s just the way we like it. Now to the Particulars….. Nobody is sure what fell from the heavens, crashing into Mt. Generic that day but everyone will agree that as is fell to the ground greenish flames were trailing behind and acrid smoke could be smelled on the wind for days. Markul Gentlecoin was the first to respond, sending his brother and over a dozen well armed mercenaries to the sight, finding a large crater with a steaming rock sitting right in its center. Laying claim to the stone Glimrick and his band of jovial fellows aptly named ‘the Coinkeepers’ prepare to make camp and protect their newest find. The following morning Branzig and a contingent of guardsmen arrive to see…Glimrick smiling proudly already there. Infuriated by the small gnome, Branzig returns to town, reporting to Eckson what has happened. The Gentlecoin brothers made a enormous find in claiming the meteor, and after negotiating a contract with the smelter at the Dwarven mining camp (with Markul not being very pleased about spending coin on it) the brothers have increased their wealth and reputation considerably. By allowing the dwarves to process the metals from the stone (and keeping a third of what they refined) Markul and Glimrick now have 20 trade-bars of pure mithral, 6 trade-bars of gleaming star metal, and 2 of an unknown bluish metal that glows softly in moonlight. The estimated value of the haul can only be guessed at but rumor are flying that master-smiths from all over the Realm are sending inquires Glimrick has also hired on full time the ‘Coinkeepers’ reasoning that him and his brother need additional protection aginst thievery and under-handedness, and these boys are the just the sort of cheery-lot that inspire good behavior in those around them. The “Devil-Baboons” reported to all by the drunken guard, did indeed turn out to be a threat, but not from hell spawned simians, but from what was later identified as a pack of Girallons. Discovered by one of the monster hunting patrols the savage four-armed apes and Town Guard engaged in a great skirmish with spear and blade warring with fang and claw. In the end the guardsmen were victorious, but suffered heavy casualties, with three guardsmen falling beyond the help of Brother Atil. Several of the hunters will be laid-up for some time recovering form grievous wounds. Handrell was leading this hunt and suffered massive wounds himself but was unable to slay the leader of the Girallons, which by his description may have been a Harpy. Handrell was able to shoot and wound the vile creature and as it fled its wounds must have caused it to drop the satchel it carried. Retrieving the satchel and looking inside Handrell immediately called a fast retreat and passing the satchel to one of his unharmed troopers bid him to run straight to either Ezra or Tuaim, and for the others to return with Brother Atil and other Townsfolk to aid the wounded troopers. Guard Trooper Cal Salic, ran as fast as he could running right to Tuaim’s Tower and inside. Tuaim was shocked and as the trooper told his tale and handed him the satchel looking inside he understood. Grabbing his staff and biding Cal to retrieve the shovel from the shed and follow. Tuaim headed for the park and the greenhouse as fast as he could; calling for Ezra as he ran. Tuaim verily burst into the Greenhouse and straight to the massive central chamber, the tenders jumped and scattered as Tuaim raced right in to the central potting bed and told Cal to begin digging in the ground, stripping of his armor and digging Cal was amazed at the amount of dirt he moved! Each lift of the shovel was like a triple bushel of dirt falling to the side and the hole was widening quickly, it weighed almost nothing and Cal’s eyes widened in surprise as he realized the shovel was magic! As Cal continued to dig Ezra entered the dome, Tuaim held open the bag for the awakened to see and Ezra gasped, if a tree can, and instantly began chanting in a low rhythmic tone, Cal saw motes of silvery light forming around Ezra’s head swirling and gaining in number. Just as he climbed out of the giant hole he had dug, Tuaim and Ezra lifted the flap and began pulling something out of the satchel. Cal was absolutely awe struck; they were pulling a massive tree from inside the bag. Standing there, with his jaw slack and open Cal saw a sight he will not forget for the rest of his life, a huge Oak tree, limbs cracked, leaves looking a sickly grey in color and bare roots. More surprising was what was in, or on the tree, tied to its trunk was a woman.!.......or maybe not or yes, Cal wasn’t sure. Limp stringy hair hung in tangles around a face sunken and drawn and tinted green, as if starved. Tattered clothing hung from a frame displaying evidence of severe abuse, bruises, scratches and minor wounds were plainly evident on her small frail body. She was gratefully unconscious and therefore unaware. Ezra lifted the tree and set it in the hole Cal dug, reverently moving dirt back around the exposed roots and still singing in the low melody the small motes of light glided to the Oak and into the trunk, where they touched color returned to the bark and leaves ‘perked’ a little. Tuaim quickly cut free the small woman and lay her next to the base of the tree, tending her almost as one would a loved one. Without looking up Tuaim told Cal “Get the tenders back in here, send for more guards and put them on every door into here, and send a runner to get Lord Eckson.” Cal stumbled away to find the tenders and get some help, his mind swimming with the images he just saw. The Guard detachment in Old Forttown returns, and Grakos tells Lord Eckson that a detachment of regular military, had shown up and kicked them out waving papers around that the King sent them to secure the now vulnerable borderland, Grakos is wound tighter than a drum and mad as a dragon, the Commander of the unit would not even talk to him, referring to him as a “plow-boy” with a sword, the soldiers were all, in his opinion, over polished thugs quickly pushing around the Ecklanders by sheer numbers. Their second in command a sadistic little runt told Grakos that the farmers could stay but they were on their own, and would receive no protection from them unless soldiers from across the border invaded. Grakos tells Eckson that as soon as they left he detailed half his troop to go to each farmstead and let them know and to stay with any who ask until this can be sorted out. Now then that’s wrapped up, lets see what’s going on in town: Acting on the tip from the adventuring band Lord Eckson decided to send a group to Seatown and to the Yellow Dolphin. Their intent is to find and bring back either of the two individuals with ties to ‘The Red Hand”. Knowing that he cannot send an armed platoon into another part of the Realm, Eckson decides on trickery and stealth and sends Ravanna Waveheart and her band to see what they can discover. Sam Thompson has been very busy, building three additional wells, continuing to cobble and pave the main roads, and the addition of a Brickmaker has open a world of additional possibilities to the young city-planner, continuing to commission the town craftsmen Sam has already built a grand reputation for himself as a thoughtful and talented engineer and his increasing fame has brought him several requests for apprenticeships. Accommodating as many as possible Sam has taken on eight apprentice planners, their newest task is designing and building an Outdoor Amphitheater to be built in Ecklands massive park. The orientation of a town in harmony with nature has been seen as unusual in most places in the Realm, thoughts of people living in mud-huts comes to mind for those of little imagination, but for others this is a golden opportunity. Three large coaches arrive in the fall carrying eight members of the "Royal Society of Crops, Flora & Fungi” they have come from around the Realm to study the plants and crops of Eckland, moving into one of the rooming houses, they do purchase a to-be-built building to be used as an office/library/home. Come spring they hope to officially ‘ribbon-cut’ their new home Iluven and Grimjack have been seen moving around town, quietly talking and both pointing out seemingly innocent items to each, rumors are spreading that the dwarf is a seasoned investigator and expert on Realms law, and a historian of ancient culture. Their friendship seems to be growing on a mutual love of hard thought, and plain facts. Grimjack has made several suggestions to improve the town’s sheriffs and their ability to police the area. His most poignant one comes from experience and suggests that Iluven have Lord Eckson purchase, for the sheriffs, an ‘Iron Band of Bilarro’ to allow for safer capture of larger or dangerous foes. The youngling lords continue to build their fortunes in several ways. First by commerce, and investing in some of the independent teamster operations. Second by blade, financing a few of the more promising adventuring companies. Lastly by exploring and discovery, on of the most appealing is the emerging effort to mine a newly discovered vein of coal. Wulf Bijornn, the new Tattoo Artist, has been very busy. He has displayed a remarkable talent for depicting almost anything upon the skin and his seemingly mystic skill when working with the color ‘white’ is earning him a handsome stack of coins. Both Gunk and Boog have had work done by him, fantastic primitive tribal designs of bright blue, outlined in crisp white, offsets dramatically with their dusky green hued skin tone. New Businesses, Organizations & General places to spend Coins • Hirundo returns with friends and wagons in tow; after seeking out some of his long-lost friends Hirundo has convinced them to move to Eckland. Rycorin Woodsoul is a Rare Wood Merchant with exotic taste, and brings two full wagons of never before seen lumber. He sets up in Hirundos shop until construction on his can be completed. Woodworkers and craftsmen of the populace are delighted and mystified by the wood species he displays Rycorin Woodsoul: ½ Elf Male – Expert-3 • Melanesia Dau’Morse and her sister, Naomi Dau’Morse came to town in the procesession that Hirundo led. The sisters are very talented sculptures and highly skilled at carving stone, any type of stone into fanciful and beautiful art Melanesia & Naomi Dau’Morse: Human Females (Twins) Expert-2 (both) • A Saddler comes from Eastland, with a small family and decent skill in saddle making • From Capitol City comes a Pewter Smith, specializing in fine dining utensils and solidly built flagons • A retired trapper opens a small shop for taxidermy, a hit with the local hunters Other Noteworthy Events: 1.) Dell, Thanatos, Sara, Daniel Gregory, and Gavin have been spending much time together, and almost all of it looking in the front window of the Map Maker. Some remark on the group and how they seem to fit as friends, though Daniel is a bit young. In a private moment Grimjack tells Iluven that by spring they will all be gone. Gone to search for adventure and glory 2.) With the existence of several food storehouses, Fantus is finding it very hard to keep the mice under control. The tiny dragon is seen conversing with Ezra in the late fall, who knows what the spring will bring.? 3.) The Dwarven miners have constructed a small keep on the entrance to their mines, their presence in the area is a blessing to Eckland, and Clarice Ashoff, has invited them to share their goods at the Butter Churn Bizarre come spring I did not include magic items (well almost) as this is ongoing, and I still am not sure are we doing the bardic gathering..? Hope everyone enjoyed Sorry it took so long and I know in the past that I've said these were long but this one is a real looong one, so be prepared. I am also working on the little cloak and dagger trip to Seatown and our visit to the Yellow Dolphin, be posting it later Hope everyone enjoys Year 15: Months 10, 11, and 12 Chronicles of Eckland Year 15, Months 10, 11 & 12 The winter season again falls on Eckland, with the completed harvest comes again Frostfair the celebration of everything Eckland. This year is singularly special with the amount of performers in town, for a seemly never ending period the parks and square resound with the singing and playing of the Bards. Some things are quite new this year at Frostfair, with the increase in the size of the town and the population it continues to become grander and grander. The local ladies dress to the nines showing off their latest creations of cloth and gems, several new contests are added and to every ones delight a bake-off with Lord Eckson, Tuaim, Roland, and Cotter as the judges! Frostfair Celebration Year 15 The annual celebration of Frostfair comes again celebrating the way that Eckland ends one year and welcomes the next. Over the last fifteen years is has grown into a sprawling three day festival complete with games, contests and much revelry for all in attendance. Businesses usually close or have only limited hours, to allow their employees to enjoy the event and many new contracts are born amid the feasting and celebrating as many out of towers come to enjoy this time. Every year more events are added and every year new trends are seen, this year the big trend is that revelers are wearing small glass beads woven into their hair, both males and females are donning colored and sometimes magical (continual light) beads, to match their latest fashions. To a casual observer it may seem almost silly, but the fair folk of Eckland work hard during the year and a few days of levity is something looked foreword to by all. During the event, which is held in winter, many of the days are spent outdoors underneath the open skies and in Ecklands massive parks system. Attendees keep the chill away by dressing in fashionable gowns and ornate and beautiful cloaks and shawls, or sometimes by sipping on decanters of strong sprits ‘to warm the toes’. The town itself has added this year big iron stoves, cast to resemble chubby-bellied dragons, placed around the area, stoked with wood and coal and glowing a warm cherry red these intricately detailed heaters are placed wherever townsfolk gather casting a warm glow to the festivities. Many new events this year have come by popular vote or by creating and event from everyday life. Some are detailed here: The Cargo Load: this one sounds simple, contestants are given an empty wagon, one of Cotters new six wheeled monsters, and a giant pile of cargo. Teams of 3 or 4 compete to load the wagon quickly and correctly, having to figure things like balance, weight and size. The captain of the team must also create a manifest and be able to point out specific items to the judges when asked. The winning team is the one that loads quickest, secures its cargo with balance and even distribution and can identify by touching any item asked by the judges. This year the winner was an independent freight team ‘Yellow Moon Portage’ with two of Cotters crews coming in 2nd and 3rd. Breaking: this one came straight from the miners, contestants compete in breaking stone slabs in a timed event, thick granite slabs almost 1ft thick are laid out in rows and at the start contestants must break in two as many slabs as possible in one minute. The winner is whoever has the most clean breaks The winner was Agar Hammerhand, pit boss in the Dwarven mines. Hawk & Blade: comes from the more outdoors minded, Eckland still being a frontier area most folk are familiar with the use of hand axes and everyone carries a dagger. In this competition contestants throw in two classes ax (hawk) and knife (blade) at targets with each round at increasing distances, the winner is the last one left The winner of the Hawk was Ecklands own Jack Heppart The winner of the Blade was close with Jasper Knuckles of the Coinkeepers edging out Dell Sherwyn of the town guard for top spot The most anticipated new contest was the bake-off; every resident in town was eligible to compete in a contest that was judged by most of the leaders in town Lord Eckson, Tuaim, Branzig and Cotter with a surprise judge Buth Ramhelm of the Dwarven Keep. These poor individuals spend the day sampling the wares of Ecklands kitchens, and after many hours and some indigestion later the winner was announced The Ample Basket Bakery was declared the winner for its entry of a ten layer berry cake aptly called “Ample Berry Bliss” Frostfair is and always has been about Eckland, though open to all from anywhere in the Realms the celebration itself is the ‘town’ and one of the new things added this year is from the governing council giving a list of goals for the coming year. By printing them and passing to all the community stays involved, mostly because Eckland grew as a community with the involvement of the community. Prior to the fair Lord Eckson took both his sons to see Nimbal Firejack, as a new litter of pups has been birthed and are ready to be on their way to good homes. Eckson always liked the horseman and his son, Wiliam’s passion for breeding dogs showed, the large mastiffs were thick and strong and totally without fear. Many farms and homes in the area had one or two of these dogs guarding them. Coming to the shop with Eckson were two ever present Dragoons, though accompanying him to get two harmless puppies was, Eckson thought quit beneath their station. After greeting Nimbal and his family Eckson allowed the boys to run to the barn where the pups were, laughing and smiling at the exuberance of youth Eckson and his friend strolled along behind. Michael and Jerald raced to the barn, Michael running in his typical straight line right though puddles and piles, and Jerald moving just as quick but missing every stone deftly crossing the distance almost as fast. Throwing open the door the two boys see the pups in a stall down past a row of cages, as soon as each sees the other an all out charge is on! Wagging tails and yelping pups running headlong into two laughing and running boys, it took a few moments for the initial commotion to subside and both boys were quickly sitting in the dirt surrounded by eight fat-bellied, quick tongued pups. Michael was trying in vain to pat all of them at once and only succeeded in getting bowled under by the mini-fuzzy frenzy. Laughing heartily Eckson and Nimbal never saw Jerald move down to the rows of cages, and open one up until he was laughing. Both men looked and saw Jerald holding a small ball of deep grey fir, huge ears and bright yellow eyes. “Here now what’s this?” asked Eckson, his curiosity aroused. “Nothing m’lord, just a fox pup brought in to us by one of the trappers. We’ve a mind to be setting him free later, his mother was in the huntsman’s trap, and this small one was near her side.” said Nimbal, as he reached for the pup. Lightning quick the small fox was under Jerald’s shirt and he was giggling as the long fur tickled him, but yelped as a cold nose hit a sensitive spot, both of he men couldn’t help but chuckle with barely contained laughter. “Da, can I have it?” pleaded Jerald, giving his father large round eyes. Eckson immediately knew that he was in a too familiar place and was already giving in “You will have to treat him with the same care as a dog, can you do this Jerald?” asked Eckson, an edge of seriousness in his voice. “You and your brother were coming her for pups I believe, and your mother may not be liking a Fox in the house.” “This is the one I want” said Michael, coming around to lift a massive pup towards his father. Eckson looked at the pup and agreed, it was just like his son, thick in neck and solid all around, fur colored brindle with a muzzle of dark brown. Even now Eckson was again surprised, both his sons, twins by birth could be so different in their outlooks and desires. Michael names his mastiff pup Toma and Jerald names his Fox cub Shade, and yes their mother was not thrilled by the additional family members messing up the Keep. Cotter Magin has suffered a tragedy, during a stormy night his establishment was robbed and two of his guards hurt. Cotters first priority was too his employees and only after seeing them to Brother Atil and getting news that they would be fine; did his anger boil over. To think that someone would rob from him was a thought that never crossed Cotters mind, it was one of the reasons that he moved to here in the first place. After accessing the losses (estimated at 20,000 coins) Cotter began to employ methods that would see this never happened again. Cotter invites the more well off residents to a meeting to discuss securing their valuables, he uses his recent experience to somewhat scare them into believing that any of them could be next, his suggestion is to construct a place where their funds are secure but still readily available, protected by well trained men-at-arms and the most arcane items available. He also suggests that it be located in a structure that will be a veritable fort capable of withstanding everything short of a dragon. Everyone in attendance finally agrees and the ‘concept’ for the first bank in Eckland begins to slowly evolve. The Eckland Central Bank: For a small monthly fee people may depose funds in the Eckland Central Bank or any of the Bank's branches (mercantile agencies, commercial ports, etc.). Those are all guarded and warded to guarantee for the safety of the deposited valuables. For example, the owners of magic item shops will store their more valuable or critical goods here rather than heavily warding their own establishments. In addition a customer may request Platinum Credits from the Bank, which allow him to withdraw funds from a different Bank-branch as a convenient alternative to carrying wealth around in the form of precious gems, jewelery, etc. In some settlements (like Eckland), where the Bank gained some reputation, those Credits are even accepted in place of normal currency. Platinum Credits: Platinum Credits or just Credits are unmilled coins of silvery-white color showing the denomination of the piece (see below) and the symbol of 'the Bank' (the alchemical symbol of platinum, resp. gold and silver). The Credit itself is worthless. To prevent counterfeiting, all Credits bear an invisible authenticity arcane mark. Denomination Code: Symbol Value L 50 pp C 100 pp D 500 pp M 1,000 pp V 5,000 pp X 10,000 pp So rather than carrying around 50 lb. of each copper, silver, gold, and platinum coins (27,775 gp), a customer may as well deposit his load at the Bank in exchange for six Credits (1x50 pp, 1x500 pp, 2x100 pp, 2x1,000 pp = 27,500 gp) and about half a pound of copper, silver, and gold coins (280 gp). Cotter spends the remainder of the year meeting with the various craftsmen in the town and out-of-town, he visits the Dwarven forge in the hills and pays a healthy commission for a massive vault. He also visits the town locksmith and arranges for a series of masterwork locks to be crafted, so many so that the Locksmith sends word to his former home and asks for several more smiths to come and assist. He spends time with Tuaim and Alaric looking to buy the best in arcane protection. Cotter is defiantly a man of vision, that he has proven time and time again, some of the residents are worried by the amount of intensity he is pouring into this project and what could its outcome be. With his new wealth Markul enters in to the commerce market in a big way first opening his own shop named “Markuls Many Things” and opens it right near the adventuring quarter and close to their guild house, second he quickly opens his own portage and transportation company, complete with out-of-town teamsters and his newly hired caravan guards. His game of one-upsmanship with Cotter takes another step when he names his endeavor “Seven Stars Trading Company” and immediately begins trying to secure contracts from within the town. Cotter is agitated and lets Markul know by calling for ‘Inventors Rights’ on his six wheeled wagon, and refuses to sell any to Markul. Undaunted in this Markul begins construction on four initial river trading vessels and will see them in use come spring. Glimrick on the other hand seems to have done nothing invigorating with his new found wealth other than build himself a modest home in town and begin construction on a club and party house that will open in the spring, his retinue of ‘Coinkeepers’ seems to be ever-present around him and his brother. They are an intimidating bunch and seem to travel in packs around town, though not causing any trouble Grimjack has been keeping an eye on them. Glimrick has been seen spending more time with Charlemagne Silverleaf, and rumors abound that the two are forming some kind of a business alliance. Cotter moves some of his personal guards to secure some of his dock space and hires the River Elves to be guides, helping to move his vessels quickly into and out of port, by communicating with the harbormaster and the captains using a series of colored flags. They prove to be highly effective at organizing and orchestrating the chaos that is the docks. He also commissions a second and then a third cargo crane to be built, the docks are shaping up to be a major part of Ecklands growing economy. Garrett Ravenhorn has been busy building a ‘school’ and now that’s it complete he unveils it and its new headmaster. Garret is an accomplished swordsman and in an effort to continue his training he has convinced a former champion of the Kings Blades to come to Eckland; Henri Trustrike is a master bladesman skilled in all forms of weapons classified as a sword, from long daggers to the monster two-handed Flamberge, Henri has used them all either in combat or the practice ring. Standing just under six feet tall and carrying a natural grace and beguiling strength, Henri is a human male nearing his fiftieth year, long nearly white hair and a matching thin goatee frame a deeply tanned face, Henri takes great issue with his outward appearance and always dresses in the latest fashions. Making himself a valued member of his community is very important to Henri and he is always pleasant and charming, as an educated man he speaks with great eloquence and thoughtful passion. Henri Trustrike: HM Expert lvl-6 (swordsmanship) The building built by Young Ravenhorn is a training academy complete with ‘a masters-wheel’ tiled into the floor, great slate slabs carefully flattened and finished are offset by gleaming malachite inlays in a seemingly maddening pattern, this is the mark of a master bladesman, understanding the movements these patterns represent and the styles of combat that can be gleaned by learning these movements. The academy is open to students just as Frostfair begins and several members of the towns guard quickly join and do many other residents, Hirundo among them. The greatest surprise is when, at the suggestion of Grimjack, both Gunk and Boog also enroll in the academy, and become students. Iluven and Grimjack have been working together to discover who could have robbed Cotter, and have discovered some leads, following up on information gleaned by Grimjack, Iluven has begun to ask very specific questions but has not gotten any answers…yet Grimjack has been looking into the murder of Iluven's estranged husband, quietly so not to upset her. Some things he has found are quite normal but some are puzzlingly strange and have made him focus his interest. One thing he is sure of, somebody in the town currently did kill him, now he just has to figure who…. New Businesses, New Endeavors, and New Unknowns: Orsun Irongear, the Dwarven tinker and inventor throws an invitation only party for the towns most creative thinkers and creators; of course he sends invitations to almost everyone in town regardless of their creative skill. He spends what must have been a small fortune on food and drink for all his friends and the revelry lasts long into the night. The next morning a new social club is born churned from the Eckland Ale soaked ideas that flew around the rooms way into the morn..At a somewhat lethargic luncheon later the next day “The Eckland Association of Thinkers, Tinkers & Inventors” are officially hailed as Ecklands first social club. Another Inn/Tavern opens to fulfill the needs created by the population swelling, owner Burly Thickmug is a likeable fellow and his place “Potatoes & Tankards” is a favorite among the dwarves that live in and near town for having a Dwarven barkeep is a welcome sight. A retired Mercenary Commander settles in and builds a general store selling just weapons, aptly named “The Blade and Bow” is has a solid following from the increasing number of adventuring companies, and his rare and exotic weapons are a real delight and sometimes puzzlement to passers by. From Capitol City hails a Toymaker and his lovely wife, their small delightful shop sells small dolls, toy swords and shields and miniature houses filled with tiny furniture. Almost no parent can pass by without being tugged in by their children. With Forttown being gone and the reputation of Eckland spreading more and more, an astonishing amount of travel is coming and going. Not surprisingly many are staying. • 33 more laborers come to town most find work immediately as the town continues to grow • 62 more families move to town all with various skills and occupations • 18 new farming families come on board, welcomed by the guild as spring planning is already underway • Many new craftsmen, (12), come to bolster the ranks of the already strained working crews, with such explosive growth, simple things are hard to attend to and sometimes even getting a small table built may require waiting more than a few weeks. Other Noteworthy Events: 1.) Brother Atils home church sends him 4 more adepts to train, and to help him manage the increasing flock. He immediately puts them to work helping to school the children in reading and writing. Thinking that if things keep growing that he will need to build a real school soon. 2.) Sir Bellamin has elevated some of his students to squire, and replaced them with even more aspiring Paladins, he can be seen training them daily in the art of mounted combat and jousting. 3.) The rank of the local Sheriffs department gets a boost, with an additional 4 deputies taking the oath of service, and receiving the badge of office. Iluven also promotes one of her deputies to Under-Sheriff. Malinda Cuttley has become second-in-command. I dropped in three s-block to shorten it up a bit The working concept for the bank came from our one and only Syl back in post #1350 Year 16: Months 1,2, & 3 Chronicles of Eckland Year 16, Months 1, 2 & 3 Eckland. A glinting jewel that lay in the shadow of Mount Generic. As the dawn of a new year… dawns on our fair city, we find it swimming in a sea of bards. Everywhere you look in town, there’s a bard. One, two, ten bards performing on every corner. Jugglers, flautists, mandolinists, tumblers, fiddlers, dancers, singers, actors, puppeteers, they have descended on Eckland like flamboyant locusts. Eckland residents are beginning to think that perhaps it is no longer a coincidence that a dozen new performers show up every week. They seem to be preparing for something. The First Bank of Eckland, the fledgling fiduciary firm founded by local favorite Cotter Magin is found to be a fantastic feat of financial fortification. For a moderate monthly payment, Magin’s many mindful masters and marvelous magicians will secure the money of Eckland’s men of means with the most masterful mundane and magical methods Magin’s magicians’ minds can manage. “The Eckland Association of Thinkers, Tinkers & Inventors” were brought in to help with construction, and some of the members worked together to devise a miraculous new lock system for the vault doors, the likes of which had not been seen before. Tuaim Ban cast many of the wards and magical protections himself, while others were shopped out to wizards from as far away as East Westcity. Glimrick Gentlecoin, the crimefighting gnome, offered his assistance with designing some of the security for the inner vault, and his brother Markul agreed to Cotter’s request to commit some of his Coinkeepers for rotations on guard duty in exchange for a reduced rent on vault space. Ezra created a spell on a trigger, to summon a group of bears into the vault if someone should manage to break the stout dwarf-built lock by force. Cotter even commissioned Nosepik and the kobolds from the jail to build some traps for sections of the Bank. The boys and their dogs (well, dog and fox) are seen together around town, laughing and playing as boys and dogs do. Michael has taken to sitting outside the Swordfighting Academy, watching with rapt attention as the students and instructors perform their feats of combat expertise. Jerald spends his time playing hide and seek with the whole rest of Eckland, trying to see how long he can go unnoticed. Gavin, Dell, Samantha, and Daniel set out from Eckland during the first month of the year, returning several weeks later with a dozen pairs of [something] ears. Not much else happened in Eckland for those months. It is a quiet time of bank-building and concerts every night. --- There. Let's get this town up to Year 20. Start writing, y'all. Year 16: Months 4,5, & 6 Chronicles of Eckland Year 16, Months 4, 5 & 6 In contrast to the peaceful beginning months of the year, the mid months seem to be a time of forshadowing; as the peaceful sun sets, the dawn of war approaches. Year 16:Month 4: Day 7: 0700 hours The first to see them coming were those who belong to the agricultural society in Eckland. Farmers have always been among those who rise the earliest in Eckland. Many of them were already a few hours into their work when the banners were spotted moving toward Eckland. It was hard not to stop and gawk at such a majestic site of unfurled banner and polished armor. A keen eye might even be able to see the majest stride of the well trained war horses from this distance. As they moved closer, the thumping of heavy hooves upon the earth; pounding like a hundred hammers upon the ground; the sound like some sort of menacing drum as it echoes off the mountains -thump thump thump...thump thump thump...thump thump thump... Yes this sound was quickly to follow the site of the banners. A mercury quickness personified in their gait; a grim demeanor reflected in their swords and shields. Messengers went to the lord of the manner... A short time later... Gregory was roused from his slumber by a rapping upon his chamber door. He had planned to spend a little extra time with his wife this morning, but the urgency of the rapping and the voice which accompanied it spurred him into both clothes and action with scarcely enough time to steal a kiss from the lips of his love. "Horses... What does the banner look like? How far off are they? From what direction do they approach?" Gregory, his mind racing with questions strode out of the keep with as much information as the messenger could muster. To his surprise, none of the town guards seemed to be concerned beyond a seeming feeling of awe. Still shaking the cobwebs of sleep from his mind and the distracting disappointment of the morning's interuption, the words of the messenger finally sank in as Gregory himself spotted one of the banners in the distance. Gregory stood alongside the messenger; the lord of Eckland dressed for battle, but relieved that it wouldn't come to that today. He had other matters which he wanted to return to as quickly as possible. Still, he couldn't deny that it was indeed a sight to behold. The horses bearing their riders were moving ever closer, and it would take a deaf man not to hear their approach at this point. A golden banner unfurled and waving high and mighty above the front of the formation; flapping in the wind as the horses continued their steady gallop. A yellow banner with a black horse head upon it - similar to the black knight's piece in a chess game. It was the banner of one of the king's most decorated military commanders. Gregory had never met the man in person, but the stories claimed that he was quite skilled with the spear. Gregory didn't know the face, but he knew the name. Although it seemed almost as though they were moving in slow motion as all eyes watched the approaching group, it seemed to many that the horses and their riders were in the town before scarcely a second thought had passed in the minds of most. The formation halted in front of gregory and the keep of Eckland. The dust upon their trail still floated like a slow ghost or sluggish shadow trying to catch up to faster prey. Almost every horse seemed to be of the darkest hair and the most impressive of flanks. Armored with barding and silently (with the exception of the occasional snort) obeying the commands of their riders. These were some of the finest horses a rider could hope for, but their riders were no less impressive. Numbering fifty, each rider was clad in plate mail. The visor of each helmet seemed to be either charred, dyed, or somehow smelted to be black in color. A golden cloth tunic covered the chest of each man. Each shield was split into two pictures by a jagged black line down the center. One side of the line bore the same image as the gold and black horse banner; the other side varied among each man - probably the family coats of arms for each of the men. A longsword was sheathed along the side of each man; a few of the men also had crossbows. The banner bearer (who was now directly in front of Gregory) had no shield, but it was now noticable that the banner pole was also a longspear. The rider beside the banner bearer also seemed to stand out from the rest. His shield bore only the gold and black horse design, and he had spears of various lengths sheathed on the side of his mount, as well as one on his back. This rider also wore a golden clock embroidered with the same design as the banner; it was also hard not to notice that his armor had an almost charcoal color to it; it's almost noticably scalemail instead of platemail. It was this rider who dismounted his horse and stepped forward toward Gregory; nearly simulataneously the banner bearer raised his visor and shouted,"Behold! The king's champion! The spearhead of the royal military! Sir Ranulphus Keegan!" Sir Keegan turns momentarily toward the shouting banner bearer, turns back toward Gregory, takes a step, and then says in a deep yet surprisingly peaceful and calm voice,"You'll have to excuse him. That's my eldest son, Randall; he just came of age to serve; he's a bit excited." He removes his helmet to reveal a tanned face with some recognizable age lines, close cropped black hair, and a handlebar mustache. He rests the helmet under his arm and Gregory replies. "It's nice to finally put a face to the name. I've heard of a few of your exploits. You seem to be favored quite highly by the king in times of martial matters." Sir Keegan: "Well, I suppose you could say I've been succesful in my endevours. It's no big feat to kill a man really; it's no more than what they would have done to me had I been slower with my shield or less skilled with my spear." Gregory: "I suppose I could say the same, but that's another matter. What brings you to Eckland? Obviously there is no war here; no disrespect, but I'm Lord here, and I have my own men. I'd be much obliged if you could tell me what brings you here." Keegan: "It's no secret that Rival Kingdom was behind the incident at Fort Town. His Majesty's scouts and spies have reason to believe that King Rival is planning some more serious offenses toward our kingdom. It's believed that a strike may occur in this area as early as next year. There's also reason to believe the ground which Eckland is on may be a target. I'm not here to take your place; merely to assist in the defense of your land. I have a few other matter's I would like to discuss as well, but I'd much rather continue this conversation in private." Gregory: "I see. I have a pressing matter to attend to. I'd prefer to speak of this more tomorrow if the time can be spared." Keegan: "There's no rush yet, Lord Eckson, and, to be honest, I think my men would appreciate the rest. We've been riding for quite a ways." Gregory: "I'll do my best to make sure you have lodging for you and your men." Keegan: "Get back to what you need to do, Lord Eckson. I brought some coin with me, I'm sure we'll be fine staying in some of the local inns and taverns until something is arranged tomorrow." The two men converse for a few moments and then part ways - Gregory back inside the keep, and Sir Keegan and his men to explore what Eckland has to offer. Although concerned with what Keegan had to say, the thought of Lady Eckson was weighing upon Gregory's mind all morning. Wrenched from his bed prematurely, he was eager to return. What happened shortly after Gregory's meeting with Lord Keegan is something better reserved for the Mature Forum. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Chronicles of Eckland Year 16, Months 4, 5 & 6 The rest of the time after Keegan's arrival seemed to be a boon to the local economy. After their many days of the travel, Keegan and his men were eager to spend coin and drink ale. They were not lazy though. They took turns helping out with the town watch, and more than a few times they mounted their horses for a patrol around the outskirts of Eckland. There were no signs of King Rival's forces, but Keegan's forces were succesful in slaying a few more girallons. Sir Keegan himself was especially attracted by the financial institution being started in Eckland. The concept seemed like a novel idea, and he inquired about whether or not he could keep a small amount of his money here so that it would be safe, and also so it would be available to him since he planned on being away from his home for quite some time. Upon being told that he could he told two of his men that he would like for them to carry the message to his home and have both money and supplies brought to Eckland. Unable to spare more of his men, the word was passed throughout town that Lord Keegan would pay hansomely for a party to accompany his men to his home and to escort his men and the supplies back to Eckland. The conditions of the pay was that the party who accepted his request would be paid 1/4th of the sum up front, and the rest would be paid upon safe arrival of the money and supplies here to Eckland. Sometime late in the fifth month, Lady Eckson seemed to be ill. Rumors circulated that she had been nauseous and vomiting - usually early in the morning each day. Many of the town's worst gossip-mongers claim she is deathly ill, but the common townfolk disreguards such rubbish as mere gossip. Lady Eckson is seen out and about the town looking healthy despite the rumors, and Gregory seems to have no more than his normal concern for her well being. Many have said that Lady Eckson does not appear ill what-so-ever, and that she actually seems to have a sort of "glow" lately. Sir Keegan is seen speaking with Gregory many times, and the two men seem to get along rather well. Their conversations often revolve around the defense of Eckland, and Sir Keegan's exploits, but a few times the men were heard having friendly debates about morality, duty, and various other ideals. Gregory explains how the town's defenses are laid out, and Keegan seems to be impressed by the organization of the structure of Eckland's defenses. On one occasion Keegan is seen giving a large axe (dwarven waraxe) and small strangely shaped dagger (sai) to Gregory; saying "These are a few of the things I've collected in my travels. I've noticed your boys seem to be following in your footsteps, so maybe they'll find them of some intrest once they get older." There seems to be no animosity between the two men at all. The rest of the days seems to pass in much the same way: the presence of Keegan's men boosting the economy of Eckland, and the occasional patrol. Keegan and Eckson behind closed doors Gregory: So, what did you need to speak to me about in private? Keegan: I'm sure it's obvious that I'm not only here to defend this area. Gregory: I thought as much, but what exactly are you trying to say? Keegan: The king wants to launch a pre-emptive strike against King Rival. We have a reliable source giving us information from inside the enemy's royal chamber. However, the king has put me in charge of this effort, and I think a different approach would work better. Gregory: Go on. Keegan: I plan to send two of my men back with a message to tell the king to send a few siege weapons, a team of engineers, and a small force of heavy cavalry. If things go as planned, and the king agrees to my request, the forces I have asked for will trickle in over the next few months; arriving after my men have returned. Gregory: What is the plan that you propose? Keegan: From what I understand, there is a rather large series of caverns inside of the nearby mountain. I heard you slew a small dragon there. Gregory: Yes, Mt. Generic. Keegan: With your permission, I would like to keep the cavalry there so as to not arrise suspicion. I feel it would make a good base of operations. Gregory: You should know that Mt. Generic has a history of housing many a foul creature. Keegan: Perhaps I could find a few freelance adventurers to help clear it out. Gregory: Tell me what you're thinking. If all goes as planned. Keegan: [pulling a rolled up map from inside one of his pockets and stretching it out across a table] There's reason to believe that King Rival's forces will be using [points] this old bridge upon this old goat trail to approach the area around Eckland. They think they're striking at us from a blind spot, but we're aware of their plans. Gregory: Ok. Keegan: First of all, what I plan is for the team of engineers to arrive first. It's your land, so you can object if you feel differently, but I'd like to have them build a wall around Eckland. Now, instead of stopping them from crossing the bridge, my plan is to allow them to cross the bridge. My men are going to hide; using the nearby trees here [points] and the landscape to hide. If it all goes as planned, they will not notice I am there and advance toward Eckland. The plan is to wait until they are halfway between the bridge and Eckland and then destroy the bridge; making sure they have no way to fall back. Ideally they will attempt to assault the wall around Eckland -again, with your permission to build it. Once they are engaging the wall, I will charge them from the rear; at the same time, the heavy cavalry waiting nearby will flank them from the side. Similar to an ambush in the wilderness, but on a larger scale. Gregory: What is your plan if the king still feels a pre-emptive strike is best? Keegan: Well, to be honest, I'm still working on that one... The two men continue to talk at length throughout the night. What the future holds for Eckland remains to be seen. Character's Introduced Sir Ranulphus Keegan - Fighter 8/Aristocrat 2 (prefers spears) Randall Keegan - Fighter 1/Aristocrat 1 48 Horsemen Gifts given: sai and dwarven waraxe just trying to compile a few things so that I don't need to sift through so many pages |
| Johnny_Angel08-19-07, 03:14 PM | I came up with an idea to continue what I started; right now I'm just trying to figure out what else to have happen in the town. |
| deanruel08-19-07, 11:57 PM | Wow man that is INCREDIBLY long. Would you do me a favor and edit that post so those are all sblocked? That way it'd just be a few lines to move by instead of, essentially, the longest post all thread. |
| Johnny_Angel08-20-07, 04:01 PM | Yeah, no problem. Refresh my memory on how to do that though. |
| deanruel08-20-07, 04:39 PM | This is where you write. Just "Quote" this post and it'll show you the mechanics of it. |
| Johnny_Angel08-20-07, 07:22 PM | Year 16: Months 7,8, & 9 Aside from the continued presence of Keegan and his men, these few months seem to pass by in a fairly peaceful and "normal" manner. During their stay in town, a few of Keegan's men have heard about the local event known as the Eck's Games; a few of the men express an interest in competing. There's also speculation circulating through the town about the continued accumulation of bards and performers in town; chitter and chatter about whether or not something special is going to be included in the celebration this year. Randall, Keegan's son, became embroiled in a bit of a minor scuffle in month 8. Grenda Gallet, one of the younger females in Eckland, had been promised via arranged marriage to marry Frederick Fenda, a young man from a different family. The young las had "accidentally" bumped into him one day, and feigned being hurt - playing the part of the typical damsel in distress. For several days the two had become friends, and everything was fine. The las started to develope some feelings for him; she was unhappy with whom she was supposed to be betrothed to, and he was both royalty and "fresh meat." She told her parents and the parents of the young lad she was arranged to marry that she had carnal knowledge of Randall Keegan; was planning to leave with him when his time in Eckland was done. Naturally, many people were upset; Randall found himself being confronted in the middle of town by a small angry mob. Both confused and overwhelmed, Randall Keegan had no idea what to do. He professed that he had no idea what any of them were talking about; before too long, some of his father's men had arrived. There was a small standoff between Keegan's men and his son & the angry mob lead by the parents of Frederick Fenda who were demanding justice and screaming that Randall had no right to just march into town and steal away a woman who was promised to another man. Eventually Grenda broke down and confessed that she had caused the whole thing; Randall was a bit alienated by the experience and still maintains a somewhat "distant" stance toward women. However, there was one woman in town who was drawing more and more attention from everyone in town as the months passed. Lady Eckson was starting to be the cause of more speculation and gossip; by the end of the 8th month there was no doubt as to what her condition was. She was not ill; she was once again with child. Ezra was seen speaking to both Gregory and his wife, and it was overheard that Lady Eckson is expected to give birth to the new child sometime during the first quarter of next year. Gregory continued to speak with Keegan on a regular basis; Gregory convinced Keegan that a wall around the town was not needed. Gregory explained that the natural landscape around Eckland was a good natural wall, and he also explained other defensive features such as Ezra's command over the nearby forest and various other things. With some serious thought, Keegan agreed that perhaps a wall really wasn't needed. After all, Gregory knew the lay of the land better than Keegan. A little bit of truth was revealed to Gregory around the end of the 9th month when Keegan's men returned; with them came the engineers and the siege weapons. Keegan explained to Gregory that the plan was to go ahead with the king's idea of a pre-emptive strike all along, but the king wanted to test Gregory's loyalty. Keegan was to see what Gregory's reaction was to more troops being stationed in and around Eckland. Telling Gregory the false plan was also a way of testing his loyalty; had the enemy attempted to assault the town, the king and Keegan would have known that Gregory was feeding information to the enemy because surely the enemy would want to attack before more troops and a wall were brought in to fortify Eckland. Keegan apologized to Gregory for the deception, but expressed that it was necessary. After the defection of Fort Town, the king was concerned about the loyalty of some of his vassals which were in closer proximity to King Rival's territory. Gregory had passed the test. Keegan now told Gregory the real plan. Eckland was to be used for a gathering point and a rally point. A slow build up of strength was to take place; afterward Keegan would strike out into King Rival's territory. The engineers (and the siege weapons) were being brought in to aid Keegan's men in case they ran into things such as traps, trenches, and various other things. The heavy cavalry that Keegan "requested" was in reality a unit of about 30 archers; they were going to be the ranged element of Keegan's strike. Shortly after that, another unit of 50 skirmishers were sheduled to arrive. Keegan told Gregory that -since Gregory had shown he was indeed loyal to the king- 20 of the skirmishers and Keegan's son were to be left here in Eckland. They were intended to bolster the defense of Eckland if the enemy did proceed with their planned attack of this area. Although the men were under the command of Randall (Keegan's son,) Randall was under the direct command of Gregory to be used in a manner that Gregory saw fit. Gregory seemed a bit upset that the king and Keegan would challenge the status of Gregory's loyalty, but he seemed to understand, and told Keegan that there were no hard feelings. |
| Abbacabba08-21-07, 12:41 PM | I don't want to hijack in any way but I wanted to point out a new "Build a D&D" project : http://forums.gleemax.com/showthread.php?t=909963 There has been some great progress made in this City thread, and I hope everyone can help build a world using this method. Hope to see you there! Also I would absolutely love everyone who is a frequent poster to *this* Build a City thread to join, you above all others will already be familiar with the goals/rules and I would love to let you help as moderators if you wanted to. (Looking at you deanruel) |
| Argo08-22-07, 04:36 PM | Who was going to write Eckstock? The town is overflowing with bards. Somebody (Rockjaw) needs to get on that. |
| Johnny_Angel08-22-07, 09:41 PM | I thought somebody had already called dibs on writing the celebration and the bard get together, so I was trying to steer around it. |
| Rockjaw08-23-07, 03:05 PM | ATTENTION ALL CITY-BUILDERS :D (Trumpets in background) DA-DA-DAA THE BUILD A CITY THREAD II WILL PREMIER ON 9/1/2007 Everyone is still invited to add additional material to this board, and continue to grow Eckland to assist our fellow world builders. And many thanks to all who contributed and submitted in creating this town, See you soon, where ?, well lets just wait and see where our boots land on this one...! :cool: |
| Johnny_Angel08-23-07, 05:43 PM | I'm excited about the prospect of BAC2, but I was hoping that Eckland would make it to year 20. |
| Heros_Backpack08-24-07, 08:16 AM | Has anyone laid claim to Eckstock? I can't find who. |
| Sylvaroth08-24-07, 10:29 AM | I'd say he who first posteth will be the winner of the race :D |
| Johnny_Angel08-24-07, 07:44 PM | I'd say he who first posteth will be the winner of the race :D I agree; if anyone is interested, feel free to post the games and Eckstock. |
| Heros_Backpack08-24-07, 07:44 PM | Oh, alright, let's have a bash at it. YEAR 16, MONTH 10 Rumors fly at the start of the month that the reason for the massive influx of bards is about to be revealed, but all is quiet as the harvest begins to be reaped. Then, at midday on the first day of the second week, every single entertainer now in Eckland crowds into the empty market square.Seamus Quicktongue leaps onto an empty crate and holds up his hands. Silence falls quickly and he grins widely. Well, I can safely say everyone here has made the lowest Singer grade - Attender! You found about the Eckstock Songfest and how to get here. I can officially say that everyone not here is late]! And now were here - lets make music! He jumps down as the whole crowd bursts out into a mass improvisation. Over the next week, the town feels fuller of bards than ever, with groups and clusters pitched all over the place, competing furiously for attention and applause from the Ecklanders - and each other. There is: A ring of wildly assorted races in the Greenhouse all trying to come up with the longest string of abuse about each other (which Jerald has to be hauled away from no less than 8 times, much to his mothers displeasure). The ribald Verse and Worse competitions filling most of the taverns (Come up with an on-the-spot rhyme for a random subject or down a drink) Mass bands, including a half-orc steel band and a trio of dwarven bagpipers, ranged around the market square and all trying to attract a larger crowd than any of their rivals, Pairs of sleight-of-hand magicians, tumblers or jugglers, on every street corner, calling you to see their latest trick/display. A tall tale telling competition in the courtyard of Brendigs inn with invitations offered to anyone who wants to try (Glimrick Gentlecoin is one of those who try, only to be soundly beaten by an infuriatingly glib-tongued kobold named Grikka) A collection of several dance troupes who take over the nearest harvested fields, led by Arail Goodfellow, a russet coated satyr willing to teach new dances to anyone interested - an offer which sees many of the young people dragging their friends here so that they can master the new dances in time to use them at the Frostfair. A Sword and Song contest which takes over the new acadamy and pits individuals against each other in battles of music, magic and overall fighting - a contest which seems to draw Michael as much as the insults draw Jerald, but which is better approved of... ;) In the second week, the contests become a little more orderly, focusing more on individual musicians and less on groups. Instead of the scattered bands, the residents now find themselves tripping over knots of bards, with each knot all playing the same instrument - but a different instrument from all the other knots. Wind instruments from piccolo to bassoon, stringed instruments from a standing harp shipped in by boat and wagon to a miniature violin, drums of all sizes from bodhran to bass, improvised instruments such as the comb and paper, singers of all shapes, sizes, pitch and ability, and a group that seems to consist of banging on and jumping around in armor - which is promptly nicknamed The Clank and Jingle bunch. At the end of the second week, Seamus formally, and with many flourishes, invites the Ecksons and the Council to the "Finalists' Concert" where the best musician from each knot will perform in turn to see who can entertain the audience best. When they accept, he shows them to the best seats in the arena and politely excuses himself to head backstage weaving his way out through the rest of the Ecklanders taking their seats. Each soloist is given five minutes to entertain in, and most are well received by the audience, but the highlight is reserved for the end, when all the musicians troop back on and launch into a ballad covering all the main events in Eckland's history. Oh, Eckson was the first man And he lived all alone, 'Til farmers came and settled Round the keep that was his home. The farmers grew a harvest, Some shepherds came to stay, Until their flocks were savaged By wolves so big and grey! So Lord Eckson took the wolves on, And Bro' Atil he did pray, That Eckson would come through the fight, And with them all would stay. Well, Eckson killed and skinned the wolves, And trappers came in twos, And Branzig started up the guard, All nasty things to shoo! But strange things were a-happening, The woods were on the move! But then you found 'twas Ezra, And fixed up Nature's groove! Beer and wine came pouring From fields and vines home-grown And dwarves then came a-mining, And Iluven's face first shown! A ring was found, a bear was slain, Old friends came and talked. Fantus rid you of your mice, And the Eckland Games were sought. Danger threatened - orcs and dragon - But Eckland had no fear! Through fear and fire and flame you had New heroes you could cheer! Then Nature rose up from its groove, The Foregathering was held, With druids from 'most everywhere And their beasts - furred, feathered and shelled! New mages and a sheriff, And Dragon slaying plans, And Eckson went a-courting, The fair maid Marian's hand! A Greenhouse and a Bathhouse built, The Dragon Eckson slew! Then Eckland had a wedding - And perhaps a babe or two! But ships they were a-sinking, And bridges falling down, And nobody could find out What had come to Eckland town. So mighty Tuaim cast a spell, Discovered elves and elemental, Now the elves are Daniel's friends, And nothing's detrimental! A paladin, a priestly man, Whose matched dislike is plain, And Eckland's only murder Which really was a shame. Then light fountained And Forttown fell, Bringing pilgrims to stay And some young lords as well! There are now guilds And a Council that rules A detective, a lawyer - None of them fools. A bank and an army - Sir Keegan's their man - And finally us - Your bountiful band! The ballad receives thunderous applause and yells for an encore - which the bards answer by sing it a second time. Afterwards, as the year turns towards winter, the bards begin to drift away in gradually as they arrived, although some have been heard saying that they intend to wait until spring arrives. |
| Sylvaroth08-24-07, 08:30 PM | Perfect, H_B! Have another :cookie: I will use the Eckland Ballad for the CoE as a super summary for both decades of Eckland. Edit: Done! |
| Rockjaw08-27-07, 09:16 PM | :bump: just cause it's right |
| Johnny_Angel08-30-07, 08:45 PM | Well, I suppose one more bump before BaCT2 is created might cure my Eckland nostalgia. |
| PerennialRook08-31-07, 01:36 PM | Where/when is BaCT2 being created? |
| Sylvaroth08-31-07, 03:55 PM | Dear PerennialRook, Rockjaw was voted to be the OP of the Build a City thread 2. As a matter of fact, I am sure he will announce its launch here for all of those dedicated readers, supporters, and contributors who are interested in this next community project. -the just as annoying Sylvaroth |
| Heros_Backpack08-31-07, 05:12 PM | According to Rockjaw's post halfway down the last page, 'Build a City thread 2' will be launched tomorrow (1st September). |
| Sylvaroth08-31-07, 06:10 PM | In order not to build up expectations, I didn't mention it in case he won't make it. |
| Rockjaw08-31-07, 07:58 PM | Thats OK Sly, I may be late alot....... But BACT2 is up and posted a day early..... Everyone Enjoy :D :D |
| Sylvaroth09-15-07, 03:19 AM | Build a City goes YAHOO! If you are interested to join this group, come here (http://groups.yahoo.com/group/buildacity). -the just as annoying Sylvaroth |
| Johnny_Angel09-21-07, 02:18 AM | After all this time... still only on the second page. I joined the Yahoo group, but I'm not sure what to do as part of the yahoo group. I've never actually joined a yahoo group. |
| Sylvaroth09-21-07, 12:51 PM | Well, it works much like posting here, only you mail your messages instead of posting them. For further questions about the BaC YAHOO! group, please contact me via email or post your questions directly to the group. |
| Dougan Axehammer09-24-07, 02:57 AM | I have an Old copy of a supplement, let me look for it, all about plants and herbalsim. It should have something very fantasy in it or we could use our collaboration to come up with something really different....? I do like the thought of Fungi, we could even introduce a "mushroom farmer" into the mix. I'll look for that book quick OK found the book and a quick look shows this one might be good for our region..... VALERIAN: Rarity:Common Enviroment:Any hills and Low Mountian Harvest:perennial Cost:5cp / 1oz dried root Game Use: Herb/Tea/Medicine (analgesic and sedative) Often found by it's strong scent, Valerian growes on slim but erect stems with long saw-toothed leaves and topped in summer by yellowish combs and bunches. It is among the more useful herbs for apothearies and midwives and commoners, put to use in teas or tonics to ease pain, aid sleep and relax muscles. It's oils are useful in creating sleep potions and can have tranquilizing effects. Looks like we will have to come up with our own food type plant for winter time. What is this book called? I'd like to get my hands on it. |
| Johnny_Angel09-29-07, 01:07 AM | bumped because I'm considering trying to get to year 20 again |
| Johnny_Angel09-29-07, 01:11 AM | Year 16: Months 7,8, & 9 Aside from the continued presence of Keegan and his men, these few months seem to pass by in a fairly peaceful and "normal" manner. During their stay in town, a few of Keegan's men have heard about the local event known as the Eck's Games; a few of the men express an interest in competing. There's also speculation circulating through the town about the continued accumulation of bards and performers in town; chitter and chatter about whether or not something special is going to be included in the celebration this year. Randall, Keegan's son, became embroiled in a bit of a minor scuffle in month 8. Grenda Gallet, one of the younger females in Eckland, had been promised via arranged marriage to marry Frederick Fenda, a young man from a different family. The young las had "accidentally" bumped into him one day, and feigned being hurt - playing the part of the typical damsel in distress. For several days the two had become friends, and everything was fine. The las started to develope some feelings for him; she was unhappy with whom she was supposed to be betrothed to, and he was both royalty and "fresh meat." She told her parents and the parents of the young lad she was arranged to marry that she had carnal knowledge of Randall Keegan; was planning to leave with him when his time in Eckland was done. Naturally, many people were upset; Randall found himself being confronted in the middle of town by a small angry mob. Both confused and overwhelmed, Randall Keegan had no idea what to do. He professed that he had no idea what any of them were talking about; before too long, some of his father's men had arrived. There was a small standoff between Keegan's men and his son & the angry mob lead by the parents of Frederick Fenda who were demanding justice and screaming that Randall had no right to just march into town and steal away a woman who was promised to another man. Eventually Grenda broke down and confessed that she had caused the whole thing; Randall was a bit alienated by the experience and still maintains a somewhat "distant" stance toward women. However, there was one woman in town who was drawing more and more attention from everyone in town as the months passed. Lady Eckson was starting to be the cause of more speculation and gossip; by the end of the 8th month there was no doubt as to what her condition was. She was not ill; she was once again with child. Ezra was seen speaking to both Gregory and his wife, and it was overheard that Lady Eckson is expected to give birth to the new child sometime during the first quarter of next year. Gregory continued to speak with Keegan on a regular basis; Gregory convinced Keegan that a wall around the town was not needed. Gregory explained that the natural landscape around Eckland was a good natural wall, and he also explained other defensive features such as Ezra's command over the nearby forest and various other things. With some serious thought, Keegan agreed that perhaps a wall really wasn't needed. After all, Gregory knew the lay of the land better than Keegan. A little bit of truth was revealed to Gregory around the end of the 9th month when Keegan's men returned; with them came the engineers and the siege weapons. Keegan explained to Gregory that the plan was to go ahead with the king's idea of a pre-emptive strike all along, but the king wanted to test Gregory's loyalty. Keegan was to see what Gregory's reaction was to more troops being stationed in and around Eckland. Telling Gregory the false plan was also a way of testing his loyalty; had the enemy attempted to assault the town, the king and Keegan would have known that Gregory was feeding information to the enemy because surely the enemy would want to attack before more troops and a wall were brought in to fortify Eckland. Keegan apologized to Gregory for the deception, but expressed that it was necessary. After the defection of Fort Town, the king was concerned about the loyalty of some of his vassals which were in closer proximity to King Rival's territory. Gregory had passed the test. Keegan now told Gregory the real plan. Eckland was to be used for a gathering point and a rally point. A slow build up of strength was to take place; afterward Keegan would strike out into King Rival's territory. The engineers (and the siege weapons) were being brought in to aid Keegan's men in case they ran into things such as traps, trenches, and various other things. The heavy cavalry that Keegan "requested" was in reality a unit of about 30 archers; they were going to be the ranged element of Keegan's strike. Shortly after that, another unit of 50 skirmishers were sheduled to arrive. Keegan told Gregory that -since Gregory had shown he was indeed loyal to the king- 20 of the skirmishers and Keegan's son were to be left here in Eckland. They were intended to bolster the defense of Eckland if the enemy did proceed with their planned attack of this area. Although the men were under the command of Randall (Keegan's son,) Randall was under the direct command of Gregory to be used in a manner that Gregory saw fit. Gregory seemed a bit upset that the king and Keegan would challenge the status of Gregory's loyalty, but he seemed to understand, and told Keegan that there were no hard feelings. moving my previous post to the "front" of the thread |
| Dougan Axehammer10-03-07, 03:24 AM | So, after a week of reading, I finally get to the end(?) of the Chronicles. My only question: Whatever happened to the girl from the Gorillon(sp?) story arc? Did she die, is she a dryad, what is she? Where did she go? |
| Johnny_Angel10-03-07, 10:56 AM | I'm actually not sure. If you want to add to the Chronicles, feel free to do so. |
| Sylvaroth10-03-07, 02:21 PM | IMO it is sure to assume that, since her tree is now situated in the Greenhouse, that is where the dryad is right now, too. |
| PerennialRook03-30-08, 01:52 PM | I am extending an open invitation to join us in the Open discussion: BUILD A CITY 4.0!!! (http://forums.gleemax.com/showthread.php?t=982409) |