Creating a kingdom [Archive] - Wizards Community

Post/Author/DateTimePost
stranger_654

12-01-05, 02:32 AM
This will be my last thread before bed, i promise....

Guys and girls out there, In the campaign i will be playing in soon, its set in the western heartlands, and i have designs on having my character create his own kingdom there, and i was wondering, How would he go about doing this? Is there a set way he could do this? or is it entirely up to the Dm and The player and the characters contacts resources and abilities? Would he need the leadership feat or could he just build a town from scratch?
Just a few questions, no rush to answer, just curious thats all,

thanks in advance for your help, and i hope im not bothering anyone....
Silverpanther

12-01-05, 04:05 AM
play a paladin, or sorcerer, at best an aasimar paladin :)

get leadership at sixth level... if you are a sorcerer, get a paladin cohort, or the other way around...

earn as much money as you can, become a lord of the stone lands (cormyr) early!

then gather an army (at least 200% extra of what you can get via leadership)

train them, equip them. get into the area of the WH that seems appropriate to you at level 20 :) (it is so nice that it is all unclaimed land :D)

become epic through cleaning your kingdom-in-charge from all evil monsters you can`t negotiate with!

make sure that it is SAVE there, with your elite-squads patrolling your frontiers ALL THE TIME.

if it is save and the earth is fruitful, people will come and settle down automatically, otherwise make as much PR as you can via hired bards ;) you can even settle the people from your stoneland barony there if you want!

get epic leadership as fast as you can to achieve even more followers...

and then build a capital that makes waterdeep look like springfield ;)

and defend it against the upcoming hordes and dragons (or whatever worse) your DM will lead against you :)
Seraphim of Night

12-01-05, 04:24 AM
Oh, I beg to disagree, the Western Heartlands are not open for conquest. There is currently someone lording over them as we speak. Unless you are ready to take on these two & 7 others like them from their surface and underdark holdings stay off our turf. Those still alive in the Heartlands tremble in fear at our passing, they whisper amongst themselves nameing us The Kindly Ones... :schemes:

Arawn, Death Lord: Lich (grey orc) Cleric 12 / Doom-dreamer 5 / Divine Disciple 1; CR 20; Medium Undead; HD 18d8+18; hp 181+36(desecrate); Init +3; Spd 40ft.; AC 35, touch 18, flat-footed 32; Base Atk +12; Grp +20; Full Atk +28/+23 melee (4d6+20 / x3, hammer of thunderbolts) or +22 ranged (4d6+20 / x3, hammer of thunderbolts); SA rebuke undead, death touch 12d6, frost aura, dark lore, chill soul, maddening howl, fear aura, paralyzing touch, spells; SQ grey orc traits, undead traits, lich traits, insanity score 10, doomdreamer secrets, immune to cold, electricity, turn resistance +4, DR 15 / bludgeoning & magic, divine emissary, contingent spells; AL CE; Saves Fort +18, Ref +15, Will +23, Str 20(26), Dex 14(16), Con -, Int 18, Wis 25(15/35), Cha 16. Skills & Feats: concentration +24, diplomacy +10, knowledge (arcane) +16, knowledge (religion) +25, knowledge (history) +6, Knowledge (the planes) +6, listen +13, spellcraft +27, spot +13; Scribe Scroll, Spell Focus (necromancy), Greater Spell Focus (necromancy), Improved Toughness, Craft Contingent Spell, Leadership, Divine Following; Spells: As 18th level cleric.
Spells/day (6/9/9/9/9/7/7/6/6/4 save DC 22+spell level, 23+spell level for ench, 24+spell level for necr/+1 for death effects): 9th – Annhilation*, Implosion, Summon Monster IX, Negative Energy Rift. 8th – Fire Storm, Greater Planar Ally, Mass Inflict Critical Wounds, Otilukes Telekenetic Sphere*, Wall of Greater Dispel Magic (Und), Polar Ray. 7th – Blasphemy, Destruction, Destruction, Ethereal Jaunt, Force Cage*, Repulsion. 6th – Blade Barrier, Flesh to Ice x2, Harm, Harm, Phantasmal Killer*, Word of Recall. 5th – Frost Strike, Righteous Might, Slay Living x2, Soul Scour (UnE), Spell Resistance, Wall of Force*. 4th – Air Walk, Dismissal, Dominate Person, Freedom of Movement, Otilukes Resilient Sphere*, Divine Power, Poison x2 (DC33), Sending. 3rd – Animate Dead, Bestow Curse, Blast of Force*, Clutch of Orcus, Dispel Magic, Ice Lance, Know Bloodline (LEoF), Magic Circle vs Good, Protection from Energy. 2nd – Align Weapon, Desecrate, Enthrall, Freezing Ray x2, Hold Person, Magic Missile*, Owl's Wisdom, Silence. 1st – Cause Fear*, Command, Comprehend Languages, Divine Favor x2, Doom, Frost Fingers, Hide from Undead, Sanctuary. 0 – Detect Magic x3, Read Magic x3.
Contingent Spell: If reduced to 0 hp, a specialized Curse that affects any elementals within 30ft. as Demonically Infused if they are not already for having been summoned in the room.
Contingent Spell: If reduced to 0 hp, Wail of the Banshee (Fort DC 34).
Chill Soul (Su): Can touch living creature and inflict 3d8 points of damage. Can be used in conjunction with inflict spells, but negated if target is wearing the purple robes of Thurizdun.
Divine Emissary: Divine Disciples can telepathically communicate with any outsider within 60ft. as long as that outsider serves the disciple’s deity or has the same alignment as the disciple.
Domains: Death* (death touch 12d6/day), Domination (Spell Focus [enchantment]), Force* (re-roll damage 1/day), Frost (aura of frost – 20ft. 2d6 cold, save DC 22 for half), Madness* (clarity of true madness – add insanity score to will based save or skill check 1/day).
Doom-Dreamer Secrets: Deeper Madness (+2 insanity score), Paying Fealty to Death (+1 DC to death effects), Unholy Pact (any planar ally spell at no charge 1/week).
Dark Lore (Su): 1/day speak a creatures secret. Target must make a Will save (DC 20) or be stunned for 1d3 rounds.
Dark Communion (Sp): 1/week he can perform a ritual that allows him to gain knowledge from the Dark God. Treat as a commune with more generous answers, but they may be answers to different questions if it suits the Mad God.
Fear Aura: Creatures less than 5 HD in a 60ft. radius approaching Arawn must make a DC 22 will save or flee in terror as the fear spell.
Insanity (Ex): 10, makes Wisdom 35 for bonus spells & DC’s but 15 for everything else.
Maddening Howl (Sp): A howl that affects all living creatures within 50ft. Those in the area must make a Will save (DC 20), or be dazed for 1 round with his mind reeling 1/day.
Paralyzing Touch (Su): In addition to dealing 1d8+5 negative energy damage, there is a chance that the target is paralyzed unless they make a DC 22 Fortitude Save. This is a curse that cannot be dispelled; the victim seems dead until a DC 20 spot / DC 15 heal is made;
Rebuke Undead: 17+3+2 synergy bonus to rebuke undead attempts = +22.
Battle Song: StaticX – Cold (sounds corny perhaps, but all of our characters have themes).
Possessions: Hammer of Thunderbolts, Blackened, Charred, & Spiked Mithral Full Plate +4, Black & Violet Vestments of Resistance +4, Girdle of Giant Strength +6, Gauntlets of Ogre Might +2, Deep Red Sphere Ioun (+2 Dex), Frozen Black Iron Torch of Revealing, Mordayn Vapor x4, Incense of Dreaming x10, Elemental Gems x4 (1 of each element), Ring of Protection +5, Talisman of Ultimate Evil (2), Cold Iron Holy Symbol (flips open to reveal a miniature book of vile darkness within) – The symbol on the holy symbol is a 8 pointed star, but within the light of a torch of revealing a azure flame flickers to life in the center with a ninth point flickering around the star (nine was sacred to their sect), The Sapphire Rose (major artifact).
Power-Up Suite: If he is forced into melee as a last chance, he will use the following spells in this order – 1st – Sanctuary (18 rounds), 2nd – Infict, 3rd – Protection from Energy (180 minutes, 120pts), 4th – Air Walk (180 minutes), 5th – Freedom of Movement (180 minutes), 6th – Align Weapon (chaotic or evil – 18 minutes), 7th - Owl's Wisdom, 8th - Spell Resistance (18 minutes), 9th – Repulsion (18 rounds), 10th – Divine Power (18 rounds), 11th – Righteous Might (18 rounds), 12th – Divine Favor (10 rounds).
New Adjustments: Base Atk +18/+13/+8/+3 / +18 hit points / Str +8 / +4 Natural Armor Enhancement / DR 15 – good / Large -1 to AC & Attack Rolls / +6 to Attack & Damage rolls.
Destroyer: Atk + 43/+38/+33/+28 melee (6d6+32, hammer of thunderbolts) or +33 ranged (6d6+32); Armor Class 38, touch 17, flat-footed 35; SR 30.

Mordayn Vapor (Dreammist - LoD): Arawn carries this within his torch of revealing and if it is lit, the area around him will begin to fill with the vapors. It is an inhaled drug with a DC 17 fortitude, or see exotic visions of incredible beauty that enthrall the user for the next 1d20+10 minutes. During this effect they have a 50% chance to fail any action they attempt as bestow curse. The secondary effect is 1d4 temporary Con & Wis damage. Side effect – when the drug wears off the user must attempt a DC 17 will save or fall under a compulsion to attain more (as suggestion). This compulsion lasts 1d4 hours before fading. If it is ingested or a second dose is taken within an hour of the first it becomes a deadly poison (DC 17 1d10 Con/1d10 Con).

The Sapphire Rose: A beautifully wrought sapphire rose, a major artifact that requires at least a month of attunement before its greater powers begin to reveal themselves. Each day requires a successful turn of rebuke check that will affect 20HD. Once it is attuned the owner need not carry it with him. The first ability of this artifact is to allow uninhibited access to one’s power above, in this case the Dark God if it is attuned to that god after one successful turn. It also grants the Frost Domain Spells and the owner can prepare these as if they are on his class spell list, as well as the domain power after 2 weeks. Once it becomes fully attuned after a month the first ability to be unlocked is Divine Grace, or Dark Blessing depending on whether the user is channeling positive or negative energy. The next ability to be unlocked the next month is access to either the Domination or Glory domains as presented in The Divine Handbook (3.0 I don’t have the new one). Arawn as he is known now, a previous incarnation called himself Azrael has only unlocked these abilities so far.
Frost Domain: The priest gains an aura of frost around himself starting at 10ft. and increasing by 10ft. every 10 levels. The aura is amazingly cold and deals 2d6 cold damage per round of exposure as the temperature lowers drastically & a Fortitude save DC 10+1/2 its HD+its cha modifier if positive for half. An endure elements or protection from cold will render subjects immune to this ability. Cold weather gear provides a +2 on the saving throw. Spells: 9th – Blizzard (treat as a cold version of meteor swarm or obedient avalanche in the Players Guide to Faerun). 8th – Polar Ray, 7th – Delayed Blast Frostball, 6th – Flesh to Ice, 5th – Frost Strike, 4th – Ice Storm, 3rd – Ice Lance (shards of ice fire as a lightning bolt at 1d6 damage per lance of ice), 2nd – Freezing Ray, 1st – Frost Fingers. The other spells should be self explanatory by name.

Negative Energy Rift:
Necromancy (evil)
Level: Clr 9, Sorcerer/Wizard 9
Components: V, S, Special
Casting Time: 1 standard action
Range: Touch (adjacent square)
Area: 10ft. diameter / 2 caster levels.
Duration: 1 round / level
Saving Throw: None; partial Fortitude
Spell Resistance: Yes

This spell functions like the Energy Ebb spell detailed in Libris Mortis except it the caster claws a rift to the negative energy plane that does not move and everyone in the initial area must make 2 Fortitude saves. They immediately begin to gain one negative level / round until the effect expires. If they fail the 1st save they are immediately sucked in to the rift and are now in the negative energy plane (perhaps the void-stone field, wherever the caster wants). Any undead in the area are healed for 1d8+5 points every round it is in effect. Living creatures find it hard to pull away from and move as if fatigued in the area of effect, and must make a 2nd fortitude save or become exhausted as they feel their life force ebbing away. As a special condition this spell can only be cast by a creature with the ability to channel negative energy such as a priest or undead.

He created a large number of vampiric wolves in 2nd, and although he is not necessarily controlling these he could be, their template was a simple cross between a vampire & spawn with a little spice. With the exception of a few other things, the majority of this character’s experience and wealth came from the Night below campaign in 2nd edition. I have just finished updating him to 3.5. Simple enough, there are lots of goodies. His buffs, summonings, & desecration took into consideration that he was likely to be encountered in a shrine of the dark god (horrible places). I didn’t think he should still have the scent ability but I kept his movement. You will probably notice that he has the Death domain, which is not usually for tharizdun, but since he didn’t begin a doomdreamer he began without a god following his ethos when he converted. Does this mean he has to change his domains? It would be a simple matter to change death with destruction, but its not really him. When I originally made this character I couldn’t choose from the pansy Forgotten Realms gods I needed something different. Then I found the Dark God in Monsters & Mythologies. He was perfect. The artifact listed above was stolen from a fat-cat merchant in Waterdeep with no idea of what he had too early in the campaign to use, but in time it was perfect to allow him spells above 2nd. It was ruled that for him to progress as a cleric of the dark god in 2nd edition past 10th level he had to be undead and evolve. It was perfect that in the campaign Night Below we found an island with the remnant of a cult on it, with awesome undead priests and the like. He ended night below at about 14th – 16th, and we did a campaign of rampage from the Keep in the Western Heartlands until it was destroyed in our long campaign (a group of 9 characters) to find the Blades of Ochir Naal for a powerful ally and worshipper of the Dragon-Queen that also consisted of hunting for dragon wealth as well as hopefully the metallic eggs. It has been rebuilt, as was the City of the Glass Pool after the Kuo-Toa had been annihilated, as were the Aboleth even deeper in Great Shaboath. I believe the feat Divine Following doubles the number of your followers if they are of the same faith, I could be wrong. +1 Wisdom if he can make it to 20th would be sweet indeed. I was also amazingly lucky when I did his hit point rolls. I was scared of him.

Scrawl: Male human; CR 20; Fighter 10 / Blackgaurd 10; Medium Humanoid; HD 20d10+60; hp 202; Init +1; Spd 20ft., Fly 60ft. (good); AC 30, touch 14, flat-footed 29; Base Atk +20; Grp +28; Atk +33 melee (2d6+17, unholy avenger plus poison) or +29 melee (1d10+9, claw+1 plus contagion); Full Atk +33/+28/+23/+18 melee (2d6+17, unholy avenger plus poison) or +29/+24 (1d10+9 / 1d10+5, 2 claws+1 plus contagion); Space/Reach 5ft./5ft.; SA poison use, smite good 3/day, rebuke undead 8/day, aura of despair, sneak attack +3d6, contagion, summon demons 1/-; SQ quick to master, detect good, dark blessing, fiendish servant, regeneration; AL LE; SV Fort+27, Ref+17, Will+18; Str 20(26)**, Dex 13, Con 16, Int 13, Wis 14, Cha 20. Skills & Feats: Climb +9, Concentration +15, Craft (poisonmaking) +17, Diplomacy +15, Handle Animal +8, Hide +6, Intimidate +24, Knowledge (religion) +3, Listen +4, Ride +8, Spot +4; Power Attack, Cleave, Improved Sunder, Dodge, Mobility, Combat Expertise, Spring Attack, Elusive Target, Combat Brute, Leadership, Whirlwind Attack, Extended Leadership, Profane Lifeleech, Divine Vigor.
Aura of Despair (Su): All enemies within 10ft. take a -2 penalty on all saving throws.
Rebuke Undead (Su): Can Command up to 8 HD of undead.
Unholy Pact (Su): Once only Scrawl can choose to attempt either a 50% chance of summoning 1d4+1 vrocks, or a 20% chance of summoning 1d2+2 glabrazu.
Spells: As 5th level Cleric.
Spells Prepared (save DC 12 + spell level): 4th – Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison x2. 3rd – Cure Serious Wounds x2, Inflict Serious Wounds, Deeper Darkness, Protection from Energy x2. 2nd – Bears Endurance, Cure Moderate Wounds x2, Darkness, Death Knell, Eagles Splendor, Shatter, Inflict Moderate Wounds. 1st – Cause Fear, Cure Light Wounds x3, Doom x2, Inflict Light Wounds. Them Song: Mudvayne - Not Falling (i think)
Possessions: Demon Armor of Resistance +5, Amulet of Natural Armor +3, Ring of Protection +3, Belt of Giant’s Strength +6**, Wings of Flying, 5 vials of Deathblade poison, Unholy Avenger, Dusty Rose Ioun Stone (+1 insight AC).

Animal Companions: 6 Vampiric wolves; CR 5; Medium Undead; HD 4d12; hp ; Init +8; Spd 50ft.; AC 24, touch 14, flat-footed 20; Base Atk +3; Grp +4; Atk +7 melee (1d8+4, bite); Space/Reach 5ft./5ft.; SA trip, blood drain, blood frenzy 1/day; SQ low-light vision, scent, link, share spells, evasion, damage reduction 5/silver, +2 turn resistance, darkvision 60ft., fast healing 2, resistance to cold 10 and electricity 10; AL NE; SV Fort+4, Ref+10, Will+3; Str 18, Dex 18, Con -, Int 3, Wis 14, Cha 8. Skills & Feats: Hide +8, Listen +11, Move Silently +9, Spot +11, Survival +6 (+10 when tracking by scent); Track, Improved Natural Attack (bite), Alertness, Improved Initiative, Lightning Reflexes.
Blood Drain (Ex): If the wolf pins its foe it can drain blood dealing 1d4 points of constitution drain each round. Each successful drain gives the wolf 5 temporary hit points.
Blood Frenzy (Ex): 1/day the wolf can rage like the barbarian ability.
Fast Healing (Ex): the wolves heal 2 points of damage each round so long as they have at least 1 hit point. If reduced to 0 points in combat, all of this healing is negated reducing the wolf to dust in moments.

This is just the tip of the iceberg, as they are subtle beyond reckoning (well not scrawl, he was another player), but the other 8 oh yes. A group of 9 CR 20's one of our best groups ever, slowly they are all being converted (A Nar Demonbinder, A Shadowlord, A Red Wizard, A Pale Master, Assassin, Wild Mage, all with leadership, oh and this guy, until he dies or we find someone better. :devil:

Calimaar the Faceless One; Male dark elf; CR 20; Fighter 18; Medium Humanoid; HD 18d10+72 (+18); hp ; Init +5; Spd 30ft.; AC 36, touch 20, flat-footed 30; Base Atk +18; Grp +25; Atk + 27/+22/+17/+12/+27 melee (1d8+13, on-hand 17-20 / x2) & +27/+22/+17 melee (1d6+9, off-hand 17-20 / x2); Space/Reach 5ft./5ft.; SA spell-like abilities; SQ drow traits; AL CE; SV Fort+15, Ref+12, Will+8; Str 18 (24), Dex 20 (22), Con 16 (18), Int 16, Wis 14, Cha 10. Skills & Feats: Climb +28, Hide +11, Intimidate +21, Jump +28, Listen +7, Spot +7, Swim +28, Tumble +9; Improved Buckler Defense, Two-Weapon Fighting, Twin Sword Style, Blind-Fight, Weapon Focus (long sword), Weapon Specialization (long sword), Weapon Focus (short sword), Weapon Specialization (short sword), Greater Weapon Focus (long sword), Combat Expertise, Greater Weapon Specialization (long sword), Improved Critical (long sword), Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Greater Weapon Focus (short sword), Greater Weapon Specialization (short sword), Improved Toughness.
Drow Traits: Immune to sleep spells & effects, +2 save vs enchantment spells & effects, +2 racial bonus on will saves against spells or spell-like abilities, darkvision 120ft., spell resistance 29, light blindness, proficient in rapier, short sword, and hand crossbow.
Spell-Like Abilities: 1/day – dancing lights, darkness, faerie fire. Caster Level 18th.
Possessions: Drowcraft Longsword of Speed +2, Drow Mission Blade (+2 keen drowcraft finder shortsword), Mithral Shirt +4, Buckler +3, Amulet of Natural Armor +4, Ring of Protection +4, Pink Rhomboid Ioun Stone (+2 Con), Belt of Giant Str+6, Gloves of Dex +2, Drow Piwafwi, House Duskryn Symbol (invisibility), Slippers of Spider Climbing.
Silverpanther

12-01-05, 04:43 AM
we will find you

and clean the western heartlands... and toril from you :whatsthis

you won`t stand a chance :fight!:

prepare evil lords...

for extermination :waits:

you will really be worthy opponents , i am looking forward to see the rest of you :) (why don`t you post in the forgotten realms campaigns thread ;))
Demaraden

12-01-05, 10:58 AM
*laughs*

I'll offer you these six tips:-


-Build alliances with nearby cities, towns, tribes, etc

-TRADE! Your city needs money and it needs to grow... so get those trade caravans moving!

-Defending your town/barony is far better than expanding it to begin with. If you try to claim vast areas of land then you'll need the military might to patrol and protect it. Keep it simple at first and then build it up.

-people! Get settlers to arrive! There is nothing better than having 30 Cormyrian settlers pass through your capitol, ask you if they can build a village in your domain and ask you to protect them... in other words they're expanding your realm for you! And if they don't ask your permission? Send soldier to politly "invite" them to join your growing realm. More people means more taxes, more trades, more army recruits, etc

-Religion- If you're willing to build temples I'm sure that several priesthoods will be more than happy to send clerics to your new city. Immagine how usefull the taxes the temples will pay you will be and how usefull having a handfull of clerics and faithfull of Tempus, Helm and Tyr to aid you in the defense of your city. And I don't think that you'd be too happy if the Clergy of Bane, Cyric and Talos arrive and try to assassinate you or take ocer your city either!

-Guilds, Merchant families ,nobility, and exiles from other realms... these are all a pain in the neck and they're as troublesome as they are usefull... but can you immagine a kingdom/City state/Barony without them? Keep in mind each of these fations and keep an eye on them!

Thats it really. Have a fun time building up your nation and perhaps one day you may grow so powerfull that my small city State will have no choice but to join your kingdom...
;)

Good Luck
stranger_654

12-01-05, 08:34 PM
*laughs*

I'll offer you these six tips:-


-Build alliances with nearby cities, towns, tribes, etc

-TRADE! Your city needs money and it needs to grow... so get those trade caravans moving!

-Defending your town/barony is far better than expanding it to begin with. If you try to claim vast areas of land then you'll need the military might to patrol and protect it. Keep it simple at first and then build it up.

-people! Get settlers to arrive! There is nothing better than having 30 Cormyrian settlers pass through your capitol, ask you if they can build a village in your domain and ask you to protect them... in other words they're expanding your realm for you! And if they don't ask your permission? Send soldier to politly "invite" them to join your growing realm. More people means more taxes, more trades, more army recruits, etc

-Religion- If you're willing to build temples I'm sure that several priesthoods will be more than happy to send clerics to your new city. Immagine how usefull the taxes the temples will pay you will be and how usefull having a handfull of clerics and faithfull of Tempus, Helm and Tyr to aid you in the defense of your city. And I don't think that you'd be too happy if the Clergy of Bane, Cyric and Talos arrive and try to assassinate you or take ocer your city either!

-Guilds, Merchant families ,nobility, and exiles from other realms... these are all a pain in the neck and they're as troublesome as they are usefull... but can you immagine a kingdom/City state/Barony without them? Keep in mind each of these fations and keep an eye on them!

Thats it really. Have a fun time building up your nation and perhaps one day you may grow so powerfull that my small city State will have no choice but to join your kingdom...
;)

Good Luck

Thos are some really really really awesome tips, and thanks to all those who have taken the time to post on my thread :D This board really does have the most helpful i have come along...

I shall be printing the tips presented here, and thats what i will work towards :D thanks so much once more,
Seraphim of Night

12-02-05, 04:08 AM
I have actually been building a kingdom of my own lately, if I had the details of it ready to post I would, but it includes all those things and worked out beautifully. My Red Wizard began on the isle of Illighon after making a deal with the Emerald Enclave (this was immediately after we had saved the world in Return to the Temple of Elemental Evil). They agreed to allow limited settlement and a Thayan Enclave (now called Khemi) on their sister island of Ixinos (maybe I should have chosen WaveCrest but I dont have alot of info on either save that they were uninhabted jungles). Over the 1st year of the enclaves existence a trade port began to grow on the coast (right now our king is choosing a new name for it). Once it began to hit about a 1,000 people it was decided it was becoming too big and everyone was too be seperated. There were 7 holdfasts (wooden forts & walls) that were built within the walls of each certain industries were established from the original port city. All of the townsfolk were seperated into groups and forced to migrate to the various fiefdoms and just before each migration (beginning at the smallest and ending with the largest) a lord was named and he swore his oath of fealty to the lord of the city. After the Great Migration, there were less than 50 people left in the port city of Ixinos and these were all wealthy merchant hosues (one is the iron throne, dragon eyes, wind riders from 2e etc.) as well as the hot springs and other niceties + 2 inns & taverns (rich & seedy), as well as the bazaar (traders from the lords). However, all of the industries (save those denied in their contracts such as weapon & armor manufacture which is reserved for the enclave) are spread out amongst the lords and as long as they are all working together the island is self-sufficient and making money. At the Midwinter Feast between 1372&1373 DR the King is going to be crowned on this island with all the lords returning to renew thier oaths of fealty. We shall see how everything goes. The King chosen by the Red Wizards is quite charismatic if not very intelligent (I think we might enchant the crown with an Int enchancement...) but as long as he does what he is told everything should be kosher. Strangely, the wizard who pulls all this off manages to stay on good terms with the druids because of his interest in maintaining balance (it's good for business ya know ) :plotting: We also keep fairly high taxes to keep the population low and you can only bear children with a permit, but we have made everything so awesome some people are willing to live in paradise (well not quite). The Lords are balanced in alignment with good, nuetral, and evil all represented. There is also a new state religion that has come into play when the kossuth worshippers were expelled. The Sunmasters of Amaunator (did i misspell that?). There is a long story about how they came to be there for another time but I think this is going to work out well. I have even calculated out the first year's (annual) taxes, of which the crown gets 10%. Well, the Enclave & The Faith are tax exempt. :cheer: :dancin: :w00t: :bounce:
The Darkone

12-02-05, 04:37 AM
You might try forging a nation out of some of the many locales in Faerun that controlled only by city states. Rise high enough in power and influence in say loudwater, convince secomber of joining an alliance with you, through out the Zhents in Llorkth and consume it as a protecterate, and then you have yourself the begining of a kingdon in the upper Delimbryan valley. You could do this in the Border Kingdoms, the Shaar (outside of the Rifts sphere of influene) the Western Heartlands, and any other border area with city states needing to by united by a strong leader. Whether through negoiations, the sword or a combination of both.
Ltlconf

12-02-05, 02:53 PM
Hello Folks,


I would go with Darkone's suggestion. A kingdom on the Upper Delimbryan is a excellent concept (idea :plotting: ). As is uniting several Western Heartlands city-states. However on the latter, if it was easy, someone would have done it by now. Get some good bodygurds!
stranger_654

12-02-05, 09:31 PM
Wow you guys are giving me some damn awesome ideas, some outside of my own imagination, to start with i was just going to have a city-state in the western heartlands, some way of leaving my mark on the land and supplying my Dm (who is new and only 13) with plenty of ideas and hooks for adventures, i think trying to unite the WH is just too much trouble, and as someone stated before, someone wouldave successfully done it by now
But wow, those are awesome points.

Seraphim i hope everything goes alright, and "The great migration" sounds like something out of a Kiddies Dinosaur Movie :P Just having a little fun folks, not having a shot...
Keep those ideas coming if you want to, i thought people had forgotten the post...thanks to all those who have had an input...
Seraphim of Night

12-03-05, 03:05 AM
Its funny you should say that. The island is infested with all manner of low-level critters for the kiddies. We have all the dinosaurs, all the dire animals, lots of sprites, fey, plants, peasants and such. Oh. And a linnorn, Corpse Tearer :devil: Although it is being created by some uber people, it is designed for knights since we have a group of knights to start out that we have been wanting to play. I even have a quest system designed for them to win their knighthood involving several journeys, with jousting and feasts yippee :dancin: Oh, with my above post, I should point out that would depend on what year you are in since that is in 1372 DR for Scrawl and Arawn. Arawn is set to be slain (not destroyed) near the end of 1372, and the only other one of the Kindly Ones ever on the surface, Scrawl is going to annihilated early in 1373 DR by a floating citadel known as Daermyth Spire with the Blue and Green Dragon-armies. By the time Arawn returns with his new body, the Kindly Ones (especially the drow) may have all slaughtered each other in these troubled times with Lolths silence :rofl: Their city is in Lower-Dark so who would know? As a side note Scrawl has been wanting to die for some time, begging to be sent back as a Death Knight, should I be a merciful DM? :tantrum: :ghosted: :fight!: Calimaar is already set to die since there are only 9 members ever allowed into the Kindly Ones, and the only way to get in is too kill someone that is in... :evillaugh They are accepting applications... :looloo: There are no city states left between the High Moor & Evereska.... :ghosted: Perhaps the Accursed Mythal will save them, even though the Kindly Ones never stop hearing their screams... :blush: