Settlers [Archive] - Wizards Community

Post/Author/DateTimePost
albone

09-20-06, 12:41 PM
I was thinking of starting a campaign where my PC's are part of an effort to form a village in the Silver Marches. In this, I thought that the PC's, having put a vested effort in this hamlet's creation will be more attached to it and the campaign. The working premise is that the Silver Marches need more 'settling,' and expansion is the key.

Is there a better place than another to have them break ground? I was thinking either between Silverymoon and Nesmé, Silverymoon and Sundabar, or Sundabar and Citadel Felbarr.

What's an appropriate land grant entitled to the PC's and how much should it cost, say per acre?

Any other ideas, or tips?

Thanks!
primemover003

09-20-06, 10:39 PM
Well the Village of Deadsnows was pretty much created just for such a purpose (IMO) in Silver Marches. From this boomtown a group of adventurers could easily tame the wilderness around them and establish their own little fief.

Currently in our Silver Marches Campaign my group is clearing out a lost dwarf hold. We also have some hints to explore a mine (we think) at the eastern edge of the Nether mountains. My character's goal is to carve out a little Barony between the Adbar road and Anauroch.

In our other campaign (the one I DM) we're starting in Impiltur, where the young prince has been crowned king at long last. His first royal edict was for expansion into the frontier beyond the settled coastal metropoli of the Easting reach. To such end the Lords of Imphras II in accordance with the Crown are issuing swordpoint charters to any mercenary band willing to clear the frontier of goblinoids, magical beasts, evil outsiders, and especially in this campaign Dragons!!! Each beastie has a bounty with powerful dragons landing a band of adventurers gifts of land and minor titles.

Obviously this campaign is more about big game hunting but it's in support of burgeoning settlements and farmsteads.
Sidslick

09-21-06, 01:05 PM
I'd say the land grant is appropriate to the size of the region to be explored/settled. If it's an island, then it is self-limited to a portion of the island and likely only to be a few acres. If it's a wilderness like the Silver Marches it is possible to take as large a territory that the PCs and any allies can reasonably defend (five-ten miles in any direction?). Depends on the nature of the campaign - are they expanding in the name of a country or are forming a community of exiles/criminals/pirates?

If its a legitimate community, they would probably need the permission of the local ruler for extra support and defense in the first couple of critical years, as well as a reasonably number of tradesmen (lumberjacks, miners, prospectors, farmers, hunters, etc) to start the community as well as a large number of supplies. If the community succeeds, it'll expand and expand the lands it controls. The de facto leader will become (or nominate) the local baron/baronet (or equivalent) and form suitable feudal "lord & liege" agreements with those above and below his station. All in all, it'll take years of gametime to create a working settlement/barony - rising from local settlers defending their homesteads from outsiders, to making a successful community, to more political games at higher levels involving spies (Thayans, Zhents, churches, etc) and pledging loyalty to more powerful sponsors.

In terms of cost, I'd say the wild lands of the Silver Marches are free for the taking, if your PCs have the blessing of local leaders and can hold on to it. Other, more nations such as Amn, Tethyr or Cormyr will more than likely have formal procedures for purchasing land - usually a contract to purchase land in oligarchies like Amn, or feudal arrangements to work an undeveloped section of a local lord's land in Cormyr or Tethyr in return for rent-like tax/tithes. The churches can be an alternative option as well, as they always seeked income for their lands. The "cost" of the land will depend on the wealth of the land and its relative rarity - prime farmland and gold mines will always be worth more than scrubland and desert. The cost will vary by nation, rarity and method of payment.

I know it seems a little vague but there's plenty there to make the basics of a half-decent campaign - the figures and costs would just have to be appropriate to your PCs and how you DM the campaign. Figures can always be adapted (high taxes/prices can always be negotiated down or paid by services or "liberated" coin (read: adventures ;) ), whilst low taxes/costs can always be raised by a local lord or bishop to fund their next plan). This may require quite a bit of research to develop the campaign - the library, the internet, Google and sites such as Wikipedia are invaluable!

Hope this helps!
albone

09-21-06, 05:30 PM
To primemover003 and Sidslick, these are tremendous ideas and I thank you for your time and effort. I think I have a better understanding of what I and the players can expect. And of course, if you have any more ideas, I'd love to read them.
Sidslick

09-22-06, 03:13 AM
Always a pleasure! If you want bounce any ideas around, feel free to PM me. :D

TTFN