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‘The Adventurer Conquer King stem value of spiritual essence a ruler can extract from the peasant familie in his domain. This amount ie always less than the full 10gp per fifty congregants, as no domain will be 100% faithful to the character’ god. EXAMPLE: Balbus, now 9" level Cleric, rules Ammantavus, domain of 2500 peasant families (12,500 people) with a domain ‘morale score of, Each week, Balbus gains 4gp worth of spiritual essence per 10 families (50 people), oF 1,000gp value total, from his domain, IfBalbuss subjects were more loyal to him, he could gain much more spiritual essence from his domain, ‘To become the spiritual advisor of a domain ruler, the divine spelleaster will generally have to be the highest level divine spelleaster with whom the ruler has Friendly relations (as per the Monster Reaction table). Arulerwho askshis subjects ‘to worship a god or religion foreign to them will suffer large penalties to domain morale, Rulers will often address this by throwing festivals in the new faith or taking other steps to increase domain morale For rules on establishing domains, peasant families, and domain morale, see Strongholds and Domains later in this section, Pes BLOOD SACRIFICE While chaotic divine spelleasters may earn divine power from gaining congregants, a darker path is also available to them: Blood sacrifice of living creatures to their deity. A spdleaster can conduct no more than one blood sacrifice per class level per day. Conducting a blood sacrifice must be performed in a chaotic temple, graveyard, or other sinkhole of evil (see Chapter 10, Secrets, for additional rues on sinkholes of evil). Each blood sacrifice takes one turn and requires a ‘magical research throw. Ifthe magical research throw succeeds, the chaotic divine spelcaster earns divine power equal to the ‘XP value ofthe creature sacrificed. Sacrificing unwilling chaotic creatures provides no divine power, as the dark gods see litle ‘merit in the slaughter of theiz own worshippers. ‘Ihe sacrifice of willing chaotic creature does earn divine power, however. EXAMPLE: Mentu the Death Priest, a 12" level chaotic cleric, is sacrificing a beautiful white unicorn to his patron deity, Dirgion the Doombringer. If Mentu succeeds on his magical research throw of 54, he will earn divine power equal to the unicorns XP value (135XP). Unfortunately, he rolls a2 and the unicorns spirit escapes to a holier place. In a rage, Mentu sacrifices the 8 orcs who had captured the unicorn. As these are unwilling chaotic sacrifices, he gains no value from doing so (apart from sating his blood lust) STRONGHOLDS AND DOMAINS ‘At particular milestones in their career, adventurers can begin to attract followers by establishing a stronghold. The type of stronghold, the level required, and the number and type of followers attracted is defined by the characters class. The Strongholds by Class table summarizes the diferent possibilities, ‘SECURING THE DOMAIN ‘To establish a stronghold, the adventurer must first secure an area of land, known as a domain. The minimum size of a domain isa I-square mile area ofland, An average domain size 4s a 32-square mile area of land (1 6-mile hex on a standard wilderness map) while the maximum size of a domain is 500 square miles (1 24-mile hex on a large scale map, or 16 ‘contiguous 6-mile hexes on a standard map) Domains of land are classified as either civilized, borderlands, ‘or wilderness areas. A newly secured domain will be civilized if tis with 50 miles (8 6-mile hexes) of a city or large town. ‘A nevily secured domain will be borderlands if it is within 25 miles (4 6-mile hexes) of civilized areas, All other newly secured domains are wilderness. Explorers must have borderlands or wilderness domains. Fastnesses and vaults may only be built in wilderness areas, or civilized or borderlands areas of their race. the adventurer is securing a civilized domain, the adventurer will need to get a land grant from the local ruler (usually im exchange for a pledge of fealty or the performance of some great quest). If the character simply wishes to buy civilized land, he will find it very expensive; an acre of good land costs about SOgp, so a I-mile domain containing 640 acres would ‘cost 32,000gp and a 32-square mile hex containing 19,200 acres ‘would cost 1,216,000gp. (Theres a reason land was synonymous ‘with wealth throughout human history), For this reason, most adventurers will secure unclaimed borderland or wilderness domains. Tis requires entering the area with other adventurers ‘or mercenaries, and dealing with any lairs and wandering monsters present there. The larger the domain, the more challenging to clear it ‘When the domain is first secured, roll 343. he total rolled should be noted as the domains land revenue in gp per peasant family per month, Not all land is equally valuable. High land revenue means the domain is rich in farm produce, timber, furs, stone, or even minerals. Low land revenue represents barren, infertile soil with limited natural resources. ‘The Judge and player can determine the exact reason for the land's value (or Jack thereof) based on the roll Blodsaciice 15 omen ESTABLISHING THE STRONGHOLD. The adventurer must now decide whether or not he wishes to establish a stronghold om the domain he has secured. If the domains land revenue is very low, the adventurer may decide not to proceed, and instead seeks to secure a different domain, Ifthe adventurer does wish to establish a stronghold, he can do s0 by claiming an existing stronghold or by constructing a new fone, If there is an existing structure that’s suitable for use asa stronghold on the domain, this structure can be claimed, This structure might be a castle granted with the land, or a tunnel ‘complex cleared ofits prior inhabitants in the process of securing the domain, and so on, Normally, however, the adventurer will need to construct his own stronghold on his newly secured land. The player should design a plan for the stronghold and calculate the costs based on the prices listed in the next section, ‘When drawing up plans for a stronghold, note that diferent kinds of structures will ave different thicknesses of stone. Most buildings have walls 1-2' feet thick, while towers and similar ‘outposts have 5’ thick walls, Keeps have the thickest walls ofall, at 10' thick. Hideouts and Hijinks section (9135) cost of building stronghold reduced by 50% followers never need ta check morale cast of building stronghold reduced by 50% followers never need to check morale must be underground, may not be in human or een Civilized or bordelands area must be underground, may not be in human or even Civilized or borderland arez see Hideouts and Hijinks section (p135)) ‘may not be in human or dwanen civilized or bordertand area, all animals within 3 miles of fatness become frendly rust be in bordelands ar wilderness see Sanctums and Dungeons section (p141) Bercy Class E od “Assasin, Hideout 246 1" level assassins Bard Hall 11d4+ 1x10 0° level mercenaries 1d6 13" level bards Bladedancer Temple $5d6x10 0° level mercenaries Td6 13" level Bl. dancers Cleric Fortified Church 56x10 0° level mercenaries 16-13" level clerics Dwarven Craftpriest Vault 3d5x10 1 level dwarves Dwarven Vaultguard Vault 3d5x10 1 level dwarves fF Nightlade Hideout 246 1* level nightblades El Spellsword Fastness 3d6x10 1" level eves Bplorer Border Fort 1d4+1x10 0" level mercenaries 146-13" level explores Fighter Castle 14+ 1x10 0° level mercenaries 146-13" level fighters Mage Sanctum 246 0" level apprentices 4146 1 level mages Thief Hideout 246 1* level thieves see Hideouts and Hijinks section (p125)) Ores Barbican (gatehouse, 2 small towers, and a drawbridge) 38,0009 Battlement (100' long, crenellated parapets) 5009p Building, stone (20° high, 30” square, wood doors, oor, roof, stais)* 3,0009p Building, wood (20' high, 30’ square, wood doors, oor, roof, stais)* 1.50099 Conridor, dungeon (10'x10'x10', hewn ste walls, flagstone flor) 5009p Drawbridge, wood (10' x20') 25099 Gatehouse (20' high, 30’ x20’, metal portcllis, wood doors, floors, stairs) 550099 Keep, square (80 high, 80’ square, wood doo floor, stars)” 75,0009 ‘Moa, unfiled (100" x 20" x 10° deep)” 40099) Moat, filed (100 x20’ x 10° deep)* 80099 Palisade, wood (10' high, 100' long, 1 thick) 1259p Rampart, earthen (10° high, 100’ long, 15! thick) 25009 “Tower, small round 30" high, 20° diameter, wood doors floors, stais) 15,0009, “Tower, medium round (40" high, 20° diameter, wood doo, lors, stats) 22,5009 Tower, lage round (40' high, 30° diameter, wood doors, oor, roof, stairs) 30,0009 “Tower, huge round (60° high 30° diameter, wood doors, floors, oof, stats) 54,0009 Wall stone castle (20' high, 100" long, 10" thick) 5.00099 Wall stone castle (30' high, 100" ong, 10° thick) 7.50099 Wall stone castle (40" high, 100° long, 10" thick) 1250099 Wall stone castle (50° high, 100" ong, 10° thick) 1750099 Wall stone castle (60" high, 100" long, 10" thick) 22,50090 “The dimensions of these constructions can be altered as long asthe square footage remains the same. 125 Establishing the Svonghold ‘The Adventurer Conquer King stem ue Cottage, wood (20' high, 30” square thatched 300gp reaf, wood stats, earthen floar* Hut pit (8 high, 8 square, thatched rof, sunken 159p earthen foot)" Hut sod or wattle (10" high, 10" square thatched 25gp roof, earthen floor Hut, mudbrick or wood (10' high, 10" square, 50gp thatched roo, earthen foo Longhouse, wood (15! high, 30" long, 15! wide, 300gp thatched roof, earthen floos)* Roundhouse, wood (15' high 15' diameter, 125g thatched 00, earthen foo “Townhouse, stone (20' high, 20° square, thatched 1,200gp roof, wood floor and sti) “The dimensions ofthese constructions con be altered as long asthe square footage remains the same. Bren ‘Arrow Sit/Window™ 109p Door, wood (3! x7')* 1099 Door, reinforced wood (3° x7") 2099 Door, ion/stone (3! x7") S0gp Dor, secret (3! x7)" By material x5 Hloor/Roof, flagstone oie (10° x 10°)" 40gp Fo/Roof, wood (10! x 10')* 10gp Shutters (window)* Sap Shifting Wal (10! x10") 100009 Sais, wood (one fight, 3° x 10°)" 2099 Sais stone (one flight, 3! x10)" 6099 * Upgrade a structure to include these of time of construction for 25% ofthe accessors’ bose cost In addition to the building costs, the adventurer will need hire at least one engineer (250gp/month) per 100,000gp cost of the stronghold, ‘Ihe time required to construct a stronghold depends entirely on its total price. For every 500gp it will take ‘one day of game time. The construction time can be reduced by 25% by paying 50% additional construction costs, or reduced by 50% by paying 100% additional construction costs. ‘The construction time cannot be reduced by more than 50%, Cwilzed| 15,0009p per 6-nile hex Borderlands 22,500p per 6-mile hex Wilderness 30,000gp per Gxnile hex Strongholds have a minimum cost, based on the size and classification of the domain to be secured, The Minimum ‘Stronghold Value table shows the minimum value required to secure each 6-mile hex in a domain, Small domains in civilized realms can be controlled with a stone home or tower, but large tracts of wilderness can only be settled with a formidable stronghold, A stronghold of insuflicient value will limit the size ‘of the domain, and therefore its maximum peasant population. See Limits of Growth, below. ATTRACTING PEASANTS AND FOLLOWERS ‘While the adventurers stronghold is under construction, the domain around his stronghold will slowly become setled by the workers and their families. In addition, peasants and laborers secking the adventurers protection will sete near the stronghold. ‘Ihese peasant families become permanent inhabitants ofthe adventurers domain, ‘Uhe number of peasant families that wil inhabit the domain when the stronghold is ‘complete is determined on the Domain Population table. Each peasant family is assumed to have an average of 5 peasants, Families wil be of the same race as the adventurer, eg. elven fastnesses are settled by elven peasants. Once the stronghold is of sufficient value to control the domain in which itis located, the peasant families will begin generating income for the character, and begin to incur costs (see Collecting Revenue and Paying Expenses below). Unt then, the domain will not ‘generate money, nor grow. Penns ree Starting Families Civilized 1845 x 10 per Gaile hex Borderlands 346 x 10 per 6mile hex Wildermess Vd4+1 x10 per Smile hex ‘The characters followers will also begin arriving during stronghold construction. One half of the character’ followers (rounded up) will arrive when the stronghold is hallway ‘completed, An additional one quarter of the character's followers (rounded up) will have arrived by the time the stronghold is finished, The remainder of the followers will arive within the first month following the completion of the stronghold ‘Use the Followers Type and Equipment by Class table, below, to determine the arms and equipment ofthe arriving followers, Rall once for every 10 followers. Apprentices (such as 1* level assasins, elven nightbades, ‘mages, and thieves) and leader types (such a 1-3" evel bards, bladedancers, clerics, explorers, oF fighters) can be quickly created using the pre-gencrated templates fr their cass, or the Juuge may allow the adventurer to generate and equip them using the Character Creation rues in Chapter 1 ‘AsvactngPeasans and followers 127 omen

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