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  #16  
Old 10-15-2020, 09:05 AM
Sarge67 Sarge67 is offline
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Quote:
Originally Posted by triedtherest View Post
I'm not 100% sure on the Artificer, it was just one of several ideas for a character that I have. If you want to go for an engineer type then go for it!
What was your idea for your Artificer? My engineer was going to be a mason since there are so many mountains around...then I saw a single road leading out of the settlement and figured the group would need some form of Ranger or scout.

I'm not married to any specific concept, actually I'm not completely decided on the one I put up so just let me know so we can work together on providing diversity.
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  #17  
Old 10-15-2020, 09:11 AM
Thofed Thofed is offline
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Name: Captain Faustus Herma
Race: Human (Variant)
Class: Paladin 3 (Oath of Devotion)
Role: Military Leadership/Defense

Description: He splashes water on his face, the rivulets running down the scar that nearly took his ear off. He looks in the cracked mirror and adjusts his salt and pepper curls to cover the wound, standing up to his full, if unimpressive height. Shifting in his worn uniform he gives a sneer of disgust at the face looking back before his face molds to a military calm, soon he will be seen by the others after all, and as the face of the Empire here it is only proper.

Background: Captain Herma strides out of his modest quarters to meet the formation, if it can be called that anymore. His charge had been whittled away with notes of “The pass requires reinforcement” and “The empire cannot let thus and such fall”. Still he keeps to the military routine and in the morning, we hold formation.

Walking up and down the line he can see how tattered the Imperial Uniforms of his charge are and with little hope of result from the empire, soon they will look as weary as the people wearing them. After a few nit picks of posture he releases the soldiers to their tasks. He walked back to his post of some twenty years and sits down looking at his map of the empire.

Motivation: Captain Herma is immensely motivated by his loyalty to the Empire, only begrudgingly accepting the current state it is in. He believes the law and order it provided brought prosperity and good to its people. He would see that order restored through some form of governement, preferably a re-emergence of the empire, but a local government or new empire would suffice in a pinch.

On top of that, he was given a charge to protect the city and his word is his bond, he would never abandon his post.

Goal: I think a long term goal would be reaching out to other lands and building some new alliance or empire. He would like to be seen as one who tamed the chaos to bring stability to the region.

Allegiance: Though he hasn’t been back since he was a child, he still holds The Great City of Tigire in high regard and, if he needed to make a decision on what faction to support the rulers there would be his choice.

Last edited by Thofed; 10-15-2020 at 12:16 PM.
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  #18  
Old 10-15-2020, 09:34 AM
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triedtherest triedtherest is offline
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I was originally thinking of a mercantile apothecary type, but I realised after that there's already an application for something similar.
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  #19  
Old 10-15-2020, 10:07 AM
Sarge67 Sarge67 is offline
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Quote:
Originally Posted by triedtherest View Post
I was originally thinking of a mercantile apothecary type, but I realised after that there's already an application for something similar.
So, this is how I'm looking at it. First our initial goal is city building..what is needed? I'm looking at the map and assess what we have.

1. The settlement is hemmed in. Rough waters on three sides and dense mountains on the west. So we need specialists to find or create access routes.

2. The Drakensmaw waterways are too dangerous to sail. Maybe a specialist in shipping and traversing waterways can manipulate the waters to be more accommodating for future shipping. steep banks and turbulent flow.

3. The mines and riches never materialized. Why? Lack of resources, Required to dig deeper into the mountain, monstrous threats preventing miners? Things that need investigated by specialists.

4. The Old North Road is the only road leading out of Dragonsford. The road skirts along a very long and narrow path trapped between the Sidewinder Range and Shacle Lake. It will take specialists to scout, secure, and build new roads, watch towers, defenses, and much more or any refugees travelling along the lone route would be sniped off with ease.

We need more details about the city to go deeper. Bridge crossings, defenses, farms, towers, forts, and stuff but there are a lot of specialties for people to take just on the 4 problems.
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  #20  
Old 10-15-2020, 10:28 AM
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Hey Thofed, looks good and yes human variant is allowed. One thing I'd like to check with you, playing a general might be a little too high of a rank to start out as. Would you be ok playing your character as a Captain or Lieutenant to start out as. But General could definitely be a rank he achieves during the game.

Sarge67, both a mason and a ranger would be very helpful for what I have planned. Due to all the moving parts and such needed for this, I will allow everyone to submit two alternate applications if they like, to better help me choose a balanced party that covers the bases.

All of your points are correct yes.

1) While the river is fordable, it isn't particularly safe. A scout or small party could cross but it would be too dangerous for a large army or wagons of trade goods. Small fishing boats do operate in the middle waters and through the estuary, but rapids to the south prevent traveling the river too far and the north and east bank is a tall cliff face difficult to scale.

2) The main danger of the Drakensmaw is the tight water passage with high cliffs and submerged rocks. Even a skilled ship pilot would have difficulty guiding a large ship up or down it. A specialist for shipping and guiding through waterways might be a good idea for the city, but I'm not sure I'd have enough for them to do for it to be a pc. More likely that could be an npc the party hires.

3) I think the main reason the mines never developed is the Empire got tired of sinking money into Dragonsford with no results. So there was no funding for others. Very little surveying has taken place, though a small iron mine has been in operation for many years. Monsters and the wild mountains are the next major issue yes.

4) Yes the long and old deteriorating road will pose a major problem, it is a long and difficult journey.



I am going to come up with a list of required and suggested professions, and a bit more of an example of how the city will grow, and add it to the first post to help give some more guidance.
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  #21  
Old 10-15-2020, 10:31 AM
Sarge67 Sarge67 is offline
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Quote:
Originally Posted by triedtherest View Post
I'm not 100% sure on the Artificer, it was just one of several ideas for a character that I have. If you want to go for an engineer type then go for it!
Actually there are several subclasses under Artificer if you still want to do it.
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  #22  
Old 10-15-2020, 10:55 AM
justsujoy justsujoy is online now
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This is getting more and more fun.

Since Thofed has taken General (Military leader) I dont think it makes sense to have two generals.

Also I am not sure whether a High Wizard is actually useful in city building or would he just sit around being gloomy and serve as a plot hook.

What other jobs do we have left?
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  #23  
Old 10-15-2020, 10:58 AM
Thofed Thofed is offline
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Quote:
Originally Posted by Code H View Post
Hey Thofed, looks good and yes human variant is allowed. One thing I'd like to check with you, playing a general might be a little too high of a rank to start out as. Would you be ok playing your character as a Captain or Lieutenant to start out as. But General could definitely be a rank he achieves during the game....
Yea, that’s fine! I just put it there to have something. To be honest, it felt a little lofty anyway. Updating the post now!
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  #24  
Old 10-15-2020, 11:14 AM
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Added more examples to the end of the first post, giving a bit more of an idea of what could happen and what characters could do.


While you probably only need one grand general, having a couple of characters who can lead men, even if its only a side skill could be useful. Men won't be commanded like a computer game, orders must be given and one person can only physically see so much of the battle. Another commander could help fight on two fronts, surround and flank enemies.

A high wizard could be very useful. Magic could be used to help build the city. And magical threats will arise.
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  #25  
Old 10-15-2020, 11:15 AM
Sarge67 Sarge67 is offline
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Quote:
Originally Posted by justsujoy View Post
This is getting more and more fun.

Since Thofed has taken General (Military leader) I dont think it makes sense to have two generals.

Also I am not sure whether a High Wizard is actually useful in city building or would he just sit around being gloomy and serve as a plot hook.

What other jobs do we have left?
Sure you can use a High Wizard.... look into specializations. You still have to work on city defenses, a transmuter would be important. Enchanters to keep the people calm in this time of stress. An Evoker is always thinking of battle defenses or new ways to set off offenses. This city is in horrible need across the board and that is just looking at a bare bones map. I don't know what conditions or if they even have bridges, towers, what conditions are the buildings in? A Conjurer can conjure creatures to help move resources to build with.
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  #26  
Old 10-15-2020, 11:22 AM
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Quote:
Originally Posted by Sarge67 View Post
Sure you can use a High Wizard.... look into specializations. You still have to work on city defenses, a transmuter would be important. Enchanters to keep the people calm in this time of stress. An Evoker is always thinking of battle defenses or new ways to set off offenses. This city is in horrible need across the board and that is just looking at a bare bones map. I don't know what conditions or if they even have bridges, towers, what conditions are the buildings in? A Conjurer can conjure creatures to help move resources to build with.
For that last one you could also go Necromancy School.
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  #27  
Old 10-15-2020, 11:30 AM
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Had an idea for a bit of a merchant/spymaster halfling rogue figure, will try and have it finished over the next couple days. I'm thinking she could be a former Thieves Guild Member from the Imperial City, trying to make it 'legit' in this new environment. What kind of trade will Dragonsford be engaged in at the start of the campaign?
Elyara Fitzwarder
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Name: Elyara Fitzwarden
Race: Halfling
Class: Rogue (Mastermind), Cleric (Trickery Domain)
Role: Information brokering, trade, spymaster/merchant figure

Description: From across the trading floor of the guildhall, you spot an older halfling woman, caught in a flurry of activity. She stands a little taller than 3 foot, slightly stooped with age, and is dressed in a simple green hangaroc trimmed with fine gold thread; though for a moment you catch the shimmering glint of a dagger at her waist when she turns. Her hair is gathered in a complex pattern of braids, framing bold features that betray a wisdom and guile common among the older halflings of the empire. With one arm she gesticulates wildly at a nearby seller, convincing him to raise the price of his produce, and with the other directs two men hauling a barrel of foul smelling liquid. All the while, her eyes, small, green and piercing, are trained on you ...

Background: Elyara has lived in Dragonsford for a number of months now, but this is not her home. She was born in the Imperial City, and raised by kindly parents who hoped she'd inherit the family bakery when she came of age. But Elyara's ambitions were much greater. On the cusp of her 27th summer, she married Astior Fitzward, a well respected Halfling merchant, and Guildmaster of the Imperial Docks. She became a trusted advisor to her husband, demonstrating a remarkable knack for organisation, and honing her skills as a merchant and information broker. One night, her husband was murdered in cold blood by his rivals, a ruthless family known as House Balachior, who eventually seized control of the Imperial Docks. Distraught and facing poverty, Elyara joined an organisation of thieves operating below the city surface; partly to feed her family, and partly as a rebuttal to those who told her she had no right to inherit her husband's Guild. Here too, she demonstrated tremendous skill, managing black-market trade and slowly amassing information about the men who'd killed Astior.
With one ear pressed firmly against the underbelly of the Imperial City, Elyara knew that the king would fall months before he did, and fled two weeks before rebellion struck. She made her way north, arriving in Dragonsford, a small town she had heard a little about on the road. She quickly found a niche helping to organise the town's fledgling trade networks; all the while thinking, and plotting, her next move ...

Goal: Drawing from her experience as smuggler and one-time member of the Imperial Shipping Guild, Elyara wants to help improve trade in Dragonsford. She hopes to establish stable supply routes in the surrounding valley, primarily across the Drakensmaw and towards the Autumn sea. To help achieve this, and further her own objectives, she also wishes to develop a spy network in and around the town, and gather information on the various powers operating in this strange part of the world.

Allegiance: Elyara usually avoids displaying her allegiances outwardly. However, she is fiercely loyal to her family, the noble Fitzwarden clan, a number of whom have recently arrived in the Dragonsford, after the fall of the Imperial City. As a frequent critic of the Empire's elite, she also thinks of herself as an advocate for the common folk of Dragonsford, and will champion their cause in the difficult times to come.
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Last edited by mushroomslice; 10-17-2020 at 01:13 PM.
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  #28  
Old 10-15-2020, 11:36 AM
Sarge67 Sarge67 is offline
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I have my general concept up now. I don't want to get all detailed until after the Admin can fix my 'issue' (currently being worked on but it is a big hickup).
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  #29  
Old 10-15-2020, 11:49 AM
Sarge67 Sarge67 is offline
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Quote:
Originally Posted by triedtherest View Post
For that last one you could also go Necromancy School.
Agreed to a point. Undead would be fine for light weight things like head sized stones, but I was thinking more boulder size. There is a LOT of stone, but ST hasn't indicated whether lumber is plentiful or not. SO my image is using a lot of large stones for building pretty much anything.
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  #30  
Old 10-15-2020, 11:50 AM
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Hey mushroomslice,

As the game starts, trade with Dragonsford is very limited. trade is mainly only conducted with the nearby Duchy of Pembina on the other end of the long Old North Road. Dragonsford exports small loads of iron and imports basic goods.

-edit-

Sarge snipe, yes the valleys around the mountains are heavily forrested. Big tall evergreen trees.
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Last edited by Code H; 10-15-2020 at 11:52 AM.
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