Building an Economy in D&D 3.x *Help*

Derren

Hero
I am starting to question the viability of this stronghold.

60 people is not enough to have any form of big economy. Most of them would need to farm leaving too few people to craft advanced products or smaller products in such quantities that they attract traders.
Also 21 days to the captial? That is not viable for trading unless you have something very valuable. How close is the nearest bigger city and/or major trade route?
 
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SkidAce

Legend
Supporter
...snip good stuff...

Be aware though that managing a town, a keep and the associated lands is a full time occupation. You and your allies will, in essence, be giving up the adventuring life and settling down.

Unless you have trusted lieutenants that you create and make the decisions for (off screen).
 

aglondier

Explorer
Assuming you have a typical Fantasy world, the capital should have something resembling a Wizards Guild. As a borderland province, you have access to the ultimate resource: monsters. You have to kill them anyway, why not train your butcher to cut them up with an eye towards material components. When you wipe out a den of monsters, keep an eye out for the young/eggs/larvae etc and have your beastmaster raise them for live sale at the capital. Hell, Charm Monster + Ring of Regeneration, and you have an infinite supply of bits for sale. Imagine getting your hands on a tame wyvern and skinning it every few days/weeks...your entire militia is garbed in wyvern scale armour...

Also, do not overlook the utility of Animate Dead. Skeletal Oxen to pull the farmers ploughs and carts. Skeleton miners don't need food or pay. Skeletal mules to pull mine carts and turn mill stones. (i prefer skellies, more hygenic)
 


The first question one should ask when trying to build an economy is "What's nearby?" What sorts of resources are there? You mentioned a mine and a few other things, but what else?

Rivers are important. Do people travel along them? Can they be fished sustainably?

Is there a port nearby? Or somewhere you can establish one? It can take many years for the effects of a good trading port to be felt, but if you had a decent one and upgraded it every so often, that alone could make for a sizable city in the future. If you're human, you might not live to see it though.

Monsters were mentioned, and are a great source of some things. Dragon parts have lots of uses (and you're about at the level where your party could take a small dragon, if you're all smart about it). Consider setting up a hatchery for magical critters, or other rare species that might be captured. Be sure it's well-designed, though; having monsters rampaging everywhere is going to cost you a lot.

Have the druids scout all the nearby lands. Tally up what sorts of herbs and plants grow there; some of them are used as arcane and divine spell components, some of them for poisons and medicines, and some of them might just be Elven delicacies! Not to mention, you might find a grove of darkwood or soarwood or something, possibly deep in the forest where men don't often go.

And most importantly of all, look for adventure opportunities! Maybe there's a hag nearby you could drive off. Maybe orc raiders come over the mountains every season. Perhaps there's a tunnel to the Underdark which needs to be scouted and secured? All great opportunities to loot treasure while also making your realm a safer place.

Don't forget to encourage your druids to help with the crops. Lots of clever spells for farming on the list. Clerics of Pelor (and other deities with similar portfolios) might be encouraged to make a trip out here to help with the farming, too, if you give them free reign to preach and convert - just be careful about which religions you encourage to preach to your people; some of them have agendas, and need to be managed carefully if you don't want to offend them.

And last of all, maybe you should consider a marriage of convenience to a ridiculously wealthy family? In most medieval societies, land-owners are highly respected. A man with land and a keep might be a good catch, or make a potential ally in the future, if a clever marriage were arranged early. It's time to start getting into the politics of the world! Don't be afraid to dive in face-first!
 

aglondier

Explorer
A well placed marriage could very well secure you. Visit your neighbouring lords, the tradition of hospitality ensures they will meet and host you for a couple of days at least...more than long enough to see if they have any eligible daughters. What happens next depends on your moral stance. I would recommend marrying the daughter, and then having her family disappear in a series of accidents and assassinations (that you can blame on your political enemies) once your wife is the last of her line, absorb her family lands into your own realm. After she begets you an heir, have her be kidnapped by "your political enemies" and set forth to rescue her is a loud and valiant manner, but sadly fail to catch them before they murder her most foully. Use this as an excuse to invade and take their lands for yourself. Wait a period, and take another wife...rinse and repeat...

On the other hand, if you are good aligned, you might want the party rogue to arrange all this on the sly so you can keep your hands clean and answer truthfully (even in a zone of truth) that you know nothing of such foul plots.
 

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