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Building a town from adventuring
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<blockquote data-quote="Runesong42" data-source="post: 2090053" data-attributes="member: 10578"><p>It's almost always the goal of any of my PC's to build a stronghold, gain a following and harvest a community. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>If you go all the way back to the D&D Cyclopedia (I'm talking the first hardcovere compilation of the Basic-Expert OED&D rules), there was a whole set of rules on how to create strongholds, how many peasants create how much revenue, marketable goods in the area, and so forth.</p><p></p><p>Provided your DM can't find one of those *G*, I try to find reasons why people would want to live in the area and build appropriately. If you can find the old Castle Guide (from AD&D2E), there are good set-ups for how much buildings cost, how long to build them, and even ideas on what to do while they're being built (adventure-wise). </p><p></p><p>But I realize I'm not answering your question, so I'll try again. *LOL*</p><p></p><p>Back to the 'why', the most common reasons for migration of peasants is a) lack of living space b) lack of employment c) lack of available resources in their area d) Lack of protection versus monsters/slaving races/humanoids e) trying to flee tyrannical or demanding rulers. This in mind, work with your DM to find reasons why people would want to populate your town-to-be. A good start would be followers/henchmen and their families. The Leadership feat would be ideal for this if your DM allows it, or try and convinve him to use some of the older henchmen rules (like in D&D1E, where fighters got 20-200 men-at-arms at 'name level' and whatnot).</p><p></p><p>The very short form of advice - "If you build it, they will come."</p></blockquote><p></p>
[QUOTE="Runesong42, post: 2090053, member: 10578"] It's almost always the goal of any of my PC's to build a stronghold, gain a following and harvest a community. :) If you go all the way back to the D&D Cyclopedia (I'm talking the first hardcovere compilation of the Basic-Expert OED&D rules), there was a whole set of rules on how to create strongholds, how many peasants create how much revenue, marketable goods in the area, and so forth. Provided your DM can't find one of those *G*, I try to find reasons why people would want to live in the area and build appropriately. If you can find the old Castle Guide (from AD&D2E), there are good set-ups for how much buildings cost, how long to build them, and even ideas on what to do while they're being built (adventure-wise). But I realize I'm not answering your question, so I'll try again. *LOL* Back to the 'why', the most common reasons for migration of peasants is a) lack of living space b) lack of employment c) lack of available resources in their area d) Lack of protection versus monsters/slaving races/humanoids e) trying to flee tyrannical or demanding rulers. This in mind, work with your DM to find reasons why people would want to populate your town-to-be. A good start would be followers/henchmen and their families. The Leadership feat would be ideal for this if your DM allows it, or try and convinve him to use some of the older henchmen rules (like in D&D1E, where fighters got 20-200 men-at-arms at 'name level' and whatnot). The very short form of advice - "If you build it, they will come." [/QUOTE]
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