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Building a town from adventuring
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<blockquote data-quote="Steverooo" data-source="post: 2090554" data-attributes="member: 9410"><p>I had some PCs do this, under 1e. The 1e DMG had some rules for it, as well.</p><p></p><p>How did they go about it? Found some wild lands, unclaimed by others, went in with the adventuring party and some men-at-arms and pacified it. Used magic and a Lyre of Building to set up a castle, had the men-at-arms dig a moat and start construction of a town.</p><p></p><p>Now our PCs were twenty-somethingth level, so money was no problem (we'd been saving for a long time), so we imported some Dwarven craftsmen to build walls, etc., set up some churches and temples, etc. Peasants we didn't worry about. They came as they heard about the "new kingdom". We never recruited them.</p><p></p><p>We did recruit Craftsmen, and gave them free land in return for their services for a fixed term (five years? Been too long ago to recall!) Since The Dread Dormammu had <em>Glassteel</em>, we had quite a market in glassblowing, and even used glass for plate armor!</p><p></p><p>We set up schools, too, and had a public library (the MU needed a place to store all his books!) We had some problems with Orcs, for a while, but the 33rd level Ranger (+33 HP damage/strike) killed off most of the adult population, and subjugated the rest. After that, a "special" school was set up for their young, and in a few years, we had the only kingdom with LG Orcs (many of whom were fine glassblowers)! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>The Government was a council of the PCs, with mandated positions (one N Druid, one "Scout" (Rogue), one Fighter/Paladin/Ranger, one MU, one good Cleric, etc.), for future generations. IIRC, we limited taxes (by the constitutional charter) to 10%, maximum (peasants tend to revolt when the tax rate rises above 50%, so this was considered quite generous).</p><p></p><p>The GM told us what happened, and we told her how we planned to do things, and how we responded to things that happened. She threw the usual at us; invasions of fell creatures, orcs, someone else claiming to own the land that we had pacified, etc. Later, after all of that was dealt with, we had some problems with Druids (since we had "turned the land from its natural state"), and, eventually, with politics (the merchants, people wanting a "City Council", etc.) By the time our PCs were 33rd level, we were ready to give it up... Being a Politician is pretty boring! I'd rather be an adventurer! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Anyway, the best advice that I can offer you is to:</p><p></p><p>1) Save all the money that you think you'll need, and then some.</p><p>2) Hire and equip troops.</p><p>3) Pacify the land.</p><p>4) Defend the land (wall-building, etc.)</p><p>5) Hire craftsmen to produce goods, paying them with parcels of pacified land.</p><p>6) Tax them 10%.</p><p>7) Hire farmers with the promise of free land, in return for 50% of the harvest.</p><p>8) Use the taxes to build the schools and grain mills, and whatever else you need.</p><p>9) Keep the government tightly under your own control. City Councils, Mayors, etc., are generally more trouble than they're worth.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 2090554, member: 9410"] I had some PCs do this, under 1e. The 1e DMG had some rules for it, as well. How did they go about it? Found some wild lands, unclaimed by others, went in with the adventuring party and some men-at-arms and pacified it. Used magic and a Lyre of Building to set up a castle, had the men-at-arms dig a moat and start construction of a town. Now our PCs were twenty-somethingth level, so money was no problem (we'd been saving for a long time), so we imported some Dwarven craftsmen to build walls, etc., set up some churches and temples, etc. Peasants we didn't worry about. They came as they heard about the "new kingdom". We never recruited them. We did recruit Craftsmen, and gave them free land in return for their services for a fixed term (five years? Been too long ago to recall!) Since The Dread Dormammu had [I]Glassteel[/I], we had quite a market in glassblowing, and even used glass for plate armor! We set up schools, too, and had a public library (the MU needed a place to store all his books!) We had some problems with Orcs, for a while, but the 33rd level Ranger (+33 HP damage/strike) killed off most of the adult population, and subjugated the rest. After that, a "special" school was set up for their young, and in a few years, we had the only kingdom with LG Orcs (many of whom were fine glassblowers)! :p The Government was a council of the PCs, with mandated positions (one N Druid, one "Scout" (Rogue), one Fighter/Paladin/Ranger, one MU, one good Cleric, etc.), for future generations. IIRC, we limited taxes (by the constitutional charter) to 10%, maximum (peasants tend to revolt when the tax rate rises above 50%, so this was considered quite generous). The GM told us what happened, and we told her how we planned to do things, and how we responded to things that happened. She threw the usual at us; invasions of fell creatures, orcs, someone else claiming to own the land that we had pacified, etc. Later, after all of that was dealt with, we had some problems with Druids (since we had "turned the land from its natural state"), and, eventually, with politics (the merchants, people wanting a "City Council", etc.) By the time our PCs were 33rd level, we were ready to give it up... Being a Politician is pretty boring! I'd rather be an adventurer! :D Anyway, the best advice that I can offer you is to: 1) Save all the money that you think you'll need, and then some. 2) Hire and equip troops. 3) Pacify the land. 4) Defend the land (wall-building, etc.) 5) Hire craftsmen to produce goods, paying them with parcels of pacified land. 6) Tax them 10%. 7) Hire farmers with the promise of free land, in return for 50% of the harvest. 8) Use the taxes to build the schools and grain mills, and whatever else you need. 9) Keep the government tightly under your own control. City Councils, Mayors, etc., are generally more trouble than they're worth. [/QUOTE]
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