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[Eberron] It's Good To Be King - Ruling a Tropical Island
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<blockquote data-quote="Kurotowa" data-source="post: 2213979" data-attributes="member: 27957"><p>There's a <a href="http://www.wizards.com/default.asp?x=dnd/ebds/20040920a" target="_blank">Dragonshard</a> on servent of the coutals with some mention of theories about the yuan-ti. But nothing definate.</p><p></p><p>A kingdom of 20 people isn't very big, really. If they want to set themselves up they may want to attract some more followers. Plus their subjects might have some ideas about making contact (and contract) with the outside world, now that they're free. That might be a good excuse to get them headed back to Korranberg long enough to reattach the lost PC.</p><p></p><p> I know it's tempting, but down get too fixated on the World Tour idea. It's fun for showing off a new setting but makes it very hard for PCs to care about what's happening.</p><p></p><p>To get them good and entangled with the outside world, run with the spy ring. What happens when agents come back to report? What happens when their followers open up the books and out pop a few hot secrets? I'd cook up six or seven secrets the spy ring has uncovered as potential plot hooks, throw them out, and see which they bite on. Maybe they'll want to run with the blackmail plot to earn favors, or to take over the blackmailing for power. Maybe they'll want to run with the weapons of the last war plot to better arm and defend their island kingdom. Maybe they'll want to run with the lost treasure that Cyre had hidden in Q'barra in order to fund their kingdom's founding. Come up with hooks that have some obvious benefit for their island kingdom and let them plan their own rise to greatness.</p><p></p><p>You don't have to worry about international diplomacy or high stakes anything yet. Let them focus on improving their island for now and wait to see who they befriend and who they cross. By the time they're ready for the big time you'll have plenty of people lined up to cause trouble.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 2213979, member: 27957"] There's a [url="http://www.wizards.com/default.asp?x=dnd/ebds/20040920a"]Dragonshard[/url] on servent of the coutals with some mention of theories about the yuan-ti. But nothing definate. A kingdom of 20 people isn't very big, really. If they want to set themselves up they may want to attract some more followers. Plus their subjects might have some ideas about making contact (and contract) with the outside world, now that they're free. That might be a good excuse to get them headed back to Korranberg long enough to reattach the lost PC. I know it's tempting, but down get too fixated on the World Tour idea. It's fun for showing off a new setting but makes it very hard for PCs to care about what's happening. To get them good and entangled with the outside world, run with the spy ring. What happens when agents come back to report? What happens when their followers open up the books and out pop a few hot secrets? I'd cook up six or seven secrets the spy ring has uncovered as potential plot hooks, throw them out, and see which they bite on. Maybe they'll want to run with the blackmail plot to earn favors, or to take over the blackmailing for power. Maybe they'll want to run with the weapons of the last war plot to better arm and defend their island kingdom. Maybe they'll want to run with the lost treasure that Cyre had hidden in Q'barra in order to fund their kingdom's founding. Come up with hooks that have some obvious benefit for their island kingdom and let them plan their own rise to greatness. You don't have to worry about international diplomacy or high stakes anything yet. Let them focus on improving their island for now and wait to see who they befriend and who they cross. By the time they're ready for the big time you'll have plenty of people lined up to cause trouble. [/QUOTE]
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[Eberron] It's Good To Be King - Ruling a Tropical Island
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