Setting up base camp

Superj3nius

First Post
All right well we are a 6th lv. party and we are building a tower over our HIDDEN underground base. well after we build it we wanted to build more buildings like a tavern and inn and later build a city we are in charge of and can tax. does this ever happen to other parties? or just us?

What other ways are there of atracting people to a spot?
 

log in or register to remove this ad

Superj3nius said:
does this ever happen to other parties? or just us?
Hasn't happened to me, never had the desire to worry about such details so we could collect tax revenue. We prefer adventuring to simulating adminstration of a town.
What other ways are there of atracting people to a spot?
Build a baseball field. Undead players will show up along with others to watch them play.

In all seriousness, you need a reason for people to want to settle there. What are the natural resources of the area? Fertile land for farming? Minerals to mine? River or caravan road junction for trade? Tyrannical lord nearby where you could grant greater freedom to his people if they settle in your lands (that's sure to be a hook for adventures and battles)?

A tower an inn and a tavern in the middle of nowhere will attract noone without a reason.
 

well we are 2 miles from the main river that cuts through the valley that our 25 or so cities are located in. the road from the 2 nearest cities is like a kilometer or 2 away. Were playing Shattered gates of Shaugtergaurde (spelt wrong maybe?) and finished the duengeon before the finale Duengeon and have like a moth to kill so we dicided to build a keep and what not.
 

Attracting People

Based on what information you posted, I can give you some ideas of how to attract people to your site. This is partially based on how people were attracted to new areas historically. I am assuming you're using the pseudo-feudal and pseudo-historical setting that D&D is generally set in. This all assumes that typical citizens are free peasants who can travel to a new area and are not serfs tied to the land who would need approval from their lord to leave.

First off, you'll want to build some kind of a road to the area so people can get there. This doesn't have to be anything complicated, just a path wide enough for carts that has been cleared of trees, underbrush, and large rocks. It should follow the easiest terrain along a reasonably short path. That's how roads basically get built. A dirt road is just a path that's been beaten down well.

You're going to need to be able to protect the people. (If there was a dungeon, it's probably an area known for dangerous monsters, so you need to overcome fear.) A fortress of some kind would go a long way toward that. It doesn't have to be anything complicated. You're building a tower already. You can build a wooden wall around it so that you have a secured area for people to flee to in case of attack. The easiest way is the old moat and bailey construction used in the British Isles. You dig a dry moat, maybe 10' deep. You use that dirt to build up a hill in the center. You put your keep on top of the hill, put a wall at the inner edge of the moat. (Contrary to Hollywood, most moats are dry. They're usually only wet if you have a stream or river you can divert through the moat.)

To attract people to the area, you have to give them some reason to want to come. I'm assuming the land is arable and that you're going to attract farmers. Unless there's heavy mining or timber resources in the area which make it worthwhile to import in all your food, you're going to have to start from the ground up with farming.

If you are willing to give people land, then that will be a good attraction. If you have extra liquid capital, you can offer a really great deal like each family who moves in gets a plot of land, a cow, and some building supplies for their first house. In modern context, that would be like giving someone land and a free truck to go with it. You may also want to do things like buy a bunch of chickens, pigs, goats, and other smaller animals both for your manor and for giving out to people to help attract them.

If you want to start attracting a village, another good thing would be to buy a team of oxen and a good plow. Then let the villagers use it. Typical medieval villages would often share a single plowing team because the cost was just too much for any one farmer.

If you have good money supplies, work with a religion you like to set up a church as part of the manor. This will help convince people it's a good place to live.

You'll want to advertise in cities that you are making these offers, including whatever gifts people get if they're willing to settle. Set minimum standards, like you want married couples or families and not single men. (For the farms at least, you may want general workers.) You don't want to advertise in other farming villages because 1) Those people already have farms; and 2) You'll annoy other lords if you steal their peasants.

Don't offer cash incentives. That works in modern times where there are places to spend the money. If you're out multiple kilometers from the main road, there are no shops. You want to offer people the stuff they need like tools, animals, and building supplies. It may cost you a bit to truck it all in, but it will be more attractive to a farmer than cash.


When you build the tower, you're going to have to import workers. Once the tower is built, you can offer them some land or other options as well to get some to stay around. A master mason won't stay unless you're planning on more buildings, but general laborers might, particularly if they can get some land rights.


I highly recommend the "A Magical Medieval Society- Western Europe" if you plan on going anywhere with this setup over time. There are rules for how a manor is set up, how much profit it generates, and how it relates to the larger kingdom. There are also detailed rules on construction that take into account bringing in stone and other important factors. It's a well researched book.
 


I thought I'd just add that this has happened in my campaigns too. My players freed five whole towns from the tyranny of psionic halflings, thus creating a power vacuum. They decided to build a fortress right on top of the old halfling village to form a new power center. One of the players got made the king, and swarms of people came to the new city because up till then much of the land around the halflings was unfarmed.
The draw was new land, and an obviously capable protection force.

Of course, right at the end of that campaign (level 17-18), the new "King" received a single boon from Bahumut, and he asked for the strongest fortress in the world to be built for him in his new city. Things really took off after that, I imagine. :p
 

Superj3nius said:
well we are 2 miles from the main river that cuts through the valley that our 25 or so cities are located in. the road from the 2 nearest cities is like a kilometer or 2 away. Were playing Shattered gates of Shaugtergaurde (spelt wrong maybe?) and finished the duengeon before the finale Duengeon and have like a moth to kill so we dicided to build a keep and what not.

It sounds like your planning your new rest-area at the mid-point between the river and road traffic. Obviously you'll need to provide a usable road (wide dirt path) in both directions with a landing dock riverside, but more importantly travellers needs a significant reason for adding 4 miles to their journeys.

With 25+ cities in the valley, chances are distances between them effectively preclude any real need for protracted stays at your location so your "draw" would be providing a shuttle service for those needing to switch between the river and road routes.

Another idea would be developing a tourist-trap ... being adventurers, you're encountering and slaying a multitude of creatures NPCs hope to never see, but might be willing to pay to visit your trophy room. Such passersby might ever provide future plothooks with rumors of exotic creatures/treasures to be acquired for said museaum.
 

Has happened twice in games I've run/played in.

The first time the PC's found a secret underground complex under Baldur's Gate; after clearing it of bad guys they basically bought it and set up a tavern, which let me start to introduce thieves guild adventures; interestingly they got very upset when the leg-breakers tried to extort them :D.
 

Superj3nius said:
now does this ever happen when you play D&D?
My group has a whole city, population just reaching 10,000 (started at like 1200). They didn't have much for resources at first, but they managed to get some trade and travel going, which was good for plot arcs. ("Well, our town might be willing to trade with yours, but we're not sure it's worth it. Now, if you helped us with our vampire problem...")

The town is run by NPC's; the PC's occaisonally subsidize stuff for the city with their adventuring gains (the dwarf bought a Heart of Stone from the DMGII to install in the local earth deity's temple, making it useful to both him and the town; I allowed it because I thought it was a clever decision, even though I don't think you're supposed to be able to move location treasures around), but actually there isn't much that happens which is centered around it. I don't usually make it a target for villains, as it's a tough nut to crack. The party Warlock is world-famous as a powerful good-aligned Warlock, and he's attracted other good-aligned Warlocks who might otherwise have things a bit rough. Which is to say that he has Leadership, a great Leadership score, and a whole lot of lowbie Warlocks milling around town.

It's somewhat of a running joke; I've run at least three modules from the WotC site that involve attacks against the party's base of operations, and it usually ends up that the fighting isn't done by the party. One of their adventures was in the form of "Two Blue Dragons fly into town and attack. The larger one takes 40-something Eldritch Blasts in the first round or so and dies horribly, but the other gets away; there shouldn't be dragons in this region, find out where he came from." Ah, good times... the dragon hide helped their trade industry, too.
 


Remove ads

Top