Editing The Dominion of Blackhold
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== The Dominion of Blackhold == | == The Dominion of Blackhold == | ||
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[[File:Village of Blackhold.png|200px|thumb|left|Blackhold]] | [[File:Village of Blackhold.png|200px|thumb|left|Blackhold]] | ||
== Background == | == Background == | ||
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[[File:Realm of Ornell.png|200px|thumb|left|Ancient Ornell]] | [[File:Realm of Ornell.png|200px|thumb|left|Ancient Ornell]] | ||
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'''Activities:''' (Martial Tradition +2 Military) | '''Activities:''' (Martial Tradition +2 Military) | ||
− | The locals fight, have fought, and will fight again. Every family can boast of its scars and sacrifices, and the trade of the blade is honored and cultivated by the natives. Unlike simple nests of unruly rabble, these locals have some deeper tradition to organize and focus their martial exertions. Even the dullest commoner can be expected to know the rudiments of handling a spear and maneuvering to the sound of drums, trumpets and gongs. | + | The locals fight, have fought, and will fight again. Every family can boast of its scars and sacrifices, and the trade of the blade is honored and cultivated by the natives. Unlike simple nests of unruly rabble, these locals have some deeper tradition to organize and focus their martial exertions, perhaps as descendants of some ancient military unit gone to civilian life or as disciples of some martial religious faith. Even the dullest commoner can be expected to know the rudiments of handling a spear and maneuvering to the sound of drums, trumpets and gongs. |
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== Key Leaders == | == Key Leaders == | ||
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== Assets == | == Assets == | ||
− | + | *(1/0/0) Militia Muster: +1 military | |
+ | *(0/2/2) Democratic Traditions: +2 wealth, +2 social | ||
+ | *(2/0/0) Palisade: +2 military | ||
+ | *(0/2/0) Market | ||
+ | *(not ready) - shrine to the mistress (0/0/2) | ||
+ | *(0/4/0) Dwarf Friend | ||
+ | *(0/0/4) Burning Creed (Elf Friend) | ||
− | + | Militia Muster: +1 military | |
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− | + | The locals have been trained to fall out for battle in case of a raid or invasion. If the location is attacked, the defenders gain 2 Militia military units automatically to use in its defense. These units do not exist outside the battle, and any damage or loss is recovered at the start of the next domain turn. | |
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+ | Democratic Traditions: +2 wealth, +2 social | ||
− | + | The Domain has a custom of taking the counsel and wishes of the common people into account. Whether councils of elders, town aldermen, public voting, or more informal mechanisms, the ruler accepts certain limits in exchange for the help of the governed. Once per domain turn, the ruler may add +3 to a saving throw or value check before rolling, to represent the benefit of this counsel. If a saving throw or value check results in a natural 1, however, the next domain turn is lost in dealing with local politics and factional quarreling. | |
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− | + | Palisade: +2 military | |
− | + | The location has managed to erect some sort of wall or trench defenses around its important parts, though it may be something as simple as a palisade of sharpened tree trunks. The location may purchase Barrier fortification units. | |
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==Locations Controlled == | ==Locations Controlled == | ||
− | *(0/2/0) Tallow | + | *(0/2/0) Tallow: Good Mine +2 wealth |
− | *(4/0/0) Nol Daer | + | *(4/0/0) Nol Daer - crumbled fortress +2 military, commanding location +2 military |
*(2/0/2) Duskglave: Dwarven Hold +2 wealth, Scattered Heirs +2 Social | *(2/0/2) Duskglave: Dwarven Hold +2 wealth, Scattered Heirs +2 Social | ||
− | *(0/0/4) Temple of Serenity | + | *(0/0/4) Temple of Serenity: Broken Temple: +2 social, great art +2 |
==Military Assets== | ==Military Assets== | ||
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− | *(1 unit) | + | *(1 unit) Archers: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML) |
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− | + | *(1 unit) Light Infantry: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML) | |
− | + | *(2 units) Militia: (No upkeep - defense only) | |
− | + | *(2 units) Elven Warriors - "The Anarie" (No upkeep) |