Difference between revisions of "The Dominion of Blackhold"

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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, 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.  
+
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.
 
 
  
 
== Key Leaders ==
 
== Key Leaders ==
Line 49: Line 48:
  
 
== Assets ==
 
== Assets ==
 +
 +
'''Buildings'''
  
 
*(1/0/0) [[Militia Muster:]] +1 military
 
*(1/0/0) [[Militia Muster:]] +1 military
*(0/2/2) [[Democratic Traditions:]] +2 wealth, +2 social
 
 
*(2/0/0) [[Palisade:]] +2 military
 
*(2/0/0) [[Palisade:]] +2 military
 
*(0/2/0) [[Market:]] +2 wealth
 
*(0/2/0) [[Market:]] +2 wealth
*(not ready) - [[Shrine:]] to the mistress (0/0/2)
+
*(not ready) - [[Shrine:]] to the mistress +2 social
  
*(0/4/0) Dwarf Friend
+
'''Able to be built:'''
*(0/0/4) Burning Creed (Elf Friend)
 
  
Militia Muster: +1 military
+
*[[Barracks:]] +2 military
 +
*[[School:]] +2 wealth
 +
*[[Resource Extractor:]] +2 wealth (Tallow Mine)
  
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.
+
'''Customs'''
 
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.
+
*(0/2/2) [[Democratic Traditions:]] +2 wealth, +2 social
 
+
*(0/4/0) [[Dwarf Friend:]] +4 wealth
Palisade: +2 military
+
*(0/0/4) [[Elf Friend:]] +4 social
 
 
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.
 
  
 
==Locations Controlled ==
 
==Locations Controlled ==
  
*(0/2/0) Tallow: Good Mine +2 wealth
+
*(0/2/0) Tallow Mine: Good Mine +2 wealth
*(4/0/0) Nol Daer - crumbled fortress +2 military, commanding location +2 military
+
*(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: Broken Temple: +2 social, great art +2
+
*(0/0/4) Temple of Serenity (Noldarhim): Broken Temple: +2 social, great art +2
  
 
==Military Assets==
 
==Military Assets==
 +
 +
'''Military Upkeep Costs:''' (2/2/0)
 
   
 
   
*(1 unit) Archers: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)  
+
*(1 unit) [[Archers:]] (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)  
 +
 
 +
*(1 unit) [[Light Infantry:]] (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)
 +
 
 +
*(2 units) [[Militia:]] (No upkeep - defense only)
 +
 
 +
*(2 units) [[The Anarie:]] (Elven Warriors - No upkeep) Seasoned (+1 to hit, +1 HD)
 +
 
 +
==Recruitable Units==
 +
 
 +
'''UNIT TYPE:  -  UNIT UPKEEP (Military/Wealth/Social)'''
 +
 
 +
[[Archers:]] - Upkeep: 1/1/0
 +
 
 +
[[Crossbowmen:]] - Upkeep: 1/1/0
 +
 
 +
[[Dwarf Crossbows:]] - Upkeep: 2/1/1
 +
 
 +
[[Dwarf Warriors:]] - Upkeep: 2/1/1
 +
 
 +
[[Elf Bowmen:]] - Upkeep: 1/1/2
 +
 
 +
[[Elf Warriors:]] - Upkeep: 2/2/2
 +
 
 +
[[Heavy Infantry:]] - Upkeep: 2/2/0
 +
 
 +
[[Levies:]] - Upkeep: 1/0/0
 +
 
 +
[[Light Cavalry:]] - Upkeep: 2/2/0
  
*(1 unit) Light Infantry: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)
+
[[Light Infantry:]] - Upkeep: 1/1/0
  
*(2 units) Militia: (No upkeep - defense only)
+
[[Militia:]] - Upkeep: 1/0/0
  
*(2 units) Elven Warriors - "The Anarie" (No upkeep)
+
[[Pikemen:]] - Upkeep: 2/1/0

Latest revision as of 12:24, 2 July 2016

- Main Page; ScarletGreyhawk

- Back; Merrill's Holdings

Merrill's Tower at Blackhold

The Dominion of Blackhold[edit]

Blackhold

Background[edit]

Ancient Ornell

The Realm of Ornell - old Suel principality - Hil-Doral (ancient name for Blackhold)

Origins: (Outcasts +2 Social) Weary of the rampant corruption in the city states of the Wild Coast, settlers made a home near the ruins of the old Suel city of Hil-Doral. They came here to start a new city, one where they would be in the ascendant, and this sense of shared burden before an unfriendly world has given them strong social bonds.

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.

Key Leaders[edit]

Otho Greenhand: Mayor

Fara Greenhand: Sheriff

Alma: Local Ranger

Statistics[edit]

Blackhold: 11 (2) Military / 12 (2) Wealth / 16 (0) Social

Town: +2 wealth, +2 social (base)

Origins: Outcasts +2 Social

Activities: Martial Tradition +2 Military

Base: (2/2/4)

Assets and Locations (9/10/12)


Assets[edit]

Buildings

Able to be built:

Customs

Locations Controlled[edit]

  • (0/2/0) Tallow Mine: Good Mine +2 wealth
  • (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
  • (0/0/4) Temple of Serenity (Noldarhim): Broken Temple: +2 social, great art +2

Military Assets[edit]

Military Upkeep Costs: (2/2/0)

  • (1 unit) Archers: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)
  • (2 units) Militia: (No upkeep - defense only)
  • (2 units) The Anarie: (Elven Warriors - No upkeep) Seasoned (+1 to hit, +1 HD)

Recruitable Units[edit]

UNIT TYPE: - UNIT UPKEEP (Military/Wealth/Social)

Archers: - Upkeep: 1/1/0

Crossbowmen: - Upkeep: 1/1/0

Dwarf Crossbows: - Upkeep: 2/1/1

Dwarf Warriors: - Upkeep: 2/1/1

Elf Bowmen: - Upkeep: 1/1/2

Elf Warriors: - Upkeep: 2/2/2

Heavy Infantry: - Upkeep: 2/2/0

Levies: - Upkeep: 1/0/0

Light Cavalry: - Upkeep: 2/2/0

Light Infantry: - Upkeep: 1/1/0

Militia: - Upkeep: 1/0/0

Pikemen: - Upkeep: 2/1/0