Difference between revisions of "The Dominion of Blackhold"

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(Statistics)
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'''Assets and Locations (9/10/12)'''
 
'''Assets and Locations (9/10/12)'''
  
'''Assets:''' (3/8/6)
+
 
 +
== Assets ==
  
 
*(1/0/0) Militia Muster: +1 military
 
*(1/0/0) Militia Muster: +1 military
Line 55: Line 56:
 
*(0/0/4) Burning Creed (Elf Friend)
 
*(0/0/4) Burning Creed (Elf Friend)
  
'''Locations Controlled: (6/2/6)'''
+
Militia Muster: +1 military
 +
 
 +
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.
 +
 +
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.
 +
 
 +
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.
 +
 
 +
==Locations Controlled ==
  
 
*(0/2/0) Tallow: Good Mine +2 wealth
 
*(0/2/0) Tallow: Good Mine +2 wealth
Line 62: Line 75:
 
*(0/0/4) Temple of Serenity: Broken Temple: +2 social, great art +2
 
*(0/0/4) Temple of Serenity: Broken Temple: +2 social, great art +2
  
'''Military Assets: (2/2/0)'''
+
==Military Assets==
 
   
 
   
 
*(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)  
 +
 
HD1 (+1 to hit); AC7; MV120; AT 1d6 Bow/d4 Dagger; SvF1; ML9*
 
HD1 (+1 to hit); AC7; MV120; AT 1d6 Bow/d4 Dagger; SvF1; ML9*
  
 
*(1 unit) Light Infantry: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)  
 
*(1 unit) Light Infantry: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)  
 +
 
HD1 (+2 to hit); AC7; MV120; AT 1d6 Spear; SvF1; ML8*  
 
HD1 (+2 to hit); AC7; MV120; AT 1d6 Spear; SvF1; ML8*  
 +
 
Spear Tactics: The unit is expert at bracing themselves to receive charges and holding
 
Spear Tactics: The unit is expert at bracing themselves to receive charges and holding
 
an unbroken line against foes. They get an automatic free attack on any unit that
 
an unbroken line against foes. They get an automatic free attack on any unit that
Line 75: Line 91:
  
 
*(2 units) Militia: (No upkeep - defense only)
 
*(2 units) Militia: (No upkeep - defense only)
 +
 
HD1; AC9; MV120; AT 1d6 Spear; SvNM; ML6; Garrison  
 
HD1; AC9; MV120; AT 1d6 Spear; SvNM; ML6; Garrison  
  
 
*(2 units) Elven Warriors - "The Anarie" (No upkeep)
 
*(2 units) Elven Warriors - "The Anarie" (No upkeep)
 
 
 
 
 
Obstacles:
 
Monsters - Tallow’s Deep
 
 
Assets:
 
Militia Muster: +1 military
 
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.
 
 
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.
 
 
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.
 
 
Nearby Locations:
 
Tallow: Lost Mine +2 wealth, rich resources +2 wealth
 
Duskglave: Dwarven Hold +2 wealth, scattered heirs +2 social (dwarf ally?)
 
Temple of Serenity: Broken Temple: +2 social, great art
 
Nol Daer - crumbled fortress +2 military, commanding location +2 military
 

Revision as of 12:41, 25 June 2016

- Main Page; ScarletGreyhawk

- Back; Merrill's Holdings

Merrill's Tower at Blackhold

The Dominion of Blackhold

Blackhold

Background

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, 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.


Key Leaders

Otho Greenhand: Mayor

Fara Greenhand: Sheriff

Alma: Local Ranger

Statistics

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

  • (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

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.

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.

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.

Locations Controlled

  • (0/2/0) Tallow: 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: Broken Temple: +2 social, great art +2

Military Assets

  • (1 unit) Archers: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)

HD1 (+1 to hit); AC7; MV120; AT 1d6 Bow/d4 Dagger; SvF1; ML9*

  • (1 unit) Light Infantry: (Upkeep 1/1/0) Seasoned (+1 to hit, +1 ML)

HD1 (+2 to hit); AC7; MV120; AT 1d6 Spear; SvF1; ML8*

Spear Tactics: The unit is expert at bracing themselves to receive charges and holding an unbroken line against foes. They get an automatic free attack on any unit that charges them, resolved before the charge attack. They also gain an automatic +1 to hit so long as they have at least half of their maximum hit points remaining.

  • (2 units) Militia: (No upkeep - defense only)

HD1; AC9; MV120; AT 1d6 Spear; SvNM; ML6; Garrison

  • (2 units) Elven Warriors - "The Anarie" (No upkeep)