Thursday, August 25, 2022

Downtime & Strongholds: Demihumans

Clans and kin play a much larger role in demihuman societies and are the basis for these rules. Portions of the text were taken from B/X Essentials by Gavin Norman which in turn includes elements from Labyrinth Lord by Dan Proctor

(Larry Elmore, from the Mentzer D&D Basic Rules Set: Players Manual, TSR, 1983.)

Martial Training: Weapon mastery (RC 75), leadership and tactical training to improve hireling morale and effectiveness, and other opportunities presented by the ref.

Magical Research:  Making magical items, making magical constructs, making huge magical items, spell research (RC 250-255)

Family Discount: Demihumans may secure help paying for stronghold construction:

  • Dwarves can take a loan from their clan to help build their stronghold, at a rate of 1% of the cost for every 2% of their clan that wishes to live in the new stronghold—and with a maximum of 50% of the stronghold's cost. 
  • Elves who complete a trail for their king or queen (see below) can take a loan of up to 50% from their ruler. Elves who strike out on their own may not take a loan.
  • Halflings are both amiable and shrewd. If the plan for their halfling community is sound (seeming both comfortable and profitable) wealthy members of their clan may offer them loans or wish to purchase stock or land from them. However, these loans will have interest and maximum payments (few halflings become rich by being charitable) and holders of stock and lands will want some say in how the community is run.

Dwarves

Adventuring dwarves bring honor to their clan and when it comes time to build a stronghold, the clan is usually eager to help. Until that time, dwarves will spend their downtime in Martial Training and pursuing a respectable pastime or profession.

Pastimes include cultural works such as composing ballads and poems, statue carving, gem-setting, and brewing. Dwarves pursuing a profession may keep messenger bats, practice metalworking, mining, construction, or anything else the referee and player agree upon.

These endeavors bring notoriety to a dwarf—and by extension his clan. The referee must keep careful records of all such activities, especially how much gold is spent and how successful the endeavors are.

Stronghold; Dwarven Fortress

When a dwarf reaches 9th level, he or she has the option of creating an underground stronghold that will attract dwarves from far and wide. Dwarves usually live in clans, so dwarves of the character’s clan will be attracted to live under his or her roof. Dwarves from other clans will also come and live nearby.

The notoriety of the character determines how many of his kin come to aid in the construction of a fortress. If the character is well-known or well-liked, there should be at least enough dwarves to mine any passages so that construction can then take place. A more renowned character will attract a larger portion (perhaps all) of his or her clan as settlers.

The character’s clan will number 3d6 x 10. The character will attract 5% of his clan for every 500 gp spent during downtime before 9th level. Gold spent beyond this may possibly attract dwarves of other clans. If the stronghold is better than the current Clanhome, the rest will likely come after construction is complete. Note that this does not automatically make the character the clan leader.

Dwarves are hardworking, and every clan member will aid in construction. All adult dwarves are considered 1st level NPCs and will help clear monsters and repel invaders with bravery so fierce “it’ll put hair on the chin of an elf.”

Technically only the largest or most dominant dwarven settlements are called holds or strongholds. New settlements will be called forts or fortresses. If the character is ambitious—and constructing in an uninhabited area—they may refer to their work as a fledging Dwarven Hold.

A dwarf ruler is able to hire dwarven soldiers or mercenaries, but may only hire members of other races for other tasks, such as human alchemists or elves for spell casting.

Elves

Elven characters may partake in Martial Training, Magical Research, practicing elven craftworking, and engadge in sport and leisure—though they seldom have enough downtime for all their interests. Elven lifetimes are very long, and by comparison, other races seem to rush between adventures and onto the next.

The variety of elven interests (and the legendary nature of elven works) causes them to attract interesting and useful people. The character’s exploits should be tracked by the referee. Every time the character attains a level past 2nd, they have a chance of catching the attention of an NPC who is either an expert or exceptional in some way. This chance is equal to 10% plus an additional 10% for every 500 gp spend on downtime during that level.

These NPCs may be willing to settle in the character's stronghold as talented specialists in their field—and at a steep discount if the character maintains a good relationship with them.

Stronghold; Elven Stronghold

An elf can establish a stronghold in a natural setting, such as a forest or glen, upon reaching 9th level. Rather than impose upon nature, this keep must blend seamlessly with it. Even if the stronghold is not constructed of stone, the cost is the same due to the quality and artistry of elven craft.

Because of the elven connection to nature, all ordinary animals within 5 miles of the stronghold will be kind and helpful to the elves. This helpfulness includes the ability to warn of dangers and pass information or even messages to others nearby. However, in exchange, an elven noble must always defend the animals within his or her territory.

Elves may adventure for personal glory or that of their people. Individualists will likely travel to new lands and attempt to establish themselves as a regional power—attracting displaced elves, families of low status, or independent bands. This independence grants the character the ability to do as they wish but grants little assistance.

However, elven characters who return to their homeland or people will have advantages and restrictions. According to elven custom, the ruler of the land will demand some trial or quest for the good of the people. Upon completion, they will be given a noble title amongst elves. The ruler will then help them find a suitable plot of land, often near the borders of their territory.

The character is expected to lead, oversee, and pay for construction themselves—but will be given a detachment of 2d6 x 10 elven soldiers by the ruler. These soldiers will all be 2-5th level elves, be experienced, well equipped, and of high morale. The character will immediately be given command of these elves, and while they expect a decent quality of life, they are sworn knights that do not ask for payment. They will serve until retirement or death—the character is responsible for training new elven knights.

Furthermore, the character must abide by all the laws and customs of his people. During times of turmoil, they can expect help from the ruler of their people.

Elven nobles can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

Halflings

Halflings may undergo Martial Training but also enjoy relaxing during downtime. They may retire (or take a break) and construct a stronghold at any time. However, since most halflings prefer a life of luxury, their new community must be suitable if they wish to attract their clan.

Stronghold; Burrows

Halfling strongholds will be in serene beautiful valleys or rolling green hills and halflings will come from great distances to settle there. The character will have great difficulty convincing his kin to settle in dangerous areas. The halfling character becomes the leader of the people (called the sheriff or burgomaster) and must rule them wisely and well. 

The character’s clan will number 3d6 x 10. The character will attract 5% of his clan for every 500 gp worth of amenities his community possesses. The referee decides what counts as amenities, but some examples are: a well-stocked library, bathhouse, restaurant, festival hall, public park, or sanitation workers. The necessities of life in the community should not be counted.

Note that the character does not immediately become the leader of his or her clan, such a position is usually reserved for elders—nor should the character expect his people to supplicate themselves or act as the character's subjects. Halflings expect to be heard by their leader during town halls, where they will have a vote on some matters. 

This is not to say that sheriffs have no authority. They will be charged with settling legal disputes, they manage the budget; during conflicts, they may draw a levy and will be given emergency powers, they may call for a fair tax with little complaint, and if they own the land they are respected as landlords. Finally, while the community must ratify the decision, the sheriff (or especially burgomaster) may appoint his replacement. 

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