On Tue, 17 Apr 2012 12:01:13 -0400, David Lamb <
dal...@cs.queensu.ca>
wrote:
>On 13/04/2012 12:30 AM, Harold Groot wrote:
>> You will be
>> given a huge land grant in The Old Continent (abandoned with good
>> reason a long time ago, you and your Adventuring comrades have made it
>> possible for the entire Old Continent to be resettled).
>> Figure you and your followers and settlers will total 1000 people,
>> your land grant is the size of Pennsylvania and that there's a handful
>> of other new colonies spaced out every 500 miles or so along the coast
>> of The Old Continent.
>
>Some questions about the setup:
>
>Pennsylvania is pretty big -- 280 x 160 miles according to Wikipedia,
>and about 46,000 square miles. If this is classic pseudo-middle ages,
>villages are typically only about 6 miles apart. That suggests
>1) people are clustered near your capital and most of the territory is
>unused OR
>2) villages are really spread out (perhaps a mining village off in the
>mountains, a few other specialized towns near major resources)
You get to determine how many settlements, how far apart and so on.
Put your 1000 people where you want them. Assume there is enough
variety that there are enough harbors, rivers (navigable at least a
ways upstream), plains, hills, mountains and so on to give you
choices. Some will be better than others, so scouting out a good
location can help a lot. Or maybe at that point you spend the XP on a
COMMUNE spell to decide where the best location is.
>#2 means travel time is a huge deal, and you or your cohort might need
>to do a lot of teleporting. Maybe you need to research a non-trap
>version of Teleport Circle -- something like the psionic abilities for
>teleport anchors and teleport-to-anchor. This was one feature of
>Feist's novels -- major landowners had such teleport anchors for the
>Great Ones to be able to visit them more easily.
I'm not sure what you mean by "research a non-trap version of Teleport
Circle". The 9th level spell TELEPORTATION CIRCLE is NOT limited to
use in traps. It is quite reasonable to use it for goverment use, or
to open it up to commercial use, or anything else, just as you please.
Of course, it is expensive to use on a one-shot basis (1000 gp). A
possibility is to add a PERMANENCY, but that requires a 17th level
caster (which you should have) and 4500 XP (which you do not). I
believe I specified that the PC had traveled only 4k above 21st level,
so the PC couldn't do it by himself (you can't do an effect that drops
you a level). But I believe there are rules where two people can
cooperate in making a magic item and can share the cost in XP - so if
the cohort can give some of the needed XP a single PERMANENT
TELEPORTATION CIRCLE might be established. (Or maybe the Cohort is
the one casting the PERMANENCY spell and it's the PC who is providing
extra XP.) In those cases, though, there's usually a sharing of
duties as well. One person has the needed feat, one person has the
needed spell, something like that. It's not obvious how one could
split a single spell. But if one person cast PERMANENCY and another
cast MIRACLE (which has the power to duplicate PERMANENCY) to ask that
the XP cost be shared, I'd probably allow it....
If instead you're looking for something (not in the books) that would
do away with the possible error involved with a simple TELEPORT spell,
well, magical research costs money and takes time.
Naturally, there are several things you can change into with
SHAPECHANGE that have Teleport-Without-Error abilities at will. But
these are usually limited to "Self + 50 pounds of items". Still, a
few tons each day could be a big help to a new colony. And if you
want to recruit additional colonists, well, this new colony isn't
"instant death" if you land in the wrong place. Usually if you missed
on the first casting you would have plenty of time to get it right on
the 2nd TELEPORT try (or you could use GREATER TELEPORT to avoid that
whole problem when bringing in people). There is also PLANE SHIFT
(out) and GREATER PLANE SHIFT (coming back in) for a slightly "round
the bush" way of travel between continents (or colonies).
>There wouldn't be a heck of a lot of court intrigue or politics locally.
>Do you expect to have to deal with the higher nobility in other similar
>colonies (those "500 miles apart" places)?
"HAVE to deal with" them? Well, for the most part that would be up to
you. I can certainly see significant ADVANTAGES in sending out
ambassadors, signing treaties, setting up rules for trade and so on.
But if you'd prefer to be a total isolationist colony, you could make
it illegal for your own people to leave, illegal for outsiders to come
in and so on. I'd think that would lower your popular support,
though. It's generally a LOT easier to trade whatever you have in
surplus for something that someone ELSE has in surplus than it is to
make everything yourself. I won't specify what each colony might
have, just that there would be several items suitable for trade in
each colony (though it could take some time to locate them and/or
develop them so that they were available in sufficient quantity to
trade).
But the political stuff isn't something that you'd have to do
yourself. A 6th level Bard follower might be an excellent
Ambassador-at-large. 9 ranks in Diplomacy and a +3 Charisma bonus
would be within reason for a Bard follower. Probably no feats that
boost it further, though - that would require a lot of luck. (You
don't get to optimize your followers.) Putting some of your own money
into a CHA enhancement item for him/her would be reasonable, too.
He/she would probably be using it MUCH more often than you would be.