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Welcome to the longterm goals discussion thread! Here you can see maps of Cindergrove and the world beyond (as it's been discovered.) Options for what can be built and, roughly, what it will require to build it, are also listed, so you can see what is needed to get Cindergrove up and running again. (And so you can plan your cool skull-themed fortress, if that so suits your fancy. ;) )

Feel free to chat about group projects and anything you'd like to plot out here.
Cindergrove Town Map
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1 hex : ~200 ft.


Places of Note
11,12: The Cindergrove Taphouse and lodgings.
10,11: The Cindergrove Taphouse dining hall. It can also be cleared out for a kickin' dance square, though please no wizard dueling within the walls.
10,13: The Cindergrove Taphouse caravansary. Basically a barn with space for merchants to safely stow wagons and animals, and display their wares.
The World Beyond
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o3fwNuk.jpg
1 hex : ~5 miles


Places of Note
14,13: Cindergrove
11,12 to 11,14: Eastern front of the haunted bluffs.
13,15 to 15,10: The Kerromer river, flows south to north.
11,12 to 17,13: Cindergrove road, travels east<->west.
15,10 to 17,11: Western edge of the ebonwoods.
(This is a WIP post; I'm cobbling together some city/stronghold building information from several sources, and it's not likely to come into play ASAP. Thanks for your patience!)

Building Options
Town Map
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ZTLtLYs.png
  • Each hex is about 200 ft. from one flat side to the other.
  • Plots of land are sold by the hex.
  • One can fit 2-3 small buildings in 1 hex, or 1 medium building in a hex. Larger buildings require multiple hexes to build atop.


Plots of Land
Cindergrove is loosely zoned, believe it or not! The west bank of the village is zoned for farming and livestock. Hexes directly bordering the river are zoned for industrial commerce: storage, fishing, trading, and trades that require run-off. The east bank, though hardest hit by dragonfire, is zoned for residential, academia, and light commerce. Though Azerius is not an educated man, he roughly understands that Cindergrove used to be a trade hub for adventurers and magic-users, and wants to restore it to its previous utility.
Land Quality
Western Plots
Empty Lot (high grasses, trees and blackened hexes)
Ashen Soil (grey hexes)
Uncultivated Soil (brown and pale green hexes w/out high grass)
Riverside Plots
Empty Lot (high grasses, trees, and beachfront)
Ashen Soil (grey and blackened hexes)
Uncultivated Soil (pale green hexes w/out high grass)
Eastern Plots
Empty Lot (high grasses, trees and blackened hexes)
Ashen Soil (grey hexes)
Uncultivated Soil (brown and pale green hexes w/out high grass)
Cost

2,598 to 5,196gp
5,196gp to 15,588gp
25,980gp to 77,940gp

5,196gp to 15,588gp
25,980gp to 77,940gp
11,171pp to 32,734pp

2,598 to 5,196gp
5,196gp to 15,588gp
25,980gp to 77,940gp

Preparing the Land
After purchasing an empty hex, it needs extra work before structures can be built atop it. This work can take many forms, from digging irrigation and tilling the soil, to taking out trunks and roots, or restoring foundations of burned away buildings.
Preparing an empty hex takes 1 week per square foot of the structure you want to build (you don't need to cultivate the entire ~2,598 sq. ft. of the hex to use it unless you are placing a large building atop it!) and costs 1gp per week.
You can reduce the amount of time it takes to prepare your hex by hiring workers, as described below.
Worker
Day Worker
Labourer
Skilled Worker
Cost / Week
5sp
1gp, 5sp
3gp
Max Time Decrease / Week
1 day
3 days
6 days

Example: Azerius wants to build a farmstead next to the Cindergrove Taphouse in hex 10,10. He must spend time cultivating the entire hex to create farmland, and build a farm-house atop it that is about 20x30ft. for its farmers. Azerius can afford about 9 Labourers and 1 Skilled Worker per week to help him prepare the land. That means that the original time of 2,598 weeks (yikes!!) and 2,598gp to prepare the hex is reduced to 148 weeks (still yikes, but maybe doable if he can afford more workers over the months) and about 333gp--cheaper to hire faster workers than doing it himself.

Character Levels and Preparing Land & Structures
If you choose to help work on preparing the land or build a structure, you may reduce the entire time taken to prepare the land, or the entire cost to build the structure, by a percentage equal to half of your character's level, rounded down. (Eg: A level 6 character can take 3% off the total amount of weeks it would take to prepare the land, or 3% off the total cost to build a structure.)

Steward Structures
These structures are owned by the Steward, and are aimed to help improve the worth of the village economically and for the quality of life of its residents. The steward also keeps a fund for those who purchased land but then moved on. (In essence, if you purchase a plot of land and then fail to meet an activity check, after 6 months, that hex is returned to the steward and the original price you paid for the land or the structure will be returned to you.)


This is a WIP!
(Oh boy, get ready for me to have to change these up as the game evolves! I'm scouring official and homebrew D&D content to figure out about how much buildings should cost in gold and items and such, and will be mashing them together. In addition, if new structures are suggested, they'll wind up here, pending approval.)
Suggestions and requests
-Banking and loans for further development of Cindergrove?
-Further expansion to understand what the larger kingdoms abroad are like.
-Factions that players can utilize for loans and swindling
-Separating out buying property vs. managing a business vs. questing & selling excess loot (how do characters grow vs. the town, what kind of business do they attract, etc. etc.?)
-Managing time flow (1:1 vs skipping ahead? Maybe a zoom-ahead each month? Polls to determine timeflow or a more regular advancements?)
(Reserved for future use)