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Topic Subject: Neverwinter (The Faerûn Colonists)
posted 12-15-07 08:17 PM EDT (US)   
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Neverwinter/the Silver Marches:

Home nation:
Government: City-state/Confederation (Lord Nasher/Alustriel)
Homeland tax: 20%
Base corruption: 5%
Prestige points: pp costs 12,000 gp and can be sold for 6000 gp
Values: Neverwinter places high value in high trade, defeat of evil and good treatment of local populations.
Diplomacy: Difficult to influence
Bribe: Difficult to bribe
Military: Neverwinter has few units to choose from and has no elite units, but it will have many more special units offering to join than any other nation.
Relations: Evermeet - neutral, Waterdeep - Friendly, The pirate Alliance - war, Calimshan - Neutral, Zhentarim - War
Special: Neverwinter knows how to get different races to live peacefully together and many differed races in the same province therefore caused less unhappiness than it does for other nations.
Heroes only cost 9 pp

Available homeland units:

Basic Units:

Neverwinter light infantry
Human level 1 warriors (20) (max level 4)
Hp: 36
AC 13, touch 10, flatfooted 13
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (340 gp): leather armor, light wooden shield, shortspear, 3 javelins
Feats: Weapon Focus (shortspear), Run
Attacks: 4x shortspear +3 (1d6+1) or 4x javelin +1 (1d6+1) 30 ft
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 150 ft
Price: 2500 gp, (replacements 100 gp)
Upkeep: 200 gp

Possible upgrades:
Masterwork shortspear (+1 attack): 6000 gp
Masterwork studded leather (+1 AC): 3300 gp

Neverwinter Light archers
Human level 1 warriors (20) (max level 4)
Hp: 36
AC 12, touch 11, flatfooted 11
Abilities: str 11, dex 12, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +1, will +0
Equipment (720 gp): padded armor, shortbow, dagger
Feats: Weapon Focus (shortbow), Run
Attacks: 4x shortbow +3 (1d6) 60 ft or 4x dagger +1 (1d4)
Skills: Detection (cc) +1, Stealth (cc) +2, climb +2, swim +2
Base speed: 30 ft
Charge: 60 ft
Run: 150 ft
Price: 3000 gp, (replacements 125 gp)
Upkeep: 250 gp

Possible upgrades:
Masterwork shortbow (+1 attack): 6000 gp
Masterwork studded leather (+2 AC): 3400 gp

Dwarf warriors
Dwarf level 1 warriors (20) (max level 4)
Hp: 40
AC 16, touch 10, flatfooted 16 (+4 v giants)
Abilities: str 12, dex 11, con 14, int 10, wis 11, cha 8
Saves: fort +4, ref +0, will +0 (+2 v spells and poison)
Equipment (2200 gp): Scale mail, heavy steel shield, battleaxe, light crossbow
Feats: Weapon Focus (battleaxe)
Attacks: 4x battleaxe +3 (1d8+1) or 4x light crossbow +1 (1d8) 80 ft (+1 attack v goblins and orcs)
Skills: Detection (cc) +2, Stealth (cc) -6, climb +0, swim -11
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 4500 gp, (replacements 175 gp)
Upkeep: 350 gp

Possible upgrades:
Masterwork battleaxe (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp

Advanced units:

Neverwinter Light cavalry
Human level 1 fighters (10) + (light warhorses (10)) (max level 4)
Hp: 88
AC 16, touch 11, flatfooted 15
Abilities: str 14, dex 12, con 13, int 10, wis 11, cha 8
Saves: fort +4, ref +2, will +1
Equipment (780 gp): studded leather armor, heavy wooden shield, shortspear, 5 javelins, (leather barding)
Feats: Weapon Focus (shortspear), Mobility, Disciplined
Attacks: 2x shortspear +4 (1d6+2) and 2x hoof +4 (1d4+3) or 2x javelin +2 (1d6+2) 30 ft
Full attacks: 2x shortspear +4 (1d6+2) and 4x hoof +4 (1d4+3) and 2x bite -1 (1d3+1)
Skills: Detection (cc) +4, Stealth (cc) -3, ride +5, swim +3
Special Qualities: Low-light vision, scent
Base speed: 60 ft
Charge: 120 ft
Run: 300 ft
Price: 6000 gp, (replacements 550 gp)
Upkeep: 500 gp

Possible upgrades:
Masterwork shortspear (+1 attack): 3000 gp
MW Chain shirt + MW studded Leather barding (+1 AC): 4350 gp

Crossbow cavalry
Human level 1 fighters (10) + (light horses (10)) (max level 4)
Hp: 82
AC 13, touch 11, flatfooted 15
Abilities: str 12, dex 14, con 13, int 10, wis 11, cha 8
Saves: fort +4, ref +2, will +1
Equipment (1600 gp): studded leather armor, heavy crossbow, short sword
Feats: Weapon Focus (heavy crossbow), Mobility, Rapid Reload (heavy crossbow)
Attacks: 2x short sword +2 (1d6+1) or 2x heavy crossbow +4 (1d10) 120 ft
Skills: Detection (cc) +4, Stealth (cc) -3, ride +6, swim +3
Special Qualities: Low-light vision, scent
Base speed: 60 ft
Charge: 120 ft
Run: 300 ft
Price: 3500 gp, (replacements 300 gp)
Upkeep: 300 gp

Possible upgrades:
Masterwork heavy crossbow (+1 attack): 3000 gp
Masterwork short sword (+1 attack): 3000 gp

Elven longbow
Elf level 2 fighters (20) (max level 4)
Hp: 72
AC 15, touch 13, flatfooted 12
Abilities: str 14, dex 16, con 9, int 10, wis 11, cha 8
Saves: fort +2, ref +3, will +0 (+2 v E)
Equipment (6240 gp): Leather armor, composite (+2 str) longbow, dagger
Feats: Weapon Focus (longbow), Point Blank Shot, Rapid Shot
Attacks: 4x composite (+2 str) longbow +6 (1d8+2) 110 ft or 4x dagger +4 (1d4+2)
Full attacks: 4x composite (+2 str) longbow +4/+4 (1d8+2) 110 ft
Skills: Detection (cc) +3, Stealth (cc) +5, climb +4, swim +4
Special Qualities: Low light vision, sleep immunity
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 11500 gp, (replacements 400 gp)
Upkeep: 600 gp

Possible upgrades:
Masterwork composite (+2 str) longbow (+1 attack): 6000 gp
Masterwork Studded leather armor (+1 AC): 3300 gp
Masterwork buckler (+1 AC): 3300 gp

Dwarf infantry
Dwarf level 1 fighters (20) (max level 4)
Hp: 52
AC 18, touch 10, flatfooted 18 (+4 v giants)
Abilities: str 15, dex 10, con 16, int 10, wis 11, cha 6
Saves: fort +5, ref +0, will +0 (+2 v spells and poison)
Equipment (6700 gp): Banded mail, heavy steel shield, dwarven waraxe, light crossbow
Feats: Weapon Focus (dwarven waraxe), disciplined
Attacks: 4x dwarven waraxe +4 (1d10+2) or 4x light crossbow +1 (1d8) 80 ft (+1 attack v goblins and orcs)
Skills: Detection (cc) +2, Stealth (cc) -8, climb -1, swim -14
Base speed: 20 ft
Charge: 40 ft
Run: 60 ft
Price: 10500 gp, (replacements 350 gp)
Upkeep: 700 gp

Possible upgrades:
Masterwork dwarven waraxe (+1 attack): 6000 gp
Masterwork light crossbow (+1 attack): 6000 gp
Masterwork halfplate (+1 AC): 10000 gp

Clerics of Tyr
Human level 1 cleric (10) (+ human level 1 fighter (10)) (max level 4)
Hp: 40
AC 16, touch 10, flatfooted 16
Abilities: str 11, dex 10, con 11, int 10, wis 14, cha 12
Saves: fort +2, ref +0, will +2
Equipment (1700 gp): Scale mail, heavy steel shield, longsword
Feats: Weapon focus (longsword) (DP), Disciplined, Improved Turning
Attacks: 2x longsword +1 (1d8) and 2x longsword +4 (1d8+2)
Skills: Detection (cc) +3, Stealth (cc) -6, climb (cc) -4, concentration +6, swim (cc) -12
Special attacks: Turn undead 4/day
Special Qualities: Domains: War and law (+1 caster level on law spells)
Spells:
Level 0: 3 (Cure Minor Wounds, Guidance, Inflict Minor Wounds, Resistance, Virtue)
Level 1: 2+1 (Bless, Bane, Cause Fear, Cure Light Wounds, Divine Favor, Doom, Hide from Undead, Inflict Light Wounds, Summon Monster I, Magic Weapon, Protection from Chaos/Evil, Remove Fear, Shield of Faith, Magic Stone + Protection from Chaos, Magic weapon)
Level 2: (Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Eagle’s Splendor, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Summon Monster II, Resist Energy, Lesser Restoration, Silence, Sound Burst, Spiritual Weapon, Remove Paralysis + Calm Emotions, Spiritual Weapon)

Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 8500 gp, (replacements 800 gp)
Upkeep: 800 gp

Possible upgrades:
Masterwork longsword (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp

Special units

1 unit of
Knights in silver
Human level 2 fighters + (heavy warhorses (10)) (max level 5)
Hp: 132
AC 20, touch 11, flatfooted 20
Abilities: str 16, dex 12, con 13, int 10, wis 11, cha 8
Saves: fort +5, ref +3, will +1
Equipment (21470 gp): full plate, heavy steel shield, longsword, heavy mace, chainmail barding, lance
Feats: Mounted Combat, Ride by Attack, Spirited Charge, Disciplined
Attacks: 2x lance +5 (1d8+3) (triple damage on charge) and 2x hoof +6 (1d6+4) or 2x longsword +5 (1d8+3) (double damage on charge) and 2x hoof +6 (1d6+4) or 2x heavy mace +5 (1d8+3) (double damage on charge) and 2x hoof +6 (1d6+4)
Full attacks: 2x lance +5 (1d8+3) and 4x hoof +6 (1d6+4) and 2x bite +1 (1d4+2) or 2x longsword +5 (1d8+3) and 4x hoof +6 (1d6+4) and 2x bite +1 (1d4+2) or 2x heavy mace +5 (1d8+3) and 4x hoof +6 (1d6+4) and 2x bite +1 (1d4+2)
Skills: Detection (cc) +4, Stealth (cc) -8, ride +6, swim -6
Special Qualities: Low-light vision, scent
Base speed: 40 ft
Charge: 80 ft
Run: 200 ft
Price: 30500 gp and 1 pp, (replacements 2000 gp)
Upkeep: 2000 gp

Possible upgrades:
Masterwork lance (+1 attack): 3000 gp
Masterwork longsword (+1 attack): 3000 gp
Masterwork heavy mace (+1 attack): 3000 gp
1 unit of
Many-Starred Cloak wizards
Human level 2 wizards (+ human level 2 fighters (10)) (max level 5)
Hp: 66
AC 13, touch 11, flatfooted 12
Abilities: str 10, dex 12, con 11, int 15, wis 12, cha 10
Saves: fort +2, ref +1, will +2
Equipment (800 gp): light crossbow, quarterstaff, (longsword, leather armor, heavy steel shield)
Feats: Spell focus (evocation), spell focus (conjugation)
Attacks: 2x light crossbow +2 (1d8) or 2x longsword +5 (1d8+2) and 2x quarterstaff +1 (1d6)
Skills: Detection (cc) +3, Stealth (cc) +1, climb (cc) +3, concentration +6, swim (cc) +2
Special Qualities: Familiar (rat)
Spells:
Level 0: 4 (Acid Splash, Daze, Disrupt Undead, Flare, Ray of Frost, Resistance, Touch of Fatigue)
Level 1: 3 (Burning Hands, Color Spray, Mage Armor, Ray of Enfeeblement, Shield, Shocking Grasp, Sleep, Charm Person)
Level 2: 0
Level 3: 0
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 18500 gp and 1 pp, (replacements 1800 gp)
Upkeep: 1800 gp

Possible upgrades:
Masterwork quarterstaff (+1 attack): 3000 gp
Masterwork longsword (+1 attack): 3000 gp
Masterwork light crossbow (+1 attack): 3000 gp

1 unit of
Elven druids
Elf level 2 druids (10) (+ animal companions (wolfs) (10)) (max level 4)
Hp: 72
AC 14, touch 12, flatfooted 12
Abilities: str 10, dex 13, con 10, int 11, wis 14, cha 10
Saves: fort +4, ref +3, will +3 (+2 v E)
Equipment (1350 gp): Leather scale armor, quarterstaff, longbow
Feats: Spell Focus (conjugation)
Attacks: 2x quarterstaff +1 (1d6) and 2x bite +3 (1d6+1) or 2x Longbow +2 (1d8)
Skills: Detection +9, Stealth (cc) +1, climb +1, concentration +7, swim +1
Special Qualities: Sent, Woodland stride, low light vision, sleep immunity (not wolfs)
Spells:
Level 0: 4 (Cure minor wounds, Flare, Guidance, Resistance, Virtue)
Level 1: 3 (Calm Animals, Charm animal, Cure light wounds, Entangle, Hide from Animals, Longstrider, Magic fang, Magic Stone, Produce flame, Shillelagh, Summon Nature’s Ally I)
Level 2: 0 (Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Resist Energy, Lesser Restoration, Soften Earth and Stone, Spider Climb, Summon Nature’s Ally II, Summon Swarm, Warp Wood )
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 10500 gp, (replacements 1000 gp)
Upkeep: 800 gp


Possible upgrades:
Masterwork longbow (+1 attack): 3000 gp
Masterwork quarterstaff (+1 attack): 3000 gp

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-08-2008 @ 10:00 PM).]

Replies:
posted 12-15-07 08:55 PM EDT (US)     1 / 3  
Colony:

Governor: Kinsing Tserra (11,545 xp)
Gold: 11,687 gp
Prestige points: 3 pp
Favor points: 1 fp
Items: +1 magic light mace
Income: 4576 gp
Upkeep: 1650 gp
Balance: 2926 gp
Relations (to the other colonies): Evermeet - alliance, The pirate Alliance - war, Zhentarim - War
Agents: Scouts (+6 detection, +9 stealth), Spies (+6 detection, +9 stealth, +5 disguise, +5 gather information), Assassins (+9 stealth, +5 disguise), Emissary (+7 diplomacy)
Active agents: Scout and emissary in The Eastern Forest
Passive agents: Scout, emissary and spy in New Hope

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-08-2008 @ 10:00 PM).]

posted 12-15-07 09:02 PM EDT (US)     2 / 3  
Controlled provinces:

New Hope
Controlled by: Neverwinter (capital)
Population: 28,020; Humans 19,380, Dwarves 3390, Goblins 2150, Halflings 1900, Gnomes 540, Elves 330, Half-elves 330
Citizens: 15,140; Humans 11,070, Dwarves 1680, Halflings 1340, Gnomes 390, Elves 330, Half-elves 330
Local deities: Chauntea, Tyr, Oghma, Helm, Mielikki, Sune, deities from the dwarven pantheon, deities from the halfling pantheon, deities from the gnome pantheon, Maglubiyet
Resources: Amber (500 tp), Cacao (500 tp), Iron ore (-), Copper (-), Coal (-)
Central town: 2720; Town (max 4 mines/farms, +20% tp)
Buildings: Harbor (+25% tp), Shrine of Tyr (+8 happiness, -2% corruption), Marketplace (+25% tp)
Harbor access: Yes (+25% tp)
Treaties: Alliance with Evermeet (+10% tp), Trade treaty with Land of the Small (934 tp)
Tax: Medium (3 gp/10 citizens); 4542 gp
Trade: 9063 tp (145 %)
Trade tax: Low (20%); 1813 gp
Gross Income: 6355 gp
Corruption: 8% (508 gp)
Homeland tax: 20% (1271 gp)
Net income: 4576 gp
Freedom: Medium
Happiness: 82 (rebellion threshold 50)
Dungeons: Natural Cave, Town Ruin

Units:

1st Neverwinter light infantry (280 xp)
Human level 1 warriors (16, replacements in week 6) (max level 4)
Hp: 28 (36)
AC 13, touch 10, flatfooted 13
Abilities: str 12, dex 11, con 12, int 10, wis 11, cha 10
Saves: fort +3, ref +0, will +0
Equipment (340 gp): leather armor, light wooden shield, shortspear, 3 javelins
Feats: Weapon Focus (shortspear), Run
Attacks: 4x shortspear +3 (1d6+1) or 4x javelin +1 (1d6+1) 30 ft
Skills: Detection (cc) +1, Stealth (cc) +0, climb +2, swim +1
Base speed: 30 ft
Charge: 60 ft
Run: 150 ft
Price: 2500 gp, (replacements 100 gp)
Upkeep: 200 gp

Possible upgrades:
Masterwork shortspear (+1 attack): 6000 gp
Masterwork studded leather (+1 AC): 3300 gp

1st Dwarf warriors (280 xp)
Dwarf level 1 warriors (17, replacements in week 6) (max level 4)
Hp: 34 (40)
AC 16, touch 10, flatfooted 16 (+4 v giants)
Abilities: str 12, dex 11, con 14, int 10, wis 11, cha 8
Saves: fort +4, ref +0, will +0 (+2 v spells and poison)
Equipment (2200 gp): Scale mail, heavy steel shield, battleaxe, light crossbow
Feats: Weapon Focus (battleaxe)
Attacks: 4x battleaxe +3 (1d8+1) or 4x light crossbow +1 (1d8) 80 ft (+1 attack v goblins and orcs)
Skills: Detection (cc) +2, Stealth (cc) -6, climb +0, swim -11
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 4500 gp, (replacements 175 gp)
Upkeep: 350 gp

Possible upgrades:
Masterwork battleaxe (+1 attack): 6000 gp
Breastplate (+1 AC): 3000 gp

1st Neverwinter Light cavalry (560 xp)
Human level 1 fighters (10) + (light warhorses (10)) (max level 4)
Hp: 88
AC 16, touch 11, flatfooted 15
Abilities: str 14, dex 12, con 13, int 10, wis 11, cha 8
Saves: fort +4, ref +2, will +1
Equipment (780 gp): studded leather armor, heavy wooden shield, shortspear, 5 javelins, (leather barding)
Feats: Weapon Focus (shortspear), Mobility, Disciplined
Attacks: 2x shortspear +4 (1d6+2) and 2x hoof +4 (1d4+3) or 2x javelin +2 (1d6+2) 30 ft
Full attacks: 2x shortspear +4 (1d6+2) and 4x hoof +4 (1d4+3) and 2x bite -1 (1d3+1)
Skills: Detection (cc) +4, Stealth (cc) -3, ride +5, swim +3
Special Qualities: Low-light vision, scent
Base speed: 60 ft
Charge: 120 ft
Run: 300 ft
Price: 6000 gp, (replacements 550 gp)
Upkeep: 500 gp

Possible upgrades:
Masterwork shortspear (+1 attack): 3000 gp
MW Chain shirt + MW studded Leather barding (+1 AC): 4350 gp

1st Mercenary halfling slingers (187 xp)
Halfling level 1 warriors (30) (max level 4)
Hp: 54
AC 15, touch 13, flatfooted 13
Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 11, Cha 10
Saves: fort +3, ref +3, will +1 (+2 against fear)
Equipment (1350 gp): Sling, dagger, leather armor
Feats: Weapon Focus (sling)
Attacks: 6x sling +6 (1d3) 50 ft or 6x dagger +2 (1d3)
Skills: Detection (cc) +2, Stealth (cc) +8, climb +4, swim +2
Base speed: 20 ft
Charge: 40 ft
Run: 80 ft
Price: 1500 gp, (replacements 50 gp)
Upkeep: 600 gp

Possible upgrades:
Masterwork sling (+1 attack): 9000 gp
Masterwork studded leather armor (+1 AC): 4950 gp


Available units:

2 units of:
Mercenary tribal spearmen
Human level 1 warrior (20) (max level 4)
Hp: 44
AC 11, touch 11, flatfooted 10
Abilities: str 13, dex 12, con 11, int 10, wis 10, cha 10
Saves: fort +2, ref +1, will +0
Equipment (100 gp): spear, 3 javelins
Feats: toughness, power attack
Attacks: 4x spear +2 (1d8+1) or 4x javelin +2 (1d6+1)
Skills: Detection (cc) +1, Stealth (cc) +2, climb +3, swim +3
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft
Price: 1000 gp, (replacements 50 gp)
Upkeep: 300 gp

Mercenary tribal berserkers
Human level 1 barbarian (20) (max level 4)
Hp: 56
AC 11, touch 11, flatfooted 10
Abilities: str 15, dex 13, con 14, int 8, wis 10, cha 8
Saves: fort +4, ref +1, will +0
Equipment (100 gp): greataxe
Feats: Power attack, cleave
Attacks: 4x greataxe +3 (1d12+3)
Skills: Detection +2, Stealth (cc) +2, climb +4, swim +4
Special qualities: Rage 1/day (lasts 7 turns)
Base speed: 40 ft
Charge: 80 ft
Run: 160 ft
Price: 2000 gp, (replacements 200 gp)
Upkeep: 800 gp

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-08-2008 @ 10:01 PM).]

posted 12-15-07 09:06 PM EDT (US)     3 / 3  
Scouted provinces:

Dwarfhome
Controlled by: Neutral (Dwarf kingdom)
Population: 32340; Dwarves 28960, Orcs 2660, Goblins 340
Citizens: 28960; Dwarves 28960
Local deities: Deities from the dwarven pantheon, deities from the orc pantheon, Maglubiyet
Resources: Gold (mine), Gems (1000 gp), Marble (500 tp, 25% discount on temples), Iron Ore (mine), Adamantine ore (-),
Central town: 6430; Small City (max 7 mines/farms, +40% tp)
Buildings: Marketplace (+25% tp), Road network (+50% tp), Shrine of Moradin, City walls, Training ground, Gold mine (2000 gp), Iron mine (1000 tp)
Harbor access: No
Dungeons: Natural Caverns, Abandoned Mine.
Army: very strong

Land of the Small
Controlled by: Neutral (halflings and gnomes)
Population: 28,760; Halflings 12,060, Dwarves 8750 Gnomes 6430, Humans 830, Goblins 540, Half-elves 150
Citizens: 18520; Halflings 11,450, Gnomes 6430, Dwarves 560, Humans 80
Local deities: Deities from the halfling pantheon, deities from the dwarven pantheon, deities from the gnome pantheon, Tempus, Mielikki, Maglubiyet
Resources: Amber (500 tp), Cacao (500 tp), Marble (500 tp, 25% discount on temples), Lead (-) Coal (-)
Central town: 1340; Small Town (max 3 mines/farms, +10% tp)
Buildings: Marketplace (+25% tp)
Harbor access: No
Dungeons: City Ruin
Army: medium
Treaties: Peace treaty, trade treaty

The Eastern Forest
Controlled by: Neutral (trolls)
Population: 4000+; Elves, Dwarves, Trolls 1300?
Citizens: ?
Local deities: ?
Resources: Exotic fruit (500 tp), Iron ore (-), Silver (-), River (+25% tp)
Central town: ?; Village (max 2 mines/farms)
Buildings: ?
Harbor access: No
Dungeons: ?
Army: small but strong

The Peninsula
Controlled by: Neutral (Humans)
Population: 25,000+; Humans, Lizardmen, Halflings, Orcs, Half-elves
Citizens: ?
Local deities: ?
Resources: Silk (500 tp), Amber (500 tp), Exotic animals (500 tp)
Central town: 2000+; Town (max 4 mines/farms, +20% tp)
Buildings: Marketplace (+25% tp), Trade guild (+50% tp), ?
Harbor access: No
Dungeons: Temple ruin, ?
Army: medium

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 02-09-2008 @ 03:25 PM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Neverwinter (The Faerûn Colonists)
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