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questionmark693
2014-04-13, 04:48 PM
So my players want to build a nation, following a successful completion of the Red Hand of Doom. Any tips or ideas? Warnings, perhaps?

atemu1234
2014-04-13, 04:55 PM
Well, for one, get an idea on what your world's like. Make a world map and locate where his nation is. Put other nations around it, and be certain to map out where certain natural resources are. Does he have people in his nation? Land? Wealth? Make sure that that's all taken care of first. Then, politics. Make him decide how his nation is run, if it's a monarchy, oligarchy, democracy, etc. Once this is done, build recurring political figures either from inside his nation or outside it. Make him have real issues. Diplomatic problems. Make it clear he can't keep his government going out of brute force. Have him have to trade with other peoples. If he has a problem with a bordering nation, make diplomatic solutions available, but don't hesitate to allow it to go to full-blown war.

Hope this helps.

Coidzor
2014-04-14, 12:19 AM
What sources are you willing to draw from? Are you interested in mechanics for dealing with this or just story hooks or advice to give to him as to how to proceed?

Is he trying to take over Brindol and unite the Vale for himself or is he trying to take over a portion of wilderness now that the local hobgoblin/lich/lizardfolk populations have been depleted?

Might get some ideas from the various suggestions and posts over in the RHOD Handbook for DMs. (http://www.giantitp.com/forums/showthread.php?171284-The-3-5-Red-Hand-Of-Doom-Handbook-for-DMs-Major-spoilers!-WIP-PEACH!)