The Twin Kingdoms of Zagzys and Bergovia/GlimGr

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(( This is a character from the Twin Kingdoms game by TGH ))

Name: Glim Gr
Human female, level 9 Mystic ((-220,000 xp))
Portrait: http://i74.photobucket.com/albums/i246/Charcoal_5555/Charcoal.jpg
http://knapsack.fantasti.cc/big/k/a/m/kamalinga/kamalinga_d51850.jpg
Alignment: chaotic good.
Str: 7 Dex: 14 Con: 12 Int: 10 Wis: 8 Cha: 15
HP: 27
Profession kit: Armorer (dice 2), guess he should be able to wear armor then.
AC: 15 ((10 base + 5 from a custom-made armor))
Attack Bonus: 0
Weapon Proficiencies: Spear, Staff
Saves: Paralyze/Poison/Death Mag: 10 Petrify/Polymorph: 13 Rods/Staves/Wands: 14 Breath Weapons: 16 Spells: 15
((used "dragonsfoot 1echargen" to help with AC, Hit and Saves))
Spells: Cleric's 1-5th.
Spell Slots: 4/4/3/2/1
Followers: 5 light footmen, 5 crossbowmen, 2 light horsemen, 2 sergeants, 1 lieutenant, 2 clerics
((3-16 from Messianic vision and 7 from charisma))
Wears: Ring of Djinni Summoning ((-20,000 gp)), scroll of Atonement

Story.

A particularly vicious dwarven king was raiding human settlements in his kingdom's vicinity and even taking humans as slaves. That is how Glim ended rising among the dwarves. She was taken by a small family whose business was crafting armors, and while doing her chores, she also had to help in the armory and became acquainted with the trade: a dwarf wouldn't take her craft skills seriously, but by human standards she is okay, being able to carve and set together a piece of armor from skins, bone or metal plates.

At the age of 12 she become entangled in an affair with a young dwarf, was ostracized by his family and on a short notice - by him; Glim decided to escape. She managed to convince a certain merchant to hide her in his cart, paying him with some stolen goods but in the end paying with her honour. She ended on his good side, however, and was left living with a respectable family in a small town on the western border of Bergovia, far enough from the dwarves. Earning her food with house chores, she put most of her dwarf-acquired savings into establishing a craft workshop, working with gems and bones and wood to satisfy the most gentle and rich parts of the townsfolk. She took other lads into tutalage and even established an export of her arts. At eighteen she was a successfull entrepreneur.

Things changed when once, on a day's travel to the nearby caves for some crude gems, she was caught by a band of brigands, who was on their way to plunder the town. They caught her and brought her to their camp, gloating over their plans on the way. At that moment she realized, that these people wanted death, that they won't stop at simple abuse. For the first time she was in utmost terror for her life. She prayed for whatever Force ruled the Universe, to set her free. And, not knowing when or what happened, but suddenly she wasn't entirely there, she was an air, a wind, and she fled to the town, covering the half a day's walk in just a few minutes.

Not many believed her about the coming plight, even though she carefully avoided mentioning the most unbelievable part about how she was able to escape and outrun the assailants, only venturing as far as to say that there was a miraculous divine intervention. Yet she prayed that people would believe her and did her best to convince them to hold weapons nearby, overseeing that everyone would have at least a rake or a stick close at hand, and told everyone to run for the smithy in case the bandits would came, and among those who believed her she established messangers and groups of scouts, so that in case of trouble the team would gather in a very short notice and a few guards or persons rich enough to own personal weapons would be swiftly notified.

The men who caught her in the woods were scared by her escape, and they moved swiftly towards the town, thinking her to be a fairy and speeding to escape her domain. They entered the town at the early morning, not expecting any resistance, scattering to ravish and kill as they pleased. They bothered not to run after the fleeting ones, however, and, with shouts and wailing cries those escapes ignited the methodical gathering of the town. Glim was soon in the midst of it, people capturing the bandits one by one, and with her blessings they managed to overcome those spiteful and ragged warriors.

Her healing abilities also become apparent after that day, and she gained almost the total trust and awe of the populace. She was offered to become a major of the town shortly afterwards, but refused, already busy with new duties and questions which arose every day out of her stature of a spiritual leader. She hadn't refused the new income, however, and had not shun from the new power she now had, as people felt that she was protecting them in this rough land, and everything she said, either to the major or at the council or to one of the business owners here, was now accepted as if it came from the divine mouth itself. She didn't mind the challenge, striving to pray and learn her Deity better and build a strong community which could survive the harsh experiences of this world. Years passed by, providing her with more rocky lessons, but turning her into a renowned cleric, surrounded by a flock of faithful people, willing to accept and ease the ailments of their neighbour.

She invested much of her attention into the military matters, remembering well the lessons life taught her. Most of the townsfolk now had decent personal weapons and armor ready at they homes (her craft and organizing skills came very useful here), was training under her watchful eye and was now ready to defend the town on a short notice. The town now attracted people from all around, new houses were built, and her crafting enterprise spawned into several worshops, providing a good flow of income.

She build a church to the Creator of the Universe, and invited people to pray to Him, and being a de-facto head of this establishment, with most of the townsfolk more or less accepting the positive side of hew views, her position of the unofficial ruler of the area became even more formal, but she wasn't an educated cleric and her views were often unorthodox and contrary to the most fundamental teachings of other orders. She held no legacy but her own knowledge of her Deity, and as such she considered herself to be a Mystic, despite her strong sway on the town. That led her to avoid any headstrong religious debate, often finding acceptable allegories in otherwise literal teachings.

Population.

2000 citizens,
population growth increased to 2% per month due to good conditions and immigration,
getting 4sp from each person per month ((+8000 sp/m)).

There is a town garrison counting 100 men ((-2000 sp/m)),
and on-demand town militia constitutes one fourth of the populace.
Two masons ((-120 sp/m)),
four tailors ((-120 sp/m)),
two blacksmiths ((-1200 sp/m))

Constructions.

Barbican ((-4000 gp))
Two Bartizan Towers, 40 feet height ((-1200 gp))
Pallisade, 2400 foot ((-2400 gp))
Secret Doors, 2 ((-100 gp))
Church ((-200 gp)) (Hallow, with bless)

Balance.

XP 500,000 - 220,000 (Mystic level 9) = 280,000

Started with gold +50,000 50,000
Started with constructions -7900 42100
month 1 tax +8000 50100
month 1 hirelings -2000 -120 -1200 46780
Ring of Djinni Summoning -20000 26780
follower expenditures (one time) -10000 16780

Goals.

Scout the area.
Find local allies (scout forests for native populace).
Acquire a wizard follower.
Attract alchemist into town.
Establish official contact and find friends in the capital.
Expand the crafting monopoly
(build a shop in the capital; steal secrets of dwarven metallurgy (will allow palladins)).

Long-term.

Kick some dwarven butt (stop practice of abductions).

Hiring policy.

Contract.
A character who is willing to do quests from time to time, but otherwise free of any affilations.
Health ensurance: Will be resurrected / healed free of charge (rescue mission is organized if necessary; Glim will check every week if the character needs any help, using Clairvoyance scrolls or scrying if there's no other means).
Living accommodations: food and standard equipment bought during the mission are on the town (up to 1000 gp per mission).

Employee.
A character actively pursuing the Glim's interests.
All of the above (accomodations up to 500 gp per month, health ensurance) plus a ring of her choice OR a 7% share in monthly town budget (ideas of increasing the budget are welcome) and a place in the town counsil.

Glim is here to parley, visit her town or write her a letter.
Our address: Church of st. Patric, Corra town, kingdom of Bergovia.