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Morgrad Torch Base

The first Torch base in Rian

This page details the functional and mechanical aspects, such as benefits or costs or obligations of building up and maintaining the Torch Base near Khazad-Mor / Morgrad in Rian.  
Table of Contents

Morgrad Torch Base

  As your characters continue to advance and become more powerful, the threats you will face will continue to grow in power and complexity. Some of these foes may require a fighting force outside of your adventuring party. As you grow in strength and notoriety, others will expect you to be a natural leader of your fellows. That said, you will need a place to muster these forces, and Torchmaster Torval has given you the means to get started.   The Torch Base in Morgrad is currently very basic, fit for only the barest of functions. By investing in the area and building new connections with potential allies, you can expand the facilities further. Doing this will increase what services the base can offer, and what kind of forces you can muster when the time comes to face down the Dragons of High Peak. The facilities the Morgrad Torch Base begins with are:  
  • Barracks - Houses your forces.
  • Training Grounds - Grounds for training new recruits.
  • Smithy - Can create basic equipment for your men.
  • Portal Room - Brings in men and resources from abroad.
  • Briefing Room - Room for collection information and discussing plans.
  • Mess Hall - Room for feeding your men.
  While certain upgrades can help you, much of these upgrades are geared for preparing to lay siege to High Peak. To measure your force's readiness, consider the following factors:  
  • Capacity - Total number of units you can house.
  • Training - Overall experience and discipline of your troops.
  • Equipment - Overall quality of your force's equipment.
  • Fitness - Measures the martial strength of your forces.
  • Magic - Measures the magical strength of your forces.
  • Awareness - Measures your scouting and information-gathering ability.
  • Morale - The inspiration and spirit of your men, complements all other factors.
  These factors are measured from 0 (the poorest) to 5 (the greatest). Your current measures of each are:

 
Factor Score
Capacity 1
Training 1
Equipment 1
Fitness 0
Magic 0
Awareness 1
Morale 1

Last Updated 1/03/23

Improvements at your base and forging new connections will improve these scores. See the list below for a list of available upgrades.  

Basic Upgrades

  Basic upgrades include improving and expanding the facilities you already have at the Morgrad Torch Base. With more upgrades here, you can increase your readiness for the battle to come.

Upgrade Prerequisite Bonus Description
Barracks
Barracks II Barracks +1 Capacity Improves the size and comforts of your barracks.
Barracks III Barracks II +1 Capacity Improves the size and comforts of your barracks.
Barracks IIII Barracks III +1 Capacity Improves the size and comforts of your barracks.
Briefing Hall
Briefing Hall II Briefing Hall +1 Awareness Improves your information gathering and planning facilities.
Briefing Hall III Briefing Hall II +1 Awareness Improves your information gathering and planning facilities.
Briefing Hall IIII Briefing Hall III +1 Awareness Improves your information gathering and planning facilities.
Mess Hall
Mess Hall II Mess Hall +1 Morale Brings in better food, drink, and entertainment for your troops.
Mess Hall III Mess Hall II +1 Morale Brings in better food, drink, and entertainment for your troops.
Mess Hall IIII Mess Hall III +1 Morale Brings in better food, drink, and entertainment for your troops.
Portal Room
Portal Room II Portal Room +1 to any, can be changed at any time. An improved portal room allows the Torches to send better support where it's needed.
Smithy
Smithy II Smithy +1 Equipment Improves the weapons and armor you can provide for your men.
Smithy III Smithy II +1 Equipment Improves the weapons and armor you can provide for your men.
Smithy IIII Smithy III, at least 2 Magic +1 Equipment Improves the weapons and armor you can provide for your men.
Training Ground
Training Ground II Training Ground +1 Training Expanded and more rigorous training provides for better disciplined troops.
Training Ground III Training Ground II +1 Training Expanded and more rigorous training provides for better disciplined troops.
Training Ground IIII Training Ground III, at least 2 Fitness +1 Training Expanded and more rigorous training provides for better disciplined troops.

Enclaves

  Enclaves are a way of allowing people from another nation or organization set up shop at the Morgrad Torch Base. By inviting these groups to your base, they will bring along with them their expertise and knowledge, which translates to a bonus to your base or fighting force, and will allow for the recruitment of their unique units in the battle to come.

Upgrade Prerequisite Bonus Description
Al-Andalusian Chapel +1 Magic or Morale You invite a group of Mendos missionaries to your base to heal or motivate your troops.
Druid Circle +1 Magic or Awareness You invite a local druid circle to your base, who are in touch with the land.
Haradrim Trading Post +1 Awareness or Morale You invite a merchant from Harad to your base, who sells interesting curios and information.
Magnosi Tower +1 Magic or Equipment You invite a chapter of Magnosi mages to your base, who can provide magical or enchanting support.
Rianni Longhouse +1 Fitness or Morale You invite a tribe of Rianni beserkers to your base, who will set up a mead hall.
Romanoran Settlers +1 Fitness or Training You invite a group of settlers from Romanorum to your base, including a number of retired veterans.
S.pecial L.eague of Y.east +1 Fitness or Awareness This very unassuming guild of bakers will move into your base. My, what sharp knives they have!

Regional Allies

  Much like Enclaves, regional allies represent local powers in the area of High Peak. By helping or recruiting these other factions, they will help you in the battle to come. You will also be able to recruit their unique units for the battle to come.

Upgrade Prerequisite Bonus Description
Dwarves of Khazad-Mor Regional Quest +1 Morale, +1 Fitness The Dwarves return your favor in hearty troops and heartier mead.
Morgrad Regional Quest +1 Capacity, +1 Magic The citizens of Morgrad will open their homes and services to your cause.
Rian (Thule) Regional Quest +1 Fitness, +1 Magic The Khan will send his personal bodyguard and shamans to aid your cause.
Scales of the Dragon (Tyre) Regional Quest +1 Fitness, +1 Equipment The Scales will send men and scalesmiths to bolster your troops.

If all the upgrades are built, all enclaves established, and all regional allies recruited, this will give you 5 in every score, plus one score of your choice to increase to 6. The higher your score, the better prepared you will be against High Peak!

Units

  When the time comes to take on High Peak, you will need more than just yourselves to take on a cabal of corrupted dragons and their Fetchling allies. While you can count on the help of some of your allies, such as Drake, Ea, Rotund and Silvarin, you will need help from the people of the region. This help is represented by "Units", which represents a cadre of troops who will help you overtake the enemy. You can recruit up to your Capacity (see above) of Units to join your cause. Some Units may only be recruited if you meet the prerequisites, such as inviting enclaves to the Morgrad Torch Base, or assisting regional powers (see above). Each Unit has unique factors to consider when choosing them:
  • Health - Amount of damage a unit can take before being routed.
  • Accuracy - A Unit's precision, a "to hit".
  • Attack - A Unit's martial ability.
  • Magic - A Unit's magical ability.
  • Defense - A Unit's ability to avoid "Attack" damage.
  • Saves - A Unit's ability to avoid "Magic" damage.
  • Movement - How many squares a Unit can move in a round.
  • Range - From how many squares away a Unit can damage from.
  • Skill - A Unit's special ability, if any.
See the Torch Units page for more information.

Other Benefits

  In addition to the primary function of marshaling the Torch's forces in the area, this base can also provide a number of other advantages, depending on your level of advancement. These bonuses can be both mechanical and role play bonuses. The further developed your facilities are, the more of a bonus you will gain. These are listed below:

Upgrade Benefit
Barracks
I You can rest here for free.
II You can rest here without a chance for ambush.
III You get an individual room for each party member, and can be individually decorated to each character's taste.
IIII You can treat each individual room as an inn suite for purposes of quality and service.
Briefing Hall
I This room has free access to parchment.
II This room has free messaging and courier services.
III This room has access to local maps, giving a +3 to Knowledge (Geography) and Survival checks made in the area (Rian, Tyre, and the Gray Marches).
IIII This room has access to local records, giving you instead a +4 to the above checks, and a +2 to all other skill checks made in the area.
Mess Hall
I You can eat free here, though of generally bland or poor quality.
II The food has more options and variety.
III You can request any reasonable meal at any time.
IIII You hire a bard, who will give you +1 to hit, damage and saves against fear for the duration of your local missions.
Portal Room
I You can access Torch services, and communicate with Torch command.
II You can buy Torch artifacts.
Smithy
I You can commission the creation of mundane goods.
II You can commission the creation of mundane goods at 10% off it's normal price.
III You can commission the creation of magical equipment (up to +8).
IIII You can commission the creation of magical equipment (up to +10) for 5% off its normal price, and mundane goods at 20% off.
Training Grounds
I The grounds have instructors for retraining.
II Retraining takes two less days.
III Retraining costs 10% less.
IIII Your training pays off. You gain +1 dodge bonus to AC or +1 to a save of your choice while doing local missions.

Upgrade Costs

  Like nearly everything in life, upgrading and building new facilities isn't cheap. You will need to hire local experts and men to gather wood and stone, and more to make it comfortable. The costs of upgrades are measured in building credit (BC). Much like regular credit, each building credit is equal 1000g. Torch credit, if you have any, can be used in place of building credit, but not vice-versa. You can also purchase 1 BC with 1000g, but not vice-versa. You are given 30BC to start, and will gain more as you make regional allies (see above). Building an enclave will also require BC to make a serviceable area for these groups to move in. The costs of each upgrade and enclave are listed below:

Upgrade Cost
Barracks
I -
II 5
III 10
IIII 15
Briefing Hall
I -
II 5
III 10
IIII 15
Mess Hall
I -
II 5
III 10
IIII 15
Portal Room
I -
II 10
Smithy
I -
II 5
III 10
IIII 15
Training Grounds
I -
II 5
III 10
IIII 15
Enclave 10

To complete all upgrades and all enclaves, it will cost a total of 230 BC.

Optional Projects

  Throughout the course of reading this, you may have thought there may be something missing from this, or you wanted a way to give it a personal touch. These could include both aesthetic or functional buildings. If you have an idea for a building or grounds addition, we can talk about them DM to player and add them as an option for building! Questions? Feel free to ask or send me a message for clarification.

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