Player Possibilities & The Path to Lordship

On the Knights of Noromath server, there are many aspirations which characters can set for themselves.

Your Class Standing Feat, as well as your Background Feat, determine many of the possibilities available. Information about the Background feats is available here:

Skills are also especially important in the Lands of Intrigue. A Search check is not only useful for finding traps but during any form of DM interaction. All classes have been granted access to skills for social interaction, such as Diplomacy and Intimidate.

Also worthy of note, the Leadership and Landlord feats provide access to attracting NPC followers as well as owning land, respectively. Information about the Landlord feat is available here:

These choices in your character's career provide the premise for our storytelling. Through in-game actions, even a Lower Class character may come to own lands, or draw people to their cause. More often than not, the most successful formula for a character in Tethyr is having many allies, particularly wealthy ones.

The following sample ideas are just a few of the vast options available to your character and her allies.

  • A group of druid acolytes arriving from Mosstone for tutelage under Acrull Northshield, the Druid of Brost
  • A group of young Knights arriving from Saradush to bolster the Tejarn Tower in the name of Helm
  • A group of Upper-Class family members returning to lay claim to ancestral lands
  • A group of wizards fleeing persecution in nearby Amn

All player characters may gain wealth and social status from deeds that display bravery or virtue. Marriages and other exceptional events also present shifts in temporal power. Tethyrians have a long history of battle and respect women equally to men, and mercantile pursuits are as lauded as prowess with a sword. In a land with rival barons, an absentee duke and conflict cascading all around, the opportunity for advancement is great.

Player characters who have formed into bands, noble houses, a druid circle, a congregation, and so on will benefit from additional exposure in the eyes of the peasantry and authorities alike. If they are wealthy, they'll always have mounts and are likely to be quite skilled in mounted combat, making them tenacious foes to contend with.

The Path to Lordship
Depending on their initial character choices, a character may have a longer or shorter path to controlling lands. Generally speaking, in addition to the recognition of the community and so many other factors, financial ability is very important for the new estate owner. If the estate could not bear the burden of a poor harvest, for example, the lord in question is not deemed fit for the property. Of course, many estates generate resources, but others require other funding such as from the Affluence Background Feat or old-fashioned treasure hunting.

It is possible to hire or conscript entirely mercenary guards, although these are generally not as loyal as true followers like those granted by the Leadership Feat. It also possible to lobby for lands and prove a claim based on deeds and financial merits, thus not requiring the Landlord Feat, however, such a hold on said lands is never as assured nor as well-managed without the Landlord Feat as with it.

The ultimate goal once having secured lands, developed them, and maintaining them, is to gather the support of even further player characters and establish additional holdings. Today, there are over 25 properties that players may control, and a Count could rise up among the Barons if they controlled the right half dozen of those properties.

Continue reading about the role of antagonists, here.

Antagonists: A rough and ready guide

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