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View Full Version : 5e Campaign Ideas Needed: Forgotten Realms meets Birthright



ravenloft713
July 11th, 2017, 02:31
I am developing my next campaign (starts in a few weeks) and I've decided on a Forgotten Realms campaign setting, using some Birthright rules. The PCs will be high nobles/rules in charge of 5K-10K people, a few villages/towns and a few hundred guards. There will be typical dungeon crawling (and by dungeon, I mean typical adventures involving ruins, towns, forest with drow/giants) as well as a political phase where the neighboring territories will want to make trade agreements, treaties, and war.

The party will be moving around from site to site to collect magical fragments (a demi-god exploded) and key NPCs (namely other regals) will be seeking the magical fragments because, quite simply, if you have the power of a demi-god, how can you not rule your kingdom well. And the one next to you, and next to it...

Instead of learning all the different kingdoms and who's-who and what resources area X has, I want to give the PCs areas of Forgotten Realms because the area is much more documented and I know much of the areas (at least a high level view).

My question to you is:
- If you ruled a portion of Forgotten Realms, where would you rule and why? How large of an area would you want and what population of civilians and solders would you have? (remember, this campaign is intentionally having a large amount of dungeon diving).

- Should each PC (for now there are two but maybe up to six) own areas next to each other like a massive grid of land? Alice has this section, Bob has the one next to it but his is weird shape because he has mountains, and Charlies has the one next to it which is very bizarre shaped to cut out a nearby swamp.

How big of an area of land would you rule? I'm thinking of roughly 100 sq miles. How many villages/towns would likely be in there? (I don't want too many so I may give them a smaller plot of land).

I'm leaning toward areas of the Sword Coast, and up near the Spine of the World, as well as the area above Menzoberranzan (drow raiding parties in the town while the PCs are away). In addition to the typical drama of neighbors fighting, PCs near mountains may deal more frequently with giants while swamps may deal with lizard men. In the end, the monsters want additional resources (food or slaves likely).

Ultimately I don't want the PCs to be common shumcks with a longsword walking everywhere. Here's a small army of bodyguards, a place to live, people to win affection (or tax them for extra resources to help chase god fragments). Conflict over magic, more conflict over nobility disagreements and then monsters to toss another monkey wrench. How do they keep invaders at bay, show face at important events (court hearings/weddings) and stay more focused on the dungeons.

We'll find out...

Zacchaeus
July 11th, 2017, 02:52
If I were a character who was powerful enough to be ruling kingdoms why would I bother risking my self diving into dungeons. Wouldn't I just send some minions to do that for me?

ravenloft713
July 11th, 2017, 03:00
For those unfamiliar with the Birthright campaign setting, the PCs are rules of large swaths of land. A game session may involve getting information on a nearby disturbance such as goblins attacking the PCs village. The PC would decide to single handily (or with a party) clear the goblin cave because it will raise his fame level with his people (a ruler who will put his life on the line! and nearby nobles may gain additional respect because rumor has it, he's handy with a sword).

Then there is a domain turn which represents a month of time. There are random events, but they too can be structured. For example:

Cillis, the NPC ruler who lives next to the PC has a drought. Cillis may make a trade agreement for water in exchange for money. The PC may counter for soldiers instead. The negotiation may fail, and then on future turns, the drought gets worse. Meanwhile the NPC makes an Espionage action learning that the PCs army is poorly equipped. Feeling desperate and on the verge of dying, Cillis may declare war on the PC.

Meanwhile still, the PC may hear of an enchanted decanter of endless water which he wants to seize (another "standard" adventure"). Then he can pour infinite water in exchange for regular money/soldiers or flaunt it to Cillis to provoke him. Mix this in with a third nation wanting to marry into the family, the PC may get drawn into a foreign land where there is an assassination attempt against the PC.

ravenloft713
July 11th, 2017, 03:03
If I were a character who was powerful enough to be ruling kingdoms why would I bother risking my self diving into dungeons. Wouldn't I just send some minions to do that for me?

That's why I don't want them too high in status. One of my players was thinking of being the third son (prince) of the king. Seeing there is no chance in ruling the throne, he goes off adventuring and shirking his noble duties (court for instance) for something worth living (read, adrenaline rush). Being a prince he has influence and a set of body guards and the like if needed.

ravenloft713
July 11th, 2017, 03:10
Also in the full Birthright setting, the emperor is missing (died 500 years ago) and the bloodline is muddled. The PCs can fight for the iron throne and deal with kingdom level drama (think Game of Thrones and Reign) to prove their bloodline is the true bloodline and become King of Kings. Adventures are usually tailored toward city adventures or assassinations but a "roll bonus reward" so the next time you declare war, you gain a bonus because of your last hack and slash campaign, or bonus any time your thieve's guild can obtain information. It is possible to play Birthright without ever swinging a sword... but that's not how I'm running it. So I don't want to super high and "still have to work for a living".