Advisor & Advisor Tasks Information in Illios | World Anvil

Advisor & Advisor Tasks Information

Before Council Meeting Each party member occupies an advisor role, which can be found here Positions of the Party for the Wilds Campaign the way this will work is as follows, I will give each advisor a prompt and they will have At least 1 IRL week for their character to "Research" the topic and come up with preferably 3 solutions to present at the next council meeting, during the research period the Advisors are free to ask me questions about the prompt MOST of the time these will be answered without the need for a roll, as your character is using their contacts and taking their time to understand the issue before bringing it to the King. However some questions may call for a roll if it is about information that would be difficult to get, such as lost lore, hidden motives, etc. This roll will be a d20+proficiency bonus + bonuses earned in other ways, such as gaining land, upgrading land, and etc.   Council Meeting At the council meeting each advisor will take turns presenting their issue to the King. All advisors are welcome to add input for or against any of the proposed options, but it is the King who will make the final decision. These decisions will have pros and cons to them, you may anger a faction, such as the church, should you find a religious artifact and refuse to give it to The Holy Kingdom of Farengon or you may gain their favor for granting it to them. You may anger the mages if you stumble on an ancient library and restrict access to it. of course doing the opposite would appease the respective faction. The decisions made for these tasks will be used to shape the future of the Kingdom at the end of the campaign, so choose carefully and do what your character would do, I want y'all to debate it and make the choice difficult. Thats the main idea of the entire campaign.   Land Granting When act 1 is done, Jameson will be a Duke (assuming the party survives) by the time Act 2 is done a county will be open for Jameson to give out, (So start sucking up quick I guess :D) this will offer some small benefits but land will not offer any great benefits until after you all have created the Kingdom. Then you all (including Jameson) will be given much more control over your lands, they will provide sidequests and various objectives, you will be able to order new construction and try to shape the lands you've been given to fit your needs. Perhaps Andrew would want to create a wonderous Church to Aimonval, perhaps Billy will want to turn a lich's fortress into his own personal wizard tower. Maybe Jameson will want to create a wonderous Palace to show off his riches and possessions to the world, or a fortified fortress to repel any invader. Maybe Braeden as the general would want to turn his lands into the Militaristic Heart of the kingdom, training all its soldiers, guards, and Knights out of his own lands. a costly endeavor but one that would ensure the quality of the army. These would not just be flavor benefits, but would benefit your character directly, higher AC, more gold earned, bonuses to skill checks, bonuses to Advisor rolls etc; are all possible. but again, these would not be until Jameson has a King's crown on his head.   Kingdom Finances For the purpose of balance, you can't say "I'm king so I can afford this legendary artifact of magical fuck off power" the Kingdoms economy and the player economy will be split up, for almost all if, if not the entire campaign, your kingdom will still be new, so its finances are going to be stretched constantly, doing designated side quests will however give the Kingdom funds to enable large projects (Like the previously listed examples of making a church or mage tower) Obviously this system is going to require tweaking and balancing as we go, as it sounds great in my head but i have no experience actually implementing it.   It may be possible to invest personal gold into land you own to gain further benefits.   Power Level In case you haven't realized it yet, this campaign will most likely result in the strongest characters of any of my campaigns, (also the longest running campaign I have planned as much of it is up to you all to decide) I will balance as needed for the final campaign so don't worry about that, and the stronger you all grow in this campaign, the more your kingdom can achieve.     Amendment to Advisor tasks (7/9/2023) This amendment is to let y'all know of the changes to advisor tasks and how they are being presented, all advisor tasks (for now) cost 1 Bp by default, but some may be more expensive. (Bp is largely a Ryan only concern, but if one of the provided options I give will cost more, there will be a note on it that should be conveyed at the task meeting for Ryan to track) in addition, most people said they would prefer me to give them options, so I will, for most tasks, but you are still welcome to pitch your own ideas to me on how to resolve the task (if I approve I will provide the necessary information, faction approval, bp cost. and anything else required)   factions are going to become an integral part of your kingdom, they represent the approval/disproval of certain groups within the kingdom. become is bold because you are are not yet a kingdom, so many factions are not present yet, however the two main factions currently present are the common people (refered to as the community), and, The Church of the Great Divines. A section for this had been added to the footer of Duchy of the Heart Which will become the Kingdom page when formed.   The tracker for this shows the current opinion score, events that altered the opinion, and by how much.    The Community section of this is a bit tricky. some areas may have higher approval then others, but that would be far to much info in your face to keep track of every area separately, so instead the number will be the general approval across the kingdom, and if anywhere specifically has low approval, that will be listed under the community section, so the party can undertake sidequests, or other activities at their leisure to address the issue.    for the community score, as its again, a bit tricky, the listed value is how it is applied across the kingdom, not just in that one region (most positives and negatives will have a greater effect in that region, and a lesser effect on the overall kingdom community score.   in addition, while the opinion weight will not be displayed, the faction opinions (when applicable) will be listed on advisor task options, using a simple scale. Ex; The church greatly approves of this option or, the church disproves of this option. if a faction is not listed, that faction has no opinion of that option or possibly the entire task.   Why do the faction approvals matter? The factions represent the views of the various groups within your kingdom, and I intend on using them to gauge the Kingdoms place in the world of Illios when the Campaign is over, Along with the choices made during the advisor task. (Think epilogue slides but for the kingdom, is the kingdom magically inept, or a new center of Arcana. Is the Military strong and united, or fractured and weak.) To put it simple big number good. you will not see the full effect of the faction opinions until the end of the campaign. however, winning their approval may provide tangible benefits during the campaign, and each councilor will have a obviously connected faction. except for community, which can be considered the Everyone faction, as opposed to a single councilor.   And as I'm by in large winging it with this stuff, its all subject to change, and more amendments are likely to be added to this article over time. (I will ping this article in discord if/when that happens.