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    Canonfire :: View topic - Obtaining land in the Sultanate of Zeif
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    Obtaining land in the Sultanate of Zeif
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    Apprentice Greytalker

    Joined: Apr 20, 2008
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    Sun May 01, 2011 5:32 pm  
    Obtaining land in the Sultanate of Zeif

    Question: If an adventurer from Furyondy or Greyhawk wanted to build a summer home on the coast of Zeif, how - or could he - obtain the land for this purpose? More specifically, this adventurer is looking at the Bakhoury Coast region. Thanks in advance for any thoughts on this..... Smile
    GreySage

    Joined: Jul 26, 2010
    Posts: 2695
    From: LG Dyvers

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    Sun May 01, 2011 6:36 pm  

    Just some thoughts:

    1) The Bakhoury Coast, being a pirate haven IIRC, isn't the best place for a restful and relaxing type of 'summer home'. However, if your PC wants a place to find seasonal adventures, then...

    2) The Baklunish nobles that own the land along the Bakhoury Coast aren't likely to be willing to part with it, but they may try to finagle a deal that benefits them while seeming to be generous toward the PC. Your PC may find an area that is plagued with piratical attacks because the local landowner is not powerful or wealthy enough to prevent such depredations. Such loss of life and economic opportunities could be devastating to such a noble in the eyes of his or her superior. S/he may be willing to knight the PC and grant him/her the rights and responsibilities (including the payment of taxes to his/her lord) to a small parcel of land in exchange for the responsibility of countering the pirates at his/her own expense and all other various and sundry duties of a lesser lord to his/her superior. (Sort of similar to how Sir Xaris received his land in the Principality of Ulek. Wink )

    3) If, instead, you decide that there are unclaimed/wilderness sections of the Zeif coastline, it should be easy for a PC to initiate the establishment of a holding, but it should be much more difficult to continue to hold it. First, such spots are very likely to be used by pirates, smugglers, and others seeking to avoid the lawful authorities of the realm. Second, even if a truly unclaimed section of land can be found, once local lords (and other criminal elements Evil Grin ) discover the existance of the new squatter, they will attempt to exert their control over your PC's new holding. This may be an adjacent lord simply claiming that the land actually belongs to him and demanding obeisance, local pirates or theives trying to threaten the PC into cooperating with them in their operations, or even a local group of Good Guys (Druids/Rangers, Robin Hood types, outlawed but good-aligned mages, worshippers of an outlawed but good-aligned god, etc.) demanding that the PC leave because they will attract attention to the area and cause this local group to be discovered.

    This Canonfire! article may also be of some help:
    Living Greyhawk Gazetteer Addendum: The Baklunish West, Part II http://www.canonfire.com/cf/modules.php?name=News&file=print&sid=572

    Hope these suggestions help. Smile

    SirXaris
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    Joined: Apr 20, 2008
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    Sun May 01, 2011 9:36 pm  

    Thanks for all of the details. Smile
    Apprentice Greytalker

    Joined: Mar 24, 2010
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    Tue May 03, 2011 3:55 am  

    They are from Fuyrondy and will travel yearly out to Zief . Barring magic or a family van of sorts thats a month or 2 travel just to get there. Thats a lot of work to do nothing.


    But even here in America there are area's that have very little in the way of humans,more so in Canada.Less now than lets say 100 years ago ,but i would think that there is plenty of unsettled land all over even in the more populated areas .(great kingdom,Furyondy,ect..)
    Now given the nature of D&D being a player ,you will never have a peacefull life or summer(i could never figure out why)for that mater.

    But mostly SirX looks about right though if its just a summer place thats alot of work to just hang out. I guess after fighting Iuz's armies ,bandits and looters might just be that.
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