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Areas Outside Athkatla
De'Arnise Keep | Trademeet | The Druid Grove | The Umar Hills | The Temple Ruins | The Windspear Hills
FIGHTER STRONGHOLD QUESTS
If you are a Fighter, Barbarian, or Monk, when you have completed the The De'Arnise Keep has been Invaded quest, Nalia offers you the keep as your stronghold. If you accept, you are automatically transported into Level 1 of the Keep where you meet with the Major Domo who will give you your tasks.
As the lord of the land your job is to rule the keep and surrounding lands. If you make popular decisions, the people will like you more. And vise versa, of course – if you make too many unpopular decisions, they will come to hate you and you risk losing your stronghold to a peasant revolt.
You should come back to the keep every week or so. At these times, the Major Domo will want you to make an important decision.
After each decision, you can speak to some of your servants to learn how popular you are with the commoners. Metigo the Butler will be at 13 on Level 1 of the Keep and Olma the Cook is in the kitchen at 10. Talira the Maid in the library upstairs on Level 2 at 2. And finally, Captain Cernick will be outside in the courtyard at 6. If they say they are proud to serve such a fine master, the people like you. If they say they are ashamed of being in your service, you are not well liked. If they tell you they are resigning, you are very close to losing your stronghold.
Once you have taken over the keep, the Major Domo instructs you on your work. He will take care of the daily business at the keep but you will need to come back every couple of weeks (so he says – but do come back at least once a week!) to make major decisions. As things are now, the keep should net you about 500 GP every week.
At this time, the only major decision you can make is to raise extra taxes, if you so wish. However, this will make you less popular with the peasants.
In fact, you can raise extra taxes as many times as you wish. Or rather, you can do it until your peasants storm the castle and kick you out! ;-) Each time earns you 1,000 GP.
If you don't let Nalia join your party, she will be with the Major Domo.
First Task: The Angry Merchant
One week after you have taken over the keep, go back and speak to the Major Domo. He will tell you that a rather angry merchant is here to see you. The merchant's caravan was robbed by bandits, and of course this is your fault since it happened on your land! Allow the merchant to come and speak to you.
Second Task: The Thieving Guard
When you return a week later, the Major Domo tells you that Captain Cernick, leader of the guard, wishes to speak to you. It turns out that Lastin, one of the guards, has been stealing from you. You can decide to listen to Lastin's side of the story to learn that he has been stealing to pay for medicine to his wife.
Third Task: The Priest of Tempus
A week or so later, the Major Domo will tell you that a Cleric of Tempus is here to see you. Agree to see the man, and he introduces himself as Bolumir.
Bolumir offers to set up a temple and shop on the castle. You have three options:
The better you treat Bolumir, the better your people will like you.
Fourth Task: Lord Roenall Wants your Keep
One week after the previous task, when you are travelling outdoors, you will be approached by a messenger sent from the keep. He tells you that you must return to the keep immediately; Lord Roenall is waiting to see you! So:
Fifth Task: The Maid and her Suitors
Return to your keep about four days later, and the Major Domo will want you to make another important decision. Chanelle, one of the maids at the keep, has no less than two suitors. If you refuse to see them, you gain nothing except your people's loathing, so agree to see them all.
Her two suitors are a poor ranger named Jessup and a rich landowner called Malvolio. In the classical fashion of such romances, Chanelle loves the poor ranger. You get to decide who she should marry:
Sixth Task: The Moneylenders
Four days later, visit the keep again. The Major Domo will tell you that a couple of people want to talk to you. Accept to speak to them, and they turn out to be moneylenders who claim that the late Lord De'Arnise owed them 2,000 GP. However, the Major Domo is very suspicious that their loan document is a forgery.
Seventh Task: The Flood
Four days later, when you are travelling outdoors, the Keep Messenger meets you once again. This time there has been a terrible flood on your lands, and you must come back as soon as possible to speak to the Major Domo.
Do so. He calls in spokespeople for the locals. First you have to choose how much you'll pay for rebuilding the farms, and then how much you'll cough up to repair the dikes.
As for the dikes, you can refuse to pay for repairing them, or you can shell out 2,000 GP. You get no extra experience either way but if you don't pay for repairing the dikes, the people will be a lot less happy with their ruler.
One week later, when you are travelling outdoors, you are again approached by the Keep Messenger. This time he warns you that the Roenalls are preparing to invade your lands! You must return to the keep immediately, he says.
And that is that for the Fighter stronghold.