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Character Strongholds
As characters become more powerful, they have the opportunity to build and rule a stronghold. In Baldur's Gate II, each class will be able have a different stronghold as outlined below.
Quests
In order to receive a stronghold, a character must be of the appropriate level (9th or greater) and complete a major quest that will be different for each class. Characters can go on the quests for the strongholds of other classes, but will not acquire the stronghold at the end. Multiclassed characters will likely be able to choose which stronghold they would prefer, by deciding which quest to complete, while dual-classed characters can only get the stronghold for their current class. For multiplayer games, only the main protagonist may possess a stronghold. The stronghold is pre-rendered art like the rest of Baldur's Gate and, thus, is not designed and built by the player. Only one stronghold may be possessed by a character; the others are made inactive when the first is acquired.
Players will have to return periodically to the stronghold to properly managed them. This involves ordering underlings to do certain tasks and otherwise keeping your subjects happy. In exchange, you will receive information, money or other rewards. Neglect or abuse of the stronghold can lead to its loss. You do not micromanage your followers as you would the NPCs in your party. These quests are optional, so if you don't want a stronghold, don't complete the quest.
Strongholds
This list summarizes what is currently known about the "strongholds":
- Fighter, Barbarian, and Monk
The de'Arnise keep. The fighter will have soldiers and will have to defend his castle during a siege. The keep is about the size of Candlekeep.The fighter's stronghold is initially in a ruined state, but after he completes the quest, it is replaced with a restored one.
- Ranger
A cabin and its surrounding protectorate that includes a village. You must complete the Umar Hills quest. When you do, Minister Lloyd will ask you to become the new ranger for the area and gives you the ranger cabin.
- Paladin
A quest for a Holy Avenger sword and joining the Order of the Radiant Heart after saving Garren's child from Firkraag.
- Wizard and Sorcerer
A hall with many secret features for the wizard to discover. Some possibilities include the creation of magic items and other things, but not golems. The mage will have several apprentices. This happens to be the Planar Sphere. This is part of Valygar's quest. You must bring Lavok outside so that he can see the world for one last time. Then he will hand over the Sphere.
- Cleric
A postion at a temple. Maintenance of the temple will grant the cleric special powers. You will get this after completing Sir Sarles quest. What temple postion you get depends on your alignment.
- Druid
A quest to become the Great Druid. At level 14, the character must go to the grove for a duel with the current 12th level druid. Winning the dual, means that the character is now the leader of the grove.
- Thief
A thieves' guild. You must complete Renal Bloodscalp's quest (kill Mae'Var), Renal will give you full control of mae'Var's guildhall.
- Bard
A playhouse in which you are putting together a cursed play that requires hiring actors and choosing their roles, seperating two competing divas, possibly rewriting the music and the play itself, and living through opening night. You get this wonderful playhouse after you rescue Haer Dalis. Raelis Shai will give you the deed for the playhouse.
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