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
A 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.
Paladin
A quest for a Holy Avenger sword and joining the Order
of the Radiant Heart.
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.
Cleric
A temple. Maintenance of the temple will grant the cleric
special powers.
Druid
A quest to become the Great Druid. At level 12, 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.
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.