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Bolas' Guide to World Building, Vol. 1.

Posted by GMFor group 0
GM
GM, 48 posts
Revealing an
Unwelcome Truth
Wed 11 Dec 2019
at 13:39
  • msg #1

Bolas' Guide to World Building, Vol. 1

Kingdom Name Liam's Outpost
Alignment Chaotic Neutral; Size 1; Control DC 10; Population 25


BONUSESPENALTIES
Total+Buildings+Edicts+Event+Leadership+Resources+Alignment-Edicts-Unrest-Vacancies-Other
ECONOMY=+2+200+4+100-1-40
LOYALTY=0+1+20+10+20-1-50
STABILITY=+2+300+3+1+20-1-40

.:|EDICTS|:.
PROMOTION LEVEL: Standard = +2 Stability; +2 Consumption BP
TAXATION LEVEL: None = 0 Economy; +1 Loyalty
FESTIVALS PER YEAR: 1 = +1 Loyalty; +1 Consumption BP

UNREST 1 (Penalty on all checks)

CONSUMPTION 5 BP
(size 1 + cities 1 + 3 edicts - farms 0 = other 0)

TREASURY 2 BP
ONGOING EVENTS TBD

Leadership
Ruler 1Liam+2 Economy, Loyalty, &/or Stability
Ruler 2None+??? Economy, Loyalty, &/or Stability
Foreman (Councilor)Duncan+1 Loyalty (Cha)
GeneralBryn+1 Stability (Str)
Grand DiplomatNone+0 Stability
High PriestNone+0 Stability
MagisterNone+0 Economy
MarshalIleosa+2 Economy (Wis)
Royal AssassinNone+0 Loyalty, -1 Unrest/Upkeep
Spy MasterSketch+1 (Dex) Economy
Comptroller (Treasurer)"Soapy"+1 Economy (Int)
WardenNone+0 Loyalty

Buildings:
Pallisade (Building) = Def Mod +4, U-2
Stable (Building) = +500gp, E+1, S+1
Storehouse (Building) = L+1, S+1
Bunkhouse (Building) = U+2
Smithy (Building) = E+1, S+1
Mine Entrance (Resource) = E+1, S+1
House (cost 3 BP) = U-1


A kingdom’s growth occurs during three phases, which represent a month in total. At the end of the month, the PC will advance through the following phases:

Upkeep Phase (skip if 0 hexes controlled)
When you initiate the Upkeep phase, roll+Stability. On a 10+, decrease kingdom Unrest by 1 (if Unrest is 0, add 1 BP). On a 7-9, choose two:
  • Randomly roll new magic items to fill any vacant magic item slots in your cities
  • Deduct your kingdom's Consumption from the kingdom treasury BP
  • Lose one hex2

Every time you end an Upkeep phase in negative BP, Unrest increases by 2. If your kingdom's Unrest is 11 or higher, lose one hex. Any improvements are lost (farmlands and roads) and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom.
If a Royal Assassin is employed, decrease Unrest by 1 at the end of the phase.

Improvement Phase
The number of improvements you can make during a single phase is limited by your kingdom's size; see the Improvements per Month table below for these limits. Unlike the Upkeep phase, the Improvement phase isn't a Move. Simply take these steps to complete the phase:
Step 1—Fill any vacant leadership roles (as desired)
Step 2—Claim any adjacent hexes that have been explored and cleared of monsters and/or dangerous hazards by spending 1 BP per hex. Increase your kingdom's Size (and thus its Consumption) by 1 for each hex you claim. You may abandon a hex to reduce your kingdom Size; but doing so will increase your Unrest by 1 (or by 4 if the abandoned hex contained a city)
Step 3—Prepare land for city districts and then purchase new buildings for your kingdom's cities. The building's adjustments apply to your kingdom immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don't forget to remove its benefits from your kingdom's statistics
Step 4—Build roads. It costs 1 BP to build a road through a hex. This cost increases to 2 BP in forests, and 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road's cost
Step 5—Establish farmlands. You can develop any grassland or hill hex that contains roads into farmland to help sustain your kingdom's Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2
Step 6—Pick or adjust your edict levels as you wish

Improvements Per Month
Kingdom SizeNew CitiesNew BuildingsHex ClaimsRoadsFarmlands
1-1011111
11-2512221
26-5015332
51-100210442
101-200320863
200+4No Limit1284


Kingdom Edicts
Promotion TypeStability BonusConsumption Increase
None-1--
Token+11 BP
Standard+22 BP
Aggressive+34 BP
Expansionist+48 BP
Taxation LevelEconomy BonusLoyalty Penalty
None+0+1
Light+1-1
Normal+2-2
Heavy+3-4
Overwhelming+4-8
Festivals per YearLoyalty BonusConsumption Increase
None-1--
1+11 BP
6+22 BP
12+34 BP
24+48 BP


Income Phase
During the Income phase, you can add funds to the kingdom treasury by donating coins and other treasures you find while adventuring. For every 40 coins in value of the deposit, increase your kingdom's BP by 1. Items valued at over 40 coins sold using the Sell Move.

You can also withdraw funds from the kingdom's treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, roll+Loyalty. On a 10+, you withdraw the funds (1 BP = 20 Coins), and Unrest increases by 1. On a 7-9, Unrest increases equal to the total BP withdrawn +1.

You can attempt to sell items that are valued higher than 40 coins through your city's markets to bolster your kingdom's treasury; these can be items you recovered while adventuring or they can be magic items currently held by any of your cities. Whenever you attempt to sell items , roll+Economy. On a 10+, you sell all the items you intended to sell, gaining 15 BP. On a 7-9, you were only able to sell a portion of the items, and at unfavorable prices. Choose one:
  • You were able to sell only the highest valued item for 2 BP
  • You were able to able to sell half the items for 8 BP. The GM chooses the items

You may make one Economy check per city district during the Income phase.

At the end of the Income phase, you collect taxes to generate income. When you collect taxes, roll+Economy. On a 10+, increase your kingdom's treasury BP by 5. On a 7-9, increase your kingdom's treasury BP by 2
This message was last edited by the GM at 18:23, Thu 19 Mar 2020.
GM
GM, 82 posts
Revealing an
Unwelcome Truth
Tue 28 Jan 2020
at 18:22
  • msg #2

Buildings: Cost & Benefits

Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.
Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.
Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.
Barracks (12 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.
Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.
Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1.
Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.
Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.
Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.
Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.
City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.
Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.
Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Loyalty +1, Stability +1.
Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.
Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.
Graveyard (4 BP): A plot of land to honor and bury the dead. Economy +1, Loyalty +1.
Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.
Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.
House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.
Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.
Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.
Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.
Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.
Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.
Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.
Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.
Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +3; Unrest –1.
Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.
Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1; Unrest –1.
Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.
Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.
Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.
Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.
Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.
Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.
Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.
Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Unrest +2.
Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower (6 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.
Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.
This message was last edited by the GM at 15:31, Tue 03 Mar 2020.
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