Kingdom Name Liam's Outpost
Alignment Chaotic Neutral; Size 1; Control DC 10; Population 25
| Total | +Buildings | +Edicts | +Event | +Leadership | +Resources | +Alignment | -Edicts | -Unrest | -Vacancies | -Other |
ECONOMY= | +2 | +2 | 0 | 0 | +4 | +1 | 0 | 0 | -1 | -4 | 0 |
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LOYALTY= | 0 | +1 | +2 | 0 | +1 | 0 | +2 | 0 | -1 | -5 | 0 |
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STABILITY= | +2 | +3 | 0 | 0 | +3 | +1 | +2 | 0 | -1 | -4 | 0 |
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.:|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
Ruler 1 | Liam | +2 Economy, Loyalty, &/or Stability |
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Ruler 2 | None | +??? Economy, Loyalty, &/or Stability |
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Foreman (Councilor) | Duncan | +1 Loyalty (Cha) |
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General | Bryn | +1 Stability (Str) |
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Grand Diplomat | None | +0 Stability |
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High Priest | None | +0 Stability |
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Magister | None | +0 Economy |
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Marshal | Ileosa | +2 Economy (Wis) |
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Royal Assassin | None | +0 Loyalty, -1 Unrest/Upkeep |
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Spy Master | Sketch | +1 (Dex) Economy |
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Comptroller (Treasurer) | "Soapy" | +1 Economy (Int) |
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Warden | None | +0 Loyalty |
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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 Size | New Cities | New Buildings | Hex Claims | Roads | Farmlands |
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1-10 | 1 | 1 | 1 | 1 | 1 |
11-25 | 1 | 2 | 2 | 2 | 1 |
26-50 | 1 | 5 | 3 | 3 | 2 |
51-100 | 2 | 10 | 4 | 4 | 2 |
101-200 | 3 | 20 | 8 | 6 | 3 |
200+ | 4 | No Limit | 12 | 8 | 4 |
Kingdom Edicts
Promotion Type | Stability Bonus | Consumption Increase |
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None | -1 | -- |
Token | +1 | 1 BP |
Standard | +2 | 2 BP |
Aggressive | +3 | 4 BP |
Expansionist | +4 | 8 BP |
Taxation Level | Economy Bonus | Loyalty Penalty |
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None | +0 | +1 |
Light | +1 | -1 |
Normal | +2 | -2 |
Heavy | +3 | -4 |
Overwhelming | +4 | -8 |
Festivals per Year | Loyalty Bonus | Consumption Increase |
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None | -1 | -- |
1 | +1 | 1 BP |
6 | +2 | 2 BP |
12 | +3 | 4 BP |
24 | +4 | 8 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.