RolePlay onLine RPoL Logo

, welcome to Welcome to Shadow Veil

23:07, 17th June 2024 (GMT+0)

Kingdom Sheet.

Posted by DMFor group 0
DM
GM, 3 posts
Tue 26 Nov 2019
at 05:26
  • msg #1

Kingdom Sheet



Kingdom Name: Shadow Veil

Alignment: CN  Population: 4,750

Control DC: 25  Size: 5

Base Value: 700 gp  Defense Value: 8

On-Going Events: None

Treasury: 24 BP

      Total+Building+Edicts+Events+Leadership+Resources+Alignment-Edicts-Unrest-Vacancies-Other
Economy
27
7
3
0
16
0
0
0
0
0
+1
Loyalty
25
8
2
0
14
2
2
4
0
0
+1
Stability
22
11
1
0
7
0
2
0
0
0
+1


EDICTS
PROMOTION LEVELToken+1 Stability1 Consumption BP
TAXATION LEVELHigh+3 Economy-4 Loyalty
FESTIVALS PER YEAR6+2 Loyalty1 Consumption BP


LeadershipIncumbentBonus         
Ruler
Zaroff
+3 (CHA)Economy, Loyalty, Stability
Ruler***Economy, Loyalty, Stability
Councilor
Zara
+4 (CHA)
Loyalty
General
Zughan
+2 (STR)
Stability
Grand Diplomat
Ferdinand
+2 (INT)
Stability
High Priest
Gretchen
+2 (WIS or CHA)
Stability
Magister
TarTuk
+4 (CHA)
Economy
Marshal
Logan
+3 (DEX)
Economy
Royal Assassin
Kage
+5 (STR)Loyalty, -1 Unrest/Upkeep
Spy Master
Rael
+4 (INT)
Economy
Treasurer
Oleg
+2 (WIS)
Economy
Warden
Sinister
+5 (STR)
Loyalty


Consumption 0 BP
Size + Cities + Edicts - Farms + Other
 05      01       02      08       00   


Buildings Built:
  1. Castle (Thultanthar)
  2. House x3
  3. Brothel (the Gold'N Touch)
  4. Noble Villa
  5. Smith (armor)
  6. Exotic craftsman (tinkerer)
  7. Mill (grain)
  8. Brewery (Hennessy's)
  9. Arena (owlets, manticores, +three)
  10. Inn (The Half-Way Inn)
  11. Dungeon (Jail)

This message was last edited by the GM at 06:11, Sun 19 Dec 2021.
DM
GM, 4 posts
Thu 27 Feb 2020
at 01:40
  • msg #2

Building Options

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 03:25, Thu 27 Feb 2020.
Sign In