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Kingdom Building Rules
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#2
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#3
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Leadership Rules
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#4
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Cities
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#5
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Kingdom Rules in Play
Ruling a Kingdom is broken down into Kingdom Turns, each of which is one month in length. Your PCs and NPCs in leadership roles spend one week of this at court working solely to fulfill their roles. The other 3 weeks each month can be spent crafting, exploring, traveling, researching spells, or whatever else your characters want to do. Kingdom Turn Each Kingdom Turn is broken down into four phases that simulate the growth and events happening in that kingdom during that month. Rolls and checks of Economy, Stability, and Loyalty are made during this time by either the ruler, or whichever player is designated to make the rolls. Maybe this honor rotates with each roll, or the player who is seen as luckiest with the dice roller gets to roll, or whichever player's character has a position that makes sense do the rolling(Treasurer for Economy Rolls, Warden for Stability Rolls) but whatever it is the first thing you will do each turn is let me know who is doing any rolling needed. The four phases of the Kingdom Turn, the Upkeep Phase, Improvement Phase, Income Phase, and Events Phase will be expanded on now. Upkeep Phase A number of actions happen during the Upkeep Phase as long as your Kingdom controls at least one hex. If you control 0 hexes, as you will for the first turn after starting your Kingdom, this phase is skipped. Assuming you have one hex during the Upkeep Phase you have four steps. Determine Kingdom Stability First you roll a Stability Check against your Kingdom's Command DC. This check generalizes the overall security and feeling of safety in your Kingdom. Passing this check reduces Unrest by 1, and if your Unrest is already 0 gives your Kingdom a bonus of 1 BP. Should you fail the check by 5 or more you instead gain 2 points of Unrest, while failing by less than 5 does nothing. Pay Consumption Next, you subtract the Kingdom's Consumption total from your total BP. If the Consumption totals more than your BP you go into the negatives, which causes your Kingdom to gain 2 Unrest for every Upkeep Phase that you end with a negative BP. Fill Vacant Magic Item Slots Third, any magic item slots in your Kingdom that are unfilled are filled this turn by a random roll. Deal with Unrest Finally, if your Unrest score is 11 or higher your Kingdom will lose one hex of controlled land picked out by your leaders. All improvements such as roads and farms in that hex are lost and must be rebuilt when you retake the hex and any settlements must be re-annexed later. Finally, if you have a Royal Assassin reduce Unrest by 1 before ending the Upkeep Phase. Improvements Phase There are six steps that occur in the Improvements Phase of your Kingdom's turn, the part of the turn where buildings can be built, roads and farms created, and new hexes annexed into your Kingdom. The number of Improvements that can be created is directly tied to the size of your kingdom, using a table I will fill out for y'all later. Select Leadership Before anything else you are able to select and change which PC or NPC is in which Leadership position. Perhaps you want to have a council and every six months(turns) a different PC is the "Leader", or your PC is tired of one role and wants to do another, or you met an NPC that would be perfect in a position and want to replace whoever is currently there. Whatever the reasoning, in character or out, this is the time where you can make such changes. Claim Hexes To grow your Kingdom needs new lands, and in Kingmaker the lands are split up into 12 mile across hexes. To claim a hex you must fully explore it, clear it of any and all hazards, and it must border a hex already controlled by your Kingdom. If all these conditions are met then by paying 1 BP your Kingdom can annex the new hex, increasing the Kingdom's Size and Consumption by 1 for each hex added. You can also abandon a hex voluntarily to lower Size and Consumption but doing so increases Unrest by 1 in the Kingdom, as you are basically abandoning your citizens in that hex to the wilds, and by 4 Unrest if the hex you abandon contains a city. Establish and Improve Cities During this Phase you are able to start clearing land for a city to be built or purchase buildings for an established city. You can also demolish a building in a city to make room for a new one if needed. Build Roads Roads connect your Kingdom, increasing travel speeds and eventually adding benefits to Economy and Stability. It costs 1 BP to build a road, 2 BP in a forest hex and 4 BP in a mountain or swamp hex. Building a road in a hex with a river costs double since a bridge needs to be built, unless that hex already has a bridge in it. Establish Farmland Farms are vital to the growth of your Kingdom as they are able to offset the Consumption caused by the Kingdom's Size. Designating a hex of grassland as farmland costs 2 BP while a hex of hills costs 4 BP. A hex given to farmland cannot support a city. Each hex of Farmland reduced your Kingdom's consumption by 2. Since having a hex adds 1 to your Kingdom's consumption Farms basically give a net of -1 to Consumption(-2 for the farm +1 for the hex the farm is in). Modify Edicts Finally, as the last part of an improvement phase you can change the edicts your Kingdom has either by increasing or decreasing the investment put into them. Income Phase Money! This is the phase that determines how many BP your Kingdom produces. BP is a simplification of taxes, influence, labor, and so on, and is determined in the four steps here. Deposits Your characters can directly affect the Kingdom's BP by depositing coin, jewels, magic items, and other valuable goods found on your travels. Each group of items totaling 4,000gp increases the BP of your Kingdom by 1. However, items that are worth more than 4,000gp, such as powerful magic items, must first be sold before it can be donated, which is step 3. Withdrawals Withdrawing funds for personal use is a perilous business, but in times of need it can be done. Every time you withdraw funds the Unrest of your Kingdom goes up by 1. Also, you need to make a Loyalty check, with a DC equal to the Command DC+BP withdrawn. If successful no further Unrest is added, if failed 1 Unrest is added per BP attempted to be withdrawn. This means, with a bad roll(1's always fail) you could literally lose the entire Kingdom if trying to draw a huge chunk of money to pay for a shiny new item. Every BP withdrawn directly translates to 2,000gp. Selling Valuable Items Items worth over 4,000gp, either owned by you or from Magic Item slots in the Kingdom, can be sold during this phase with a successful Economy check. The DC is 20 for minor items, 35 for moderate items, and 50 for major items. If successful you net 1 BP for Minor Items, 2 BP for Moderate Items, and 4 BP for Major Items. You can make one of these checks per city district each Income phase. Generate Income Finally we get to the part where the Kingdom itself produces some BP. At the end of each Income phase you make an Economy check against your Command DC. If the check is successful divide the total result of the check by 5(rounding fractions down). This number is the total BP the Kingdom itself generates. Event Phase The final part of the Kingdom Turn, and an enjoyable one to me, is the Event Phase. During this phase I roll a percentile check with a 25% chance of an event happening. If no event occurred the previous turn the chance goes up to 75%. After that I roll on my super special awesome events table which has harmful, helpful, and neutral Kingdom Events. I tell you what the result is and what checks, if any, you need to make. For a number of events I will ask y'all if you want to role play them, such as if an assassination attempt targets one of your PCs, a visiting dignitary or celebrity is rolled up, or a PC gets caught up in a public scandal(real or made up), while others will either have to be dealt with in character in some way or cannot be dealt with in character. Once this event is dealt with, or no event occurs, the Kingdom phase is done for the month and your characters can go adventuring, do come crafting or studying, hold court for a dispute, meet with and chat with foreign leaders or NPC allies and enemies in character, or just have me skip ahead a month to the next phase. This is entirely player driven. Last edited by Althea; Dec 11th, 2011 at 08:26 PM. |
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