Saturday, April 18, 2020

Events over 3 Months of Downtime! (Months 14-16)

Bandit Activity! ( Month 14 )
A small group of Bandits took full advantage of the "Trolls in Hills" situation recently and managed to do a fair bit of damage before being apprehended by The Marshals small rural police forces. The bandits hit a large number of outlying farms, as well as the kingdoms Goldmine before being brought down, costing the kingdom 5 BP in resources. Furthermore, the Bandits using "Attacks by Trolls" as cover has further added to the impending panic, increasing National Unrest by 2.

The War Economy (Month 14)
Due in no small part to the recent happenings in Tir Nan Soar, from the  "Troll Sightings" and the Discovery of a previously unknown Tribe of Savage Lizardfolk to the ravings of the Rabblerouser Grigori, General Kesten Garress brings forth a requisition request to the Council.
With the full support of both Warden Akiros and Marshal Jack, General Kesten suggests that now is the time to begin ramping up production of strategic military training facilities in New Dawn City. He has filed Resource Requisition requests to begin construction of a barracks in order to train "proper fighting men" in the form of Soldiers and to begin the initial stages of Recruiting and outfitting an official army, as well as establishing a "Strategic forward position" at the edges of the Kingdoms Territory to the North.
General Kesten suggests that because of its construction and placement Olegs Trading Post is an excellent location to establish a Fort. Kesten suggests that between this established northern position and New Dawn City, the newly reinforced Military infrastructure will be in ample position to respond both more swiftly and precisely to future happenings that may threaten the Kingdoms Citizens.
General Kesten simply awaits approval and funding from the remaining council members to begin building Tir Nan Soars War Economy".

A Diplomatic Overture  (Month 15)
As it's populace and lands grow so to does the reputation of our Heroes Fledgling Nation. Grand Diplomat Pawny receives word from Esten Sellemius of Restov that his father, Lord Mayor Joseph Sellemius, is impressed with your Kingdoms rise to fame thus far. As such Esten is petitioning on behalf of his father that Tir Nan Soar and Restov enter into an official Diplomatic Edict to show the mutual respect between your two nations. Esten has even promised a great deal of Craft, Trade Goods and Laborers in the amount of 25BP in order for you "to construct an appropriate Embassy" in New Dawn City.
Pawny informs the remainder of the Council members of his desire to accept the offer of such an Edict from Restov and the Sellemius Family and eagerly awaits a decision from our Heroes.
** Information on Diplomatic Edicts can be found in the Optional Rules section of D20PFSRD.COM under Kingdom Building. Because of the nature of these Edicts as Diplomatic Relations the Kingdoms Grand Diplomat (should that role be filled by a PC) will have nearly full control over these Edicts, though I encourage all of you to look them over so that you can help or make suggestions on how to proceed when it is needed**
** Current Diplomatic Edicts, as well as their type, will be listed in your Kingdom Stats under Edicts**

Adventuring Charters (Month 16)
The influence of The League of Boot and Trail has only grown during its time in Tir Nan Soar, becoming something of a go to for many of the Kingdoms "Adventuring Sort". Though business that the majority of the Leagues cast of adventures handles is of little import to the Kingdom at large, Karol Crosswater does make it known to our Heroes that the League now has access to some relatively well skilled Adventurers, and that these individuals are available to the Kingdom as Adventurers for hire, if Tir Nan Soar finds itself in need of them.
She introduces the "Adventuring Charter Edicts" into our story, where in our Heroes may hire teams of Adventurers to handle problems that they either don't have the time to deal with or that are just below our heroes skills.
Each Adventuring Charter is set for a specific task and comes at a price of BP determined by the tasks difficulty and the level of Adventurers being hired. Additionally, each charter has a "Stand Alone Fee" clause which means that the standard adventuring rule of "you keep what you find" does not exist. As part of this clause all treasures found or recovered during the course of carrying out an Adventuring Charter is delivered to the Tir Nan Soar Leadership, at which time the charter ends and our heroes can decide to reward the Adventurers with any additional quest rewards for their work.... IF the adventurers earned on that is !
**Available teams of Adventurers will be listed in you Kingdom stats under Edicts**




Aftermath: The Fall of the Lizard King!

The Lizard King Vesket and his tribes men have been slain by our Heroes, their strange "ancestor spirit" known as Stisshak has been revealed as an aberration known as a Wilo Wisp who had been using the Lizardfolk to spread fear so that it may feed. Throughout the camp strange symbols depicting a Green Lizard with a long coiled tail can be seen everywhere. Our Heroes are able to deduce that the symbols are in fact Holy Symbols dedicated to Bokrug the Water Lizard, one of the Great Old Ones, dangerous other worldly beings said to have once consumed whole worlds.
How Vesket and his minions came to worship such a being is yet unclear. Is Bokrug some relic of a tribal tradition from ages past, or is something more sinister afoot...and how exactly are the "ancestor spirits" of the Candlemere Isle connected?

Our Heroes find themselves surrounded by once living enemies and a plethora of Loot to be taken, as they begin to gather up the spoils they have won with tensions high between King Yogvir and Magister Fenwil the Lizard Queen suddenly reappears from the waters. She stumbles over to Yogvir, badly beaten and with eyes full of terror, falling into his arms.
High Priest Rhodan rushes over immediately to examine the Lizardfolks wounds as she speaks with pained words and rough uneven breath to the King.

"Yogvir, my love, Stisshak is angry with me for what I have done! The tribesman, by the scaled Gods... *cough* Stisshak has told them of Veskets fall, did you kill him my sweet? *Wheeze* it matter not, the tribe wages war on itself... the warriors take up arms to prove to Stisshak they are worthy to become King in Veskets wake, they are done my sweet Yogvir...you have done it. *Wheeze Cough Wheeze*"

Yogvir understands none of the words spoken by the Queen but seems to understand her passion and looks to Rhodan to save her, but with a face of stone Rhodan informs Yogvir that the damage to her body is a result of strong poison, she will soon die.
With strong hands even this close to death the Queen pulls Yogvirs focus back to her. "Yogvir, I'm sorry I was never strong enough to be with you, to give you children and live with you in the Flesh World... *Sputter Cough* Please King Yogvir, my sons... they have done nothing. They are strong my King, take them from this place...save them. Vesket was strong and his blood runs through them...*Shudder Wheeze* my blood runs through them. Take them, they will be strong... they will serve you well my King... like I never could...please...*Wheeeezeeeeeee*".

The Queens final breath escapes her as her words reach Yogvir through the voice of Granny Fenwil.

Our Heroes ponder for a moment the implications of the Queens words... Stisshak was no ancestor spirit, though the Lizardfolk believed him so. The Wilo Wisp must have made his way to the Lizardfolk encampment after it fled from battle with Tir Nan Soar's Leaders. The remaining Lizardfolkwill wage war on one another until one of them is chosen to lead in place of Vesket, but you know the truth... none will be chosen...they will all die.
"Stisshak" will need to be dealt with for certain, but with our Heroes weakened from battle and an entire tribe of Lizardfolk feeding the Wilo Wisp it will have to be another day. Spymaster Qiao is the first to piece together the Mystery. The Lizardfolk believed Stisshak to be a spirit of their ancestors... they also believe their ancestor spirits to live on Candlemere Isle...
Our heroes gaze out towards the Island in the middle of Lake Candlemere, the same many strange multi colored lights can be seen flashing in and out even from here... an island filled with Wilo Wisps... could that be? What force could draw so many to one place?
None of that matters now, what does matter is that this is clearly no place for a child... its time for Timmy to go home.

**You all gather what loot you can from the Lizardfolk Isle, using a large raft to transport the bulk of it and make your way away from this place. Where you go is up to you! You will be able to view the Loot Lists from the Lair of the Lizard King later this afternoon by logging onto Roll20! Ill send a message when they are ready. If any of you wish to Role play before game starts please use the RP Line chat!**

Saturday, April 11, 2020

Behind the Scenes : Kingdom Unrest


I have made some final decisions about how I would like Kingdom Unrest in this Campaign. These changes have already been applied to you Kingdom Statistics, and will allow greater application of certain Leadership Roles within the Kingdom. This post is to make any rule changes involving Unrest available to you as you continue to make plans to grow your Kingdom! :
** I would like to state that one of the best ways for you to gain additional benefits beyond the normal scope of the Kingdom Building Rules and  to balance your Kingdom Statistics is to take full advantage of the Downtime Rules. Your individual efforts in Downtime will greatly influence not only your Kingdom but events throughout the Campaign**

Kingdom Unrest

Buildings: Negative Unrest from Buildings will be permanent as /turn Unrest. This Unrest /turn can be mitigated by your Kingdom Enforcer and Assassin with Loyalty and Stability checks on individual turns. Decreasing Unrest in this way may affect your Kingdom Loyalty statistic and will require additional effort and time devoted to that Leadership Roles monthly Duties (more downtime spent on Leadership Duties).
 In addition, certain events and encounters throughout the campaign, if handled in appropriate manner, will result in -Unrest /Turn being added to you Kingdom Statistics. A good example of this would be the River Nixie Melianeese, because of our Heroes excellent role-playing regarding the revival of Coachwood Trees along her River Banks she has agreed to watch over the river ways of the Kingdom. Her vigilance increases Kingdom Stability AND will provide -1 Unrest/turn w/ Roll against any Unrest connected to Rivers in your Kingdom (like the +1 Unrest generated by the Foundry in New Dawn City).

Events: Most events in the Kingdom that Generate Unrest will do so only once. Significant or Unique events that randomly occur or are brought about by actual events in the campaign may generate Unrest /turn, and need to be dealt with in a timely manner. How you deal with Unrest /turn from events is up to you but out of game/ downtime actions can greatly impact your ability to do so.
A good example of out of game/ downtime actions helping to mitigate Unrest /turn from events is the recent Troll Sightings Event. Thinking quickly High Priest Rhodan issued an official Declaration of Intent to the kingdom at large in an effort to calm the citizenry, this resulted in the overall Unrest from the Event to be reduced. *Clever and quick thinking is always rewarded so stay on your game!*

**If there are any aspects of Kingdom Unrest that you are still unsure of or you believe I may not have covered here please get with me immediately so that we can discuss it and updates can be made to this post if needed!**

Thursday, April 9, 2020

Community Woes : Reports from the Kingdom! (Month 13)

Newly appointed Warden, Akiros Insmorte has made great head way into the backlogged reports that have piled in his office. For the most part Akiros, with the help of General Kesten and Marshal Jack, has been able to handle these reports quickly and efficiently. However, there are some things that have managed to go wrong... the following are reports delivered to our Heroes by Warden Akiros :

Troll Sightings!! (Month 13)
A large number of reports have come in from outlying rural areas that Trolls have been sighted in the Southern most parts of the Greenbelt... what started off quietly as a few reports has erupted swiftly into a dangerous situation for Tinansoar as its common citizens succumb to varying levels of panic and paranoia. Not hours after the first reports became public it was widely accepted that Troll Warbands had been spotted as far North as Nettle's Crossing and as close to the Kingdom as 24 miles...
As of now High Priest Rhodan has issued a "Declaration of Intent" to the citizenry of New Dawn City and the Rural parts of Tinansoar and has asked Marshal Jack and Warden Akiros to aid him in dealing with these rumors. Together they have been able to quiet much of the paranoia and avoid a mass panic from the citizens... but unless the rumors are stopped entirely or somehow addressed by Tinansoars Leaders this could EASILY result in a mass exodus of the Fledgling Kingdom... for fear of Trolls is no small thing in the Rural Country...
High Priest Rhodans Declaration reads as follows:

Citizens, visitors and all good people of Tìnansaor:

It has been brought to my attention, under the authority of good King Yogvir, that a great deal of unrest has befallen our budding nation. I want it to be clear that any threats to the Kingdom will be dealt with swiftly and judiciously. By that same vein, we treat any and all rumors or possibilities of danger within our kingdom as seriously as we can, even if they are just rumors. While we have found no evidence to suggest that the trolls have made way into our lands, we will stand ever-vigilant, in the event that one day a threat arises.

Know this, Tìnansaorens, that the Dawnflower and her ally Old Deadeye watches over you all. Should you feel the warmth of your hearth, the heat of her sun, or the abundance of his life, you are under their protection, and by extension, mine. May the light of Sarenrae and the bow of Erastil steady your hands and guide your way. 

High Priest Rhodan Basmali, Devotee of Sarenrae and of the people of Tirnansaor


**This is an ongoing Kingdom Event that increases Unrest by 4 (-1 due to High Priest Rhodan's Declaration) and will require some attention as well as Loyalty Checks periodically to maintain control of the situation and prevent mass panic**


Wandering Giant!!! (Month 13)
While the wide spread rumors of Troll Warbands invading the Kingdom  are thus far completely unsubstantiated, Warden Akiros has received confirmed reports from the Marshal office of a Male Giant of some kind roaming the country side to the South of New Dawn city. As such Akiros delivers this message to our Heroes so that they may determine how to best deal with it. As of now, no Reports have come in pointing toward to Giant causing any trouble... but its only a matter of time right?



Timmy Tennerborough Missing? (Month 13)
Young Timmy's penchant for capturing small critters along the Shores of the Rivers south of New Dawn City has gotten him into trouble more than a few times before and the Marshals office knows the boys family well. This time however it seems Timmy may have gotten himself into a bit more trouble than usual. After extensive investigation of the area in which Timmy was last seen, the Marshals office has officially declared the boy missing, much to the dismay of his mother Mrs. Tennerborough.
Mrs. Tennerboroughs ravings at the loss of her son have only added to the fires of the recent outbreak of panic cause by "Troll Sightings" increasing Kingdom Unrest by 2.
Akiros believes the the distraught woman can cause no more harm and asks our heroes to be on the look out for any sign of what may have happened to young Timmy while they explore the Wilds.

** Unrest generated by this event is permanent until young Timmy Tennerboroughs fate is discovered**


Gingerbread Houses and Kiddy Cakes (Month 10)

Akiors delivers another strange report to our Heroes, this report having been lost in the commotion of Kingdom Building and having been unaddressed... 
Reports from a few months ago surfaced in which citizens claimed that a swamp witch to the south was luring children out of the city, luring hem to her house in the swamp.... made of gingerbread............ fattening them up with candy and baking them into pies.... 
Akiros says the reports don't have much merit at all but more recent reports corroborate the existence of  of a "Swamp Witch" by the name of Old Beldame living in the same area the "Gingerbread reports" came from... with the recent Troll Rumors still running amok in the Kingdom Akiros asks that our Heroes investigate the area if they happen upon it.









Wednesday, April 8, 2020

Behind the Scenes: Ruling a Kingdom! (Kingdom Statistics)

The Kingdom of Tinansoar (12 months played)

Total Kingdom Statistics
Economy Bonus: + 35 - Current Unrest (+10  Buildings, +16 Leadership Roles, +5 Special Resources and Terrain, +2 Roads/Rivers, + 2 Taxes, -Current Unrest)
Loyalty Bonus: +28 - Current Unrest (+8  Buildings, +17 Leadership, +2 Special Terrain, +2 Alignment, + 1 Festival Edicts, - 2 Tax Edicts, -Current Unrest)
Stability Bonus: + 39 - Current Unrest ( +12 Buildings, +13 Leadership, +2 Government, +2 Alignment, +1 Roads and Rivers, +5  Special Resource and Terrain, +1 Roads and Rivers, +1 Promotion Edicts, +2 from Allies,  -Current Unrest)
Current Command DC (20 + Size + # of City Districts) : 31 + Unrest/turn (+10 Size, +1 City Districts, + Unrest /Turn)
Current Treasury : 25 BP ( +5 Bp /Turn Special Rescources)
Contributions to Treasury:

Leadership
Ruler: Yogvir, Son Kallad, Son of Hrothgar Slayer of Dragons (+2 Stab)
Consort: N/A 
Counselor: Svetlanna Leveton (+3 Loyalty)
General: Kesten Garess (+ 3 Stability)
Grand Diplomat: Pawny (+3 Stability)
High Priest: Rhodan, Devout of Sarenrae (+5 Stability)
Magister: Granny Fenwill (+5 Economy)
Marshal: Jack (+3 Economy)
Royal Assassin: Auchs and Akiros Insmorte (+6 Loyalty, -1 Unrest/turn w/ Roll)
Master of Whispers: Qiao Yifan (+6 Econ)
Treasurer: Oleg Leveton (+3 Economy)
Warden: Akiros Insmorte (+4 Loyalty)
Royal Enforcer: Al Azeem (+4 Loyalty, -1 Unrest/turn w/ Roll)
Viceroy to Tatzylford: Loy Rizbin (+2 Economy)


Kingdom Statistics Breakdown
Capital City : New Dawn City ((Terrain Benefits: Central Location(+1 Econ, +1 Lty), Defensible Hill(+1 Stab)) (Settlement, Population: Small Town, 4,000 )
Government: Oligarchy 
Alignment : Chaotic Neutral (+2 Loyalty, +2 Stability)
Kingdom Size (Hexes Claimed) : 10    Population (Size x 250+ City Pop.) : 6500   
Unrest /Turn:  +3   (+1 Foundry, +2 Events) (-2 /turn w/Roll from Leadership, -1 /turn w/Roll on Rivers, -1 /turn w/Roll against Fey)
Current Unrest : 4
Kingdom Consumption ( +10 Size +1 City Districts +2 Edict Penalty +0 Army Consumption
-3 per SR Farm - 2 per Farm, -1 per Fishery) : 1
# of Roads ( +1 Econ/ 4, +1 Stab/8) : 9
# of Farmlands (-2 Consumption each) : 3
# of SR Farmlands (-3 Consumption each) : 2
# of Fisheries (-1 Consumption each) : 0
# of River Hexes (+1 Econ/4, +1 Stab/8) : 4
# of Landmark Hexes (+1 Lyt each) : 2
# of Non-Farm SR Hexes (+1 Econ Each) : 2
Edicts
Promotions: Light ( +1 Stab, +1 Consumption)

Taxation: Standard ( +2 Econ, -2 Lyt)

Holidays: 1/Year ( +1 Lyt, +1 Consumption)
-Founders Day (The day of Tinansoars founding)


Exploration Edicts: N/A
- Teams on Expedition: N/A
- Teams Available: Narthopple Expedition

Vassalage Edicts: Colony ( Tatzylford )

Diplomatic Edicts: N/A

Adventuring Contracts: None
-Adventuring Teams Available: None

Trade Edicts: N/A

Terrain Improvements and Special Resource Hexes
National Landmarks (+1 Lyt ) : 5.5
Fort ( +2 Stab, +4 Defense, +1 Consumption ) : TBA
Watch tower ( +1 Stability each, May Upgrade to Fort) :4.6
Gold Mine (+2 Econ, +2  BP/ Income Phase) : 3.5
Silver Mine (+2 Econ (+1 Foundry), +2 BP (+1 Foundry)/ Income Phase): 5.6
Quarry (+1 Stab, +1 Bp): 4.6
Coachwood Grove Saw Mill ( +1 Stab and Econ, +1 BP/Income Phase): TBA
Farmland (-2 Consumption Each) : 4.5, 4.6 , 5.6 
Special Farmland (-3 Consumption Each) : 5.4, 2.6
Fishery (-1 Consumption Each): TBA
Vineyard (-1 Consumption Each) : TBA
Cave (+1 Stab each) : 4.6, 4.4
No Farms or Fisheries: 4.7, 6.4, 7.4 
No Roads: 4.4
Hexes Not Available for Improvement : 5.2
Hexes Claimed : ( Resources or Improvements )
6.5 ( F:R:L ), 5.2 ( V:Tatzylford ), 5.3 ( SR-Lumber:R:LM ), 5.4 ( SF:R ), 5.5 ( F:R ), 5.6 ( SR-Silver:M:R:V ), 4.4 ( R ), 4.5 ( R ), 4.6 ( R:F:L:SR-Cave ), 4.7 (R), 3.3 ( SR- Temple ), 3.5 ( SR-Gold:M:R:Wtch:F ), 2.6 ( SF:R ),  1.1 (Oleg's: R ), 3.6 ( F:R ), 6.4, 7.4 (Wtch)

**Terminology for Hexes Claimed**
S = Special, F= Farm or Fishery, SR-**= Special Resource- Type, Wtch= Watchtower, M= Mine, R=Road, L= Landmark, LM= Lumber Mill, V=Vassals


Diplomacy and Vassalage
*Details on allies gained either through Diplomatic Edicts, Vassalage Edicts, or just plain good Luck and Roleplaying*

National Allies (Other Nations)


Ambassadors (* will mark Tinansoar own Ambassadors)


Vassals (Colonies)
Tatzylford : Small Frontier Settlement located in the River Ford where our Heroes found and slew a mated pair of Tatzylwyrms. Mayor Roy Lizben of Tatzylford now serves as Tinansoar's Viceroy for this colony until it grows large enough to be fully integrated into its Mother Kingdom.


National Allies (Non Nations)

Sootscale Kobold Tribe: Named after it's cheiftan, Cheif Sootscale, this Kobold tribe has become beholden to Sonari and our Heroes after being rescued from their crazed shaman some time ago. Now that Tinansoar has claimed the silver mine that the tribe lives in, they have been integrated into the Kingdom as miners and over the course of the last year have nearly mastered the craft. Now almost entirely left to their own devices (apart from the constant vigilance of Marshal Jacks  patrols) the Sootscale Kobolds flourish beyond the general expectation of their race, even producing from amongst them several Artisans.


Allied Individuls

Mistress Tiressia (Female Dryad): Tiressa is a Dryad who seems to wield considerable power and influence within the natural ecosystem of The Narlmarches (the forest within the Greenbelt). After our Heroes selflessly agreed to aid her in protecting the forest from a wickedly evil plant menace known as a Scythe Tree as well as a pair of strange plant like creatures from another dimension in the form of Plantoids, The Mistress of the Wood has agreed to an alliance with the Kingdom of Latveria. Tiressia now watches over the Kingdoms western borders within The Narlmarches and will provide our heroes with updates if any threats arise in that region. (Tiressia'a influence greatly decreases the likelyhood that the common Citizens of Ti man soar will be plagued by the tricks of the Fey that call the Greenbelt home, as a result Kingdom Stability is increased by +1 and -1 Unrest /turn if generated by Fey).

Melianesse (Female River Nixie): Another Strange fey creature, this one known as a River Nixie, Melianesse is a sorceress among her kind. She has lived within the intricate river systems of the Greenbelt for quite a number of years and knows this places waterways better than nearly anyone else! After our Heroes happened upon an encounter between Melianesse and a group of humans, Melianesse has been convinced that our Heroes are something more than simple humans... because of this ( and in no small part due to the fact that our Heroes can seemingly call upon the aid of Mistress Tiressia at a whim ) Melianesse had formed an alliance with the Kingdom of Latveria. In return for more care when cultivating the forrest along the Greenbelts Riverways for its Lumber, Melianesse has agreed to watch over the Kingdoms rivers, and report to our Heroes of any threats or problems that may arise on any of them.
(Melianesse's vigilance on the Greenbelts water ways provides the Kingdom +1 Stability, -1 Unrest /turn against events involving the Kingdoms Rivers)




Settlement Statics 
New Dawn City
Law :
Crime :
Corruption :
Lore :
Economy :
Society : 
Base Value (Limit on Items that may be readily available for purchase): 500 GP 

Current Buildings ( Kingdom Bonus / Settlement Bonus ) : Castle ( +2 to All Stats, +8 Defense, Claimed by King Yogvir), Town Hall (+1 to All Stats), Inn (+1 to Econ and Lyt, +500 Base Value, Owned and operated by The League of Boot and Trail), Houses x1 (Prerequisite for other Buildings), Library (+1 Econ and Lty), Smithy (+ 1 Econ and Stab), Mill ( +1 Econ and Stab), Foundry +1 Econ and Stability, Increase Silver Mine benefits by 1, +1 Unrest/ Turn), Theater (+2 Econ and Stab), Brewery (+1 Lyt and Stab), Citern (+1 Stab),  Everlight Temple ( Temple of Sarenrae  NG +2 Lyt and Stab), 

Current Discounts ( Buildings that may be Built for Half Price) : Noble Villa, Barracks, Dump, Jail, Watchtower, Dance Hall, Exotic Artisan, Inn, Park, Tavern, Graveyard, Monument, Shrine

Magic Item Slots: 

One Arrow Alone, Ten in a Bundle: Raising an Army!

The rules for Mass Combat have very little information on what needs to be done to ACTUALLY recruit an army. For example the only limit to army size is how much consumption you are willing to take on... which is silly and makes no sense. Because of this I have been working on a new system to help our Heroes build and recruit their armies!
Recruiting an army will have the following rules (all of theses are in addition to any found in the Mass Combat section of D20PFSRD.COM). Furthermore we will also be using a number of the "Optional Rules" given in the Mass Combat section as well (including Reserve Armies, Splitting Armies and a few more):

Recruiting an Army
Any Leader within the Kingdom may raise an army, but generally there will be one main fighting force controlled by the Kingdoms Ruler and General as a team. Being the Leaders of a Kingdom is enough of a reputation to begin building an army in the name of your Kingdom.
The total number of soldiers a Kingdom may have active in it's military is equal to 1/20th it's total population. If a Kingdom has a special benefit, such as being a Warrior Nation or a Nation with Strong ties toward defense of it's borders, this limit increases to 1/15th its total population.

The level of soldiers that may be trained can be enhanced by multiple means within the campaign, the level of soldiers a Kingdom can recruit always starts at Warrior Lvl 1, Nations with strong Military backgrounds or Leadership increase the minimum by 1.
**( The citizens that call the harsh wildernesses of the Stolen Lands home are a hearty, enduring lot and thus start at Warrior Level 2).**
**Note that the Level and class of Soldiers you can recruit will be upgraded throughout the Campaign and will need to be kept track of separately. These increases will be tracked in the "Behind the Scenes" blog spot, as well as individual Settlement stat blocks in Roll20.**

To recruit an army a Kingdom must first have at least one building capable of training soldiers, the time it takes to train each Army is equal to 1 week/ 100 soldiers in that Army. Those buildings are as follows:
Barracks: Can train Armies of Large or smaller size.
Garrison: Can Train Armies of Huge or smaller size.
*Note that each Army must be assigned a commander while in training, and that no Commander can be assigned to more than one Army at a time. This means you will likely have to have multiple commanders on the Kingdoms payroll. *
* Note that to make Larger Armies you will need to combine smaller ones using the Combining Armies Option Rue in the Mass Combat section of D20PFSRD.COM*

Once trained you pay an Armies Consumption cost as normal. Note that the Consumption of an Army is measured in WEEKS not Months and must be paid 4 times/Kingdom building turn. To lower consumption cost of an Army you may place that Army in RESERVE using the Reserve Armies Optional Rules in the Mass Combat Section of D20PFSRD.COM.
*Note that in order to place an Army in reserve you will need to have the appropriate houseing, which is detailed in the Reserve Armies section as well.*



I hope I covered everything that needed to be covered, please let me know if you have any questions!
**Note that this post will be updated as our Heroes unlock additional features pertaining to Armies**

Saturday, April 4, 2020

So Much to Do, Plenty of Time!: Downtime Rules in Kingmaker

This post is to make known the Dm's rulings as pertains to using the various Downtime Rules in the Kingmaker Campaign Setting. The downtime rules and be found under the "Variant Rules" section on d20pfsrd.com. This section will also introduce new rule sets created by the DM in an effort to streamline the process of using both rule sets in one Setting.

New Systems Introduced (AFTER 12 Months Played): Kingdom Payroll
The new "Kingdom Payroll" system was created to help both the DM and players better keep track of key NPCS being utilized behind the scenes in the Kingdom of Latveria. The system thus far functions as follows:

The Basics of Payroll
The Kingdoms Ruler will assign a number of BP earned during the Income Phase to be allocated into the "Kingdom Payroll" (minimum 1 BP).

The Kingdoms Ruler will assign any person that holds a Leadership Role within the Kingdom (including himself) to become "Pay Master" and allocate the Payroll into gold piece values and divide those values among Leaders to help them cover the costs of running their individual organizations. Each Payroll BP is worth 2,000 GP for this purpose.
-EX: The Pay Master sees that the Ruler has assigned 2 BP per month to be allocated into the Kingdoms Payroll. That means that the Kingdoms Payroll Total is 2 BP per month or 4,000 GP. The Pay Master decides that the Leadership positions that Need to be added to Kingdom Payroll are the Grand Diplomat, Marshal, and Spy Master. He divides the GOLD PIECE AMOUNT of his monthly Payroll BP amongst those three organizations as he sees fit (1k to Marshal, 1k to Diplomat, and 2k to the Spymaster in this example), which is them allocated by the controlling party to pay their people.

How to Use Payroll
Our Heroes and their individual Leaders within Latveria will use Payroll in conjunction with the Teams and Managers sections of the DOWNTIME rules (found on d20pfsrd.com under Other Rules Systems >Downtime).

Each different Team and Manager has a cost listed as a one time GP COST (for Teams) or as GP/DAY(for managers) So for PAYROLL purposes with Managers you multiply the cost/day by 30 to get the Monthly rate, with Teams the one time GP COST is taken from your Payroll in the Month you hire them. The listings for Teams and Managers include a general overall purpose and/or function for them, but based on how they are utilized and input from our Heroes these general uses MAY be altered to include additional static bonuses (either for our heroes individual goals or for Latveria as a whole).

Key NPC Teams and Managers will periodically appear within Latveria that can be utilized by our Heroes. These specialized individuals will have better static bonuses than normal but also come at a higher cost to your Payroll. Key Npcs Teams and Managers will be listed in the "Behind the Scenes" Kingdom post and will only last a short time UNLESS utilized within the Payroll system.

In the Future
I am also currently working on how to include the Capital System into game so you can all have your own personal income... as well as the Rooms and Organizations sections of the DOWNTIME rules...
Im doing ALOT of work on this campaign guys so please bare with me as I continue to sort things out and make new options available to you! I hope you  guys like the Payroll System I have developed and utilize it effectively!! More and more to come!


Buildings and Organizations

     In order to build individual buildings in the Kingmaker setting you must use the Kingdom Buiding rules and disregard the "Constructing Buildings" rules in Downtime. However, if an individual player that holds a Leadership Role within the Kingdom wishes to "claim" a specific building in any of the Kingdoms City Districts for his own purposes, AND obtains permission from his fellow Rulers than he/she may do so.
     Claiming a building in this way unlocks that building "stats" in the Dowtime system (i.e that building has the listed rooms available to it in the "Buildings" section and must pay an upkeep cost per Month to maintain said building. **(Upkeep costs will be determined upon further reveiw of the Downtime Rules)**

     Forming Organizations functions much the same way as it does when using the stand alone Downtime rules except for where those rules may contradict, in which case the DM will make rulings on a case by case basis. Organizations will also have an upkeep cost determined upon further review of the Downtime Rules.


Rooms and Teams

     Teams may be recruited as normal save for the rules changes listed in "Kingdom Payroll", and have wide and varying functions. As long as you use your imagination there will be no limit to what can be accomplished using these rules!

     Once a building has been claimed by a Ruler for their own purposes the "Rooms" section of the Downtime Rules become available to them. The building starts with its normal allotment of rooms ( found in the building listing in the " Buildings" Section of Downtime Rules) and may be improved or added to using the "Rooms" rule set.
     Contradictions with Kingmaker Rules will be dealt with by the DM on a case by case Basis.