With the issuance of the writ, our band of characters have been granted the rights (gods help us) to rule the land of the greenbelt along with titles of nobility! With the writ comes additional resources from Restov. The myriad of different kinds of material and wealth resources will be abstracted into Build Points (BP) and will be used to operate and maintain the kingdom. Congratulations! Your new nation begins with 50 BP in its treasury!
Like your character sheet, your Kingdom will have a stat block with three primary traits: Economy, Loyalty, and Stability. Two additional factors will be important for your kingdom. These are Consumption and Unrest. I'll cover these in detail on Saturday!
One week per month will be required of characters to perform the duties and requirements for their leadership role. On the last day of each month we will run through 4 Kingdom phases:
(1) Upkeep
(2) Improvement
(3) Income
(4) Kingdom Events
The first month will skip the Upkeep phase but we'll cover that phase on Saturday when we progress into the next few months.
Improvement Phase
Step 1 - Select Leadership Roles (completed)
Step 2 - Claim Hexes (claimed fort hex = cost 1 BP)
After a preparations are made, a caravan of craftsmen, tradefolk, and wagons of supplies head from Oleg's Trade Post south to Fort Redemption!
Step 3 - Establish/Improve City (prepare city district = cost 1 BP)
Upon arrival to the fort, preparations are made to clear the land around the hill where the town will be built upon the shore of Tuskwater Lake. As the makeshift camp of workers raise tents and begin work it comes time to decide what your capital's first building shall be! Below is a reduced list to choose from for the first month:
Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +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.
Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.
Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
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.
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.
Step 4 - Build Roads (not applicable yet)
Step 5 - Establish Farmlands (not applicable yet)
It is possible to build both a House and another building per the rules for Houses. Some buildings require an adjacent House as a prereq to build.
To complete the Improvement Phase the group will need to select a building to construct. After that we will proceed to the Income Phase!