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Expanded Magic book. New Spells. If the target kingdom builds an embassy in one of your settlements, that kingdom gains these bonuses. Alternatively, your envoy may attempt to threaten rather than befriend the other kingdom. You may spend BP on bribes or gifts to modify the DC. Your Infamy increases by 1 whether you succeed or fail at the check. If you succeed at the check, you create an embassy agreement with the target kingdom. An embassy is considered a permanent agreement.
Replacing your ambassador does not affect the edict or the embassy. If you want to close your embassy and break the embassy agreement, attempt a Loyalty check. Success means you close the embassy.
Failure means your citizens reject the idea of severing ties with the other kingdom and continue to staff the embassy; you may try again next turn. If you succeed, your Infamy increases by 1. If you fail, Infamy and Unrest both increase by 1. Doing so requires a new Diplomatic edict and requires your envoy to attempt three Charisma persuasion checks using the Diplomatic edict DC.
As with Diplomatic edicts, abilities or spells that modify skill checks do not apply unless they last at least 24 hours. Whichever party wins most of these opposed checks has the advantage in the negotiations and decides whether the treaty is balanced or unbalanced.
The Fame of the party with the advantage in the negotiations by 1. You may use a Diplomatic edict to change an unbalanced treaty in your favor to a balanced treaty; doing so does not require a check. A treaty is considered a permanent agreement.
If you want to renegotiate it, attempt a Loyalty check. If you fail, the existing treaty remains in effect and your Unrest increases by 1. If you withdraw from the treaty, attempt a Loyalty check. Success means Unrest increases by 1; failure means Unrest increases by 2. If you attack a kingdom with which you have a treaty, attempt a Loyalty check. If you succeed, Infamy and Unrest increase by 1d2 each.
If you fail, Infamy and Unrest increase by 1d4 each. This works like the negotiations for a treaty, except it requires six Charisma persuasion or intimidation checks. Four of these must succeed for the alliance to form.
If successful, negotiations proceed as for a treaty, with three opposed Charisma persuasion or intimidation checks to determine who has the advantage in negotiations.
If an allied kingdom stations an army inside your territory, you must succeed at a Loyalty check or gain 1d2 Unrest; this does not apply if your kingdom has been attacked and you have requested aid from the ally.
If you are attacked by another kingdom, you can call for aid from your allies. If you attack a kingdom with which you have an alliance, attempt a Loyalty check.
If you succeed, Infamy and Unrest increase by 1d4 each. If you fail, Infamy and Unrest increase by 2d4 each. An attacked ally may end an alliance, treaty, or embassy agreement with the aggressor without penalty. Relationships with Multiple Kingdoms A kingdom may have embassies with any number of kingdoms. Exploration Edicts Exploration edicts are special edicts that allow you to commission explorers to map unclaimed hexes and prepare them for your kingdom.
You may choose to accompany the explorers or let them explore on their own. When commissioning an expedition, you must determine the length of time and plan the route in advance.
Financing explorers costs 1d4 BP per month of the expedition, paid in advance. The explorers start at your capital, and spend the agreed-on time traveling to, exploring, and mapping unclaimed hexes.
At the end of the contracted period, they return to your capital. See Terrain and Terrain Improvements table for travel and exploration times. Each expedition requires a separate Exploration edict. Explorers note obvious terrain features and resources on the first day in a hex.
Explorers have the same chances for random encounters and other dangers that you would if you traveled through or explored the hex yourself. If you succeed at the Stability check, the explorers escape and survive but are temporarily scattered and make no more progress that month.
If you fail the Stability check, the explorers are killed; Unrest increases by 1, and the remainder of your BP investment in the expedition is lost. Trade Edicts Trade edicts are special edicts that allow you to create a trade route with another kingdom, increasing the BP you gain every month, as well as possibly increasing your Fame and other kingdom statistics. To plan a trade route, select another kingdom as your trade partner and determine the distance in hexes from a settlement in your kingdom to a settlement in the target kingdom, tracing the path of the trade route rather than a direct line.
A trade route can pass through grassland, desert, or any terrain that has a road or highway. If your settlement contains a Pier, the trade route can pass along rivers and coastal hexes. If your settlement contains a Waterfront, your trade route can pass through water hexes. Longer trade routes are harder to maintain than short ones. To determine the effective length of your trade route, hexes with roads or rivers count normally.
Grassland and desert hexes count double. Water hexes and hexes with highways count as half. Establishing a trade route takes 1 hex per day along Roads and Rivers upstream , 2 along coastlines, and 4 along water or Rivers downstream. If the journey requires 1 turn or more, you gain no benefits from it until the turn the traders arrive at their destination.
You must invest at least 5 BP into the initial trade expedition using this trade route. The first time your traders reach the destination settlement, attempt an Economy check, a Loyalty check, and a Stability check.
If one check succeeds, the expedition fails to reach its destination but sells its goods elsewhere for 1d4 BP per every 5 BP invested. An established trade route provides its benefits for 1 year. A kingdom can have one of each of the following types of trade route. Each type requires certain buildings in your settlement, and each increases the Economy bonus from a successful trade route. Food: If your kingdom has surplus production from farms and fisheries that reduces its Consumption to below 0, you may export food.
A successful food trade route increases Economy by 1 for every 10 Farms and Fisheries in the kingdom; this benefit is lost in any month that Farms and Fisheries do not reduce Consumption below 0.
You must have at least 1 Granary and 1 Stockyard in your settlement. Goods: The trade route transports goods such as weapons and textiles. Count all Guildhalls, Smithies, Shops, Trade Shops, and Tanneries in the starting settlement and divide by 10; a successful goods trade route increases Economy by this amount.
You must have at least 1 Guildhall in your settlement. Luxuries: This trade route carries exotic goods such as art, musical instruments, books, spices, dyes, and magic items. You must have at least 1 Luxury Store in your settlement. Raw Materials: This trade route carries common raw materials such as lumber, stone, ore, or metal.
A successful raw materials trade route increases Economy by 1 for every 10 Mines, Quarries, and Sawmills in the kingdom. You must have at least 1 Foundry in the starting settlement to count Mines.
You can also use a Vassalage edict to found a colony beholden to your kingdom. You may also use a Vassalage edict to subjugate an existing kingdom you have conquered without having to absorb the entire kingdom hex by hex. When you issue a Vassalage edict, you must select a person to take the Viceroy leadership role.
Issuing a Vassalage edict requires you to spend 1d4 BP and give additional BP to the Viceroy as a starting Treasury for the vassal kingdom just as a wealthy sponsor may have granted to your initial Treasury. When you issue a Vassalage edict, you are creating a new kingdom or attaching an existing kingdom to your own.
Your vassal functions in most respects as a separate entity with its own kingdom scores. You decide how it is governed; you may give its leaders full autonomy, or give occasional suggestions or commands about buildings and improvements, or control it directly by giving orders to the Viceroy. New Vassal or Colony: When you issue a Vassalage edict to create a new colony or kingdom, you may immediately establish an embassy, treaty, or alliance your choice with your new vassal see Diplomatic edicts.
You may decide that the treaty and alliance are balanced or unbalanced. These decisions are automatically successful and do not require rolls. Subjugation: When you issue this edict to subjugate another kingdom, you may immediately establish an embassy, but you must follow the normal rules if you wish to establish a treaty or alliance. If you spend BP on bribes or gifts to reduce the DC and you succeed at forming the treaty or alliance, you may count half of this amount as going toward new improvements or buildings built in the vassal kingdom that turn.
Failure means Unrest increases by 1d4. If you succeed at this check three turns in a row, you establish a peaceful equilibrium and no longer need to attempt these checks. Vacancy Penalty: If the vassal kingdom takes a vacancy penalty for not having a Viceroy or a Viceroy not doing his duties, that kingdom also takes the Ruler vacancy penalty.
A Consort or Heir from your kingdom may mitigate this penalty if she is touring the vassal state; however, she cannot also mitigate the Ruler vacancy penalty in your kingdom. Expanding Settlement Modifiers As explained in the Buildings section, the Settlement entry for a building lists modifiers that affect skill checks in the settlement. Use these total modifiers everywhere in your kingdom.
If a settlement has its own settlement modifier, use the higher of the two modifiers for rolls relating to that settlement. Fame and Infamy Kingdoms gain notoriety for the actions of their leaders and citizens, as well as for constructing certain types of buildings. This leads to the development of Fame or Infamy. For example, a kingdom may be famous for culture and learning as well as infamous for treachery and corruption. The other value starts at 0.
Fame and Infamy cannot go below 0. Certain buildings such as Arenas and Castles increase Fame. Settlement Modifiers: Add all the Lore and Society modifiers from all your settlements and divide by 10; add this amount to your Fame. Add all the Corruption and Crime modifiers from all your settlements and divide by 10; add this amount to your Infamy. Using Fame and Infamy: Fame and Infamy affect skill checks relating to other kingdoms.
Forms of Government The kingdom-building rules presume your government is a feudal monarchy; the leaders are appointed for life either by themselves or an outside agency such as a nearby monarch , and pass their titles to their heirs.
Autocracy: A single person rules the kingdom by popular acclaim. This person may be elected by the people, a popular hero asked to lead, or even a hereditary monarch who rules with a light hand. Modifiers: None. Magocracy: An individual or group with potent magical power leads the kingdom and promotes the spread of magical and mundane knowledge and education.
Those with magical abilities often enjoy favored status in the kingdom. Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Republic: The kingdom is ruled by a parliament of elected or appointed officials who represent the various geographic areas and cultural constituents of the kingdom, making decisions for the whole through voting, bureaucratic procedures, and coalition-building.
Theocracy: The kingdom is ruled by the leader of its most popular religion, and the ideas and members of that religion often enjoy favored status in government and the kingdom. Independence and Unification Sometimes, breaking a kingdom into multiple pieces or joining with another kingdom is the best option for longterm survival.
Declaring Independence Though many kingdoms break apart due to military, racial, or religious conflicts, you can divide up your kingdom amiably if all leaders agree. During the Event phase, follow these steps. Step 2: Split up the kingdom. Determine which hexes belong to each daughter kingdom. Divide the treasury in a fair manner such as proportionate to population or Size , and divide any other mobile assets such as armies.
Step 3: Determine how much Unrest in the parent kingdom does not result from leadership and building modifiers. Divide this by the number of daughter kingdoms being made from the parent kingdom minimum 1 Unrest. Step 4: Each daughter kingdom should follow the steps for founding a kingdom. Treat leaders moving from the parent kingdom to a daughter kingdom as abdicating their posts in the parent kingdom.
Loyalty increases by 1 for each daughter kingdom for the next 6 months. Add the Unrest from Step 3 to the Unrest for the daughter kingdoms. The GM may influence any of these steps as appropriate to the situation, such as by giving one kingdom an Economy penalty and a Loyalty bonus, or dividing the Unrest in Step 4 unequally between the kingdoms.
If independence occurs as a result of creating a secondary territory by losing control of a connecting hex, the additional Unrest penalty from having a kingdom leader act as the Ruler ends. If successful, the negotiation emancipates your kingdom and ends any treaty or alliance with your former patron; you retain an embassy with that kingdom and can try to negotiate a new treaty or alliance.
The paragraph above describes an optimal, peaceful situation where part of the kingdom wants to split away from the rest or the rulers want to divide the kingdom into smaller kingdoms. Splitting a country because of invasion, revolution, or a similar conflict usually involves unique circumstances and is beyond the scope of these rules; the GM should use the above steps as guidelines for when the kingdom leaders reach an agreement with others about how to split the kingdom.
Forming a Union Just as a kingdom can divide into separate pieces, kingdoms may want to unite to become a more powerful political entity. If the leaders in each kingdom agree to the union, the process is relatively smooth.
First, combine the Treasuries and any other mobile assets such as armies of the kingdoms. Next, determine how much Unrest in each kingdom is not from leadership and building modifiers.
Average these numbers together minimum 1 Unrest. Then follow the steps for founding a kingdom. Treat leaders who change roles as changing roles within the same kingdom. If the leader is proficient in the skill, the leader may increase the leadership modifier by 1. The relevant skills for each leadership role are as follows. Royal Enforcer: Charisma intimidation Ruler: Charisma persuasion or intimidation Spymaster: Wisdom insight Treasurer: Intelligence investigation Viceroy: Intelligence history Warden: Wisdom insight 47 George Cameron Order Legendary Warfare Sooner or later, even the most peaceable kingdom will find itself faced with the prospect of war.
While some kingdoms at odds with your own might be willing to compromise, others are not amenable to negotiation, or respond to overtures of appeasement with ever-increasing aggression.
When diplomacy fails, the clash of steel is close behind. This section contains rules for you as a kingdom leader to create armies, assign their commanders, and prepare them for battle on land, at sea, or in the skies. This includes rules for equipping and maintaining conventional armies, utilizing PCs as part of mass combat, converting groups of monsters into military forces, and going beyond the battlefield to deal with the aftermath of combat.
These rules provide an abstract, narrative mass combat system that will let you rapidly play out a complex battle scenario without getting bogged down in excessive detail, while still retaining fidelity to strategy, tactics, and the realities of the battlefield.
These rules are not intended to accurately represent complex wars, provide a highly tactical simulation, or accurately model a tactical warfare miniatures game.
Instead, they are intended to incorporate warfare into a campaign while still staying primarily focused on traditional, small-scale adventuring and roleplaying. Instead of a kingdom turn or kingdom phase, use 1 month. Instead of using build points BP to represent the cost of equipping and maintaining an army, multiply the BP cost by gp. Army Statistics The description of each army is presented in a standard format.
Name: This is the name of the army. It is usually the same alignment as a typical unit in that army. Abilities that reduce hp damage or healing by half or any other fraction have a minimum of 1 rather than 0. For purposes of calculating ACR, individual creatures whose CR is represented solely by class levels have a CR of 1 less than their level.
Melee attacks and ranged attacks use the same OM unless an ability says otherwise. Tactics: These are any army tactics the army has at its disposal. Resources: These are any army resources the army has at its disposal. Special: This section lists any special abilities the army has. Morale: This number represents how confident the army 49 is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens.
Consumption: This is how many Build Points BP an army consumes each week unlike most kingdom expenses, this cost is per week, not per month , representing the cost to feed, hydrate, arm, train, care for, and pay the units.
Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army.
Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle. This applies mostly to typical humanoid armies, as monsters with powerful abilities might be significantly more formidable. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules.
If there is an extended break such as stopping at nightfall to resume combat in the morning or the battle conditions change significantly such as the assassination of a commander, the arrival of another army, and so on , the GM should treat each period of combat between armies as one battle.
The battle phases are as follows. Tactics Phase: The GM decides what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round one attack as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter.
Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase. More Than Two Armies These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army or armies, if you have multiple armies in the field it is attacking and apply damage appropriately.
On each phase, you may change which army you are targeting. If your kingdom fields multiple armies in a battle, you may want to divide responsibility for these armies among the other players to speed up play.
The modifiers listed below apply only for the duration of the battle. Advantageous Terrain: Generally, if one army occupies a position of superiority such as being atop a hill, wedged in a narrow canyon, or protected by a deep river along one flank , the defending army increases its DV by 2. Ambush: In order to attempt to ambush an army, the entire ambushing army must be in an area that is heavily obscured, or be otherwise undetected by its enemies.
Otherwise, the battle proceeds normally. Heavily Obscured: See Darkness, above. Lightly Obscured: See Dim Light, above.
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