Kingdom building
General Summary
Players arrived back at Serphants Pass and spent the next week dong kingdom activity to help the citizenry.
Resources collected: 26?
2x wood
2x food
4x ore
#1. Commerace phase:
-Taxes were collected Failure The people pay up but are unhappy about the taxation. Gain RP equal to half the kingdom level (minimum 1) and increase Unrest by 1.
-Treasury was tapped and players received 125 gp
Trade Agreement was managed with Oleg, At the start of your next kingdom turn, you gain one of the following: 1 bonus Resource Die per trade agreement managed, or 1 commodity of your choice per trade agreement managed (No More than half of these commodities may be Luxuries).
#2 Activity Phase
Mayor - Quell Unrest politics, success. Take Charge (Exploration claim hex) total 24. success. -1 RP
Avira - established Dimmplomtic ties with Equanio successfully, and the Rest and Relaxation Trade (Nat 6 for 15 + 2 Intelligence) Failed. The rest is welcome, but not very beneficial. Establish a Trade Agreement with Equino 25 Success.
Leo - Focus Attention Trade Success grating mayor +1 on his take charge check.
Flimsy - Provide Care Defense (nat 14 for 23) Caregiving reduces worry. Reduce Unrest by 1.
Octiva - Supernatural Solution Magic (Nat 18 for 24), Spent 3 RP. You can call upon your spellcasters' solution to aid in resolving any kingdom skill check made during the remainder of this turn. Just before a kingdom skill check is rolled, attempt an additional Magic check against the same DC, and take whichever of the two results you prefer. If this benefit isn’t used by the end of this turn, it is lost and the kingdom gain 10 XP instead. Preignition Magic (Nat 20 for 26) Your kingdom's spellcasters read omens and provide advice on how best to prepare for events in the near future. The kingdom gains a +2 circumstance bonus to checks made to resolve kingdom events this turn.
Tristan - Craft Lux Industry (Nat 19 for 28, -3rp) Gain 1 Luxury commodities
Valerie - Create Master Piece Arts (Nat 19 for 25 + 1 wisdom) You encourage your kingdom's artists to create and display a masterful work of art to bolster your kingdom's reputation. Attempt an Arts control check. Gain 1 FIP immediately.
#3 Region Actitys (Up to three region activities)
Claim hex (1d20 + 9 exploration) Success.
Establish Farmland You plant crops and establish livestock in permanent farms, ranches, and other growing operations. Succsess
Reconiter (A team is sent to survey a particular hex. Spend 1RP Fail.
#4 Civic Activttes, 1 civic activity
Harvest Crops and Livestock No crops harvest)
#5 Army Actitys
Training Ez to tough regular success.
Deploy Field to the temple of Elk.
The kingdom bustled with activity as its leaders guided it through a challenging but ultimately productive turn. Resources had been gathered—wood, food, and ore—to support the ever-growing needs of the people. However, the economy faced its own trials as the Commerce Phase unfolded.
Commerce Phase:
The kingdom’s attempt to collect taxes met resistance. Though the treasury was bolstered, discontent simmered among the populace, increasing unrest. The kingdom earned RP equal to half its level but was forced to address growing dissatisfaction. To alleviate financial strain, the treasury was tapped, providing 125 gold pieces.
Despite internal strife, the kingdom’s trade agreements flourished. Oleg continued to support trade, promising a resource boon in the next kingdom turn. Meanwhile, Avira successfully negotiated a trade agreement with Equanio, strengthening diplomatic ties but failing to secure the benefits of the Rest and Relaxation Trade. The kingdom would need to find other ways to boost morale.
Activity Phase:
Mayor led the efforts to stabilize the unrest through politics and succeeded in quelling some of the rising tension. With renewed focus, he took charge of exploration efforts, successfully claiming new territory for the kingdom at the cost of 1 RP.
Avira, determined to expand diplomatic ties, managed to secure Equanio’s trade partnership, a crucial step in the kingdom’s expansion.
Leo’s efforts to aid the Mayor paid off, providing a helpful advantage to the exploration claim.
Flimsy took a different approach, focusing on defense and caregiving. His efforts proved fruitful as his care reduced the kingdom’s unrest, providing some much-needed relief.
Octiva called upon the supernatural, spending 3 RP to ensure the kingdom had magical solutions to any pressing issues. Through preignition magic, the spellcasters foresaw upcoming events, granting a +2 bonus to the kingdom’s event resolution checks for the turn.
Tristan focused on industry, crafting luxurious commodities, adding to the wealth of the kingdom.
Valerie, drawing upon artistic inspiration, created a magnificent masterpiece, which immediately enhanced the kingdom’s reputation and earned it 1 Fame Influence Point (FIP).
Regional Activities:
The kingdom took steps to expand its reach and cultivate its lands.
- A new hex was claimed through exploration, furthering the kingdom’s borders.
- Avria provided tax resources to the Zuso Family. Dad is Human, Mom Half Elf, two brothers, and a cleric daugher. Farmland was established, ensuring future food security at the cost of 1 RP.
- A team was dispatched to reconnoiter nearby lands, spending another RP to gather vital intelligence on the surrounding terrain.
Civic Activity:
With no crops ready for harvest, the kingdom focused on planning for future agricultural success, ensuring the sustainability of its food supply.
Army Activities:
The military continued to strengthen its ranks. Training exercises transformed recruits from easygoing to tough regulars, enhancing the kingdom’s defenses. Meanwhile, a deployment was sent to the Temple of Elk, ensuring the sacred site remained secure.
The turn concluded with the kingdom standing firm, its leaders managing both internal challenges and external opportunities. With careful planning and strategic resource management, they looked toward the future, ready to face whatever lay ahead.