Vorduvai |
--------------------
KINGDOM OF NEWHAVEN (thru – 02/4712)
--------------------
NEWHAVEN
NG Size 72 Kingdom
Control DC 97
--------------------
STATISTICS
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Economy 95; Loyalty 75; Stability 97
Treasury 57; Consumption 0 (-3 differential); Income Modifier +22; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 42,750
Improvements Roads x36, Rivers x26*, Irrigated Farms x8, Farms x34 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x11, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
Halorouth steps down as Spymaster, and Borodin Loginov takes his place
--------------------
HEXES
3.09, 4.09, 4.10 (plains w/ river/lake benefits)
--------------------
--------------------
SETTLEMENTS
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NG Large City; Districts 2
Economy +18; Loyalty +16; Stability +26; Defense +15
Corruption +1; Crime +2; Law +6; Lore +5; Productivity +7; Society +4
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 11500
Marketplace
Base Value 4500 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Aldori fighting school”, Mansion “Bellavieu Manor”, Stockyards
NG Large Town; Districts 1
Economy +11; Loyalty +10; Stability +10; Defense +0
Corruption +0; Crime +0; Law +1; Lore +2; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 5000
Marketplace
Base Value 2000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar)
LG Large Town; Districts 1
Economy +6; Loyalty +12; Stability +4; Defense +0
Corruption +1, Crime +1, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Danger +0
Demographics 95% human, 5% other
Population 4250
Marketplace
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard
N Large Town; Districts 1
Economy +4; Loyalty +11; Stability +10; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Danger +0
Demographics 95% human, 5% other
Population 4000
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail
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DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
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ARMIES
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NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Resources None
Tactics Cautious Combat
Speed 2 Hexes; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 15; OM +5
Resources Mounts
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Human (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons Loyalty
NG Large army of Human (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 1
Commander Boons Live Off the Land
NG Medium army of Human (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
I got hit pretty hard on events last month, so the "extra" fort up in the NE for 24BP was a heavy setback on my improvement plans (Stables and Smithy are 1/2 price for Sanctuary, upgrade of First Army w/ Ranged Weapons). That being said, with the Stockyards and new farms the "surplus" on Consumption that can be stored by our Granary is 3 for next turn. Consumption is 0 (-3) with the new army consumption factored in. Loyalty is bad off - even with some improvements it's beyond a control check now.
Sigz |
03/4712
Starting Treasury: 57
Upkeep Phase
1. Stability (Control DC 97) 1d20 + 97 ⇒ (12) + 97 = 109 Add 1 BP
2. Pay Consumption (-0 BP: 58)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – 3.11, 3.12, 3.13, 4.13 (-4 BP: 54)
3. Build terrain improvements (7 max) – 2x farms (3.12, 4.13), 5x road (3.13, 4.13, 9.9, 10.10, 11.11) (-9 BP: 45)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (military academy, library) (-42 BP; 3)
5. Create/improve army (2 max if no settlements) –No Change (-0 BP: )
6. Change Holiday/Promotions/Taxation –No Change
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 101) 1d20 + 97 ⇒ (19) + 97 = 116
5. Next Turn BP: (+38 +22 +3 BP: 63)
Event Phase
1. Event Chance (75%) 1d100 ⇒ 13 Event!
2. Roll for event 1d100 ⇒ 54 Beneficial Settlement Event in 1d4 ⇒ 3 Whiteheart!
3. 1d100 ⇒ 8
->Boomtown in Whiteheart, Corruption increases by: 1d4 ⇒ 2
Sigz |
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KINGDOM OF NEWHAVEN 3/4712
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NEWHAVEN
NG Size 72 Kingdom
Control DC 101
--------------------
STATISTICS
--------------------
Economy 97; Loyalty 78; Stability 99
Treasury 63; Consumption 0 (-3 differential); Income Modifier +22; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 42,750
Improvements Roads x41, Rivers x26*, Irrigated Farms x10, Farms x34 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x11, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
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-
--------------------
HEXES
--------------------
3.1
-> Claimed, farm
3.12
-> Claimed, farm
3.13
-> Claimed, road
4.13
-> Claomed, road
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 2
Economy +19; Loyalty +19; Stability +27; Defense +15
Corruption +1; Crime +2; Law +7; Lore +7; Productivity +7; Society +4
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 11500
Marketplace
Base Value 4500 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park, library
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Aldori fighting school”, Mansion “Bellavieu Manor”, Stockyards, military acadamy
NG Large Town; Districts 1
Economy +11; Loyalty +10; Stability +10; Defense +0
Corruption +0; Crime +0; Law +1; Lore +2; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 5000
Marketplace
Base Value 2000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar)
LG Large Town; Districts 1
Economy +6; Loyalty +12; Stability +4; Defense +0
Corruption +1, Crime +1, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Danger +0
Demographics 95% human, 5% other
Population 4250
Marketplace
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard
N Large Town; Districts 1
Economy +4; Loyalty +11; Stability +10; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Danger +0
Demographics 95% human, 5% other
Population 4000
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Human (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons Loyalty
NG Large army of Human (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 1
Commander Boons Live Off the Land
NG Medium army of Human (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
Sigz |
04/4712
Starting Treasury: 63
Upkeep Phase
1. Stability (Control DC 101) 1d20 + 99 ⇒ (11) + 99 = 110 Add 1 BP
2. Pay Consumption (-0 BP: 64, Add 1 BP to Granary: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – No Change (-0 BP: 64)
3. Build terrain improvements (7 max) – No Change (-0 BP: 64)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (Dance Hall, *Shrine (Cayden Cailen), Tavern, *Stables) - Olegsgrav (*Jail, park, monument) - White Hart (*Jail) - Dragonswatch (park, monument) (-59 BP; 4)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 101) 1d20 + 100 ⇒ (19) + 100 = 119
5. Next Turn BP: (+39 +22 +4 BP: 65)
Event Phase
1. Event Chance (25%) 1d100 ⇒ 37 No Event.
Sigz |
--------------------
KINGDOM OF NEWHAVEN 4/4711
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NEWHAVEN
NG Size 76 Kingdom
Control DC 101
--------------------
STATISTICS
--------------------
Economy 100; Loyalty 91; Stability 101
Treasury 57; Consumption 0 (-3 differential); Income Modifier +22; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 45,250
Improvements Roads x41, Rivers x26*, Irrigated Farms x10, Farms x34 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x11, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 2
Economy +22; Loyalty +24; Stability +27; Defense +15
Corruption +3; Crime +3; Law +7; Lore +7; Productivity +7; Society +4
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 12500
Marketplace
Base Value 5000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park, library
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Aldori fighting school”, Mansion “Bellavieu Manor”, Stockyards, military acadamy, dance hall, Shrine (Cayden Cailen), Tavern, Stables
NG Large Town; Districts 1
Economy +11; Loyalty +14; Stability +12; Defense +0
Corruption +0; Crime +0; Law +2; Lore +2; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 5750
Marketplace
Base Value 2000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, park, monument
LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +1, Crime +0, Law +2, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Danger +0
Demographics 95% human, 5% other
Population 4500
Marketplace
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Danger +0
Demographics 95% human, 5% other
Population 4750
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, park, monument, brewery
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Human (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons Loyalty
NG Large army of Human (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 1
Commander Boons Live Off the Land
NG Medium army of Human (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
Vorduvai |
--------------------
ADJUSTED KINGDOM OF NEWHAVEN (thru – 04/4712)
--------------------
extra treasury from Boomtown Event, brewery added but not cited (67 instead of 65)
NEWHAVEN
NG Size 76 Kingdom
Control DC 101
--------------------
STATISTICS
--------------------
Economy 101; Loyalty 93; Stability 104
Treasury 67; Consumption 0 (5 Granary Surplus); Income Modifier +22; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 47,250
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x34 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x11, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
--------------------
HEXES
--------------------
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 2
Economy +22; Loyalty +25; Stability +27; Defense +15
Corruption +3; Crime +3; Law +7; Lore +7; Productivity +7; Society +4
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 13250
Marketplace
Base Value 4500 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potion/scroll/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon; Major Items —
Buildings (main district): Castle, Garrison, 2x Libraries, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables
NG Large Town; Districts 1
Economy +11; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +2; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 5750
Marketplace
Base Value 3500 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument
LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6
Resources None
Tactics Standard, Cautious Combat , ??? (to be chosen by Berrin)
Speed 2 Hexes; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Human (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons Loyalty
NG Large army of Human (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 1
Commander Boons Live Off the Land
NG Medium army of Human (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
Vorduvai |
05/4712
Starting Treasury: 67
Upkeep Phase
1. Stability (Control DC 101) 1d20 + 104 - 0 ⇒ (4) + 104 - 0 = 108 No Unrest, +1BP
2. Pay Consumption (-0 BP: 68, Add 0 BP to Granary: 5 BP Stored Max)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No changes
2. Claim hexes (4 max) – 1.04, 4.14 (-2 BP: 66)
3. Build terrain improvements (7 max) – 2x farms (1.04, 4.14), 3x sawmills (3.11, 5.08, 4.05) (-13 BP: 53)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (academy upgrade “Harborage House”) (-46 BP; 7)
5. Create/improve army (2 max if no settlements) – Second Army of Newhaven (in Dragonswatch garrison), Second Mounted of Newhaven (in Dragonswatch garrison) (-5 BP: 2)
6. Change Holiday/Promotions/Taxation –No Change
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 103) 1d20 + 102 - 0 ⇒ (8) + 102 - 0 = 110
5. Next Turn BP: (+36 +25 +2 BP: 63)
Event Phase
1. Event Chance (75%) 1d100 ⇒ 88 No Event!
Vorduvai |
--------------------
KINGDOM OF NEWHAVEN (thru – 05/4712)
--------------------
NEWHAVEN
NG Size 78 Kingdom
Control DC 103
--------------------
STATISTICS
--------------------
Economy 102; Loyalty 94; Stability 107
Treasury 63; Consumption 0 (5 Granary Surplus); Income Modifier +25; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 48000
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x36 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x14, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
--------------------
HEXES
--------------------
1.04 (claimed, farms)
4.14 (claimed, farms)
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 2
Economy +23; Loyalty +26; Stability +27; Defense +15
Corruption +3; Crime +3; Law +7; Lore +8; Productivity +8; Society +6
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 13500
Marketplace
Base Value 4500 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park, Academy “Harborage House”
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables
NG Large Town; Districts 1
Economy +11; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +2; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 5750
Marketplace
Base Value 3500 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument
LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6
Resources None
Tactics Standard, Cautious Combat , ??? (to be chosen by Berrin)
Speed 2 Hexes; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty
NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land
NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
Vorduvai |
06/4712
Starting Treasury: 63
Upkeep Phase
1. Stability (Control DC 103) 1d20 + 107 - 0 ⇒ (12) + 107 - 0 = 119 No Unrest, +1 BP
2. Pay Consumption (-0 BP: 64, 5 BP Stored Max) Add 0 BP to granary surplus
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No changes
2. Claim hexes (4 max) – None (-0 BP: 64)
3. Build terrain improvements (7 max) – 1x farm (2.04), 1x sawmill (11.05), 1x mine (4.03) (-13 BP: 51)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (2x houses, smithy*, inn*, magical streetlamps in park), Olegsgrav (shop), Dragonswatch (1x wall*, 3x walls) (-30 BP; 21)
5. Create/improve army (2 max if no settlements) – Sanctuary Home Guard (in Sanctuary barracks), First Army ranged weapons upgrade (-9 BP: 12)
6. Change Holiday/Promotions/Taxation –No Change
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 103) 1d20 + 106 - 0 ⇒ (1) + 106 - 0 = 107
5. Next Turn BP: (+35 +27 +12 BP: 74)
Event Phase
1. Event Chance (75%) 1d100 ⇒ 33
2. Event! 1d100 ⇒ 15 Beneficial Kingdom Event!
1d100 ⇒ 29
Adjusted Treasury: 75
Vorduvai |
--------------------
KINGDOM OF NEWHAVEN (thru – 06/4712)
--------------------
NEWHAVEN
NG Size 78 Kingdom
Control DC 103
--------------------
STATISTICS
--------------------
Economy 106; Loyalty 95; Stability 109
Treasury 75; Consumption 0 (5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 49250
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x37 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x15, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
--------------------
HEXES
--------------------
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 2
Economy +25; Loyalty +27; Stability +28; Defense +15
Corruption +3; Crime +2; Law +7; Lore +8; Productivity +8; Society +7
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 14500
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park)
Buildings (east district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn
NG Large Town; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6000
Marketplace
Base Value 4000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop
LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty
NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land
NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics
Vorduvai |
* No border force in the south by Candlemere. We'd need a Fort or Settlement (w/ Barracks) down there though to get one setup.
* We have an empty fort in 1.02 - could be stocked with a medium or large militia force, and/or fort converted to a settlement (w/ barracks & stables) for extra use.
* Olegsgrav and White Hart have no defense bonus - neither seem good RP-wise for walls, but a barracks or watchtower at least gives +2 Defense.
So the eight forces represent roughly 1000 medium infantry (half of which have ranged capability) and 200 heavy/medium cavalry, plus 200 good-quality guardsmen for fort and capital protection, plus another 400 lower-quality militia (half of which have ranged capability). 1800 total out of a near-50k population (3.6% of total pop.).
For the armies, the masterwork weapons or masterwork armor resource adds are okay for medium forces like our cavalry, but each one does add to consumption rate, so consumption can balloon with special resources. Right now we are net 0 on consumption, as the eight forces(all reserved and inactive) take up 19 consumption.
Feel free to play around with the stats, but 'small' forces of elite troops just don't seem to work - they'd have to be level 5+ to make anything decent and it doesn't seem correct that there would be 50 of any PC class that high of level. A 3rd level small force of clerics/rangers/barbarians/whatever basically come out akin to a medium force goblin army - it just doesn't work out.
* A proper Fort or Settlement (or both) down in the Candlemere/Twin Lakes region - 4.14 or 3.13 or 3.15 even.
* Doing something with the "Moorvale Fort" in 1.02. Either convert it to a proper settlement to be useful and/or defend it with a 1 BP medium or large militia force.
* Sanctuary - Add magical streetlamps to 1 lot in the Castle (for the Founder's Hall for flavor).
* Sanctuary - Paved streets - pricey but makes sense for the main district.
* Sanctuary - 1/2 price buildings include: Tannery, Exotic Artisan and now with the academy a Caster's Tower.
* Sanctuary - It's pricey, but a Hospital could represent Jemini's desire for an asylum for people we've rescued, as well as a place for Doctor Atago if he was resurrected.
* Olegsgrav - Barracks is 1/2 price there and would be a Defense pickup
* White Hart - Brewery for "Hart Cider" or "Hartmead" or something that represents some of the finest hard ciders and meads locally produced.
* Trade Edict from Sanctuary to Mivon - this would be cool to try and makes RP sense too. I think we get a benefit for using water route in terms of calculating distance, but not sure how many hexes Mivon would be off of the map (2-4 hexes west of 00.14?).
* 08.11, 08.12, 09.12 and 10.12 (and maybe more east) represents Warg Valley, so that's off limits to any expansion.
* Hexes on the west side of the Candlemere may be too wild/dangerous to claim - I think that's the heart of the lizardmen and troll country.
* The Elven Ruins are somewhere around 0.07 or 0.08.
* The Skunk river was showing around the 2.07, 3.08, 4.08 and 5.08 hex areas.
* On the original hex coordinates map, the hexes from 0.05 south down to 0.10 are not forest hexes but swamp/marsh hexes bordering the Hooktongue Slough. So is 1.00. Definitely not habitable.
Sigz |
07/4712
Starting Treasury: 75
Upkeep Phase
1. Stability (Control DC 101) 1d20 + 109 ⇒ (4) + 109 = 113 Add 1 BP
2. Pay Consumption (-0 BP: 76, Granary at maximum capacity: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – 2.13(-1 BP: 75)
3. Build terrain improvements (7 max) – *Watchtower (-6 BP: 69)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (southern district- foundations, east district 3x city wall) (-7 BP; 62)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
7. Trade Edict - none.
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 104) 1d20 + 106 ⇒ (16) + 106 = 122
5. Next Turn BP: (+40 +27 +62 BP: 128)
Event Phase
1. Event Chance (25%) 1d100 ⇒ 50 No event
Sigz |
--------------------
KINGDOM OF NEWHAVEN 7/4711
--------------------
NEWHAVEN
NG Size 79 Kingdom
Control DC 105
--------------------
STATISTICS
--------------------
Economy 106; Loyalty 95; Stability 109
Treasury 128; Consumption 0 (5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 49250
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x37 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x15, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 3
Economy +25; Loyalty +27; Stability +28; Defense +18
Corruption +3; Crime +2; Law +7; Lore +8; Productivity +8; Society +7
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 14500
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park)
Buildings (east district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn, 3x city wall
Buildings (south district):
NG Large Town; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6000
Marketplace
Base Value 4000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop
LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty
NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land
NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics
Sigz |
08/4712
Starting Treasury: 128
Upkeep Phase
1. Stability (Control DC 101) 1d20 + 109 ⇒ (5) + 109 = 114 Add 1 BP
2. Pay Consumption (-0 BP: 129, Granary at maximum capacity: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – No Change
3. Build terrain improvements (7 max) – No Change
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (southern district - foreign quarter, hospital, cathedral) (-118 BP; 11)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
7. Trade Edict - none.
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 105) 1d20 + 106 ⇒ (7) + 106 = 113
5. Next Turn BP: (+37 +27 +11 BP: 75)
Event Phase
1. Event Chance (75%) 1d100 ⇒ 50 event
2. 1d100 ⇒ 35 ->dangerous kingdom event
3. 1d100 ⇒ 88 ->Public Scandal
Loyalty Check DC 105: 1d20 + 100 ⇒ (20) + 100 = 120 -> Infamy +1
Sigz |
--------------------
KINGDOM OF NEWHAVEN 8/4711
--------------------
NEWHAVEN
NG Size 79 Kingdom
Control DC 105
--------------------
STATISTICS
--------------------
Economy 109; Loyalty 100; Stability 114
Treasury 75; Consumption 0 (5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 7; Infamy 1
Promotion Token; Taxation Light; Holidays 6/year
Population 49250
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x37 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x15, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 3
Economy +28; Loyalty +32; Stability +33; Defense +18
Corruption +3; Crime +1; Law +9; Lore +10; Productivity +10; Society +9
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 14500
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park)
Buildings (east district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn, 3x city wall
Buildings (south district): foreign quarter, cathedral, hospital
NG Large Town; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6000
Marketplace
Base Value 4000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop
LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty
NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land
NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics
Vorduvai |
Any suggestions for the public scandal? Keep pushing the turns!
Celeador has Turn 9 at bat right now, so from my perspective it's on me and Sigz to get our prior-month summaries done in 4712. I have a long one for months 1-2 that I'm doing right now, one that I think will be a fun read.
EDIT: Month 9 4712 is the last one right? Or do you want Month 10 done even though we're going to be playing in that month
Elsir Tel’ran |
09/4712
Starting Treasury: 75
Upkeep Phase
1. Stability (Control DC 105) 1d20 + 114 ⇒ (3) + 114 = 117 Add 1 BP
2. Pay Consumption (-0 BP: 76, Granary at maximum capacity: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A
Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – 4.14, 8.11, 9.10 (-3 BP: 73)
3. Build terrain improvements (7 max) – Sawmill x1 (9.10), Farm x2 (4.14, 8.11) (-7 BP: 64)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (southern district - Pier), Sanctuary (central district - Casters Tower*, Paved Streets), Olegsgrav - Barracks*, White Hart - Brewer (-64 BP; 0)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
7. Trade Edict - none.
* (1/2 price construction due to discounts)
Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 109) 1d20 + 109 ⇒ (2) + 109 = 111
5. Next Turn BP: (+37 +27 BP: 64)
Event Phase
1. Event Chance (25%) 1d100 ⇒ 24
2. 1d100 ⇒ 16 - Beneficial kingdom event
3. 1d100 ⇒ 18 - Discovery in Settlement 1d4 ⇒ 4 Dragonswatch! Fame +1 and Lore +1d4 ⇒ 4
Vorduvai |
Final calculated kingdom statblocks after Turn 9
--------------------
KINGDOM OF NEWHAVEN (thru – 09/4712)
--------------------
NEWHAVEN
NG Size 82 Kingdom
Control DC 108
--------------------
STATISTICS
--------------------
Economy 113; Loyalty 102; Stability 119
Treasury 65; Consumption 0.5 (1.5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion !Token!; Taxation Light; Holidays 6/year Promotion cost halved due to Cathedral
Population 53750
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x39 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x16, Lair x1, Forts x2, Watchtower x1
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
--------------------
HEXES
--------------------
4.14 – claimed, farmed
8.11 – claimed, farmed (the “Old Warg Valley”) ???
9.10 – claimed, sawmill
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 3
Economy +32; Loyalty +33; Stability +35; Defense +18
Corruption +4; Crime +5; Law +10; Lore +11; Productivity +13; Society +10
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 17500
Marketplace
Base Value 5000 gp; Purchase Limit 50000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 potions/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 5 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items, 2 potions/wondrous items, 2 medium items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park), Paved Streets, Caster’s Tower
Buildings (eastern district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn, 3x City Walls (north, south, east)
Buildings (southern district): Foreign Quarter, Hospital, Cathedral “All Faiths Cathedral”, Pier
NG Small City; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +2
Corruption +1; Crime +0; Law +3; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6250
Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop, Barracks
LG Large Town; Districts 1
Economy +6; Loyalty +15; Stability +7; Defense +0
Corruption +3, Crime +0, Law +2, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4750
Marketplace:
Base Value 1500 gp, Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail, Brewery “Hart Cider”
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +2, Lore +5, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit 5000 gp; Spellcasting 4th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty
NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land
NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics
Looks really good. Note we have a wrinkle we'll have to adjust in turn 10 where our Promotion Edict is only 1/2 cost due to the Cathedral, so consumption is at a .5 mark - we can increase the edict in next turn to even it out.
Only other wrinkle is that we technically claimed 8.11 "Warg Valley across the Gudrin. If that's a problem in that we 'wouldn't have done that' we can always substitute hex 3.08 in place of 8.11. Or could be that they moved south and east for wilder claims, but we should clarify where their boundaries are on the map for future turns.
Vorduvai |
@Lorekeeper - Just in case you haven't seen it in the OOC kingdom turns for months 7-8, there's a hospital and cathedral for Sanctuary. Sigz had a great idea for the Cathedral to be a massive cooperative effort by the "All Faiths Conclave" to construct it for all "good" faiths that have a presence in Newhaven, with a leading (financial) influence by the Iomedaeans, Shelynites, Abadarians, Irori monks...and the recent arrival of a host of Sarenrae followers from the south. Though it is more than just the trinity of deities that Jemini reveres, she now has all three of those faiths firmly represented in Sanctuary and Newhaven.
I figured the Hospital is built and overseen by the Sarenrae faithful, and now gives a proper home for those that have been rescued as well as the sick and injured. We even figured this would be the time that Doctor Atago could be returned and given a role at the hospital.
So what do you think? Do you want to name the hospital and do you have other thoughts on how you want the Sarenrae faction/All-Faiths Cathedral/Doctor Atago/Hospital to develop in the last months of the interim?
Verik of Abadar |
@Vorduvai: no Jemini is quite happy with how things are shaping out with the All-Faith Cathedral. And hope that Doctor Atago can finally perch among us.
For an NPC that was with us ever so briefly, I'd definitely love to see more of him in an "alive" fashion!
Vorduvai |
Revised Summary to show hex substitutions for Month 9
--------------------
KINGDOM OF NEWHAVEN (thru – 09/4712)
--------------------
NEWHAVEN
NG Size 82 Kingdom
Control DC 108
--------------------
STATISTICS
--------------------
Economy 113; Loyalty 102; Stability 119
Treasury 65; Consumption 0.5 (1.5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion !Token!; Taxation Light; Holidays 6/year Promotion cost halved due to Cathedral
Population 53750
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x39 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x16, Lair x1, Forts x2, Watchtower x1
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
No changes to leadership or edicts
--------------------
HEXES
--------------------
2.07 – claimed, farmed
3.08 – claimed, farmed
9.10 – claimed, sawmill
--------------------
SETTLEMENTS
--------------------
NG Large City; Districts 3
Economy +32; Loyalty +33; Stability +35; Defense +18
Corruption +4; Crime +5; Law +10; Lore +11; Productivity +13; Society +10
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 17500
Marketplace
Base Value 5000 gp; Purchase Limit 50000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 potions/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 5 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items, 2 potions/wondrous items, 2 medium items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park), Paved Streets, Caster’s Tower
Buildings (eastern district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn, 3x City Walls (north, south, east)
Buildings (southern district): Foreign Quarter, Hospital, Cathedral “All Faiths Cathedral”, Pier
NG Small City; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +2
Corruption +1; Crime +0; Law +3; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6250
Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop, Barracks
LG Large Town; Districts 1
Economy +6; Loyalty +15; Stability +7; Defense +0
Corruption +3, Crime +0, Law +2, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4750
Marketplace:
Base Value 1500 gp, Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail, Brewery “Hart Cider”
N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +2, Lore +5, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit 5000 gp; Spellcasting 4th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics
LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)
NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty
NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land
NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line
NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None
LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics