
DM Bloodgargler |

Anyone have ultimate campaign by chance?
I think I will try using the rooms and teams thing in addition to the normal kingdom building.
You would use them for customizing your fort and for private endeavors and maybe personal guard... (non army forces)
Anyway... using this site as your HQ, halves the cost of making a sizable fortress, which would then halve the cost of a castle.
Restov is giving you 50BP to start your kingdom
plus each player gets 30Goods 5Influence 20labor 1magic (500gp)

Ta'de-win of the Gale |

I also have it, but haven't had a chance to really go through it. Guess now I have a good reason to!

DM Bloodgargler |

Yea... rooms will be a really cool way to customize your fortress. And when it comes time to upgrade to a castle, I think we could use it to customize your keep at least.
From now on, I would like you to have some construction, or some type of preparation going when you leave to adventure.
This time (before you map this hex) I'd like it if you were to pass on orders for construction at Oleg's (or if you would prefer to send them all/mostly here) via Mr Chaudair... as he has offered.
----- ----- -----
CURRENT DISCOUNTS
build fortress at Stag Fort... half price total cost
upgrade fortress to castle... half price total cost
As long as Merick is involved in your venture, you have a 10 percent discount on goods and labor around Oleg's. (minimum discount 1 unit of each)
<<<FOR YEAR ONE>>>
At Olegs... the first Inn, stable (nearly complete), and merchant's shop will be half price. (this is Oleg's offer integrated into the system)

Ta'de-win of the Gale |

I made a quick little Downtime tracker Google Doc spreadsheet. The link is the word {Downtime} on my stats tab. If you have a different preference on how to track it let me know.
Also two questions.
1) Are you using the kingdom building rules from Ultimate Campaign?
2) How do you want us tracking the kingdom stuff, or are you doing it?

DM Bloodgargler |

Sweet I'm sure that'll work
1) I am still hammering out the finer points of the difference among the in-AP rules, Jon Brazer kingdom building book, and Ultimate Campaign. But
I think Ultimate Campaign will be what I use with a couple small adjustments (which will be behind the DM screen), and additions from the Jon Brazer book (which will be presented in game)
Since the changes from Ultimate Campaign will only be on my part, you can consider that book as a reliable reference.
2) I am prepared to track it all, but would obviously rather not.
However much involvement you care to have is fine.
You might want to just track your personal (rooms and teams stuff from Ultimate Campaign) or use an open edit doc file online for the party for the full kingdom.
You could post things for me to copy/paste and arrange in Campaign Info. I could post links to maps on that page, and spoiler lists of occupants
...and/or hire a manager, and have similar info, and/or paste important info about your holdings, discounts, etc. on the manager's profile

Ta'de-win of the Gale |

Kingdom Tracking Sheet for google drive
This is not my work, but someone elses. See this thread
It looks like it may have some errors on it still reading through the thread, but if we want to use it, I can see about fixing them. Or anyone! I've listed it as open editable for now, but if we want to use it, I'd recommend changing it to view only, and give individual access to edit to all of us. Thoughts?

DM Bloodgargler |

Yeah... that's hot.
I agree. Keep it on view, but give access to only those who care to have editing privileges.
edit: especially those not familiar with kingdom building rules, please check out Ta'de-win's link for the Kingdom Tracking sheet... click the tabs at the bottom to get an idea of things (particularly the Kingdom, City Summary, and City 1 tabs)

Norton Ambrosi |

Even if somebody hasn't the manual I saw it is already online
http://paizo.com/pathfinderRPG/prd/ultimateCampaign/kingdomsAndWar.html
First steps we have to do is to decide Alignment and appoint leaders.
There are many kind of leaders, almost anyone gives penalties if the role is vacant, so we need to pull in the NPCs as well.
I suggest Neutral Good as Alignment, seems to fit the party.
Then the roles: anyone wishes for a specific role?
Once we have appointed party members we can ask the NPCs if they care to join in. (Which brings me to the fact that in the Campaign Info tab some NPC sheet link doesn't work, and others are without sheet)
The Kingdom Tracking file is great, but it seems not yet fully reliable, while the kingdom is small we can go by hand.
BTW I would like editing privileges, I love playing "Civilization" : )
@DM, when you say we can upgrade to castle do you mean in "downtime"or "Kingdom" cost?
I would say Kingdom, but then, do we get the rooms listed in the downtime description?
I would like very much to try and plan out the castle, I'll try to post an image by the weekend!

DM Bloodgargler |

My idea is to incorporate the two systems when it comes to your headquarters. The players tell me what they want, and the NPC contractor will let them know if it will fit in their budget.
The discounts apply to both the Downtime system, and Kingdom system. The conversion of the points between the systems will be my arbitration on a case by case basis.
For your headquarters, all of you tell me what you want included (ie war room, forge, wet bar...), and I (through the contractor) will calculate the total in "downtime units". After I decide how that works out for my rough conversion of "downtime units" to BP which are the kingdom building units. I will then let you know how that works out with your budget. You might decide to add some of your available "downtime units" to cover over-budget costs, or scale back. If under budget, you might decide to add more rooms or increase fortification...
For your private holdings and personal side-business endeavors you will know how much you have available to spend in "downtime units" for customizations (specific rooms). These are the units I mentioned you each have available to spend (30Goods 5Influence 20labor 1magic 500gp)
A few of you might decide to all go in on an inn near Oleg's, you would use that discount offered by Oleg after adding up all the rooms (Kitchen, Stall, Common Room... all might equal 90goods 20Influence 100labor 1200gp. Which would be a cost of 45g,10i,50l,600gp after discount divided among the investing characters)

Bregor Rowain |

Well, as for roles as leaders, I got to admit, I'd love the role of ruler, but might be better choices out there.
Second choice would be general I guess.
I haven't even glanced at Ultimate campaign before, so until I get a chance, most of what you've been talking about is complete Greek for me, and no, I'm not fluent in Greek sadly.

Ta'de-win of the Gale |

I'm out of town until Friday. The kingdom sheet should be open editable right now, which I'll change when I get back home Friday. If you want access I would need an email address, preferably gmail.
Neutral good is what I was thinking myself, so I concur.
I've been pouring through ultimate campaign quite a bit myself and have a couple ideas too. I'll try to get those up later today. It does seem we also need to choose where to start, olegs or the stag lord fort, and then expand to the other.
As far as roles, I though marshal was most fitting for Ta, but open to suggestions.
Back to meetings now, but I'll try to get more up later.

Norton Ambrosi |

Chawdair is going away so its time to push forward some kingdom building
A quick cheat sheet for those who havent read the rule yet.
A kingdom has 3 attributes: Economy, Loyalty, Stability; plus a negative one, Unrest.
Every month we dedicate 7 days taking care of the kingdom. This results in a series of choices and checks. A check is:
1d20 + Kingdom Attribute + Modifiers vs 20 + Number of Hexes in Kingdom + districts in settlements.
Leaders and Buildings add to the Attribute Score.
Failing a check usually results in Unrest going up, reach too high and Anarchy comes.
-----------------------------------------------------------
If we stick to the NG alignment we get +2 Loyalty and +2 Stability
--
Then the leaders. Following my considerations. They are based on both roleplay and mere numbers.
- Ruler: I propose Norton, for his race and background, plus his has good charisma score
- Councilor: "a liason between, the citizenry and the other leaders", we need either Cha or Wis for this, from a roleplaying point of view I would candidate Green, despite his appearences, he has been the most outgoing character. Otherwise there is Budgie, not smart but folks might like him.
- General: Cha o Str type, I think Merick has the highest score, but since he is the last arrived (and has expressed other preferences) Akiros or Kesten could be a good choice (? I don't know Akiros stats). Other option Kressle, but she doesn't strike me as a military type.
- Grand Diplomat: Cha or Int, and it seems we are lacking on the smart guys, Furiel is the only one to reach 14 (I don't know all the NPCs stats), any ideas? Oleg? the gnomes?
- High Priest: Cha and Wis, there is Jhod, that seems to be the only priest around here
- Magister: the chief of all the scholars, Cha and Int again.
- Marshal: Dex or Wis, Ta expressed a preference and acknowledging her love for the land it seem to fit
- Enforcer: Dex or Str, the "law enforcement in chief", judging by attitude Kesten could be the right man for the job.
- Spymaster: Dex or Int, We can go with Errol, high dex, or Arliss, seems to fit more the type, but we know him very little and Errol doesn't seem to hove much other options.
- Treasurer: Int or Wis (we really need that smart guy).
- Warden: Con or Str, Merreck's first choice. Kressle is also a good option, the description says "Ensuring the safety of the kingdom leaders", I can see her as a badass bodyguard.
I din't forget Furiel, with his high charisma and int, he can fill almost any role he wants, so is really up to him to sneak somewhere cozy.
Errol and Kressle, two of the most valuable NPCs fall a little neglected by this situation, we should make sure to keep them busy as well.
--
Once we have the leaders we can think about the buildings.
Here is where it gets complicated.
@GM: We are claming the fort as our Kingdom, so that is the Hex we posses, this means Oleg's is not under our jurisdiction right now. How do we handle that? Can we choose what to build there too? Do we get 2 disjoint hexes?

Bregor Rowain |

Aw, I really had my heart set on the whole "Conan the barbarian" style ruler for Green, Ruler is Nortons first choice isn't it?
If we're going to build at Olegs eventually, maybe we should consider checking with oleg for a role, if we're lucky he might have int to spare.
And he might like his wife to come in too, From what I saw of her, she might have the makings of a councilor.
Also, I was considering strengthening our alliance with the kobolds, they are sneaky, might our little friend make a good spymaster?
There is a chance we might make other allies later; too bad we can't keep a slot open without incurring penalties.
Don't really want to dismiss someone just because we found a better candidate later.

Furiel |

I would think Green would make an excellent ruler. Picking a nonhuman would set a fine precedent. Plus Green has been the most active poster lately. His unique relationship with our latest visitor was incredibly well done. Being best friends with Chaudir will be a great asset for our ruler.
Although stats wise Furiel is probably best qualified for ruler, he can take grand magister and Norton grand diplomat. General is cha or str, but slots with str bonus are at a premium. Norton has shown the abilities of a good Secretary of State.
I do not think Green should be disqualified from ruling due to race.

Bregor Rowain |

I don't mind debating a little, as long as there are no hard feelings on either side.
The last kingmaker group I was in only got half as far as this, and issues like this was one of the main reasons.
I want everyone to continue to have a good time as we tame the lands and make our mark.
That being said, I don't think race had anything to do with it, heck if following in the steps of the original Green Man, nobody would know what race he had anyway behind that big ol’ armour.

DM Bloodgargler |

If you care to wait on ruler choice, I will let you rule by committee up until 3 hexes. Everyone would pick other roles until then.
This is what I had been thinking when recruiting... (Minus Ruler choices)
Green -Councilor, General, Warden
Norton -Grand Diplomat, General
Furiel -Magister, Royal Enforcer (using charisma)
Ta'de-win -Marshal
Merick -General, Warden

Ta'de-win of the Gale |

I'm back home now and looking at catching up on things!! First thing I want to say is that I'm going to switch the kingdom sheet back to view only and give specific people edit rights. So that means the DM and you four :D Can you guys PM me an email address and I'll give you access. Gmail is easier directly, but any should work I believe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As far as ruler goes I'm of the same opinion, more interested in avoiding hard feelings. Early on Norton did quite a bit to try to influence the NPCs himself, and while yes posting has decreased he has continued. But Furiel has made some god points to Green as well and he has the desire. I do see a couple of solutions to this.
1) My first recommendation is that in the RP aspect of things, we don't have a 'Ruler' but rather a Council that rules. While yes, we can have Green or Norton occupy the ruler slot, we're all doing the tasks together as a council. In this way, any one of us can actually rule in the RP side of things, just to get the benefit we need whomever is appointed Ruler on the mechanic side to be present for those 7 days or we get the vacancy penalties.
These leadership roles can be a part of any form of government; in some kingdoms they take the form of a formal ruling council, while in others they may be advisors, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the kingdom—the Ruler of your kingdom may be called king, queen, chosen one, padishah, overlord, sultan, and so on.
2) RP Decide things. Perhaps Green and Norton can agree to settle things in game. A contest of strength, of arms, of words, something to help decide who becomes Ruler. There is a precedent for such things historically and in fiction, and it would be kind of neat!
3) Flip a coin. Not as fun, but hey.
4) You two debate it out via posts/pms.
~~~~~~~~~~~~~~~~~~~~~~~~~~
I'd probably recommend Oleg's as our first hex personally, it gives us ties to the north, it already has a group of people around it. We could then work our way south to the keep. But of course people might just inhabit it while gone (not sure where the Stag Lord fort is on the map, but if it's where I think it is, that means four hexes to acquire it, so four months of time). So I can see value in the other way too. Plus we'd have to help keep any settlers safe as they travel all the way south through terrain we don't control yet to get to it. But that's just my own ramblings.
Staying at the keep, I do have one question. I can't seem to find fortress on the kingdom building list. I do find castle though. Did you mean hex improvement Fort, and if we then claim it and build a city here we can upgrade to castle? Sorry for the confusion. Otherwise I'd say go straight for the Castle. It'll take 27 BP for the half cost, just over half of what we have. Plus the cost of claiming the hex and establishing a city. Probably a good idea to focus on Economy first from what I'm seeing.

Ta'de-win of the Gale |

I added a few bits of information into the spreadsheet, mostly to see how it worked. Easily changed if needed!

Norton Ambrosi |

I don't want to fight either: so do as I say, NOW! : )
Jokes aside I was giving it a thought.
I too concurr that RPwise now we have more a council than a single ruler, and that's going to be fine in the short term: even if the DM stretches the rules, at the end one character can cover only one role, so if the 5 PCs stay in the council, all the other spots must be filled in with NPCs.
I admit I built Norton as an educated, nobleborn character thinking about his future involvment in the kingdom management. But I also made him good, incline to protect people and serve their needs. So, if he takes the top spot is only because it is what's need to be done. If somebody else, trustworthy, claims the role he will not fight for it.
(Sorry, no contest, eventhough we can celebrate the Stag Lord defeat with something...)
Just one RP consideration, if Green wants to step up I would like to see him leading more. He has been a kind person and I think everyone likes him but up to now he didn't shine on the "follow me" side.
Let's not forget that we could also swap roles anytime. I have a couple of ideas why Norton or Green could decide to Abdicate after a while ; )
---------------------------------------------------------
I would start by claming the castle, and then move up to Oleg's, as Ta pointed out, the tradepost stays as it is, the fort might be claimed by somebody else, plus a Castle is a better starting point for a new kingdom than a trading post that we can annex later.
I would too go straight for castle upgrade.

Furiel |

I agree with Norton NG is great kingdom alignment.
Furiel still would like to make the Stag Lord's fort the base/capital.
Oleg's can continue to be developed, but the first priority should be upgrading Stag Fort to a castle so it can be easily defended.
We need to explore the area around the castle and set aside some farmland. A castle usually requires significant acreage to support it.
Count on Green for Coucilor/Warden, but Furiel can be the Magister/General (and he can use CHA for both). He has shown no problem handling war operations (like the hidden cargo compartments).
After we get the castle built, we can upgrade Oleg's and turn it into a mostly economic base and the first destination of new settlers. Furiel and Ta have been advocating for an inn there for a while.
We can try a ruling council instead of a supreme leader, but it can lead to confusion. Just so we don't evolve into......
ARTHUR: What?
DENNIS: I told you. We're an anarcho-syndicalist commune. We take it in turns to act as a sort of executive officer for the week.
ARTHUR: Yes.
DENNIS: But all the decisions of that officer have to be ratified at a special biweekly meeting.
ARTHUR: Yes, I see.
DENNIS: By a simple majority in the case of purely internal affairs,--
ARTHUR: Be quiet!
DENNIS: --but by a two-thirds majority in the case of more--
ARTHUR: Be quiet! I order you to be quiet!
WOMAN: Order, eh -- who does he think he is?
ARTHUR: I am your king!
WOMAN: Well, I didn't vote for you.
ARTHUR: You don't vote for kings.
WOMAN: Well, 'ow did you become king then?
ARTHUR: The Lady of the Lake, [angels sing] her arm clad in the purest shimmering samite, held aloft Excalibur from the bosom of the water signifying by Divine Providence that I, Arthur, was to carry Excalibur. [singing stops] That is why I am your king!
DENNIS: Listen -- strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
ARTHUR: Be quiet!
DENNIS: Well you can't expect to wield supreme executive power just 'cause some watery tart threw a sword at you!
ARTHUR: Shut up!
DENNIS: I mean, if I went around sayin' I was an empereror just because some moistened bink had lobbed a scimitar at me they'd put me away!
ARTHUR: Shut up! Will you shut up!
DENNIS: Ah, now we see the violence inherent in the system.
ARTHUR: Shut up!
DENNIS: Oh! Come and see the violence inherent in the system! --- HELP! HELP! I'm being repressed!
ARTHUR: Bloody peasant!
DENNIS: Oh, what a give away. Did you here that, did you here that, eh?.... That's what I'm on about -- did you see him repressing me, you saw it didn't you?

Bregor Rowain |

Hmm, so it seems we're all pretty much agreed on where to start, and then expanding toward Oleg's to annex that.
We're going to need farmlands, and since people tend to flock to cities, I guess converting the grassland around the castle, and later Oleg's would make sense.
A good trade road between the two towns will be convenient.
We should also annex the area with the mine, if we can get a Kobold to join the council we may be able to let them work the mine as their own responsibility.
The dwarf clan might make a good addition, after all, experts tends to have pretty good int don't they?
As we claim the land covered with forests, we should set up some rules about logging, since we have a druid I think it might be an idea to do as they do in Taldor, having a druid guide to show which trees can be taken, and then replacing them afterwards.
Are we going to look for nearby kingdoms as potential allies, what about Brevoy itself?
From what Chaudair said, I think they want us to be pretty independent from them, at least for now.
Unless I read wrong, there is a room type that is specifically used to house exotic creatures, since we can't tame the owlbear, and we can't easily let it run free, that might be something worth considering.

Ta'de-win of the Gale |

About the owlbear actually.
For the downtime stuff for Ta'de-win, I had a thought and I wanted to run it by both the group and DM Bloodgargler. I wanted to (eventually) establish a menagerie of the more dangerous creatures in the Stolen Lands. As part of this I wanted to make an organization that consisted of hunters specializing in non-lethal capture. The goal of the organization would be to patrol our roads and look for signs of dangerous creatures. Once discovered they would either deter them from attacking the roads, move the population to somewhere less dangerous, or capture them for the menagerie. Or in extreme cases eliminate them if no other option presents itself. In the case of extreme challenges, alert us.
As part of this, I was thinking about taking Leadership (we all are, probably?) and making the followers part of this group. And possibly my cohort as the leader of this group.
As the organization evolved, it would diversify into other nature aspects, including helping to reduce settlement impact on natural environs and how to preserve natural wonders (things Ta will probably be doing herself for now).
To start off, I was thinking of getting an animal pen for the Owlbear to keep him safe, and figuring out how to do the hunters. Plus a 'manager' to watch over it. As far as location of the menagerie, keeping it at Oleg's has advantages, since that's closer to the border, including where such creatures are not as common and might draw business.
Thoughts?

Ta'de-win of the Gale |

Someone else we haven't thought of. Bokken. I'm not sure what he's classed as, but being a potion maker he may well have a decent intelligence himself. Possibly the same for Papa Grundy. Both possible considerations.
Since in the end we need to have an established kingdom turn, just to get something started. These are all suggestions of course, just to help track some discussion. Do we want to track our kingdom turns too somehow? Just to see where we're going and what we've done?
Turn 1
Phase 1 - Upkeep
Step 1 (Determine Kingdom Stability) - Skip
Step 2 (Pay Consumption) - Skip
Step 3 (Fill Vacant Magic Item Slots) - Skip
Step 4 (Modify Unrest) - Skip
Phase 2 - Edict
Step 1 (Assign Leadership) - See Kingdom Sheet
Step 2 (Claim and Abandon Hexes) - Stag Lord's Fort
Step 3 (Build Terrain Improvements) - Build Farmland on Stag Lord's Fort Hex; Build Road on Stag Lord's Fort Hex
Step 4 (Create and Improve Settlements) - Establish Settlement on Stag Lord's Fort Hex; Build Castle on Stag Lord's Fort Hex
Step 5 (Create Army Units) -
Step 6 (Issue Edicts) -
Phase 3 - Income
Step 1 (Make Withdrawals from Treasury) -
Step 2 (Make Deposits to the Treasury) -
Step 3 (Sell Expensive Items for BP) -
Step 4 (Collect Taxes) -
Phase 4 - Event

Norton Ambrosi |

Yesterday I took the liberty of sending 2 letters to Oleg, but I was already late for my gaming night so I just hit the send button and ran. Don't mind the spoilers, they are free for everybody to read. Basically I sponsored the construction of the Inn, and called for three days of celebration at the fort.
I did it because Chaudair was going away a we needed to take advantage of the messanger, but I didn't intend Norton to take it all for himself (I don't see him as a innkeeper at all), so, eventhough with the discount a single player can pay for all of it, if somebody wants to chip in we can share costs and revenues.
For the other letter is a call for a celebration: three days of feast for the demise of the Stag Lord. Something that came to me talking about contests a few post above. I was thinking about three weeks from now gametime, time to settle a few things down, find some game and cook it.
Should be a good way to get things started.
---------------------------------------------------------
If for Furiel is the same I suggest Magister for him, since we have 2 PC and at least 2 NPCs with good enough Str to take the General role.
----------------------------------------------------------
I agree with Ta Upkeep phase, but I will also add an house to the building phase, just remember that if not already prepared, the hex must be also prepared
Preparing Hex 1bp
Castle upgrade 27bp
Road Improvement 1bp
Farm Improvement 2bp
House 3bp
Total 34bp Treasury left 16
-------------------------------------------------------------
The Owlbear, I was thinking an Animal Pen too, but from a different perspective. If we build it smart we can set it that who comes to the castle into the (eventually) throne room must walk someway across it and see the fiery beast. It would be a great display of power from the ruler having such thing in his garden.

Ta'de-win of the Gale |

The Owlbear, I was thinking an Animal Pen too, but from a different perspective. If we build it smart we can set it that who comes to the castle into the (eventually) throne room must walk someway across it and see the fiery beast. It would be a great display of power from the ruler having such thing in his garden.
Perhaps a compromise? Ta could maintain the menagerie here (building up bit by bit). In exchange the menagerie itself could go around the castle? Eventually it could include creatures far greater than an owlbear as we rise in level and acquire new additions. Start off with a simple animal pen for the owlbear, rising to a habitat and adding more as the game goes on.
I would have to ask how that would impact the downtime vs. kingdom building rules. If I did manage to complete the menagerie (downtime version), would it provide a benefit as a menagerie (kingdom unit)?

Norton Ambrosi |

As I primised I started working on the maps.
First thing I did was taking the Fort Hex posted by the DM and importing it in MapTool.
The rules say an hex is aprox 95 square miles, and a settlement is divided in districts of about 1 square mile. so I divided a hex in 96 districts and found out how our fort was located in the hex.
I'll try to find a way to post the map, but basically the fort is on the right hand side of a district on the lake border. Two district lots are actualy water.
A very rough representation can be found here, https://docs.google.com/spreadsheet/ccc?key=0AhczwDBFCVj5dGp5bV8zOVh2X0xEdE 1USEFJYko2akE&usp=drive_web
I promise it will get graphically better.
In a few days I'll have something with the fort/castle details.

Ta'de-win of the Gale |

It doesn't load well at work (like most google docs), so I'll take a look when I get home!
I do have to say, it seems like everyone's excited at this point though!!

Furiel |

Looks good. The documents should help out.
Think I will primarily stick with general. Don't see many scholars collecting right now so the magister role should pretty much be flavor only. General will fit Furiel's personality more.
I like the living animal habitat as a defensive 'moat' idea.

Ta'de-win of the Gale |

I changed Furiel over to Magister. I also added in the suggested improvements (farm, road, castle, house) just to see how it worked out.
Here's the PRD links below. DM Bloodgargler, would you be able to put these on the campaign tab, please?
Kingdom Building on PRD
Kingdom Turn Sequence on PRD
Things we still need to decide it looks like.
1) Determine Kingdom's name and our first Settlement's name.
2) Finish assigning Leadership roles.
3) Determine Edicts (Holiday, Promotion, Taxation).
4) Confirm everyone's happy with everything.
My suggestions are to keep things at the minimum levels for now. The Holiday edict will cancel out the Taxation edict and cost no consumption. The lack of promotion will reduce stability by 1 though. I figure if we can get all the positions filled though, we may get our rolls high enough it won't matter. But that's just my thought on it.
As far as leaders go, we still need to decide who's filling the Ruler role between Norton and Green. With Furiel taking the General position, we also need a Councilor, Grand Diplomat, Treasurer and Magister to avoid Vacancy penalties. I'd say if nothing else, let's fill them just to avoid those, and if we find someone better suited replace them.
Turn 1
Phase 1 - Upkeep
Step 1 (Determine Kingdom Stability) - Skip
Step 2 (Pay Consumption) - Skip
Step 3 (Fill Vacant Magic Item Slots) - Skip
Step 4 (Modify Unrest) - Skip
Phase 2 - Edict
Step 1 (Assign Leadership) - See Kingdom Sheet
Step 2 (Claim and Abandon Hexes) - Stag Lord's Fort
Step 3 (Build Terrain Improvements) - Build Farmland on Stag Lord's Fort Hex; Build Road on Stag Lord's Fort Hex
Step 4 (Create and Improve Settlements) - Establish Settlement on Stag Lord's Fort Hex; Build Castle on Stag Lord's Fort Hex; Build House on Stag Lord's Fort Hex
Step 5 (Create Army Units) -
Step 6 (Issue Edicts) -
Phase 3 - Income
Step 1 (Make Withdrawals from Treasury) -
Step 2 (Make Deposits to the Treasury) -
Step 3 (Sell Expensive Items for BP) -
Step 4 (Collect Taxes) -
Phase 4 - Event

Norton Ambrosi |

Just a little update on the district spreadsheet, now has a little graphics.
The green and blu colored squares around the district respect the neighboring district terrain, land and water respectivelly.
The brown are the streets as per Paizo template, the grey squares buildings (until I get to export the UC drawings).

Norton Ambrosi |

I believe the Hex has the River special terrain feat, that's good for us but the road should cost double, so treasury left 15
I propose StagDen, or somethink alike for the town name, to remember where it all started.
If the DM allows us to go with a council and take other position for the first 3 rounds we can use that, I put Norton on Diplomat. Stability seems not a problem, while Economy we have very few means to boost it

Furiel |

Looks good so far.
Ruler can choose what to influence. Right now we should have the ruler modify economy. That should result in at least an extra BP per turn.
Furiel will be adding a magic repository to the inn at Oleg's (I assume Oleg will help as this will add significantly to his trading post):
I will study the magic items we found to earn the extra .5 Magic needed to fund it.
Earnings gp, Influence, or Magic +12
Benefit bonus on Knowledge (arcana), Spellcraft, and spell research checks
Create 9 Goods, 3 Influence, 8 Labor, 3 Magic (730 gp); Time 20 days
Size 4—12 squares
Upgrades From Book Repository
A Magical Repository is similar to a Book Repository, but specific to the study of the arcane arts. It contains shelves of books, comfortable chairs, and tables for studying and for scribing notes and scrolls. If you construct this room from scratch, it grants someone who studies there for 1 hour a +3 bonus on a Knowledge (arcana) check to answer a question. If you upgrade a Book Repository into this room, you either keep the original Book Repository's bonus on Knowledge checks or change its skill to Knowledge (arcana). An hour of study in this room also grants a +3 bonus on Spellcraft checks. The room grants an additional +1 bonus on Knowledge (arcana) and Spellcraft checks for spell research (see Research a Spell on page 86) and crafting magic items.

Bregor Rowain |

I like the idea of including Stag in the title, it is just and fitting, but not "den" If we can help it, we need something a little more impressive.
...
Sadly, the only alternatives I can think of right now would be Stagtown and Stagfortress...which arguably are even less suitable.
Bah, typical, protesting but unable to come up with an alternative...And I HATE people like that too.
Maybe another word for Den? But I can only think of lair right now, and that sounds too sinister.

Ta'de-win of the Gale |

Stags Fall?

Bregor Rowain |
1 person marked this as a favorite. |

That is a good idea, I'm going to give it some more thought, but I like it, poetic, and also telling.
A name that will one day be lost in history as people no longer remember the reason for the name and instead make up local legends about it.

Ta'de-win of the Gale |

Stagfall?
At first I didn't like it, doesn't feel right the way it comes off the tongue. But I tried using it in sentences and it seems to flow better. The kind of thing where the name is shortened from the people speaking it aloud.
"I was born and raised in Stag's Fall."
"I was born and raised in Stagfall."

Ta'de-win of the Gale |

To fill out those last three leadership positions (assuming leaving Ruler empty for the first three turns). Here are my nominations.
Councilor - I'd recommend Green as well for this spot for the time being.
Magister - While this is the role that affects magic in the kingdom, by the rules it doesn't require a spellcaster. I'd recommend we have Budgie oversee the position for now.
Treasurer - I nominate Kressle. It's mostly to give her a role in things for the present. She'd only give the spot a +1 bonus though.
I don't think these are necessarily the best options for each, but considering the vacancy penalties I think having a body there is better than nothing for now. There is a penalty to change leaders later, but I think those would be minimized by swapping out as we go.

Bregor Rowain |

Since we're going to be building more cities in time, I think it would be nice if we could keep naming them in the same simple yet poetic way.
Odds are we'll be founding our second city at Oleg's place, so I guess we might begin to think about that already.
Leaving the ruler spot open for now would and putting Green as councilor be ok with me too, but I'm still angling to put Greens butt in that throne eventually.
As we are limited in our funds I believe we will be pretty slow in building anything but the bare neccesities at first.
I'd say a Mill might be a good start, boosting our economics, and it makes sense seeing as we are close to both water and forest.