
Johund Struckland |

Geez, i wish! I feel like half the time I'm flying by the seat of my pants. Warpriest is definitely a complicated class.

Amadeen Irian |

I think I have a handle on witch. I'm sure I still miss things though!

Amadeen Irian |

Ah, now that's an incentive.
Amadeen still doesn't particularly feel like shanking this boggard. But she isn't going to permanently abandon the land. I'm grand with coming back later and hashing things out.
Folks?

Eluvias the Grim |

Lvl 5:
HP: +7
BaB: +0
Fort/Ref/Will: +0
Skills: +6
Feats: Armor of the Pit (+2 AC)
Spells: +1 lvl1 and +1 lvl2
Black Blade: Now +2 enchantment, Int12, Wis/Cha8, Ego8, Energy Attunement (Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.)

GM Kevin O'Rourke |

Three of the locations in the northern Greenbelt the PCs had a chance to discover and explore in Stolen Land could make excellent sites to found cities, due to the presence of buildings or ruins. These three sites are as follows. Feel free to suggest other locations that seem like a good idea to you and why, I may come up with some homebrew bonuses for this.
Oleg’s Trading Post: The trading post is a versatile structure built to serve as a place of business. If the PCs decide to found a city in this hex, they can incorporate Oleg’s as a free Shop, Stable, or Watchtower in their city grid (once chosen, the function of Oleg’s within the new city cannot be changed).
Temple of the Elk: Although the Temple of the Elk is partially ruined, building a city here gives the PCs a head start on a Temple, halving the initial cost of building such a structure.
The Stag Lord’s Fort: Located at the heart of the Greenbelt on a defensible hill near a plentiful source of water, fishing, and trade, the Stag Lord’s Fort may be the single best place to place a capital city. The fort itself gives the PCs a head start on building a castle, halving the initial cost of such a structure. In addition, if the PCs make this site their capital city, their nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense.

Johund Struckland |

Thematically Temple of the Elk is my favorite, but in all practical terms the-location-formerly-known-as-the-stag-lord's-fort makes the most sense, and so I'd throw my vote in there.
________
Level 5 Warpriest:
FCB +1/4 combat feat
HP +8
Skills (3): Climb, Swim, Survival
Background Skills (2): Profession (sailor), Knowledge (engineering)
Fervor 2d6
Sacred Weapon damage 1d8!
Feat: Dual Enhancement
One extra 1st and 2nd level spells per day (Adding Life Pact for Eluvias)

Amadeen Irian |

Definitely Stag Lord's Fort. Amadeen wants a castle!
Witch Level 5
+6 HP -> 32
Concentration Check = 8 (Caster Level +4 Int -1 trait)
Adventuring Skills (2+4+1)
Diplomacy
Intimidate
Perception
Sense Motive +2
Stealth
Background Skills (2)
Knowledge (nobility) +2 +1 from adventuring
Feat: Extra Hex
New Hex: Flight
The witch grows lighter as she gains power, eventually gaining the ability to fly.
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Errata
Can a witch with the flight hex use her feather fall and levitate abilities on other creatures?
No. All aspects of the flight hex affect only the witch (though she can carry objects or creatures as part of her weight allowance as described in those spell effects). (The 2nd printing of the APG includes this updated information.)
Level 3
Dispel Magic
Gloomblind Bolts

GM Kevin O'Rourke |

Amadeen-Ruler-Is Amadeen adding to Loyalty +2
Barek-Marshal Loyalty+2
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin- Spymaster??? +3
Holidays: Six a year. +2 Loyalty, +2 Consumption
Promotions: Aggressive. +3 Stability, +4 consumption
Tax (Tribute): Normal +2 Economy, -2 Loyalty
Countries Alignment: CG +4 Loyalty
The Stag Lord’s Fort: Located at the heart of the Greenbelt on a defensible hill near a plentiful source of water, fishing, and trade, the Stag Lord’s Fort may be the single best place to place a capital city. The fort itself gives the PCs a head start on building a castle, halving the initial cost of such a structure. In addition, if the PCs make this site their capital city, their nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense. Hex will need to be claimed and district founded +2 Consumption
Totals before adding roll bonuses: +5 Loyalty, +4 Stability, +3 Economy, +8 Consumption
Totals with PC bonuses Loyalty +14, Stability +4, Economy +7
As a spymaster Jorin can add to Loyalty, Stability or Economy and can be switched from round to round.
You have a few positions you need to fill to avoid penalties, you've come across various NPCs recruiting some of them might be worth considering. The system is set up so the party alone can't run the kingdom.
I'll update the map shortly, your chartered area to explore and now establish your kingdom is already explored. Going east or west would encroach into some of your chartered peers but south is possible. Or perhaps you'd like to explore more of Thornkeep or the Emerald Spire? Or just relax as you found your Kingdom.
Consort-Optional
The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the kingdom to lift the spirits of the people, and so on. In most kingdoms, you cannot have two married Rulers and a Consort at the same time.
The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler’s permission, the Consort may perform any of the Ruler’s duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir comes of age and can take over as Ruler.
Benefit(s): Add half your Charisma modifier to Loyalty. If the ruler is unavailable during a turn, you may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler, though you do not gain the Ruler benefit. If you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom’s Upkeep Phase or Unrest increases by 1.
Vacancy Penalty: None.
Councilor
The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.
Benefit(s): Add your Charisma modifier or Wisdom modifier to Loyalty.
Vacancy Penalty: Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep Phase, Unrest increases by 1.
General
The General is the highest-ranking member of the kingdom’s military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom’s General. The General is responsible for looking after the needs of the military and directing the kingdom’s armies in times of war. Most citizens see the General as a protector and patriot.
Benefit(s): Add your Charisma modifier or Strength modifier to Stability.
Vacancy Penalty: Loyalty decreases by 4.
Grand Diplomat
The Grand Diplomat is in charge of the kingdom’s foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom’s diplomats, envoys, and ambassadors. It is the Grand Diplomat‘s responsibility to represent and protect the interests of the kingdom with regard to foreign powers.
Benefit(s): Add your Charisma modifier or Intelligence modifier to Stability.
Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.
Heir-Optional
The Heir is usually the Ruler’s eldest son or daughter, though some kingdoms may designate a significant adviser (such as a seneschal) as Heir. The Heir’s time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom to get to the know the land and its people, experiencing the intrigues of courtly life, and so on.
Because the Heir carries the potential of being the next Ruler, the Heir’s role is similar to the Consort in that the Heir may act on behalf of the Ruler.
Benefit(s): Add half your Charisma modifier to Loyalty. You may act as the Ruler for a turn, negating the vacancy penalty for the kingdom having no Ruler, though you do not gain the Ruler benefit.
Whenever you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom’s Upkeep Phase or Unrest increases by 1.
Vacancy Penalty: None.
High Priest
The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Benefit(s): Add your Charisma modifier or Wisdom modifier to Stability.
Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep Phase, Unrest increases by 1.
Royal Enforcer
The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.
Benefit(s): Add your Dexterity modifier or Strength modifier to Loyalty. During the Upkeep Phase, you may decrease Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1.
Vacancy Penalty: None.
Treasurer
The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.
Benefit(s): Add your Intelligence modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4. The kingdom cannot collect taxes—during the Edict Phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered “none.”
Viceroy-Optional since you have no Vassal state
The Viceroy represents the Ruler’s interests on an ongoing basis in a specific location such as a colony or vassal state (see the optional Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.
Benefit(s): Add half your Intelligence or Wisdom modifier to Economy. You may assume any leadership role (including Ruler) for your colony or vassal state, but any benefit you provide in this role is 1 less than normal; if you do so, you must spend 7 days that month performing duties appropriate to that leadership role in addition to the 7 days spent for Viceroy duties.
Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.

Johund Struckland |

Awesome! Could we get a short list of the NPCs that we've met?
Personally, I wouldn't mind continuing on with kingdom expansion and development, and turn back toward Thorn Keep and Emerald Spire in a level or two. I've never played Kingmaker, and everyone seems crazy about it, so I'm interested to see where it goes, at least in the short term.

GM Kevin O'Rourke |

Potential Recruits in the Greenbelt
Oleg Leveton-Human Expert. Runs the trading outpost Str 11 Dex 9 Con 10 Int 12 Wis 15 Cha 8
Svetlana Leveton-Human Expert. Runs the trading outpost Str 8 Dex 9 Con 10 Int 11 Wis 12 Cha 15
Kesten Garess-Human Fighter. Noble soldier- Str 17 Dex 8 Con 13 Int 10 Wis 12 Cha 14
Jhod Khavken-Human Cleric. Priest of Erastil- Str 10 Dex 8 Con 13 Int 12 Wis 18 Cha 14
Chief Sootscale-Kobold Rogue- Chieftain-Str 10, Dex 17, Con 10, Int 8, Wis 10, Cha 13
Potential Recruits in Thornkeep you have had dealings with
Ariane Redderfin-Human Fighter- Mercenary Captain of the Blue Bassilisks. Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Mirashi Verlon-Human Cavalier- Lieutenant of the Blue Bassilisks. Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Brother Eldrast-Dwarven Cleric- Priest of Gorum. Str 12, Dex 8, Con 16, Int 10, Wis 18, Cha 11
I might have forgotten some others and there's a few NPCs you haven't had too many dealings with.

Amadeen Irian |

I'm keen to finally try the kingdom building stuff.

Johund Struckland |

I know there are guides on min/maxing the kingdom-building rules for this AP. I haven't read them. What follows is just speculation.
Do we want a high priest? Johund is a Warpriest of Hanspur, and would certainly like the idea of elevating his worship, but there are no NPC worshipers of Hanspur, and Johund has his hands full as Warden. Plus, Johund values freedom, and the idea of imposing an official state religion kind of treads on that. But Jhod, the priest of Erastil, has great potential to full a Wisdom or Charisma based role.
The Treasurer looks to be an extremely important role. Without one, we can't even collect taxes. I think even Johund can (begrudgingly) get behind the notion that some sort of taxes are necessary to build a kingdom. Jhod, with his 18 Wisdom, would make a great treasurer. AND he's a priest of a lawful good deity, meaning he would tend to play by the rules and not embezzle funds (I hope).
Another important role is Diplomat, which relates to stability. Svetlana from the Outpost has a good charisma. It might seem odd to ask a manager of a trading post to become a grand diplomat, but it also makes perfect sense. She has experience with travelers and customs from all corners, and has a head for trade.

GM Kevin O'Rourke |

"The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom."
So the high priest slot can be done a few ways, they kept it flexible to avoid the implications like you were considering. Jhod Khavken and Brother Eldrast are two NPCs with strong stats for it who ye are on good terms with. Jhod is a cleric from a LG deity and Eldrast is one from a CN deity so they both match up in some ways. The decision does not have to be permanent, you can replace them if you find someone better for the job or who you like more.
Leaving high priest vacant leads to a constant trickle of unrest. Ye can make it clear the chosen person is a representative of the wider religious communities in the Kingdom.

Johund Struckland |

Thanks for the clarification. Johund would back Eldrast as a high priest, then, since their deities at least share an alignment.

Johund Struckland |

Oleg would make a good counselor with his 15 Wisdom. Then we'd have both of the Leveton's on board in the complimentary roles of Counselor and Diplomat. Both on the ground, speaking to the people, and serving as the voice and ears of the kingdom.

GM Kevin O'Rourke |

So Brother Eldrast as High Priest. Jhod as Treasurer. Svetlana as Grand Diplomat. Redderfin as General. Svetlana as Grand Diplomat. Oleg as Counselor. Garess as Enforcer. -I'll proceed with this unless someone objects shortly.
Army is a stretch for Rederfin and the Blue Bassilisks but if you want to have them as the foundation for your army that seems reasonable... for your initial size quite a useful feather in your cap I hadn't considered.

Amadeen Irian |

Ah, fond memories of the Baldur's Gate games! :D
I'm finally able to sit down and have a think about this stuff, getting to look over NPCs, etc.
I'm pretty happy with the ideas so far, almost as if ye are prone to them!
No consort or heir - yet. ;)

GM Kevin O'Rourke |

Amadeen-Ruler-Is Amadeen adding to Loyalty +2
Barek-Marshal Loyalty+2
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin- Spymaster Economy for Now +3
Brother Eldrast as High Priest +4 Stability
Jhod as Treasurer +4 Economy
Svetlana as Grand Diplomat +2 Stability
Redderfin as General +4 Stability
Oleg as Counselor +2 Loyalty
Garess as Enforcer +3 Loyalty
Holidays: Six a year. +2 Loyalty, +2 Consumption
Promotions: Aggressive. +3 Stability, +4 consumption
Tax (Tribute): Normal +2 Economy, -2 Loyalty
Countries Alignment: CG +4 Loyalty
The Stag Lord’s Fort: Located at the heart of the Greenbelt on a defensible hill near a plentiful source of water, fishing, and trade, the Stag Lord’s Fort may be the single best place to place a capital city. The fort itself gives the PCs a head start on building a castle, halving the initial cost of such a structure. In addition, if the PCs make this site their capital city, their nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense. Hex will need to be claimed and district founded +2 Consumption
Totals before adding roll bonuses: +5 Loyalty, +4 Stability, +3 Economy, +8 Consumption
Totals with Kingdom Roles. Loyalty +19, Stability +14, Economy +14
You guys have most of your choices made.
Your starting funds for Restov are 50 Build Points.
Kingdom Turn Sequence
A kingdom’s growth occurs during four phases, which together make up 1 kingdom turn (1 month of game time). The four phases are as follows:
Phase 1—Upkeep: We skip this in the first turn.
Phase 2—Edict: Declare official proclamations about taxes, diplomacy, and other kingdom-wide decisions.
Step 1—Assign Leadership: Done
Step 2—Claim and Abandon Hexes: Stag Fort so you can set up your city there! 1 Build Point!
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements). [b]You guys can currently build two a turn[/ooc]
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires.
Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.
Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.
You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.
Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat). -Probably unnecessary for a while
Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts). -Ye just declared these so ignore them for this turn.

Amadeen Irian |

Two questions.
1. What generally is a sensible first building?
2. Can we claim hexes that aren't adjacent? I'm thinking that gold vein.

Johund Struckland |

I am not a fan of min-maxing, but I found this guide which, if used sparingly as a reference, might help us make informed choices.
Seems like Farms are great early choices for Terrain Improvements.

GM Kevin O'Rourke |

1. Construct your first buildings. Construct 1 building in your settlement and pay its BP cost. If this is your kingdom’s first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement or in this case a Castle. A castle is half cost in as mentioned before so 27 BP. If you go with a castle the Inn isn't an option. Shrine 8BP, Monastery 16BP, Watchtower 12BP.
2. They must be adjacent and this turn it's the Stag Lords camp's hex since thats where you want to do your Capital.

Amadeen Irian |

Cheers!
I'll vote for Castle and watchtower. Inn to follow when possible.

GM Kevin O'Rourke |

Amadeen-Ruler-Is Amadeen adding to Loyalty +2
Barek-Marshal Loyalty+2
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin- Spymaster Economy for Now +3
Brother Eldrast as High Priest +4 Stability
Jhod as Treasurer +4 Economy
Svetlana as Grand Diplomat +2 Stability
Redderfin as General +4 Stability
Oleg as Counselor +2 Loyalty
Garess as Enforcer +3 Loyalty
Holidays: Six a year. +2 Loyalty, +2 Consumption
Promotions: Aggressive. +3 Stability, +4 consumption
Tax (Tribute): Normal +2 Economy, -2 Loyalty
Countries Alignment: CG +4 Loyalty
The Stag Lord’s Fort: Located at the heart of the Greenbelt on a defensible hill near a plentiful source of water, fishing, and trade, the Stag Lord’s Fort may be the single best place to place a capital city. The fort itself gives the PCs a head start on building a castle, halving the initial cost of such a structure. In addition, if the PCs make this site their capital city, their nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense. Hex will need to be claimed and district founded +2 Consumption
Totals before adding roll bonuses: +5 Loyalty, +4 Stability, +3 Economy, +8 Consumption
Totals with Kingdom Roles. Loyalty +19, Stability +14, Economy +14, Consuption +8
Capital
-Castle 27BP
Kingdom Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1
Discount Noble Villa, Town Hall
Limit 1 per settlement
Special Defense +8
-Watchtower 12BP
Kingdom Stability +1, Unrest –1. Special Defense +2
Terrain Improvements
Farm 4BP
-2 Consumption
Road 3BP
Total New Modifiers -46BP. Economy +2 Loyalty +2, Stability +3, Fame +1, Settlement Defense +10. Consumption -2
New Totals: Treasury 4BP. Loyalty +21, Stability +17, Economy +16, Consumption +6. Fame +1

GM Kevin O'Rourke |

Income Phase
During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.
Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom’s resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.
Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.
Step 2—Make Deposits to the Treasury: You can add funds to a kingdom’s Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1.
If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.
Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom’s markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.
To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.
You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)
Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.
Collect Taxes: 1d20 + 16 ⇒ (11) + 16 = 27 +9BP to treasury from Step 4
New Treasury Total from just Step 4: 13BP
Ye can use step 1-3 as well if you want.

Amadeen Irian |

I say we keep our hands out of the treasury for now.

Amadeen Irian |

Country: Goldenwod (sounds promising)
Capital: Freehold

Amadeen Irian |

Goldenwood, aye. Autocorrect useless on this phone

GM Kevin O'Rourke |

I spend twenty minutes on that post...
At the end of Kingdom Turn 1 there was no event.
Current Totals Totals before Turn 2: Treasury 13BP. Loyalty +21, Stability +17, Economy +16, Consumption +6. Fame +1. Kingdom DC 22
In Kingdom Turn 2 you guys passed a stability check so reduced your unrest, as you had no unrest you gained a build point. You then got eight build points used by consumption.
Current Treasure: 8
We're on Phase 2. You guys can claim hexes, build terrain improvements or buildings in your cities.
Your countries border is purple on the updated map.
Some hexes have rare resources, if you build an appropriate terrain improvement you will gain extra benefits. The Fangberry Thicket or the Gold Vein are examples with a farm and mine respectively giving extra bonuses.
Edit
The layout of the Capital I just put the buildings down with some semblance of reason but let me know if you'd prefer the watchtower or castle placed differently.

Johund Struckland |
2 people marked this as a favorite. |

I spend twenty minutes on that post...
Can we take a sec to appreciate how much time our GM spends on this and all his other games, and to thank him for the great quality and consistency he brings to the "table"!

GM Kevin O'Rourke |
1 person marked this as a favorite. |

I was belly aching because the site at a more robust post.
Thanks Johund but it takes two to tango, the game doesn't run smoothly without everyone at the table doing their bit. I like to think of the GM as the chairman of the board... he's just some guy sitting at a table without the other players and nothing happens.

Johund Struckland |

As to terrain improvements, it looks like Farm is a solid first choice. How about a farm on the Fangberry Thicket?

Amadeen Irian |

The GM does a damn fine job here. And I think so do we.
Farm on Fangberry gets my vote. Tasty treats!

Amadeen Irian |

Amadeen will vote for a road.
But if someone argues for saving it, she'll probably listen.