
Kernithar Flott |

Merry New Year and Happy Christmas!

Kernithar Flott |

for Piotr and any other crafters.
I found these resources to be immensely useful.
https://www.reddit.com/r/Pathfinder2e/comments/drjlun/pf2_crafting_guide/
https://vietthe.dev/pf2e/crafting_calc/
The second one especially for costing out item crafting. :)

Mikhail Templeson |

So I can no longer sign into my account on Paizo using Chrome. I am having to switch over to Edge. Has anyone heard why this might be happening?

Alister Medvyed |

Try clearing your cookies in Chrome. They had something happen to their login servers during the outage. Some people report having to play with it a while.
Chrome: Right click the lock icon next to https://paizo.com/ in the address bar, left click 'Cookies', select 'paizo.com' then click 'remove' and 'done', should be all gone and you can relog now!
Firefox: Go to History > Show all History, search for Paizo.com, right-click the entry for the homepage and select “Forget about this site.”

Kernithar Flott |

I had to logout of my account in the browser and then log in again.

Kernithar Flott |

Salted Toffee Chocolate Chip. Made by the wife. Sublime.
Otherwise, I'm a sucker for anything peanut butter.

Piotr Denisov |

I am the baker in the house.
Myself - I am partial to oatmeal raisin or, even, hermit cookies.
Everyone else - loathes the thought of raisins and nuts in things. Probably chocolate chip for them.

Kernithar Flott |

Kern finds an elevator up the mountain? Haha! Woohoo!

Kernithar Flott |

RE: Roll bonus, It was Nature before to find the route. The second roll was Survival. Apologies for the duplicate roll.
Aristu lead the way! :)

Mikhail Templeson |

So do we want tackle kingdom building?
In theory, a few years past and I think within that time we could have built some things that would be pretty important now, like guardhouses, walls, etc.
It has been a while since I looked over the plan, but I believe the first two years were focused on mostly economics and then in year three we started getting more defenses, and in year 4-5 we diversify and all get mansions. Or a palace for Alister.
Considering we will be gone a lot over the next year or two, depending on how long this module takes, knowing what we have to protect the growing kingdom might be important. At least until we can teleport back to save the day.

Alister Medvyed |

Yeah, I think it would be time to start raising an army and building defenses given the invasions we've had and now we see how Varnhold has been attacked. Up to the GM whether that's something we can give orders for and then leave.

Kernithar Flott |

I think it's worth paying a bit of coin to these wandering huntsmen and travelers to make special trips to and from the borderlands to report anything egregious. Setup a scouting network of sorts. Not necessarily a spy network but an early warning network of folks willing to pass the word along.

GM Tarondor |

I can't find it now, but I know there was a split of opinion on whether we should continue to use the Kingdom-Building rules. What I propose is this:
I'm going to continue the Kingdom-Building because I enjoy it and anyone who likes can join me. Most D&D/Pathfinder games will never provide this option, so it's likely now or never. The rules are creaky and just okay at best, but still fun.
Armies are expensive, and I think you need to be prepared for that. Mercenaries are slightly less expensive, but carry some real dangers.
I plan to use the rules, but to allow for customization and fun. What I suggest is that you each express what thing or things your character would want to have built, even if it's down the line (like a palace or a wizard's tower). If there's no rules for it, ask. We can make something work.
If you're not interested in kingdom-building, please don't feel like you must participate. It's extra fun for those that do, but no a critical part of the story.
Turn 58 takes into account two years of devastation and re-growth, representing the Sword Marches as it was when this adventure (The Varnhold Vanishing) began, so it is at most two months out of date. Mikhail’s plan was established long before and I referred to it when I re-built the Sword Marches after the invasion, but did not follow it religiously. So let’s knock out three months of Kingdom-Building while we also proceed with the adventure. I expect the back-and-forth with the Nomen centaurs to take several months, with Our Heroes returning to Stagfell periodically.

GM Tarondor |

Pre-Turn 59
Kingdom Statistics at the Start of the Turn:
Population: 16325
Size: 58 (58 hexes, 10 Settlement grids)
Economy: 79
Loyalty: 79
Stability: 81
Unrest: 0
Fame: 8
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 1
Consumption: 1d6-12
Control DC: 85
Settlement at the Start of the Turn (Stagfell):
Population: 2640
Economy: 17
Loyalty: 23
Stability: 24
Corruption: 2
Crime: 3
Law: 13
Lore: 7
Base Value: 7000 gp
Defense: 11
Productivity: 6
Society: 4
Fame: 6
Infamy: 0
Major Buildings:
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansion
Mill
Monument
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill
Settlement at the Start of the Turn (Leveton):
Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
Settlement at the Start of the Turn (Sootscale Caverns):
Population: 310
Economy: 7
Loyalty: 7
Stability: 8
Corruption: 2
Crime: 1
Law: 2
Lore: 1
Base Value: 5000 gp
Defense: 4
Productivity: 2
Society: 2
Fame: 1
Infamy: 0
Major Buildings:
Barracks
Baths
Settlement Wall (x2)
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement at the Start of the Turn (Erastil’s Vale):
Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1
Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
Settlement at the Start of the Turn (Tatzlford):
Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0
Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
Settlement at the Start of the Turn (Khavatorov):
Population: 200
Economy: 2
Loyalty: 1
Stability: 0
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 500 gp
Defense: 1
Productivity: 1
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
House
Inn
Stockyard
Settlement at the Start of the Turn (Hashaask):
Population: 110
Economy: 2
Loyalty: 0
Stability: 3
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 3000 gp
Defense: 1
Productivity: 1
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
Cistern
House
Lumberyard
Smithy
Settlement at the Start of the Turn (Candlemere Island):
Population: 25
Economy: 2
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 600 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
Barracks
Library
Pier
You now rule an area slightly smaller than the state of Connecticut (or, for our Canadian players, twice the size of Prince Edward Island.)

GM Tarondor |

[color=red]TURN 59 (Gozran, (March), 4717)[/color]
Initial Treasury: 75 BP
Initial Unrest: 0
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 85): Stability: 1d20 + 81 ⇒ (9) + 81 = 90 Success! Add 1 BP, bringing total to 76 BP.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d6-12 Consumption, giving you a total cost of Consumption: 1d6 - 12 ⇒ (5) - 12 = -7 and leaving your Treasury with 76 BP and filling your Granary at Stagfell to the full 5 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments?
Step 2—Claim and Abandon Hexes?
Step 3—Build Terrain Improvements: ?
Step 4—Create and Improve Cities: ?
Step 5—Step 5—Create Army Units: ?
Step 6—Issue Edicts: ?
GM’s Note: You currently have “light” taxation and “monthly” holidays.
Let's have someone suggest something. As long as I hear a second and no complaints, we'll march forward rapidly.

Piotr Denisov |

Should we start claiming hexes towards Lake Silverstep?
Terrain Improvement - what do you prefer - farm, mine or logging camp?
Stagfell - complete the wall? add a Waterfront?

Mikhail Templeson |

Part of this refers to month 9 in the Abadar guide.
1- No need to do this.
2-I think we need to secure our water sources. So we should claim 0821, 0822, 0823. And next time we can finish claiming Lake Silverstep and next time we can claim the rest of the lake and the mountains that feed it. [3 BP Spent] 73 BP Remaining
3-Hex Improvement 1: Farm in 0121 [2 BP]
Hex Improvement 2: Farm in 0221 [2 BP]
Hex Improvement 3: Road in 115 [22 Road Hexes] [1 BP]
Hex Improvement 4: Road in 0817 [23 Road Hexes] [2 BP]
Hex Improvement 5: Road in 0917 [24 Road Hexes] [2 BP]
64 BP remaining
4- Barracks in St. Alexis 6 BP, 1 Lot [Lot B3]
Bank in Stagfell 28 BP, 1 Lot [Lot F1]
Courthouse in Scootscale 13 BP, 1 Lot [Lot D6]
Smithy in Candlemere 7 BP. 1 Lot [Lot D6]
House in Candlemere 3 BP, 1 Lot [Lot B3]
7 BP Remaining
5- We have barracks, garrisons and other forces in all the settlements I think. We can create army units with our 7 BP if we want. I think currently we might be ok, but I am open to it.

Alister Medvyed |

I generally like the plan. That bank is expensive, but I think a good step. I'd like to upgrade the shop to a market there soon too. We will have used a lot of our BP this turn and may need to be less active next turn.
From reading the guide, I think creating an army is a Loyalty check. They also have a x4 consumption (from the spreadsheet: they are paid weekly), but I'm not exactly sure what the base is. We have 11500 population, so we could conscript a 1000 man army with no penalties. There are regular soldiers and then militia. Maybe the militia costs less? I'd prefer regular soldiers. Eventually, I could see raising smaller forces in Leveton and St. Alexius.
Given the story history, I think we do need to raise an army. If we need to scale back building this turn to do it, we might have to do that. A lot depends on the cost of the army.

Kernithar Flott |

The army is the cost of settlement from my understanding, so at this size it's 2BP. With the remaining 7BP we could build three armies. Not sure if that's too much given the consumption. Maybe sticking with one this turn to gauge the impact.
Also, expanding to the east is a good idea. Having mountains as your border ideally makes it easier to defend, barring any supernatural magical means of bypassing mountains of course. haha

Alister Medvyed |

There's penalties to raising more than one army a turn. Also pretty severe penalties to having more than your population threshold as an army. With our current kingdom settings, that threshold is 10%, I think. If we wanted to change that, we could move to a more aggressive edict, but that also changes other things. Ultimately, the way to more troops is to grow your population.

Mikhail Templeson |

The bank is a big boost to the economy. I almost suggested building two. But I like to diversify.
CORRECTION- The Farms need to be in 0919, 0920. This was taken from the plan without checking and it doesn't seem to work.
I have made sure that there are garrisons or Barracks everywhere (I think). They give native bonuses to defense. Although there are a couple of rumors that I have heard of potential trouble spots there does not seem to be an impending disaster. Although we will certainly be invaded again.
With that said I think some troops would be good if we can afford them. We keep them central for now and then build roads for them to march around as needed. I am not sure we need a thousand but we can go with it if you think we can afford it. I have not looked at the troop rules all that much.
For what it is worth, I think spending BP fast and early is better unless we are planning on a major upgrade. Spending BP generates more BP (like the Bank).

GM Tarondor |

[color=red]TURN 59 (Gozran, (March), 4717)[/color]
Initial Treasury: 75 BP
Initial Unrest: 0
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 85): Stability: 90 = 90 Success! Add 1 BP, bringing total to 76 BP.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d6-12 Consumption, giving you a total cost of Consumption: -7 = -7 and leaving your Treasury with 76 BP and filling your Granary at Stagfell to the full 5 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments: None
Step 2—Claim and Abandon Hexes: Claimed 0821, 0822, 0823 (Cost: 3 BP) (73 remain)
Step 3—Build Terrain Improvements:
A. Farms in 0919 and 0920(4 BP) (69 remain)
B. Roads in 0115, 0817 and 0917 (5 BP) (64 remain)
[color=green]GM's Note: I am not crediting those with a road until they connect to the larger road network.[/color]
Step 4—Create and Improve Cities:
A. Barracks in St. Alexis 6 BP, 1 Lot [Lot B3]
B. Bank in Stagfell 28 BP, 1 Lot [Lot F1] (moved this to keep open large lot.
C. Courthouse in Scootscale 13 BP, 1 Lot [Lot D6] (moved this because any definition of D6 I could imagine was already full).
D. Smithy in Candlemere 7 BP. 1 Lot [Lot D6]
E. House in Candlemere 3 BP, 1 Lot [Lot B3]
(Cost: 57 BP) (7 remain)
Step 5—Step 5—Create Army Units: ?
Step 6—Issue Edicts: ?
GM’s Note: You currently have “light” taxation and “monthly” holidays.
Armies and edicts, gentlemen. Yea or Nay?

Aristu Medvyed |

I'm in favor of building the bank, and I think raising one army is the right move here, too.
Down the road, Aristu wants to turn the area around the Dusklight tree into a Sacred Grove. He also champions getting libraries built in every settlement.

Mikhail Templeson |

We have libraries in many of the areas. We can up them in the priority.
So I Think we raise one army in the capital.
No change to the edicts.

Kernithar Flott |

Second. One army raised.

GM Tarondor |

As I understand it you are not issuing a Recruitment Edict (p. 76 of the Guide), but are substituting a Build Army order for a Build Settlement order (p. 75 of the Guide).
It took me awhile to understand that raising an army costs nothing initially unless you recruit some sort of specialist army (worth checking out the 1e rules on upgrading gear and hiring specialists), but it does add to the kingdom's consumption. AND army consumption is per week, not per month.
Your kingdom's population is 16,325 and you have a Normal militarism status, so you can keep 1,632 troops under arms without affecting Loyalty, but that would be expensive. Since you didn't tell me and since you can adjust it up or down next month, I'm going to make a ruling that you create a single "large" army of 200 soldiers. Given that they're CR 2 creatures, the "ACR" of this army (Ultimate Campaign p. 235) is 4. That means that the army consumes 8 BP per month. You've been running a sizable surplus, so that shouldn't be a burden.
Next month you can decide to increase, decrease, equip or train this army or you can also build other armies up to the size limit.

GM Tarondor |

[color=red]TURN 59 (Gozran, (April), 4717)[/color]
Initial Treasury: 75 BP
Initial Unrest: 0
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 85): Stability: 90 = 90 Success! Add 1 BP, bringing total to 76 BP.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d6-12 Consumption, giving you a total cost of Consumption: -7 = -7 and leaving your Treasury with 76 BP and filling your Granary at Stagfell to the full 5 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments: None
Step 2—Claim and Abandon Hexes: Claimed 0821, 0822, 0823 (Cost: 3 BP) (73 remain)
Step 3—Build Terrain Improvements:
A. Farms in 0919 and 0920(4 BP) (69 remain)
B. Roads in 0115, 0817 and 0917 (5 BP) (64 remain)
[color=green]GM's Note: I am not crediting those with a road until they connect to the larger road network.[/color]
Step 4—Create and Improve Cities:
A. Barracks in St. Alexis 6 BP, 1 Lot [Lot B3]
B. Bank in Stagfell 28 BP, 1 Lot [Lot F1] (moved this to keep open large lot.
C. Courthouse in Scootscale 13 BP, 1 Lot [Lot D6] (moved this because any definition of D6 I could imagine was already full).
D. Smithy in Candlemere 7 BP. 1 Lot [Lot D6]
E. House in Candlemere 3 BP, 1 Lot [Lot B3]
(Cost: 57 BP) (7 remain)
Step 5—Step 5—Create Army Units: 1 200-man army (You really should give this a name. Either formal or informal.)
Step 6—Issue Edicts: No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE
Step 1—Make Withdrawals from the Treasury: Can't. No emergency.
Step 2—Make Deposits into the Treasury: Can't. No emergency.
Step 3—Sell Expensive Items for BP: Can't. No emergency.
Step 4—Collect Taxes: Piotr, the Treasurer, collects light taxes: Economy: 1d20 + 85 ⇒ (8) + 85 = 93, divided by 3 is 31 BP, giving you a total of 38 BP. +7 for your mines (and foundry) and +12 for the sawmills (and lumberyards) = 57 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 17 Yes.
Event Type?: 1d100 ⇒ 76 Dangerous Settlement Event.
Which Event: 1d100 ⇒ 35 Feud.
Which Settlement?: 1d9 ⇒ 2 Leveton.
Loyalty Check: 1d20 + 81 ⇒ (16) + 81 = 97 Ended.
The long-suppressed feud between Kesten Garres and Sir Giles of Graalton once again explodes into furious accusations over harsh words in the street and several servants and friends are roughed up. As Marshal, Kernithar brings the feud to an end before it can really get started, but the whole affair leaves all parties disgruntled. Unrest increases by 1.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 16550
Size: 58 (61 hexes, 10 Settlement grids)
Economy: 84
Loyalty: 80
Stability: 81
Unrest: 1
Fame: 9
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6-1
Control DC: 88
Settlement at the End of the Turn (Stagfell):
Population: 2660
Economy: 21
Loyalty: 23
Stability: 24
Corruption: 2
Crime: 3
Law: 13
Lore: 7
Base Value: 7500 gp
Defense: 11
Productivity: 6
Society: 4
Fame: 6
Infamy: 0
Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansion
Mill
Monument
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill
Settlement at the End of the Turn (Leveton):
Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
Settlement at the End of the Turn (Sootscale Caverns):
Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
Settlement at the End of the Turn (Erastil’s Vale):
Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1
Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
Settlement at the End of the Turn (Tatzlford):
Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0
Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
Settlement at the End of the Turn (Khavatorov):
Population: 200
Economy: 2
Loyalty: 1
Stability: 0
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 500 gp
Defense: 1
Productivity: 1
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
House
Inn
Stockyard
Settlement at the End of the Turn (Hashaask):
Population: 110
Economy: 2
Loyalty: 0
Stability: 3
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 3000 gp
Defense: 1
Productivity: 1
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
Cistern
House
Lumberyard
Smithy
Settlement at the End of the Turn (Candlemere Island):
Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
House
Library
Pier
Smithy
You now rule an area slightly smaller than the state of Connecticut (or, for our Canadian players, twice the size of Prince Edward Island.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:
ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

GM Tarondor |

[color=red]TURN 60 (Desnus, (May), 4717)[/color]
Initial Treasury: 57 BP
Initial Unrest: 1
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 88): Stability: 1d20 + 84 ⇒ (15) + 84 = 99 Success! Add 1 BP, bringing total to 58 BP.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d6-1 Consumption, giving you a total cost of Consumption: 1d6 - 1 ⇒ (1) - 1 = 0 and leaving your Treasury with 58 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments?
Step 2—Claim and Abandon Hexes?
Step 3—Build Terrain Improvements: ?
Step 4—Create and Improve Cities: ?
Step 5—Step 5—Create Army Units: ?
Step 6—Issue Edicts: ?
GM’s Note: You currently have “light” taxation and “monthly” holidays.
As before, let's have someone suggest something. As long as I hear a second and no complaints, we'll march forward rapidly.

Mikhail Templeson |

We are roughly on Month 11 of the plan. I have switched up some items like Hex Claims as we turned to do the water ways. Other items like the hex improvements do not seem to have perfectly aligned, but that may have been an error from when I first created the plan. I did start building our mansions in this month. It does do a lot for Stability which may be good if we are going to be out and about a lot.
Hex Claims
Hex Claim 1: 0723 58 BP – 1 BP = 57 BP
Hex Claim 2: 0724 57 BP – 1 BP = 56 BP
Hex Claim 3: 0725 56 BP – 1 BP = 55 BP
We focus on the south and continuing to claim Lake Silverstep and our water supply.
Hex Improvement
Hex Improvement 1: Quarry 0721 55 BP – 6 BP= 49 BP
Hex Improvement 2: Road in 0221 [25 Road Hexes] 49 BP – 1 BP= 48 BP
Hex Improvement 3: Road in 0222 [26 Road Hexes] 48 BP – 1 BP= 47 BP
Hex Improvement 4: Road in 0316 [27 Road Hexes] 47 BP – 1 BP= 46 BP
Hex Improvement 5: Farm in 1018 46 BP – 2 BP= 45 BP
Mostly focused on roads. Before I had it counted out as having 24 road sections before this turn. But I went over the map and think we should have had 25 at the start and 28 road sections by the end of the turn.
Buildings
Build 1: Piotr’s Mansion in Stagfell 2 [Slot E1] 45 BP–10 BP=35 BP
Build 2: Alister’s Mansion in Stagfell 2[Slot E3] 35 BP–10 BP=25 BP
Build 3: Aristu’s Mansion in Stagfell [Slot E2] 25 BP–10 BP=15 BP
Optional:
Build 4: North Wall in Stagfell 2 15 BP–2 BP=13 BP
Build 5: West Wall in Stagfell 2 13 BP–2 BP=11 BP
Or
Build 4: Library in Leveton [F3] 15 BP–6 BP=9 BP
Build 5: Library in Scootscale [B6] 9 BP–6 BP=3 BP
So the three originals get mansions this turn. That adds to stability and we finish the walls around Stagfell. This is mostly an RP thing so I have also added the option two libaries that Aristu said were a priority to our second and third settlements.
Walls provide +1 Defense, but their main kingdom bonus is a -2 to Unrest, but you do not get bonuses for multiple walls. So for the 4 BP we would add +2 Defense to Stagfell should it be attacked, but we would not do anything to help the kingdom as a whole. It just seems wacky to have a half walled city. The libraries would both add +1 to both Economy and Loyalty. They also give the settlement +1 Lore.
For everyone else's ease. Each mansion adds +1 Stability to the kingdom and +1 Law and Society to the settlement. If we wanted to separate out and have different settlements controlled by each member of the party, now would be the time to declare that as we plop down our homes.
A few notes. I plan to get everyone up to at least Nobile Villa, but for some reason we can not upgrade a Noble Villa to a Palace. Palaces cost 108 BP and I was planning on using Slots E3, E4, F3, F4 for the Palace. So maybe we want to hold off on building Alister his Mansion and save up towards a Palace? Or build a Mansion somewhere else and save that set of slots until we can straight up build a Palace? Or maybe Alister never wants to live in a Palace? Let us know what you think mighty king!
Settlement/Army Builds
Settlement/Army Build 1:
I am ambivalent about this one. Build a second army to have on the other side of the kingdom. But for a kingdom our size it would seem like 1000 standing man army would already be pretty large. Maybe we could get a GM idea of how large the standing armies are of the nearby nations as a guide?

GM Tarondor |

I wonder if Piotr and Aristu would not rather have caster's towers than mansions?
As for the army, there's been some role-playing on this issue, so I think you might want to refer to that. But in short, you know that Brevoy is getting ready to devolve into civil war. You know that Numerian barbarians are raiding into the River Kingdoms. And you know out of character that book 5 in this AP is entitled "War of the River Kings", but you're only in Book 3, so...
Frankly, your army is puny compared to any of your neighbors. Each faction in Brevoy has armies numbering in the thousands. Galt's is in the tens of thousands. Mivon's army is around 500. Pitax has an army a few thousand strong. The barbarians, well, they're as numberless as the stars.