
Alexander Orlovsky |

I'm, of course, fine with that. It'd be easy enough for Othniel to jump him, or the group. And Alexander is always happy to talk first and attack second. And is *much* more likely to overlook "banditry" from an old friend. (He takes very little personally.)
As for the Spymaster/Magister/Enforcer roles, if that other solution doesn't work for you two, I think Tartuk as Magister will be fine. I think in-character it will give us *tons* of problems, but that's not necessarily bad. As it stands, we could use a couple of problems to overcome. :P

Alexander Orlovsky |

So, name for the Kingdom and first Settlement!
So far it looks like Stanimir has a vote for it. It's growing on me too. But, with that said, as long as the country doesn't sound like it's run by orcs, I'd probably be good with it.
Any thoughts on a city name? I'm still liking Voronakholm, but I'd be happy with a less Slavic name as well.

The Winds of Fate |

Below are the names and main stat of the NPCs you all were thinking of having fill some of the kingdom rolls.
Oleg Leveton: role treasurer, main stat Wisdom 15 +2 bonus
Svetlana: role grand diplomat, main stat Charisma 15 +2 bonus
Jhod Kavken: role High Priest, main stat Wisdom 18 +4 bonus
Kesten Garess: roles general or warden?, main stat Strength 17 +3bonus
Tartuk: role magister?, main stat Charisma 18 +4 bonus
For the new people, those first four are all humans and Tartuk is a purple scaled Kobold.

Alexander Orlovsky |

So, my recommendation for our first turn is to claim the Stag Lord's Fort hex for our settlement (06,07). Then build a Castle and Houses.
This would cost 31 BP, but give us a pretty solid start on our settlement. We'll also be getting a +1 for Economy, Loyalty, and Stability.
And I'd suggest, at least for the start, to stick to nothing for Edicts. Currently I have the Ruler bonus set to Economy and the Spymaster bonus set to Stability. This is so Stability stays within 5 of the Control DC of 21. I set up the sheet to show what this would look like, but I can switch it around if people want to go in a different direction.
Also, we can switch things around if roles switch.

Radomir Shax |

Alexander wishlist for crafting:
Amulet of Natural Armor: 1060gp (1000 for the materials, 60gp to hire someone to cast barkskin.)
Cloak of Resistance +1: 500gp (Eduard already has resistance.)
Radomir would like +1 to his armor
and +1 to his bardiche
Alexander Orlovsky |

So, I guess we should come up with a format to handle Kingdom Phases. In the first turn, we skip the Upkeep Phase and go straight to the Edict Phase.
Edict Phase:
Assign Leadership: I think we're mostly done here? Any last minute changes shouldn't change too much.
Claim and Abandon Hexes: We're going to claim [06,07], the old Stag Lord's Fort. [1 BP cost]
Build Terrain Improvements: Preparing a Hill hex for settlement. [2 BP cost]
Create and Improve Settlements: Founding a settlement in [06,07]. We're going to build a Castle [Half cost: 27 BP cost], and Houses [3 BP cost]. I suggest we roleplay this as the Castle is being built over the old fort and it isn't quite what one would call an actual castle "yet". More like a large unfinished fort that we're continuously adding on to over the months.
Create Army Units: None.
Issue Edicts: I suggest we keep this at none for now. We can take the hit to Loyalty for upping taxes, but not only is it inefficient, but it seems out of character for this group. We're evil, but we're interested in making people like us...for now.
Starting BP: 50
BP Cost: 33
Remaining BP: 17
Income Phase:
Make Withdrawals from Treasury: None
Make Deposits to Treasury: None
Sell Expensive items for BP: None
Collect Taxes: Our first round Economy check will be 26+1d20 and divided by three.
Rolls: I suggest that for each Kingdom Turn, we post our advice to this Discussion thread first. Normally I'd have the General roll the Stability roll during the Upkeep Phase, but we don't have a PC General. Perhaps have our Councilor Andrea make those rolls or I can? Then have Radomir or Othniel make any Loyalty rolls that come up from Events. And Eduard or Finnegan make the rolls for Economy? (I suppose whichever gets to them first when we post those Phases.)
This way everyone gets to take part. The main decisions we need to make each turn is in the Edict Phase. Everything else is mostly accounting. So if people have opinions on what we should build, or where, they should speak up as early as possible. Also, if someone wants to change a leadership position, they should speak up quickly. My suggesting for the process is that each Phase be in a separate post. And that we don't move on to another turn until we resolve whatever Event the GM has rolled up for the previous turn. That should keep things pretty orderly.
I'd like to wait until everyone confirms their kingdom roles, and speaks up about whatever changes they'd make to the first turn building stuff. Once that's done, either Eduard or Finnegan can post a "Income Phase" with the Economy roll. And then we can move on to the first turn Event. Sound good?

Alexander Orlovsky |

Radomir would like +1 to his armor
and +1 to his bardiche
Since both items are normal items and need to be masterwork first, the cheapest way to do this is to get Eduard the Masterwork Transformation spell in order to make both of your current items masterwork.
If you sold the Bardiche and Breastplate and got new masterwork ones it would cost 556.5gp.
[Breastplate: Selling the old one for 100gp, buying a new mw one for 350gp]
[Bardiche: Selling the old one for 6.5gp, buying the new one for 313gp]
If you have Eduard cast the spell it would cost 60gp for him to scribe the spell from another Wizard's spellbook, and 450gp for the masterwork tranformation. (300 for the weapon and 150 for the armor) total: 510gp. And it would save us all some money in the long run.
Total cost to get both to +1: 3510gp
Given that it makes upgrading some of our stuff cheaper in the future, Alexander would be happy to pay the 60gp cost. The spell isn't normally useful, but it does prevent us from having to sell old stuff just to upgrade those things to masterwork. Which helps with expensive armor (like breastplates or chain shirts.)

Dragonofashandflame |

Radomir Shax wrote:
Radomir would like +1 to his armor
and +1 to his bardicheSince both items are normal items and need to be masterwork first, the cheapest way to do this is to get Eduard the Masterwork Transformation spell in order to make both of your current items masterwork.
If you sold the Bardiche and Breastplate and got new masterwork ones it would cost 556.5gp.
[Breastplate: Selling the old one for 100gp, buying a new mw one for 350gp]
[Bardiche: Selling the old one for 6.5gp, buying the new one for 313gp]If you have Eduard cast the spell it would cost 60gp for him to scribe the spell from another Wizard's spellbook, and 450gp for the masterwork tranformation. (300 for the weapon and 150 for the armor) total: 510gp. And it would save us all some money in the long run.
Total cost to get both to +1: 3510gp
Given that it makes upgrading some of our stuff cheaper in the future, Alexander would be happy to pay the 60gp cost. The spell isn't normally useful, but it does prevent us from having to sell old stuff just to upgrade those things to masterwork. Which helps with expensive armor (like breastplates or chain shirts.)
Awesome! sounds like a plan! I'll get the sales and accounting done when I get home tonight.

Dragonofashandflame |

So, I guess we should come up with a format to handle Kingdom Phases. In the first turn, we skip the Upkeep Phase and go straight to the Edict Phase.
Edict Phase:
Assign Leadership: I think we're mostly done here? Any last minute changes shouldn't change too much.
Claim and Abandon Hexes: We're going to claim [06,07], the old Stag Lord's Fort. [1 BP cost]
Build Terrain Improvements: Preparing a Hill hex for settlement. [2 BP cost]
Create and Improve Settlements: Founding a settlement in [06,07]. We're going to build a Castle [Half cost: 27 BP cost], and Houses [3 BP cost]. I suggest we roleplay this as the Castle is being built over the old fort and it isn't quite what one would call an actual castle "yet". More like a large unfinished fort that we're continuously adding on to over the months.
Create Army Units: None.
Issue Edicts: I suggest we keep this at none for now. We can take the hit to Loyalty for upping taxes, but not only is it inefficient, but it seems out of character for this group. We're evil, but we're interested in making people like us...for now.Starting BP: 50
BP Cost: 33
Remaining BP: 17Income Phase:
Make Withdrawals from Treasury: None
Make Deposits to Treasury: None
Sell Expensive items for BP: None
Collect Taxes: Our first round Economy check will be 26+1d20 and divided by three.Rolls: I suggest that for each Kingdom Turn, we post our advice to this Discussion thread first. Normally I'd have the General roll the Stability roll during the Upkeep Phase, but we don't have a PC General. Perhaps have our Councilor Andrea make those rolls or I can? Then have Radomir or Othniel make any Loyalty rolls that come up from Events. And Eduard or Finnegan make the rolls for Economy? (I suppose whichever gets to them first when we post those Phases.)
This way everyone gets to take part. The main decisions we need to make each turn is in the Edict Phase....
Awesome sounds like anplan

Alexander Orlovsky |

I am ok with rolling for stability. So I roll 1d20+2 if I am correct
[dice=Stability]1d20+2
Sweeeett
So, for Turn 1 we skip the Stability roll. But at this point it's a +11. The DC is 21. But...good roll!
Here's the link to the spreadsheet. It has the first turn actions on it that I listed above, but I can change those around as needed. But that's essentially how we'll look pre-Economy roll for Turn 1.
And: Alexander's sheet is updated with the payment for Masterwork Transformation.
Edit: Oh, we should actually switch Spymaster to Stability since that roll comes before switching around kingdom roles. So the next turn's Stability roll will be +16 (DC 21) and our current Economy roll will be 1d20+21 and divided by three.

Alexander Orlovsky |

So, to recap:
Alexander is paying a Wizard to lend their spellbook to Eduard for a moment to scribe Masterwork Transformation. Also, while we're at it, he might as well buy Eduard Eagle's Splendor as well since he'll need it once Alexander has the funds to commission a couple more items.
So, 120gp for
Masterwork Transformation
Eagle's Splendor

Alexander Orlovsky |

The Castle itself is 27, half of 54, the regular cost. Because we built our settlement on the Stag Lord's old fort, we gain a +1 Economy, Stability, and Loyalty, and the cost of a Castle in that settlement is halved.

Finnegan "Devilbow" Rook |

Ah, I see. Well, then, let's roll for Economy, shall we.
Economy: 1d20 + 21 ⇒ (12) + 21 = 33/3 => 11 BP
Not terrible for a just starting out kingdom.

Alexander Orlovsky |

Good roll!
I suggest when we do rolls that we list the Turn that it takes place in. Things can get kind of confusing on boards
So, something like:
Turn 1 Economy Roll:
It will make searching for old rolls and keeping track of what happened easier. And yeah, +11 BP is a good start!
Oh, also: There's a loot list that anyone can edit. It's linked on the campaign page as well as my character sheet.
Loot!
And as long as everyone is cool with the Turn 1 decisions and roles, we can move on to the GM event. I'd like to wait till Eduard and Othniel speak up and confirm they're good with the roles though. I'd hate to move on and there be some disgruntlement,

Othniel Laurentius |

Since we're building our castle on the site of our defeated foe's, perhaps a name that commemorates the battle, or our ("our" for Othneil, lol) triumph more generally? On the blander side, something like "Victoria", or, to go more colorful, "Stag's End", or something? Those are just off the top of my head, we can probably do better.

Alexander Orlovsky |

I'm mostly leaning away from Stag-related names since I'd actually prefer that we forget the Stag Lord was ever even here. At least, that'd be Alexander's preference. A complete and utter defeat and wiping his name off the records. With that said, *I'm* not opposed to names like that.
As for normal-ish names, we could do Haven, or Freeport, or something along those lines. I'm still partial to Stanimir (for the Kingdom) and Voronakholm (for the Settlement), if we're interested in Slavic names (in the Brevoy style).
Alexander is definitely going to be using a raven as part of his coat of arms, and will be collecting ravens as spies and watchers (as he's an animal friend bard), and Voronakholm means Raven's Hill.
But as I said, if people want to go with a more old english name, I'm good with that too. Just nothing like Evilton, or Murderville.

Finnegan "Devilbow" Rook |

So we can't call ourselves the Empire of Blood and rule from our capital of Devilburg?
Kidding aside, Stanimir is fine for the country.
What about Fort Raven, or Raven's Keep, or something like that? I feel like if the first thing we build is going to be a Castle, something like that makes a certain amount of sense.

Alexander Orlovsky |

Looks like Stanimir is a hit, but Voronakholm isn't much of one. I tell my friend that everything seems to sound better in Russian, but that's a personal preference. ;)
So, it seems weird to me to go with a Russian kingdom name and an old english city name, but I think we can explain that away if people are all for a standard sort of name. Also, I don't mind Raven's Keep for the castle itself, but this settlement will be the capital of our Kingdom. So it's probably better if we pick a city name that we can live with in th long term.
Other Slavic possible names:
Kutkh or Kurkil (the name of a Raven spirit in Russian folklore)
In any case, we should probably come to some sort of a decision...soon?
Things we're waiting on:
Eduard and Othniel to work out roles.
A name for the Kingdom and Settlement.

Finnegan "Devilbow" Rook |

What would Raven's Keep be in Slavic? I was mainly leaning towards the militaristic because we seem to be focusing on a Castle right off the bat, not necessarily the Slavic.

Alexander Orlovsky |

Voronazamok, or something like that? (At least in Russian)
Though with that said, I'd like to lean away from militaristic names. The idea is that we may be bad people. And may be willing to fight and kill stuff. But we're trying to portray a nice, peaceful society. The building of the castle first is simple because there's a structure there already to build upon. So our intent is to build up a castle around a fort while we build the rest of a city in the middle of the woods.

Alexander Orlovsky |

The idea of Tartuk causing us major problems in the future is starting to grow on me. So as long as Othniel is cool with being the Royal Enforcer (and probable head of an assassin's guild in the future), I think we're good to go on roles.
And names, sounds like.
So we should be able to move forward and have the GM roll for an event, then move on to Turn 2. I think we are going through a full year of Turns, so we should also probably figure out what our characters are doing in the meantime. (Like overseeing construction, making friends, trying to clear out more of the forest, etc.)

Radomir Shax |

i like Stanimir and Voronakholm.
I'll update my sheet tonight with gold spent and arms purchased (away from comp at the moment, and updating on phone is a pain int he keester).
Radomir would like a section of the castle or a small fortress somewhere, eventually, to train his Judge-Dredd-esque order of the knights.

Finnegan "Devilbow" Rook |

Well, since a Marshal's job is to enforce the law outside of the cities, I'm guessing that he would be spending time doing that, in addition to hunting and such. He doesn't have any contacts left (that he's aware of), so he'd be doing that and getting to know his new allies.
I guess you could throw trying to clear out the forest in there, too. Seems like it would fall under his purview.

Alexander Orlovsky |

So, results of Turn 1:
Total BP: 28 [50-33+11]
Turn 2 Upkeep Phase:
1. Stability Check: DC 21
Stability Check: 1d20 + 16 ⇒ (6) + 16 = 22 Whew, I'm glad I didn't screw that up after Andrea's awesome roll!
2. Pay Consumption: Consumption 2 [BP Remaining: 26]
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No increase to unrest.
Edict Phase "stuff:
My suggestions are that we claim [07,06], which I believe we've explored and cleared, though our current map doesn't show that. :P It'll cost 1 BP to claim, and 4 BP to turn it into Farms. Also, as we can do two terrain improvements, I suggest we build a Road there. I *think* there was a bridge in that hex already, which would make the cost of the road 3 BP. For a total cost of 8 BP to expand.
For our settlement, any suggestions? I'm leaning toward Smithy or Dance Hall. Both are cheap ways to boost Economy and we've already offset the Unrest hit from the Dance Hall. So mechanically speaking, it's a pretty good deal. And I kind of like the idea that we're starting off with a bit of a rowdy, frontier city. :)

Radomir Shax |

The smithy would provide money though...bringing order to the wilds is not cheap.
But, the dance hall will provide amusement for our subjects, to distract them from the misery of their oppression.
Both work wel, Radomir leans more towards the smithy, if he's given an in-character vote :)
Out of character, I'm good with either.

Finnegan "Devilbow" Rook |

Actually, Unrest reduction only occurs when the building is built. So, new unrest gained after building something that reduces Unrest still applies. That was my reading of the rules, anyway.
I would suggest that we build the Smithy, then an Inn next turn. Both increase our Economy, and make a good deal of sense to grow up in a fledgling settlement - before even a Dance Hall.
I also think we can build a Farm in the same hex as a settlement, which might be a good idea, holding off on the road.

Alexander Orlovsky |

That's true, modifiers take place when the building is completed. Though it doesn't say that unrest can't be negative. Also, if it's the case that it cannot, then we shouldn't have built Houses on the first turn. That was 3 BP for literally nothing but one less spot to build in.
I'm not sure we can build a farm in the same place as a settlement. (I couldn't find anything that said we could or could not.) If we can we could have done that on Turn 1. On Turn 2 we should build a road in that area, expand, and build Farms in the new area.
The problem with an Inn is that it costs over double a Dance Hall, needs to be next to a House, and only gives +1 Economy. So it's really 13 BP and since it doesn't come with Unrest, if we build that House it doesn't do anything.
If allowed, I'd like to change our first turn to not have built Houses (given the rules misunderstanding). Then on Turn 2 we can build that House and the Dance Hall. That way we'll have a House for a reason, and later when we build the Inn, it won't have to be next to a House that did nothing for us.
Also, if we can build Farms in the same place as the Settlement, I'd like to have done that on Turn 1 as well. (Again, given the rules misunderstanding.)

Alexander Orlovsky |

Okay, in that case:
I'd like to not have built Houses in Turn 1. Instead, I propose that we build a Dance Hall and Houses in Turn 2. And then a Smithy next turn and an Inn in the following turn (now that there are Houses for that Inn to be next to). Or we switch those two around, Inn then Smithy.
Also, I propose that we build Farms in [06,07] on Turn 1. On Turn 2, I propose that we build a road in [06,07] and Farms in [07,06]. And then as we expand we'll make farms, then build roads over those farms the following month. :)
If we're cool with that I'll work out the BP costs in the morning and fix up the Kingdom sheet. I have a workup of the building placements too. I just need to load up the picture when I have more time. I'll send both links to our GM and we can throw them up on the Campaign tab.

Alexander Orlovsky |

Turn 1 Revisions:
Do not build Houses [+3 BP]
Make [06,07] into Farms [-4 BP]
Total BP at the end of Turn 1: 27
Turn 2 Upkeep Phase Revisions:
Consumption: 0 [27 BP remaining]
Proposal for Turn 2:
-Build a Road in [06.07] (3 BP)
-Claim and make Farms in [07,06] (5 BP)
In Voronakholm:
-Build Dance Hall (4 BP)
-Build Houses (3 BP)
Edicts:
-Taxes: Light (+1 Economy, -1 Loyalty)
-Festivals: 1 (+1 Loyalty, -1 BP)
The festival will be offset by the Farm, so it keeps us balanced on Consumption while giving us a slight boost to Economy. And I like the idea of having a "founding" festival.
Total BP cost: 15
We could also build just the Smithy this turn instead if you'd prefer. I'd just like to make sure to build the Dance Hall/Houses combo before the Inn.

Finnegan "Devilbow" Rook |

Either turn order will work. I think a Smithy makes more sense being built before a Dance Hall, but effectively it won't make a huge difference.

Alexander Orlovsky |

I'm down with the Smithy first. It makes sense to me too. At least, it'll make Radomir happy. :)
Edict Phase turn 2:
Assign Leadership: No changes.
Claim and Abandon Hexes: Claim [07,06] [1 BP]
Build Terrain Improvements: Road in [06,07], Farm [07,06] [8 BP]
Create and Improve Settlements: Smithy in Voronakholm [5 BP]
Create Army Units: None.
Issue Edicts: Taxation (Light) (+1 Economy, - 1 Loyalty), Holidays (1) (+1 Loyalty, -1 BP)
Total Cost: 14 BP
Total Remaining BP: 13
Updates have been made to the Kingdom sheet. Economy roll will be a +23 this turn.