
| Milo Silverbrush | 
 
	
 
                
                
              
            
            Our size is the number of hexes we've claimed.
You can bivouac your settlers within the Stag Lord's Fort, recall that a sizable contingent of bandits lived there. Especially with some fixer upper work, the old walls and roof make for decent shelter.
Going to Ultimate Campaign - Kingdom building turn sequence, the section on founding a settlement:
Founding a Settlement: Before you can start your own kingdom, you first need a base of operations—a fort, village, or other settlement—where you can rest between adventures and where your citizens know they can find you if they need help or want to pay their taxes. Once you have a kingdom, you'll want to create more settlements in order for the kingdom to grow and prosper. To found a settlement, you must perform the following steps. (These steps assume you're building a new settlement from scratch; if you're attempting to incorporate an existing settlement into your kingdom, see Free City under Special Terrain.)
Step 1—Acquire funds. You'll need money and resources in the form of build points.
We're good here, we have a wagon train full of BP!
Step 2—Explore and clear a hex. You'll need to explore the hex where you want to put the settlement. See the Exploration Time column on the Terrain and Terrain Improvements table to see how long this takes. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters.
Exploration and clearing are complete!
Step 3—Claim the hex as yours. Once you have BP and have explored and cleared the hex, you can claim it. Spend 1 BP to do so; this represents setting up very basic infrastructure such as clearing paths, hiring patrols, setting up a tent city, and so on. This establishes the hex as part of your kingdom (or the beginning of your kingdom).
I don't know if we officially did this and spent the BP, but that's not a big deal.
Step 4—Prepare the site for construction. To put a settlement on a claimed hex, you'll need to prepare it. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table for the BP cost. If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, you must decide which of your settlement's borders are water (riverbanks, lakeshores, or seashores) or land. Some types of buildings, such as Mills, Piers, and Waterfronts, must be adjacent to water.
For a plains hex, the preparation time is "immediate" and costs 1 BP. Once we spend the BP, we are done with this step.
Step 5—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. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.
When you complete these steps, you've founded your settlement! If this is your first settlement, it's considered your kingdom's capital city.
This is where we are for now - deciding on which buildings we want. Not sure how this section fits in with the free house rule that Idris shared. We will also need to decide on an order. Whatever we build this turn will affect our various kingdom stats and checks for the next turn. I like the idea of deciding our general building strategy for the next few months, it will make things smoother!

| Idris of the Blade | 
 
	
 
                
                
              
            
            It looks like we can build three buildings in the first turn as long as one of them is a house. I'd like confirmation of that from Red, but if so, the third building ought to be a watchtower, or at least that's what Idris will argue in favor of.

| Pretty | 
 
	
 
                
                
              
            
            Yes, we already completed steps 3 and 4, Milo. That's why we lost 2 BP and are now with 53 (instead of the initial 55).
I believe we can build only ONE building per turn, since our size is 1 (Size 1-10 has this limit), but "The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit." So that's two.
BUT, since we are allowed to do 2 Terrain Improvements each turn, and we only spend 1 (preparing the hex for the settlement), we could use the other improvement by building a Farm or a Watchtower. So yeah, either a Farm (improvement) + Building + House (free building); or a Watchtower (improvement) + Building + House (free building).
I would go with "Farm (improvement) + Inn (building) + House (free building)".

| Seraphina Medvyed | 
 
	
 
                
                
              
            
            I vote for the Inn as our first building, since I believe the Watchtower can wait a little bit. Our defense is not so important now, or so I think. The House as second building, and the Farm as our improvement. In the link I opened there's no such thing as improvement in form of a Mill.
I really only mentioned the Inn as it looked like it might afford us a way of getting an extra build (the required adjacent house), but now that I see we get to build a "free" house on the first turn, I don't think that is an effective use of our BP. There are buildings that give a much better return for the cost than the Inn. Economy is already nearing the target DC and as I mentioned before, we should raise Stability over Loyalty at this point.
I still support the Watchtower as our first building. As Red describes, it will give us a pretty big discount on the greater fortifications later and it augments our Stability, which we really need and Defense, which is a "better safe than sorry" preparation. For RP reasons, the refugees have a need at this point to feel safe and continuing to dwell in a ruined fort seems like it would become dangerous if we didn't make the needed repairs soon. We have the Ashardalon Cult and their freaky rogue demon, the Daggermark Assassins Guild, the Surtova usurper, the mysterious Nymph, and possibly Drelev and/or Pitax to worry about... so I think we will need the Defense sooner than we might expect.
So the first Terrain Improvement is "spent" readying the hex for settlement, is that right? And I think we are all agreed that the second should be a Farm and we should build Houses for the Westwinders on this first turn? So we are now trying to decide between an Inn or a Watchtower, I believe? Kivan, we may need you to pick which you'd prefer since the Shrine is out for this turn.
Building 1: 
Inn: Maja, Pretty
Shrine: Kivan
Monastery:
Watchtower: Sera, Milo, Idris
Building 2: (must be a house or tenement if Building 1 is an inn)
House: Maja, Milo, Sera
Mansion:
Noble Villa:
Tenement:
Terrain Improvements: Since we own 1 hex, we can make 2 terrain improvements.  
Farm: Kivan, Maja, Milo, Sera, Pretty
Watchtower: could build it here if we don't agree to have it as our first building (I don't think we can do this if we establish a settlement and add a Farm terrain improvement?)
Red, I had asked a question that I think you missed: Do we still make our income roll if our Taxation edict is none?
I did make selections partially based on optimization, but I had also considered that the Royal Enforcer seems to be given the power to reduce unrest by *ahem* rather negative means... and we have seen how quickly Bara will wield her particular expertise. If we put her in this position, does that mean she (or actually Red, since she is an NPC) will be fully in control of when she exercises this power?

| Pretty | 
 
	
 
                
                
              
            
            Site is kinda crashing today.
So it seems we have our choices. Farm as improvement (2BP), Watchtower (12/2=6BP) as a building, and House (3BP) as bonus building, for a total of 11 BP spent. So, we would still have 42 BP left.

|  Red Ramage | 
 
	
 
                
                
              
            
            I'm trying to figure out how to share the excel sheet so that any of us can edit it. Uploading to google docs doesn't help, unlike google sheets you can't collaborate on excel files. If you PM me an email I can invite you to dropbox, you should be able to edit at that point.

| Pretty | 
 
	
 
                
                
              
            
            Well, it's wmx7@hotmail.com
Anyway, what do you mean by "can't collaborate on excel files"?
I don't know if Docs is up to the challenge regarding all the formula this sheet uses, but maybe we can give it a try if you want. It seems it's working so far. Link. So, what do you think?

|  Red Ramage | 
 
	
 
                
                
              
            
            Huh, I wasn't able to get it to upload that well. It seems to have lost some of the information it had, for example there are no instructions that appear on mouseover and drop down menus aren't working. For the taxes, the choices were preset and the cell did not accept any values besides those on the drop down menu.
other stuff:
Kingdom size = number of hexes you control, which is 1 for this first turn.
You get to build a house free on your first turn.
I’m OK with you recruiting some Aldori swordsmen from Restov. You can go about it as if creating an army unit with BP or as if hiring mercenaries with gold. That will cost you 1gp per fighter per day as per Hirelings
You still make income rolls at “no” taxation. I prefer the wording of the kingmaker ruleset here, which set that as “nominal” or “minimal”. Think flat 1%-5% sales tax and no other taxation for that level.
The first kingdom turn so far is:
1) Skip upkeep phase due to 0 hexes controlled
2) Edict phase:  
a)Assign leadership (done)
b)Claim hexes (done) – 
c)Build terrain improvements:  Establish settlement, build farm 
d)Create and Improve settlements:  Create Haven, build Watchtower building, build free action House. 
e)Create Army Units:  Assumed to be a skip on the first turn, but hiring mercenaries has been mentioned
f)Issue Edicts:  Done
Depending on if you’d like to raise army units or not, we’ll now move on to the income phase.

|  Red Ramage | 
 
	
 
                
                
              
            
            So we can move forward, I've made a temporary tracking sheet Here. It's not fancy but it'll get us going. Feel free to take it and run with it.
Income Phase:
1) Withdraw GP from Treasury:  I'm assuming you skip this.
2) Deposit GP to Treasury:  Donate money or items at a conversion rate of 4000gp = 1 BP
3) Sell expensive items for BP:  Only comes into play for items >4000g
4) Collect taxes.
For the taxation roll, you roll 1d20 and add your economy bonus. You divide this number by three, rounding down, and add it to your treasury. You can have me do this automatically for you each turn, or you can designate someone to roll.
Example Income Check: 1d20 + 18 ⇒ (7) + 18 = 25/3 = 8
This is not the official roll, just a demonstration.

| Idris of the Blade | 
 
	
 
                
                
              
            
            I'd like to recruit the equivalent of a basic militia from the Aldori swordsmen. How many are we likely to be able to recruit? Maybe 25? We can also probably get some of the crusaders to join a militia as well.

| Seraphina Medvyed | 
 
	
 
                
                
              
            
            Kesten Garess did say he was going to try and add to his force of Irregulars. Just fyi...
Making some changes to the sheet Red posted, Milo prefers to be Warden so I swapped Bara into the Royal Enforcer slot. Still didn't hear an answer on how free she will be to kill with impunity...
Pretty, are you bringing Henna to be our Treasurer?
Red, if I want to install Vivian (the half-elf Westwinder NPC) as our Grand Diplomat, how do I go about that? Would Sera need to train her for a period first? Should I stat her up to save you some time? If so, with what point-buy?
I'm sure if we were all at the table together, it would be more fun for us all to roll our individual leader rolls. But in this format, it will probably be faster/more efficient for Red to roll for us.

|  Red Ramage | 
 
	
 
                
                
              
            
            Bara is an NPC and as such will act as per her personality. She's not squeamish about killing but also works under her personal code of honor and has pledged herself to Seraphina's service. There might be times she gets out of hand, but that depends on a multitude of factors including how well she's treated, how she's coached, the restrictions put on her by your laws, etc. It'll be an interesting development arc, certainly, but it won't be "raah half-orc assassin killing everybody raaah". I may give her an ad-hoc bonus to her contribution to the kingdom to represent her being scarier than just her strength would be.
Kesten did indeed say he was going to recruit some more hands. If you wish to hire your own swordsmen, you may do so. 25 swordsmen is a reasonable amount, which will cost you 25g/day to retain if paid out of pocket. If you wish to raise them as an army unit with the mass combat rules they will have a consumption of 1 per week or 4 per month. As 4BP is roughly equivalent to 1,600 gp/month, paying them out of pocket at about 800 gp/month is more economical. However, BP is generated by your economy checks and GP from BP is a risky and unprofitable withdrawal. Kesten pays for his mercenaries out of pocket: Such is the life of hereditary noble wealth.
Making Vivian Grand Diplomat is as simple as saying so. She has as much experience being a royal officer as most of you do - Seraphina has a slight edge due to being nobility. Go ahead and stat her up, use the "heroic" set of base ability scores (15, 14, 13, 12, 10, 8). Note that this does not include racial bonus to stats and you can assign stats to abilities in any order you wish.

| Idris of the Blade | 
 
	
 
                
                
              
            
            Fellow PCs: would you be amenable to sharing the cost of recruiting these soldiers, for at least the first month? 800g/month split 6 ways sounds pretty reasonable. We can switch over to paying from the kingdom once we get more production up and running.
I notice I need to put my purchases in Restov into the Loot document so we can track how much coin is available.

| Pretty | 
 
	
 
                
                
              
            
            Yes, I'm bringing Henna to be our treasurer, for now. For several reasons, but specially because in a short amount of time we might have no other option (so the penalty would come into play), and whatever option that eventually shows up is always gonna leave a doubt regarding the source and if its trustable or not. So, this way is safer, or so I think.
I'm willing to help you with that expense, Idris, but to be very straightforward, I think that's a waste of money, for now. We have ~40 citizens, so hiring that many hands would be unnecessary. We have nothing to protect aside from people, and also there's no declared enemy aside from assassins who won't be affected by the contingent of hired hands (actually, it's gonna be easier for them to infiltrate our numbers since we will have a lot of unknown people). I would be ok with 5 people, as Kesten has. They could protect the place while we are out exploring, but we are the main force here.

| Milo Silverbrush | 
 
	
 
                
                
              
            
            That sounds reasonable, Idris. That is not much at all to pay for a months worth of protection!
Red, they do have some optional kingdom building rules here under "Leadership Role Skills" that cover having skills add to leadership checks. Not all of them make sense to me, but they do have intimidate adding to the Enforcer's position for exmaple.
I'm traveling for work tomorrow and the next day. I should be able to post normally, assuming travel goes as planned.

| Idris of the Blade | 
 
	
 
                
                
              
            
            Maybe 15, which would allow three shifts of 5 each? I was thinking that recruiting in Restov would allow us to be reasonably confident they hadn't been approached by assassins, because the attempt to kill us fell through and all the assassins died.
Well, whatever you guys want to do.

| Kivan Corsan | 
 
	
 
                
                
              
            
            I don't think we need to hire anyone right now to guard our kingdom. We're a tiny kingdom right now so the party can ride and respond to any threat, and Kesten will be arriving soon with his men.

| Seraphina Medvyed | 
 
	
 
                
                
              
            
            Seraphina is rather low on personal funds at the moment with her recent purchase and the crafting of her lovely robe and I'm also inclined to agree with Pretty and Kivan that it's not really necessary just now. Kesten might return with a sizable force and several of us may take the Leadership feat next level and attract a number of followers which (and I may be wrong on this point,) we don't need to pay.
We are still the strongest defense our people have and now that I have my breath weapon, the last thing I need is a field full of low-level plebeians getting in the way! XD
That said, I totally get that, as Marshal, Idris is ready to have her own company. Maybe a force of 5-10 would be sufficient?
Ok! Here is Miss Vivian; equipped her only with the clothes on her back and a rapier. Should Henna be drawn up similarly? I can use PC Gen to do so fairly quickly... unless you'd prefer to, Pretty?
VIVIAN 
Female Half-Elf Rogue 1 
TN Medium humanoid (elf, human) 
Init +2; Senses Low-Light Vision, Perception +6,  
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex, ) 
hp 9 (1d8)+1 
Fort +1, Ref +4, Will +0, +2 vs. enchantment spells and effects 
OFFENSE
Speed 30 ft.   
Melee rapier +2 (1d6-1/18-20)    
Special Attacks Sneak Attack 1d6,              
STATISTICS
Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 17 
Base Atk +0; CMB -1; CMD 11 
Feats  Skill Focus (Diplomacy), Weapon Finesse
Skills  Acrobatics +6, Appraise +5, Bluff +7, Climb -1, Craft (Untrained) +1, Diplomacy +12, Disable Device +7, Disable Device (Traps) +11, Disguise +7, Escape Artist +2, Fly +2, Intimidate +3, Perception +6, Perform (Untrained) +3, Ride +2, Sense Motive +4, Stealth +6, Swim -1, 
Languages Common, Elven, Orc
SQ Adaptability, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Trapfinding, Weapon and Armor Proficiency, 
Possessions  rapier;  outfit (traveler's);     
SPECIAL ABILITIES
Adaptability (Ex)  Half-elves receive Skill Focus as a bonus feat at 1st level. 
Charming  Blessed with good looks, you've come to depend on the fact that others find you attractive. 
Elf Blood (Ex)  Half-elves count as both elves and humans for any effect related to race. 
Elven Immunities (Ex)  Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. 
Keen Senses (Ex)  Half-elves receive a +2 bonus on Perception skill checks. 
Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. 
Multitalented (Ex)  Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. 
Patient Optimist (Erastil)  You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once. 
Sneak Attack (Ex)  If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [1d6] 
Trapfinding (Ex)  You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. 
Weapon and Armor Proficiency  Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

| Idris of the Blade | 
 
	
 
                
                
              
            
            Well, an army travels on its stomach after all.
-Posted with Wayfinder

| Pretty | 
 
	
 
                
                
              
            
            Be my guest Sera.
@Idris that sounds nice. Just be careful cause Bara might feel left aside *wee*

| Pretty | 
 
	
 
                
                
              
            
            It's really complicated to work together on this sheet... I can download it from your Dropbox, but would need to reupload it once I've changed anything. That will not do. Using OneDrive only allow us to work together on a file of less than 5MB... I'm working on a solution but it's complicated..

| Maja Weatherseed | 
Sorry for obsessing about this, but I think we have a way to affordably keep a standing guard at our fort. It seems like if armies are on reserve, they only consume 1/month, according to the PRD
Reserve Army
The costs in this section assume an active, deployed army. You may instead convert an army into a reserve army, placing it in a settlement. This reduces the Consumption cost for the army to once per month (or kingdom turn) instead of once per week. A commander has to spend only 3 days per month with a reserve army to remain active with it. The Morale penalty for an absent commander happens every month instead of every week.
The size of an army you can put in reserve depends on the buildings you have available in the settlement. A Watchtower can hold a Small or smaller reserve army, a Barracks can hold Medium or smaller, a Castle can hold Large or smaller, and a Garrison Huge or smaller. A Gargantuan or Colossal army can't be put in reserve—it must remain deployed (though it can be indefinitely deployed in one of your own hexes). A Temple counts as a Watchtower for the purpose of holding special religious troops (clerics, druids, inquisitors, or paladins), and a Cathedral counts as a Barracks in those cases. You may split an army (see Splitting an Army) to allow you to divide its units among several buildings.
If you move the army outside the settlement, it immediately counts as an active army and the costs must be paid per week as normal.
So Idris should be able to set up the guard pretty quickly. For reference, a "small" army is 50 people, so that many or less fit in a watchtower.

| Seraphina Medvyed | 
 
	
 
                
                
              
            
            I hadn't read through that yet, that's good to know! Makes sense that they need more food when deployed vs in reserve.
Ok, here is Miss Henna. Drew her up as a commoner NPC class with a focus on her Wisdom, since that seemed to be how Red had her initially and made her Asura-spawn for the bonus to WIS. I considered making her an Adept, but she did not mention any spellcasting other than her natural Deathwatch ability. That might be a good idea for future levels if we keep her in this position, though. She has only the clothes on her back, plus a Dagger and a Sling.
HENNA  
Female Tiefling (Asura-Spawn) Commoner 1 
None Medium outsider (native, asura-spawn) 
Init +1; Senses Darkvision (60 ft.), Perception +3,  
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex, ) 
hp 7 (1d6)+1 
Fort +1, Ref +1, Will +3 
Resistances Cold 5, Electricity 5, Fire 5, 
OFFENSE
Speed 30 ft.   
Melee dagger -1 (1d4-1/19-20)
Ranged dagger (thrown) +1 (1d4-1/19-20)
Ranged sling +1 (1d4-1)                 
STATISTICS
Str 8, Dex 12, Con 12, Int 12, Wis 17, Cha 13 
Base Atk +0; CMB -1; CMD 10 
Feats  Cosmopolitan (Appraise, Heal)
Skills  Acrobatics +1, Appraise +3, Bluff +1, Climb -1, Craft (Clothing) +5, Craft (Untrained) +1, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal +7, Intimidate +1, Perception +3, Perform (Untrained) +1, Profession (Merchant) +7, Ride +1, Sense Motive +3, Stealth +1, Survival +3, Swim -1, 
Languages Common, Draconic, Halfling, Infernal, Kelish
SQ Darkvision, Fiendish Language, Fiendish Resistance, Single Simple Weapon Proficiency (Dagger), Soul Seer, Weapon and Armor Proficiency, 
Possessions  dagger;  outfit (traveler's);  Sling ;    
SPECIAL ABILITIES
Add Spoken Language (Halfling, Kelish)  
Asura-Spawn Skilled  Asura-Spawn tieflings have a +2 racial bonus on Appraise and Knowledge (local) checks. 
Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 
Darkvision  
Fiendish Language (Ex)  Tieflings speak either Abyssal or Infernal. 
Fiendish Resistance (Ex)  Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. 
Infernal  
Resistance to Cold (Ex)  You may ignore 5 points of Cold damage each time you take cold damage. 
Resistance to Electricity (Ex)  You may ignore 5 points of Electricity damage each time you take electricity damage. 
Resistance to Fire (Ex)  You may ignore 5 points of Fire damage each time you take fire damage. 
Single Simple Weapon Proficiency (Dagger)  You understand how to use Dagger 
Soul Seer  Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. 
Tiefling (Asura-Spawn)  
Weapon and Armor Proficiency  The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.

| Pretty | 
 
	
 
                
                
              
            
            Henna seems ok.

| Kivan Corsan | 
 
	
 
                
                
              
            
            Seeing as how we are probably going to build a watchtower on the first turn would you be okay Idris if we built the army the second turn and immediately put it into the reserves? Because instead of creating a new settlement on our next turn which we probably won't do we can build an army instead.

|  Red Ramage | 
 
	
 
                
                
              
            
            Henna and Vivian look good. I think the consensus is that you'd like to have some armed defenders fairly quickly but not go overboard with it. Unless I hear protests otherwise, tomorrow morning I'll move the game forward and you can recruit your forces as part of your second kingdom turn.

|  Red Ramage | 
 
	
 
                
                
              
            
            You can recruit five level three fighters in Restov, but they charge 3g per day per person. Mercenaries higher than third level are not available.
I agree that it makes sense for me to handle the majority of dice rolls, just wanted to make sure you're ok with that.
Income Phase
Kingdom Economy Check: 1d20 + 23 ⇒ (5) + 23 = 28 /3 = 9
You receive 9BP income this month. Nobody mentioned deposits or withdrawals so that gets skipped.
Event Phase
No random event.  Scheduled event: Garess returns to the Stolen Lands.
Kingdom turn 2
Kingdom Stability Check DC 22: 1d20 + 17 ⇒ (1) + 17 = 18
A natural 1 is always a failure. Additionally, a failure by 4 or less causes 1 Unrest. Unrest applies as a straight penalty to all kingdom checks. Since you have constructed structures which reduce unrest, you have a buffer that absorbs unrest without penalty to you. Right now, you can have 2 unrest without penalty. Unrest can be reduced by your Enforcer and by making stability checks at the start of a kingdom turn.
If you choose to have Bara reduce Unrest, she will automatically reduce the Unrest by one. This prompts a Loyalty check. If the Loyalty check is passed, Loyalty remains the same. If the Loyalty check is failed, Loyalty decreases by one.
You pay your consumption for this turn, which is 1.
Edict Phase
You may now choose hexes to annex, hex improvements to build, and settlement buildings to construct.

|  Red Ramage | 
 
	
 
                
                
              
            
            I put the link to our current (temporary?) kingdom tracker into my profile line. Pretty's kick-ass documentation is now linked in the campaign info.

| Pretty | 
 
	
 
                
                
              
            
            Damn, we failed our very first check!

| Kivan Corsan | 
 
	
 
                
                
              
            
            Well this is just a question for the future, but can those of us with the Aristocrat Tutelage feat set our re-roll to count for our kingdom check in case we fail? I know it says before the result of the roll is revealed, but since you will be rolling our checks could we just say if our roll would be too low to succeed then we want the re-roll to happen?
Turn 2
I suggest annexing the hex to our west (1 BP, +1 control DC, +1 consumption), and putting the terrain improvement sawmill there (3 BP for +1 Stability and +1 BP collected per turn of taxation). I also suggest that we build a small army of 50 3rd level warriors instead of creating a new settlement, and immediately put it into the reserve at the watchtower (ACR 1, Consumption 1 BP per week or per month if we put them into reserves, I can't find the cost of building the army though). Then for our new building I suggest a Smithy (6 BP for +1 Economy, and +1 Stability).

| Pretty | 
 
	
 
                
                
              
            
            I sawmill is indeed a good acquisition, but I would recommend putting it into R5 instead, which is a more central territory to explore our woods and would give us a middle spot to stop from and to our journey to Oleg's when necessary. So is the smithy, although I'm still against the armies. Common, risk it a little guys!
We should immediately explore Hexes R8 and S8. Imagine if there was a huge dragon named Ashardalon there... We would be throwing our conquest to the lions...

| Kivan Corsan | 
 
	
 
                
                
              
            
            Well we only have to be here for 7 days, so we can adventure out to explore those areas and then come back and serve for the 7 days. Also, I should mention that anyone who needed anything crafted by Kivan should have it done since we just took a kingdom turn which is a month.

| Pretty | 
 
	
 
                
                
              
            
            A +2 Cloak of Resistance, please?
Actually I wanted the Delinquescent gloves first, but can't afford them now...

| Maja Weatherseed | 
I think a farm is more valuable this turn, and for a few turns to come. Our consumption will probably increase by 2 next turn - 1 for the new hex, and 1 for the new army. One consumption is effectively -1BP, so the farm is twice as valuable to us. I also think we should reconnect with our kobold friends and build a road to them to commence trade. Agree we should explore.
-Posted with Wayfinder

| Pretty | 
 
	
 
                
                
              
            
            Wouldn't a road to the kobold lair be a sign saying "hey, here live kobolds!", which is precisely what they do not want?
Maybe we could build a road to Oleg's...

| Kivan Corsan | 
 
	
 
                
                
              
            
            Well I agree that building a farm is a good idea, but I just wanted to get our stability up quickly to try and avoid gaining any more unrest. That being said we do have some leeway with unrest since we have a watchtower, and if we claim one of the plains hexes to the north we could put a farm there especially since Pretty thinks we should put the sawmill somewhere else. I don't want to start building any roads yet as I think we should build up our town first and then start creating roadways to wherever.
@Pretty: Get the material and I will have it crafted really quickly.

|  Red Ramage | 
 
	
 
                
                
              
            
            Well this is just a question for the future, but can those of us with the Aristocrat Tutelage feat set our re-roll to count for our kingdom check in case we fail? I know it says before the result of the roll is revealed, but since you will be rolling our checks could we just say if our roll would be too low to succeed then we want the re-roll to happen?
Aristocrat Tutelage provides a re-roll for the knowledge skills that it grants a bonus in (nobility, local, geography).

| Pretty | 
 
	
 
                
                
              
            
            
          
| Maja Weatherseed | 
I kind of want to build a road to Oleg's too, except it's so far. I think we should claim hexes along the river. Every 4 hexes on a river is +1 economy; every 8 is +1 stability (though that's looking pretty far in our future).
I see the point about the kobolds. They'll have to reveal themselves soon enough, but maybe not today.
I'm fine with a smithy, whether it's for swords or plowshares.

| Kivan Corsan | 
 
	
 
                
                
              
            
            @red: whoops, sorry I misread the feat you are correct
I would be fine with claiming the river hex if that's what we want to do.

| Idris of the Blade | 
 
	
 
                
                
              
            
            River hex +1.
We need to decide whether our long-term plan is to integrate the kobolds into our kingdom or whether they will remain allies but separate.
Of course their intentions should be consulted on the matter as well.

| Seraphina Medvyed | 
 
	
 
                
                
              
            
            Turn 2
I second building an army in place of a new settlement.
Also in favor of building another Farm as one of our two terrain improvements, we need to keep doing this until we can support the consumption of the higher Promotion and Holiday Edicts as well as this small army we are establishing. Eventually we should drive our consumption negative and then build a Granary. =)
The Sawmill is an excellent choice for the second terrain improvement, very cost effective for the benefit. In truth, we don't have a need to worry about the stability too much, though. We are within 5 of the target DC now, so only another roll of 1 can increase unrest again, and since a natural 1 always fails, we can't protect against that, unfortunately. =/
We should speak with our fey friends before we build the sawmill, however.
In the guide I've been referring to, Roads are mentioned as an "extra" terrain improvement build, meaning it doesn't count against our limit like the House in Turn 1. But I have not been able to find where this is mentioned in the Kingdom building rules... Red, can you confirm or deny this? If it's true, we should build roads every turn we can as well as they are the most cost effective build for long-term Eceonomy and Stability as well as reducing travel times, especially when we can build them along plains hexes.
As for our our Building, the smithy is fine, but the Mill Maja mentioned before is slightly better since it boosts Productivity +1. Plus our settlement is already adjacent to a major body of water. Also, since "The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit." We should also build another House in our settlement Hex, which will help reduce Unrest.
So in Summary, Sera supports:
1) Claim Hex to the West of Haven, meet with fey friends and then establish a Sawmill as Terrain Improvement #1 in that Hex.
2) Build another Farm within the Haven Hex for Terrain Improvement #2. If roads count as an "extra" build, also build Roads within the Haven Hex. 
3) Build a Mill as our Building within the Haven Hex as well as another House, since the first one doesn't count against the Building limit. 
Also, I have to bring up our BP total. I didn't mention it at first when Red stated how much we were beginning with because we were still unsure who had visited the fort while we were gone. But now that we know it was Bara and Red didn't report that our previously stashed Build Point materials were missing, shouldn't our beginning BP be 70? 50 from the Swordlord Council, 5 from the Church of Erastil, and 15 we had previously found at the Stag Lord's fort. 
Post where we found the first 5.
Post where 10 was found in the basement.

|  Red Ramage | 
 
	
 
                
                
              
            
            In the old kingmaker rules, roads were a separate category from other hex improvements. In the new Ultimate Campaign rules, they seem to be counted as a hex improvement, which means building a road counts against your monthly limit. Roads do not take up any "room" in the hex, meaning they can be stacked with whatever else gets placed in a hex.
You are quite right about the BP, I forgot to include those in the total. I plead it being almost a year ago (!)
 
	
 
     
    