| Dark Sorcerer |
If you're like me, you want to do something with all those forest hexes you can't create farms. I also noticed that the villages in pathfinder adventure path 33 and 34 don't seem to follow the design rules for towns in AP 32. Here is my take on adding villages and manors to the system presented in AP 32.
Villages
Instead of building a farm or city district, you can establish a village district. This district costs the same to prepare as a regular district. Village districts do not add to the consumption of a kingdom, but the hex itself still adds to consumption as normal.
Population. Each House built in a village adds five to the village population. A mansion adds 10, a noble villa adds 25, and the castle adds 50. Note that the castle replaces the manor house (noble villa) built outside the village. The tannery, alchemist, smith, herbalist, and brewery each add 2 to the population. You cannot build a tenement in a village.
Buildings. Each village district can support only 2 structures that occupy two blocks. A village district cannot support any four block structures. Each building in the village is a single structure. Village structures cost only half what they cost in a town district. Structures with their cost halved by a two block structure cost a quarter; round up. Houses in a village cost 1 BP. The structures listed below already had their build cost halved. The Manor House costs the full 24 BP; upgrading to the Castle costs 30 BP unless the hex has a ruined structure that modifies these values. The Manor house takes two months to build and two months to upgrade into a Castle. An existing castle or ruined castle can be used instead.
Regardless of what buildings are present in the village, a village can never create medium or major items. Minor items created in a village cannot have a value greater than 4000gp. Structures in a village that create moderate or major magic items will instead create minor items with values greater than 4000gp.
A village that does not have a water border must havea village well or suffer 1 unrest during upkeep.
Sell Items. A minor item less than 4000gp can be sold in a village district on a successful DC 30 economy roll. However, you can use ONLY the economy bonuses from structures in the village district. You add the bonus of the village leader to this roll if he modifies Economy checks. The kingdom gains 1 BP on success.
Improvement. An unimproved hex can hold only one village. Once the village has a stability, loyalty and economy of +10, you can build a manor house in the hex (identical in all ways to a noble villa). This structure is built outside the boundaries of the village (it does not occupy any village blocks). Once you have a manor house, you can build a second village (paying the costs to prepare the district as normal). The bonuses of the noble villa are added to all village districts in the hex.
Once the second village has a stability, loyalty and economy of +10, the manor house can be upgraded to a castle. The castle allows the noble to add a third village to his control.
When the third village has a stability, loyalty and economy of +10, the hex adds 2BP to the kingdom; but also adds 2 to the kingdom’c consumption. A fully supported castle can sell a medium item if it makes a DC 50 economy roll using only bonuses from its villages. When it does so, it must make a DC 50 stability roll or add 2 unrest to the village (and the kingdom).
Village Leader. The village leader adds an attribute bonus to either the stability, loyalty or economy of the village district. Loyalty: best of Str, Wis or Cha; Stability: best of Str, Con or Cha; Economy: best of Dex, Int or Wis.
The local noble adds an attribute bonus to either the stability, loyalty, or economy of each village district under his control and to any rolls for the manor as a whole, including the check to sell a medium item.
Resources. If the village is locate in a hex with a special feature (resource, cave, landmark) then that bonus is added to all relavant village checks.
The Econony, Loyalty, and Stability bonuses for structures in the village are NOT added to the kingdom total. However, theManor House (Noble Villa) or Castle bonuses ARE added to the kingdom’s total.
Special Village Buildings.
Well (2 BP) Stability +1, Defense Modifier +1. A village without a well or water border gains 1 unrest at the end of each upkeep phase.
Village center (12 BP, must be adjacent to 2 houses, 2 Blocks): Halves cost of the Parish Church, Smith, and Tavern in same village; A village center includes a well. Economy +1, Stability +1, Loyalty +1, Defense Modifier +1; limit one per village.
Parish Church (6 BP): Loyalty +1, Stability +1, Unrest -1. If the kingdom has a cathedral, a parish church of the same faith can be built for 3 BP.
Mill (5BP, must be adjacent to a Stable, 2 Blocks): Economy +1, Stability +1. This mill occupies two blocks, but does not apply to the two two-block building limit. It does not need to be placed next to a water border.
Faire (4 BP): Unrest -2. This is not a structure; it is an event that takes place during the improvement phase. No structures are built during a faire and the faire cannot occur if the treasury is negative.
Barn (10 BP, must be adjacent to a house): Economy +1, Loyalty +1, Unrest -1. The barn can serve as “House in the village” for up to 2 outlying fields and allows two additional outlying fields.
Outlying Fields (10 BP, must have a house in the village): Economy +1, Stability +1, Loyalty +1. Outlying fields do not occupy any blocks in the village. The house in the village cannot also “be adjacent” to another structure. Outlying fields increase the population of the village by 10. The barn enables the district to support two additional fields. Outlying fields offset consumption as if they added 500gp to the village’s value. Outlying fields cost double in mountain and swamp hexes.
Mineshaft (10 BP, must have 2 houses in the village): Village base value +500 gp, Economy +1, Stability +1. A mineshft does not occupy any blocks in the village. The houses in the village cannot also “be adjacent” to another structure. A mineshaft can only be placed in a mountain hex, or any hex with a minable resource. Increases the population by 10.
Logging Camp (10 BP, must have 2 houses in the village): Village base value +500 gp, Economy +1, Stability +1. A logging camp does not occupy any blocks in the village. The houses in the village cannot also “be adjacent” to another structure. A logging camp can only be placed in a forest hex, or any hex with a wood resource. Increases the population by 10.
At least half of the blocks of the village must be houses. This includes houses used to satisfy “adjacent to house” or “house in village” requirements of other structures.
A preexisting castle near a village satisfies the Manor House requirement to build a second village in the hex.
A fully supported castle provides 2 BP to the kingdom and increases consumption by 2. It can sell 3 minor items of less than 4000gp (DC 30) and 1 medium item (DC 50), and adds Economy +2, Loyalty +2, and Stability +2 to the kingdom. It has Defense Modifier +8 plus the Defense Modifier of its three villages.
Advanced rules.
These village rules can be used for subinfeudation in a feudal system. They also work for instances where the players and GM want to work on a smaller scale, or where each player wants to be the ruler. Except as modified below, it uses the rules found in Pathfinder Adventure Path 32.
The command DC is 10 plus 5 per village district. The Manor house adds 5, the Castle adds 10 (total of 15). Once the third village is completed (Economy, Loyalty and Stability +10) add a final 5 to the command DC. Thus, the command DC is 45 for a fully supported castle.
Only unrest from the manor applies to checks against this DC. The DM can add to this unrest for kingdom events as he sees fit. Village unrest is added to the kingdom total.
Upkeep. Use the command DC for the manor. A village district has a consumption of 1 per 4 houses. A manor house has a consumption of 1. A castle has a total consumption of 3. When the castle is fully supported (+10 Economy, Stability, and Loyalty in all 3 villages), 2 BP are sent to the kingdom treasury. A manor offsets 1 point of consumption per 1000gp of value from its structures. Consumption never generates excess BP. Note that this is different from the kingdoms consumption.
A village without a well or water border gains 1 unrest at the end of each upkeep phase
If the village treasury exceeds 20 at the end of the upkeep phase, unrest increases by 2 unless a loyalty check is successful. Double the unrest generated by events when the village treasury is this high. I expect that follow on Adventure Path modules will have rules to convert excess BP into troops. Until then, see troops at the end of the article.
See tax holiday in the income section below for special rules to deal with run away unrest and a negative treasury.
Leaders. A manor requires a ruler. The manor’s ruler can modify economy, loyalty, or stability. He can be assisted by a sheriff (modifies stability), Councilor (modifies loyalty), and treasurer (modifies economy). The ruler can have one assistant per village district.
Vacancy: A manor without a ruler cannot build new structures, sell medium items, or add the ruler bonus to the village districts. Increase unrest by 4 during each upkeep phase in which the manor has no ruler. A ruler can appoint the sheriff, councilor or treasurer to rule in his absence. This will prevent the unrest penalty for two months. After two months, the ruler must return to the manor for at least one week or suffer vacancy penalties.
The manor’s ruler can be one of the kingdom’s leaders.
Leaders use the following attributes to modify village checks:
Loyalty: best of Str, Wis or Cha;
Stability: best of Str, Con or Cha;
Economy: best of Dex, Int or Wis
Village leader. Each district can have a leader who adds to the district’s stability, economy, or loyalty. A village leader is not required in order to sell a minor item in a village.
Improvement. The manor can build 1 structure during each turn. If a structure must be adjacent to a house, that house may also be constructed.
Two block structures require two months to build, the bonuses take effect during the second month. Half the cost is paid each month.
No village district can have two of the same structure type except houses. However; if a structure has its cost halved by another structure, the district can have up to three of that structure. (i.e. If the district has a guildhall, then up to three tradesmen can be built in the district.)
Income. The manor makes an economy roll against its command DC. On a success, divide the roll by five and add that amount to the treasury. If the roll is a natural 20, add 1d6 to the treasury. If a natural 1 is not an automatic failure in your game, subtract 1d6 from the treasury.
Tax Holiday. If the village treasury is negative and has unrest, the ruler can help the villagers by giving them a tax holiday. During a tax holiday, the village produces 1 BP and reduces unrest by 1. In addition, no unrest is generated if the treasury is negative at the end of the next upkeep phase. Unrest penalties will not affect the stability check during the next upkeep phase. The ruler must be present during the tax holiday.
Items. Village districts can only sell items with a value less than 4000gp. Items to be sold can come from any district in the kingdom. If the item is created in the village and has a value less than 4000 gp, 1 Build Point goes to the village treasury. The kingdom treasury gets the BP from all other items sold in the village or manor. The castle can sell a high value minor item as if it were a moderate item, but only gains 2 BP for the kingdom treasury.
Events. The events for the kingdom in Adventure Path 32 can be applied to the village.
Troops. Villagers pay taxes with the expectation that they will be protected from attackers. The lord of the manor can hire troops to protect the village. For each 2 BP increase to consumption, increase the village’s offensive and defensive modifiers by +1. See Pathfinder Adventure Path 34 for the quick rules for mass combat. Increase loyalty by +1 for each 2 BP spent on troops. You can hire troops only if you have a castle, garrison, or barracks.
James Jacobs
Creative Director
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If you're like me, you want to do something with all those forest hexes you can't create farms. I also noticed that the villages in pathfinder adventure path 33 and 34 don't seem to follow the design rules for towns in AP 32. Here is my take on adding villages and manors to the system presented in AP 32.
The towns and villages in the AP like Restov or Fort Drelev were specifically NOT built using the kingmaker city rules from Kingmaker #2. Those village construction rules are only for villages that the PCs build. We included some notes on how to integrate existing villages and cities into that system, but the settlements like Restov or Fort Drelev statted up in the adventure are statted up in the normal way. This way, folks who don't use the kingdom building rules aren't left out.