| Seerow |
Presumably, they do, but in a way that's largely covered under the Kingdom's existing Consumption.
At the very least, you'd assume they given their housing, food, and ability to fulfill their duties (weapons, etc for the Marshal), but I assume there's a salary covered in there.
Agree with this. They get a living wage (ie food and housing, plus enough extra gp to cover day to day expenses and the occasional luxury or night out on the town), plus anything needed for their day to day work. The players or NPCs may want to negotiate for more than that, but that'll vary from kingdom to kingdom and possibly even by individual within the Kingdom.
redcelt32
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I gave my PCs 100gp per month per level in cash,luxuries, or equivalent services for their duties. However, be sure to require them to purchase appropriate estates and fine clothing suitable for their title and position if they want other leaders, visiting dignitaries, etc to take them seriously. And since they are an upstart fledgling kingdom, they definitely need to be recognized as a serious player at least by book 3 IMHO. I also regularly gave them gifts from NPCs here and there as NPCs and factions currying favor try to butter them up. Of course if the gifts have little result, then they slowly stop. The queen went so far as to make sure rumors spread she particularly liked diamond jewelry and rare swords (shes an aldori).
Be sure to have a chamberlain for your ruler, preferably someone very experienced in etiquette, fashion, and lineages. I used a gnome that once served as an understudy for a great lord of Taldor. When the players listened to his advice, their festivals, balls, grand events, and outward appearance greatly impressed most of the wannabe Taldor nobles from parts of Brevoy and the River Kingdoms. However, this was not without expense and often difficulty as many things had to be specially imported. A great source of RPing and bothering the party with stuff they normally never have to deal with as adventurers.
| Dietrich von Sachsen |
I had a system by which the party had what was called the King's Purse (or Viscountess' Purse, as our situation might be). They were given a gp income based on various factors, but also had to pay wages not only for their government officials, but also their servants, personal soldiers, castle upkeep, etc. I had the government officials be paid about 75 gp per month. This also meant that the PC's could assign lands within their kingdom as fiefs for nobility; they would still keep the BP and Kingdom bonuses, but the nobles would gain the Income from those hexes and/or cities.
Like Redcelt suggested, make sure they have a Major Domo/Chamberlain/Steward for their household. In my case, we had a very elderly but spry half-elf who's parents were killed in the Galt Red Revolution, and who had served nobles in Ustalav and Brevoy. They also had a Master Builder and a Chief Herald on payroll as well.
If you wish, nogoodscallywag, I would be happy to post the system I used.
| Chemlak |
Simplified option:
All characters in leadership roles are considered to have the kingdom's size times 10 gp per month spent on cost of living (so the leaders in a kingdom of size 1-9 have an Average standard of living, 10-99 wealthy, and 100+ extravagant). Characters may choose to use their own wealth to increase this amount to achieve a higher standard of living.
Mosaic
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I let my players hire folks like generals to run their armies and other qualified folks to round out the leadership positions. These folks "cost" the kingdom 1BP/month per +1 stat bonus on the stat that mattered. Using this same logic, PCs would be entitled to about 2,000gp/month per +1 on the relevant stat for their position, BUT they'd have to add that cost to cost of running the kingdom, too. In good times, it wouldn't be a problem, but in lean times, PCs might want to forgo their salary for the good of the kingdom. (A party of 6 with +4s on their stats could cost up to +24BP/month - could be a real drain on the kingdom's treasury if players maxed it out.)
Mosaic
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If you wish, nogoodscallywag, I would be happy to post the system I used.
Please do.
| Tryn |
I gave my players standard mundane items at will (e.g. armor, weapons, horses etc.) es well as a high lifestyle and basic servants.
But thats not a rule at my table but just "common sense". :)
Everything beside this (e.g. magical items) they have to pay from their own money (or take money from the kingdom treasure).
| Arakhor |
I appear to have this nestled amongst my compiled Kingmaker rules.
Council Expenses: Each leadership role increases the kingdom's Consumption by +0.25 (approximately 1,000 gp). Of this total, 250 – 500 gp is spent on the adviser's salary and the rest is spent on maintaining each adviser's department, i.e. staffing, materials etc. If you wish to avoid playing with fractions, simply increase the kingdom's Consumption score according to the number of active leadership roles: 2 – 5 roles = +1; 6 – 9 roles = +2; 10 – 13 roles = +3; 14+ roles = +4.
| Philip Knowsley |
I gave my players standard mundane items at will (e.g. armor, weapons, horses etc.) es well as a high lifestyle and basic servants.
But thats not a rule at my table but just "common sense". :)
Heh - kinda the same, except that none of the kingdom's horse vendors will 'give'
horses anymore, as the PCs have a habit of losing all or most of the onesthey're given... ;-p
| Curghann |
I was considering doing something like stat mod * economy per month, but aft 3 turns my group is already up to 14 economy (was 18 for a turn due to an event). Assuming it never went up again, they mostly have +3 mods, that's 500 gold for each of them in a year. They're only 4th level and that feels like a good portion of their WBL at that point.
| Dietrich von Sachsen |
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Dietrich von Sachsen wrote:If you wish, nogoodscallywag, I would be happy to post the system I used.Please do.
TAXATION MODIFIERS* (affects all income sources except events):
No Taxation: x0.25Light Taxation: 0.75
Standard Taxation: 1.00
Heavy Taxation: 1.25
Overwhelming Taxation: 1.75
*Dietrich's Note: this actually gives the players a reason to have taxation above "Light"
INCOME (Cities and Checks):
Base Value of “main” city (max 2,000 gp)
½ of Base of “secondary” city (max 1,000 gp)
¼ of Base Value of other cities (max 250 gp)
50 gp if Build Point gained from Stability
25 gp per 5 Build Points gained from Economy (ruler gains 25 gp per Build Point gained from Economy)*
-10 gp per point of Unrest at start of Event Phase
5 gp per Minor Item Slot
10 gp per Medium Item Slot
15 gp per Major Item Slot
50 gp per Mansion
100 gp per Noble Villa
100 gp per Castle
*Under my system, the players could grant estates within their realm to NPC nobles, giving them the incomes from those hexes/cites/improvements. The Ruler always got a better bonus to income from Economy than did the nobles.
INCOME (Resources):
Gold Mine: 250 gp (500 gp with Mine)
Sootscale Silver Mine: 100 gp (200 gp with Mine; x2 if Kobolds are evicted)
Flooded Silver Mine: 200 gp (400 gp with Mine; only if drained for either)
Ironstone Gully Iron Mine: 100 gp (200 gp with Mine)
Whispering Valley Gemstone Mine: 300 gp (600 with Mine or Quarry)
Coachwood Grove: 75 gp (150 gp with Sawmill; x2 if Melianse if evicted)
Lake Silverstep: 50 gp with Fishery
Cloudberry Patch: 25 gp (50 gp with Farm)
Other Mines: 50 gp
Other Quarries: 25 gp
Other Sawmills: 10 gp
Other Fisheries: 5 gp
Useful Plants: 5 gp (10 gp with Farm)
Other Farms: 5 gp
Roads: 5 gp/4 roads; 1/5th the value of a Trade Route if Trade Route that does not involve a city in your domain
Highways: 25 gp if a highway connects a settlement to a settlement in your domain; otherwise counts as road.
Rivers or Canals: 5 gp/4 rivers; Rivers with a waterfall do not count
10 per Watchtower
25 per Fort
INCOME (Events):
Bandit Activity: -25 gp x Build Points lost
Boomtown: 10 gp x Bonus to Economy
Crop Failure: 50% or 0% income from Farms affected
Economic Boom: 50 gp x Build Points gained
Food Shortage: -25 gp x Increase in Consumption points
Food Surplus: Double Farm or Fishery Income (DM’s choice)
New Subjects: 15 gp x Build Points Gained
Outstanding Success: 100 gp
Remarkable Treasure: Triple the Value of the Item Slot
Slavers: -100 gp
Smugglers: -100 gp per check failed
Vandals: 10 gp x 1d6
INCOME (Trade):
Trade Route Resounding Success: 100 x BP earned back
Trade Route Established: 25 x BP earned back
Trade Route Failed: 10 x BP earned back
Trade Route Total Loss: -200 x (Every 5 BP invested)
Food Trade Route: 25 gp
Goods Trade Route: 50 gp
Luxuries Trade Route: 100 gp
Raw Materials Trade Route: 30 gp
MONTHLY EXPENDITURES:
Royal Domain:
Government Salaries: 75 gp/month for each member of Government
Maid Salaries: 6 gp/month per maid
Cook Salaries: 15 gp/month per cook
Stablehand Salaries: 10 gp/month per Stablehand
Soldier Salaries: 30 gp/month per Soldier
Household Knight Salary: 50 gp/month per Knight
Upkeep (food, candles, etc.): 150-350 gp/month depending on the size of your castle; DM fiat.
Horse Upkeep: 10 gp per horse; Ponies and smaller mounts cost 7 gp, more exotic mounts cost more depending on mount.
Major Domo/Steward salary: 50 gp/month
Chief Herald salary: 50 gp/month
Master Builder salary: 50 gp/month
Master of Dispatch: 30 gp/month
Bird Feed and Raven care: 12 gp/month for six Ravens
Master Smith: 120 gp/month
Guard Captain: 120 gp/month
Royal Chirugeon: 30 gp/month
Chronicler: 150 gp/month
Embassy Upkeep: 100 gp/month per Embassy (requires Embassy)
Wine and Beer Cellar: 100 gp/month (requires Brewery)
Good Food: 50 gp/month (Requires Inn, Pier, or Tavern, and either a Granary or 5 Farms)
Excellent Food: 100 gp/month (Requires either two of either Inn, Pier or Tavern OR Market or Stockyard; AND either a Granary and 5 Farms, OR 10 Farms)
Amazing Food: 200 gp/month (Requires two of either Inn, Pier or Tavern AND Market or Stockyard AND Granary and 10 Farms)
Hosting a Modest Feast: 100 gp per 20 guests
Hosting a Grand Feast: 400 gp per 20 guests (requires Brewery)
Hosting an Extravagant Feast: 800 gp per 20 guests (requires Brewery and Granary)
UPGRADES:
Construct new Buildings: see Ultimate Campaign
Upgrade Furnishings: 300 gp (+5 to income check of the room)
Stone Wall for Inner Bailey: 3,500 gp (Requires Quarry)*
Improved Towers for Inner Bailey: 2,500 gp (Requires Quarry and Stone Wall)*
Stone Wall for Outer Bailey: 10,000 gp (Requires Quarry)*
Improved Towers for Outer Bailey: 8,000 gp (Requires Quarry and Stone Wall)*
Siege Engines: Varies (cannons and the like require Alchemist, Exotic Artisan, and Smithy)*
Gatehouse Iron Door: 500 gp
Gatehouse Wooden Portcullis: 500 gp
Gatehouse Iron Portcullis: 1,000 gp
*The Castle began with a wooden palisade wall, maintaining the wall it had when the Stag Lord lived there.
| Canadian Bakka |
I came up with a tentative system for paying a salary to the kingdom leaders that was tied to the size of the kingdom and had an incurred cost in BP. Feel free to use it or modify it as you like. What I have currently proposed takes into account both a lower-magic setting campaign (only npcs can take levels in any spell-casting class that grants spells above 6th level) and more time spend on kingdom building than actual adventuring (using the optional rules from Ultimate Rulership by Legendary Games).
The cost in BP is to pay for the monthly salary (with the expectation that the character cannot work another job and is instead actually using any downtown time to keep up the social obligations that comes with their social status, or, in the case of the PCs, spending their free time adventuring, with the assumption that they're adventuring to help keep the peace in the kingdom by defeating monsters and unlocking new secrets/lore for the benefit of the kingdom) and the staff of the offices/departments associated with the kingdom leadership role.
Kingdom Size (in hexes)/Salary/BP Cost per Role Filled (round up the total)
1-10 / 30 gp / 0.125 BP
11-25 / 60 gp / 0.25 BP
26-50 / 120 gp / 0.5 BP
51-100 / 240 gp / 0.75 BP
101-200 / 480 gp / 1 BP
201+ / 960 gp / 1.5 BP
At lower levels, the salaried amount isn't much but neither is the cost in BP to pay for the salaries. At mid-level and higher levels, the BP maxes out at 23 BP if all 15 Leadership roles are filled and that is an incentive for the party to plan ahead and decide whether or not they want to take in a salary for the month (or take a lower salary if desired to incur the lower BP cost), subtract that portion from the revenues, or absorb that cost into the Consumption. The second option means they plan on more BP-generating venues, while the 3rd option means they focus more on reducing Consumption (whether through building enough Farms, Apiaries, and etc.).
On top of that, in my campaign, because of the lower-magic setting and less loot (since I don't have as many "random" encounters), their cost of living is also subsumed into the BP cost to pay for their salaries, and I offer a 5% discount on most items they purchase within the kingdom (I also took away the option of players being able to craft their own items).
I hope what I have provided is useful for anyone or at least generated food for thought, ;)
CB out.
| Ramarren |
I just gave the characters free maintenance of their Cost of Living.
I granted them Average Lifestyle on founding the realm, Wealthy Lifestyle when it became a Duchy, and Extravagant Lifestyle when it became a Kingdom. They seemed happy enough with that, and any NNPC should be overjoyed.