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To Rule the World

Greetings oh wise Lord ! dreams come true. There is no need to read


I, your most humble servant, will help you any further as you can completely rely on
with the burdens of leadership so that you your trustworthy stewards and advisors
can fully enjoy the benefits of your to handle anything and everything for
glorious reign. There is no need for you to you. And rest assured your majesty that
get involved in the boring details. Just tell we would never ever abuse the trust you
me your wishes and I will do everything put in us !
in my power and more to make your
So you really wish to get to know the A successful kingdom requires constant
tedious details of ruling a nation ? As you attention to even the most minute details.
wish. I will do my best to help you Luckily you have loyal servants to face
understand the complicated ways of these taxing burdens. Did I already
politics and administration. mention that you can trust them
completely ?
You have to decide how to direct your
subjects efforts. These are split into four
Administration
broad categories:

Once per year you have to make an


Growth
administration roll. This is an Intelligence
This is important if you want your
(History) Check. The difficulty of this roll is
population to grow.
determined by the table. You also gain a +1
Culture bonus per 5 points of culture.
Culture describes how well educated your
population is. This gives them access to more Population Administration Maximum
skilled specialists and generally raises the per Hex difficulty Culture
living standards in your realm making it a Under 2000 0 0
better place for everyone. 2000+ 5 5

Trade 4000+ 10 10

A high trade is very valuable as it functions 8000+ 15 20


like growth but also gives you access to better 16.000+ 20 30
markets and specialists. But there are two 32.000+ 25 35
things to be aware of: firstly you can only
64.000+ 30 45
raise trade if you do have partners to trade
with. Secondly is a bit more risky. Should you
Modifiers: Peaceful fertile lands with natural
loose your trade partners or trading routes
resources have no modifier. Less arable lands
you will loose all benefits from trade.
or those swamped with dangerous critters
Expenses will raise the administration difficulty.
Expenses is usually the focus of most rulers.
A natural 1 or a failure – You loose 2 %
This lets you hire soldiers and other
population + 1 % per 5 Points negative
hirelings, build fortifications and pay for
growth. You can redistribute 5 Points. You
everything else.
may get an additional 5 points to distribute
You can distribute 100 points on those by lowering other values by 10 and raising
categories in steps of 5. Keep in mind that unrest by 5.
culture is limited by your population (see
table below). You may also put a negative A success – You gain 0,5 % population per 5
value on growth to have more points for points growth + trade (or loose 0,5 % per 5
other categories. points of negative growth). You can also
redistribute 10 points.
You may get an additional 10 points to Once a year you must check to see the mood
distribute by lowering other values by 20 and of your population. Use intimidation,
raising unrest by 10. persuasion, insight or even deception,
depending on how you want to rule. If you
A natural 20 or a success by 10 points or more
choose deception you gain advantage on the
– You gain 1 % population per 5 points
roll. You also get a +1 bonus on the roll per 5
growth + trade. If you have negative growth
points of culture.
you don't loose population this year. You can
redistribute 20 points. If you happen to fail the roll or roll a natural 1
You may get an additional 10 points to the following happens:
distribute by lowering other values by 20 and
Insight – Loose 1 Morale OR +20 Unrest and
raising unrest by 10.
+1 Rebels
You can choose to have a hired advisor make Intimidation – Loose 1 Morale OR +1 Rebels
these rolls for you. But be warned that those Persuasion – Loose 1 Morale OR +20 Unrest
NPCs can have their own agendas. Deception – Loose 1 Morale OR +40 Unrest
LIES ! I only strive to help your lordship
If you attain a roll of 10 above the difficulty or
attain greater freedom. You should not be
a natural 20 AND rolled for insight, you gain
weighed down by the tedious day to day
+1 Morale.
decisions. Why not go hunting or throw a
feast instead ? Rebels – If you ever reach 10 Rebels you have
a rebellion at your hands. 2W6 % of your
Morale Population will rise against you. Luckily the
Your realm consists of a lot of different Rebels will most likely be simple commoners
things. Most basic of these are the people. who should be no match for trained soldiers.
They can be quite numerous however...
They work the farms, mine resources and
fight for you. As worthless as these filthy Unrest – Reduce various categories by the
masses are, you should strive to keep them number and raise unrest by the same
happy as an angry mod can be an ugly amount. Points on unrest as such don't do
thing. anything so you might want to redistribute
them as quickly as possible.
The Market Expenses
Culture and trade determine what is available Once your taxes are in they will be spend
in your kingdom. Each region has also a few according to your wishes. Once per year you
specialties it might be known for. get population x expenses in gold. So a
population of 10.000 and an expenses value
Without culture only items worth up to 1 of 50 will give you 500.000 gold to spend.
gold are available. For each 5 points of
culture this is multiplied by 10. A culture of Truly, there is nothing more tedious then
15 for example means you can find item of up
spending endless days counting vast
to 1000 gold on your markets.
amount of coins. Some things are clearly
You can also pick two specializations (or even not worthy of your majesties attention.
specialize on the same thing twice). Possible Rest assured that your finances are in
specializations include: Magic Items, Divine good hands and everything is in perfect
Casters, Arcane Casters, Warriors, Agents, order !
Mounts, General Equipment, Luxury (gives
you a +1 Bonus on the mood check), Advisors Hunters and gatherers
(gives you a +1 bonus on the administration If the people under your rule are primitive
check), Buildings or Ships. Specializations tribes, the rules are a bit modified. The
also reduce local prices for the specialized difficulty of the administration roll is raised
items by 25 % (but not any upkeep). by 5 and the maximum culture is lowered by
5. If they have under 2000 people per Hex,
they only have one specialization instead of
Trade gives you access to items from other two. Administration checks are rolled with
markets. You even get a 10 % discount if your Wisdom (Survival) instead of Intelligence
trade partners have according specialties and (History).
you reached an agreement with them about On the plus-side they get "Wild" troops for
this. This however does not stack with any half the price and the culture requirement for
specializations you might have on your own. wild troops is lowered by one.
Hireling Culture Training Upkeep Special
Acolyte 5 1.200 700
Archmage 15 201.600 10.100
Assassin 15 93.600 6.900
Bandit 0 600 600 Unreliable
Bandit Captain 5 10.800 2.100 Unreliable
Berserker 10 10.800 2.100 Wild
Commoner 0 240 500 Defender
Cultist 5 600 600 Brave
Cult Fanatic 10 10.800 2.100 Brave
Druid 10 10.800 2.100 Wild
Gladiator 15 43.200 4.500 Brave
Guard 5 600 600
Knight 10 16.800 2.900 Brave
Mage 15 55.200 5.300
Noble 5 600 600
Priest 10 10.800 2.100
Scout 5 2.400 900
Spy 10 4.800 1.300
Thug 0 2.400 900 Unreliable
Tribal Warrior 5 600 600 Wild
Veteran 10 16.800 2.900

Hirelings Defender – Commoners do okay when


Hirelings have the following traits: defending their own country. When
Culture – the minimum culture needed to attacking other countries they count as
hire these people. unreliable.
Training – The cost to hire or train them. Brave – These troops have advantage on
This is in addition to the upkeep for the first morale checks.
year.
Upkeep – The cost per year. Your majesty, may I suggest to invest in
competent guards ? This is money well
Special Rules spend. It might also be wise to fortify your
Unreliable – These troops have low morale. capital. Not everyone has your best
They make morale checks during mass intentions at heart like I do.
combat with a disadvantage.
Wild – Hunters and Gatherers have +5
culture for hiring those and only pay half the
price for hiring and upkeep.
Fortifications T stands for threshold, meaning any damage
BELOW the threshold is ignored completely.
Defensive Structures are bought per 5ft The DM may rule that certain types of
square (but 10ft deep in the case of a double attacks ignore this threshold. The listed HP
strength wall). They give 3/4 cover for the are for a section 10ft wide. Upkeep for
defenders (+5 to AC and Dexterity Saves). In fortifications is 10 % of the price per year.
addition to that, they usually get an Each year this upkeep is not payed there will
advantage on their melee attack roll against be weak spots forming which have their HP
attackers trying to climb the walls with ropes reduced to the threshold.
or ladders. The exception are "earth wall and
spikes" which only give 1/2 cover (+2 to AC To find out how many fortifications you need
and Dexterity Saves) and no advantage (nor to protect a settlement, you can take the
need attackers any equipment to pass square root of it’s population and multiply
through, but it will cost them half their this by 10.
movement).

Fortification Culture Price Structure


Earth wall and spikes 0 5 AC 15, T 10, HP 25
Palisade 5 100 AC 15, T 20, HP 50
Stone Wall 10 250 AC 17, T 30, HP 60
Double Strength Wall 10 500 AC 17, T 40, HP 80
Wooden Gate 5 25 AC 15, T 10, HP 25
Sturdy wooden gate 10 500 AC 15, T 20, HP 50
Iron Clad Gate 10 1000 AC 18, T 30, HP 50
Iron Gate 15 2500 AC 19, T 40, HP 50
Stone Gate 15 2500 AC 17, T 40, HP 80
Animals
There are many usual and unusual beasts in
the world that may serve a mounts, draft
animals in war or in a combination of those.

Animal Cost Upkeep Culture


Camel 50 18 10
Donkey or Mule 8 18 5
Elephant 200 150 15
Horse, Draft 50 18 10
Horse, Riding 75 18 10
Mastiff (untrained) 25 18 10
Pony 30 18 10
Warhorse 400 18 15
Griffon 5.000 150 20

The following table lists the upkeep for


animals, which depends on their size and
diet:

Size Upkeep Herbivore Upkeep Carnivore


Tiny 0,3 0,3
Small 2,4 2,4
Medium 18 18
Large 18 150
Huge 150 1.200
Gargantuan 1.200 9.600

Assorted additional rules Earning Money


Training a mount Work Income per Month
Once a month, make a Wisdom (Handle
Unskilled Labor 3D10 Gold
Animal) Check DC 10 to train it for war,
riding OR draft work. The difficulty is 15 if Skilled Labor Skill Bonus x 2D10
training for war, riding AND draft work. The Gold
DM may raise this difficulty by the CR for Working You get D8 Silver
monsters that are hard to train. Once you Occasionally instead of D10 Gold
succeed on three checks it is fully trained. If
Adventuring As unskilled or Level
you fail three checks the training did not
x D10 Gold
catch and it cannot be trained any further.
Adventuring implies that your character uses Adventuring or Knitting can be done in a
his class skills for relatively safe work. A risky way). It doubles your earnings but you
fighter might act as a guard, a wizard offers to also have a 50 % chance to start the next
identify items, a cleric heals wounded etc. adventure in a sorry state (you will be down
to 1 HP and you will have used up all class
Working occasionally is applied for those abilities).
that put in maybe 1 hour per day. This can be
done in addition to other activities if the DM Lifestyles
allows. This can also be done while resting.
Doing risky business can be applied to some These rules expand the lifestyles listed in the
forms of income (ask you DM if he thinks if players handbook:

Lifestyle Per Month Culture Effect


Wretched -- 0 Restless DC 20, no replacement, equipment Damage,
Exhaustion DC 15
Squalid 3 Gold 0 Restless DC 15, no replacement, equipment Damage,
Exhaustion DC 10
Poor 6 Gold 0 Restless DC 10, no replacement, equipment Damage
Modest 30 Gold 0 --
Comfortable 60 Gold 5 Well rested DC 20
Wealthy 120 Gold 5 Well rested DC 15
Aristocratic 300+ Gold 10 Well rested DC 10

Restless No replacement
The character has to pass a Con-Save to get Small usable items (like arrows, med kits,
the benefits of a rest. A failed long rest still paper etc.) are not automatically replaced.
counts as a short rest.
Equipment damage
Exhaustion You do not have the coins to keep your
Having not enough food and not being equipment well maintained. Roll 1D10 per
protected from the elements can be taxing piece of equipment. On a 1 it is damaged.
and even deadly. Each month you have to This usually applies only to items that are
pass a Con save at the listed DC or take one being used.
level of exhaustion. These levels do only
disappear when you can afford a lifestyle of at Well rested
least "poor" and manage to successfully When you take a short rest you get to roll a
complete a long rest. Con-Save at the listed DC. If you pass it
counts as a long rest instead. When you take
a long rest, you can roll a Con-Save at the
listed DC. If you pass you regain Inspiration.
Spellcasting 0+ (or natural 1) you get 1 complication
10+ You buy or sell the item for the normal
The table below lists the costs to hire an NPC
price (see below)
to cast one spell. Any materials have to be
20+ (or natural 20) you get or save an
payed separately. Scrolls cost double this
additional 25 %
price. Crafting a scroll costs this price and
needs an intelligence (arcane) check DC 10 + The normal price for an item is modified by
Spell Level to be successful. the market (see Market rules in the
Leadership section). The normal price when
Spell Level Cost Culture selling a used item is 50 % or 75 % when
0 2,5 5 selling a new item. If you are trying to find /
buy an item that is not available in the
1 10 5
current market you get one additional
2 40 10 complication per 5 missing culture levels. If
3 90 10 trying to sell an item that is not available on
the current market to you get 25 % bonus to
4 160 15 it's price (in this case just once and not per
5 250 15 missing culture levels). The DM may also put
limits on what the local market can sell or
6 360 20
buy.
7 490 20
Possible complications:
8 640 20 - The item is 25 % more expensive
9 810 20 - The seller needs you to do a quest for him
- It takes a while for the item to arrive or be
Buying and Selling manufactured (usually one month)
- The item is of lower quality (but also less
If you want to buy or sell something your expensive)
character may make a Charisma roll using
whatever skill he thinks might apply to the
situation.
Ships & Siege Equipment
Ship Cost Culture km per day Crew Passengers Cargo
Galley 30.000 20 50 80 – 150
Keelboat 3.000 15 12,5 1 6 1/2
Longship 10.000 15 50 40 150 10
Rowboat 50 5 25 1 3 -
Sailing Ship 10.000 15 50 20 20 100

Sailing Ship. A ship typical for traders of the


Equipment Culture Gold Crew east coast of the middle realm. Highly
Siege Ladder 5 5 4+ seaworthy but completely depending on the
Ballista 15 500 1+ wind to move.
Siege Ladder. Allows people to scale walls.
Cauldron 5 10 1 Be warned that you will have disadvantage
Mangonel 15 1000 4 while attacking from a ladder, while the
defenders usually have cover.
Ram, Tree 0 5 4+
Ballista. Takes 3 actions to fire, but a crew
Ram, Bronze Head 10 50 4+ can work together to fire every round. 0,5
Siege Ram 15 500 10+ Gold per “Bolt” (which is basically a javelin).
+6 to hit, range 120 / 480, 3D10 piercing
Siege Tower 15 2000 A lot
damage.
Trebuchet 15 3000 4+ Cauldron, Suspended. Is used to pour
These work exactly as described in the PHB liquids on targets below. The damage varies
and the DMG. They are listed here for your depending on the liquid used. Targets have a
convenience. Upkeep is 10 % of the cost per DC 15 dexterity save to halve damage. Boiling
year. oil (1 Gold) deals 3D6 fire damage in a 10ft
cube. Boiling Water (free) deals 1D10 damage
Km per day for ships can vary wildly in a 10ft cube. It takes 3 actions to fill a
depending on wind and weather conditions. cauldron and quite a while to actually heat up
Except for the Sailing Ship, all the ships of it’s contents.
the time can be moved by oars. This drops Mangonel. A catapult that fires one heavy
the speed to 25 km per day. stone every 5 rounds. The real limit to it’s rate
Galley. A big ship using simple sails and oars of fire is getting the stones. +5 to hit, range
to move. Typical for the Dracul Empire. They 60-200 / 800 ft, 5D10 bludgeoning damage.
have limited seaworthy capabilities, but tend Ram, Tree. A tree trunk. Branches have been
to stick to shores if possible. cut short to make crude handles. Attack +6,
Keelboat. These are used to ferry goods up 3D6 bludgeoning damage.
and down rivers. They are usually moved by Ram, Bronze. A bit more work went into this
setting poles. one. It is greatly improved by attaching a
Longship. A ship typical for the area of the bronze head to it. Attack +7, 3D8
bludgeoning damage.
Wolflands. Highly seaworthy.
Rowboat. You wont get far in this.
Ram, Siege. The real deal. A house like disadvantage for the attacks.
structure mounted on wheels gives the crew Trebuchet. Hurls really big stones. Attacks
total cover. The ram itself is suspended from once per 5 rounds with +5 to hit, range 60 –
chains allowing the crew to put more effort 300 / 1.200 ft, 8D10 bludgeoning damage.
into it’s horizontal movement. Attack +8,
Note: These are fantasy stats. In real life
3D10 bludgeoning damage.
catapults and trebuchets where lucky to get off
Siege Tower. A massive structure build to a couple of shots per day and siege towers
be slowly pushed towards the walls to allow where often not mobile at all, being instead
soldiers to reach the walls while enjoying build to give attacking archers and
total cover. Attacking from a siege tower crossbowmen a platform from which to better
negates cover for the defenders and attack the enemies battlements.

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