You are on page 1of 6

Basics of a Kingdom:

Basic Statistics:
 Infrastructure: Refers to how well grounded a faction is, and thus, how
difficult it is to destabilize it is. Calculation: 8+Scale modifier+(Might
modifier+Economy modifier+ Culture modifier)/3 and infrastructure modifier:
Average between the Might, economy & Culture modifiers.
 Stability: Represents the cohesion of a faction, if it reaches 0, unrest and
chaos takes over. Calculation: (1d10+Infrastructure modifier) *Scale.
 Scale: A faction’s scope and reach.
Ability Scores: Generate as you’d generate Character scores.
Every Ability has corresponding Assets: Assets are sub-stats derived from
the base number. Each modifier from an ability score represents one point that you
can distribute amongst Assets. I.G: If you have a +4 in Might you can distribute it
amongst your Garrison, Armies and Operatives, ending with something like
2,1,1, and thus using them as coins.
During play, each of these Ability Scores and Assets may increase or
decrease depending on the nations happenings.
 Might: Represents a faction military prowess.
o Garrisons: Ability to defend owned lands.
o Armies: Units capable of attack.
o Operatives: Forces destined to specialized areas.
 Economy: Represents a factions wealth.
o Wealth: The net coins available to a faction.
o Resources: Refers to the number of unique or special goods a
faction owns or controls.
o Industry: Unique Industry or areas of work under a factions name.
 Culture: Refers to a factions internal and external affairs and how it’s
handled.
o Diplomacy: A nations ability to interact with foreign nations.
o Religion: The center of belief of a nation.
o Civility: Refers to a nations internal affairs.
o Population: As the name suggest, it refers to the amount of people a
nation can count on, unlike all other Assets this always starts at 1.
 Magic:
o Lore & Science: A factions research department.
o Mages: A factions available magical means.
o Enchanting: A factions capability of infusing magic into abilities.
Advisors:
A faction is so vast that it can´t be effectively run by a single person, thus capable
advisors are necessary to aid the regent to rule competently.
An advisor is represented as proficiency in a nations specialty. I.G: A
General represents a faction’s proficiency in Might (Garrison) checks, whereas a
Great General instead is proficient in Might (Garrison, Armies, Operative) Checks.

Nation Activities:
Every faction is comprised of several hundreds, thousands and even millions of
individuals, thus, the ruler only has to point them to a particular direction, all the
while being aided by their advisors.
Each Activity’s cost varies and depends on the GM, but it will always be tied to
their Scale and nature.

Example activitys:
Bolster: Spend one Wealth or Resource and add temporary stability equal
to 1d10+Resources or Treasyry spent.
Prepare: Spend one Civility and make a DC 10 Culture check to gain
advantage for the next Activity.
Insult: You taunt or ridicule an opponent, spending one Diplomacy you
make a Culture (Diplomacy) check against their Infrastructure. If
you succeed, the opponent receives disadvantage on their next
activity.
Sabotage: You attempt to infiltrate and either steal or undermine an enemy
faction, spending one Operative you make a Might (Operative)
check against their infrastructure, if you succeed, you could steal
one specialty
Devastate You launch a military assault on an enemy, spend at least 1 Army
: to launch a Might (Armies) Check, if you succeed, deal a number of
d6’s equal to the number of armies spent. If you fail, you lose the
armies.
Defection: You spend a number of Diplomacy equal to the target factions
Scale and make a Culture (Diplomacy) check against their
infrastructure, if you succeed, you tempt one of their advisors to
your side.
Control: You attempt to recover from some vicissitude, you spend one
Religion, Wealth or Civility and attempt a DC 15 Infrastructure
check to recover 1d10 Stability.
Produce: You make a DC 10+Scale Economy (Industry) check, if you
succeed, you produce a number of Assets of any kind save Armies
and Garrisons equal to your economy modifier, if you spend a
number Industry or Wealth you reduce DC by an amount equal to
the Assets spent.
Train: By spending Population and Wealth in equal amounts you can
make either an Army or a Garrison.
Pacify: You can wager at least one Army to reduce a feuds threat range
by 1 (to a minimum of 1), make a Might (Army) check against the
feuds threat DC (Known by the dm).
Settle: By spending 3 Wealth, 3 Resources and 3 Population you can
create a new colony.
Grow: You attempt a DC 25 Infrastructure check. If you succeed
increase your Scale by 1. You can lower the DC 5 by spending 10
Assets of any kind.

Example Faction:

The Barony of Mars.


Stability. 7 (1d10+2)
Infrastructure. 12. Modifier: +2.
Scale. 1.
Might. 16 (+3) Economy. 14 (+2) Culture. 12 (+1) Magic. 10 (+0)
Garrison. 1 Wealth. 1 Diplomacy. 1 Lore. 0
Armies. 1 Resources. 1 Religion. 0 Mages. 0
Operative. 1 Industry. 0 Civility. 0 Enchanting. 0
Population. 1

The ruling season:


Unlike normal scenarios, rulers and their decisions involve a lot of time to be taken,
executed and harvested, thus instead of rounds they plan out seasons.
Each season has four phases: Production, Planning, Solution and Upkeep,
thus, at the beginning of a season a ruler must do four things: Collect the feuds
earnings, decide what activities will their feud take, resolve their feuds
inconveniences and pay upkeep.
All feuds activities work the same, however, inconveniences and upkeep
depend completely on the feuds under your control.
Production. On this phase the regent collects all production harvested from
their feud, either naturally, through activities or other sources.
Planning. Once that’s done the ruler must decide what focus their feud will
take, this usually entails picking an Activity for the feud and it’s appropriate check
as well as consulting advisors.
Solution. Every season thing’s can go sour, meaby an activity failed or a
feuds natural threats cause some sort of catastrophe, the latter is determined by
the DM checking a d20 and comparing the result to a feuds threat range.
Skirmish. At this point all armed conflicts are resolved.
Upkeep. This is a measure of how many Wealth and Resources you have
to spend to keep your feud going. When the GM calls for Upkeep you must spend
a combination of Wealth and Resources equal to the total sum of your Armies,
Garrison, Population, Lore and Colonies.

Upkeep Costs (Resources,


Wealth)
Armies 2:1
Garrison 2:1
Fleet 3:1
Operatives 2:1
Population 1:1
Colony 1*Upgrade
Industry 1:1

Understanding Feuds.
Feuds can be anything from a tiny medieval hamlet to a sprawling complex of
colonies on the surface of mars. Their Scale varies and, but the actual Scale
statistic is determined by the settings needs. A hamlet might be a big deal in a
medieval setting, but it wouldn’t even be impactful in a galaxy wide sci-fi one.
No matter the setting, Feuds have three important factors that will always
matter, which are: Terrain, Colonies and Type.

Terrain. As the name suggests, it refers to the type of land a feud works,
after all a ruler might settle among lush valleys and rich forest or inhospitable
desserts and glacial rifts. Terrains determine Production bonuses and penalties
as well as the type of extra actions that can be taken in a given feud.

Colonies. A feuds Scale isn’t directly tied to the geographical space It


takes, but it’s overall scope and range of operation, thus, a small feud might have a
large Scale and viceversa. Colonies refer to the amount of settlements within your
feuds, thus, Colonies act as your means of production within your feuds,
depending on how wide spread they are they allow you to gather manpower and
harvest resources, thus incurring the extra Upkeep that it entails.
Unlike Terrain, Colonies are macro productions that can and will be
worked, thus naturally growing, this is represented by upgrades that the ruler can
order be made in a colony. All Colonies produce either Wealth or Resources.

Type. Feuds possess governments, what this means is that every feud
follows a particular set of policies that dictate how it develops, its ideals and more.
Some example types are:
 Magocracy. This feud upholds magic as its highest value, thus it
gains the following benefits: Magocratic feuds can replace their Armies
with Mages and replace Industry with Enchanting when they see fit, as
well as replacing Religion with Lore.
 Monarchy: This feud is lead by the Crown, wether it’s a single
monarch or several is to be decided by the player, but the crown is the
heart of the feud, they gain the following benefits: Monarchies lead their
people by enamoring them with the crown, whenever the Monarch
participates in a Feuds Activity they can replace the Militar, Economy,
Culture or Magic modifier with their own Intelligence, Wisdom or
Charisma modifier as they lead their people.

Colony Upgrades:

Upgrade Cost Effect


Refinery
Defensive Wall
Care Center

Armies and Warfare.

One way or another all societies come to term with the use of violence, some
relying on it more than others, thus, when push comes to shove and swords are
drawn, war between feuds can erupt and thus lead to bloody campaigns of war.
Wars are fought with Armies and Garrisons, Armies represent the
mobilization of troops whereas Garrisons represent how well defended your feud
is. Since wars are messy, complicated businesses where hundreds of individuals
face off against each other, they are resolved as massive happenings rather than
individualized battles.
When war breaks out, two type of confrontations are had: Battles and
Sieges. The former being what happens when opposed Armies clash and the
latter when an Army attempts to crush a Garrison. For the sake of expediency,
this is usually resolved with an appropriate, contested Might (Army) or Might
(Garrison) check where both Assets are wagered.
The way Armies and Garrisons are used is either actively for the
Devastate activity or reactively, to fend off the same threat.
If the attacking Army’s check is successful they defeat their opponent, thus
conquering their objective, however, they must spend a whole Season on rest, this
represents tending to the wounding, repairing equipment, mobilization and all other
logistics, however, if the check succeeds by 5 or higher, then, the victory was so
immense that they need no rest.
Once an Army or a Garrison is defeated in battle the loser feud must make
an Infrastructure check against their opponents Infrastructure or suffer the
effects of the Devastate activity.

Planet: Antares.
Type. M-Giant.
Description. “A lush paradise ripe with resources and wildlife, the idyllic place
for a prosperous civilization, save for the cannibalistic, four armed apes that inhabit
it as well as the night terrors that stalk the otherwise peaceful paradise”

Terrains. Rain forests, Valleys, Mountains, Oceans.


Traits. Bountiful (Advantage on Economy (Industry) checks made to produce
Resources), Paradisiac (Advantage on Culture (Civility) checks made to thwart
civil unrest), Menacing Natives (Aborigines hate foreign settlers), Mysterious
(Unlike many planets, most of Antares is uncharted), Ripe (On the production
phase, the feud produces 4 Resources), Dangerous Natives (Might (Armies)
checks made against the local are made with disadvantage), Unwelcome (The
threat range is increased to 1-10 instead of 1-5).

You might also like