Governance Phases

There are two main governance phases, which occur at the beginning of a season. A season takes thirteen weeks. Other governance actions are resolved per day or per week, as the PCs desire.

The four seasons have their own characteristics.

  • During spring crops are planted and seeds are sown. The Realm cannot draft military units in Domains with plains or hills hexes without halting food production in these hexes.
  • During summer crops grow and farmers can be called upon to fight. The capacity for military drafting in Domains with plains or hills hexes is doubled.
  • Fall is the season of harvesting: food production in Domains with plains or hills hexes is doubled, but the Realm cannot draft military units in these Domains without halting food production.
  • Winter is the season of basic survival. Strategic troop movement is reduced by 1 and food production is halved.

Phase I Domains

Each Domain Leader follows the subsequent steps. If there is no PC Domain Leader, the group decides whether the players or the DM (in secret, or not) handles its affairs. (Note that the most entertaining and speedy way to deal with this phase is having the player Domain Leaders roll together for each step.)

Start with resetting ALL fields of the Domain sheet EXCEPT FOR Unrest.

1. Domain Unrest (A)

Determine the effects of current Domain Unrest at the start of the season.

  • Unrest is at 0. The Domain gains a +1 bonus on all ability checks during the current phase.
  • Unrest is between 1 and 5. Nothing the garrisons can’t handle.
  • Unrest is between 6 and 10. Resistance! Domain terrorists sabotage production and assassinate officials. The Domain gains a -1 penalty on all its ability checks.
  • Unrest is between 11 and 15. Rebellion! Domain rebels depose the Domain leader. The Domain’s population center decreases with one step in size. The Domain gains a -2 penalty on all its ability checks.
  • Unrest is higher than 15. Secession! The Domain deposes its leader and secedes from the Kingdom. The Domain’s population center decreases with two steps in size.

Note that a Domain can be reintegrated into the Kingdom during Phase II The Realm if necessary.

2. Domain Leader

Appoint or affirm a Domain leader. The leader can be a PC or NPC vassal, governor, or mayor – exact titles depend on your government style. The leader copies his ability scores to the Domain abilities. Add other relevant modifiers. Note that the Ruler of the Kingdom is often also the leader of a Crown Domain.

When changing an existing Domain Leader: the RULER makes an Authority check vs. the Control DC of the Domain. If you don’t like the outcome of the check, you can retry with a Power check with a -4 penalty.

  • If the check succeeds, Unrest decreases by 1.
  • If the check succeeds with 5 or more, Unrest decreases by 1+1d4.
  • If the check fails, Unrest increases by 1.
  • If the check fails with 5 or more, Unrest increases by 1+1d4.

3. Security

Determine overall security in the Domain for the season.

Firstly, set the size of the garrison.

  • Small garrisons free up population for food and resource production, but decrease the overall safety and military capacity of the Kingdom. Small garrisons grant a +2 to Economy checks, but a -2 penalty to all Power checks during the current season.
  • Average garrisons strike a balance between production and security. Any military units in the Domain gain a +1 bonus to attack rolls and AC.
  • Large garrisons increase overall safety and military capacity of the Kingdom, but decrease food and resource production. Large garrisons grant a +2 to Power checks, but a -2 to Economy checks during the current season. Any military units in the Domain gain a +2 bonus to attack rolls and AC.

Secondly, make a Power check vs. the Control DC of the Domain. If you don’t like the outcome of the check, you can retry with a Statecraft check -4.

  • If the check succeeds, Unrest decreases by 1.
  • If the check succeeds with 5 or more, Unrest decreases by 1+1d4.
  • If the check fails, Unrest increases by 1.
  • If the check fails with 5 or more, Unrest increases by 1+1d4.

4. Domain Events

Roll 1d100 to determine random Domain events for the season. (The GM consults the table of Domain Events in secret)

5. Production

Determine total production of food and resources of the Domain for the seasons. Make an Economy check vs. the Control DC of the Domain.

  • If the check succeeds, production resolves normally.
  • If the check succeeds with 5 or more, production is doubled.
  • If the check fails, production is reduced with one quarter.
  • If the check fails with 5 or more, production is halved.

6. Consumption, Surplus and Population

Determine the surplus production by subtracting production from consumption and upkeep. Note that bullion is directly converted into gold (1 bullion point = 100 gp). If consumption or upkeep is higher than production, complement with food or resource storages, if any.

  • If food consumption is equal to or lower than production, the Domain’s population grows by one step.
  • If food consumption is higher than production (+ storage), increase Unrest by 1 and decrease the size of the population center with one step.
  • If resource consumption is higher than production (+ storage), increase Unrest by 1 and destroy the least expensive urban or hinterland improvement.

Make a Prestige check vs. the Domain’s DC. If you don’t like the outcome of the check, you can retry with a Commerce check with a -4 penalty.

  • If the check succeeds, the Domain attracts enough immigrants and settlers to increase the settlement by another step.
  • If the check fails with 5 or more, people begin to leave the Domain, decrease the settlement with one step.

Upgrading a population center has a resource cost that has to be paid. If at the end of the Kingdom phase a Domain isn’t able to invest the necessary resources, the population increase is cancelled. In any case, a population center is only upgraded by the start of a new season.

Thorp to Hamlet

  • Resource cost: 70

Hamlet to Village

  • Resource cost: 110

Village to Small town

  • Resource cost: 500

Small town to Large town

  • Resource cost: 1,000

Large town to Small city

  • Resource cost:1,300

Small city to Large city

  • Resource cost: 2,250

Large city to Metropolis

  • Resource cost: 4,000

8. Taxation

At this point the Kingdom’s Ruler, not the Domain leader, determines the taxation level of the Domain for the season: low, average, or high.

  • A low taxation means that central government only appropriates 1:4 of the Domain’s surplus. Most of the Domain’s surplus is spent within the Domain itself. This style of taxation is in line with a decentralized economic policy. Low taxation grants a +2 bonus to Commerce checks, but a -2 penalty to Statecraft checks for the duration of the season.
  • An average taxation means that central government appropriates 1:2 of the Domain’s surplus. This style of taxation strikes a balance between a centralized and decentralized economic policy.
  • A high taxation means that central government appropriates 3:4 of the Domain’s surplus. Most of the Domain’s surplus is centralized and then redistributed over all Domains. This style of taxation is in line with a centralized economic policy. High taxation grants a +2 bonus to Statecraft checks, but a -2 penalty to Commerce checks for the duration of the season.

Decreasing the taxation level automatically reduces Unrest by 1. When increasing the taxation level the Domain leader makes an Authority check vs. the Control DC of the Domain. If you don’t like the outcome of the check, you can retry with a Statecraft check with a -4 penalty.

  • If the check succeeds, Unrest remains stable.
  • If the check succeeds with 5 or more, Unrest decreases by 1.
  • If the check fails, Unrest increases by 1.
  • If the check fails with 5 or more, Unrest increases by 1+1d4.

Write down the Domain (surplus after taxes) and Realm (tax) income. Do not yet add the Realm income to the Realm’s treasury.

8. Domain Actions

A Domain leader can take Domain actions in any sequence he or she desires.

8.1. Build improvements

These are improvements that the Domain leader can build. There are two types of improvements: urban and hinterland. Note that there can only be one improvement of the same type within a hex. See: List of Domain improvements

Hurry improvement

Normally, an improvement is finished at the beginning of a new season (a duration of 13 weeks). However, the Domain leader can opt to hurry an improvement.

  • Forced labor: the Domain leader makes a Power check. Unrest in the Domain increases by 1+1d4. If the check succeeds, the improvement is finished in 6 weeks. If the check succeeds by 5 or more, the improvement is finished in 3 weeks. If the check fails, the improvement is finished in 9 weeks. If the check fails by 5 or more, the improvement is finished in 12 weeks.
  • Increase wages: In addition to the normal resource cost, the Domain leader pays half of the resource cost in food and makes a Statecraft check. If the check succeeds, the improvement is finished in 6 weeks. If the check succeeds by 5 or more, the improvement is finished in 3 weeks. If the check fails, the improvement is finished in 9 weeks. If the check fails by 5 or more, the improvement is finished in 12 weeks.
  • Migrant laborers: In addition to the normal resource cost, the Domain leader pays half of the resource cost in gold and makes a Prestige check. If the check succeeds, the improvement is finished in 6 weeks. If the check succeeds by 5 or more, the improvement is finished in 3 weeks. If the check fails, the improvement is finished in 9 weeks. If the check fails by 5 or more, the improvement is finished in 12 weeks.
  • Rally workforce: The Domain leader makes an Authority check. If the check succeeds, the improvement is finished in 8 weeks. If the check succeeds by 5 or more, it is finished in 4 weeks. If the check fails, the improvement isn’t hurried. If the check fails by 5 or more, the improvement is not hurried and Unrest increases by 1.

8.2. Prepare Domain Spell

If a Domain leader has built an improvement which grants Domain spells (obviously not to be confused with the cleric’s domain spells), such as a Wizard Tower or Chapel, he can prepare one arcane and one divine Domain spell per season.

Preparing a Domain spell costs 500 gp * the level of the spell squared. It takes a number of days to prepare a Domain spell equal to the level of the spell. When the spell is prepared, the Domain leader can cast the spell at any time. See: List of Domain and Realm spells

8.3. Organize festivities

In order to combat Unrest, a Domain leader can organize a seasonal festival. Organizing a festival costs 100 gp x the Domain’s DC. Make a Prestige check vs. the Domain DC:

  • If the check succeeds, Unrest decreases by 1+1d4.
  • If the check succeeds with 5 or more, Unrest decreases by 2+1d6.
  • If the check fails, Unrest is decreased by 1.
  • If the check fails with 5 or more, Unrest remains stable.

8.5. Storage

Food can be stored in the Domain’s treasury for use in the subsequent season (e.g. storing food in the fall for the winter season). Domains with the Granaries improvement can store food for a whole year. Resources and bullion/gold can be stored forever.

8.6. Terraform

Some hexes can be transformed into other types of terrain. As terraforming takes a lot of time and effort, for the duration of the whole season food, resource, and bullion production of the terraformed hex is lost. Possible transformations:

  • Forest to Plains
  • Hills to Plains
  • Marsh to Plains
  • Plains to Forest

8.7. Trade

Domains can directly trade surpluses with other Domains in the Kingdom, as long as they are connected by roads or waterways.

Make a Commerce check vs. the Control DC of the Domain. If you don’t like the result, you may retry with a Statecraft check with a -4 penalty.

  • If the check succeeds, for each resource or food point traded, the Domain receives 1 sp.
  • If the check succeeds with 5 or more, for each resource or food point traded, the Domain receives 1 gp.
  • If the check fails, for each resource or food point traded, the Domain receives 1 cp.
  • If the check fails with 5 or more, no money is received from trading.

9. Domain Unrest (B)

The Domain leader asserts his authority over the Domain.

Firstly, the leader makes an Authority check vs. the Control DC of the Domain. If you don’t like the result, you may retry with a Prestige check with a -4 penalty.

  • If the check succeeds, Unrest decreases by 1.
  • If the check succeeds with 5 or more, Unrest decreases by 1+1d4.
  • If the check fails, Unrest increases by 1.
  • If the check fails with 5 or more, Unrest increases by 1+1d4.

Secondly, he determines the effects of Domain Unrest for the season.

  • Unrest is at 0. The entire Kingdom gains a +1 bonus on all its ability checks during Phase II The Realm.
  • Unrest is between 1 and 5. Nothing the garrisons can’t handle.
  • Unrest is between 6 and 10. Resistance! Domain terrorists sabotage production and assassinate officials. Destroy an improvement of your choice.
  • Unrest is between 11 and 15. Rebellion! Domain rebels depose of the Domain leader. The Domain’s population center decreases with one step in size. The Realm does not gain taxes from the Domain; the Realm cannot muster or draft units here.
  • Unrest is higher than 15. Secession! The Domain deposes its leader and secedes from the Kingdom. The Domain’s population center decreases with two steps in size. The Realm does not gain taxes from the Domain; the Realm cannot muster or draft units here.

Note that a Domain can be reintegrated into the Kingdom during Phase II The Realm.

Phase II The Realm

1. Ruler, Delegates and Capital

If the Ruler of the Kingdom is changed at the beginning of the season (e.g. because he or she is killed), the new Ruler makes a personal Charisma check vs. the Realm’s Control DC.

  • If the check succeeds, increase Unrest in ALL Domains by 1.
  • If the check fails, increase Unrest in ALL Domains by 1+1d4.

During this phase, a Ruler may appoint or dismiss delegates.

Changing the location of the capital requires an Authority check vs. the Control DC of the Domain that previously hosted the capital. If you don’t like the result, you may retry with a Power check with a -4 penalty.

  • If the check succeeds, increase Unrest in that Domain by 1.
  • If the check succeeds by 5 or more, Unrest remains stable.
  • If the check fails, increase Unrest in that Domain by 1+1d4.
  • If the check fails, increase Unrest in that Domain by 1+1d6.

Note that naming a settlement as the capital of the Kingdom grants that population center a +2 bonus to all its ability scores.

2. War, Peace, and Vassals

(A) Determine the effects of war and peace on the Kingdom. War happens when a foreign nation formally declares war on the Kingdom, or attacks a settlement or military unit of the Kingdom – or vice versa. This phase can be used to declare either war or peace.

  • The Realm is at peace: no effects.
  • If the Realm is in its first season of war, add a +2 bonus to all Authority checks.
  • If the Realm is in its second season of war: no effects.
  • If the Realm is in its third season of war, add a -2 penalty to all Authority checks.
  • If the Realm is in its fourth season of war, add a -4 penalty to all Authority checks.

(B) Gather income from vassal states. If war is declared, troops can be drafted from vassal states. After this step, renew the treaties.

Renew: a successful Authority check vs. Realm DC. If you don’t like the result, you may retry with a Prestige check with a -4 penalty.

Optional: renegotiate: a successful Statecraft check vs. Realm DC increases the benefits of the treaty (GM’s discretion), failure worsens the conditions.

3. Realm Events

Roll 1d100 to determine realm events. (The GM secretly consults the Realm Events table)

4. Domestic Integrity

If at the end of Phase I there is a Domain in resistance, rebellion, or secession, the Realm can attempt to quell the Unrest. Make an Authority check vs. 10 + Unrest score. If you don’t like the result you can reroll with a Power check, but this automatically reduces the size of the Domain’s population center with one step.

  • If the check succeeds, the Domain is normalized and its Unrest score drops to 5. The Kingdom does not take any penalties on its ability checks during Phase II The Realm.
  • If the check succeeds with 5 or more, the Domain is fully pacified and its Unrest score drops to 0. The Kingdom does not take any penalties on its ability checks during Phase II The Realm.
  • If the check fails, increase Unrest in ALL Domains by 1.
  • If the check fails, increase Unrest in ALL Domains by 1+1d4.

6. Treasury

6.1. Tax Income & Bureaucracy

Calculate total tax income by adding up the Realm income from all Domains. Unfortunately, the Realm’s bureaucracy absorbs a part of taxes. Make a Statecraft check vs. the Realm’s Control DC. If you don’t like the result, you may retry with an Authority check with a -4 penalty.

  • If the check succeeds, subtract 10% from tax income.
  • If the check succeeds by 5 or more, subtract nothing from tax income.
  • If the check fails, subtract 25% from tax income.
  • If the check fails by 5 or more, subtract 50% from tax income.

6.2. Extra taxation

If a Domain has stored food, resources or gold, the Realm can extract extra taxes if so desired by either a Statecraft or Power check vs. the Domain’s Control DC.

  • If a Statecraft check succeeds, the Realm can extract up to half of the stored food or resources, and all of the Domain’s gold.
  • If a Statecraft check fails, the Realm cannot extract any stored food, resources, or gold.
  • If a Power check succeeds, the Realm can extract as much stored food, resources, and gold as it desires, but Unrest increases by 1.
  • If a Power check fails, the Realm can extract all gold, but only up to half of the stored food or resources. Unrest increases by 1+1d4.

6.3. Deposits

The Ruler or the Domain leaders can add personal deposits in gold to the treasury of the Realm.

6.4. Withdrawing funds

The Ruler can withdraw gold from the treasury for personal use. Make an Authority check vs. the Realm’s Control DC. If you don’t like the result, you may retry with a Power check with a -4 penalty.

  • If the check succeeds, the Ruler can withdraw funds without repercussions.
  • If the check fails, Unrest in each Domain increases by 1 step per 1,000 gp withdrawn.

7. Trade

It is assumed that the Realm has a monopsony (trade monopoly) with regard to foreign trade. Surpluses in the Realm that are not used can be traded.

There can only be trade with nations that are connected by roads and waterways to the Realm. A safe trade route doubles the amount of resources that can be traded and grants a +2 bonus on Commerce checks with regard to that nation.

The Realm can trade food and resources for gold; or gold for food and resources with foreign trade partners. It cannot trade food directly for resources or vice versa. The difficulty or ease of trading depends on the attitude of the trade partner towards the Kingdom.

  • Helpful. DC 10. Only close allies are helpful. These states want to support the Kingdom through economic aid and beneficial trade relations.
  • Friendly. DC 15. Relations with these states are cordial and trade rates are often more beneficial than with other states.
  • Neutral.DC 20. Most foreign states are neither friendly nor unfriendly towards the Kingdom, and conceive of trade relations as a purely economic affair.
  • Unfriendly. DC 25. Unfriendly states make it difficult for their merchants to trade.
  • Hostile. DC 30. These states are either at open war with the Kingdom, or plotting its demise. Trade is extremely difficult.

Food or resources for gold: make a Commerce check against the DC of the trade partner.

  • If the check succeeds, per food or resource point traded the Realm receives 100 gp.
  • If the check succeeds by 5 or more, per food or resource point traded the Realm receives 125 gp.
  • If the check fails, per food or resource point traded the Realm receives 75 gp.
  • If the check fails by 5 or more, per food or resource point traded the Realm receives 50 gp.

Gold for food or resources: make a Commerce check against the DC of the trade partner.

  • If the check succeeds, per 100 gp the Realm receives one food or resource point.
  • If the check succeeds by 5 or more, per 75 gp the Realm receives one food or resource point If the check fails, per 125 gp the Realm receives one food or resource point
  • If the check fails by 5 or more, per 150 gp the Realm receives one food or resource point

Note that the Kingdom can also loan abroad. Loans are granted for one year, are always paid in gold, and their conditions depend on the relation with the foreign lender. Unpaid loans is considered a just cause for war.

  • Helpful: 10% interest, up to 200% of total bullion value of the Realm’s hexes
  • Friendly: 25% interest, up to 100% of total bullion value of the Realm’s hexes
  • Neutral: 50% interest, up to 75% of total bullion value of the Realm’s hexes
  • Unfriendly: 75% interest, up to 50% of total bullion value of the Realm’s hexes
  • Hostile: No loan possible.

8. Realm Actions

8.1. Build Domain improvement

Central government can directly build a Domain improvement itself, from the Realm’s treasury.

List of Domain improvements

Because of potential corruption and bureaucracy the Realm has to make a Statecraft check versus the Domain’s Control DC. If you don’t like the result, you may retry with an Authority check with a -4 penalty.

  • If the check succeeds, the Domain improvement can be built without extra resource costs.
  • If the check succeeds with 5 or more, the Domain improvement can be built with a 25% reduction in resource cost.
  • If the check fails, the Domain improvement can only be built with a 25% increase in resource cost.
  • If the check fails, the Domain improvement can only be built with a 50% increase in resource cost.

8.2. Build Realm improvement

These are improvements that are too ambitious or costly for a Domain leader to build. Only the central effort of the whole Realm can build these improvements.

List of Realm improvements

Hurry improvement

Normally, an improvement is finished at the beginning of a new season (a duration of 13 weeks). However, the Ruler can opt to hurry an improvement.

  • Forced labor: the Ruler makes a Power check. Unrest in the Domain increases by 1+1d4. If the check succeeds, the improvement is finished in 6 weeks. If the check succeeds by 5 or more, the improvement is finished in 3 weeks. If the check fails, the improvement is finished in 9 weeks. If the check fails by 5 or more, the improvement is finished in 12 weeks.
  • Increase wages: In addition to the normal resource cost, the Ruler pays half of the resource cost in food and makes a Statecraft check. If the check succeeds, the improvement is finished in 6 weeks. If the check succeeds by 5 or more, the improvement is finished in 3 weeks. If the check fails, the improvement is finished in 9 weeks. If the check fails by 5 or more, the improvement is finished in 12 weeks.
  • Migrant laborers: In addition to the normal resource cost, the Ruler pays half of the resource cost in gold and makes a Prestige check. If the check succeeds, the improvement is finished in 6 weeks. If the check succeeds by 5 or more, the improvement is finished in 3 weeks. If the check fails, the improvement is finished in 9 weeks. If the check fails by 5 or more, the improvement is finished in 12 weeks.
  • Rally workforce: The Ruler makes an Authority check. If the check succeeds, the improvement is finished in 8 weeks. If the check succeeds by 5 or more, it is finished in 4 weeks. If the check fails, the improvement isn’t hurried. If the check fails by 5 or more, the improvement is not hurried and Unrest increases by 1.

8.3. Prepare Realm Spell

The Ruler can cast a Realm spell from any improvement in a Domain that grants Domain spells (obviously not to be confused with the cleric’s domain spells), such as a Wizard Tower or Chapel. The effect of the Domain spell is extended to the whole Realm. The Ruler can prepare one arcane and one divine Realm spell per season.

Preparing a Realm spell costs 1,000 gp * the level of the spell squared. It takes a number of days to prepare a Realm spell equal to the level of the spell. When the spell is prepared, the Domain leader can cast the spell at any time.

List of Domain and Realm spells

8.4. Establish Colony

The Realm can establish a colony in any explored hex without an existing population center. The colony starts as a thorp, unless the Realm decides to relocate (part of) the population from an existing settlement.

Establish Thorp: Establishing a thorp costs 500 food and 250 resource points and takes 4 weeks to complete.

Relocate Population: Make a Power or Authority check vs. 10 + the size of the population center you wish to relocate.

  • Power: If the check succeeds, the Realm can decrease the population of a settlement with as many steps as it desires. The size of the colony increases by the same number of steps. Unrest increases by 1.
  • Power: If the check fails, the relocation fails, and Unrest in the Domain with the population center increases by 1+1d4.
  • Authority: If the check succeeds, the Realm decreases the population of a settlement with 1 step. The size of the colony increases by 1
  • Authority: If the check fails, the relocation fails

Note: if you redraw a Domain’s boundaries because of a new settlement that uses a hex of said Domain, Unrest in that Domain increases by 1.

8.5. Military Actions

Disband Troops

With this action the Ruler disbands regular units, most probably to free up food and resource points. The Realm regains the food and resource points which have been spent during the consumption and upkeep phase for these units. Any training is lost.

Draft Troops

Ideally, the Realm is able to fall back on its standing or regular troops to deal with any military threat. However, a sudden or overwhelming attack may require the swift recruitment of fresh troops.
The Ruler may draft troops at any moment.
Drafting troops takes 1d4 days per squad, 1d4+1 days per platoon, 1d4+2 days per company, 1d4+3 days per battalion, 1d4+4 days per brigade, and 1d4+5 days per division.
When drafting troops, the Ruler takes a part of the active working population from the Domains’ settlements.

(1) Choose one or more settlements. Drafted squads do not need any food or resource upkeep. However, they can remain only one season in the field and the chosen settlement cannot draft any units in the following season.

(2) Make a Power check vs. the DOMAIN’s Control DC. If you don’t like the result, you may retry with an Authority check with a -4 penalty.

  • If the check succeeds, draft the appropriate military unit. Unrest increases by 1.
  • If the check succeeds by 5 or more, Unrest does not increase.
  • If the check fails, draft a military unit of one tier lower. Unrest increases by 1.
  • If the check fails by 5 or more, draft a military unit of one tier lower, and increase Unrest by 1+1d4.
    Drafted squads cannot be trained or advanced. They can merge with other drafted squads, however.

Settlements’ Drafting Capacities:

  • Thorp: none
  • Hamlet: none
  • Village: 1 squad
  • Small Town: 1 platoon or 3 squads
  • Large Town: 1 company or 3 platoons
  • Small City: 1 batalion or 3 companies
  • Large City: 1 brigade or 3 battalions
  • Metropolis: 1 division or 3 brigades

(3) Temporarily reduce the size of the settlement by one step.

(4) If a drafted squad is KIA, the temporary reduction in population is permanent and Unrest in the Domain increases by an additional 1.

Hire Mercenaries

If the treasury has a lot of gold, or if the Ruler does not like the idea of depleting population centers, the Realm can hire mercenaries. The Realm can recruit as many mercenary squads as it desires. The cost for hiring mercenaries is indicated in the entry of the Military Units and covers all costs. Mercenaries are always paid up front.
A mercenary squad starts with the “Experienced” training level. If there are more mercenaries than regular units in the Realm (mustered or drafted), there is a chance that the mercenaries turn against the Kingdom. Make an Authority check vs. the Realm Control DC to avert such a scenario.

Muster Troops

Once per season, the Ruler may muster troops. These are “regular” military units, constituting the standing army of the Kingdom. The maximum number of individual soldiers mustered depends on the size of settlements and the Kingdom itself. The total number of soldiers is calculated and then distributed into Military Units of the appropriate size.

Settlements’ Mustering Capacities:

  • Thorp: 1d2 soldiers
  • Hamlet: 1d6 soldiers
  • Village: 5d4 soldiers
  • Small town: 2d10*10 soldiers
  • Large town: 2d20*10 soldiers
  • Small city: (1d6+4)*100 soldiers
  • Large city: (4d12+6)*100 soldiers
  • Metropolis: 4d10*250 soldiers

Add to the end total of soldiers a bonus of 1% per governed hex in the Kingdom. E.g. a Kingdom with 20 hexes adds a 20% bonus.

Mustered units start with the “Green” training level. The Ruler immediately pays the consumption and upkeep costs for these units.

Each season, the maximum number of available troops that can be mustered is recalculated.

When the Realm is in immediate need of more troops, units have to be either drafted or hired (see above).

Standing army consumption and upkeep

The Kingdom subtracts the current cost of its standing military from the treasury. Deficits can be solved through trade, loaning abroad (see above), extra taxation (see above), or disbanding military units.

The total cost of the Realm’s regular units is calculated by tallying their total food and resource cost.

Note that drafted units and mercenary units following different rules.

Train Troops

Regular units can be trained to its next tier. Make a Power check vs. DC 10 + 1/2 the unit’s HD. If you don’t like the result, you may retry with a Statecraft check with a -4 penalty.

  • If the check succeeds by 5 or more, troops are trained to the next tier for free.
  • If the check succeeds, troops are trained to the next tier. The cost for training is half the amount of food and resources of the unit’s consumption and upkeep.
  • If the check fails, troops are trained to the next tier, but the cost for training is equal to the amount of food and resources of the unit’s consumption and upkeep.
  • If the check fails by 5 or more, troops are not trained, and a number of food and resources equal to the unit’s consumption and upkeep is wasted.

8.6. Organize National Festivities

In order to combat Unrest in all Domains, the Ruler can organize a nation-wide seasonal festival. This costs 200 gp x Realm DC. Make a Prestige check:

  • If the check succeeds by 5 or more, Unrest in all Domains is reduced by 2+1d6 points.
  • If the check succeeds, Unrest in all Domains is reduced by 1+1d4.
  • If the check fails, Unrest in all Domains is reduced by 1.
  • If the check fails by 5 or more, Unrest in all Domains remains stable.

Governance Phases

The Path of Kings BrightSmith