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Kingmaker: Varnhold Vanishing, Kingdom Update

November 21, 2016

So you may have noticed that there haven’t been a lot of details about what’s been going on in the kingdom during this adventure. The reason for that is that it takes a looooong time to do 5 years’ worth of turns, even with the Kingdom Manager, and we never quite got up to speed. We got to about a year behind the current game time and stalled out, and it seemed that interest in building the kingdom had waned. I can’t really blame the players for that; Caerelia had grown to a point where there was absolutely no danger. Their kingdom bonuses were 20+ points over the kingdom’s Control DC, Consumption was negative, and Unrest was rarely above 0. The kingdom building rules were fun in the beginning where ruin or success seemed to hang on each die roll, but once the towns got built up, the system fell into pointless drudgery. But that’s a post for another time, perhaps.

In any case, while waiting for the rest of the group to show up this past session, Bill (Salar/Orseen’s player) and I knocked out a bunch of turns, and then he graciously stayed late with me to finish up the last bunch of them after everyone else had gone home. At this point in Caerelia’s life, no goal is out of reach and no expense is too great. The capital of Stagfell had been completely filled up – in the early stages of the kingdom, the PCs had made an agreement with the church of Gozreh to limit their settlements to 2 districts – and so Salar’s Rest, founded on the site where Salar the halfling ranger died to the Dancing Lady (or to fellow PC Iofur the druid; accounts differ), was made into a summer home for the rulers, complete with a grand palace. The town of Shrike Crossing was created at the abandoned ferry station down south, and built up into a hive of scum and villainy. Oleg’s Gate was also founded around Oleg’s Trading Post. Oleg and Svetlana were sad to see their home turned into a veritable fortress that was meant to protect the realm from any encroachment from the north, but it also kept them busy as it developed into a bustling trading hub. As Caerelia prospered, so too did southern Brevoy.

Bill tried using Exploration Edicts to start mapping out the Hooktongue Slough to the west, as he wanted room to expand the kingdom further. But after the 2nd expedition disappeared he raised a band of elite rangers, named the unit Salar’s Pathfinders (based in Salar’s Rest, naturally) and sent them out exploring instead. They had better luck dealing the lower-CR threats in the bogs, and had the numbers and speed to run away when they encountered something too mighty for them to slay. In this manner, he greatly expanded the kingdom’s knowledge of the dangerous territory to the west (and to the southeast).

And so I present Caerelia after turn 93, 7 years and 9 months after its initial founding!

Caerelia
NG Autocratic Barony (pop. 48,650)
Starday, Sarenith 08, 4718 (Turn 93)

Size: 93; Cities: 6; Control DC: 121
Economy: +185; Loyalty: +148; Stability: +164

Fame: +37; Infamy: +7; Unrest: 0; Unrest/Turn: 0
Treasury: 213 BP; Consumption: 0 (-3) BP/turn; Income: +32 BP/turn

Kingdom Corruption: +10; Kingdom Crime: +3; Kingdom Law: +0
Kingdom Lore: +4; Kingdom Productivity: +0; Kingdom Society: +10

caerelia-turn93-cropped

Stagfell [Capital]
NG Autocratic Small City (pop. 7,200)

Corruption: +11; Crime: +6; Law: +10; Lore: +8*; Productivity: +9; Society: +11
* Increase Lore bonus by 4 for questions relating to Knowledge (Arcana).

Defense: +15; Base Value: 5,600 gp; Purchase Limit: 37,500 gp
Maximum Spellcasting Level: 6th; Danger: +15; Maximum Qualities: 4

Qualities: Notorious, Rumormongering Citizens, Strategic Location

stagfell-district2-turn93stagfell-district1-turn93

Last Hope
LG Theocratic Large Town (pop. 2,100)

Corruption: +7; Crime: +3; Law: +5; Lore: +10*; Productivity: +3; Society: +10
* Increase Lore bonus by 4 for questions relating to Knowledge (Religion).

Defense: +4; Base Value: 2,000 gp; Purchase Limit: 10,000 gp
Maximum Spellcasting Level: 7th; Danger: +5; Maximum Qualities: 3

Qualities: Holy Site, Rumormongering Citizens

last-hope-turn93

Tatzylford
TN Autocratic Large Town (pop. 3,000)

Corruption: +10; Crime: +3; Law: +2; Lore: +4; Productivity: +5; Society: +9

Defense: +5; Base Value: 2,600 gp; Purchase Limit: 15,000 gp
Maximum Spellcasting Level: 5th; Danger: +5; Maximum Qualities: 3

Qualities: Prosperous, Rumormongering Citizens

tatzylford-turn93

Salar’s Rest
NG Autocratic Small City (pop. 6,100)

Corruption: +11; Crime: -3; Law: +10; Lore: +8*; Productivity: +9; Society: +13
* Increase Lore bonus by 2 for questions relating to Knowledge (History). Increase Lore bonus by 2 for questions relating to Knowledge (Arcana).

Defense: +16; Base Value: 4,000 gp; Purchase Limit: 25,000 gp
Maximum Spellcasting Level: 4th; Danger: +5; Maximum Qualities: 4

Qualities: Rumormongering Citizens, Superstitious

salars-rest-district1-turn93salars-rest-district2-turn93

Shrike Crossing
CN Syndicate-Run Large Town (pop. 3,700)

Corruption: +10; Crime: +10; Law: -5; Lore: +7; Productivity: +6; Society: +10

Defense: +2; Base Value: 2,600 gp; Purchase Limit: 15,000 gp
Maximum Spellcasting Level: 5th; Danger: +15; Maximum Qualities: 3

Qualities: Notorious, Rumormongering Citizens

shrike-crossing-turn93

Oleg’s Gate
CG Autocratic Large Town (pop. 3,300)

Corruption: +10; Crime: -1; Law: +5; Lore: +4; Productivity: +6; Society: +10

Defense: +16; Base Value: 2,600 gp; Purchase Limit: 15,000 gp
Maximum Spellcasting Level: 3rd; Danger: +5; Maximum Qualities: 3

Qualities: Prosperous, Rumormongering Citizens, Superstitious

olegs-gate-turn93

Next: back to the story!

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6 Comments
  1. Pinkius permalink

    it would appear every town has rumour mongering citizens

    • It’s probably the most innocuous of the Settlement Qualities. But also, what community doesn’t have rumor-mongering citizens?

  2. So…
    * The (Stagfell) orphanage is between the dump and the graveyard. How symbolic.
    * Varnhold seems a tad expansionistic, compared to the book – that’s probably be fun at the end of VVV.
    * That’s a lot of farms. Have they always been building farms, or are some of those hexes converted from mines?
    * On a related note, not Stockyards?
    * Corruption +10 or so, almost everywhere? But that doesn’t do anything, does it?

    • Converted from mines? A kingdom should always be building farms since they’re the most efficient way to reduce consumption. They’re starting to run out of room for them although that will change when they absorb the remnants of Varnhold.

      There is a stockyard in Tatzylford… where it doesn’t do much, actually. Oleg’s town is probably the one best suited for a stockyard but it was just recently built and the overriding concern there was defense.

      Corruption is one of the more useless settlement stats, yeah. “A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).” So it makes it easier for the Thieves’ Guild (and non-guild thieves) to operate.

      • Pinkius permalink

        At some point maybe have someone quietly usurp one of the towns. Forging reports and such, quietly supplant the real mayor of Tatzylford

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