Kingdoms and Crowns By TheFriendlyArchfey [I, Salem, claim no credit to this. This was done entirely by TheFriendlyArchfey, I'm just the publisher]
The world is new, and it is your job, as someone of power within this world, to build yourself a vast, rich, and powerful empire. The untamed wilderness hides many distant frontiers ready to be colonized (and fought over!) will you be a wealthy Merchant kingdom, an expansionist empire, a shadowy oligarchy, or something else?
Important Rules/Information:
settlement sizes
Settlements come in a variety of sizes, and can slowly grow over time. As your settlement grows, its population would slowly increase until it would be considered a new size category of settlement. Population is not kept track of unless you want to, only included here for flavor and depth.
hamlet (min. population >100)
village (min population 500)
town (min. Population 3,000)
city (min. Population 10,000)
Large city (min. population 25,000)
metropolis/conurbation (min. Population 50,000)
at the start, every faction begins with just one settlement, town size.
Each important building provides buffs, income, or some other bonus to your settlement. A settlement can have two important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government:
all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements:
every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people:
every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX:a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Armies:
a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of settlements:
Upon winning a battle against a settlement and any defending armies, the winning side can choose to either destroy or take over the settlement. A destroyed settlement is razed, and the citizens are driven out or killed, effectively removing the settlement from the map. Taking over the settlement simply changes who is in control of it. In addition, if a settlement’s lower class wealth is ever wretched for more than ten turns, the settlement is destroyed as it collapses.
Wealth:
each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important buildings:
Important buildings are split into several categories based on their purpose. Regardless, any can be built if you have a big enough settlement.
Upper class Economic
Mine (+1 wealth stage)
Quarry (+2 wealth stage, town or larger, replaces mine)
Shop (+1 wealth stage either class, village or larger)
Market (+2 wealth stage either class, replaces shop, town or larger)
Trading hub (+3 wealth stage either class, replaces market, city or larger)
Merchant’s guild (+4 wealth stage either class, replaces trading hub, large city or larger)
Palace (-x lower class wealth stage, +x upper class wealth stage. x=1, 2, 3, or 4, your choice, city or larger)
Lower class economic
Inn (+1 wealth stage)
Large inn (+2 wealth stage, replaces inn, town or larger)
Shop (+1 wealth stage either class, village or larger)
Market (+2 wealth stage either class, replaces shop, town or larger)
Trading hub (+3 wealth stage either class, replaces market, city or larger)
Merchant’s guild (+4 wealth stage either class, replaces trading hub, large city or larger)
Population
Farm (-1 population growth time)
Large farm (-2 population growth time, village or larger, replaces farm)
Plantation (-3 population growth time with any settlement, town or larger, replaces large farm)
Great fields (-4 population growth time with any settlement, city or larger, replaces plantation)
Military
Keep (military power +2, village and larger)
Castle (military power +4, replaces keep, town and larger)
Fortress (military power +8, replaces castle, large city and larger)
Barracks (military recruitment power +2, town and larger)
Walls (military power +6, city and larger)
Great walls (military power +10, replaces walls)
Miscellaneous
Houses- a place for people to stay, prevents rampant homelessness.
Shrine- a place of worship for the predominant religion of the settlement, increasing happiness among the community.
Tavern- attracts adventurers and keeps people happy. Adventurers may be for hire here!
Crafter-a building dedicated to a specific, non-luxury craft or trade. (Village or larger)
Church- a small building for prayer and worship, with at least one priest capable of granting minor healing. (Village or larger, replaces shrine)
Temple- a large church, with multiple priests and many acolytes, capable of revivification. (Town or larger, replaces church.)
Theatre- an indoor stage for performances of all kinds. Attracts traveling performers from across the region, including at least one bard. (Town or larger)
Working district- a large area of a city dedicated to many varied crafts and important jobs for the entire city. (Replaces crafter, city or larger)
Entertainment district- a portion of the city dedicated to art, performance, and entertainment, with multiple stages and theatres. Has multiple bards and locally famous performers. (Replaces theatre, city or larger)
Grand cathedral- an enormous temple of masterful design, with multiple priests, dozens of acolytes, and at least one Archpriest, capable of performing advanced resurrections and rituals. (Replaces temple, large city or larger)
Theatre complex- a large entertainment district with dozens of lavish theatres and opera houses, other forms of live entertainment and games. Often has at least one world famous performer at any given time. (Large city or larger, replaces entertainment district)
Wonder- something of great opulence and magnificence. Whatever it may be, it attracts people from across the world to see, be it an enormous theatre, a special Cathedral, a palace of unimaginable wealth, a monument or statue to greatness, or whatever else you may desire. (Metropolis or larger)
Government types:
Every settlement of village size or larger must have a government. A government provides bonuses or different rules to settlements. Three or more settlements under the same government may be called a Monarchy, or an empire with 10 or more settlements.
Aristocracy- upper class is two wealth stages above lower class.
Oligarchy-shops, markets, trading hubs and merchant guilds have an additional +1 bonus to wealth stage, but only affect upper class.
Theocracy- all settlements get an additional shrine/church/temple/grand Cathedral, not taking up an important building slot.
Autocracy- lower and upper class wealth stages are decreased by two, and all military units gain a +1 to power.
Democracy- the upper class is always exactly two wealth stages above lower class.
Republic- the upper class does not have to be one stage above lower class.
If you have any questions, please see to the links in Community or PM TheFriendlyArchfey. I am not the creator of anything K&C related, I'm just the publisher because Arch's account is bugged
Final notes: this game is one part roleplay, one part kingdom builder. Feel free to roleplay as the leaders of your nations, hosting lavish parties, elections, or whatever your heart desires, along with expanding your empire! The specific details of what each of the buildings look like and how the governments work is up to you, you have total creative control over your cities. In addition, as of now, we do not have a set map. Feel free to make geographical locations, and expand upon others that fellow players have made. Finally, and most importantly, no bullying, and have fun! That is an ORDER!
<Also, unfortunately, you copied the spoilers directly, so you can't actually open them up/see what's inside. Before copying, you have to actually open the spoilers up, then copy paste>
Rollback Post to RevisionRollBack
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
<Also, unfortunately, you copied the spoilers directly, so you can't actually open them up/see what's inside. Before copying, you have to actually open the spoilers up, then copy paste>
<Not first, but also, [GP]>
Rollback Post to RevisionRollBack
Error. (Traceback) line 1, <Salem> is undefined. >Attemp <EXTENDED SIG>? YESNO
[Enter: A new RP Thread: Anytown, USA] (That's a link.. Please click it.) S♡J 2-13-25
old Caterinna is a small town upon the Tsaritsa river. Or, well, it was. Ruled by Lord Gregory the fourth, the town has been in his family for generations. Him and his predecessor were known for their excessive cruelty and use of force to maintain control. This made the commonfolk of Old Caterinna angry.
and so, a year ago, a group of Caterinnian peasants had formed a plan. A plan to overthrow Lord Gregory.
four months ago, a crowd of peasants stormed the keep, overpowering the few guards stationed there and capturing lord Gregory while he was asleep. He was brought before the crowd to face punishment, and he was beheaded.
all of it was orchestrated by a group of close friends, calling themselves the Lauriers. The mastermind among them was Bouclaire Blanchet, a woman on the inside of the palace, one of Lord Gregory’s servants.
soon, after Gregory’s fall, the Lauriers, beloved by the people, took power, promising a brighter future. Their leader? The cunning, charismatic spy that lead them to victory, Bouclaire Blanchet. No, Lady Bouclaire.
in Bouclaire and the Laurier’s four months in power, they’ve made significant improvements, including the construction of a theatre, repairing houses, and making significant progress in turning the run-down village into the start of a vibrant, bustling town. It is the dawn of a reign of a new town, and soon, a new nation: the Empire of the Arts and the Dynasty of Masks: Vallereine.
Kingdoms and Crowns By TheFriendlyArchfey
[I, Salem, claim no credit to this. This was done entirely by TheFriendlyArchfey, I'm just the publisher]
The world is new, and it is your job, as someone of power within this world, to build yourself a vast, rich, and powerful empire. The untamed wilderness hides many distant frontiers ready to be colonized (and fought over!) will you be a wealthy Merchant kingdom, an expansionist empire, a shadowy oligarchy, or something else?
Important Rules/Information:
settlement sizes
Settlements come in a variety of sizes, and can slowly grow over time. As your settlement grows, its population would slowly increase until it would be considered a new size category of settlement. Population is not kept track of unless you want to, only included here for flavor and depth.
hamlet (min. population >100)
village (min population 500)
town (min. Population 3,000)
city (min. Population 10,000)
Large city (min. population 25,000)
metropolis/conurbation (min. Population 50,000)
at the start, every faction begins with just one settlement, town size.
Important buildings:
Each important building provides buffs, income, or some other bonus to your settlement. A settlement can have two important buildings per population category of the settlement (EX: Metropolis could have 12, Town could have 6). Some important buildings require specific population categories to be built in a city, for example, a grand Cathedral can only be built in Category 5 settlements or higher, and barracks can only be built in Category 3 settlements or higher. (More info later)
Government:
all settlements of village population category and higher must have a form of government, which can preside over any or all of your Settlements. There can be multiple governments for each of your different settlements. Various government types are detailed later.
Settlement growth and building new settlements:
every twenty days, provided a settlement has access to food, water, and basic shelter, its population grows by one Category. Certain important buildings decrease this time, allowing the settlement’s population to increase faster. If you wish to create a new settlement, you require an existing settlement of at least town size with the Lower Class wealth stage of at least Modest. You reduce their wealth stage for 10 days, and also spend 5 military power worth of soldiers in order to create a group of settlers. The next day, they may create a new Hamlet.
Important people:
every faction, kingdom, and nation has a leader, a single person who calls the shots, and one way or another, has most of the power. This character, your faction’s leader, is a character you control. You can make other characters that might hold powerful positions, though they don’t give benefits (EX: a Priest or heir to the throne). Your leader and any important people have a maximum level/CR of 20/12. They are generally humanoid, but that is only a recommendation.
Armies:
a ruler, once per real life day, can recruit soldiers from any of their settlement. Soldiers are grouped into troops. Any cities you decide to recruit from produces one troop. Each troop has military power, 1-6, depending on the population category of the settlement they were recruited from. In battle, the army with the higher total military power wins, destroying the rival troops. When attacking a settlement, an army must attack enemy armies in that settlement, and the settlement itself, which has a military power equal to twice its population category. (EX: Metropolis 12, Town 6)
Destruction of settlements:
Upon winning a battle against a settlement and any defending armies, the winning side can choose to either destroy or take over the settlement. A destroyed settlement is razed, and the citizens are driven out or killed, effectively removing the settlement from the map. Taking over the settlement simply changes who is in control of it. In addition, if a settlement’s lower class wealth is ever wretched for more than ten turns, the settlement is destroyed as it collapses.
Wealth:
each settlement has two distinct segments of the population: the lower class and the upper class. No matter the wealth of the lower class, the upper class is always at least one wealth stage higher than the lower class. The stages of wealth are as follows, with comparisons to housing for reference:
Wretched (Homeless)
Squalid (Small shack)
Poor (Shack)
Modest (Small House)
Comfortable (House)
Wealthy (Large House)
Aristocratic (Mansion)
Opulent (Palace)
A settlement can financially support other settlements, decreasing their wealth stage by an amount and raising the other settlement’s by that same amount.
Important buildings:
Important buildings are split into several categories based on their purpose. Regardless, any can be built if you have a big enough settlement.
Upper class Economic
Mine (+1 wealth stage)
Quarry (+2 wealth stage, town or larger, replaces mine)
Shop (+1 wealth stage either class, village or larger)
Market (+2 wealth stage either class, replaces shop, town or larger)
Trading hub (+3 wealth stage either class, replaces market, city or larger)
Merchant’s guild (+4 wealth stage either class, replaces trading hub, large city or larger)
Palace (-x lower class wealth stage, +x upper class wealth stage. x=1, 2, 3, or 4, your choice, city or larger)
Lower class economic
Inn (+1 wealth stage)
Large inn (+2 wealth stage, replaces inn, town or larger)
Shop (+1 wealth stage either class, village or larger)
Market (+2 wealth stage either class, replaces shop, town or larger)
Trading hub (+3 wealth stage either class, replaces market, city or larger)
Merchant’s guild (+4 wealth stage either class, replaces trading hub, large city or larger)
Population
Farm (-1 population growth time)
Large farm (-2 population growth time, village or larger, replaces farm)
Plantation (-3 population growth time with any settlement, town or larger, replaces large farm)
Great fields (-4 population growth time with any settlement, city or larger, replaces plantation)
Military
Keep (military power +2, village and larger)
Castle (military power +4, replaces keep, town and larger)
Fortress (military power +8, replaces castle, large city and larger)
Barracks (military recruitment power +2, town and larger)
Walls (military power +6, city and larger)
Great walls (military power +10, replaces walls)
Miscellaneous
Houses- a place for people to stay, prevents rampant homelessness.
Shrine- a place of worship for the predominant religion of the settlement, increasing happiness among the community.
Tavern- attracts adventurers and keeps people happy. Adventurers may be for hire here!
Crafter-a building dedicated to a specific, non-luxury craft or trade. (Village or larger)
Church- a small building for prayer and worship, with at least one priest capable of granting minor healing. (Village or larger, replaces shrine)
Temple- a large church, with multiple priests and many acolytes, capable of revivification. (Town or larger, replaces church.)
Theatre- an indoor stage for performances of all kinds. Attracts traveling performers from across the region, including at least one bard. (Town or larger)
Working district- a large area of a city dedicated to many varied crafts and important jobs for the entire city. (Replaces crafter, city or larger)
Entertainment district- a portion of the city dedicated to art, performance, and entertainment, with multiple stages and theatres. Has multiple bards and locally famous performers. (Replaces theatre, city or larger)
Grand cathedral- an enormous temple of masterful design, with multiple priests, dozens of acolytes, and at least one Archpriest, capable of performing advanced resurrections and rituals. (Replaces temple, large city or larger)
Theatre complex- a large entertainment district with dozens of lavish theatres and opera houses, other forms of live entertainment and games. Often has at least one world famous performer at any given time. (Large city or larger, replaces entertainment district)
Wonder- something of great opulence and magnificence. Whatever it may be, it attracts people from across the world to see, be it an enormous theatre, a special Cathedral, a palace of unimaginable wealth, a monument or statue to greatness, or whatever else you may desire. (Metropolis or larger)
Government types:
Every settlement of village size or larger must have a government. A government provides bonuses or different rules to settlements. Three or more settlements under the same government may be called a Monarchy, or an empire with 10 or more settlements.
Aristocracy- upper class is two wealth stages above lower class.
Oligarchy-shops, markets, trading hubs and merchant guilds have an additional +1 bonus to wealth stage, but only affect upper class.
Theocracy- all settlements get an additional shrine/church/temple/grand Cathedral, not taking up an important building slot.
Autocracy- lower and upper class wealth stages are decreased by two, and all military units gain a +1 to power.
Democracy- the upper class is always exactly two wealth stages above lower class.
Republic- the upper class does not have to be one stage above lower class.
Community Made Links:
Archives
Non-Roleplay Stuff
Specific Rulings
If you have any questions, please see to the links in Community or PM TheFriendlyArchfey. I am not the creator of anything K&C related, I'm just the publisher because Arch's account is bugged
Final notes: this game is one part roleplay, one part kingdom builder. Feel free to roleplay as the leaders of your nations, hosting lavish parties, elections, or whatever your heart desires, along with expanding your empire! The specific details of what each of the buildings look like and how the governments work is up to you, you have total creative control over your cities. In addition, as of now, we do not have a set map. Feel free to make geographical locations, and expand upon others that fellow players have made. Finally, and most importantly, no bullying, and have fun! That is an ORDER!
Error. (Traceback) line 1, <Salem> is undefined.
>Attemp <EXTENDED SIG>?
YES NO
[Enter: A new RP Thread: Anytown, USA] (That's a link.. Please click it.)
S♡J
2-13-25
*its here!*
<First post!>
<Also, unfortunately, you copied the spoilers directly, so you can't actually open them up/see what's inside. Before copying, you have to actually open the spoilers up, then copy paste>
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
<Ah, shoot, ninjaed.>
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
<Not first, but also, [GP]>
Error. (Traceback) line 1, <Salem> is undefined.
>Attemp <EXTENDED SIG>?
YES NO
[Enter: A new RP Thread: Anytown, USA] (That's a link.. Please click it.)
S♡J
2-13-25
*Hooray!*
Let him who is without sin cast the first stone.
*mwahahahah!*
*hooray indeed!*
*I’ll be drafting up an intro post of sorts for my character and faction*
<Should be ready to RP on this tomorrow. Already working on a faction.>
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
*Fixed!*
Error. (Traceback) line 1, <Salem> is undefined.
>Attemp <EXTENDED SIG>?
YES NO
[Enter: A new RP Thread: Anytown, USA] (That's a link.. Please click it.)
S♡J
2-13-25
*Sweet! Time to cook up an intro.*
*Also the spoilers still won't open for me.*
*Nevermind they are working now.*
*huh, weird. It works for me…*
*Yay! It’s here!*
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"Like a soon to be broken man once said: You're either perfect, or you're not me."
”Be not defeated by the rain. Be not hindered by the wind. Bested by neither winter snow or summer heat.”
Hic Sunt Dracones\
Taking a bit of a break from DDB. Be back before summer
I noticed your name is SalemTheArtificer, specifically calling out the Artificer here.
can you turn a 4 round shotgun into a 54 round shotgun?
:D
I feel like that's the basis of an Artificer, they tinker with stuff and make it better
Alignment: Chaotic Evil (mostly)
Characters (Fan):
Arima Namikawa (Lawful Good)
Ken Kaneki (Chaotic Evil)
Religious follower of the Chaotic Evil Code: (JUST A JOKE)
*It's here! Huzzah! Making a basic idea for my faction now!*
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
old Caterinna is a small town upon the Tsaritsa river. Or, well, it was. Ruled by Lord Gregory the fourth, the town has been in his family for generations. Him and his predecessor were known for their excessive cruelty and use of force to maintain control. This made the commonfolk of Old Caterinna angry.
and so, a year ago, a group of Caterinnian peasants had formed a plan. A plan to overthrow Lord Gregory.
four months ago, a crowd of peasants stormed the keep, overpowering the few guards stationed there and capturing lord Gregory while he was asleep. He was brought before the crowd to face punishment, and he was beheaded.
all of it was orchestrated by a group of close friends, calling themselves the Lauriers. The mastermind among them was Bouclaire Blanchet, a woman on the inside of the palace, one of Lord Gregory’s servants.
soon, after Gregory’s fall, the Lauriers, beloved by the people, took power, promising a brighter future. Their leader? The cunning, charismatic spy that lead them to victory, Bouclaire Blanchet. No, Lady Bouclaire.
in Bouclaire and the Laurier’s four months in power, they’ve made significant improvements, including the construction of a theatre, repairing houses, and making significant progress in turning the run-down village into the start of a vibrant, bustling town. It is the dawn of a reign of a new town, and soon, a new nation: the Empire of the Arts and the Dynasty of Masks: Vallereine.
*here’s the stuff for Old Caterinna!*
Settlement: Old Caterinna
Government type: Aristocracy
Ruler: Lady Bouclaire Blanchet
Lower class wealth: modest
Upper class wealth: wealthy
Military power: 10
Important buildings:
-market (+2 lower class)
-quarry (+2 upper class)
-larger inn (+2 lower class)
-plantation (-3 growth time)
-theatre
-Castle (+4 military power)
*Question. How would important people work in a Praetor system?*
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"Like a soon to be broken man once said: You're either perfect, or you're not me."
”Be not defeated by the rain. Be not hindered by the wind. Bested by neither winter snow or summer heat.”
Hic Sunt Dracones\
Taking a bit of a break from DDB. Be back before summer
what are the starting wealth classes?
Owen is here. enjoy my favorite game. I like DND and am looking for a group. See my website here. A proud member of kingdoms and crowns.