So I noticed that like half of the actiivity on Kingdoms and Crowns is just out of character stuf about the rules and chaotic randomness soooo... Tada!
[I, Gonzalo, claim no credit for this. This was done entirely by TheFriendlyArchfey. I'm just here to sort out the chaos.]
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?
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)
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.
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.
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.
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)
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.
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 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)
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.
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!
So I noticed that like half of the actiivity on Kingdoms and Crowns is just out of character stuf about the rules and chaotic randomness soooo... Tada!
Also:
Link to the Archives!
Link to the specific rulings!
Link to the monsters!
Link to the official characters!
Link to Kingdoms and Crowns!
[I, Gonzalo, claim no credit for this. This was done entirely by TheFriendlyArchfey. I'm just here to sort out the chaos.]
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.
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!
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
There it's done
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
ya yeet
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread and Mechanicus thread
Around but not too active
Exactly.
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
So Drizzt, I would add one troop and five military power every day, right?
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
yes from my understanding thats how it works
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread and Mechanicus thread
Around but not too active
Thanks!
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
we are so close to having 20 players in the kingdoms and crowns thread :)
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread and Mechanicus thread
Around but not too active
this is useful.
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.
chaos
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread and Mechanicus thread
Around but not too active
Yes. Chaos. Hopefully all the chaos will move off the Kingdoms and Crowns thread and move to here.
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
Hey Gonzalo wanna link my thread to yours and I link your thread in mine so people can cross the threads easier?
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread and Mechanicus thread
Around but not too active
Sure
Praise Jeff the Evil Roomba!
Clay Scavenger!
I'm one of the moderators of CAMP HALF-BLOOD!
*yeet*
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread and Mechanicus thread
Around but not too active