Rules for running a small province

This system is designed for 4, level 8 characters. It can also be used with 6, level 6 characters or 6 level 4 characters as advisors for a level 10 Lord.

Each month your players make 12 rolls to determine how well the province is doing.

They spend 10 days every month running the province, the other 20 days, adventuring or manually fixing any problems. I’ll briefly introduce you to the 12.

Military (Str) – Your basic militia, local security (towns, busy roads), armoury. This is also your provinces base military strength.
Related: Royal Guards, Politics

Scouts (Dex)- Territorial police, strike teams, forest rangers, find random adventures for your PC’s. (monster layers, lost treasure etc) This roll can discover war bands and new settlements in your province.
Related: Agriculture, Military, Espionage

Espionage (Dex/Int)- Collects information about your neighbouring provinces and their nobles/leaders, can be used to assassinate important figures. Espionage protects the PCs (counter espionage) from such attempts and can be used to recover stolen items and figures.
Related: Diplomacy

Royal Guard (Con)- Body guards, protects the keep, treasury and are very loyal. Royal Guards are the elite and so are the only ones to have levels other than the very basic ones (commoner etc)
Related: Diplomacy and Treasury

Mining/Industry (Con)- Mining, building, smelting and other hard labour. This is your industry section.
Related to: Military and Trade

Arcana (Int) – This attribute covers everything from your wizard school to maximum spells you can buy in your kingdom. Includes magic item creation, technology and magic support for your army.
Special: Before rolling the 12 province score rolls, roll Arcana bonus x 1d12 (the D12 represents the 12 province skills) and add +1 to the respective scores (or -1 if the Arcana score is negative) This roll represents the technological breakthroughs.
Related: Religion

Treasury (Int) – How well taxes are collected and spent. Income of your kingdom.
Special: Each month the players get Treasury bonus (PC level x Treasury score x 100 gp each as small donation from the province. If the bonus is negative, the players must pay the amount.
Related: Militia, Religion, Arcana, Espionage

Trade (Wis) – New items/materials to the kingdom. Can be used to temporary cover the negative effect of losing your Mining/Agriculture industries.
Special: When spending Trade points to improve Mining and Agriculture the ratio is 1:1. (not the usual 2:1)
Related: Agriculture, Diplomacy and Mining

Agriculture (Wis) – Wood, water, leather and food
Special: For every 5 points in Agriculture, add +1 to Mining and Politics rolls
Related: Trade, Politics and Mining

Religion (Wis) – Alignment of the province. The higher this is the closer your province will be to your party’s general alignment. This also includes which of the God’s are going to have the main presence in the province and access to divine knowledge, spells and items.
Related: Politics and Royal Guard

Diplomacy (Cha)- Relations with nearby provinces. The higher this is the less chance of a conflict with the surrounding provinces, at higher levels this would extend to other kingdoms.
Related: Trade

Politics (Cha)- Inner province relations, happiness level of your people.
Special: For every 5 points in Politics, add +1 to Treasury
Related: Treasury

We have a group of 6, so each character is responsible for two of these.

Now, each character gets (Level) x ability bonus to apply to some of these before they make the 12 rolls.

So a level 4 Rogue could use his 4 Dex to a total of + 16 (8 to scouts and +8 to Espionage) or he could down grade two of these to Int which he only has +2 bonus to. The total contribution from him would then be +8 to Scouts and +4 to Treasury.

I know the Ability required are uneven (only 1 roll needs Str and 3 need Wis) This is because it usually requires knowledge and experience to rule a kingdom. But this system also works for a kingdom that is ruled by a strong warlord as the Military aspect of their province would be high and they would need to pillage to get other resources.

Also Espionage has both Int and Dex, this is because your thieves can overcome the traps with Dex (dodging) or Int (avoiding)

The basic DC to beat is 20.
For every 5 you beat the DC by you get +1 to that particular attribute. The bonuses accumulate and you can spend them (your DM will let you know what it is spent on)
You can also use 2 points from one of the abilities to increase another related ability by 1.
Every month 1 point from each attribute is automatically spent (as your kingdom grows this number will increase)
For every 5 you get below the 20 you get a -1 to that attribute.
If an attribute is at -5 (very bad) it can keep decreasing to -10, for each step while decreasing from -5 to -10 a further -1 is applied to all related abilities.

If no Ability bonuses are invested into a particular attribute, the roll automatically suffers a -2 penalty. This is to represent the neglect given to that section.

Some of the province attributes are affected by the major races that reside within the province.
There are positive and negatives to having certain races in a province.
Summit has the following races:

Dwarves:

Major bonus to Mining and Industry and a minor bonus to Military.
Major penalty to Arcana and minor penalty to Diplomacy.

Dwarves are very tough but could never really understand the art of arcane magic. They would much rather have their axes do the talking, and so other provinces find it slightly difficult to have good diplomatic relations.

Halflings:

Major bonus to Espionage and a minor bonus to Agriculture.
Major penalty to Diplomacy and minor penalty to Politics.

The Halflings around Summit are especially sneaky, which makes them perfect for infiltration. Through following Yondalla, they also have a good understanding of nature and have a small bonus to Agriculture. Unfortunately years of isolation and exploitation made them hard to befriend and even harder to understand.

Bards often sing songs about how Summit’s halflings and dwarves were united when the Orc hordes invaded from the south and drow attacked villages (especially Argor) to the west. Ever since both enemies were repelled, the two races have grown close and have a lot more respect for each other.

Dryads:

Major bonus to Agriculture and a minor bonus to Scouts.
Major penalty to Mining/Industry and minor penalty to Trade.

The Dryads have a supernatural connection with nature and are able to grow almost anything anywhere. Because of their natural connection, they can use flora to detect threats from a safe distance. Their connection with nature also makes them oppose any industrial work done to their forests. This usually leads to conflict with traders and industrialized cultures.

Tales are told of how the Summit lords were able to help restore the torn relationship between Summit and the Dryads by integrating nature with the Summit’s industrial economy. Another, less popular tale is told of how the Summit Lords appeared from the Dryads home tree and were able to not only walk freely, but earn the respect of their elder. How exactly they earned the respect really depends on who you talk to.

Rules for running a small province

B&D&D&D&B Grisha