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pathfinder:campaign_systems:organisations:start

Organisations

Overview

In this context Organisations are structures intended to promote an ideal, rather than just make money. While we might identify and develop other organisations later the two most significant are probably Religious and Academic organisations - Churches and Colleges. Your investments will be in demand as leaders of strongholds need to balance Economy, Loyalty and Stability - but most Business-folk and Merchants are only interested in the buildings that develop the Economy stat - because that is how they make their money. You guys, on the other hand, take a more balanced approach which can help even out the money-grabbing predilections of other investors.

Religious Developments

While there are national and international churches, there are also many local variants of the faith with their own leaders who all work together under one great philosophical umbrella. This means that PCs can start their own religious groups without being cut off from the rest of their faith. Religious organisations don't, on the face of it, have an income - however, most produce magic items, and that gives a tax exempt income to help further the growth of the church. Inheritance is the downside to this. If you create a Religious Organisation - it passes onto the next senior churchman when you die and you can't leave it to your family - unless, of course, one of your children is a powerful churchman. However, there is nothing to stop a PC building a Business, Stronghold or Merchant House (as well as a church) that could be passed on to their children.

Most religious groups are founded by Clerics, Druids, Paladins or Inquisitors.

Academic Developments

Academic Developments are very well balanced. Overall, you add more to the Loyalty and Stability of a town than you take out in terms of Economy - and you get to make a bit of tax free income from magical items as well. You make money less quickly that a full blown business, but you do get to leave your 'Academic Organisation' to you family when the time comes. And it is probably the easiest option to play :)

Many, although not all, academic institutions are started by Wizards, Bards, Alchemists, Magi or followers of Irori.

Management Process

A turn lasts three months. At the end of turn turn go through the following process to ascertain and document your expenditure.

Income Phase

This is how many BP you generate from buildings and developments in your stronghold.

  • +1BP for every 2 points of economy on buildings owned by the organisation.
  • +1BP for every building owned by the organisation that produces Minor Magical Items
  • +1BP for every building owned by the organisation that produces Medium Magical Items
  • +1BP for every building owned by the organisation that produces Major Magical Items

Acts of DM: Sometimes Kingdom Event Rolls, or other similar things, will affect income. Particularly good weather might mean that trade is boosted across the land, while a flood or famine might mean extra costs for everyone. It might just be one area, or it might be the whole region …

Development Fund and Treasury

To calculate how much you have to spend on new developments subtract the Consumption from Income + Treasury. Treasury is just BPs you own that haven't been spent yet.
Development Fund = (Income + Treasury) - Consumption

Events Phase.

This is when you change things, if you want to. Once everything is settled up for the turn, you know your BP balance for the next turn, so now you can do any or all of the following.

  • Build something

Any BP that you have left over can be kept in your 'treasury' for next time.

pathfinder/campaign_systems/organisations/start.txt · Last modified: 2019/06/01 17:04 by 127.0.0.1