Empires

Grimolde

Mongoose
What exactly is the book Empires?

Does it tell me how to create a kingdom from scratch? Is it setting neutral?

Thanks
 
IIRC it is setting neutral, but uses Glroantha, Melnibone and the Roman Empire as examples.

I'm not sure it tells you how to create a ingdom from scratch (though this might depend on exactly what you mean by "create a kingdom" and "from scratch"), but it does give you rules for handling political, financial and physical conflict between states.

I did intend to run a game at this level of abstraction using RQ Empires, but unfortunately that's as far as I got.... Maybe I should dig it out again...
 
Yes, it allows you to 'stat out' empires, and run them as 'characters.' So at a high level you can see if the kingdom is getting into debt, whether they are more likely to defend with religion or arms against subversion attacks, etc.

It's a good, imaginative, genre-neutral system. I'd also say it's pretty much independent of RQ, other than keeping the RQ-type mechanics.

A few other observations:
* Written at an 'abstract-gritty' level. A region has things like "Law" and "Religion" as characteristics, and things like "Technology" and "Espionage" as capabilities. But you will have to fill in the 'color' commentary below those.
* The rules don't scale well: Great for one empire against another empire, or one Duchy against another Duchy. But trying to roll up 15 Duchies into one empire and manage both will require some intepretation.
* Empires does not explicitly translate to the local campaign. For instance, my players' characters have been granted a small fief. Empires tells me how much 'wealth' they can generate per year, but I can't tell you how many warhorses that will buy.

But if you're looking for good background material for this (often ignored) area of your campaign, Empires is brilliant.
 
There are other usages as well.

There is a very cool "renown" mechanic that is scalable for players.

There are tables for seasonal kingdom effects and happenings that are very useful for "background" happenings- famine, good harvest, etc.

There are also guild and faction rules which I find very helpful.

I find the book a fantastic GM resource.

My 2 cents.
 
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