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==Hex Management== *Clearing the hex. Before you guys are able to import any workers or peasant families you're going to have to clear the hex. This will involve a thorough exploration as per the house rules posted on the wiki and slaying, driving out or making peace with any monsters dwelling within the hex (for instance, if there was a family of pixies they could most likely stay put provided a truce is arranged). I will tell you that the trolls were by far the toughest monsters laired within the hex, so from a logistical standpoint it would be possible to leave a garrison of henches and mercenaries to do the clearing while the PCs attend to other stuff. One downside to this is that if the henches are adventuring by themselves they'll gain a full share of XP and may level faster than you would like. Clearing the hex will reveal any features or resources within, as well as give you an idea of the land revenue of this hex (as per p. 125). *Keeping the hex clear. Even though the Keep is large enough to cover two hexes it will only be able to garrison one hex until fully repaired. The rules on p. 130 for garrisoning a hex assumes the cost is based off the number of families currently in the hex. Since there are -- as far as you know -- no families in the hex we're going to say it will take a minimum of five mounted mercenaries plus a commander to keep the hex clear. Since this is a wilderness hex there will have to be either a PC or a henchman in charge of any mercenary force (i.e. being the commander). This will change as the hex gradually changes to Borderlands and then Civilized, assuming you end up staying here. In addition, you will need to spend another 4 gp on mercenaries for every ten workers you import. This is in addition to the base five needed to keep the kex cleared. *Repairing the Keep. Before any workers can be imported the hex must be cleared of all lairs and garrisoned. Only then will workers feel safe enough to travel here. I'd like to use the expanded rules for construction in Domains at War, which clarify costs, and we've got two choices for doing the repairs: we can abstract the total cost and assume you bring in enough masons and carpenters to do the required work or we can break it down into various trades and get super specific. While the workers are here they will have to be sheltered, fed and transported. Again, we can just assume a base cost or break that down as well. You will also have to get the workers from somewhere. These can come from either the Principality or from one or more of the settlements scattered about. If you swear fealty to the Prince I will likely apply some modifier to the number of workers available. *Populating the lands. At this point the hex is unsettled and you've got two choices if you want to settle it. As posted at the beginning you can swear fealty to the Scarlet Prince and receive official leave to import families from the Principality. In this case I will apply some modifier to the number of families that are attracted per month. Or you can seek out human settlements (such as Hob and the rumors of villages you have heard to both east and west) and try and entice families to move. *Profiting. Only once the repairs are complete will you be able to begin taxing the families in the hex (and spending to maintain them) as per the rules on p.127.
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