Basic kingdom stats [hide] Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice). Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC. Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks. Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities. Stability, Economy, and Loyalty: These three values are analogous to saving throws. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success. Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders—if your PCs’ kingdom falls into anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted. Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland. Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the swordlords of Restov). Special Resources: If your kingdom includes any special resources (see below), record them here. Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers [/hide] Special resources [hide] Special Resources Some hexes do more than just add size to a kingdom— they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements. Bridge: A bridge hex negates the cost increase of building a road that crosses a river. Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building. Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1. Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1. Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1. Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as. See page 58 for a list of building types. Towns: A town consists of an established settlement— claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4. Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1. [/hide] Required positions [hide] The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen. Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values. Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler. Special Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom. Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty. Councilor The councilor ensures that the will of the citizenry is represented. Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier. Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor. General The General commands the kingdom’s armies and is a public hero. Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier. Vacancy Penalty Decrease Stability by 4. Grand Diplomat The Grand Diplomat oversees international relations Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier. Vacancy Penalty Decrease Stability by 2; the kingdom cannot issue Promotion Edicts. High Priest The high priest guides the kingdom’s religious needs and growth. Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier. Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest. Magister The Magister guides a kingdom’s higher learning and magic. Benefit Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier. Vacancy Penalty Decrease Economy by 4. Marshal The Marshal helps organize patrols and enforces justice in rural and wilderness regions. Benefit Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier. Vacancy Penalty Decrease Economy by 4. Royal Assassin The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin. Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase. Vacancy Penalty A kingdom without a Royal Assassin suffers no vacancy penalty. Spymaster The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms. Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase). Vacancy Penalty Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster. Treasurer The Treasurer organizes tax collection, and manages the treasury. Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier. Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes Warden The Warden leads the kingdom’s defense and city guards. Benefit Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier. Vacancy Penalty Reduce Loyalty by 4 and Stability by 2. [/hide] EDICTS: Kingdom Edicts Promotion Stability Consumption Type Bonus Increase None –1 — Token +1 1 BP Standard +2 2 BP Aggressive +3 4 BP Expansionist +4 8 BP Taxation Level Economy Bonus Loyalty Penalty None +0 +1 Light +1 –1 Normal +2 –2 Heavy +3 –4 Overwhelming +4 –8 Consumption Festivals per Year Loyalty Bonus Increase None –1 — 1 +1 1 BP 6 +2 2 BP 12 +3 4 BP 24 +4 8 BP Buildings [hide] Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value 1 minor item Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; limit one per city. Barracks (12 BP): A building to house city guards, militia, and military forces. Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value 2 minor items, 1 medium item, 1 major item; Brewery (6 BP): A building for beermaking, winemaking, or similar use. Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; ; limit one per city. Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items;limit one per city. City Wall (8 BP): City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Dump (4 BP): A centralized place to dispose of refuse. Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city. Granary (12 BP): A place to store grain and food. . Graveyard (4 BP): A plot of land to honor and bury the dead. Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. halves cost of Pier, Stable, and Tradesman in same city. Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item. House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. Jail (14 BP): A fortified structure for housing criminals. Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. 2 minor items. Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. 4 minor items, 2 medium items, 1 major item; Mansion (10 BP): A single huge manor housing a rich family and its servants. Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. halves cost of Black Market, Inn, and Shop in same city; 2 minor items. Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city. Park (4 BP): A plot of land set aside for its natural beauty. Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. Shop (8 BP; must be adjacent to 1 house): A general store. Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Smith (6 BP): An armor smith, blacksmith, or weapon smith. Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. Watchtower (6 BP): A tall structure that serves as a guard post and landmark. Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce.3 minor items, 2 medium items, 1 majoritem; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; limit one per city [/hide] Phases [hide] Upkeep Phase During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase. Step 1—Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2. Step 2—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2. Step 3—Fill Vacant Magic Item Slots: If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots. Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom (see page 56). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase. Improvement Phase During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits. Step 1—Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ); reallocating roles allows you to give every player a chance to play the role of ruler if you wish. Step 2—Claim Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. To claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city). Step 3—Establish and Improve Cities: Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics! Step 4—Build Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost. Step 5: Establish Farmlands: You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP. Step 6: Edicts: Pick or adjust your edict levels (see page 55) as you wish. Income Phase During a kingdom’s Income phase, take the following actions. Step 1—Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below. Step 2—Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp. Step 3—Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase. Step 4—Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount. [/hide]