Creating a Kingdom
CREATING A KINGDOM
A major part of the Kingmaker Adventure Path is the PCs’ creation of a kingdom and the cities within its borders. This presents rules for creating kingdoms and cities. Like characters, kingdoms use sheets to track their statistics. I will give you a blank kingdom sheet. Use the following notes to fill in a kingdom’s initial values.
Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Alignment changes may or may not cause unrest, depending on the circumstances and the abruptness. The maximum unrest that can be caused by changing alignment is 1 per 5 hexes per step away from neutrality, and 1 per 10 hexes per step towards neutrality.
• Lawful kingdoms gain a bonus on Economy checks.
• Chaotic kingdoms gain a bonus on Loyalty checks.
• Good kingdoms gain a bonus on Loyalty checks.
• Evil kingdoms gain a bonus on Economy checks.
• Neutral kingdoms gain a bonus on Stability checks (a truly neutral kingdom gains this bonus twice).
The number of hexes you’ve claimed.
Size * 250 + population of each city
Each kingdom has three stats which are similar to saving throws. A natural 1 auto-fails, a natural 20 auto-succeeds. The effective maximum for a stat is 10 higher than your lowest stat. Increases beyond the effective maximum will still add to the score, but when you roll, you only get (lowest +
• Stability – used to maintain order in the kingdom when bad things happen
• Economy – used to generate profit
• Loyalty – used to smooth over things your citizens don’t like and for armies
This is the DC that Stability, Economy, and Loyalty checks are made against. DC is equal to 20 + Size
A measure of how rebellious your population is. Your Unrest score is used as a penalty to all Stability/Economy/Loyalty checks.
• If Unrest goes above 10, you begin to lose hexes.
• If Unrest goes above 20, the kingdom devolves into anarchy. (All Stability/Economy/Loyalty = 0)
• Unrest carries over from month to month.
As your kingdom earns money, favors, resources, and power, its Build Point total increase. 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). You can have negative BP from consumption or events, but may not spend into the negatives.
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 kingdoms functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2.
A kingdom’s Consumption = (Size) + (# of city districts) +/- (Edicts value) – (2 x # of farmlands).
Some hexes give bonuses when claimed or developed.
• Bridge – Negates the cost increase of building a road across a river
• Building – If you establish a city, you can incorporate the building of the appropriate type
• Lair / Cave – Can be used as a defensive fallback, storage, guard post, or a prison. +1 Stability
• Landmarks – . A landmark hex increases a kingdom’s Loyalty +1.
• Roads – Allows for easier travel. For every 4 hexes that contain a road, +1 Economy. For every 8, +1 Stability.
• Ruins – If you establish a city, you can get a discounted building (half off) of the appropriate type.
• 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 – A notable source of metal, gems, food, mineral compounds, plants, wildlife, etc. +1 Economy