Kingdom Basics

Regardless of whether the players conquer an existing nation or they start their own in some uninhabited land, it is now the players job to run that nation. While the GM can simply handwave the mechanics to allow the players to get back to adventuring, other groups would like to see exactly how the choices they make affect their nation. These rules allow your players to create kingdoms and cities and see how their efforts shape their new home. Like characters, kingdoms use sheets to track their statistics. A blank kingdom sheet can be found at the end of this supplement. 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.

  • 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.

Economy, Loyalty, and Stability: 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 simply let the PCs “restart” a new kingdom elsewhere with a smaller number of starting Build Points. 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 (BP) total increases. Just as character start off the game with a certain amount of gold, GMs should grant the starting kingdom a certain allotment of BP. 30 BP is appropriate for a kingdom who’s rulers possess few connections and little in the way of a financial benefactor. These BP represent more manpower and tools than actual money. 50 BP should be considered average. This represents a powerful family, significant company or small nation helping the players to start off. 70 BP would represent a well-funded and fully supported national effort for a colony or other type of national expansion effort.

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.

Building Cities

The greatest asset of any kingdom are its cities, for it is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged.

Kingdom Improvements per Month
Kingdom Size Claim Hexes Prepare New Districts New Buildings Roads Kingdom Improvements
1-10 1 1 1 1 1
11-25 2 1 2 2 1
26-50 3 1 5 3 2
50-100 4 2 10 4 2
100-200 6 3 20 6 3
200+ 8 4 No Limit 8 3

Reading the Grid:

The city grid consists of 36 city blocks, each arranged into nine larger squares. Each block is separated by alleys, while each square is separated by streets. The nine squares themselves are in turn bordered by four sides, each side represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city district into another. For larger cities, you can prepare multiple districts sharing common borders.

Preparing the Site:

Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. The cost and time required to clear space in various terrains is detailed on this table.

Preparing a city district
Terrain Cost Time to Prepare
Forest 4BP 2 Months
Grassland 1BP Immediately
Hills 2BP 1 Months
Mountain 12BP 4 Months
Rock Desert 6BP 3 Months
Sand Desert 2BP 1 Months
Swamp 8BP 3 Months

Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.

The City Grid in Play:

You can use your city grid to aid in resolving encounters or adjusting kingdom or city statistics.

  • Destroyed Blocks: If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement structure is halved if the replacement is the same type of structure as the one that preceded the destruction.
  • City Grid Scale: Although combat encounters in a city should still be played out normally, you might need to determine how long it takes for someone to travel from one location to another in the city in the case of multiple encounters. In this case, treat each city block as if it were a 750-foot square—this means that an entire city district is about 1 square mile in size.

Base Value
When using these rules to build a settlement, the city’s base value starts at 200 gp. It increases as you construct certain buildings, like shops and marketplaces.

Building Buildings

Once you’ve prepared your city district, you can start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up (although they can span streets). When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your city grid. It takes 1 month to construct a building, no matter what size the building is—its benefits apply immediately.

  • Population: A city’s population is equal to the number of completed blocks within its districts × 100. A city grid that has all 36 blocks filled with buildings has a population of 3,600.
    Defensive Modifier: A city’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat. Keep track of your city’s Defensive Modifier, but until the city is attacked by an invading army, this value is not used.
  • Base Value: The base value associated with a city built in this manner is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city. Using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.
  • Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate category for each empty slot.

After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase. (see Ruling a Kingdom)

Kingdom Basics

Kingmaker wizejester