The Kingdom Sheet
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 are 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. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted. However, house rules dictate that every time your Unrest score would be brought to a negative, you get BP in the amount of the negative.
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. There are other Non-City Buildings which affect consumption. In addition, if a city has a claimed forest within 5 hexes, then its consumption is reduced by 1 (to no less than 0). Only a claimed forest without another city can be used, and each city must use a different forest.
Formula: size + number of city districts + promotion costs + festival costs – 2 per farmland = Consumption
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.
Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.
Please note that the “Consumption Increase” levels in the table above are not one-time costs. If you have 12 festivals per year, then your Consumption gains a permanent 4 BP increase for every Upkeep phase, until and unless you change your number of festivals.
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 it counts as.
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.
Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1. Mines built on hexes with valuable minerals or gems get +2 to Economy and Stability. Camps built in forest with rare lumber get the same.
Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes of navigable rivers your kingdom controls, you gain +1 Economy. (Yes, hexes with a river and a road count for both.) Locks can transform one hex of unnavigable river into a navigable one.
Roads: 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.
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.
A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom.
In order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their kingdom). A single character can only occupy one leadership role at a time.
More details can be found here.
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. The rules presented here are designed to support the rules for kingdom building presented in the first portion of this article and to give players a visual representation of a city (the city grid) they helped to build up from scratch.
More details can be found here.
Ruling a Kingdom
Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.
A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments the PCs have made during that month can impact that month’s growth.
For more information, go here.
As their kingdom grows, the PCs gain experience points. Use the following guidelines to determine when and how much XP should be awarded. These XP awards should only be awarded the first time each event occurs.
Founding a kingdom: 2,400 XP — Achieved!
Establishing a capital city: 1,200 XP — Achieved!
Reaching a kingdom size of 5: 1,600 XP — Achieved!
Reaching a kingdom size of 10: 2,400 XP — Achieved!
Reaching a kingdom size of 25: 3,200 XP — Achieved!
Reaching a kingdom size of 50: 4,800 XP — Achieved!
Reaching a kingdom size of 75: 6,400 XP — Achieved!
Reaching a kingdom size of 100: 12,800 XP — Achieved!
Reaching a kingdom size of 150: 25,600 XP — Achieved!
Reaching a kingdom size of 200: 76,800 XP
Filling a square with four blocks of buildings: 1,600 XP — Achieved!
Filling three city squares with buildings: 4,800 XP — Achieved!
Filling an entire city grid with buildings: 12,800 XP — Achieved!