Kingdom Rules

KINGDOM RULES

A kingdom’s Size reflects the complexity of its governance, its influence on other nations, and its access to resources. A kingdom’s Size also determines its Resource Die and other statistics. The actual total population of a kingdom is a function of its Size as well, but population numbers do not have direct effect on these rules. Size: The total number of hexes in the kingdom. When a kingdom’s Sizereaches 10, 25, 50, and 100, it gains kingdom XP as a milestone award (page 538).     Type of Nation: These are sample placeholder names for the level of prominence of a kingdom, but feel free to adjust.     Resource Die: The type of Resource Die a kingdom rolls.     Control DC Modifier: As a kingdom increases in Size, it grows more increases a kingdom’s base Control DC.   Commodity Storage: This number indicates the maximum units of a specific Commodity that can be stored in a kingdom. Building specialized structures can increase this number on a per-Commodity basis.    

RESOURCE DICE

A kingdom’s economy is based on the sum of the productive activity of its citizens, and that activity is reflected in a quantity of resources that the kingdom can tap into each month. These resources are represented by Resource Points (see below) which are determined by Resource Dice, with the number of dice being equal to the nation’s level + 4. When a kingdom is first founded, each Resource Die is a d4, but as the kingdom advances in Size, its Resource Die increases to d6, d8, d10, or d12 (see the Kingdom Size table).    

RESOURCE POINTS

A kingdom’s Resource Points (RP) represent a combination of the work of a kingdom’s citizens and the time spent on jobs, talent, labor, tools, and funds to handle this toil. Resource points do not directly represent amounts of coins in a treasury, but rather an abstraction of the nation’s total amount of available funds to handle tasks. Since luck and demand play a part in a kingdom’s resources, the exact total of RP a kingdom will have each turn varies; a new total of RP is rolled at the start of each Kingdom turn (page 538) using Resource Dice. Any RP not spent by the end of that turn convert to kingdom XP at a rate of 1 RP to 1 XP. Whenever the kingdom is forced to spend RP that would drop it below 0, spend all the RP the kingdom has and then increase a Ruin of the PCs’ choice by 1.  

RUIN

As bad luck, natural disasters, unexpected shortages, or even warfare damage a kingdom, it becomes Ruined in one of four categories opposing the kingdom’s four ability scores. Ruin rises and falls as Kingdom turns progress, but if it rises too high, it can cause lasting or even permanent harm to the kingdom.  

Culture

 is opposed by Corruption, which represents citizens falling to debauchery, delving into forbidden lore, pursuing unethical research practices, or destroying their own heritage and history. Economy is opposed by Crime, which includes theft, smuggling, and enterprises that suffocate prosperity. Stability is opposed by Decay, representing physical harm, neglect, or degradation of the kingdom, its people, and its infrastructure. Loyalty is opposed by Strife, which includes acts of treachery, subterfuge, bribery, violence, abuse of power, and infighting between groups. Accruing Ruin: As Ruin accumulates, the categories gain points. These point totals are persistent, decreasing only in specific circumstances, but most often when a Ruin’s point total exceeds that Ruin’s threshold. Other events can reduce or increase a Ruin’s point total as well—typically as the result of kingdom activities or events.    

Ruin Threshold: 

Each Ruin has a threshold; a point at which the penalties associated with that Ruin increase. A Ruin’s initial threshold is 10, but each threshold increases as the kingdom levels up and becomes more able to withstand Ruin in all its forms. Whenever a Ruin exceeds its threshold, reduce that Ruin’s total points by an amount equal to its threshold, and increase the Ruin’s penalty by 1. Ruin Penalty: A Ruin penalty applies to all checks using that Ruin’s associated ability score. For example, if your kingdom has a Corruption penalty of –4, it takes a –4 item penalty on all Culture checks. Reducing Ruin Penalties: When a kingdom reaches 5th level, and then again every 3 levels thereafter, it gains Ruin resistance (page 512 each time it does so, it has the opportunity to reduce an existing Ruin penalty to 0. This is an extremely effective way to manage a Ruin penalty that’s crept particularly high, but it’s also an extremely limited resource, as a kingdom will only get, at most, 6 opportunities to adjust a Ruin penalty in this way over the course of a campaign. The Repair Reputation activity can reduce existing Ruin penalties (page 521), although at a much slower rate. Other activities or events can reduce Ruin penalties as well, as detailed in the text for each. Finally, if circumstances ever allow for a Ruin’s points to be reduced and that particular Ruin is already at 0 points, instead of reducing Ruin to a negative value you can instead attempt a DC 16 flat check; on a success, reduce that Ruin’s penalty by 1 to a minimum of 0.    

UNREST

Unrest represents unhappiness among the kingdom’s citizens, who show their lack of confidence in the leadership by balking at edicts, refusing to follow commands, and disrupting local economies through boycotts, walkouts, and refusal to talk to emissaries. Unrest is a persistent value that remains from turn to turn and can be adjusted during Kingdom turns as events play out. Unrest 1: If a kingdom has at least 1 point of Unrest, take a –1 status penalty to all kingdom checks. Unrest 5: If a kingdom has 5 or more points of Unrest, take a –2 status penalty to all kingdom checks. Unrest 10: If a kingdom has 10 or more points of Unrest, take a –3 status penalty to all kingdom checks. Unrest 15: If a kingdom has 15 or more points of Unrest, take a –4 status penalty to all kingdom checks. EXPANDING A KINGDOM A kingdom grows one hex at a time on the Stolen Lands map, via Region activities like Claim Hex and Clear Hex. The PCs can pursue these activities during the Activity phase of each Kingdom turn (page 539).    

Losing Hexes

It’s possible to lose control of a hex. When this happens, the kingdom immediately loses any benefits from terrain improvements in that hex, and all settlements in that hex become Freeholds (page 536). Monsters may move into an abandoned hex, increasing the chance for random encounters, and if you wish to reclaim the hex, you may need to clear it first of hostile creatures. Each hex lost decreases a kingdom’s Size by 1. This affects the kingdom’s statistics, such as the type of its Resource Die. If one or more hexes are lost in such a way that it breaks the connection between parts of a kingdom, so that all of the hexes are no longer contiguous with other hexes of the kingdom, whatever portion of the territory contains the capital becomes the primary territory and the rest of the kingdom becomes its secondary territory. All Kingdom skill checks made to resolve issues associated with secondary territories take a –4 circumstance penalty. When a kingdom starts a turn with any number of secondary territories, increase Unrest by 1. Once a secondary territory is connected to the primary territory via at least one hex, it becomes part of the primary territory. If a kingdom is reduced to 0 hexes, whether through Unrest, a disaster, war with another kingdom, or any other effect, the PCs are at risk of having their rule end. On their next Kingdom turn, they must claim at least one new hex and establish or claim at least one settlement, or their kingdom is considered totally destroyed, and they must start over. In this case, you should have the PCs undertake a new adventure of your design to secure a new charter.    

DIPLOMATIC RELATIONS

Diplomatic relations refers to acts of leadership that engage with other nations. In order to begin diplomatic relations with another group, PCs must first successfully Send a Diplomatic Envoy (see page 528) to the target group. When they establish diplomatic relations with a group, record the name of that group on the kingdom sheet. Once the PCs have established diplomatic relations with a group, they can use the Establish Trade Agreement and Request Foreign Aid Leadership activities.    

TRADE AGREEMENTS

The PCs can bolster their kingdom’s economy by Establishing Trade Agreements with other groups with whom they have diplomatic relations. To do so, they must first successfully perform the Establish Trade Agreement activity (page 519). There is no need to record the actual physical route of the Trade Agreement on the map, nor does distance play a significant factor.    

COMMODITIES

As a kingdom grows, it stockpiles resources beyond those required for day-to-day life. These resources are known as Commodities and are used to build structures in settlements, to trade for RP using the Trade Commodities activity, or to expend during kingdom events. The types of Commodities that are available include Food, Lumber, Luxuries, Ore, and Stone. As kingdoms accumulate or expend these Commodities, track the numbers on the kingdom sheet. Unless specialized storage improvements have been built in its settlements, a kingdom is limited to a maximum number of stored Commodities in each category as determined by its Size (see the Kingdom Size table on page 532). Commodities gathered in excess of this storage limit are lost. Each type of Commodity can be gathered by special activities as detailed below, but Commodities can also be discovered via kingdom events or while exploring the Stolen Lands, earned as rewards for quests, purchased from allies via Purchase Commodities (page 529), or acquired via Establishing Trade Agreements (page 519). Food stockpiles are expended to pay for Consumption during the Upkeep phase of a Kingdom turn (page 537), but also when faced with famines or other disasters, and to keep armies fed during times of war (as described in those events). Food is gathered with Harvest Crops (page 522), Go Fishing (page 522), or Gather Livestock (page 530). Lumber is used to build structures during the Civic Activities step of the Activity phase of a Kingdom turn, and it is gathered from lumber camps built by Establish Work Site (page 524). Luxuries are used to build specialized structures or are expended during certain encounters, generally those with high stakes or magical effects. Luxuries can be found during adventuring, created via Craft Luxuries (page 522), or earned during certain events. Ore is used to build structures. Ore is gathered from mines built by Establish Work Site (page 524). Stone is used to build structures and is gathered from quarries built by Establish Work Site (page 524). TERRAIN FEATURES Many hexes have features that grant benefits once claimed. In some cases, certain Region activities must be taken before a hex’s benefits can be enjoyed. These terrain features offer unique opportunities for a kingdom to add something special to its national character and may improve one or more of the kingdom’s statistics. Some hexes offer one‑of-a-kind benefits which are fully described within the adventure itself; more common terrain features are presented here. A single hex can contain only one terrain feature. If you want to construct a feature in a hex that already contains a feature, you must first Clear the Hex unless otherwise specified in the text. Bridge: A hex that contains an easy land route over a river (be it a bridge or a ford) bypasses the normal increase in RP cost to Build Roads (page 523) in that hex. A Settlement can be built in a hex with a Bridge; doing so allows that Settlement to start with a Bridge structure on one water border. Farmland: No Farmland hexes exist in the Stolen Lands at the start of Kingmaker; they must be created by the PCs via the Establish Farmland activity (page 522). Each Farmland hex reduces a kingdom’s Consumption score by 1, provided the Farmland lies in the area of influence (page 542) of one of its settlements. Settlements cannot be built in a Farmland hex. Some kingdom events can result in Farmland being destroyed. When that happens, the hex loses its Farmland status. To restore it, a PC must successfully use the Establish Farmland activity on the hex during a future Kingdom turn.    

Freehold:

 A Freehold is a special kind of Settlement one that’s not part of your kingdom. It may be of any size, from a village to a city. If you can convince the locals that your leadership is worthy, they may choose to join your nation and become your citizens. Bringing a Freehold into a kingdom requires a successful Pledge of Fealty leadership action. When a new settlement joins a kingdom, immediately add that settlement and its structures to the kingdom (as detailed in the encounter text). The kingdom gains no XP for any improvements already built there. Any future improvements built there grant normal XP awards.  

Landmark: 

A Landmark is a site of great pride, mystery, or wonder, such as an outcropping in the shape of a human face, a supernaturally ancient tree, or a lake with an unusual color. Adding Landmarks to a kingdom inspires its artists and bolsters kingdom morale. When the PCs add a Landmark hex to a kingdom, reduce Unrest by 1d4, and until the end of your next Kingdom turn, all Culture- and Economy‑based skill checks gain a +2 circumstance bonus. When a kingdom claims its first Landmark hex, it gains 40 kingdom XP as a milestone award (page 538).  

Refuge:

 A Refuge is a place where people can shelter in safety, such as a hidden valley, a cave system, an isle in the middle of a river, or similar naturally defensible location that can be used as a safe fallback point, storage location, or even a guard post or prison. At the GM’s option, creature lairs may function as potential Refuges when claimed, provided the creatures that dwell there are defeated or allied with. When you claim a Refuge hex, reduce one of the kingdom’s Ruins by 1, and until the end of your next Kingdom turn, all Loyalty- and Stability-based skill checks gain a +2 circumstance bonus. When a kingdom claims its first Refuge hex, it gains 40 kingdom XP as a milestone award (page 538). Resource: Any hex indicated as being a particularly dense or lucrative source of Lumber, Ore, or Stone makes for an excellent place to Establish a Work Site (page 524). If the PCs Establish a Work Site in such a hex that focuses on the appropriate type of Commodity (as indicated in the encounter text), all Commodities produced are doubled.  

Ruins:

 Ruins in a hex consist of a partially destroyed structure, often one that has been claimed by bandits, monsters, or other inhabitants. If you Claim and Clear a hex with Ruins in it, you can thereafter use what remains of the Ruins as the basis of an appropriate type of Settlement structure (as indicated by the encounter text), reducing the cost of that structure by half. Settlement: A Settlement can be a village, town, city, or metropolis; see Settlements starting on page 540 for full details.    

ACTIVITIES LISTED BY STEP

During a Kingdom turn, the party has the option to perform a wide range of downtime activities. The specific activities vary by Kingdom turn phase, as summarized below. Upkeep Phase Step 1: Assign Leadership Roles New Leadership (page 520) Commerce Phase Step 1: Collect Taxes Collect Taxes (page 530) Commerce Phase Step 2: Approve Expenses Improve Lifestyle (page 527) Tap Treasury (page 528) Commerce Phase Step 3: Tap Commodities Trade Commodities (page 525) Commerce Phase Step 4: Manage Trade Agreements Manage Trade Agreements (page 529) Activity Phase Step 1: Leadership Activities Capital Investment (page 529) Celebrate Holiday (page 524) Clandestine Business (page 526) Craft Luxuries (page 522) Create a Masterpiece (page 522) Creative Solution (page 527) Establish Trade Agreement (page 519) Focused Attention (page 520) Hire Adventurers (page 524) Infiltration (page 526) Pledge of Fealty (page 520) Prognostication (page 527) Provide Care (page 523) Purchase Commodities (page 529) Quell Unrest (page 521) Recruit Army (page 569) Relocate Capital (page 525) Repair Reputation (page 521) Request Foreign Aid (page 528) Rest and Relax (page 521) Send Diplomatic Envoy (page 528) Supernatural Solution (page 526) Activity Phase Step 2: Region Activities Abandon Hex (page 518) Build Roads (page 523) Claim Hex (page 518) Clear Hex (page 518) Establish Farmland (page 522) Establish Settlement (page 519) Establish Work Site (page 524) Go Fishing (page 522) Fortify Hex (page 523) Gather Livestock (page 530) Harvest Crops (page 522) Irrigation (page 524) Activity Phase Step 3: Civic Activities Build Structure (page 518) Demolish (page 523) Activity Phase Step 4: Army Activities See Appendix 3: Warfare 536    

Structure: 

If the PCs Clear a hex that contains a Structure, they can automatically add that structure to a settlement founded there, free of cost. Each specific hex encounter area in this Adventure Path notes any types of structure it contains, as appropriate. Work Site: A Work Site generates commodities each Kingdom turn once you establish it via Establish Work Site (page 524). A Work Site established in a regular hex generates 1 Lumber, 1 Stone, or 1 Ore, depending on what type of site it is. Unlike most features, a Work Site can be constructed in a hex that already features a Resource, provided the Work Site is focused on harvesting that specific Resource. A Work Site established in a Resource hex doubles its Commodity production to 2. Work Site Commodities accumulate during the Upkeep phase of a Kingdom turn. Some kingdom events can result in Work Sites being destroyed. When that happens, the hex loses its Work Site status; to restore it, you must successfully perform the Establish Work Site activity on the hex during a future Kingdom turn.  

FAME AND INFAMY

Fame and Infamy represent a kingdom’s reputation as it’s regarded by its neighbors. When the PCs create their kingdom, they must decide if their kingdom aims to become famous or infamous—the choice is largely cosmetic but does impact where and how you gain points in either. For example, some structures can grant these points when built, but only if their Fame/Infamy trait matches that of the kingdom. Kingdoms initially have a maximum of 3 Fame/ Infamy points at any one time. These can be used in one of two ways. Neither of these is an action, but the entire party must agree to spend the point. All Fame/ Infamy points left unspent at the end of a Kingdom turn are lost. Spend 1 Fame/Infamy Point to reroll a Kingdom skill check. You must use the second result. This is a fortune effect (which means you can’t use more than 1 Fame/ Infamy point on a check). Spend all your Fame/Infamy Points to stave off the effects of anarchy or ruination. You can do this if a kingdom’s Unrest would result in anarchy (in which case your Unrest is instead set at 1 point below the value at which anarchy occurs), or if an increase to a Ruin would increase the ruin penalty (in which case the Ruin is instead set at one point below the value at which a ruin penalty would accrue). Earning Fame or Infamy Points You earn 1 Fame or Infamy point (as appropriate) automatically at the start of each Kingdom turn. You can earn additional points in the following ways. Achieve a Critical Success: Whenever you roll a critical success on a Kingdom skill check, gain 1 Fame/ Infamy point. Build a Famous/Infamous Structure: Certain settlement structures grant 1 Fame or Infamy point when they are built. If your kingdom builds a structure that opposes your Fame or Infamy, you lose 1 point. Create a Masterpiece: Once per Kingdom turn, you can attempt to Create a Masterpiece (page 522) to potentially gain points, at the risk of losing points. Undertake a Noteworthy Act: At the GM’s discretion, a noteworthy act taken by a PC during play grants an additional automatic Fame or Infamy point (as appropriate) at the start of the next Kingdom turn.  

RUNNING A KINGDOM

Running a kingdom plays out as Kingdom turns that occur at the end of each in-game month. Each Kingdom turn is divided into phases, and these phases are divided into steps. The table on the previous page lists the Kingdom activities available to use during each step.    

UPKEEP PHASE

During the Upkeep phase, you adjust your kingdom’s statistics based on activities you have taken during the previous month. Remember that you earn 1 Fame or Infamy point at the start of your turn.  

Step 1: Assign Leadership Roles

To assign or change characters associated with leadership roles, do so now using the New Leadership kingdom activity (page 520). You can perform this activity as often as you wish during this step. Next, determine if any vacancy penalties apply (page 515). Any unassigned roles incur their vacancy penalties. Also, if a character assigned to a leadership role hasn’t spent the required week of downtime on that role (page 515) since the end of the last Kingdom turn, they must either give up one of the three kingdom activities they would perform during the Leadership Activities step of the Activity phase of this Kingdom turn or apply the vacancy penalty for their role until the start of the next Kingdom turn. (NPCs cannot perform kingdom activities, so in the unusual case that they were unable to spend the required downtime—see Leadership Roles  

BUILDING ARMIES

Building and maintaining armies dovetails with the Kingdom turn, but these rules can be largely skipped over during times of peace. During wars, a fourth step—Army Activities—occurs at the end of the Activity phase. Rules for armies and warfare begin on page 566. on page 515—they must apply the vacancy penalty.) If a leader was replaced between Kingdom turns due to an unexpected vacancy, as long as a character currently holds the role and any characters assigned to the role collectively spent the required downtime, the vacancy penalty does not apply.  

Step 2: 

  Adjust Unrest On your first Kingdom turn, your kingdom’s Unrest score is 0; skip to the next step. On all other turns, adjust your Unrest score: Increase it by 1 for every settlement in your kingdom that’s Overcrowded (page 543). If you are at war, increase it by 1. Other ongoing events may have ongoing Unrest adjustments as well; make them at this time. After making all adjustments, if your kingdom’s Unrest is 10 or higher, the kingdom gains 1d10 points to its Ruins (page 533). Distribute these points in any way you wish among the four Ruins. In addition, attempt a DC 11 flat check. On a failure, one hex of your kingdom is lost; the PCs choose which hex. See Losing Hexes on page 534 for more information. If your kingdom’s Unrest is 20 or higher, the entire nation also falls into anarchy. While in anarchy, you can only attempt Quell Unrest activities, and the results of all kingdom checks are worsened one degree.  

Step 3: Resource Collection

  The exact amount of resources you have to draw upon each Kingdom turn varies, as each month there are countless unexpected boons and setbacks throughout each citizen’s life that can impact how they can bolster your national plans. First, determine the number of Resource Dice you are entitled to roll for the current Kingdom turn by adding your kingdom level + 4 to any bonus dice or penalty dice you gained from the previous turn. You cannot have fewer than 0 Resource Dice. Resource Dice = kingdom level + 4 + bonus dice – penalty dice Next, roll your Resource Dice to determine how many Resource Points (RP) you have available during this turn. Your RP is equal to the roll result. (RP remaining at the end of your turn can be converted into kingdom Experience Points.) Finally, if you have any Work Sites established in your kingdom, gather Commodities. You gain 1 Commodity from each Work Site, or double that if the Work Site is in a Resource hex. Any Commodities gathered in excess of your storage capacity (page 532) are lost.  

Step 4: Pay Consumption

  Your settlements and armies require a certain amount of provisions, supplies, and funding, as well as all the basic necessities of life. On your first Kingdom turn, your kingdom’s Consumption score is 0; skip to the next step. On all other turns, calculate your kingdom’s Consumption score. This is the total of your settlements’ Consumption scores (page 541) plus your armies’ Consumption scores (page 569) minus the number of Farmland hexes you have within influence range of your settlements (page 535), plus any modifiers from kingdom events. Kingdom Consumption = settlement Consumption total + army Consumption total – Farmland hexes influenced by settlements + modifiers from kingdom events Spend Food Commodities equal to your kingdom’s Consumption. If you can’t or choose not to spend this Commodity cost, you can either spend 5 RP per point of unpaid Consumption or increase Unrest by 1d4.  

COMMERCE PHASE

  The Commerce phase is when the kingdom generates revenue or makes trade agreements.

Step 1: Collect Taxes

You can Collect Taxes (page 530) once per Kingdom turn to attempt to bolster your Economy-based checks for the remainder of the Kingdom turn. If you don’t attempt to Collect Taxes, you can instead attempt a DC 11 flat check; on a success, reduce Unrest by 1.    

Step 2: Approve Expenses

You can draw upon the kingdom’s funds to enhance the standard of living for its citizens by attempting the Improve Lifestyle activity (page 527) or you can attempt a withdrawal from the kingdom’s funds using the Tap Treasury activity (page 528).  

Step 3: Tap Commodities

If your kingdom has any stockpiles of Commodities, you can attempt the Trade Commodities activity (page 525) to bolster your RP for the turn.  

Step 4: Manage Trade Agreements

If you’ve established trade agreements, you can use the Manage Trade Agreements activity (see page 529).  

ACTIVITY PHASE

The Activity phase is when you make proclamations on expanding your kingdom, declare holidays, and manage your territory and settlements. It’s during this phase that the bulk of your kingdom’s growth occurs.  

Step 1: Leadership Activities

If your kingdom’s capital has a Castle, Palace, or Town Hall, each PC in a leadership role may attempt up to three Leadership activities (these are listed on page 536). If your capital has none of these structures, each PC can take no more than two Leadership activities during this step. Your party chooses the order you go in when taking Leadership activities. Unless an activity states otherwise, a leader cannot attempt the same Leadership activity more than once per Kingdom turn.  

Step 2: Region Activities

The PC leaders may now collectively attempt up to three Region activities (listed on page 536). The players decide who rolls any skill checks needed to resolve these activities.  

Step 3: Civic Activities

Your party may now attempt one Civic activity (listed on page 536) for each of the kingdom’s settlements. You determine the order in which these activities are attempted and who rolls any skill checks.  

EVENT PHASE

Events affect entire kingdom, single hexes, or a settlement. Some are harmful, while some are beneficial. Certain events continue for multiple turns, and only come to an end once they’ve been properly handled by the PCs or their kingdom.

Step 1: Check for a Random Event

Attempt a DC 16 flat check. On success, a random kingdom event occurs (see Kingdom Events on page 553). If no random event occurs, the DC for this check in the next Kingdom turn is reduced by 5. Once an event occurs, the DC resets to 16.

Step 2: Event Resolution

Random events present opportunities to go forth in exploration or encounter mode to deal with a rampaging monster or the like; these are handled now. In some chapters of the Kingmaker Adventure Path, specific story events are introduced outside of Kingdom turns; these are resolved when they occur.

Step 3: Apply Kingdom XP

The GM now awards any kingdom XP earned during that turn. If the kingdom experienced a random event, it receives 30 XP. The first Kingdom turn that your kingdom spent 100 RP, gain 80 kingdom XP as a milestone award (page 538). In addition, any RP that remains unspent is now converted to kingdom XP on a 1 to 1 ration, to a maximum of 120 XP per Kingdom turn.

Step 4: Increase Kingdom Level

If your kingdom’s XP total is above 1,000, and your kingdom isn’t at its maximum level (page 512), increase your kingdom level by 1 and subtract 1,000 from your XP total. See Leveling Up Your Kingdom on page 511 for the full rules for leveling up.  

GAINING KINGDOM EXPERIENCE

A kingdom gains experience (XP) by claiming hexes, reaching milestones that occur during the course of a campaign, enduring random kingdom events, or converting surplus RP at the end of a Kingdom turn.  

HEX CLAIM XP AWARDS

Each time a kingdom claims a hex, it earns 10 kingdom XP. If this hex is lost at a later date, the kingdom does not lose the XP earned from claiming it. Conversely, if the kingdom reclaims a lost hex, it does not gain XP from reclaiming it.  

MILESTONE XP AWARDS

As the kingdom grows, the kingdom gains XP the first time it reaches a milestone. These XP awards are given only once, the first time each milestone is attained. See the sidebar on page 538 for a list of Milestone XP awards.  

EVENT XP AWARDS

A kingdom earns 30 XP for experiencing a random event or more for a Story event, regardless of the event’s outcome.  

SURPLUS RP XP AWARDS

Any RP remaining unspent at the end of a Kingdom turn is converted into XP at a ratio of 1 to 1 (see Step 3: Apply Kingdom XP on page 539).  

SETTLEMENTS

A ruler’s territory provides the canvas upon which they can build a kingdom, but the true art of leadership is displayed in how one establishes and develops the settlements where citizens gather and live out their lives. While individual citizens like trappers, hunters, fishers, and farmers might dwell alone or with their families in the outskirts of a settlement, the majority of a kingdom’s people live within the villages, towns, cities, and metropolises built for them.  

THE URBAN GRID

The Urban Grid presents a simple graphical representation of a settlement (see page 633 for an example). The grid divides a settlement into 9 large districts (blocks) arranged in a 3-by-3 square. Each district itself comprises 4 individual neighborhoods (lots) arranged in a 2-by-2 square. It is these neighborhood lots in which you’ll build structures to improve your settlement.   While the Urban Grid diagrams your settlement as a square, this is simply an organizational abstraction—it doesn’t mean that your settlements are literally square. If it helps your sense of verisimilitude, feel free to cut up the Urban Grid and arrange blocks of four lots in any shape you wish. For a city hugging the shores of a great bay, you could draw out the bay and simply paste the blocks in a long row lining the coastline, or in any other arrangement that suits your taste. Though the Urban Grid depicts 9 blocks for each settlement, the number of blocks in which you can build is limited by the settlement’s category: a village consists of only a single block (and can thus host a maximum of only 4 lots of structures), while a city can expand to all 9 blocks (and can host up to 36 lots of structures). It’s even possible for your settlement to become a metropolis, expanding to more than one Urban Grid! (See Settlement Types on page 541 for complete details of settlement categories.)  

Urban Grid Borders

The four sides of the Urban Grid are where you record the types of borders your settlement has. Land Borders: By default, all of your settlement’s borders are unremarkable transitions from urban to hinterland—these are known as Land Borders. You take a cumulative –1 item penalty on Trade checks for each settlement in your kingdom that has no Land Borders, unless it has at least one Water Border with a Bridge (page 535). Water Borders: When you place a settlement in a hex that has lake, river, or swamp terrain, you can locate it so that it has Water Borders. Water Borders provide natural defenses to your settlement during Warfare, and some structures can only be constructed in lots adjacent to Water Borders. However, crossing Water Borders that lack Bridges takes a long time (see Navigating an Urban Grid below).  

SETTLEMENT LEVEL

In the Pathfinder RPG, a settlement’s level is used primarily to determine potential jobs on offer for the Earn Income activity, and to determine what level of items are commonly available for sale in that community. For the purposes of Kingmaker, it’s easiest to assume that a settlement created by the PCs using these rules has a settlement level equal to the number of blocks on the settlement’s Urban Grid that are completely filled, but you should feel free to adjust these levels as makes sense for their campaign. The levels assigned to NPC settlements in this book (such as Restov, Varnhold, and Pitax) have been set as appropriate for the storyline and are not determined by the number of full city blocks. If a settlement has only Water Borders, it is on an island; until you build at least one Bridge, that settlement’s influence (page 542) is 0. Walled Borders: Building Walls (page 553) on your borders boosts your settlement’s defense in certain events and in Warfare. Navigating an Urban Grid You can simulate travel in a settlement using the Urban Grid to approximate distances. Since moving through a settlement requires a character to follow twisting roads, navigate crowds, or endure minor distractions along the way, it takes 15 minutes to move from one lot to an adjacent lot, or to cross a border (including exiting the settlement). If the settlement has Paved Streets (page 550), this travel time is reduced to 5 minutes. Crossing a Water Border that doesn’t have a Bridge takes an hour. SETTLEMENT TYPES As your kingdom levels up and your settlements grow, a settlement’s type can change, providing different benefits and costs to your kingdom (see the table above and the descriptions below). Settlement This indicates the type of settlement, with the minimum kingdom level to support such a settlement in parenthesis. Village: Settlements start as villages, consisting of a single block of 4 lots. When you Build a Structure (page 518) in a lot, you must select a lot in that block. Town: Once your kingdom is 3rd level and you’ve filled all four lots in your village, as long as your settlement is not Overcrowded (page 543), the next time you Build a Structure in a lot, you may choose a lot in any block adjacent to your current block. As you do so, your village becomes a town. A town consists of 2 to 4 blocks of 4 lots each. The blocks must be contiguous, but they need not be a square—they could form a T, L, or S shape if you like. When your kingdom gains its first town, gain 60 kingdom XP as a milestone award (page 538). City: Once your kingdom is 9th level and you’ve filled in at least two lots in each of your town’s 4 blocks, if your settlement is not Overcrowded, you may choose a lot anywhere on the Urban Grid when you Build a Structure in a lot. The first time you do so, the town transitions into a city. When your kingdom gains its first city, gain 80 kingdom XP as a milestone award. Metropolis: When your kingdom reaches 15th level and you have filled at least two lots on each block in your city, if your settlement is not Overcrowded, you may expand into a metropolis by adding a second Urban Grid. (You may instead continue filling in the remaining lots and remain a city.) At this point, you can place new structures into any lot you wish in the newly added Urban Grid. You can add additional Urban Grids each time you have built at least two lots of structures in every available block and are not Overcrowded, but there are no further settlement types beyond metropolis to achieve. When your kingdom gains its first metropolis, gain 120 kingdom XP as a milestone award.  

Size

This indicates the maximum number of blocks the settlement can occupy in an Urban Grid. Population A settlement’s exact population is intentionally left abstract, but if you wish to estimate the numbers, you can use the values here as guidelines. Population density increases as a Settlement grows. In a village, each completed lot has an average population of 100 people or less. A town’s average population increases to 125 people per completed lot, whereas a city’s average population per lot increases to around 700. A metropolis can have an average population per completed lot of 1,000 people or more.  

Level

The settlement’s level generally falls within the range listed here, and is always equal to the number of blocks that have at least one structure (to a maximum of 20). A settlement level is separate from the kingdom level and is primarily used to determine potential jobs in the settlement (Pathfinder Core Rulebook 504). A settlement’s level also suggests what sort of magic items might be commonly available for purchase at shops or the market (subject to GM adjudication).  

Consumption

Consumption is a numerical value that indicates the Food commodities the settlement requires in order to remain viable and functional. The number given here shows the settlement’s base consumption; specific structures in the settlements can increase or decrease its Consumption    

SETTLEMENT TYPES

Settlement Size Population Level Consumption Max. Item Bonus Influence Village (1st) 1 block 400 or less 1 1 +1 0 Town (3rd) 4 blocks 401–2,000 2–4 2 +1 1 hex City (9th) 9 blocks 2,001–25,000 5–9 4 +2 2 hexes Metropolis (15th) 10+ blocks 25,001+ 10+ 6 +3 3 hexes    

Maximum Item Bonus

Many structures within a settlement grant an item bonus to specific kingdom activities. Normally, item bonuses do not stack, but if you build multiple structures of the same type in the same settlement, their item bonuses stack up to this limit. In a case where two settlements have overlapping influences from identical structures, only the higher item bonus from a single settlement’s structures applies.  

Influence

A settlement’s influence area is the area around a settlement where meaningful economic and productive activity can occur, as well as where the settlement’s beneficial effects extend. The numeric value indicates the number of hexes that the settlement’s influence extends. Thus, a village only influences the hex it’s located in, while a town influences all adjacent hexes. If a settlement has only Water Borders and no Bridges, that settlement’s influence is 0 regardless of its settlement type. Certain activities and the impact of some kingdom events are limited to a settlement’s influence. Structures in a settlement that provide a specific item bonus do so to all of the claimed hexes influenced by their settlement. (Structures in your capital city provide that bonus to all of the kingdom’s claimed hexes, regardless of the capital’s influence.) Hexes not claimed by your kingdom are never part of your settlements’ influence areas, even if they are within the distance noted above. A hex can be influenced by multiple settlements.  

FOUNDING A VILLAGE

Your kingdom’s first settlement is automatically founded in Step 8 of Kingdom Creation (see page 511). You can found new settlements and expand on existing settlements during the Civic Activities step of the Activity phase of the Kingdom turn (page 539). When you found a village, follow the four steps presented below to get started.  

Step 1: Select a Hex

Select a Claimed Hex in your kingdom that doesn’t already have a settlement as the site for your new settlement. Work with your GM to select the specific location of your settlement within the hex. If it contains lake, river, or swamp terrain, take into consideration the number of Water Borders (page 540) you have in mind for your settlement.  

Step 2: Establish your Village

You must first Clear the Hex (page 518) to prepare it for your village. Since Clear Hex is a Region activity that can only happen during Step 2 of the activity phase of a Kingdom turn, and Establish Settlement is a Leadership activity that can only happen during Step 1, you have to wait until the Kingdom turn after you Clear the Hex to actually found the settlement. This simulates the time that it takes to prepare, such as setting up temporary quarters or tent cities, digging sanitation trenches, gathering materials, and managing all the other small tasks to get things ready to build. If your hex contains lake, river, or swamp terrain, you may choose which of its borders are Land Borders and which are Water Borders (see Urban Grid Borders on page 540). On the Urban Grid, check the “Water” box next to as many of its borders as you like; you cannot change this decision later.     If your hex contains Ruins or a Structure, you can incorporate that building into your settlement at a reduced cost (for Ruins) or for free (for Structures). The exact type of structure is indicated in that hex’s encounter text in Chapter 2—the GM has full information about these structures and ruins and how they can impact settlements.  

Step 3: Name Your Village

Each settlement needs a name. Some leaders name settlements after themselves or their families, but the name can be anything suitable for the campaign and agreeable to the PCs. Step 4: Start Building! Your brand new village is now ready to grow! A village must fill a single block of 4 lots before it can expand, so select one block on the Urban Grid for your village’s development. Each Kingdom turn, during the Civic Activities step of its Activity phase (page 539), your settlement has one Civic activity, which can be used to Build Structures (page 518).  

STRUCTURES

You build structures using the Build Structure activity during the Civic Activities step of the Activity phase of the Kingdom turn. When you build in a lot within one of your settlements, you’re rarely literally constructing a single building. While an arena or cathedral might stand alone as a towering edifice, most lots represent a number of buildings whose focus is to support the type of improvement that lot supports. For example, a brewery could represent a collection of brewers and bottlers and the families who support them, while a luxury merchant would represent several specialized stores. Even sprawling, sizable improvements like dumps, cemeteries, or parks might include nearby dwellings or cottages for those who tend and manage the area or live along its margins. Residential Lots and Overcrowding: While almost every structure presumably includes a small amount of lodging, you need to build Residential lots in order to give your citizens enough places to live. You do so by building a structure that has the Residential trait in a chosen lot. Settlements require a number of Residential lots equal to the number of blocks that have any structures built within them, although these residential lots need not be located one per block. For example, when a village expands to a town, it initially occupies 2 blocks. It needs 2 Residential lots in total among those 2 blocks, either both in one block or one in each block. A settlement without this minimum number of Residential lots is Overcrowded (mark the “Overcrowded” box on your Urban Grid) and generates 1 Unrest for the kingdom during the Upkeep phase of each Kingdom turn (page 538). Reduced to Rubble: It’s possible for structures in a settlement to be reduced to rubble by a failed attempt to Demolish a structure (page 523) or a poor result from a kingdom event. When a structure is reduced to rubble, replace the lots the structure once occupied on the Urban Grid with rubble (page 550). Having rubble in a lot doesn’t itself impact a kingdom’s Unrest or other statistics negatively, but it does prevent you from building in those lots. You must Demolish that lot before you can build there again. When a single lot that contains part of a multi-lot structure is reduced to rubble, each of the lots that contained that structure are replaced with individual lots of rubble. Structure Descriptions Structures are described in the following format.  

STRUCTURE NAME LEVEL

A structure’s level indicates the minimum kingdom level required to build it. Each structure has traits that convey its properties. The Building trait indicates the structure is a collection of indoor sites, while the Yard trait indicates the structure is primarily an outdoor site. Infrastructure indicates that the structure benefits all lots in an Urban Grid without occupying a lot. (For a metropolis, this means you’ll need to build Infrastructure separately for each Urban Grid that makes up the settlement.) The Edifice trait grants its benefits to a settlement only once; if you build that structure an additional time in the same settlement, it’s purely cosmetic. A Residential structure helps house the settlement’s citizens; a settlement requires at least one Residential lot per block to avoid being Overcrowded. The Famous trait increases your Fame score when the structure is built, while the Infamous trait does the same for your Infamy score. Some structures have both Famous and Infamous traits; in this case apply the one that matches your kingdom’s preference (see page 537 for more details on Fame and Infamy). A short textual description rounds out the top of the structure stat block. Lots The number of contiguous lots that the structure occupies on the Urban Grid; Cost The cost in RP and Commodities (if any) you must spend before attempting the Build Structure check. Construction This entry lists the required skill, proficiency rank, and DC for the Build Structure check. Upgrade From/Upgrade To Some structures can be upgraded into a more advanced form of the existing structure, such as upgrading a Shrine into a Temple. If you upgrade a structure, subtract the RP and Commodity cost used to build the original structure from the cost of the new structure. When the new structure is complete, its effects replace those of the previous structure. You can’t upgrade a structure to one that occupies more lots if there isn’t space in the block for the new structure’s size. (You do not need to build the lesser form of a structure before you build the advanced form.)      

Item Bonus 

This entry indicates any item bonuses the structure grants to specific activities made within the settlement’s influence—or within the borders of your kingdom if the settlement is your capital. These bonuses are item bonuses, but they stack with those granted by identical structures within the same settlement, up to that settlement’s maximum item bonus (page 541). Ruin Some structures negatively impact society. If this structure does so, it will increase one or more of your kingdom’s Ruins when constructed; this increase only happens once, when the structure is built. Increases to Ruin in this way aren’t removed if the structure is later demolished. Effects All additional game effects the structure grants to your kingdom are listed here. In many cases, these effects grant item bonuses to PCs while they are in the settlement, but unlike those granted by the Item Bonus above, item bonuses found in this section of the stat block do not stack with other item bonuses. Unless stated otherwise, effects in this section apply only within this settlement; they

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