Kingdom Building
Kingdom building is a full optional campaign subsystem for founding settlements, claiming hexes, assigning leadership roles, tracking build points, and resolving kingdom turns over long arcs of play. Use it when the campaign is ready to model a realm as a game structure rather than handling rulership only through table adjudication.
The kingdom-building rules let you found a settlement, expand your territory outward by claiming hexes, and construct buildings that shape your kingdom's Economy, Loyalty, and Stability. PCs and NPCs fill leadership roles that grant bonuses to kingdom checks, and the kingdom runs in monthly turns: Upkeep, Edict, Income, and Event.
Instead of gold pieces, a kingdom uses build points (BP) — an abstraction representing cash, labor, raw materials, and people. These rules cover everything from founding your first village to managing a multi-settlement realm with armies and trade routes.
What you do each turn
- Upkeep — pay Consumption, check Stability, handle Unrest
- Edict — claim hexes, build improvements and settlements, issue edicts
- Income — collect taxes, make deposits, sell items for BP
- Event — resolve a random kingdom event (25% chance each turn)
The three kingdom checks
- Economy — productivity of workers and trade
- Loyalty — goodwill and civic peace among citizens
- Stability — physical and social well-being of the realm
Roll: 1d20 + attribute + other modifiers vs. Control DC (20 + Size + districts + other). Auto-fail on a 1; auto-succeed on a 20.
Kingdom Terminology
Kingdoms have attributes tracked on a kingdom sheet, analogous to a character sheet.
Founding a Kingdom
Once you have your first settlement, you have the start of a kingdom. Complete the following steps, then proceed to the Kingdom Turn Sequence.
Leadership Roles
A stable kingdom has leaders filling different roles — tending to Economy, defense, and the health of its citizens. PCs and NPCs can fill these roles. A character can only fill one role at a time. The kingdom must have a Ruler to function; all other roles are optional, though vacant roles impose penalties.
Build Points
Build points (BP) represent the kingdom's expendable assets — raw materials (livestock, lumber, ore), tangible goods (wagons, weapons), and people (artisans, laborers, colonists). They are the currency of kingdom management. 1 BP ≈ 4,000 gp, though conversion is not a simple matter. You spend BP on hexes, improvements, buildings, and armies; citizens' labor and productivity generate more BP each turn.
A starting kingdom needs a seed amount of BP so it isn't starving for resources in its first months. Choose one of the two starting options below.
An outside patron — a queen, a merchant guild, a powerful noble — provides the initial BP as a quest reward or investment. Recommended starting amount: 50 BP (enough to survive early turns while establishing your own economy, but still at risk from mismanagement).
In exchange, the sponsor expects you to be a vassal or close ally. You may be required to repay BP (e.g., 1 BP/turn) or pay tribute (e.g., 10% of income per turn, min 1 BP).
Sponsor arrangements:
- Charter — explore and settle a wilderness on the sponsor's border
- Conquest — take command of territory seized by the sponsor's army
- Fief — govern an existing domain within the sponsor's lands
- Grant — settle an area already claimed but untouched by the sponsor
No external sponsor. Even a basic settlement (House + Inn) costs 13 BP — worth over 50,000 gp in stone, timber, labor, and food. To compensate, the GM may allow a favorable gp-to-BP conversion rate for small self-starting kingdoms, representing inspired citizens matching your effort.
Improved conversion (no sponsor only):
| Kingdom Size | Price of 1 BP | Withdrawal Rate |
|---|---|---|
| 1–25 | 1,000 gp | 500 gp |
| 26–50 | 2,000 gp | 1,000 gp |
| 51–100 | 3,000 gp | 1,500 gp |
| 101+ | 4,000 gp | 2,000 gp |
| Withdrawal rate: gp gained per BP withdrawn from Treasury during Income phase. | ||
| Found a Kingdom | 2,400 XP |
| Establish a Capital City | 1,200 XP |
| Reach Kingdom Size 11 | 2,400 XP |
| Reach Kingdom Size 26 | 4,800 XP |
| Reach Kingdom Size 51 | 9,600 XP |
| Reach Kingdom Size 101 | 12,800 XP |
| Reach Kingdom Size 151 | 25,600 XP |
| Reach Kingdom Size 201 | 76,800 XP |
| Fill a Settlement with 4 lots of buildings | 1,600 XP |
| Fill a Settlement with 16 lots of buildings | 4,800 XP |
| Fill a Settlement with 36 lots of buildings | 12,800 XP |
XP awarded the first time each milestone is reached.
Kingdom Turn Sequence
Each kingdom turn spans one month. Resolve the four phases in order. Many steps allow you to perform an action once per kingdom turn — once for the entire kingdom, not once per leader. If your kingdom controls 0 hexes, skip the Upkeep phase.
| Ruler | Loyalty checks; any checks not covered by others |
| Consort | As Ruler when Ruler is unavailable |
| Councilor | Holiday edicts |
| General | Kingdom checks for events requiring combat |
| Grand Diplomat | Diplomatic edicts optional |
| Heir | Kingdom event rolls |
| High Priest | Holiday edicts; magic item rolls for Cathedrals, Shrines, Temples |
| Magister | Magic item rolls not covered by High Priest |
| Marshal | Exploration edicts optional |
| Royal Enforcer | Loyalty checks to reduce or prevent Unrest |
| Spymaster | Checks involving crime and foreigners |
| Treasurer | Economy checks; Taxation edicts; Trade edicts optional |
| Viceroy | Vassalage edicts optional |
| Warden | Stability checks |
Adjust your kingdom's scores based on what happened last month — happiness, consumption, taxes, and so on.
- Determine Kingdom Stability. Attempt a Stability check. Success: Unrest −1 (if already 0, add 1 BP to Treasury instead). Fail by 4 or less: Unrest +1. Fail by 5+: Unrest +1d4.
- Pay Consumption. Subtract Consumption from Treasury. If Treasury goes negative, Unrest +2.
- Fill Vacant Magic Item Slots. Buildings that produce magic items (Caster's Tower, Herbalist, etc.) with vacant slots may fill automatically — see Magic Items in Settlements.
- Modify Unrest. Unrest +1 for each kingdom attribute (Economy, Loyalty, Stability) that is negative. The Royal Enforcer may attempt to reduce Unrest. If Unrest ≥ 11, lose 1 hex (leaders choose which). If Unrest reaches 20, the kingdom falls into anarchy — no actions, all checks treated as 0.
Make proclamations on expansion, improvements, taxation, and holidays.
- Assign Leadership. Assign PCs or NPCs to any vacant roles, or change who fills a role.
- Claim and Abandon Hexes. Spend 1 BP to claim an adjacent explored-and-cleared hex (Size +1). Or abandon hexes to reduce Size — each abandoned hex increases Unrest by 1 (by 4 if it contained a settlement). The Improvement Edicts table limits hexes claimed per turn.
- Build Terrain Improvements. Spend BP on Farms, Forts, Roads, Mines, Quarries, etc. Also prepare hex sites for settlement construction. Improvement Edicts table limits terrain improvements per turn.
- Create and Improve Settlements. Found a new settlement in a claimed hex. Construct buildings in any settlement — limit from Improvement Edicts table (first House/Mansion/Noble Villa/Tenement each turn does not count against the limit).
- Create Army Units. Create, expand, equip, or repair army units (see Mass Combat).
- Issue Edicts. Set or adjust Holiday, Promotion, and Taxation edict levels.
Add to or withdraw from the Treasury, and collect taxes.
- Make Withdrawals. Once per turn, withdraw BP for personal use — each BP withdrawn increases Unrest by that amount and converts to 2,000 gp of personal funds.
- Make Deposits. Donate personal wealth to the kingdom. For every full 4,000 gp in value, Treasury +1 BP. Items worth more than 4,000 gp use Step 3 instead.
- Sell Expensive Items. Sell items worth more than 4,000 gp through a settlement's markets — one item per settlement district per turn, up to that settlement's base value. Divide item price by 2, then by 4,000 (round down) to get BP gained.
- Collect Taxes. Attempt an Economy check, divide result by 3 (round down), add that many BP to Treasury.
A random event may affect your kingdom as a whole or a single settlement or hex.
- 25% chance of an event occurring. If no event occurred last turn, this rises to 75%.
- Some events are beneficial (economic boom, good weather, remarkable treasure). Others are detrimental (foul weather, plague, rampaging monster).
- Some events can be negated with a kingdom check. Others require adventuring to resolve.
- The GM may introduce campaign-specific events during this phase. Independence, unification, and other major events also occur here.
See the Kingdom Events catalog below for the full event list.
Edicts
Edicts are official government pronouncements set during the Edict phase. You may adjust Holiday, Promotion, and Taxation edicts each turn to whatever level you choose.
Holidays are general celebrations or observances across the kingdom. BP expenditure includes lost productivity, year-round logistics, and celebration costs. The number of holidays per year is a promise to your citizens — failing to hold them increases Unrest.
| Holidays per Year | Loyalty | Consumption |
|---|---|---|
| None | −1 | +0 |
| 1 | +1 | +1 |
| 6 | +2 | +2 |
| 12 | +3 | +4 |
| 24 | +4 | +8 |
Your kingdom's Size limits how many improvements you can make each turn. You can make all improvements listed on the appropriate row of the Improvement Edicts table. For example, at Size 5 you can create 1 new settlement, 1 new building, 2 terrain improvements, and claim 1 hex per turn.
| Kingdom Size | New Settlements1 | New Buildings2 | Terrain Improvements | Hex Claims |
|---|---|---|---|---|
| 01–10 | 1 | 1 | 2 | 1 |
| 11–25 | 1 | 2 | 3 | 2 |
| 26–50 | 1 | 5 | 5 | 3 |
| 51–100 | 2 | 10 | 7 | 4 |
| 101–200 | 3 | 20 | 9 | 8 |
| 201+ | 4 | No limit | 12 | 12 |
1 Instead of founding a new settlement, your kingdom may create a new army unit, expand or equip an existing one, or restore one to full strength. 2 Upgrading or destroying a building counts against this limit. The first House, Mansion, Noble Villa, or Tenement built each turn does not count.
Promotion edicts attract new citizens and increase kingdom well-being through recruitment campaigns, advertising, and propaganda — improving perception at home and abroad. Promotions increase Consumption but also increase Stability.
| Promotion Level | Stability | Consumption |
|---|---|---|
| None | −1 | +0 |
| Token | +1 | +1 |
| Standard | +2 | +2 |
| Aggressive | +3 | +4 |
| Expansionist | +4 | +8 |
Tax level determines revenue collected in the Income phase. Higher taxes increase Economy (easier to succeed at Economy checks) but reduce Loyalty (unhappy citizens).
| Tax Level | Economy | Loyalty |
|---|---|---|
| None | +0 | +1 |
| Light | +1 | −1 |
| Normal | +2 | −2 |
| Heavy | +3 | −4 |
| Overwhelming | +4 | −8 |
Settlements & Districts
The greatest assets of your kingdom are its settlements. Most start as simple villages and may grow into bustling cities. The District Grid is divided into 9 large blocks separated by streets; each block has 4 lots separated by alleys.
Losing Hexes
If you lose control of a hex — through Unrest, monster attacks, hostile kingdoms, etc. — you lose all terrain improvement benefits in that hex. All settlements in that hex become free cities with no loyalty to you. Monsters may move in and improvements may decay.
Split territories: Losing a bridging hex may split your kingdom into a primary territory (containing the capital) and a secondary territory. If no leader is in the secondary territory when the split occurs, you lose all its hexes. If a leader is present, you retain control but treat Unrest as 1 higher for those hexes, increasing by 1 each turn until reconnected.
0 hexes: On your next turn you must claim a new hex and found or claim a settlement, or the kingdom is destroyed. The GM may allow you to keep some Treasury BP; otherwise those assets are lost.
Terrain Improvements
Terrain improvements are changes to a hex that improve the land — cultivating fields, digging mines, clearing forests for lumber. Improvements marked with * can share the same hex as other improvements. Some improvements affect a settlement's Defense. If an improvement can be upgraded into another, you pay only the cost difference.
| Terrain | Exploration Time1 | Preparation Time2 | Preparation Cost3 | Farm Cost4 | Road Cost5,6 |
|---|---|---|---|---|---|
| Cavern7 | 3 days | 3 months | 8 BP | — | 4 BP |
| Coastline8 | Special | Special | Special | Special | Special |
| Desert | 2 days | 1 month | 4 BP | 8 BP | 4 BP |
| Forest | 2 days | 2 months | 4 BP | — | 2 BP |
| Hills | 1 day | 1 month | 2 BP | 4 BP | 3 BP |
| Jungle | 2 days | 4 months | 12 BP | — | 4 BP |
| Marsh | 3 days | 3 months | 8 BP | — | 4 BP |
| Mountains | 3 days | 4 months | 12 BP | — | 4 BP |
| Plains | 1 day | Immediate | 1 BP | 2 BP | 1 BP |
| Water | 2 days | — | — | — | — |
| 1 Days to explore one hex (party speed 30 ft). Treat Cavern as Mountain, Jungle as Marsh for exploration time. 2 Months of labor to prepare a hex for settlement. Plains can begin construction immediately. 3 BP cost to clear a hex for founding a settlement. 4 BP cost to cultivate a Farm. Farm must be within or adjacent to a river, lake, swamp, or Canal — or adjacent to 2+ existing Farms. 5 BP cost to build a Road crossing the hex and connecting all adjacent hexes. Double if the hex contains rivers. 6 A kingdom of Size 26+ can build a Highway or upgrade an existing Road to a Highway. 7 A large cave/tunnel system found in any terrain except Marsh; functions as an underground hex beneath the surface hex. 8 Treat as the adjacent land terrain type for all purposes. | |||||
Buildings
When a building is completed, apply its modifiers to your kingdom sheet immediately. Building modifiers to Economy, Loyalty, and Stability stack and are ongoing. Each building entry lists: Cost (BP), Lots (grid spaces), Kingdom modifiers, Settlement modifiers, Discount (halved cost for a related building), Limit (adjacency or count restrictions), Upgrade To/From, and Magic Items (slots that may fill during Upkeep).
| Building | Description |
|---|---|
| Academy | An institution of higher learning. |
| Alchemist | A shop stocked with alchemical reagents and devices. |
| Arena | A large public venue for blood sports, performances, and spectacles. |
| Bank | A secure facility for storing and lending money. |
| Bardic College | A school for the performance arts and oral history. |
| Barracks | A building to house conscripts, guards, militia, soldiers, or similar military forces. |
| Black Market | An illicit network of vendors selling stolen or illegal goods. |
| Brewery | A facility that produces ale, beer, wine, and spirits. |
| Bridge | A bridge that allows streets to cross a river within the settlement. |
| Bureau | A government administrative office. |
| Caster's Tower | A tower used by a spellcaster as a home and workshop. |
| Castle | The home of the settlement's leader or the heart of its defenses. |
| Cathedral | A grand religious structure dedicated to a deity. |
| Cistern | A large reservoir that stores water for the settlement. |
| City Wall | Defensive walls surrounding a settlement district. |
| Dance Hall | A venue for public dancing, music, and social entertainment. |
| Dump | A designated area for refuse disposal. |
| Everflowing Spring | A magical spring that provides a constant supply of fresh water. |
| Exotic Artisan | A craftsperson specializing in unusual or luxury goods. |
| Foreign Quarter | A district welcoming to merchants and citizens from other lands. |
| Foundry | A facility for smelting metal and casting metal objects. |
| Garrison | A fortified military post for a standing defensive force. |
| Granary | A large storage facility for grain and other foodstuffs. |
| Graveyard | A burial ground for the settlement's dead. |
| Guildhall | A meeting place and administrative center for a trade guild. |
| Herbalist | A shop dealing in herbs, poultices, and minor alchemical remedies. |
| Hospital | A facility for treating the sick and injured. |
| House | A residential building for citizens. |
| Inn | Lodging and meals for travelers and visitors. |
| Jail | A secure facility for detaining criminals. |
| Library | A repository of books, scrolls, and accumulated knowledge. |
| Luxury Store | A shop selling high-end goods and rare commodities. |
| Magic Shop | A shop dealing in common magic items and spell components. |
| Magical Academy | A school focused on magical theory and arcane practice. |
| Magical Streetlamps | Permanent magical lights illuminating the settlement's streets. |
| Mansion | A grand residence for a wealthy citizen or noble family. |
| Market | A large open-air or covered marketplace for buying and selling goods. |
| Menagerie | A collection of exotic animals on public display. |
| Military Academy | A school for training officers and military strategy. |
| Mill | A facility for grinding grain into flour or processing other raw materials. |
| Mint | A facility for producing the kingdom's official coinage. |
| Moat | A defensive water barrier surrounding a settlement district. |
| Monastery | A religious community devoted to scholarship, labor, or martial training. |
| Monument | A public structure commemorating a person, event, or ideal. |
| Museum | A public institution preserving and displaying cultural artifacts and art. |
| Noble Villa | A country estate within or adjacent to the settlement for a noble family. |
| Observatory | A facility for astronomical study and navigation. |
| Orphanage | A home and school for children without parents. |
| Palace | The grand residence of the kingdom's ruler. |
| Park | A public green space for recreation and civic gatherings. |
| Paved Streets | Cobblestone or flagstone streets replacing dirt roads within a district. |
| Pier | A dock structure extending into a river, lake, or sea for loading and unloading. |
| Sewer System | Underground drainage infrastructure for waste removal. |
| Shop | A general retail store selling common goods. |
| Shrine | A small religious structure dedicated to a deity or spiritual ideal. |
| Smithy | A workshop for forging metal tools, weapons, and armor. |
| Stable | A facility for housing and caring for horses and other mounts. |
| Stockyard | A facility for holding livestock before slaughter or sale. |
| Tannery | A facility for processing animal hides into leather. |
| Tavern | A public house serving food, drink, and lodging. |
| Temple | A significant religious structure dedicated to a deity. |
| Tenement | Dense low-cost housing for the settlement's poorest citizens. |
| Theater | A venue for dramatic performances and public spectacles. |
| Town Hall | The administrative center for local government. |
| Trade Shop | A specialized craftsperson's workshop producing goods for trade. |
| University | A major institution for advanced learning across multiple disciplines. |
| Watchtower | A tall defensive tower within the settlement providing a vantage point and guard post. |
| Watergate | A fortified gate controlling water access to the settlement via a river or canal. |
| Waterfront | A developed shoreline district for maritime trade and fishing. |
| Waterway | An internal canal within the settlement enabling barge traffic between districts. |
Kingdom Events
During the Event phase, roll to determine whether an event occurs (25% chance; 75% if no event last turn). The GM may also introduce campaign-specific events. Events can be beneficial or detrimental and may require kingdom checks or adventuring to resolve. See the house-authored Kingdom Events page for GM framing guidance on running events in play.
A well-preserved ruin is found in your kingdom, with historical artifacts connected to the people who lived in your land long ago. Effect: Lore +1. If you have a Museum, the discoverers donate 10,000 gp worth of historical artifacts to its collection (if you have multiple Museums, choose one as the recipient).
One of your leaders (determined randomly) is the target of an assassination attempt. If the target is a PC, the GM should run the attempt as an encounter, using an assassin of a CR equal to the targeted PC's level. If the target is an NPC, you must succeed at a Stability check to prevent the assassination. If the assassination occurs, Unrest increases by 1d6 and the kingdom immediately incurs the penalties for not having a leader in that role.
Bandits are preying upon those who travel through your kingdom. Attempt a Stability check. If you succeed, your kingdom's defenses stop the bandits before they cause any harm. If you fail, the bandits reduce your kingdom's Treasury by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
Randomly select one settlement. Commerce booms among that settlement. Until the next Event phase, Economy increases by the number of buildings in the settlement that grant an Economy bonus, and Corruption increases by 1d4 in that settlement.
The citizens demand a particular building be built (01—75) or demolished (76—100). Select the building type randomly from those available for the settlement. If the demand is not met by the next Event phase, Unrest increases by 1. Alternatively, you can suppress the citizens' demands and negate the event by succeeding at a Loyalty check, but this reduces Loyalty by 2 and increases Unrest by 1.
Pests, blight, and weather ruin the harvest in the settlement's hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep phase.
A religious cult of an alignment opposed to the kingdom's alignment begins kidnapping, converting, or even publicly sacrificing citizens. Attempt a Loyalty check and a Stability check. If both succeed, the cult is disbanded before your kingdom takes any penalties from the event. For each of these checks you fail, Unrest increases by 1 and Productivity, Society, and Stability decrease by 1. If both checks fail, the event continues in the next Event phase.
A nearby kingdom sends an ambassador to you to negotiate an embassy (01—60), treaty (61—90), or alliance (91—100), as if using a diplomatic edict (see Special Edicts). If the GM doesn't have an appropriate kingdom in mind when this event occurs, determine the kingdom's alignment randomly; it may be hostile or friendly. The ambassador bears 1d4 BP worth of gifts for your kingdom.
Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.
One of your Houses or Tenements becomes a hive of illicit drug trade. Attempt a Loyalty check and a Stability check, with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, you eliminate the drug den before your kingdom takes any penalties from the event. If you fail at one check, Crime and Unrest increase by 1. If you fail at both checks, Crime and Unrest increase by 1; Economy, Loyalty, and Stability decrease by 1; and on the next Event phase, a second drug den event occurs in the same settlement (01—50) or the nearest settlement (51—100).
Trade is booming in your kingdom! Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
Your kingdom's leaders are invited to a festival in a neighboring kingdom. If you attend and bring 1d4 BP worth of gifts, for 1 year Society increases by 1, Fame increases by 1 for any check relating to that kingdom, and you gain a +2 bonus on edict checks relating to that kingdom.
Nobles (or other influential rival groups) are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.
Spoilage, treachery, or bad luck has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep phase increases by 50%. If you fail, Consumption in the next Upkeep phase increases by 100%.
Farmers produce an unexpected windfall! In the next Upkeep phase, the kingdom's Consumption is halved (but returns to normal on the next turn).
Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event phase.
This event is identical to the building demand event, but the citizens want the construction or destruction of a terrain improvement in the hex.
Zealots mobilize public opinion against a particular race, religion, kingdom, behavior, or kingdom leader. Attempt a Loyalty check. If you fail, the zealots run rampant; Infamy and Law increase by 1 and Lore, Loyalty, Productivity, and Stability decrease by 2. If you succeed, the zealots are somewhat suppressed; Lore, Loyalty, Productivity, and Stability decrease by 1. Two successful checks in a row end the event (if a check ends the event, no penalties from it occur that turn).
Authorities shut down a major criminal operation or thwart a plot against the settlement. Law and Loyalty increase by 1 and Crime and Unrest decreases by 1.
Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your kingdom, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. Attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Edict phase, remove this event's changes to Productivity, Society, and Stability.
A fire, storm, earthquake, flood, massive sabotage, or other disaster strikes! Roll 1d6; on a result of 1—5, the disaster threatens only 1 improved hex. On a result of 6, the disaster is widespread and threatens 1d6 additional improved hexes adjacent to the target hex. Attempt a Stability check for each threatened hex; failure means the disaster destroys one terrain improvement in the hex and Unrest increases by 1.
A fire, a flood, a storm, an earthquake, massive sabotage, or another disaster strikes the settlement! Roll 1d6 to determine how many lots are threatened by the disaster. On a result of 6, the disaster is widespread and affects 1d6 additional adjacent lots. Attempt a Stability check for each threatened lot; failure means the disaster destroys the building in that lot and Unrest increases by 1.
A monster (or group of monsters) attacks the kingdom. The GM picks a claimed hex in the kingdom in which the monster is active. The CR of the monster encounter is equal to the party's APL + 1d4 — 1. You can personally deal with the monster (earning XP and treasure normally) or succeed at a Stability check to eliminate it. If the monster is not defeated this turn, Unrest increases by 4. If the kingdom's Unrest is 5 or higher, the monster's hex becomes unclaimed.
A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom's morale. You gain a +4 bonus on Stability checks until the next Event phase.
A small group of indigenous intelligent creatures joins your kingdom and submits to your rule. Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
A noble family offers to construct a Monument (01—50) or Park (51—100) in your settlement at the family's own expense. The nobles pay all costs and Consumption for this purpose.
One of your kingdom's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your kingdom. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on Economy checks until the next Event phase.
Randomly select one settlement with a Cathedral, Shrine, or Temple. Pious religious folk journey to your settlement, holding a religious festival in that settlement at no BP cost to you.
A deadly sickness strikes the target hex or settlement. You cannot construct terrain improvements or buildings there while plague persists. Attempt two Stability checks, each with a penalty equal to the number of Brothels, Foreign Quarters, Highways, Inns, Piers, Roads, Stables, Stockyards, Tenements, and Waterfronts in the hex, and a bonus equal to the number of Alchemists, Cathedrals, Herbalists, Hospitals, and Temples in the hex. If you succeed at both checks, the event ends but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event phase the plague spreads to an adjacent hex.
A sudden absence of political machinations coincides with an increase in public approval. Unrest decreases by 1d6. Until the next Event phase, you gain a +2 bonus on checks to resolve continuous events. If your kingdom has no Unrest and no continuous events, both Loyalty and Stability increase by 1. If you are using Law settlement modifiers for the kingdom (see Expanding Settlement Modifiers), this also increases Law by 1 for the entire kingdom.
One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader's spouse. Infamy increases by 1. Attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a —4 penalty on all Loyalty checks until the next Event phase.
The settlement immediately fills one of its open magic item slots (selected randomly) with a better than normal item (medium if a minor slot, major if a medium slot). Treat the settlement's base value as 50% higher than normal for determining the item's maximum price. If the settlement doesn't have any open magic item slots, treat this event as Unexpected Find.
A serial killer, arsonist, or daring bandit plagues your kingdom. Attempt two Stability checks, adding the settlement's Law and subtracting its Crime. If you succeed at both checks, the criminal is caught before your kingdom takes any penalties from the event. If you fail at one, the criminal escapes, Unrest increases by 1, and the event is continuous. If you fail at both, the criminal makes a fool of the authorities; Law and Loyalty decrease by 1, Treasury decreases by 1d4 BP, Unrest increases by 2, and the event is continuous.
Criminals begin kidnapping citizens and selling them into slavery. Attempt a Loyalty check and a Stability check, each with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, the slavers are caught before your kingdom takes any penalties from the event. If you fail at one of the checks, Loyalty, Stability, and Unrest decrease by 1, but the event is not continuous. If you fail at both checks, Loyalty, Stability, and Unrest decrease by 2, and the event is continuous.
Unscrupulous merchants are subverting legitimate businesses. Attempt a Loyalty check and a Stability check, each with a penalty equal to the number of Piers, Waterfronts, and trade routes in the kingdom. If you succeed at both checks, the smugglers are stopped before your kingdom takes any penalties from the event. If you fail at one of the checks, Corruption increases by 1d2 in each settlement, Crime increases by 1 for the kingdom, Productivity for the kingdom decreases by 1d3, Treasury decreases by 1d3 BP, and the event is not continuous. If you fail at both of the checks, Corruption increases by 1d4, Crime for the kingdom increases by 1, Productivity for the kingdom decreases by 1d6, Treasury decreases by 1d6 BP, and the event is continuous.
An empty settlement lot is taken over by beggars, troublemakers, and people unable to find adequate work or housing; they camp there with tents, wagons, and shanties. You cannot use the lot for anything until the squatters are dispersed. Fame and Stability decrease by 1, and Unrest increases by 2. You may try to disperse the squatters with a Stability check. Success means the squatters are dispersed and the event is not continuous, but if a House or Tenement is not built in that lot on the next turn, Infamy increases by 1 and Unrest by 2. Failing the Stability check means the event is continuous, and you may not build on that lot until the event is resolved.
Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01—70) or medium (71—100) magic item slot that is automatically filled in the next Upkeep phase. This slot and the item go away if the item is purchased or in the next Event phase, whichever comes first.
Thugs and dissidents riot and destroy property. Attempt a Loyalty check and a Stability check. If you succeed at both, the vandals are stopped before your kingdom takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. A damaged building provides no benefits until half its cost is spent repairing it.
A celebrity from another kingdom visits one of your settlements, causing a sudden influx of other visitors and spending. Fame increases by 1 and Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
A rich merchant or a noble from another land is impressed with your kingdom and asks to construct a Mansion (01—75) or Noble Villa (76—100) in the settlement at no cost to you. If you allow it, the building provides its normal benefits to your kingdom.
Optional Rules
The following optional rules extend or modify the core kingdom-building system. None are required; adopt what fits your campaign.
If a building requires another to be adjacent (such as how a Tavern must be adjacent to a House or Mansion), and that required building is demolished or destroyed, the GM may decide that the associated building goes out of business 1d3 turns later. If this occurs, you lose the building's benefit and Unrest increases by 1.
If you build a replacement, on the next Upkeep phase you may attempt an Economy check to reactivate the abandoned building; success means it is occupied and provides its bonuses again. You may keep trying each turn.
Instead of Cathedrals, Shrines, and Temples providing the same bonuses regardless of religious affiliation, they can provide bonuses based on the alignment of the god worshiped.
A Temple: Chaotic Loyalty +2; Evil Economy +2; Good Loyalty +2; Lawful Economy +2; Neutral Stability +2 (apply twice if simply Neutral, not CN or LN). A Cathedral increases these by 4 instead of 2. A Shrine increases one attribute by 1.
Alternatively, a religious building may grant bonuses based on the god's portfolio (e.g., a Temple of a goddess of wine increases Economy and Loyalty each by 2). These replace the building's normal modifiers and should never exceed normal bonuses (+1 Shrine, +4 Temple, +8 Cathedral).
There are four types of optional special edicts: Diplomatic, Exploration, Trade, and Vassalage. Each turn in the Edict phase, after you have issued your Holiday, Improvement, Promotion, and Taxation edicts, you may issue one of these special edicts. See the individual entries below for rules on each type.
Diplomatic edicts allow you to establish an embassy, treaty, or alliance with another kingdom. You must have an official representative present in the other kingdom. Using this edict costs 1d4 BP in travel and other expenses.
Your representative must attempt a Diplomacy check. The DC is determined by the following formula:
Special Size Modifier = kingdom's Size ÷ 5, applied separately for your kingdom and the target kingdom.
Alignment Difference Modifier
| Alignment Difference* | DC Modifier |
|---|---|
| Same | +0 |
| 1 step | +5 |
| 2 steps | +15 |
| * Per alignment axis. | |
Relationship Modifier (per third party)
| Relationship | DC Modifier |
|---|---|
| You and target both have an alliance with a third party | —8 |
| You have a treaty with the target's ally | —4 |
| You and target both have a treaty with a third party | —2 |
| You have an embassy with the target's enemy | +2 |
| You have a treaty with the target's enemy | +5 |
| You have an alliance with the target's enemy | +10 |
Attitude
The target kingdom's initial attitude toward you is indifferent (like an NPC). The GM may modify this based on alignment, shared history, culture, warfare, and espionage. Each attitude step worse than helpful increases DC by 5.
Embassy
Attempt a Diplomacy check vs the Diplomatic edict DC. On success, recognition is established; the embassy in the other kingdom grants your kingdom Consumption +1, Economy +2, and Society +2. On failure, you cannot attempt again for 1 year. Failing by 5 or more: Fame −1 and target's attitude worsens by 1 step.
An embassy is a permanent agreement. Closing it requires a Loyalty check; failure means citizens reject severing ties and you must try again next turn. If you attack a kingdom with which you have an embassy, Infamy increases by 1 (or by 1 and Unrest increases by 1 on a failed Loyalty check).
Treaty
Requires an existing embassy. Your envoy attempts three Diplomacy checks vs the Diplomatic edict DC; at least two must succeed. You and the target kingdom's leader then make a series of opposed skill checks (Bluff, Diplomacy, Knowledge, Sense Motive) to determine negotiating advantage.
Balanced treaty: each kingdom's Economy increases by 10% of the other's Economy. Unbalanced treaty: the advantaged kingdom gains 15%, the disadvantaged gains 5%; the advantaged kingdom's Infamy increases by 1.
Alliance
Requires an existing treaty. Your envoy attempts six Diplomacy or Intimidate checks; at least four must succeed. Negotiating advantage is determined as for treaties. Bonuses apply to Stability instead of Economy. Allied kingdoms can move armies through each other's territories. Failure to send aid when an ally is attacked increases Infamy by 1d4.
Multiple Kingdoms: A kingdom may have embassies with any number of kingdoms. For each treaty or alliance after the first, the Economy or Stability bonus is reduced by 1 (minimum +0).
To apply settlement modifiers kingdom-wide, add up the Settlement modifiers for all settlements in your kingdom, divide by 10, and apply the following alignment adjustments: Chaotic +1 Crime; Evil +1 Corruption; Good +1 Society; Lawful +1 Law; Neutral +1 Lore (apply twice if simply Neutral, not CN or LN). Use these totals everywhere in your kingdom. If a settlement has its own settlement modifier, use the higher of the two modifiers for rolls relating to that settlement.
Exploration edicts commission explorers to map unclaimed hexes and prepare them for your kingdom. Financing explorers costs 1d4 BP per month of the expedition, paid in advance. Explorers start at your capital and spend the contracted time traveling, exploring, and mapping unclaimed hexes, then return to your capital.
Explorers note obvious terrain features on the first day in a hex. Each additional day allows Knowledge (geography) and/or Survival checks to locate hidden landmarks (DC 15–30).
If explorers have a hostile encounter while unsupervised, attempt a Stealth check for the expedition (DC = 10 + twice the encounter's CR). If that fails, attempt a Stability check (DC = Control DC + twice the encounter's CR); failure means the explorers are killed, Unrest increases by 1, and the BP investment is lost.
Kingdoms gain notoriety for the actions of their leaders and citizens and for constructing certain buildings. Fame represents a positive perception (culture, learning, honor); Infamy represents a negative one (treachery, corruption, villainy). Fame and Infamy are independent — a kingdom can have both.
- Starting Values: When you found a kingdom, it starts with Fame 1 or Infamy 1 (Ruler's choice). The other starts at 0. Neither can go below 0.
- Settlement Modifiers: Add all Lore and Society modifiers from all settlements and divide by 10; add this to Fame. Add all Corruption and Crime modifiers and divide by 10; add this to Infamy.
- Size Increases: When your kingdom's Size reaches 11, 26, 51, 101, and 201, Fame or Infamy (Ruler's choice) increases by 1.
- Using Fame and Infamy: For every 10 points of Fame, citizens gain +1 on Diplomacy checks to influence government officials of other kingdoms. For every 10 points of Infamy, citizens gain +1 on Intimidate checks to influence government officials of other kingdoms.
The kingdom-building rules presume a feudal monarchy. The following optional government types adjust settlement modifiers to establish different campaign flavors. You may choose one of the following as your kingdom's government.
| Government | Description | Settlement Modifiers |
|---|---|---|
| Autocracy | Single ruler by popular acclaim, election, or light-handed hereditary rule. | None |
| Magocracy | Individual or group with potent magical power promotes knowledge and education; magic users enjoy favored status. | Lore +2, Productivity —1, Society —1 |
| Oligarchy | Councilors, guild masters, and wealthy individuals lead by council. | Corruption +1, Law —1, Lore —1, Society +1 |
| Overlord | Single ruler who seized or inherited control; maintains a tight grip on power. | Corruption +1, Crime —1, Law +1, Society —1 |
| Republic | Parliament of elected or appointed officials deciding through voting and coalition-building. | Crime —1, Law —1, Productivity +1, Society +1 |
| Secret Syndicate | Unofficial or illegal group (e.g., thieves' guild) pulls strings through a puppet leader. | Corruption +1, Crime +1, Law —3, Productivity +1 |
| Theocracy | Leader of the most popular religion rules; religion members enjoy favored government status. | Corruption —1, Law +1, Lore +1, Society —1 |
Declaring Independence
If all leaders agree, divide your kingdom amiably during the Event phase:
- Decide how many kingdoms to form from the old one.
- Split hexes, treasury, and mobile assets in a fair manner (proportionate to population or Size).
- Determine how much Unrest is not from leadership and building modifiers; divide by the number of daughter kingdoms (minimum 1 each).
- Each daughter kingdom follows the founding steps. Loyalty increases by 1 for each for the next 6 months. Add the split Unrest to each daughter kingdom's total.
If using Diplomatic edicts, you may declare independence via a Diplomatic edict to form an alliance, with the sponsor's initial attitude 2 steps worse than normal.
Forming a Union
If all leaders in each kingdom agree, combine Treasuries and other mobile assets. Average the non-leader-based Unrest of each kingdom (minimum 1). Then follow the founding a kingdom steps. Leaders who change roles treat this as a role change, gaining or losing the relevant bonuses the next turn.
For every 5 full ranks in a relevant skill, a leader may increase their leadership modifier by an additional 1, in addition to the standard ability score bonus.
| Role | Relevant Skill |
|---|---|
| Ambassador | Diplomacy |
| Consort | Knowledge (nobility) |
| Councilor | Knowledge (local) |
| General | Profession (soldier) |
| Grand Diplomat | Diplomacy |
| Heir | Knowledge (nobility) |
| High Priest | Knowledge (religion) |
| Magister | Knowledge (arcana) |
| Marshal | Survival |
| Royal Enforcer | Intimidate |
| Ruler | Knowledge (nobility) |
| Spymaster | Sense Motive |
| Treasurer | Profession (merchant) |
| Viceroy | Knowledge (geography) |
| Warden | Knowledge (engineering) |
The GM may want to adjust settlement modifiers based on the settlement's size relative to the standard size categories in the Core Rulebook.
| Lots | Category | Modifiers | Danger |
|---|---|---|---|
| 1 | Village | —4 | —10 |
| 2—8 | Small Town | —2 | —5 |
| 9—20 | Large Town | 0 | 0 |
| 21—40 | Small City | +1 | +5 |
| 41—100 | Large City | +1* | +5* |
| 101+ | Metropolis | +1* | +5* |
| * Per district. | |||
Modifiers: Add the listed number to the settlement's Corruption, Crime, Law, Lore, Productivity, and Society. Danger: Add the listed number to the settlement's Danger value.
Trade edicts allow you to create a trade route with another kingdom, increasing BP gained each month. To plan a trade route, determine the Trade Route Length (TRL) in hexes along the path (roads and rivers count normally; grassland and desert count double; highways and water count as half). Divide TRL by 10 to get the Route Modifier (RM); subtract TRL from your kingdom's Size to get the Length Modifier (LM, minimum 0).
Establishing a trade route requires at least 5 BP investment. When traders first arrive, attempt Economy, Loyalty, and Stability checks:
- All three fail: trade route fails; Fame −1, Unrest +1.
- One succeeds: expedition fails but recovers 1d4 BP per 5 BP invested.
- Two succeed: Economy +1, Treasury + RM + 2d4 BP per 5 BP invested.
- All three succeed: Economy +2, Fame +1, Treasury + RM + 2d4 BP per 5 BP invested.
An established trade route lasts 1 year. A kingdom can maintain one of each type:
- Food: Requires surplus Farms and Fisheries reducing Consumption below 0. Successful route increases Economy by 1 for every 10 Farms and Fisheries.
- Goods: Requires at least 1 Guildhall. Count Guildhalls, Smithies, Shops, Trade Shops, and Tanneries in the starting settlement and divide by 10; successful route increases Economy by that amount.
- Luxuries: Count Alchemists, Caster's Towers, Exotic Artisans, Herbalists, Luxury Stores, and Magic Shops and divide by 10; successful route increases Economy by that amount.
- Raw Materials: Requires at least 1 Foundry to count Mines. Successful route increases Economy by 1 for every 10 Mines, Quarries, and Sawmills.
Vassalage edicts allow you to cede a portion of your lands to a subordinate leader, sponsor a colony, or subjugate a conquered kingdom. You must select a person to take the Viceroy leadership role. Issuing a Vassalage edict costs 1d4 BP plus a starting Treasury grant to the Viceroy (up to 1/4 of your kingdom's Treasury). The vassal functions as a separate entity with its own kingdom scores.
New Vassal or Colony
When creating a new colony or kingdom, you may immediately establish an embassy, treaty, or alliance (your choice) with your new vassal — balanced or unbalanced, at your discretion. These decisions are automatic and do not require rolls.
Subjugation
When subjugating a conquered kingdom, you may immediately establish an embassy, but must follow normal Diplomatic edict rules for treaties or alliances. BP spent on bribes or gifts may be counted toward new improvements or buildings in the vassal kingdom.
Vacancy Penalty
If the vassal kingdom takes a vacancy penalty for having no Viceroy (or a Viceroy neglecting duties), that kingdom also takes the Ruler vacancy penalty. A Consort or Heir from your kingdom may mitigate this penalty while touring the vassal state, but cannot simultaneously mitigate your own kingdom's Ruler vacancy penalty.