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Kingdom Building Overview

Overview

  Some heroes found kingdoms, driving out hostile monsters to make room for peaceful settlers. Others lead soldiers into battle, waging great and terrible wars. This section presents rules for building a kingdom and waging war that focus on the larger tactics of city planning and troop strategy rather than managing details of individual settlers and soldiers.   This section uses “kingdom” as a universal term to represent all kinds of domains, regardless of size, form of government, and gender of the ruler. Most of the decisions are in the hands of the players, and these rules are written with that assumption, using terms like “your kingdom” and “your army.” However, the GM is still in charge of the campaign, and is expected to make judgments about the repercussions of player decisions. While players running a kingdom should be allowed to read these rules (having them do so makes much of the kingdom building easier for the GM), the players shouldn’t think they can abuse these rules to exploit weird corner cases. For example, players may decide to construct a city full of graveyards because of the bonuses they provide to the city, but if the GM believes that is unreasonable, he could decide that the city is prone to frequent undead attacks. Likewise, a settlement with more magic shops than houses and businesses may slowly become a ghost town as all the normal citizens move elsewhere out of superstitious fear. As with a normal campaign, the GM is the final arbiter of the rules, and can make adjustments to events as necessary for the campaign.  

Ruling a Kingdom

Kingdom Building Quick Reference

With building a kingdom, you begin by founding a small settlement—such as a village or town—and expand your territory outward, claiming nearby hexes, founding additional settlements, and constructing buildings within those settlements. What you build in a hex or a settlement affects the economy of your kingdom, the loyalty of your citizens, the stability of the government, and the likeliness that kingdom will fall into chaos when citizens worry about monster attacks and other threats.   Use the kingdom sheet to track the statistics of your kingdom, just as you use a character sheet to track the statistics of your character.   You and the other PCs take specific roles in leading your kingdom, such as Ruler, High Priest, General, and so on. The leaders provide bonuses on rolls you make to manage the kingdom’s economy and other important issues. For example, having a High Priest makes your kingdom more stable and your citizens more loyal, and having a Treasurer makes your kingdom more profitable.   Instead of using gold pieces, a kingdom uses a type of currency called build points (BP), which represent actual cash, labor, expertise, and raw materials. While it is possible to convert gp into BP and back again, for the most part you’ll just be spending BP to run your kingdom.   Running a kingdom takes place over a series of turns, similar to how combat takes place over a series of rounds. a kingdom turn takes 1 month of game time. Each turn has four phases which you resolve in order: the Upkeep Phase, where you pay the kingdom’s bills; the Edict Phase, where you levy taxes and build improvements; the Income Phase, where you collect taxes; and the Events Phase, where you see if something especially good or bad happens to your kingdom.   Ruling a kingdom is a complex and difficult task, one undertaken only by the very ambitious. Many PCs are content to live as mercenaries or treasure hunters, no interest in being responsible for the health and well-being of subjects; for these characters, a kingdom is simply a place they pass through on the way to the next adventure. However, characters who are keen to spread their wings and forge a place of power and influence in the world can use these rules to create a different sort of campaign. If the PCs are interested in ruling only a single town or castle and the small region around it, kingdom building can focus primarily on the settlement and the PCs’ personal demesne. If the PCs have larger goals, such as carving out a new, independent kingdom, these rules allow them to build cities and engage in trade, diplomacy, and war.    

Overview

The key parts of the kingdom-building rules that you’ll be referencing are as follows:   [list] [*] Explanation of the kingdom terminology.[/*] [*]Step-by-step instructions for founding a kingdom. [/*] [*] The turn sequence for an established kingdom. [/*] [*] The game statistics for terrain improvements. [/*] [*] Step-by-step instructions on how to found your first settlement.[/*] [*] The game statistics for the types of buildings.[/*] [*] The settlement District Grid.[/*] [/list]   Following the main rules and the types of buildings are several additional rules for kingdom building, such as modifying the effect of religious buildings based on alignment or deity portfolio, tracking Fame and Infamy scores for your kingdom, rules for different types of government, and special edicts you can declare during the turn sequence.  

Kingdom Terminology

Kingdoms have attributes that describe and define them. These are tracked on a kingdom sheet, like a character’s statistics are on a character sheet.   Alignment: Like a PC, your kingdom has an alignment, which you decide when you form the kingdom. The kingdom’s alignment represents the majority outlook and behavior of the people within that kingdom when they’re considered as a group. (Individual citizens and even some leaders may be of different alignments.) When you decide on your kingdom’s alignment, apply the following adjustments to the kingdom’s statistics: * Chaotic: +2 Loyalty; * Evil: +2 Economy; * Good: +2 Loyalty; * Lawful: +2 Economy; * Neutral: Stability +2 (apply this twice if the kingdom’s alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). A kingdom’s alignment rarely changes, though at the GM’s option, it can shift through the actions of its rulers or its people.   Build Points: Build points (or BP for short) are the measure of your kingdom’s resources—equipment, labor, money, and so on. They’re used to acquire new hexes and develop additional buildings, settlements, and terrain improvements. Your kingdom also consumes BP to maintain itself (see Consumption).   Consumption: Consumption indicates how many BP are required to keep the kingdom functioning each month. Your kingdom’s Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries). Consumption can never go below 0.   Control DC: Some kingdom actions require a check (1d20 + modifiers) to succeed—this is known as a control check. The base DC for a control check is equal to 20 + the kingdom’s Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects. Unless otherwise stated, the DC of a kingdom check is the Control DC.   Economy: This attribute measures the productivity of your kingdom’s workers and the vibrancy of its trade, both in terms of money and in terms of information, innovation, and technology. Your kingdom’s initial Economy is 0 plus your kingdom’s alignment and leadership modifiers.
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