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- Appendix 2: Kingdoms
- Kingdom Advancement
- Kingdom Skills and Activities
- Building and Expanding Kingdoms
- Magic and Diplomacy
- Activity Steps
- Settlement Management
- Structures and Features
APPENDIX 2:
KINGDOMS
‘The PCs don create their kingdom at the start of
emake. Instead they begin this process ar the start
fof Chaprer 4, alter their vierory over the Stag Lord
mavinces the leaders of Brevoy to grant the PCs a charter
to establish their own kingdom in the Stolen Lands.
so to ensure thar your gaming, group has plenty of
‘uninterrupted rime tor more traditional adventaring, the
rules presented in this append rake place entirely in
wwntime, The mechanics tecat the kingdom itslf as a
sort of additional character in th > players who
[know how to navigate and level up theie own characters
should find managing a kingdom relatively easy.
Mons of the kine re
of the Kingdom Creation
pecially fromthe stant
cri (pare 5
)rhrengh the
cenul of the Sesleents section (page 993) are frm the
‘quest sidebars —are written for the playe
‘GM, and should be shared with them. The quest sidebars
and the Kingdom Events that concludes the
appendix (page 553) are for the GM only. A spoiler-free
version of ese rules (along rates Grn
Append 8) ane available fr Freed
along with the Kingmaker P
a paiencom,
Though these rules use
by the
sn't need to be a monarchy. Likewise, titles like
or “king” may differ from the terms the PCs
choose for their leaders (and in any ease, genuler has no
‘mechanical role in the kingdom ils
as well asthe
ial Ue wat
mle as a PDR,
Guide, both available‘These rules are focused specitcally onthe Kingmaker
Adventure Path and so. include only elements
appropriate for its setting and storyline, You won't
find cules for building kingdams in the desert ae on
the acean, nor wall yon find events involving, monsters
thar don’t make sense in the Stolen Lands of buildings
that aren't thematically appropriate for the storyline.
If you wish to use these rules to run kingdoms outside
‘of Kingmakes, you may need to adjust these rules to fit
your pate.
CITIZEN QUESTS
The PCs will encounter plenty of opportunities for
quests throughout the Kingmaker Adventure Path,
As thet kingdoms reavhes specific mslestoues, citizens
ome forwa
These citizen quests appear as sidehars throughout
this appendix, bur consider introducing some of the
quirky NPC citizens associated with them early in
your game!
KINGDOM CREATION
The processes of creating, and rimming, « kingdom are
similar to creating and playing a character. A kingdom
has several different mechanical systems that define and
describe it, including ability scores, skill, and feats.
“These develop throughout the campaign, so you should
track them ona kingdom sheet like the one on page
629 ‘The GM and other players shold work ragethor
to determine how best to keep track of theie kingdom,
Should the GM keep track of everything? Should
cone player (perhaps the one in the Ruler leadership
sole—page 514) always be responsible for filling out
the kingslam sheet, while ether players are rexpunmable
for different sertlements’ Urban Grids (page 540)?
Should the kingdom shect pass trom one player to the
next each session or each time the kingdom levels up?
As long as all of the kingdom’s stats are available to
everyone during play, there's no one right answes, so
tase the sofuion that works best for your group,
KINGDOM ABILITY SCORES
A kingdom has four ability scores: Culeure, Economy,
Loyalty, and Stability. These function like the ability
scores of a character, providing wodiiers on die culls
anal checks. As the kingdom praspers and pros, these
scores can increase. And it the narion falls on hard
rime or gies throngh corruption, scandal, defen, or
disaster, Ruin will accrue thar degrades these abilities
(see Ruin, page 533),
tas ask their heroic leaclers for aid
Culture
won and st people ro the arts and sciences,
nl dedication af
vyonr na
APPENDICES
WORKING TOGETHER
More sothan typical Pathfinder camalans, Kingmaker
assumes that the FCs work together, These rules
secure that alate Pe have ols as Ines in the
retin, sed Ul yt al sea cn king tas
kingsiom prosperous and stable, rather than stealing
from the treasury, opoessing the citizens for each
othe o striking out on thelr own to start competing
kingdoms, Before starting this campaign, you should
make sure your players understand this assumption
i bull pauper.
to religion and reason, and to the subjects that yo
soxiety houses leat sbuvut aad teach Ave yo
rele well-versed in rhetoric an pilsorpy? Das the
value learning an research, music and dance? Do they
embeace society in all is diverse splondar? It chey do,
your kingdom likely has a robust Culture score.
Economy :
emmy measures the practical day-to-day workings
of your woe ws it come together wo do tela
ot making and boiling, buying and selling. Ho
industrious are your citzeney? Are they devoted to
building more, higher, and better, trading in goods,
services, and ideas? I's, your kingdown likely has
Siete
Loyalty
Loyalty measures the collective will, spirit, and sense of.
camaraderie the citizens of your nation possess. [low
‘much do they trust and depend on one another? How
dinthey eespemd wher rst seminal a
nace new laws? How do they react when other nations
send spies or provocatcurs into your lands to make
trouble? If they support the kingdom’s leadership, the
kingdom itself has a robust Loyalty score.
Stability
Stability measures the physical health and well-being
of your nation, This includes its infrastructure and
buildings, the welfare of its peopley and how well
things are protected and maintained under your
tule, How eavefully da you ausinwin your stares and
reserves, repr things thar are hroken, andl provide for
the necessities of lite? How quickly ean you mobilize
ti shield your ciriwns from harm? A kingglam thar
can handle both prosperity and disaster efiiently and
effctively has a robust Stability core
KINGDOM ABILITY SCORE OVERVIEW
Fach Kingalon ability scone starts at 10, representing,
the average, horas a player makes kingdom creationKINGDOM IN THE BACKGROUND
Not every group will be interested in the details
ot how a kingdom is built and managed. In such a
ase, the GM can allow the PCs! kingdom to develop
sl go i Hackney. Resnce
encounters during hexsloration came ley Nayar
discoveries in tis case, and while you can stl run
Kingdom events as they occur during the campaign
their mechanical effects and repercussions should
Jit themselves to those tha affect the PCs ect
oer
es
choices in the following steps, they'll adjust these
scores. Apply ability boosts (which increase a score
by 2) ut ability faws (which deuease a score by 2),
iw the same way that boosts snd flaws are applied 1
character ability scores (Pathfinder Core Rulebook 20),
Kingdom abilicy scores give the same ability modifiers
as character ability scores, as summarized on Table 1-1
‘on page 20 of the Ruuhfinser Core Rulebook,
STEP 1: KINGDOM CONCEPT
tiling 2 kingdom isa cooperative experience that is
enhanced by having the entire group engaged. By the
time the PCs are granted a charter to explore and settle
4 portion of the Stolen Lands, the players should be
fiiven the kingdom cules and should work together 10
dlevide the sort af kingdom they want to establish,
STEP 2: SELECT A CHARTER
Starting a new kingdom is a daunting challenge, requiring,
‘jgnifcant amounts of funding and support to get everything
started. A charter granted by an established enuty gives the
neem ight ot the sts
vec en
eee reek
rypically manifesting as boosts ro wo af the keingelom’s
ability scores and a flaw to a third score. In effect, a charter
bolsters two aspects of a kingdom, but one other aspect is
Ineld back tothe benefit of the charters holder
Most charters apply a flaw to one specific ability, a
Ibowse to another specific ability, and a “free” host
which can be applied to any score thar the charter
docsn’t specifically affect. For example, the conquest
charter specifically gives a boost to Loyalty and a flaw:
to Culture, so the free boost can be applied to either
Feonony Stability
In Kingmaker, the PCs earn theircharrer from Jamandh
[Midori as thanks tor dealing with the rhrear posed by the
Seay Tord (Ounce af Kiygmaker, rhe method by which
a kingdom sccures a charter can vary, but the most
‘organic method is for the GM to grant one in the form
‘of a quest reward.) In any case, the PCs choose one of
five forms for their charter detailed below.
Over time the PCS” kingdom may grow more
independent or they could secure addirional aid and
support rom other nations. None ofthose developments
will replace or adjust the important initial boosts and
flaw they'll earn at the very start of their kingdom's
Iistory—once the PCs have chosen their chartes, the
Jhonsts andl flaw ir grants are permanent.
On the kingdom sheer, record the type of charter
the PCs chose. On a separate shect, ecord which three
kingdom abilities received boosts or flaw in this step;
refer to it when finalizing ability scores in step 5.
CONQUEST CHARTER
Your sponsors have conquered! an arca and its former
leaders have been routed or even killed This charter places
Yyou in charge of some portion ofthis conquered territory
(or land abandoned by the defeated enemy) and commands
yu ta hold and pacify it in the name of your patron, The
eople are particularly devoted and supportive of your rule
Gt partially out offer), but the eorstant threat of potential
war hinders the arts and makes it difcut for ctizens to
truly relax. If you opt for this charter, you are asked to set
up your kingdom against Pitax.
‘Ability Boosts Loyalty plus a tree ability boost
Ability Flaw Clr
EXPANSION CHARTER
Your patron places you In charge of a domain adjacent to
already settled lands with the expectation that your nation
will remain a strong ally. The greater support from your
patrons nation helps tabalster your awn kingelon's ancy,
but this increased reliance means that fluctuations in your
allys fortunes can impede your own kingdom's security. If
you selec this charter, Lady Jamandi expects you to remain
strong allies with Restov.
Ability Boosts Citure, pis. fre ality bone
Ability Flaw Stailily
EXPLORATION CHARTER
Your sponsor wants you to explore, dear, and sette a
vwldemess area along the border ofthe sponsors oun testy
Your chart helps ta secre intial structures (or supplies. ta
tne ths) te os of rig sal deb
Ability Boosts Stability, usa re ality boost
Ability Flaw Economy
GRANT
Your patron grants a Tage amount of fond
resmurces wilhoul restriction an the
CHARTER
an aller
e of your
Kingdom's leelopment=but they da reir you to employ
‘many of their citizens and allies, Your nation’s wealth
and supplies are secure, but a portion of your kingdom's
residents have split alleglances between your nation and
that of our sponsor,
Ability Bousts Ecnwny, pls a ewe ability st
Ability Flaw loyallyOPEN CHARTER
If you would prefer to be truly free agents and tralblazers
staking your vm claim, you can simply choose an open charter
With ne estritions-and no diet upp. In thie cate, Lady
noe aplals you bravery ad sellecoeidence bt wees
that establishing a Kiri fs no smal task, An open charter
rants a single ability boost to anv ability score, and the new
nation has no bulc-In ably Naw.
Ability Boosts one fre ability boost
Ability Flaw none
STEP 3: CHOOSE A HEARTLAND
The new kingdom consists of a single hex. The PCs
«can choose any hex (subject to GM approval) that they
Ihave Revonmitered. Tell the players dat i's wisest
realy since their frst
their capital will be locate inthis initial
hex. Note that terrain features can gran other benefits
to the kingdom when claimed; sce Terrain Features on
page 535.
The hearthind grants an additional boost w one
cf the kingdom's abulty scores based on a sipiicant
terrain Fearuce present in thar hese IE the hex has more
than one terrain feature, the PCs should choose only
cone of them to provide the boost.
The choice of certain made here influences how the
Favored Land kingdom ability functions (page 512).
‘On the kingdom sheet, record the heartland terrain
the PCs chase. On a separate sheet, record which
kingdom ability received a boost in this stop; rote to it
when finalizing ability scores in step 5.
FOREST OR SWAMP. HEARTLAND.
Yur natin hegine in wnnlanls or awamplants, there
sre shar ayes in maul esurces or wore ta bolster
‘your citizens imagination and mood,
Ability Boost Culture
HILLOR PLAIN HEARTLAND
Your nation stars in an area that is easy Ta traverse. This
is reflected in your citizens? tem hey apreca
that your choice makes their ives abit easier.
Ability Boost Loyalty
selec a hex ty siructu
APPENDICES
MAKING BIG CHANGES
In Kingmaker, a kingdoris government type cannot
be altered once chasen. Should tho GM wash to allow
2 fl egime change it shoul cause signiticant events
io an yo wy
should free the PC leaders to endure several King
tums of anarchy. A full exsloration of the story
potential of regime changes are beyond the scope of
thes rules and ofthe Kinamaker Adventure Pat,
That said i the PCs are seriously unhappy with a
doce they made euler eyaning thie kings
frovernment or their sponsor or intial caital for
that matter-you should consider simply letting the
players retcon their choices and rebuild the kingdom
With 2 new choice of government forthe sake of
ing your cana going!
araificial features to bolster defense. Your citizens tend to
be hale and hardy if not stubborn to a faut.
Ability Boost Stability
STEP 4: CHOOSE A GOVERNMENT
‘Though the terminology used in Kingmaker pees
the PCs establish a feudal monarchy in which a queen
and/or king ules the land, feudalism isn’t the only
fom of goverment to choose from. Ifthe PCs decide
upon a different type of government, adjust the nam
cf certain leadership roles a3 you wish, The mechatl
fof ehese rules romain the same.
‘The choice of government grants three boosts to the
Kingdom's ability scores. Two boost specific abilities,
while the thied isa free boost that can be applied to any
bulity score either than the two that were sperifienly
boosted, The government rype also gives the kingdom
the trained protcicncy rank in two specific skills and
grants a bonus Kingdom feat (page 513)
‘Ontthe kingdom sheet, record the type of government
the PCs chose, which to skills received training, and
which Kinggdim feat the PCs received. On a separate
sheer, record which three kingdom abilities received
a boost in this step; reler to it when finalizing ability
scores in step 5.
LAKE ORRIVER HEARTLAND — DESPOTISM
By establishing your nafion on theshowss ofa lake oc iver, ESTERS
you ensure a builtin mechanism for (rade. Even belore Your nalion’s rule is centered around a single individ
coat is ut, merchants and travelers can reach your
settlement with relative ease via boat
Ability Boost Economy
MOUNTAIN OR RUINS HEARTLAND
Your nation is founded iv Ue mountains ow includes a
Sight euinedllurtion, and ib usa: these neural ar
wha seized a inherited command ard whe authority is
absolute. The ruler of this kingdom sill rlainsadvisos and
assistants, but only when they obey the rule's whims.
‘Ability Boosts Stablty and Economy, plus a free ability
boost
‘Skil Proficioncios In igu aid Wa fare
Bons Feat Cail MissenlFEUDALISM
rn
Your nations rule is vested in a dynastic royal family,
though much ofthe real pnwer is distributed armnng their
vassals an ifm
‘Ability Boosts Stability and Culture, plusa tree abi
‘Skill Proficiencies Defense and Trade
Bonus Feat Fortified iets
OLIGARCHY
ro
Your nations rule fs determined by a council of influential
leaders who make decisions for all others.
‘Ability Boosts Loyalty and Economy, plus a free ability
boost
‘Skill Prficiencies Arts and Industry
Bonus Feat Insider Irading
Tost
Your nation draws its leadership from its own citizens.
Elected representatives meet in parliamentary bodies to
idle the nation
Ability Boosts Stability and Loyalty, plusa free abiity boost
‘Skill Proficiencies Engineering and Politics
Bonus Feat Pll Together
THAUMOCRACY
co
Your nation's governed by those most skilled in magic, using,
their knowledge and power to determine the best ways 10
rule. While the type of magic wielded by the nation's rulers
can adjusts themes (or even its name-a thaumocracy run
hy divine spelleastars would he a theneracy, ar example)
Uwe details below remain the sme whet
divine, occult, orimal, or any combination ofthe four.
Ability Boosts Economy and Culture, plus a free ability
boost
‘Skill Proficencies Folklore and Magic
Bonus Feat Practical Magic
no
Your nation is decentralized and relies on local leaders
and citizens to handle goverriment issues, sending
reqresentatives tn each other as needa to eal wih ses
Uhal eancorn one than one locally
Ability BoestsLinylly aval Cull, wa Tem ay Tw
‘Skill Poficiencies Azriculture andl Wilderness
Bonus Feat Muddle Through
STEP 5: FINALIZE ABILITY SCORES
‘Once the players have chosen their kinglown’s chante,
heartland, and government, finalize the kingdom's
ability scores. Fiest, choose two different kingdom
abilities to receive additional boosts. Then, total
the boosts and flaws the kingdom has received for
each ability, and cecard the final ability scare and its
associated moxhfier on the kingdom sheer, Remember
that ability scores start at 10, boosts add 2, and
flaws subtract 2. For example, if a kingdom's Loyalty
received two boosts and a flaw its Loyalty ability score
is 12 (10+4-2}, so its Loyalty modifies +1.
STEP 6: RECORD KINGDOM DETAILS
‘The PCs should choose a name for their kingdom,
Record it on their kingdom shect slong with the
following initial statistics.
# The kingdom's level (see Leveling Up Your
Kingdom page 511) is 1, anal ts maaxinnum level is
equal ro the party level
+= The kingdom's Size (page 533) is 1
*# The kingdom's Resource Die (page $33) is a d4,
and its Resource Dice total is 5.
The kingdoms Control DC (page 512) is 4.
The kingdom's Consumption (page 938) 15 U.
he kingelom’s Linrest (pap S44) is 0
‘©All four Ruins (page $33) start at 0, and each
Ruin’s initial threshold is 10.
# The kingdom's intial commodity stores (page $35)
‘ve 0, and its maximum storage Tint for each is 4
STEP 7: CHOOSE LEADERS.
Every kingdom needs leaders, and in Kingmaker,
the assumption is that those leaders include the PCs
(though if the party has more than eight PCs, not all
PCs will have leadership roles). Full rules for leadership
eee si
Firs, assign each PC roa different leadership roe. I's
best ifthe party works together to assign these roles,
‘Then, assign any remaining roles to NPCs whom the
PCs have allied with and who are capable and willing
to seeve in a leadership sole,
Newt, chose four leadership roles ro invest. Investing,
4 role provides a srarus bonus ro Kingdom skill checks
based on that rol’ key ability (see Key Ability on page
$14 and table on $16). Invest roles assigned to PCs frst
{so if your party has fewer than four PCs, you'll invest
‘nly enough NPC roles 10 ake up the difference).
hese initial leadership assignments happen as part
of the founding of the kingdom and do nor require
A Kingsdam activity ro accent. Once the kingalom is
established, adjusting leadership requires using the
‘New Leadership kingdom activity (page $20).
Then, each of the four invested leaders chooses
to apply the trained proficiency rank to a different
Kingalown skill (page 515). You may not chovose skills
thar already received reaining, from your choice ofgovernment type. These proficiency ranks cannot he
reassigned later
On the kingdom sheet, record the leader you
scigued Lo each cole aud indicate tle nus ses yoy
invested. Record a 41 status bonus tothe skill
associated with each invested role’s key
ability, and record the four skills that
your nation received training in.
STEP 8: FIRST VILLAGE
Somewhere in that heartland
hhex lies the kingdom’s firs
village
founding settlements begin on
page $42, but the players can skiphtep
1 and Step 2 of thar process when
fonnding this village. Since this
is their frst village, the PCs gain
40 kingdom XP as a milestone
award (page
the kingdom sheet, along with the
capital’s name. Ifthe site the PCs have chosen has aff
established structures listed in the hex’s resources in
Chapter 2, place them in blacks af the PCS choice on
‘an Urban Grid (see page 540). (The PCs won'c acd new
structures to the settlement before thet frst Kingdom
the capital. Rules for
38); record it on
STEP 9: CALCULATE SKILL MODIFIERS
With the big decisions made, it’s time to calculate
modifiers for each of the kingdom's skills. Fach skill
is associated with a specific ability (se page 516), and
the initial modifier for each skill consists of the ability
modifier for the associated ability, plus a proficiency
bonus, plus a status bonus for skills that receive them
from invested leadership roles. (There are several other
types of bonuses and penalties that can affect skill
rmolifers later in the campaign; leave those hoxes
empty for now.)
fice ~ modifier of the skill’ key ability
score + proticieney bonus + status bonus
If a kingdom is not proficient in a skill, the
proficiency honns is 40; iF kingdom is trained in a
ski, dhe proficiency bonus is shat kingdom’ level plus
2. (’s not possible to attain proficiency ranks beyond
trained until 3rd level.)
For example, the Agriculture skill is associated with
Loyalty. If the kingdom's Loyalty modifier is +1, and
it is untrained in Agriculture, then irs Agriculrure skill
tmifer ig +1. I dae Astlevel kingdom is rained i
Agriculture, though, add to that a proficiency bonus of
3 (the kingdom's level plas 2). Ifa leadership role that
provides a starus bonus to Loyalty-based checks (Ruler
far Emissary) is invested, add another 1
Caleulate the initial modifiers forall skills and record
them on the kingdom sheet.
STEP 10; FAME OR INFAMY?
Finally the PCs should decide if they want their kingdom
to aspire to fame or infamy. A famous kingdom seeks
to holster its citizens, forge alliances with neighbors,
‘or oppose the rise of ccuelly, while an infamous
kingdom uses its citizens as resources, undermines and
rarfare. I's an
sabotages its neighbors, or actively seek
‘oversimplification to call a famous kingdom a “good”
and
kingdom or an infamous kingdom an
disruptive elements like crime or corruption will harm
an infamous kingdam as surely as a famous one. As
such, kingdoms dey not have aliguonents oo tack, The
choice here solely determines whether the kingdom uses
Tame or Infamy points (page 537) and the influence
certain structures might have on the kingdom. Fill in the
8
LEVELING UP YOUR KINGDOM
Kingdoms increase in level by gaining kingdom
experience points (XP), At each new level, a kingdom
improves attributes and focus areas beyond those
provided by its basic background and the specific
box for the type of points you won't be tra
choices made at the time ofits founding,
Ar the end of a Kingdom turn, ifthe kingdom has at
least 1,000 >
level (see below), increase the kingdom's level by 1 and
deduct 1,000 from its current XP total (The kingdom's
Pa as oe yer veacied is saninaaneLevel Control DC_ Kingdom features
Kingdom fest
Expansion expert, ine living, Kinga feat
Abiity boosts, ui resistance skill increase
Kingdom teat
Sul inerease
Aniity boosts, Kinrom feat, ife of koury
Rui tesstans, skill inease
Civic planing, Kingdom feat
Suillincreace
Kingdom feat, ruin resistance
Experienced leadership «3, Kingdom fat
Ruin resistance, skill inease
Kingdom feat
Sullincrease
level cant increase by more than 1 on single Kingdom
Inn | Note the kingdam’s new level an the kingdom
sheet. If the kingdom has any leftover XP, they are
retained and count roward gaining the next level
The kingdom's maximum level is equal tothe party's
level; 1 can never exceed the level ofthe Ps themselves.
So, for example, if the PCs are still Ist level when the
ngdom reaches 1,000 XP, the kingdom cannot level
up yer: it will evel up at the end af the frst Kingdom
uta after the PCs have reached 2nd level. (I's possible
for a kingdom to accumulate a large reserve of XP,
at which point the partys level effectively determines
‘when that kingdom levels up rather than yust_ XP
accumulation. This is fine.)
When your kingdom gains a level, each army you
have gains a level as well. See Appendix 3 for additional
ails on aemies.
‘As the kingdom advances, it gains che abilities
slescribed on these two pages. Abiltics gained at levels
higher than first lst the level at which they are gained
next to their name,
CONTROL OC
“The more powerful a kingdom grows, the more difficult
it becomes to contro it. The base Control DC for your
kingdom is set by the kingdom's level—fortunately, as
you increase in level, your ability to successfully utilize
‘your skills grows as well.
CHARTER, GOVERNMENT, AND HEARTLAND
Your kingdom gains the benefits of your selected
chartes, government, and heartland (pages 508-510),
Charter, government, heartland intial profcencies favored land, setement construction lage)
Settlement construction (tow), ski increase
Cxperienced leadership +2, Kingdom feat, run resistance
Expansion expert (Claim Hex 3 times/tutn, settlement construction (cy), sil increase
Abiity boosts, settlement construction (metropolis skil increase
ALi Wuosts envy OF ke worl, Kingdon feat, ln resistance
INITIAL PROFICIENCIES
Ar It level, a kingdom raceives the trained proficiency
sank in wo Kingdom skills gained from your initial
choice of government (page 509) and in up to four
additional Kingdom skills determined by your invested
leaders (page 514), giving you a proficiency bonus to
checks using these skills equal to your kingdom level
plus 2. Proficiencies cannot be changed, even if the
kingdem’s government or leaders later change.
FAVORED LAND
Your heartland’s terrain becomes your kingdom's
favored land—the wilderness terrain that your people
feel the strongest emotional ties to and to which
yout resource gatherers tend to flock. Once per
Kingdom turn, daring the Region Activities step of the
Activity phase, you can attempt two Region activities
simultaneously as long as both activities take place in
the same her and that hex contains the seme terrain as
your heartland, You take a -2 penalty to Kingdom skill
chocke made during these two activities.
SETTLEMENT CONSTRUCTION
“You can establish villages in your kingdon inediately
(age 542). At 3rd level, you can expand villages
into towns. At 9th level, you can expand towns into
cities. And at 15th level, you can expand
metropolis
Ac villages grow into larger settlements, you not only
gain ure rout wo build, but die maxima ites bonus
you can gain from that setlement’s structures increases
as well (see table on page 541).KINGDOM FEATS. 2ND
Ar 2nd level, and then every 2 levels thereafter, che
kingdom gains a Kingdom feat (page 531)
SKILLINCREASE 3RD
At 3rd level and every 2 levels thereafter,
your kingdom gains a skill increase
You can use this to increase your rank
to trained in one skill in which youy
kingdom is untrained, or to increas
your rank to expert in one skill
which vour kingdom is trained
Starting at
can use your skill increases
your kingdom's
proficiency to master in a skill
in which yomr kingdom is!
already an expert. Beginning
at 1Sth level, you can use them
to increase your proficiency to
legendary in a skill in which
your kingdom is already a master.
7th level, you
EXPANSION EXPERT 4TH
Your kingdom is better at expanding its tetsitory. You
ain a
(Claim Hex and can attempt to Claim Hex up to twice
dung a Kingdom turn,
Ar Sth level, you can attempt to Claim Hex up to
three times during a Kingdom tur,
FINE LIVING 4TH
Your people celebrate your leadership by indulging
you with feasts and finery. All
kingdom enjoy a Fine standaed of living (Pathfinder
Core Rulebo
kingdom. Any PCsin hostile wilderness,a monstersilled
dungeon, or otherwise cut off from their citizens mast
provide their own sustenance as usual even if they axe
within the boundaries oftheir kingdom,
You
iccumstance bonus t skill checks made to
°s associated with the
194) at no cast whenever they're in the
ain a v1 circumstance bonus to all checks
made to Craft or Earn Income while in your kingdom.
ABILITY BOOSTS STH
Ar Sth level and every
‘wo uifferent kingdom ability scores. You eit use dese
ability boosts to increase your kingdom's ability scores
above 18, Boosting an ability score increases i by 2 fit
levels thereafter, yon host
starts out below 18, of by 1 if its already 18 or above
RUIN RESISTANCE STH
‘At Sl evel ann every 3 levels chereaties, your kingdom,
becomes more resistant to Ruin. Choose one of the
four Ruin categories and increase its threshold by 2.
APPENDIX 1:
BEYOND THE
KINGDOMS
‘APPENDIX 5:
MPS AND
When you do so, reset thar Ruin’s penalty t0 0. See
age $33 far mare information about Ruin
EXPERIENCED LEADERSHIP 8TH
Invested leadership roles in your kingdom now grant
142 status bonus to kingdom checks assoctated with
their leadership roles key ability.
At 16th level, this increases to a +3 status bonus.
LIFE OF LUXURY 10TH
Your people lavish you with every creature coméort
This is identical to Fine Living, but all PC leaders enjoy
an Extravagant standard of living (Core Rulebook
294) at no cost whenever they're in the kingdom
You gain a +2 circumstance bonus to all. checks
made to Craft or Farm Income while in your kingdom,
CIVIC PLANNING 12TH
During the Civic Activities step of the Activitice phase
cof a Kingdom turn, one settlement ofthe party's choice
can attempt two Ci
second Civie activity occurs afterall other settlements
ic activites rather than one, The
have taken their individinal Civic activities.
ENVY OF THE WORLD 20TH
Your kingdom 1s one of the world’s prominent nations
The fist time in a Kingdom eurn when your kingdom
would gain Unrest or Ruin, ignore that increase. You
can ignore additional ine
Jn dhe same wri as well, but you must spend a Fame
or Infamy point each time you do so. Your maximum
Fame of Infamy point total increases by
ro Unrest oF Risin laterLEADERSHIP ROLES
All kingdoms have leaders who fil roles tending to
the economy, defense, and health of its citizens, Each
tole grants the kingdom different henefts, provided a
character—he ira PC or an NPC—rakees np the
of serving in that role. \ character can only fill one
leadership role at a time, but it’s important to have all
eight roles filled, for when a kingdom goes without a
leader, problems arse.
Te unexpected events (such
character) remove a leader from a leadership role, the
New Leadership kingdom activity (page 520) may
immediately be used to assign a new leader to that
role—even outside of a Kingdom turn.
Bach character iu a leadership sole (whether PC ur
KNPC) must spend a week of downtime sti
month [Link] their duties (though these seven days
iced nos be consecutive). This downtime works just the
‘same as time spent retraining a feat or skill; a character
«can (ake multiple downtime activities duting the course
fof a month as time allows. A character can attend 1
their duties even af they take on a downline activity
‘ith a longer time requirement (such as retraining, a
class feature, which requires at least a month}; in this
‘case, simply break up the time required for that longer
activity over the course of consecutive months, leaving
seven days dusing each month for leads
NPCs assigned to leadership roles are presumed to
meet the downtime ree
vane
the death of a
yy ech
frement automatically unless
the PCs deliberately have chem step away from the
job (likely to accompany them on adventures). IF a
character does not spend this downtime, at the start
‘of the Upkeep phase of the next Kingdom turn (page
547), they eather muse their ral’s vacancy penalty (we
below) ar lose one of their leadership activities for thar
‘There is an advantage to assigning a leadership role
to a PC rather than an NPC. Tach kingdom event
specifies a leader, and if that leader is a PC who is not
incurring, wy penalty, the kingdom receives 9
bonus ra the kingdom check thar determines the event's
‘outcome (see page $54)
Some benefits require that a role be invested. In step
7 of Kingdom Creation (page 510), the players select
4 leadership roles wo be invested a che sare of
Kingylom urn, they may reselecr the roles thar are
invested (sce Assign Leadership Roles on page $37).
Nore thar when certain companions derailed i the
Kingmaker Companion Guide hold the leadership
roles listed in their entry in that book, those roles are
automatically invested; this is in addition to the four
roles the players choose to invest,
Statistics for leadership roles are presered
following formar.
LEADERSHIP ROLE NAME
‘A description ofthe leader's ole Is provided here
Key Ability Tis ists the kingdom ability score that is most
impacted by the leader. When this ele is invested, all
Kingdom hl ccs hse on this billy gana +1 stats
bonus This bonus inereases to. whan the kiniom
reaches 8th level, and then to 13 when the kinedom
reaches 16th evel
Since status bonuses dont stack (see Atempting
Kingdom Skill Checks on page 513). you may want to
‘one role thot benefits wach of the 4 kingdom
abiliies-but since cach leadership role offers olher
unique benefts tothe kingdom, spreading out the roles
inthat way may not always be the best choc!
Vacancy Penalty At the start of each Kingdom tur, if any
leader has nat spent the required waek of downtime in
thal tole (see above) since the end of te last Kingdon
tora they must eithor give upon a the Une aetivites
they would take during the Leadership Activities stop of
the Activity phase. or apply this penalty unt the start
of the next Kingdom turn. (When the vacancy penalty
ends, any Unrest generated by the vacancy remains in
pace andl snst he amotiorated inthe normal fash)
‘Vacancy penalties also apply to leadership roles that
are unassigned.
RULER
The Ruler performs the kingdoms most important
veemanies i the kingdoms chit diplomatic fice, serves
a5 the signatory for al laws affecting the entre kingdom,
pardons criminals when appropriate. and is responsible
for appointing characters taal other high positions inthe
kingdoms government.
Key Ability loyalty
Vacaney Penalty 10 all ies (this stacks with any ol
vacancy penal gain 144 Unrest at the start of the
Gngdom turn: Control DC increases by 2
COUNSELOR
The Counselr is laison between gavernment and citizens,
They stun issues with aaa analysts bu aku interpre
the desires ofthe citizenry and present proclamations to
the people in understandable ways. They also serve as an
advisor to the other leaders, particularly to the Ruler.
Key Ability Culture
Vacancy Penalty -1 10 il Cultural checks,
GENERAL
The General leads the kingiums military, heading its
armies and managing subordinate military commanders.
‘The General is responsible for looking after the needs of
the kingdoms military and directing thom in times of wat.
Key Ability Slailty
Vacancy Penalty -4 1 Warfare tivities (see Appentix 3)erels, oversees clandestine
intrigues. and deals with criminal elements within the
kingdom. They manage foreign policy and interactions
with other kingdoms, as well as the interactions
of political organizations and power brokers at
home. Whether or not your emissary isa public
figure or someone who manipulates events
Dohind the scenes, their vole in thw Kingdon
remains the same,
Key Ability Loyalty
Vacancy Penalty Ito all Lovaty-based check
MAGISTER
The Magister is in charge of all things
‘magical inthe kingdom, attending to hay
the supernatural affects arinary citi
They promote higher learning in t
arts of magic, whether arcane, divine,
‘occult, or primal, They oversee ans}
aspects ot governmental bureaucrat
in which magic can be of service ta tha
kingdom's needs and interests
Key Ability Clie
Vacancy Penalty ~4 to Warfare activites (see Appendix 3)
TREASURER
The Treasufer monitors the kingdoms tunds and the
state of business and industry, as well as the citizens
confidence in the economy and the growth of the nation’s
‘manufacturing capacity. They work ta ensure a fair market
forall, investigate those who take advantage ofthe system,
and handle taxation issues.
Vacancy Penalty ~ to all Economy-based checks
VICEROY
The Vicerny plans and implements the kingdoms expansion
and development, both in its territories and its settlements
They manage the infrastructure of the nation, overseeing
major capital improvements and growing the networks that
connect the hinterlands with the cites atthe nation’ heart,
helping koop the kingdom moving and growing.
Key Ability Economy
Vacancy Penalty -1 in Stailty-hased cherks,
WARDEN
The Warden monitors the safety, security, and overall
health of the kingdom, its lands, and its borders. They
manage scouts and patrols in the countryside, respond
to local threats and menaces as needed, and aversee the
inglons uverall Uefeise ad heal
Key Ability Stability
Vacancy Penalty 4 to Region actvitios
KINGDOM SKILLS
Evety nation has its own distinct areas of specialization,
the things in which i invests its time, talent, and
treasure, and the pursuits and features for which the
nation becomes renowned for—these are tracked as a
kingdom's skills. At Ist level, the maximum number of
skills in which @ kingdom can have trained proficiency
mined by the kingdam’s initial choice
cf government (see page $09) and up co four others
determined by leadership roles (page 510). As a
kingdom levels up, it can acquire training in additional
skills and increase profciencies to expert, master,
or legendary: Choices about proficiencics cannot be
changed after they have been made,
ATTEMPTING KINGDOM SKILL CHECKS
During a Kingdom turn, the PCs attempt Kingdom
skill checks. Such checks determine the effects of many.
things that affect the kingdom, including enduring a
hardship, completing a task, impressing a visiting
band of dignitaries, fighting off monsters, building a
ssrucruee, or expanding into a new hex
‘A shill cieuk for & Kingdon works just like a skill
check for a PC. One of the players—typically the one
playing the PC whose key attribute or role 1s most
appropriate—rolls 1420 and adds the appropriate
skill modifies, which consists of the kingdom's ability
modifier for the ability associated with the skill plus
any vier applicable wdlifers including the Kinngdons's
proficiency bonus in that skill and any other situational
bonuses and penaltics that might arse
f) areenon
BEYOND THE
KINGDOMS
‘APPENDIX 5:
MPS ANDSkil
‘Agicuture
Ate
Hating
§ Dofonse
gineering
Exploration
Falkore
Industry
Intrigue
Magic
Palitics
Scholarship
Statecraft
Ware
dens
Any Sul
KINGDOM SKILLS, KEY ABILITIES, AND ACTIVITIES
r
Stability
Caltore
Franny
stability
Stability
Economy
Culture
Econcmy
Loyalty
Culture
Loyalty
alture
Loyalty
Econuny
Loyalty
es
Establish Farmland
Harvest Crops
Crt Hci
Rest and Relax*
Quel Unrest”
Fstalish Trade Agreement”
Go Fishing
Rest and Relax”
Forty Hox
Prev Care
Build Roads
Clear Hox"
Desmolts
Establish Settlement’
Establish Work Site
Abandon ex’
Claim Hex”
Clear Hox
Hire Adventurers
Celebrate Holiday
Quel Unrest”
Establish Sotloment™
Twat Connnetiios
ofitration
Now Leadership
Quel Unrest”
Quel Une
Supernatural Solution
Establish Setlement™
Improve Lifestyle
New Letdership"
ut Unrest
Creative Solution
Estas Set”
Rest and Relax”
New Leadership*
Tap Treasury
Copia aves
Establish Trade Agreement”
Manage Trade Agreements
Purchase Commodities
Rest and Relax”
New Leadership"
Quel Unrest™
Alsnan Hex
Claim Hex’
Gather Livestock
Rest and Relax”
Focused Artenton®
Create Masterpiece
Repair Reputation (Coruption)”
Irigation
Repair Reputation (Decay)
Relocate Capital
Clandestine Business
Pledge of Falty’
Repair Reputation (serie)
Establish Trade Agreement” [master]
Prognaticalion
Pledge of Fealty*
Request Foreign Ald
Sond Diplomatic Envoy
hcl Tans
Repar Reputation (Cre)
Pledge of Falty”‘Check result = 20 roll + skill modifier
‘Skill modifier = key ability score moditer +
Proficiency bonus + other bonuses — penalties
Ifthe check result equals or exceeds the Difficulty
Cass (DC) of ehe cheek, itis a success. If it exceeds the
DC by 10 oF more it’s a critical sucess. Ifthe check
result is less than the DG, it isa failure, If it misses
the DC by 10 o more, it evitica failure. Critically
auceveing, (or failing) sail counts as swecceding (OF
failing), but it the situation that required the check
describes specific results for criicals, apply only the
more specific result,
Is player solls « atural 20, ce result is improved
cone dere for example, uri
fora success into a eriical snecess, Also it the player
rolls a narural 1, the result is worsened one degece,
tumming a success into a failure or failure into a critical
failute. (The result cannot be improved or worsened
Deyond critial,)
Whenever a Ku
son shall check results wa exatical
success, the kingglam grins 1 Fameftnfamy paint (page
'537)..\ kingdom cannot acquire Fame/Intamy beyond
its maximum allotment.
The five different types of modifiers (bonuses or
penalties) dnat can apply 0
described below. When diferent types of mexifier apply
tothe same check, add them all Rut when multiple
modifiers af the same type apply, use only the highest
bonus and the worst penalty of that type—in other
words, modifiers of the same type (except bonuses
granted by structures—see below) don't stack. For
Beaters if nh tte eee
cond apply to a check, add borh to the die res, bur
if two item bonuscs could apply, add only the higher
of the two.
Proficiency bonuses are modifiers determined by a
Kingdom's proficiency with a skill, using the Proficiency
Bouse able in the right-hand corner of cis pape.
Circumstance modifiers are the result of something,
that happens during a kingdom event, of an activity, or
cof an ability granted by the kingdom's level.
Item modifiers are granted by settlement structures
‘or Ruin penalties. Tem bonuses granted by structures
are typically very specific in their apphieation and
only apply to events that take place within the
influence aren of the serrlement in which they are
located, although structures in a capital apply theit
item bonuses to the entire kingdom. Item bonuses
granted by structures have special rules for stacking;
see the Settlement Types table on page 541 and Item
Bonus om page 544. Ruin (page 533) can inflict
long, lasting rem penalries ro a kingdom.
don skill checks are
APPENDICES
PROFICIENCY BONUSES
si Po
Untrained A
Trained kingdom level +2
Boert kingdom’ level +4
Master kingdom's level | 6
Lage Ings eel
Status modifiers come from leadership expertise in
skills relave ca their rae, fron Knglo Geas aud
from long, term events Unrest (page 384) 6 the mane
common status penalty fora kingdom.
‘Vacaney modifiers arc always penalties. They occur
when leadership soles are left vacant, or when leade
don't spend the necessary Gime attending wo diet Guten
(pane 515),
BASIC SKILL CHECKS
Many activities call for a basic skill check—a skill
check where the DC is your kingdom's Conttol DC,
SKILL DESCRIPTIONS
The fn
activity. Genceal skill activities (activities that
associated with multiple skills) are listed fist. After that
activities are grouped by the skill they use. Lach skill
rouping bens with the name of dhe skill, followed
tm parentheses by that ski's key ability. Then a brie
deseriprion of the sil is provided! Within each sll
grouping, uneeained activities (activities that can be u
even if the kingdom doesn’t have proficieney ranks in
the associated skill) are listed before trained activities
(activities that cannot be used until the kingdom has at
lost the resin praiceney rank i the assented lal
In each entry, the name of each activity i followed
by a lise oF es traits, with the most notable being Civie,
Commerce, Leadership, Region, and Upkeep. Activities
can be undertaken only during the steps of the Activity
phase that correspond with these traits. The trait list is
followed hy a descriprion af the action(s) tha rust be
completed ro undertake the scrivity inclnding (but nor
limited to} a skill check. Each entry ends with a list of
possible results for the skill check and any additional
information unique to that activity.
Some of dese activities require the expendicure or
yenerarion of resources using the kingdom's Resonree
Dice and irs resource points (RP). Sce page 533 tor
more information abot Resonnce Dice and RP.
ovring, entries describe each Kingdom
GENERAL SKILL ACTIVITIES
Most skill activities are associated with only one skill
general skill activities are associated with more than
incites which skills may he sed with i‘ABANDON HEX
nan
Requirements The hex tobe abandoned must be controled
After careful consideration, you decide that you would
father nat hn ont a particular hea as pat of your claim
lerritury. You renounce your claim to it and pull back
any settlers or [Link] a basic Exploration or
Wilderness check. You can abandon more than one Rex at
time, but each adeitional hex you abandon increases the
DC of this check by 1.
Critical Success You abandon the hex or hoxes, decreasing
your kingun’s Size by 1 per hex abandoned (his
affects al statistics determined by Size ee pape 522)
Settlers and explorers return and resettle elsewhere in
your kingdom, bringing with them bits of salvage from
the abanslaned hexes. Gain 1 RP per abanelaned hex.
Success As critic bout_you gain na RP and
increase Unrest by 1
Fallure You abandon the hex or hexes, decreasing your
kingdoms Size by | per hex abandoned (this affects
all statistics determined by Size: see page 532). Some
citizens become disgruntled retugees who refuse
fo Ieave the hex lnerenee Unrest by 2 an then
attempt a DC 6 flat check. If you fal, the refugees
‘become bandits, and during your next Event phase,
your kingdom experiences a Squatters kingdom event
automatically in addition to any other event that
might occur
Coitical Failure As take, but increase Uorest hy 3 and
automatically experience a Bandit Activity kingdom
event instead of @ Squatters event.
Special The Unrest gained from abandoning @ hex
doubles if it includes a settlement, A settlement in an
shanrinned hex herames a Ereaald (nage 3)
BUILD STRUCTURE
Gen
You attompt to build a structure in tho settlement
that’ granting the Civic activity. You may choose any
structure for which you mast the requirements. Select
Ube appropriate umber of contigguns builds lots in a
single block as specified by the structure's entry and spend
the specified RP and Commodity cost. Then attempt the
structures skill check.
You can also use this activity to attempt to repair a
structure that was damage as the resull nf an event bat
hase been replaced by Rubble To da this, ist sen hall
the structures Fisted RP and Comwoexity erst, and then
altempl the specified check. The existing structure Rives
‘you a 12 item bonus to the check.
(On a success, record the new construction on the Urban
Grid, Unless the structures entry states otherwise, ts
effets nw inna, ifthe structure ajusts 4 Rus pint
aljst i! upun constuction
Critical Success You constructor repair the structure with
areat efficiency and get back half ofthe Commodities
spent in construction or repair.
‘Success You constrictor repair the structure
Failure You fail to construct separ the struct, You
‘an tr to complete it next Kingdom turf you doo,
you donot need tore pay the RP and Commodity cost.
Critical Fallure You fal to construct the structure if you
wore attempting to repair a damaged structure, itis
reduced to Rubble. In either event, Rubble now fills
the structures lot, which must be cleared with the
Demolish activity before you can attempt to Build a
Structure in them again,
‘CLAIM HEX,
Ia
Requirements You have Reconnoitered the hee to be
aimed during exploralian, This hex murat be adjacent
to at least one hex that’s already part of your kingdom,
If the hex to be claimed contains dangerous hazards
‘or monsters, they must frst be cleared out-either via
standard adventuring or the Clear Hex activity.
Yar surveyars fully expleve the hex and attempt ta ad
Into your kingdom's domain. Spend 1 RP and then attempt
‘basic Exploration, Intrigue, Magic, or Wilderness check.
Critical Success You claim the hex and immediately add
it to your territory, increasing your kingdamis Size
by 1 (this atfects all statistics determined by Size
see page $32) Your acrupation af the hex goes a
smoothly that you can immediately attempt another
Region activity
‘Success You claim the hex and add it to your territory
increasing your kingdom's Size by 1 (this affects all
statis determined hy Sire see page 532)
Failure Yu fl Wo clit the hex
Critical Failure You fal to claim the hex, and a number
of early settlers and explorers are lost, causing you
to take a -I circumstance penalty to Stabilty-based
checks unt the end of your next Kingdom turn.
Special Arts level, when selecting the theee activities you
lake during the Rein Activ vl the Activity
phase ofthe Kingdom tun, you may select ths activity
no more than once, Once your kingdom reaches Ath evel,
‘you may select it upto twice per turn and after reaching
‘Sth level you may select it up to three times per turn.
When you sucessfully claim x, gain 10 kingdom
XP Gee page S4Q0, Many hex have |
that grant benefits to your kingdom when claimed; see
Terrain Features on pare 538.
CLEAR HEX
Fo a |
Enginows ane mercanaries allompl ta prepare a hex to
so ts we sie far a sellloment, oF they wat reve
in fealnesan existing improvement, a dangerous hazard, or an
If you're trying to prepare a hex for a settlement or
demolish an improvement you previously built (or that was
already present in the hex], spend RP as determined by the
hes most inhospitable teran feature ere the Bung
on Rovgh Terain sidebar nearby). Then attempt a basic
Engineering check
Ifyou eying remove aaa a enn stead
attempt an Exploration check. The DC of this check is set
by the highest level creature or haar in the hex (a set
by Table 10-5 DCs by Level on page 503 of the Pathinder
Core Rulebook)
ifthe hex you attempting to Clear has existing Ruins oF
ancxistingStractre, your action doesnt physialy move
the butings rom the area and you can later incorporate
‘hese hiltings lr rena ving oneint a Setioment yu
build here later (see page 542). Regardless of the skill used,
increase the basi by 2 the hex tobe cleared isnot vet
part of yur kingdom
Cntieal Success You successtlly clear the hex. It you
spent RP to attempt ths act, you'e refunded
half of the RP cost. It you were remving dangerous
crostrn tantra rom the, oiler
and mercenaries ecover 2 Luxury Commodities as
treasure
Success You successfully clear the ho
Failure You tal to clear the hex.
Critical Failure You eatastophically fait clear the hex
and several workers lose thei lve. Gan Unrest.
ESTABLISH SETTLEMENT
ELL
Requirement The hex in which you'ro establishing the
‘settlement has been Cleared and doesnt curently have
a sottlomont [including a Freahol) init
You draw up plans, gather resources, entice citizens, and
establish boundaries to found a brand new settlement in
the hex. Attempt a basic Engineering, Industry, Politics, or
Scholarship check. I vou cannot pa the RP required by the
eau of this cheek, treat your result 9 0 ertieal failure.
A settlement always starts as a village. See page S4U for
further details about building sottlomonts.
Criteal Suecess You establish the settlement largely
with the aid af enthusiastic valuntees. Spend 146 RP
Suuaess Yuu eslablish le selene, Spent U0 RP.
Failure You establish the settlement, but inefficiently and
at great expense. Spend 6d RE.
Critical Failure You fail to establish the settlement.
ESTABLISH TRADE AGREEMENT
Ea
Requirement You have dislomatic relations (nage 534] with
the group you wish to establish an agreement with,
BUILDING ON ROUGH TERRAIN
Certain Region attivdes (Clear Hex, Fortily. Hex,
Build Roads, Establish Work Site Irigatio) require
the PCs to spend an ammount of RP determined by the
most inhospitable terain feature contained within
the hox. Use the highest RP cost given forthe hex’
terrain types in the lst below (50 ifthe hex contains
‘swamps and fess, use the cost fr swamps)
Mountains: 12 RP
‘Swamps: 8 RP
Forests: 4 RP
Hills: 2 RP
Plains: RP
f) areenon
BEYOND THE
‘APPENDIX 2:
KINGDOMS
we
You send a band of merchant out to catublish a trade
agreement between your kingdom and a group with whom
you've established diplomatic relations. I a navigable river
connects your kingdom with the other groups territory,
you ean attempt a Boating check to Establish the Trade
Agreement. IF yuur Kinguuis prficienty rank i Mai fs
Master or higher, vou can attempt a Magic check. Otherwise,
attempt a Trade check.
The check’s DC is either the group's Negotiation DC (see
sidebar) or your kingdom's Control DC, whichever Is higher.
Critical Success You successfully establish a trade
ayjeetat with your Large, ind your welts
return with gifts! Immediately roll 2 Resource Dice,
then gain RP cqual tothe result of rolSuccess You successfully establish a trade agreement
Fallure Your traders reach their destination but need
to swooten the deal to secure the trade agreement
Immediately roll 2 Rescurce Dice, and then spend
RP equal ta the res of this rol If you da sa, yon
successtlly establish a trade aggvement, otherwise
the attempt fails.
Critical Fallure Your trade agreement isa total loss and
‘yur traders donot return, Gain 1 Unrest, and until the
fend of the next Kingdom turn, take a =f ciumstance
penalty to all Economy elated chucks,
FOCUSED ATTENTION
Nou set aside time to focus attention on aiding another
Tear in an activity. Choose another leader anda Kingdom
skill, then ater a UL 20 chek using he chosen kl, Un
at succers, you want thal leader a 12 creumance bors
te one kingdom check using that kil provided that leader
tempt the ski check during the same Kingdom tun
The Cooperative Leadership Kingdom feat (page 531)
increases the eticiency of ths activity.
NEW LEADERSHIP
You announce the promotion of a character into a leadership.
cole, whether theyre a ney appointed leader or just
shifting fom one leadership role to another
Berry perform ts octet otto
Kingdom turn, but if unexpected events (such as the death
of the character) remove leader from a esership role
‘you may immediately use the New Leadership activity to
attempt to asign a ne leader to that cle, even ouside
tx King tum (plying the vacancy peat feta
tole as appropriate) Alten hic hie, Pls
Statecraft or Warfare skill check while en ofthese skis
can be used. each ski is particularly sited to esieing
‘vo speci leadership oles.
+ Intrigue: Grant a +2 circumstance bons to check to
assign Eiscries and Treasurers
«Polit Grants a+? circumstance bors to checks
assign Counselors and Roles.
+ Statecraft Grants a2 cicumstace bonus to checks
toassgn Magisters and Vieeroys
+ Warfare: Grants a #2 circumstance bonus to checks to
assign Generals al Wen
Rulers me vartctny dill to osian when you
take this acy tn assign anew Rue, yo Take a 4
sircamstance penalty to the kil cc, and unless you
achieve crite! success, you gant atonal Urest.
Whether of not you are simultaneously assigning a
leader, you may also use this activity to attempt to reselect
Ahr lah es thal yu haves Ay sl
‘ther thn etc aire allows this
Critical Suecess The peonle love the new leader. The
leader immediately provides the benefits tied to
‘occupying the now role and gains a +1 circumstance
anus to al Kingda skill cheeks they attempt before
the endl of the next Kingda tn,
Success The people accent the new leader. The leader
immediately provides the benefits tied to occupying
the new role.
Failure The people are unsure about the new leader,
The leader takes a -1 circumstance penalty to all
checks they attempt as part of their activities during
the Activity phase of each Kingtom turn, AL the end
of the newt Kingdom tur, the leader can attempt
any Loyalty-based basic skill check to ingratiate
themselves with the populace. The leader may attempt
this check atthe end af each Kingdom turn until they
‘aueneed Suncess removes this penalty, but a riical
failure results in the devel
Fallure below.
Critical Failure The people reject the new leader. The
leadership role is treated as vacant and you must
attempt to reassign it using the New Leadership
ttiviy at the start af the next Kinga ton Une
increases by 1
PLEDGE OF FEALTY (TRAINED)
Ce
When your representative encounter freholders refuges
independent groupe, rer hand of vial gathewd
in the wilderness who arent already part fa ration, you
can fer them pace in your kingdom. granting them the
benefits of protection, security, and prosperity in exchange
for their fealty. The Benes granted to your kingdom can
vary lly hit offn manifest. as aneime bon yr
Comins or na bose aginst ein ys
events. The edventuretextin this campaiznoffersrumerous
fxamples of grouns who could accent a Pledge of Fly
You can atom this sil eheck with Inrgue,Stateeat,
‘or Warfare; however, certain groups will respond better (or
worse) to spf skls. The DC isthe groups Negation
1 (the sidebar on ge 9)
(tical Success The group becomes part aur kingdom,
ranting the specific boon or advantage listed in that
group's entry. If you haven't already claimed the hex
in which the group dwels, you immediatly do so,
ening 10 king XP ainsi yn ingens
Sic by 1 (islet al lati dtl by Si
son page 59) the he dst shave te wh
your kidom, it ome a secondary terior an
checks inaling this location take a Control neal
Sueeess As sucess, but you dont lam the hex the
‘ups in, Immediately rol 1 Resource Do, You must
spend RP gual to te asl tinge the gop
iy kn
nent lal! in CriticalThe group refuses to pledge to you at this time,
You ean allempl to get then Wo Pledge Fealty next
tum. ncrease Unrest by 1.
Grtical Failure The group refuses to pledge to yo
furthermore, it will never Pledge Fealty to yo
kingdom, barring significant in-lay changes off
actions by the PCS (subject to the GMs
approval, The group’ potentially violent
rebut of yuur offer increases Unrest by,
and increases a Ruin of our choice by 1
QUELL UNREST
Ea
You send your agents among the citizenry wii
the charge of suppressing dissent and cal
Unrest. You can altempt a basic Arts, Fulk
Intrigue, Magie. Politics, or Warfare cherk to
Unrest, but you can never use the same skill
activity in conseeutive Kingdom turns. Th
activity cannot be attempted more than
‘once per kingdom turn
Critical Sueeess Reduce Unrest by 146.
‘Success Reiuce Unrest by 1
Failure Vous fil to cecire Incest
Critical Failure You not only fal to reduce Unrest, but
actually incite further anger among the citizenry
Choose one ofthe following: increase Unrest by 1d4 or
increase two Ruins of your choice by
REPAIR REPUTATION (TRAINED)
When things have gotten out of hand in the kingdom and
the nation’s reputation has become damaged, you can focus
efforts on a campaign to reascure the ctizons and bring
them closer together, stamp down crime, organize repairs
and maintenance of public structures, or strive to adjust
oor public opinions.
The skill used to Repair Reputation depends an which
Ruin total you wish to reduce. If you wish to reduce your
Corruption, you attempt an Arts check. If you wish to
reduce your Crime, you attempt a Trade check. If you wish
to reduce your Uecay, you attempt an Engineering check
If you wish to reduce your Strife, you attompt an Intrigue
check. In all cases, the DC is your Control DC + 2.
Critical Suecess Vou cerure the targeted Ruin hy 2 ancl
reduerils current int penalty by 1 tu inna uf 0.
‘Success You reduce the targeted Ruin by 1.
Failure You tal to reduce the targeted Run. You cannot
attempt to Repair Reputation on this Ruin for 1
kingdom tun.
Critical Failure You fil to reduce the targeted Ruin in
4 paitiuulaly publi. ann embarrassing way. intease
Unrest by 1d4, and you cannot attempt to Repair
Reputation for 3 Kingdom turns
REST AND RELAX
TTT TN
Working non-stop can burn out even the most devoted and
dedicated individual. As such, i's important to take time for
yourself, and thus seta good example forthe nation.
You take time to relax, and you extend the chance to
Unwind ta your citizens as well. The Kingdm skill you use
ta determine the effectiveness of your time off depends
fn how you want to spend it Use a basic Arts check ta
spend the time engaged in entertainment or the pursuit ofa
hobby. Use a basic Boating check to enjy tins on the lakes.
and rivers of your kingdom. Use a basic Scholarship check.
ta spend the time reading or studying a topic ot personal
interest beyond your daily duties, Use a basi Trade check
ta spend your time shopping or feasting. Use a. basic
Wilderness check to get away from the bustle and relax
in the countryside. If your kingdom Rested and Relaxed
the previous Kingdom tum, the DC increases by 4, as your
kingdom's production and output hasnt had a chance to
catch upto all those vacation days.
Critical Success Tho citizons enjoy the time off and
are ready to get back ta work. Reduce Unrest by 1
and the next Leatership activity you take gains a +2
Gruman Lunn
Success The time spent relaxing has calmed nerves
reduce Unrest by 1
Failure The rest is welcome, but not particularly
beneficial n the lang term.
Critical Failure The time is wasted, and when you get
Lack (u work, yuu lave ty span walt Gite Caching
ua, Take a-2 circumstance penalty to your next skill
check made as a Leadership activity,
f) areenon
BEYOND THE
KINGDOMS
‘APPENDIX 5:
MPS ANDAGRICULTURE (STABILITY)
Agriculture measures the kingdom's ability to cultivate
the land, bringing forth crops, flocks, and livestock,
ESTABLISH FARMLAND
| ownring recon J
Requirement Plains or hills are the predominant terrain
feature in the hex: the hex isin the influence of one of
your settlements,
You plant crops and establish livestock in permanent farms,
fanches, and olher growing operations ta cate Farmland
(pare 935). 1f you're attempting to Establish Farmland ina
hex that Is predominantly plains, you must spend | RP and
the check is against your Control DC. If you're targeting a
hex that is predaminanty hills, you must spend 2 RP and
the check is against your Control DC + 5
Critical Success You establish [wn adjacent Farmland
hoses instead a one. your target hex was ills he,
the additional hex may be a hills hex ora plans hex:
otherwise, the additional hex must be a plains hex. If
‘no appropriate hex is available, treat this result as a
regular success instead.
Success Vou establish ene Faveland hex
Failure You fall to establish a Farmland how.
Critical Fallure You fall to establish a Farmland hex,
and your attempt potentially causes the soread of
blight, At the start of each of the next twa Event
phases, attempt a OC 6 flat check; on a failure, your
ingen exporionces a CaepFaihie event in this and
all adjacent hoxes
HARVEST CROPS
Foor
Attempt a hasr cheek tn forage far wild eins or gather
exes ros Inf
Critical Success Gain 1d4 Food commodities,
‘Success Cain t Food commodity.
Failure Gain no Food commodities,
Critical Failure Lose 14 Food commodities to spoilage;
if you have no Food ta lose, you instead gain 1 Unrest
ARTS (CULTURE)
‘Arts mearure the kingdoms devotion to entertainment,
artwork, and public works such as monuments,
CRAFT LUXURIES
Yur ence age yor artisans a exaft haxary goes an may
‘even aid them inthis pursuit, Rol 1 Resource Dic and spend
RP equal tothe result. Then attempt a basic check.
Critical Suecess Your artisans exceed expectations and
craft extravagant goods, Gain 1d Luxury Commodities
Suceans Your attisans prodaue some delightful gous
Goin 1 Luxury Commit.
Failure Your artisans fail to produce anything noteworthy.
Critical Fallure Your artisans not only fail to produce
anything noteworthy, but some took advantage of the
fonpactunity tn push theie awn agendas ar earn mare
for thanselves by selling to undergrounal markets
Increase une of your Ruins by 1.
Trained Arts Activity
CREATE A MASTERPIECE
ano
You encuurage your kingomis artists to create: andl
display a masterful work of art to bolster your kingdom's
reputation. Attempt a basic check: the result atfects either
Fame or Infamy (depending on the type of kingdom you're
running). Create a Masterpiece may be attempted only
‘once per Kingdom turn regardless of the number at leaders
pursing activities
Critical Success Gain 1 Fame or Infamy point immediately,
and at the start of your next Kingdom turn, gain |
additional Fame or Infamy point. Immediately rll 2
Resource Lice. ain KP equal to the result.
Suess Gin 1 Fame ar Infamy point imaecliately
Fallure Your attempt to erate a masterpicee fail
Criteal Fallure Not only does your attempt to create
‘a masterpiece fall. it does so in a dramatic and
humiliating way. Lose { Fame or Infamy point; if you
have no Fame or Infamy points to lose, instead ein
Wd Lowest
BOATING (ECONOMY)
Boating reflects the kingdom's affinity for navigating
avers and lakes, or for using waterways to bolster
Fear eet ren ere
GO FISHING
Requirement Must have at least one claimed hox that
includes river or lake terrain
‘Attempt a basic check to fish for fond fram the Hvers and
fakes in your kings
Critical Success Cain td Food commatites.
‘Success Gain i Food commodity.
Failure Gain no Food commodities.
(Critical Failure You lose some fishers to tragic accidents,
in 1 Unvest
DEFENSE (STABILITY)
Defense measures the kingdom's ability o police and
protect itself and its citizens from bandits, monsters,
and Eeonomy-based skill checks gain
442 circumstance bonus. When a kingdom claims
tty fist Landmark hexy i games 40 kangdom XP as a
a
Refuges \ Refuge isa place where people can shelter
Jn safety, such asa hidden valley, a cave system, an isle
in the middle ofa rives, or similar naturally defensible
location that can be used as a safe fallback point,
storage location, or ever a guard post ar prt. At the
GM'S option, creature lnirs may function as potential
Refuges when claimed, provided the creatures that
ddwell 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 Layalty-
circumstance bonus. When a kingdom claim its firs
Refuge hex, it gains 40 kingdom XP as a milestone
award (page 538)
esource: Any hex indicated as being a particularly
dense or lucrative source of Lumber, Ore, oF Stone
es for a excellent
(page 524) f the PCs Establish « Work Site in such a
hhex that focuses on the appropriate type of Commodity
{as indicated in the encounter text), all Commodities
produced are doubled,
Rin: Ruins it hex consist of a parcally Uestroyedl
sracture, often one that has heen claimed by hanchirs,
monsters, or other inhabitants It you Claim and Clear
a hew with Ruins init, you ean thereafter use what
remains of the Ruins a te basis of an appropriate rype
of Settlement structure (as indicated by the encounter
text), reducing the cost ofthat structure by half.
Settlement: A Settlement can be a village, town, sity
‘or metropolig see Seslements starting on page 540 for
fall derail
tun,
1 Stablty-hawel skill checks gain 12









