Ruling

Creating a Kingdom

Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.

A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments the PCs have made during that month can impact that month’s growth.

One thing to decide early on is who makes kingdom rolls. The obvious choice is for the Ruler to roll the dice, as this adds a feeling of command to that player’s role. You can also assign each roll to a specific leader—for example, the Treasurer might make Economy checks and the Warden may wish to make all checks having to do with events under her command. Ultimately, since a kingdom is shared by all the players, it doesn’t matter who makes the kingdom’s Economy, Loyalty, and Stability checks, but assigning them can be fun nonetheless.

Upkeep Phase

During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase.
Step 1—Determine Kingdom Stability

Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail by 4 or less, Unrest is increased by 1. If you fail this check by 5 or more, increase Unrest by 2.
Step 2—Pay Consumption

Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.
Step 3—Fill Vacant Magic Item Slots

If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.
Step 4—Modify Unrest

Unrest increases by 1 for each kingdom attribute that is a negative number. The Royal Enforces may attempt to reduce Unrest during this step.
If the kingdom’s unrest is 11 or higher it loses 1 hex (the leadership chooses which hex).
If the kingdom’s unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all check results as 0.

Improvement Phase

During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.
Step 1—Assign or Change Leadership

Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ).
Step 2—Settle/Reclaim Hexes

Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. To settle a hex, you must have already explored it and cleared it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can settle and claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you settle. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city).
Step 3-Build Terrain Improvements

You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines and quarries.

Step 4—Establish and Improve Cities

Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics.
Step 4—Build Roads

Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.
Step 5: Crease Army Units

You may create, expand, equip, or repair army units.

Step 6: Edicts

Pick or adjust your edict levels as you wish.

Income Phase

During a kingdom’s Income phase, take the following actions.
Step 1—Withdrawals

You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1 for every BP withdrawn.
Step 2—Deposits

You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below.
Step 3—Sell Valuable Items

You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure.
To sell an timer, divide its price by half (as if selling it to an NPC for gp), and add this total to the Treasury.
You cannot use this step to sell magic tiems held or created by buildings in your settlements; those items are the property of the owners of those businesses.
Step 4—Generate Income

Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 3 (dropping any fractions) and increase your Treasury’s BP by that amount.

Event Phase

During a kingdom’s Event phase, roll once on the Kingdom Events table to determine if an event occurs. Adventure-specific kingdom events can also occur during this phase. Once you’ve determined what kind of event occurs (if any), simply follow the rules for each event to determine how the event impacts the PCs’ kingdom or cities.

Ruling

Kingmaker kumogekkou