Creating the kingdom rules

Kingdom sheet

Use the following notes to fill in a kingdom’s initial values.

Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully.
Lawful kingdoms gain a +2 bonus on Economy checks.
Chaotic kingdoms gain a +2 bonus on Loyalty checks.
Good kingdoms gain a +2 bonus on Loyalty checks.
Evil kingdoms gain a +2 bonus on Economy checks.
Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice).

Size: Count the number of hexes your kingdom comprises and record that number here. This number
affects a kingdom’s Consumption and its Control DC.

Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks.

Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities.

Stability, Economy, and Loyalty: These three values are analogous to saving throws. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment
modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s
would-be leaders—if your PCs’ kingdom falls into anarchy, and the Kingmaker Adventure Path is over. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted.

Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland.

Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the swordlords of Restov).
Special Resources: If your kingdom includes any special resources (see below), record them here.

Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers.

Edicts
Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption.
Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.

Edicts

Special Resources
Some hexes do more than just add size to a kingdom—they also add resources and impact a kingdom’s Stability,Economy, Loyalty, and other elements.

Bridge: A bridge hex negates the cost increase of building a road that crosses a river.

Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building it counts as. See page 58 for a list of building types.

Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.

Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.

Road: A hex with a road in it allows for much easier travel. 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.

Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as. See page 58 for a list of building types.

Towns: A town consists of an established settlement—claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.

Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1.

Creating the kingdom rules

King Maker: Stormvale Atraiyu