Creating a Kingdom

A major part of the Kingmaker Adventure Path is the
PCs’ creation of a kingdom and the cities within
its borders. This article presents rules for creating
kingdoms and cities. Like characters, kingdoms use
sheets to track their statistics. See page 59 for a blank
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, you can either assume the Kingmaker Adventure
Path is over (as you might if all of the PCs were slain in an
encounter), or you can simply let the PCs “restart” a new
kingdom elsewhere in the Stolen Lands. 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 (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.


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
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.

Hex Improvements: Eberron Specific

Rail Line: You may improve a hex with a rail line for 4 BP. The cost of doing so does not double for any particular type of terrain. You cannot place rail lines in swamps, mountains, or other areas inaccessible on foot (GM Discretion). To build a rail line, you must have built a House Orien Lightning Rail Station and an Academy in the city you are starting out from. You must also have permission from House Orien.

Creating a Kingdom

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