Kingmaker in Eberron
Ruling 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
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.
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 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—Unrest: If the kingdom’s Unrest is 11 or higher,
it loses one hex chosen by the kingdom’s leaders. Any
improvements in that hex (farmlands and roads) are lost and
must be rebuilt after the hex is reclaimed. Any settlements
in that hex become towns that must be annexed if they are
to be reclaimed into the kingdom (see page 56). Finally, if
the kingdom employs a Royal Assassin, reduce your total
Unrest by 1 at the end of this 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—Select 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);
reallocating roles allows you to give every player a chance
to play the role of ruler if you wish.
Step 2—Claim 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 claim a hex, you
must explore it and clear 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 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 claim. 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—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.
Step 5— Establish Farmlands: You can develop any
grassland or hill hex that contains roads into farmlands
to help sustain your kingdom’s Consumption. It costs 2
BP to designate a grassland hex as farmland and 4 BP to
designate a hill hex as farmland. You cannot build a city
on a farmland hex. Every farmland hex in your kingdom
reduces your Consumption by 2 BP.
Step 6: Edicts: Pick or adjust your edict levels (see page
55) as you wish.
During a kingdom’s Income phase, take the following
Step 1—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 2—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. In addition, you must
make a Loyalty check (DC = Command DC + number of
BP being withdrawn); a failure causes your kingdom to
gain Unrest equal to the total BP withdrawn. Each BP
withdrawn in this manner converts into 2,000 gp.
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 or they can be magic items
currently held by any of your cities. To sell these items,
make an Economy check (DC 20 for minor items, DC 35 for
moderate items, and DC 50 for major items). A failed check
indicates the item doesn’t sell. Success indicates that the
item sells and you can increase your kingdom’s treasury
by 2 BP (for minor items), 8 BP (for moderate items), or 15
BP (for major items). You can make one Economy check per
city district during each Income phase.
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 5
(dropping any fractions) and increase your Treasury’s BP
by that amount.
During a kingdom’s Event phase, roll once on the Kingdom
Events table to determine if an event occurs. Adventure specific
kingdom events 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.
Chance of an Event: There’s a 25% chance that a random
event occurs during an Event phase. This chance increases
to 75% if no event occurred in the previous Event phase.
Listed below are numerous events that can occur during
an Event phase. Some events are listed as “continuous”
events—their effects continue through every Event phase
until the events are resolved by making the appropriate
check during an Event phase.
Harmful events can be lessened or negated with
a successful Economy, Loyalty, or Stability check, as
indicated by the event. The DC of these checks is equal to
the kingdom Command DC (20 + kingdom size).