Kingdom Building
Level |
Control DC |
Features |
1 |
14 |
Charter, Government, Heartland, Leaders, Initial Proficiencies, Kingdom Size |
2 |
15 |
Favored Land, Kingdom Feat |
3 |
16 |
Skill Increase |
4 |
18 |
Fine Living, Kingdom Feat |
5 |
20 |
Ability Boosts, Ruin Resistance, Skill Increase |
6 |
22 |
Kingdom Feat |
7 |
23 |
Skill Increase |
8 |
24 |
Kingdom Feat, Ruin Resistance |
9 |
26 |
Skill Increase |
10 |
27 |
Life of Luxury, Ability Boosts, Kingdom Feat |
11 |
28 |
Ruin Resistance, Skill Increase |
12 |
30 |
Kingdom Feat |
13 |
31 |
Skill Increase |
14 |
32 |
Kingdom Feat, Ruin Resistance |
15 |
34 |
Ability Boosts, Skill Increase |
16 |
35 |
Kingdom Feat |
17 |
36 |
Ruin Resistance, Skill Increase |
18 |
38 |
Kingdom Feat |
19 |
39 |
Skill Increase |
20 |
40 |
Envy of the World, Ability Boosts, Kingdom Feat, Ruin Resistance |
Ability Scores
A kingdom has four ability scores: Culture, Economy,
Loyalty, and Stability. These function like the ability
scores of a character, providing modifiers on die rolls
and checks. As the kingdom prospers and grows,
these scores can increase. These ability scores directly affect the kingdoms
Skills.
Culture
Culture measures the interest and dedication of your
nation and its people to the arts and sciences, to religion
and reason, and to the subjects that your society chooses
to learn about and to teach. Are your people well-versed
in rhetoric and philosophy? Do they value learning and
research, music and dance? Do they embrace society in
all its diverse splendor? If they do, your kingdom likely
has a robust Culture score.
Economy
Economy measures the practical day-to-day workings
of your society as it comes together to do the work
of making and building, buying and selling. How
industrious are your citizenry? Are they devoted to
building more, higher, and better, trading in goods,
services, and ideas? If so, your kingdom likely has a
robust Economy score.
Loyalty
Loyalty measures the collective will, spirit, and sense
of camaraderie the citizens of your nation possess.
How much do they trust and depend on one another?
How do they respond when you sound the call to
arms or enact new laws? How do they react when
other nations send spies or provocateurs 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 wellbeing of your nation. This includes its infrastructure
and buildings, the welfare of its people, and how
well things are protected and maintained under
your rule. How carefully do you maintain your
stores and reserves, repair things that are broken,
and provide for the necessities of life? How quickly
can you mobilize to shield your citizens from harm?
A kingdom that can handle both prosperity and
disaster efficiently and effectively has a robust
Stability score.
Charter
Starting a new kingdom is a daunting challenge,
requiring significant amounts of funding and support
to get everything started. A charter granted by an
established entity gives the kingdom a much-needed
enhancement right at the start, typically manifesting
as boosts to two of the kingdom’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 held
back to the benefit of the charter’s holder.
CONQUEST
Your sponsors have conquered an area and its former
leaders have been routed or even killed. This charter places
you in charge of some portion of this conquered territory
(or land abandoned by the defeated enemy) and commands
you to hold and pacify it in the name of your patron. The
people are particularly devoted and supportive of your rule
(if partially out of fear), but the constant threat of potential
war hinders the arts and makes it difficult for citizens to
truly relax. If you opt for this charter, you are asked to set
up your kingdom against the holder's enemies.
- Ability Boosts +2 Loyalty, plus a free +2 ability boost
- Ability Flaw -2 Culture
EXPANSION
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 patron’s nation helps to bolster your own
kingdom’s society, but this increased reliance means
that fluctuations in your ally’s fortunes can impede your
own kingdom’s security. If you select this charter, the holder expects you to remain strong allies.
- Ability Boosts +2 Culture, plus a free +2 ability boost
- Ability Flaw -2 Stability
EXPLORATION
Your sponsor wants you to explore, clear, and settle a
wilderness area along the border of the sponsor’s own
territory. Your charter helps to secure initial structures
(or supplies to create them), at the cost of incurring
financial debt.
- Ability Boosts +2 Stability, plus a free +2 ability boost
- Ability Flaw -2 Economy
GRANT
Your patron grants a large amount of funding and other
resources without restriction on the nature of your kingdom’s
development—but they do require 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
allegiances between your nation and that of your sponsor.
- Ability Boosts +2 Economy, plus a free +2 ability boost
- Ability Flaw -2 Loyalty
OPEN
If you would prefer to be truly free agents and trailblazers
staking your own claim, you can simply choose an open
charter with no restrictions—and no direct support.
Not every group will be interested in the details
of how a kingdom is built and managed.
- One free +2 ability boost
- Ability Flaw none
Government
The choice of government grants three boosts to the
kingdom’s ability scores. Two boost specific abilities,
while the third is a free boost that can be applied to any
ability score other than the two that were specifically
boosted. The government type also gives the kingdom
the trained proficiency rank in two specific skills and
grants a bonus Kingdom feat.
DESPOTISM
Your nation’s rule is centered around a single individual
who seized or inherited command and whose authority is
absolute. The ruler of this kingdom still retains advisors
and assistants, but only when they obey the ruler’s
whims.
- Ability Boosts +2 Stability and Economy, plus a +2 free ability boost
- Skill Proficiencies Intrigue and Warfare
- Bonus Feat Crush Dissent
FEUDALISM
Your nation’s rule is vested in a dynastic royal family,
though much of the real power is distributed among their
vassals and fiefdoms.
- Ability Boosts +2 Stability and Culture, plus a +2 free ability boost
- Skill Proficiencies Defense and Trade
- Bonus Feat Fortified Fiefs
OLIGARCHY
Your nation’s rule is determined by a council of influential
leaders who make decisions for all others.
- Ability Boosts +2 Loyalty and Economy, plus a free +2 ability boost
- Skill Proficiencies Arts and Industry
- Bonus Feat Insider Trading
REPUBLIC
Your nation draws its leadership from its own citizens.
Elected representatives meet in parliamentary bodies to
guide the nation.
- Ability Boosts +2 Stability and Loyalty, plus a +2 free ability boost
- Skill Proficiencies Engineering and Politics
- Bonus Feat Pull Together
MAGOCRACY
Your nation is governed by those most skilled in magic,
using their knowledge and power to determine the
best ways to rule. While the type of magic wielded by
the nation’s rulers can adjust its themes, the details below remain the
same whether it’s arcane, divine, occult, primal, or any
combination of the four.
- Ability Boosts +2 Economy and Culture, plus a free +2 ability boost
- Skill Proficiencies Folklore and Magic
- Bonus Feat Practical Magic
YEOMANRY
Your nation is decentralized and relies on local leaders
and citizens to handle government issues, sending
representatives to each other as needed to deal with
issues that concern more than one locality.
- Ability Boosts +2 Loyalty and Culture, plus a free +2 ability boost
- Skill Proficiencies Agriculture and Wilderness
- Bonus Feat Muddle Through
Heartland
The heartland grants an additional boost to one
of the kingdom’s ability scores based on a significant
terrain feature present. If the area has
more than one terrain feature, the PCs should choose
only one of them to provide the boost.
FOREST OR SWAMP
Your nation begins in woodlands or swamplands, so there
are no shortages in natural resources or wonders to
bolster your citizens’ imagination and mood.
HILL OR PLAIN
Your nation starts in an area that is easy to traverse. This
is reflected in your citizens’ temperament; they appreciate
that your choice makes their lives a bit easier.
LAKE OR RIVER
By establishing your nation on the shores of a lake or
river, you ensure a built-in mechanism for trade. Even
before a road is built, merchants and travelers can reach
your settlement with relative ease via boat.
MOUNTAIN OR RUINS
Your nation is founded in the mountains or includes a
significant ruined location, and it uses these natural or
artificial features to bolster defense. Your citizens tend to
be hale and hardy, if not stubborn to a fault.
- Ability Boost +2 Stability
Leaders
All kingdoms have leaders who fill roles tending to
the economy, defense, and health of its citizens. Each
role grants the kingdom different benefits, provided
a character—be it a PC or an NPC—takes up the
mantle of serving in that role. A 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 arise. A leader's key ability lists the kingdom ability score that
is most impacted by that leader. When this role is
invested, all Kingdom skill checks that leader makes based on this ability
gain a +1 status bonus. This bonus increases to +2
when the kingdom reaches 8th level, and then to +3
when the kingdom reaches 16th level.
RULER
The Ruler performs the kingdom’s most
important ceremonies, is the kingdom’s chief
diplomatic officer, serves as the signatory
for all laws affecting the entire kingdom,
pardons criminals when appropriate, and
is responsible for appointing characters to
all other high positions in the kingdom’s
government.
- Key Ability Loyalty
- Vacancy Penalty –1 to all checks (this stacks with any other vacancy penalty gain 1d4 Unrest at the start of the Kingdom turn; Control DC increases by 2
COUNSELOR
The Counselor is a liaison between
government and citizens. They study issues with
academic analysis but also interpret the desires of the
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 to all Culture-based checks
GENERAL
The General leads the kingdom’s military, heading its
armies and managing subordinate military commanders.
The General is responsible for looking after the needs of
the kingdom’s military and directing them in times of war.
- Key Ability Stability Vacancy Penalty –4 to Warfare activities
EMISSARY
The Emissary keeps state secrets, 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 is a public figure or someone who
manipulates events behind the scenes, their role in the
kingdom remains the same.
- Key Ability Loyalty
- Vacancy Penalty –1 to all Loyalty-based checks
MAGISTER
The Magister is in charge of all things magical in the kingdom,
attending to how the supernatural affects ordinary citizens.
They promote higher learning in the arts of magic, whether
arcane, divine, occult, or primal. They oversee any aspects of
governmental bureaucracy in which magic can be of service
to the kingdom’s needs and interests.
- Key Ability Culture
- Vacancy Penalty –4 to Warfare activities
TREASURER
The Treasurer monitors the kingdom’s funds 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 to ensure a fair
market for all, investigate those who take advantage of
the system, and handle taxation issues.
- Key Ability Economy
- Vacancy Penalty –1 to all Economy-based checks
VICEROY
The Viceroy plans and implements the kingdom’s 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 cities at the nation’s
heart, helping keep the kingdom moving and growing.
- Key Ability Economy
- Vacancy Penalty –1 to Stability-based checks
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 oversee the
kingdom’s overall defense and health.
- Key Ability Stability
- Vacancy Penalty –4 to all activities outside your immediate settlements
Initial Proficiencies
Choose 4 Skills to become trained in for your kingdom.
Kingdom Size
Your kingdom size determines four things; your Lots, Storage, Consumption, and Resource Die. Lots are the spaces available to build structures, storage is the space available to store each of your commodities, consumption is how much food is needed for your kingdom, and resource die affects things you can do on your kingdom turns.
- You start with 4 lots, increased to 16 at 6th level, 24 at 11th level, 36 at 16th level, and 40 at 20th level.
- You start with 4 storage, increased to 8 at 6th level, 12 at 11th level, 16 at 16th level, and 20 at 20th level.
- You start with a 1 consumption rate, increased to 2 at 6th level, 4 at 11th level, 6 at 16th level, and 8 at 20th level.
- Your resource die starts at a d4, increased to d6 at 6th level, d8 at 11th level, d10 at 16th level, and d12 at 20th level.
Favored Land
The lands within your territory are easier for your armies to operate in. You may take a second Warfare activity during the Warfare phase as long as it takes place within your territory.
Kingdom Feat
At 2nd level, and then every 2 levels thereafter, the
kingdom gains a feat from the
Kingdom Feats page.
SKILL INCREASE
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 your kingdom is
untrained, or to increase your rank to expert in one
skill in which your kingdom is trained.
Starting at 7th level, you can use your skill increases
to increase your kingdom’s proficiency to master in
a skill in which your kingdom is already an expert.
Beginning at 15th level, you can use them to increase
your proficiency to legendary in a skill in which your
kingdom is already a master.
FINE LIVING
At 4th level, your people celebrate by indulging you with feasts
and finery. All PCs associated with the kingdom enjoy
a Fine standard of living at no cost whenever they’re in the kingdom. Any
PCs in hostile wilderness, a monster-filled dungeon,
or otherwise cut off from their citizens must provide
their own sustenance as usual even if they are within
the boundaries of their kingdom.
ABILITY BOOSTS
At 5th level and every 5 levels thereafter, you boost
two different kingdom ability scores. You can use
these ability boosts to increase your kingdom’s ability
scores above 18. Boosting an ability score increases
it by 2 if it starts out below 18, or by 1 if it’s already
18 or above.
RUIN RESISTANCE
At 5th level and every 3 levels thereafter, your
kingdom becomes more resistant to Ruin. Choose
one of the four Ruin categories and reduce its penalties by 1.
LIFE OF LUXURY
At 10th level, your people lavish you with every creature comfort.
This is identical to Fine Living, but all PC leaders
enjoy an Extravagant standard of living at no cost whenever they’re in the
kingdom.
ENVY OF THE WORLD
At 20th level, your kingdom is one of the world’s prominent
nations. The first time in a Kingdom turn when
your kingdom would gain Unrest or Ruin, ignore
that increase. You can ignore additional increases to
Unrest or Ruin later in the same turn as well, but you
must spend a Fame or Infamy point each time you
do so.
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