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All the information needed to govern your Kingdom.

See the monthly meeting minutes to see what work was done each month and the current kingdom status.

Mymap7 copy

Festivals 1: July 24th (Founding Day), April 1 (River's Day)

National Animal: Dire Porcupine


Taxation: Normal (+2 Economy, -2 Loyalty)

Promotion: Normal (+2 Stability, 2 Consumption) From January

Unrest: 0

Control DC: 20+Size = 33 Treasury: 20 BP

Consumption: 1



Population: 1180

440- Boatmurdered (Capital)

250- Olegton

490- Rural Hexes (6)

{45- Temple to Erastil (Not Annexed)}

General Info about Cities


DiplomacyEdit

RATE / ENTITY / BEST CONTACT

  • Note: Modify Diplomacy based on how the 4BP in Diplomatic Gifts was divided.

+30 Meager Varn [Ashiara]

+25 Nomen Centaurs

+15 Restov [Jang]

+13 Kobolds [Sharell]

+10 House Surtova and allies (Lodovka, Garess, Lebeda) [Jang, Quelk, Jack]

+6 Fey [Morgan]

+5 House Orlovsky and allies (Medvyed) [Alex or Alyssa]

+5 Church of Min [Alyssa]

+5 Trees [Morgan]

+3 Western Kingdom (Baron Drelev & Wife) [Morgan]

+3 Numeria

+2 Oppara

+2 Reapers of Secrets [Quethier]

0 Other River Kingdoms

0 Pitax

-2 Mivon

-5 Daggermark

-10 Iobaria

-15 Numeria -35 is basically war.

  • Sending Diplomatic Gifts can improve diplomacy.
  • Snubs can injure diplomacy.

CityEdit

Cities has more information on the country's cities. Base Value is 200 gp.

Each Hex and District= +1 consumption

If Unrest is 0 = +1 BP

50 pop per block

50 pop per hex

200 extra every 6 months

1 BP= Road (2 for forest; 4 for mountain/swamp)

2 BP= Farm (4 for hill)

More expensive and takes longer to prepare a city in Forest, Hills, Mountains, or Swamp. Grasslands cities are cheap.

Deposit 4K gp = Add 1 BP.

ActionsEdit

Hiring Adventurers:Edit

By hiring adventurers, the PCs can effectively purchase one time bonuses to any Economy, Loyalty, or Stability checks made as a result of a kingdom event.


A group of low-level adventurers (level 1–2) grants a +2 bonus on the check but costs 4 BP.


A group of mid-level adventurers (level 3–5) grants a +5 bonus on the check but costs 8 BP.


A group of high-level adventurers (level 6 or higher, but never higher than the PCs’ Average Party Level) grants a +10 bonus on the check but costs 16 BP.


Leadership Feat:Edit

The leadership feat grants a bonus to your ruler bonus for whatever your role as leader is.

Equal to +1 for each 10 points of your Leadership score.

This represents a PC’s followers acting as their agents and loyal and efficient infrastructure throughout the kingdom, spreading good word of mouth, setting a good example for others, relaying rumors of unrest or honest assessments of the needs of the kingdom from the grassroots level back to the leadership, and generally being model citizens.


Boosting Leadership Scores With SpellsEdit

Spells like Cat's Grace, Owl's Wisdom, etc. may boost a leadership score. However, they need to be cast on the target for 20 days of a month and 10 hours a day for it to be a benefit. Any time less than that, and the benefit does not accrue (Not even half).


Shrines, Temples and CathedralsEdit

Instead of providing fixed bonuses to loyalty, stability or economy the building provides bonuses to an attribute related to the alignment of the god worshipped.

Cathedrals provide a bonus of +2 to each attribute

Temples provide a bonus of +2 to one attribute related to the god's alignment or +1 to two different ones.

Shrines provide a bonus of +1 to one of the attributes related to the god’s alignment.


Lawful gods provide a bonus on Economy checks,

Chaotic gods provide a bonus on Loyalty checks,

Good gods provide a bonus on Loyalty checks.

Evil Gods provide a bonus on Economy checks.

Neutral gods provide a bonus to Stability checks. (a temple dedicated to a truly neutral god provides this bonus twice).


TaxationEdit

None, Light, Normal, Heavy, Overwhelming

(Economy bonuses go up; Loyalty penalties go up)


Festivals Per YearEdit

(Loyalty bonus goes up, but Consumption Increases)


Promotion of DevelopmentEdit

None, Token, Standard, Aggressive, Expansionist

(Loyalty goes up; Consumption Increases)

(Stability may decline if you have a significant population of non-humanoids and promotion is above standard.


Expenses and Withdraw BPEdit

1 BP = 2000 gp

No need to withdraw BP for expenses unless they are at least 2000 gp total

Withdrawing BP for personal use costs -1 Unrest per 1 BP and -1 Loyalty for each 4 BP that are pulled that are not used directly for Court expenses.

Court expenses include: Furnishing castle, paying castle upkeep and salaries, paying military salaries.

Court Expenses (Castle/Salary Related)
Extravagant Staff: (5 consumption/month)
Special Staff: (2 consumption/month)
Average Staff: (1 consumption/month)
Small Staff: (1/2 consumption/month)
Bare Maintenance (200 gp/month) : Skeleton-staff and food. -1 Loyalty, -2 Stability.
None (-) : No Castle or center of government, No Staff. -1 Loyalty, -4 Stability
Court Expenses (Living Expenses) [Per Person. Only necessary to pay for Ruler] This is just flavor if you want.
Extravagant (2,000 gp/month/person): The PC is noted for a flamboyantly expensive lifestyle, which helps impress some and causes jealousy in others. +1 Loyalty
Noble (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes.
Wealthy (500 gp/month):
Tradesman: (200 gp/month):
Sufficient (60 gp/ month): A man of the people, you spend enough to maintain somewhat of an image, but no one would even think to be jealous of your lifestyle.
Commoner (20 gp/ month): Although you save a great deal, your image suffers in the eyes of your populace if you are the Ruler. -2 Loyalty.
Pauper (--) : No money is spent. You live off the generosity of others. People see you as ineffectual. -4 Loyalty.
Court Expenses (Military Expenses) [These account for Defense and Infrastructure, not necessarily troop #s]

-To officially move into a tier you need to spend that much for 8 consecutive months.

Moving down a tier happens if underfunded for 2 of 4 months.

World-Class Military (11 consumption/month): [Nationwide Defense +6, Economy -3, Consumption +10]
Extravagant (8 consumption/month) : The newest uniforms, and all the support medical staff necessary. [Nationwide Defense +4, Economy -2, Consumption +4]
Royal (6 consumption/month) [Nationwide Defense +3, Economy -1, Consumption +2]
Significant (4 consumption/month) [Nationwide Defense +1]
Average (2 consumption/month)
Outpost (1 consumption/month)
Small (1/2 consumption/month)
None (--)

Leadership RolesEdit

These affect your bonuses.

See Kingdom Roles

BuildingsEdit

Note: Not all the bonuses are written here, see below for general bonuses. However, the bonuses that fight Unrest and that add to the city's GP limit are provided. Note that some buildingsh ave more than one bonus. (Some buildings (hospital, school, orphanage, homeless shelter, refugee encampment are adapted from: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePath/kingmaker/humanitarianBuildings).


Hospital (38 BP, 2 squares): A place to care for the sick, the cursed, the lame, and the incurably insane. Halves the cost of any Orphanage, Homeless Shelter, or School in the same city. Loyalty +2, Stability +2, Unrest -2




1-12 BP

•Barracks (12 BP): (-1 Unrest)
•Brewery (6 BP):

•Brothel (4 BP; must be adjacent to 1 house): .

•City Wall (8 BP): City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. (-2 Unrest)

•Dump (4 BP): A centralized place to dispose of refuse. (Required after 10 houses or else +2 Unrest) (+2 Unrest if building next to it)

•Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. (+500 gp)

Gallows (8 BP) : (-2 Unrest)

Gaming Hall (10 BP) (-1 Stability) (+500 gp)

•Graveyard (4 BP):

•Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions.

Homeless Shelter (12 BP): A place to shelter those unable or unwilling to shelter themselves. Loyalty +1, Stability +1, Economy -2, Unrest -1

•House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. (-1 Unrest)

•Inn (10 BP; must be adjacent to 1 house): (+500 gp)

•Library (10 BP): A large building containing books, often presided over by a sage or other scholar.

•Mansion (10 BP):

•Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. (-1 Unrest)

•Park (4 BP): (-1 Unrest)

Refugee Encampment (0 BP, 1 square): A staggering number of tents, wicker shelters and patchwork shacks. The 'not-in-my-back-yard' phenomenon causes Unrest when refugees first move in. You cannot choose to build these, they just happen and you locate them. A Refugee Encampment may be located adjacent to a Tannery at no additional penalty. Though a Refugee Encampment does not count as a House (for those buildings that must be adjacent to a House), you may build a House over an existing Refugee Encampment for 3 BP. Economy -1; Stability - 2; Unrest +2

•Shop (8 BP; must be adjacent to 1 house): A general store. (500 gp)

•Shrine (8 BP): (-1 Unrest)
•Smith (6 BP): An armor smith, blacksmith, or weapon smith.

•Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. (+500 gp)

•Tannery (6 BP; cannot be adjacent to a house):

•Tavern (12 BP; must be adjacent to 1 house): (+750 gp)

•Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP.

•Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. (+500 gp)

•Watchtower (6 BP): (-1 Unrest)

Winery and Vineyard (10 BP) (2 block)


13-30 BP


• Alchemist (18 BP; must be adjacent to 1 house) (+1,500 gp)

• Caster’s Tower (30 BP):

• Garrison (30 BP): A large building to house armies, train guards, and recruit militia. (2 blocks) (1/2 Cost Granary, Wall, Jail)

• Granary (14 BP): (+4 stability v. Food shortage) (-1 consumption) (1 per district)

• Zoo (22 BP) (Loyalty +3) (1/2 cost Park)

• Jail (14 BP): (-2 Unrest)
• Luxury Store (30 BP; must be adjacent to 1 house): (+2,000 gp)

•Mill (20 BP; must be next to a water border): (-2 consumption) (1 per city)

Orphanage (16 BP): A home for unfortunates who have lost their parents. (Loyalty +2, Stability +1, Unrest -1)

•Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. (+1,000 gp)

•Theater (24 BP): (2 blocks) (1/2 cost Park, Tavern, Gaming Hall)

•Town Hall (22 BP): A public venue for town meetings and repository for town records. (2 Blocks) (1/2 cost Barracks, Dump, Watchtower)

Tournament Grounds (25 BP) : (2 blocks) (Arena Upgrade for 20 if space) (+500 kingdom gp value)

School (16 BP, must be adjacent to 1 house): A place to teach the bare minimum of reading, writing & arithmetic needed by shopkeepers, tradesmen, and guild members. Economy +1, Loyalty +1, Stability +1

Shipyard (30 BP) (1/2 cost Lighthouse and Winery)

Stockyard (16 BP) (Not adjacent to a house) (1/2 cost Tannery)

Lighthouse (22 BP) (Adjacent to water) (+500 gp) (-1 Unrest)

• Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. (Halves cost of Exotic Craftsman, Luxury Store, and Mansion; Econ _+1, Loy +1, Stab +1)


31-50 BP

• Arena (50 BP, limit one per city): (4 blocks) (1/2 cost Garrison and Theatre). **grants a discount on city's festival edicts.

• Embassy (40 BP) (Next to wall) (+500 gp) (1/2 cost Guildhall as foreign craftsmen come to feel more at home) (1 per city) (+2 international diplomacy rolls)

• Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. (+1,500 gp base value, halves cost of pier, Stable, Tradesman, Econ +2, Loy +2)

• Market (40 BP; must be adjacent to 2 houses): (2 blocks) (+2,000 gp)

• Magic Shop (36 BP) (+6,000 gp) (Requires Arcane Magic Caster Level 8 to staff)

• Temple (30 BP): (2 blocks) (1/2 Cost Grave, Monument, Shrine) (-2 unrest)


51+
•Castle (65 BP, limit one per city.): (4 blocks) (-4 unrest) (1/2 cost Noble Villa or Town Hall)
•Cathedral (60 BP, limit one per city.):(4 blocks) (-4 unrest) (+1,000 kingdom gp value) **Decreases consumption increase penalty for promotion edicts.

•Academy (60 BP): (2 blocks) (1/2 cost Caster Tower, Library) (+500 kingdom gp value)

•Waterfront (90 BP; must be adjacent to a water border, limit one per city.): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. **Reduces Loyalty backlash penalty for tax edicts. (2 blocks) (+4,000 gp) (1/2 cost Guildhall, Market)


Buildings that affect your Kingdom's UNRESTEdit

medium increases -Refugee Camp


small increases
•Brothel
•Tenement

very small decreases

•Homeless Shelter

•House
•Monument

•Orphanage

•Park
•Shop
•Watchtower



small decreases
•Barracks
•City Walls

Gallows
•Garrison
•Jail
•Temple



large decreases
•Castle
•Cathedral

Buildings that affect your Kingdom's ECONOMYEdit

medium decreases

  • Homeless Shelter


small decreases

-Refugee Camp


small increases
•Alchemist
•Brothel
•Caster's Tower

Embassy

Gaming Hall
•Inn
•Library

Lighthouse
•Luxury Store
•Magic Shop
•Mill
•Noble Villa
•Piers

-School

Shipyard
•Shop
•Smith
•Stable

Stockyard
•Tannery
•Tavern
•Town Hall

•Tradesman

Winery and Vineyard


medium increases
•Academy
•Castle
•Guildhall
•Market
•Theatre

Tournament Grounds


very large increase
•Waterfront



Buildings that increase your Kingdom's LOYALTYEdit

lesser increases
•Brewery
•Caster's Tower
•Dump
•Exotic Craftsman
•Granary
•Graveyard
•herbalist

-Homeless Shelter
•Inn
•Library

Lighthouse
•Noble Villa
•Park
•Piers

-School

Shipyard
•Shrine
•Stable
•Tavern

Tournament Grounds
•Town Hall

Winery and Vineyard


medium increases
•Academy
•Brothel
•Castle
•Garrison
•Guildhall
•Jail

  • Orphanage
    •Temple


large increase
•Monument


very large increase
•Cathedral

Buildings that increase your Kingdom's STABILITYEdit

medium decrease

Refugee Camp

lesser decrease

Gaming Hall


lesser increases
•Brewery
•Dump

Embassy
•Exotic Craftsman

Gallows
•Granary
•Herbalist

-Homeless Shelter

Lighthouse
•Mansion
•Mill
•Noble Villa

  • Orphanage
    •Piers
  • -School
    •Smith

Stockyard
•Tannery
•Town Hall
•Tradesman

Watchtower

Winery and Vineyard


medium increases
•Castle
•Garrison
•Jail
•Market
•Temple
•Threatre


very large increase
•Arena


Buildings that increase your CITY DEFENSE

small increases
•Barracks
•Watch Tower


medium increase
•City Walls


very large increase
•Castle

Buildings that increase your Kingdom's GP VALUEEdit

small increases
•Inn
•Shop
•Stable
•Tavern
•Tradesman

Exotic Craftsman


medium increases
•Pier
•Guildhall
•Alchemist

  • Academy (1000 gp)
  • Tournament Grounds


large increases
•Market
•Luxury Store
•Magic Shop

  • Cathedral (1,500 gp)


very large increase
•Waterfront (4,000 gp)


Other Special Improvements

Mill (-2 consumption) (1 per city)

Granary (-1 consumption) (1 per district)

Non-City BuildingsEdit

Camp: (6 BP) A logging camp can be built in a forest area with a road or river.

+1 Economy, -1 Consumption.

The economy bonus is doubled if the hex contains a resource like rare lumber: +2 Economy.


Cave:

Stability +1 if claimed.


Farm: (2 BP)

Reduce consumption by 2.


Fort: (15 BP). A sturdy structure that serves as a guard post and lookout for danger.

+1 Stability; +2 Defense Modifier; Unrest –1.

A fort can be built in any hex containing a road or river, even if a camp,farm or mine has already been established.

If a city is built in an area with a fort, the fort is treated as a watchtower.

(You may only build one fort per 2,500 population)

Each fort effectively earns its defense modifier by employing 100-200 people as soldiers.


Landmark:

+1 Loyalty if claimed.


Mine: (8 BP) The hex must contain a resource like gold or silver ore:

+2 Economy (stacks with resources)


Resources:

+1 Economy if claimed.


Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes of navigable rivers yourkingdom controls that contain navigable rivers, you gain +1 Economy. (Hexes with a river and a road count for both.)


Road: (1 BP)

Every 4, Econ +1;

Every 8, Stability +1.


Ruins: Can be incorporated into the city to reduce building costs.